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.
This singleplayer map has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest singleplayer map.
Overhauls spawns in Anomaly to make them more unpredictable and random.
Tired of always fighting bandits at the Car Park in Cordon? What about always seeing that poltergeist behind the CNPP? Then this mod is for you! With this addon you can meet all kinds of mutants and stalkers all around the Zone. Every playthrough will be different. It's best to start a new game with this addon!
This addon alters the simulation file, smart_terrain and squad_descr files to remove fixed spawns and replace them with dynamic, randomized spawns, making each adventure into the Zone more unpredictable. You'll never know exactly what you will encounter.
This addon does not affect Meadow or the labs. For some reason changing spawns in those levels didn't work.
Some changes to mutants!
Mutant spawns are now much more dynamic. You will rarely meet the same mutants in the same spot twice. This mod also changes mutant pack sizes, they can either be very small or very big, it's completely random. You might meet one snork, or you might meet six of them. Be careful!
Some mutant squads have been changed a bit. Zombie squads have been changed to include some unused zombie models, such as female zombies. Burer squads now include fire and electra burers, although they are rarer than normal burers.
Weak Burers, Bloodsuckers and Psysuckers have been removed from the game. Normal and weak Chimeras and Pseudogiants have been removed too, only strong Chimeras/Pseudogiants remain. If you don't want this, please check the readme file in the archive to see how to change it.
Rare and dangerous mutants (like pseudogiants, chimeras and psy-mutants) will become more likely to spawn the further north you go. You are most likely to find them around the CNPP and in Generators.
Two optional patches change the effect time of day has on mutant spawns. Check the ReadMe file to read more about them.
More varied stalkers! Bandits no longer rule the Car Park. The Army won't always spawn above the lab in Dark Valley. The cabin in Army Warehouses isn't owned by Duty any more. You can expect to see all kinds of stalkers in camps and outposts around the Zone.
Along with the normal version, two different versions of the mod are included:
In the Desolation version spawns outside of faction bases only have a 5% chance of spawning and spawns inside bases have been reduced. The Zone will be a barren and empty place, with friendly faces few and far between.
The FasterRespawn version will make smart_terrains respawn faster than normal.
Please let me know in the comments if you experience any problems with the addon.
EDIT: I gave up on Anomaly so don't expect any updates to this addon.
-------Changelog------------
v1.1
Removed a whole bunch of unrelated files that I forgot to remove from the archive prior to release.
The wrong burer squad was being used in the mod, replaced it with "simulation_burer".
Removed weak burers from the game.
Made rare mutants even more less likely to spawn. I felt rare mutants were still too common.
v1.2
Fixed the problem with boars not spawning in Fanatic's training quest.
v1.3
Changed respawn times for smart terrains in Generators and around the CNPP so they respawn daily.
Added blind zombies as a rare spawn in some areas.
Increased the potential size of karlik squads.
Added the unused black cat to the cat squad used in this addon.
Removed weak bloodsuckers and psysuckers.
Added all the psysucker variants to the psysucker squad used in this addon.
Added the optional day patch.
v1.4
Added the optional Day-n-Night patch.
v1.5
Added a chance for more stalker squads to spawn in some levels.
Cleaned up some smart_terrain files a bit.
v1.6
Added new stalker squads. (and fixed two glitched bandit squads)
Tweaked a lot of smart_terrain files.
v1.7 ------As of this update the squad_descr_default_mutants file is required.-----------
Rebalanced mutant spawns.
Tweaked the simulation file a bit.
Changed respawn times in the forest in Radar so smart_terrains there respawn daily.
Added a smart_terrain in Jupiter that wasn't included by accident, added a new stalker squad to this smart_terrain.
Added the Desolation and FasterRespawn versions.
Added a fun new mutant squad that can spawn around the CNPP.
A Duty member enjoys some peace and quiet inside the tunnel in Agroprom.
A cute pair behind the CNPP.
A Monolith member getting assblasted in front of the CNPP by a lot of Tushkano.
A Loner in the Car Park in Cordon.
A big group of zombies that just killed two boars in Cordon.
Freedom around a campfire in Darkscape.
A Poltergeist in the forest in Darkscape.
Monolith at the farm in Dark Valley.
A zombified stalker shooting at boars in the Dark Valley.
A big group of snorks and dead dogs in the Garbage.
Zombified stalkers roaming the Garbage.
An Ecologist atop the tower in Jupiter.
Bandits inside the school in the outskirts of Pripyat.
A group of flesh wandering the Truck Cemetery.
Army soldiers chilling at the Iron Forest in Zaton.
Average
9.630 votes submitted.
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.
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?
I play with both on 0.25 and in the AXR options file I changed both to 0.01.
Where this file AXR locate ?
It's in gamedata/configs.
I have not found such a file on this path
For me it only appears there after you start a new game on a fresh install.
0.01 сталкеры и 0.01 мутанты? это же катастрофически мало, может имелось ввиду 0.1 ?
You don't need to have the same spawn factor as me.
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.
New game need necessarily ?
A new game is best.
lol hip is missing! i wonder where she went, maybe in Red Forest or in a Lab
Strange! That's never happened to me. I just started a new game to check it out and she's right there.
She probably ran to the Military checkpoint and got killed. I always find her dead somewhere lol
have conflict with Moddb.com ? Make some patch ?
That addon doesn't even edit the same files?
is this mod compatible with Dynamic Mutans?
I think so, that addon doesn't seem to edit the same files.
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
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.
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 :)
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
Thanks for the help! :)
I just love these alife spawn mods!
does the file simulation.ltx alone controls the spawns on each map/smart terrain?
Yes, it controls spawns on every map. The squad_descr and smart_terrain files are for their own maps.
simulation.ltx is what is going to spawn on a new game just once.
This mod crosses the Trader Overhaul files.
Which files, exactly? I'm looking at the normal version of Trader Overhaul 1.26.5 and I can't see any conflicts.
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?
Ah, it's just recognizing the same folders. This is not critical.
Chrome won't let me download your addon, it recognizes it as a virus. Any ideas?
Well, I made it and I can guarantee it's not a virus. It sounds like a problem on your end.
Thank you for your reply, I'll look into it then
Is anyone having problem with Fanatic's boar quest? The boars doesn't spawn.
I removed those boars by accident, sorry about that. I've fixed this in the newest update.
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.
it's not a big deal, now Fanatic is part of my teammate
Haha, keep him as your bff!
i love this thank you for the better game10/10
Will this mod ignore spawn in bases ?
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.
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
I don't think these two addons are compatible. As I said, my addon was made with freeplay in mind.
Hello! This addon sound pretty interesting! Do you know if it would be compatible with Dynamic Mutants and or Living Zone ?
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.
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...
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.
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.
Awesome! Glad to hear you worked it out.
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.
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.