The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

Makes game a bit more progressive. In two words most of the time novice squads will be at south, masters at north.

Preview
NPC rank based travelling and respawn 1.02
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bvcx Author
bvcx - - 2,140 comments

Ok, this version has to be much better. I know that not everyone like changing things in scripts so it should be easier with MCM now. Sorry for this update taking so long, I just started playing myself and can actually see how my addons work aside of strictly testing environment.

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RamseySparrow
RamseySparrow - - 833 comments

so... what does the 'z' here stand for?

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bvcx Author
bvcx - - 2,140 comments

Changed to prevent further politics discussion, let's see if people can find a hidden meaning in "x".

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Schuchart
Schuchart - - 1,641 comments

Pfff easy-peasy, "x" is where you hid all the booty. Alert the Diggers!

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RamseySparrow
RamseySparrow - - 833 comments

So... what does the 'x' here stand for?

I mean, if you angle it about 45 degrees and add a little jointed dash to each arm... it begins to look like an ancient vedan good luck symbol.

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Guest
Guest - - 690,384 comments

hahaha look at twitter now. "X"

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CanusMajorus
CanusMajorus - - 18 comments

sounds like a very cool idea

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Axl4325
Axl4325 - - 41 comments

This is a really cool idea thanks for making it a reality, looking forward for any other tweaks you can make

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Pinman
Pinman - - 10 comments

Finally somebody made this

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reter
reter - - 615 comments

is this compatible with warfare alife overhaul or stuff like that?

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bvcx Author
bvcx - - 2,140 comments

I have absolutely no idea how NPC travel in warfare or warfare alife overhaul ;[

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Vintar0
Vintar0 - - 391 comments

Warfare uses its own simulation system, so this addon would not do anything in a Warfare playthrough

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

cant stop laughing at the picture lmao

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crushgame
crushgame - - 113 comments

привет! отличная Работа!

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zoust
zoust - - 355 comments

"Optional (disabled by default, probably can be chaotic) feature to allow mutants travel between levels like stalkers do."

This seems interesting :) tx for the mod will try

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bvcx Author
bvcx - - 2,140 comments

Let me know how it went with mutants xd

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Guest
Guest - - 690,384 comments

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Senaattori89
Senaattori89 - - 207 comments

is that one setting compatible with [1.5.1] Smart Terrain Spawns Bugfix?
Moddb.com

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bvcx Author
bvcx - - 2,140 comments

mm nope, but there is just one changed block that I didn't touch and you can safely replace it in my "se_smart_terrain:try_respawn()" for a block from this bugfix addon (it's under "-- DPH" comment)

I'll add a bit later with some other minor changes, not to update addon 50 times per day ;p

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Senaattori89
Senaattori89 - - 207 comments

Too stupido to figure out for sure which line to put and where so Im just gonna wait for your update ^^"

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Harald_ino
Harald_ino - - 247 comments

The description bvcx/xcvb gave is a bit wacky.

I looked into it, without understanding anything about writing or reading scripts, and I think I found what he meant.

in this addons script "target_prior.script" The block he means is at line 873 to 881:
-- Tronex
-- Safer check for common squads
if ini_sys:r_bool_ex(k,"common") then
if (s_find(k,"sim_squad")) then
max_respawn_count = round_idp(max_respawn_count*stalker_pop_factor)
elseif (s_find(k,"simulation")) then
max_respawn_count = round_idp(max_respawn_count*monster_pop_factor)
end
end

You have to replace this block with the lines in the "smart_terrain.script" from dph's fix addon. The block is at line 1671 to 1686:

-- Tronex
-- Safer check for common squads
-- DPH
-- This doesn't work. "k" is the name of the spawn section, not a squad section
if (v["squads"]) then
-- Just take the first squad section to determine type. Not correct, but accurate in almost all cases
local k2 = v["squads"][1]
if ini_sys:r_bool_ex(k2,"common") then
-- almost all spawn sections with "zombied" in them have mutants as other spawns
if (s_find(k2,"simulation") or s_find(k2,"zombied")) then
max_respawn_count = round_idp(max_respawn_count*monster_pop_factor)
elseif (s_find(k2,"sim_squad")) then
max_respawn_count = round_idp(max_respawn_count*stalker_pop_factor)
end
end
end

I am pretty sure that is what he meant because the "-- DPH" comment is there as well as the old Tronex comment. To be sure I looked into the "smart_terrain.script" from the ZCP addon which includes DPH's fix and it is the same there.

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Senaattori89
Senaattori89 - - 207 comments

Hey! I just tried this, sadly after a minute of gameplay I get this

! [SCRIPT ERROR]: ...nomaly-1.5.1/bin/..\gamedata\scripts\target_prior.script:882: attempt to call global 's_find' (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: ...nomaly-1.5.1/bin/..\gamedata\scripts\target_prior.script:882: attempt to call global 's_find' (a nil value)

stack trace:

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Harald_ino
Harald_ino - - 247 comments

It does not work then :(

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bvcx Author
bvcx - - 2,140 comments

Sorry for it taking so long, was busy this month and spent free time on other addons ;[
Updated, try it now (read changelog).

