Yes, kinda nocturnal mutants but lite version, read the very end of description for the purpose of this addon.
Description
Once the night starts it spawns one dangerous mutant squad for each level every 30 minutes. Squads are spawned on randomly picked empty location (where mutants usually spawn) and exist till the morning. Spawned squads are then removed.
(It can pick a location that is already full or have vanilla night mutants on it, in that case this level won't spawn anything till the next try, I thought this will make it a little bit more random/chaotic and also won't overspam small levels with too many mutants ;p)
You can add more different squads or change mine in squad_descr_night_mutants.ltx. Follow mini guide at the top of this file.
You can also change these in night_mutants.script if you want:
Compatibility / uninstallation
Should be compatible with everything. For uninstallation just wait till the morning when all the spawned by this addon mutants are removed, then you can save and safely uninstall addon.
Changelog
- 0.2: Crashfix that I can't replicate and don't understand xd
But why? we already have nocturnal mutants
Still props to Leviathan, but I didn't like how:
- NPCs are spawned without squad (Anomaly and some other addons don't really like it);
- mutants are spawned in waves only at certain time (this addon does it too, but lesser spawns with shorter intervals);
- mutants are spawned only around player;
- mutants attacking bases, they die too quickly after spawn and primarily focus the bases with player (this addon just spawns squads that act like regular mutants, basically filling empty locations at night).
Thanks to Longreed for answering lots of questions xd
rrr
maybe a light version but for nocturnal squad guards would be great
How can I make it light? ;]
If you want more guards check my guard spawner addon.
Perfecto
New game needed, ain't it?
No, install at any time.
This seems interesting, thanks for making another great addon
What is worst than facing a Chimera at night? Freaking cats.
So I can have this installed with Noc mutants I see or am I going to get issues later? Or just more chaos? If so thats what I like.
No issues, but yeah it's gonna be more chaotic.
The original Nocturnal Mutants also slows your game down to a crawl. I hope this performs a little better, as I don't need a onslaught gamemode in my STALKER play-through, I just need some more difference between day and night traveling in the zone
I think I have the perfect set up for using this: I'm using DLTX version of Dynamic Mutants; just turn off the nocturnal mutant option in the MCM menu. Then install this mod.
Perfection!
wow, awesome work!
should i use this with dynamic guards?
You can, but don't know why, mutants do not focus bases intentionally in this addon.
that is good decision
nice work pro i think your addon and nocturnal mutants addon would be awesome together
but decrease the number of nocturnal spawn is recommended or the zone is going messy Unless you like messy XD
i personally like it but my shawarma PC can't handle it will :S my fps drop like crazy sauce :O
Hello friend, I got this error just trying to sleep, I'm using Dynamic Mutants DLTX, is it possible that I have something wrong with my configuration?
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...iles/anomaly-1.5.1\gamedata\scripts\night_mutants.script:103: attempt to call method 'remove_squad' (a nil value)
! [SCRIPT ERROR]: ...iles/anomaly-1.5.1\gamedata\scripts\night_mutants.script:103: attempt to call method 'remove_squad' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...iles/anomaly-1.5.1\gamedata\scripts\night_mutants.script:103: attempt to call method 'remove_squad' (a nil value)
stack trace:
Hm...did you add anything yours in ltx?
Greetings, I did not alter any complement files, but it may be that there is some incompatibility with some complement in my list that MO2 is not showing me, for example, I am using ZCP 1.5D that was updated very recently and also handles the spawning of the squads of mutants, but I'm not sure that's the cause of the problem
They should be separated, but I'll try to poke zcp author.
If you can set "local debugx = false" to "true" and send log after crash in discord, that would help.
Hello friend, sorry for the delay I was a bit busy but I already have the record with the error I had a hard time replicating it but it happened exactly that the last time at dawn in the great swamps, could you provide me with the Discord link to be able to send you the complete log?
PS: It is very likely that I also have other errors in the registry since my list of plugins is very long and it takes me time to compile and find out the cause of the problems since I am a newbie in this matter
This comment is currently awaiting admin approval, join now to view.
Hi there, would there be any concerns with using this alongside Warfare Alife Overhaul? Or would it just latch on to the mutant spawn points in warfare naturally?
