Darkvalley, when Bandit leader Sultan dies, Bandit spawns will cease, the factory will be deserted and replaced with weaker mutants. Darkscape, military now has a checkpoint at the gas station, and a helicopter now patrol and observe the airspace. Both Darkvalley and Darkscape have their spawn and sim avail changed.
WILL BE UPDATED LATER.
INTRODUCTION
Redone Spawn Point is a modification series that will update Stalker maps to make them more immersive while attempting to retain a balance between realism\lore and playability. Both spawning and sim availability will be altered, resulting in a new gameplay experience.
DARKVALLEY FEATURE
- When Sultan is dead, the factory will be abandoned. There will be no more Bandit spawning in this location. Random stalkers can still appear there after, and mutants will also spawn.
- Lab X-18 will spawn mutants and have sim avil possible after you have killed the pyrogeist. Notice: Don't pick up broken PDAs as usual.
- Lab X-18 dead loners have been replaced with dead soilders.
- Added Sultans elit guards.
Almost all factions have sim avail at the bandit base.
- Added more soilders to guard Lab X-18.
The smart terrain above Lab X-18 is now a faction-controlled area.
- Stalker squad has been added to the south farm, and more factions are added to its faction control.
- Renegade will be spawned in the bandit barracks.
- Added so the radio not play music during a surge.
- Changed mutants spawn; most rats and lesser mutants.There won't be many mutants to hunt down for food. + Smart terrain has been completely redesigned. Change some sim avail and redo spawns.
- The military now has gas stations as checkpoint, and a helicopter will patrol the area.
- Added a random stalker spawn that will change after a week in-game.
- The bridge is a faction-controlled area.
The farm has more factions added to its faction control.
- Removed the trader and the mechanic at the farm. [Optional install will restore traders.]
- After the first week, some of the spawns will switch and some harder mutants will spawn.
- Smart terrain has been completely redesigned. Change some sim avail and redo spawns.
JOIN STALKER RE: DISCUSSION ABOUT RE:DONE FUTURE UPDATES AND ADDONS
DO YOU HAVE A BUG? YOU CAN ADDRESS THAT AT DISCORD.
INSTALLATION
Install it simply with ModOrganizer. Basic Installer: just select which map addon to install, or select full install. To install Optional, extract the gamedata in Optional folder, and place it in the installation folder and overwrite the existing gamedata if needed.
If you already have "Redone Spawn Point," mod installed, simply merge the install with the existing one.
To merge, the new installation needs the same name as the existing installation.
DLTX REQUIRED
IMPORTANT
Fresh install is required when updating.
Update 2.1.6 (02/02/2024) BALANCE AND IMPROVEMENTS UPDATE
- Balance of spawns; minor adjustments to Bandit & mutant spawning.
Update 2.1.5 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE
- Stalkers and mutants spawn time changes and balance.
Update 2.1.2 (12/23/2023) BALANCE AND IMPROVEMENTS UPDATE
DARKVALLEY UPDATE:
- Added back the pyrogeist in Lab-X18 and the militery squad. After the pyrogeist is dead, the spawning will begin, and sim avail is turned on for other stalkers to visit Lab X-18.
- Removed the faction control above Lab-18 because of mod conflicts.
DARKSCAPE UPDATE:
- Changed one army special spawn to not spawn again after being killed.
Update 2.0 (12/16/2023) BALANCE AND IMPROVEMENTS UPDATE
- Added Update 2.0 Readme Patch note
Immersion mod: Current Verison: 2.1.6
Woop. There it is. :-)
Nice !
I'm thinking to add all your re:done mods to my current run because it looks so interesting!
Don't hesitate to make a pack with all your Re:done mods, i'm sure a lot of people would be interested :)
Thanks for your work :)
He said he will get to that. Right now, it's testing phase
Yeah i just saw that on his others mods' comments ^^.
I guess i'll wait for the pack when he thinks everything is good ;)
Definitely looking for the series! Would you know by any chance if this is compatible with GAMMA? Wanted to add to my run
G.A.M.M.A. Additional Storylines, NPC Spawn, and AI Rework have some conflicts with re:done at the moment. I recommend it at the top in MO2. Sure, you will not get the all the functions in certain places, but it works.
(not the author)
I am playing with all the new currently released spawnpoints with GAMMA, and as far as I can see there aren't any compatibility issues so far. You would have to change some ZCP and spawn-related stuff in the settings because the game will spawn a lot of NPCs with GAMMA's default settings. Cordon was especially filled to the brim in my game.
Thank you very much. A new update for Re:done Cordon & Meadow 1.2.1 has been released few days ago, which should make Cordon a more pleasant area.
where did you place them in your mo2? i keep crashing when loading cordon and sometimes agroprom
Hi, place it at the bottom, and you should merge the mods together.
Ok sry to hear that. Ensure you have the most recent modifications update and next time it crashes, send me a log so I can see what it is.
Which factions will spawn at the sawmill now? In case I choose to keep the trader and mechanic there, I feel like it'll be strange if, say, bandits or some other hostile faction spawns or contests that area and is constantly in combat with the 2 loners; as far as I know the trader and mechanic are immortal, but I'm not certain on that.
support. I am also interested in this question.
Hi, stalker, csky, killer, bandit, renegade, army. default stalker at the beginning.
{I removed some factions before the release, but then forgot about it.} xP
The original setting was stalker, csky, ecolog, dolg, killer, bandit, renegade, isg.
great Job!!
Thank you
mate, you are revolutionizing stalker anomaly
i loved little details like the decrease in bandits when the leader is dead, such a good mod man
It was a strong comment. thanks! Yes, it enhances immersion. Your actions have an impact on the world map.
Does this work when I have Warfare + Storymode mod active?
Idk. I haven't tried any of my modifications with Warfare enabled.
I would like to know also, that would be awesome.
Как всегда спасибо, уже поставил, уже гоняем :)
Приємно чути. сподіваюся, вам сподобаються нові налаштування.
Приветствую, как гамма-энжойер хотел бы узнать про порядок загрузки ваших модов в МО2 с этой сборкой, мне следует мердж ваших работ разместить вверху или наоборот?
Привет. Вам нужно разместить его вверху MO2, чтобы получить все функции G.A.M.M.A. На данный момент вы не получите все функции Re:done. Эта карта в порядке. В Болотах есть некоторые конфликты. Но это не проблема. Позже будет патч.
Понял, спасибо, ждем патча для гаммы
Do these work with Warfare? :D
Hi, I have not conducted any tests on warfare. I'm not sure how warfare will affect sim avil and spawn. I'll look at it later on.
{edit:} Warfare will not work with Re:done mods. Warfare uses a different spawn system; not tested yet.
Is there a way to reduce the number of bandits in Dark Valley a bit? I'm dropping to 30 fps in that area. I run my stalker pop high but it works with the "population halved at stalker hubs"
Hi. Yes, you may change the squad_descr in the mod folder. Simply adjust the amount of NPCs in each squad.