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inna1643491613
inna1643491613 - - 24 comments

does this add-on stop novices from appearing or staying in northern areas?
because i'd still like to see them around

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bvcx Author
bvcx - - 2,140 comments

I don't see a point in the addon then ;]

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ggforever++
ggforever++ - - 27 comments

Hi again xcvb. I really like what this mod is going after.
I noticed that when using this mod and ZCP, the game did not use my Stalkers population factor values. This is despite me setting "local replace_respawns = false" and "local SMART_TERRAIN_SPAWNS_BUGFIX_PATCH = true".

I tested this by setting Stalker population factor to 0.2 in ZCP, starting a new game, and checking my rank in the PDA. When 0.2 was set, I was rank 46. After enabling your mod, and changing nothing else, I was rank 289.

I tried the same experiment with mutants. Using the mod Moddb.com, I set the dynamic mutants to 0 using the slider. Then, setting the Mutant population factor to 0.2, I tried killing all mutants with and without your mod enabled (when killing all mutants you get a message saying how many died).
When Mutant population factor set to 0.2, and your mod disabled, 28 mutants died.
When your mod was enabled, and nothing else changed, 426 mutants died.

Would love it if I could get your mod and ZCP to work together.
Thanks!

EDIT: I had some factions disabled in ZCP. Setting Stalker population to 0.2 and re-enabling all factions increased my rank to 84.

So I still believe that your addon is affecting the population factor (perhaps using the values in the regular settings).

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bvcx Author
bvcx - - 2,140 comments

Damn, this one will be incredibly hard to test ;[

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ggforever++
ggforever++ - - 27 comments

If getting the two addons to work together would take a lot of time I'm not sure it would be worth it.

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bvcx Author
bvcx - - 2,140 comments

Do you use "local SMART_TERRAIN_SPAWNS_BUGFIX_PATCH = true" with "smart terrain spawns bugfix" addon?
Because "replace_respawns" and this feature are separated from each other. One is just replacing squad ranks, it can't spawn new ones (I hope). Second adds a feature from DPH's addon that fixes vanilla's population sliders that do not work in vanilla actually (population only affected when starting new game), it's kinda a compatibility patch that contains the whole addon because there's no other way to add it otherwise ;[

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ggforever++
ggforever++ - - 27 comments

I'm not sure I understood your question.
From my understanding the smart terrain spawns bugfix addon is already integrated in the newer versions of ZCP.

When I combined your addon with ZCP, I configured your addon thusly:
local SMART_TERRAIN_SPAWNS_BUGFIX_PATCH = true -- set this to "true" if you want to use changes from "smart terrain spawns bugfix" addon

To reiterate, if you estimate fixing the issue would be a time sink - I'm not sure it would be worth it.

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bvcx Author
bvcx - - 2,140 comments

Ah, I didn't know it's already in. Ok, my addon is supposed to replace things that spawn in the future only, i.e. if something already spawned it won't touch it. Also if replace_respawns is set to false - my addon should not affect spawns in any way (theoretically). Could you write me in discord xcvb#3398, although I'm pretty sure it should not touch spawns when disabled, I'll give you a small tweak to test that makes sure it doesn't happen 100%.

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ggforever++
ggforever++ - - 27 comments

It works!

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bvcx Author
bvcx - - 2,140 comments

Thanks ;]

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Coverdrave
Coverdrave - - 85 comments

I'm getting the following error on game load:

* loading script target_prior.script
! [LUA] SCRIPT SYNTAX ERROR
! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] d:/games/stalker anomaly\gamedata\scripts\axr_main.script(312) : on_game_start
! [LUA] 2 : [Lua] d:/games/stalker anomaly\gamedata\scripts\_g.script(83) :
! [LUA] ...mes/stalker anomaly\gamedata\scripts\target_prior.script:803: function arguments expected near 'function'
! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] d:/games/stalker anomaly\gamedata\scripts\axr_main.script(312) : on_game_start
! [LUA] 2 : [Lua] d:/games/stalker anomaly\gamedata\scripts\_g.script(83) :
! [SCRIPT ERROR]: ...mes/stalker anomaly\gamedata\scripts\target_prior.script:803: function arguments expected near 'function'
! [ERROR] --- Failed to load script target_prior

Doesn't cause a CTD, though.

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bvcx Author
bvcx - - 2,140 comments

Syntax error means that someone changed it and broke the lua syntax.

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Coverdrave
Coverdrave - - 85 comments

Well, I haven't changed the script at all. I just redownloaded it from here to compare with the version I have installed and it is the same.

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Malac88
Malac88 - - 137 comments

Nice!

I always hated, when I found a high level outfit at the beginning.