I have no idea what is going to happen ;]
This addon needs dyanmic guards like noct mutants does? Sorry for muy english
Needs as if it is a requirement? No, but you can install whatever you want on top of it.
no need
Much better than the other nocturnal mutants add-ons since well, this one actually uses smart terrains unlike the others who spawn them like crazy right on top of the player.
Some people prefer the latter ;p
This is just an alternative for the others who not really the fans of it ;]
This comment is currently awaiting admin approval, join now to view.
Hi, I keep getting an error when morning comes when I'm assuming the mutants are supposed to de -spawn, and my game crashes. No matter what as soon as my save file hits around 05:00 it crashes. I saw above someone said it was maybe ZCP mod, I had recently also turned on the mod to try it out. After crashing I turned it off but it is still crashing.
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 204
Description : fatal error
Arguments : LUA error:
c:/stalker/bin/..\gamedata\scripts\night_mutants.script:103: attempt to call method 'remove_squad' (a nil value)
stack trace:
Sorry, just noticed comment. Is it still happening on recent version? Or is it some modpack without update version? ;]
Hi, does your mod also let NPCs send those messages like: "Its almost dark guys, prepare for the monsters". Like the old Dynamoc Nocturnal Mutants mod? Thats what I really liked about it.
Nope.
This comment is currently awaiting admin approval, join now to view.
Game closes without crash log upon changing location during night. It happens not all the time, but often.
The reliable solution is to sleep till morning, and then to the traveling.
The worst of this that I encountered at CNPP trying to move to Zaton. I had to temporary remove the mod to change location.
This crash happened when I tried to move to Zaton at night with mod removed. I doubt it will help but it may give you some insight.
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: .../bin/..\gamedata\scripts\___spawn_dynamic_mutants.script:2739: attempt to compare number with nil
stack trace:
No mod conflicts, using DLTX + fixed warfare overhaul.
Other than that, really love the mod!
Edit:
!WARNING! Shenanigans above caused me a non stop mutant spawning in COP locations (according to console at least), caused a lot of stutter, and caused my saving process to freeze the game for 7+ seconds. Big note: it was ME who blew it all. Do the hard save backup before trying to bruteforce problems!
hi, ___spawn_dynamic_mutants.script is from Leviatan's Dynamic mutants, so this has nothing to do with this addon
Strange...
I explicitly remember not using this mod and "night mutants" at the same time. I also remember removing "Dynamic mutants" after a reliable night CTD's even on the basic install. I can only assume that mod of this scale will "haunt" my save file even after I purged it.
In conclusion:
Always start a new game when developing a portable mod pack...
Thanks for bashing me straight, Bart!
Hello! I play the GAMMA pack of the latest version, I update it in MO. Everything worked correctly for more than 40 hours of gameplay, but then in the Swamps at 5:00 in the morning a crash began to occur with an error. Also, a flight occurs during TP to other locations and sleep. Installed mod Ztsp and before there were no such crashes. In MO, I changed the "night mutants" mod on the advice of the guys from Discord, but it did not help. Is there any solution?
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: d:/anomaly/bin/..\gamedata\scripts\night_mutants.script:103: attempt to call method 'remove_squad' (a nil value)
stack trace:
Yo, did u find a way to fix it? Same problem :(
If someone is looking for fix, try Gamma discord chat.
They will help)
Just installed the newest release of Gamma and started experiencing this too.
This comment is currently awaiting admin approval, join now to view.
I was struggling with this and found the fix
In the scripts under the function delete_mutants() make sure in "local squad ==alife_object(squad_id)" there is two "==" not one "=". I don't know why but it was missing one.
Glad if I could help anyone :)
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 204
Description : fatal error
Arguments : LUA error:
c:/stalker/bin/..\gamedata\scripts\night_mutants.script:103: attempt to call method 'remove_squad' (a nil value)
What? This doesnt make any sense. All this "fix" does is preventing spawned mutan squads from despawning at all.
The problem lies inside alife_release(squad) function.
I don't know why it has 5 upvotes, this advice will just break syntax and script won't even load...
You can't just add random symbols to the code.
Does it work with warfare? Anyone Know or tried?
This comment is currently awaiting admin approval, join now to view.