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

Overhauls spawns in Anomaly to make them more unpredictable and random.

Preview
Random Spawns for Anomaly 1.5.1
Post comment Comments  (0 - 50 of 180)
SilverBlack78
SilverBlack78 - - 1,906 comments

Looks very coooooool! I wander how my zone will be like with my population factor set to 1 for both mutants and NPCs... I'm in part 2 of my ironman playthrough.

Reply Good karma Bad karma+1 vote
reter
reter - - 615 comments

This is what i was waiting for, thank you!

Is the random number of mutants spawned in a spot act for all mutants spawns and also for the stalker spawns too?

Reply Good karma Bad karma+2 votes
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

I play with both on 0.25 and in the AXR options file I changed both to 0.01.

Reply Good karma+2 votes
M4K5P0W3R
M4K5P0W3R - - 284 comments

Where this file AXR locate ?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

It's in gamedata/configs.

Reply Good karma+1 vote
M4K5P0W3R
M4K5P0W3R - - 284 comments

I have not found such a file on this path

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

For me it only appears there after you start a new game on a fresh install.

Reply Good karma+1 vote
GermanDmitrovsky
GermanDmitrovsky - - 30 comments

0.01 сталкеры и 0.01 мутанты? это же катастрофически мало, может имелось ввиду 0.1 ?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

You don't need to have the same spawn factor as me.

Reply Good karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Most spots spawn either 1 mutant squads or 0 mutant squads. There are a few spots that spawn either 1 or 2 squads, in wooded areas like Red Forest. Also around the CNPP and Generators.

The stalker squads added by this addon spawn in groups of 1 - 4.

Reply Good karma+2 votes
M4K5P0W3R
M4K5P0W3R - - 284 comments

New game need necessarily ?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

A new game is best.

Reply Good karma+1 vote
reter
reter - - 615 comments

lol hip is missing! i wonder where she went, maybe in Red Forest or in a Lab

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Strange! That's never happened to me. I just started a new game to check it out and she's right there.

Reply Good karma+1 vote
Detestt
Detestt - - 165 comments

She probably ran to the Military checkpoint and got killed. I always find her dead somewhere lol

Reply Good karma Bad karma+2 votes
M4K5P0W3R
M4K5P0W3R - - 284 comments

have conflict with Moddb.com ? Make some patch ?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

That addon doesn't even edit the same files?

Reply Good karma+1 vote
davidevd2014
davidevd2014 - - 15 comments

is this mod compatible with Dynamic Mutans?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

I think so, that addon doesn't seem to edit the same files.

Reply Good karma+1 vote
twinstar360
twinstar360 - - 215 comments

I don't want a Pseudogiant at my starter base i just roam like 10 feat away from my starting point and there's he is a Pseudogiant rampaging at the military base

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Pseudogiants have a chance to spawn in Agroprom. If you don't want that, go in configs/scripts/Agroprom/smart and remove "simulation_gigant" from all the files there.

Reply Good karma+1 vote
WastedSky
WastedSky - - 631 comments

Can you make an optional file so weak chimeras and giants still appear? Or how can I make them appear again? It adds even more randomness...

Thanks and nice addon, stalker :)

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

In the squad_descr_default_mutants file, find the sections for the Chimera and the Pseudogiant (giant). Add this to the "npc_random" line:

Chimeras: chimera_weak, chimera_normal, chimera_normal2, chimera_normal3

Pseudogiants: gigant_normal, gigant_weak

For burers: burer_weak, burer_weak2

Reply Good karma+2 votes
WastedSky
WastedSky - - 631 comments

Thanks for the help! :)

Reply Good karma Bad karma+1 vote
GamersGen
GamersGen - - 119 comments

I just love these alife spawn mods!
does the file simulation.ltx alone controls the spawns on each map/smart terrain?

Reply Good karma Bad karma+2 votes
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Yes, it controls spawns on every map. The squad_descr and smart_terrain files are for their own maps.

Reply Good karma+1 vote
bvcx
bvcx - - 2,130 comments

simulation.ltx is what is going to spawn on a new game just once.

Reply Good karma Bad karma+1 vote
Даниль
Даниль - - 146 comments

This mod crosses the Trader Overhaul files.

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Which files, exactly? I'm looking at the normal version of Trader Overhaul 1.26.5 and I can't see any conflicts.

Reply Good karma+1 vote
Даниль
Даниль - - 146 comments

Folder "gamedata\configs\scripts\bar" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\jupiter" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\pripyat" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\red_forest" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\trucks_cemetery" has already been added by the "+++ 01a. Trader overhaul
Folder "gamedata\configs\scripts\zaton" has already been added by the "+++ 01a. Trader overhaul

And it seems that this is not critical, right?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Ah, it's just recognizing the same folders. This is not critical.

Reply Good karma+1 vote
Guest
Guest - - 689,578 comments

Chrome won't let me download your addon, it recognizes it as a virus. Any ideas?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Well, I made it and I can guarantee it's not a virus. It sounds like a problem on your end.

Reply Good karma+2 votes
Guest
Guest - - 689,578 comments

Thank you for your reply, I'll look into it then

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,578 comments

Is anyone having problem with Fanatic's boar quest? The boars doesn't spawn.

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

I removed those boars by accident, sorry about that. I've fixed this in the newest update.