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Malac88
Malac88 - - 137 comments

Is it possible to add the zombied stalkers?
Could it work, if I add this to the target_prior LTX?

local factions_t = {
["stalker"] = true,
["dolg"] = true,
["freedom"] = true,
["csky"] = true,
["ecolog"] = true,
["killer"] = true,
["army"] = true,
["bandit"] = true,
["renegade"] = true,
["monolith"] = true,
["zombied"] = true,
["greh"] = false,
["isg"] = false,
}

-----------
["zombied"] = {
["l01_escape"] = { novice = 90, experienced = 40, veteran = 0, master = 0 },
["k00_marsh"] = { novice = 70, experienced = 50, veteran = 0, master = 0 },
["k01_darkscape"] = { novice = 80, experienced = 50, veteran = 0, master = 0 },
["l02_garbage"] = { novice = 90, experienced = 60, veteran = 0 master = 0 },
["l03_agroprom"] = { novice = 10, experienced = 80, veteran = 20, master = 10 },
["l05_bar"] = { novice = 80, experienced = 100, veteran = 100, master = 90 },
["l04_darkvalley"] = { novice = 50, experienced = 70, veteran = 60, master = 20 },
["l06_rostok"] = { novice = 50, experienced = 90, veteran = 70, master = 50 },
["l08_yantar"] = { novice = 10, experienced = 40, veteran = 60, master = 30 },
["l07_military"] = { novice = 20, experienced = 40, veteran = 90, master = 80 },
["k02_trucks_cemetery"] = { novice = 10, experienced = 30, veteran = 70, master = 50 },
["l09_deadcity"] = { novice = 10, experienced = 30, veteran = 60, master = 50 },
["l10_radar"] = { novice = 10, experienced = 20, veteran = 70, master = 80 },
["l10_red_forest"] = { novice = 10, experienced = 30, veteran = 70, master = 80 },
["l10_limansk"] = { novice = 10, experienced = 30, veteran = 50, master = 80 },
["jupiter"] = { novice = 10, experienced = 30, veteran = 80, master = 90 },
["zaton"] = { novice = 10, experienced = 30, veteran = 70, master = 80 },
["l11_pripyat"] = { novice = 10, experienced = 50, veteran = 60, master = 70 },
["pripyat"] = { novice = 10, experienced = 50, veteran = 80, master = 90 },
["l12_stancia"] = { novice = 10, experienced = 50, veteran = 40, master = 50 },
["l12_stancia_2"] = { novice = 10, experienced = 50, veteran = 40, master = 50 },
["l13_generators"] = { novice = 10, experienced = 50, veteran = 70, master = 30 },

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bvcx Author
bvcx - - 2,140 comments

Answered in discord I think, but yeah.

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drFaus
drFaus - - 122 comments

With this addon enabled in MO2, alpha squads stop spawning. Spent three game days in Pripyat Outskirts - and no even a single alpha group hunting me :) If I disable the addon, then I have at least one Monolith alpha squad per day to deal with :) It's the only reason I don't use this addon on the regular basis. Alpha squads are fun and a lot of loot :)

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bvcx Author
bvcx - - 2,140 comments

Damn, I haven't thought of that ;[ Sorry for late response. I'll try to think of something.

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ElCaz4dor
ElCaz4dor - - 193 comments

Is there a chance that this addon is keeping the Commander of the guards from the defending the pump station in great swamps from spawning?

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bvcx Author
bvcx - - 2,140 comments

It should spawn NPCs anyway, just with changed ranks. Also, it only works for random simulation stalkers, I think the pump station commander and squads there must be unique.

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MangAsar
MangAsar - - 169 comments

Ok. This new update is great. I've been using the previous version with EFPv4 but now, you can really see the difference. They really move around.

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bvcx Author
bvcx - - 2,140 comments

Earlier version was just tweaked to my personal taste too much ;p
I thought if anyone wana change it - they can do in at the top of script (instructions were quite good I think), but not everyone dare to change stuff in scripts, so it's more comfortable to have MCM instead of that. Also changed default values that would make travelling frequency more like vanilla, in case someone don't wanna touch MCM too ;]

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MangAsar
MangAsar - - 169 comments

I'm about to enter jupiter underground and I already cleared the surrounding area. I saved my game and reloaded (busy hands bug) and monolith are spawned around me. I know there's a setting called exclusion radius but it seems this mod ignores that. I love the action but like it can be spammed for farming loot. Though I run EFPv4, I don't use ZCP due to the bugs it introduce. I also use the smart terrain bug fix.

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bvcx Author
bvcx - - 2,140 comments

This addon does not spawn anything (it can only replace squad sections before vanilla spawn) and exclusion radius is from the script I do not change ;]

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Kentucky2510
Kentucky2510 - - 124 comments

Увидел среди бандитов БАНДИТА В СНАРЯЖЕНИИ ВОЕННОГО. Это круто! У него, кстати, был голос бандита :)

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bvcx Author
bvcx - - 2,140 comments

Что-то ты аддоны перепутал кажется xd

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singleplayer
singleplayer - - 56 comments

а что у него за аддон такой?))

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