Reply Good karma+1 vote
Guest
Guest - - 689,578 comments

Awesome. I have really enjoyed the mod what little i have played with it. Just started a new game with it. Nothing beats a bit of randomness in the zone.

Reply Good karma Bad karma+2 votes
reter
reter - - 615 comments

it's not a big deal, now Fanatic is part of my teammate

Reply Good karma Bad karma+2 votes
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Haha, keep him as your bff!

Reply Good karma+1 vote
morgannoor1991
morgannoor1991 - - 473 comments

i love this thank you for the better game10/10

Reply Good karma Bad karma+2 votes
Wuach
Wuach - - 115 comments

Will this mod ignore spawn in bases ?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

It alters them a little bit, the amount of squads spawned is decreased in some bases to account for all the other stalkers spawned by this mod. New squads have been added to the Hangar in Garbage, Jupiter station and around the CNPP.

Reply Good karma+1 vote
Wookienator
Wookienator - - 1,023 comments

I would love to use this, but there seem to be lots of conflicts with the LTTZ Directors Cut. Do you think a compatibility patch may be possible to create?
I do not think an easy merge willl do the trick here :D

Cheers

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

I don't think these two addons are compatible. As I said, my addon was made with freeplay in mind.

Reply Good karma+1 vote
nize2864
nize2864 - - 52 comments

Hello! This addon sound pretty interesting! Do you know if it would be compatible with Dynamic Mutants and or Living Zone ?

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Hello, nize. I think my addon is compatible with Dynamic Mutants. I have not confirmed this but they don't edit the same files so it should be fine. It seems to be incompatible with Living Zone, however.
EDIT: It actually is compatible with Living Zone.

Reply Good karma+1 vote
nize2864
nize2864 - - 52 comments

Hmm. Would try it instead of Living Zone i reckon it wouldn't brake things. I assume it's safe play on existing saves and safe to uninstall ?

Edit:
Tried it on my existing save game. Living Zone is safe to uninstall but once i install Random Spawns mod i get this when trying to load save game:

* Loading spawn registry...
!ERROR: lim_smart_terrain_7 Wrong smatr_terrain respawn_params section [respawn@lim_smart_terrain_7] prop [spawn_greh](there is no section)
!ERROR: pri_a21_smart_terrain Wrong smatr_terrain respawn_params section [respawn@pri_a21_greh] prop [spawn_greh](there is no section)
!ERROR: zat_b104_zombied Wrong smatr_terrain respawn_params section [respawn@zat_b104_zombied] prop [spawn_greh](there is no section)
zat_b20_smart_terrain Wrong smart_terrain respawn_params section [respawn@zat_b20_smart_terrain](there is no section)
pri_smart_neutral_stalker1 Wrong smart_terrain respawn_params section [respawn@pri_smart_neutral_stalker1](there is no section)
* 18652 spawn points are successfully loaded
* Loading objects...
!ERROR: lim_smart_terrain_7 Wrong smatr_terrain respawn_params section [respawn@lim_smart_terrain_7] prop [spawn_greh](there is no section)
!ERROR: pri_a21_smart_terrain Wrong smatr_terrain respawn_params section [respawn@pri_a21_greh] prop [spawn_greh](there is no section)
!ERROR: zat_b104_zombied Wrong smatr_terrain respawn_params section [respawn@zat_b104_zombied] prop [spawn_greh](there is no section)
zat_b20_smart_terrain Wrong smart_terrain respawn_params section [respawn@zat_b20_smart_terrain](there is no section)
pri_smart_neutral_stalker1 Wrong smart_terrain respawn_params section [respawn@pri_smart_neutral_stalker1](there is no section)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'ds_kem2_stalker'. Please attach [*.ini_log] file to your bug report

stack trace:

The Mod does conflict with Rowan's Rebalanced ALife Profiles which i have installed and it's not safe to uninstall either.
I tried starting a new game with living zone uninstalled and your mod + ROwan's installed but rowan had priority over yours and new game started so it has to do with existing save only...

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

This addon changes the smart_terrain files a lot so it definitely could run into problems on existing saves.

However, Rowan's Rebalanced ALife Profiles only conflict is the squad_descr_default_mutants file, which is not absolutely necessary for my mod to run. Without it you will have the vanilla mutant pack sizes and they will be less varied, though. You can always just copy the squad numbers from my mods file into his squad_descr_default_mutants file, too.

Reply Good karma+1 vote
nize2864
nize2864 - - 52 comments

I found a solution to using the mod with the existing save. I just deleted all common squads with debug menu, disabled Living Zone and enabled your mod. Now game loads and been playing for an hour going through different zones without error. Mutants and NPC seem to spawn ok. Did see some more mutant variety in army warehouse which is pretty cool! Going to test out some more these days.

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

Awesome! Glad to hear you worked it out.

Reply Good karma+1 vote
dikabagas369
dikabagas369 - - 2 comments

Man, Living Zone is what makes the zone more alive. It's sad to know your addons doesn't compatible with that. I imagine if both work, how awesome it will be.

Reply Good karma Bad karma+1 vote
SixHundredCorpses Author
SixHundredCorpses - - 122 comments

I actually checked it out and most of the smart_terrain files in Living Zone seem to be more or less the same as in vanilla Anomaly. Are you sure Living Zone needs those files to work? Try pasting my mod over Living Zone and see if it works.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: