Another addon that impacts mutant spawns in Garbage and swamps location, and alters the sim availability for smart terrains. After the first game week, a proportion of the spawn will switch from weak to normal mutants. When Lab X-16 in Yantar is deacivated, the zombie spawns will cease in Garbage. Added Renegade trader in Swamps and more with the 2.0 update.
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.
GARBAGE FEATURE
- The smart terrain has been almost entirely redone. Change sim avail and change the mutant spawn.
- After the first week, some spawns will switch from weak to normal mutants.
- Deacivate Lab X-16 will impact the smart terrain in this area, so the zombies will stop spawning.
- Bandits now have sim avail on the hangar, and it still has a faction control feature. { Stalker, bandit }
- Mercineries has lost their sim avail on Duty checkpoint; no more spam assaults in that location.
- Militery has the southern exit zone to Condor at interest and will utilize it as a checkpoint.
- When General Voronin and Petrenko are killed, Duty spawn at the checkpoint will cease, the same applies for the army checkpoint when Colonel Kovalski dies.
- Added few special squad to factions.
- A Renegade trader was added to their camp.
- Renegade spawns on this map will be reduced by 70% if the trader dies.
- If Snow dies, Csky spawns on this map will be reduced by 75%.
- The smart terrain has been almost entirely redone. Change sim avail and change the mutant spawn.
- After the first week, harder mutants will spawn, as well more renegades will spawn.
- Expended the renegades base area to the destroyed village beneath the main camp.
- The military has sim avail in the pumping station and the two small settlements in the east corner of the map; these are faction-controlled smart terrains, which the military now has access to.
- The ecologist has set up camp in the church, which also has a faction-control function.
- The clear sky has sim avail in the truck repair station, and are more prone to defend their territory in the south and at the pumping station.
- Added few special squad to factions.
- Added so the radio not play music during a surge.
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 & DXML REQUIRED
IMPORTANT
Fresh install is required when updating.
RECOMMEND
This modification is recommended. Because there are no spawns for bloodsuckers or other more difficult opponents, only in certain places with low chance to spawn. These mutants should only be available at night. If you want their mutant parts, you must now hunt at night.
Night mutants 0.2 addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - Mod DB
For better NPC immersion:
Semi-radiant AI 0.31 [DLTX REQUIRED] addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - Mod DB
DISCLAIMER
The addon image is handed by Hades@DK - ModDB Big thanks.
Update 2.1.6 (02/02/2024) BALANCE AND IMPROVEMENTS UPDATE
GARBAGE:
- Balance of spawns: Adjustments to mutant spawning.
- Added logic to Duty checkpoint.
SWAMPS:
- Balance of spawns: more stalker spawns and adjustments to mutant spawning.
- Added profiles to the Renegade trader & mechanic. "DXML"
- Fixed mission bug for the Renegades missions.
- Changes to sim avail.
Update 2.1.5 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE
- Stalkers and mutants spawn time changes and balance.
Update 2.1.1 (12/21/2023) BALANCE AND IMPROVEMENTS UPDATE
SWAMPS:
- Added Renegade mechanic to the Renegade camp
- Added Renegade camp patrol\special squad.
- The Renegade camp is now a real faction camp.
Update 2.0 (12/16/2023) BALANCE AND IMPROVEMENTS UPDATE
- Added Update 2.0 Readme Patch note
Immersion mod: Current Verison:2.1.6
I'm just about to start the game after installing and updating your other mods and now here it is. Hehehe
xP
Cool
Can you make a patch for the New Levels Mod? I think this has a conflict with it as Garbage has travel points to the new maps
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_4ddf9cedef42e588f7ae340e83d49ce2>::()::<lambda_7a807c3c7ba262f0f4c9609e8f82ba0c>::operator ()
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 366
[error]Description : fatal error
[error]Arguments : Duplicate section 'gar_smart_terrain_4_5' wasn't marked as an override.
Override section by prefixing it with '!' (![gar_smart_terrain_4_5]) or give it a unique name.
Check this file and its DLTX mods:
"c:/anomaly/bin/..\gamedata\configs\misc\simulation_objects_props.ltx",
file with section "mod_simulation_objects_props_newlevels.ltx",
file with duplicate "mod_simulation_objects_props_gar.ltx"
I'll look into it.
You just miss ! there.
I place it myself. Other bugs not found.
Yeah, it seems like I did x)
Nice
for this mod I realized everything has been marked with '!' except for the "gar_smart_terrain_4_5" which could cause issue
Yes. I Patch that in the next update. Just delete the section; it is not altered.
Strangely, in the version I have installed, it does.
![gar_smart_terrain_4_5]:weak_lair
sim_avail = true
"Don´t do modding without any sleep, lesson" ;D
Thank you for addressing this out.
You may want to name the zip files after the addon names so that people who bulk download these addons don't see a bunch of "Redone Spawn Point 1.1.2" zip files in their downloads folder XD
I got legit confused yesterday.
XD Yes, sorry, I will correct the file names it so people don´t need to get confused.
Что мешает сразу выпустить пак локаций без засирания своими темами модб? Там правок на 10 минут в конфиге.
Здравствуйте, я решил сделать это таким образом, чтобы люди могли выбирать; им может не понравиться изменение определенной карты. Да, я не имею в виду загрязнение moddb, и скоро я собираюсь создать две карты в одном моде.
Why don't you pack them all into a single addon?
Hello, I decided to make it this way so that people can choose; they may not like the change in a certain map.
Can always make it a modular install with MO2. It's not very hard and people still get to pick and choose the terrains they want. Maybe something to consider when you feel like you are done rebalancing the smarts. :D
Yes, absolutly. I just don't know how to xP
It's easy. Usually when you pack a mod for ready for MO2, you pack the gamedata folder of your mod. If you want MO2 to show you options when they try to install your mod, put all your mods gamedata folders into their own folders and pack the folders. When you open the archive in MO2, it will show you checkboxes where you just check the mod you want to install
Well, that was easy. Done in few seconds xD Thx
Спасибо за очередной мод, предыдущие очень понравились, особенно Болота стали поинтереснее :)
Я рад, что вам понравилось. Да, я надеюсь, что новая настройка является улучшением.
do rostok :)
Yes :P
Please let me know if this is compatible with the new levels as well....I know Agropom and swamps should be ok, but waiting on garbage until I can confirm it will work with new levels.
Yes, they are compatible.
So confuse why you group Garbages and swamps together.
When there's no Road/Link to one and another
Yeah, those addons stood alone before. One for garbage and one for swamps. But in the 2.0 update, I did put them together to make it easier to update.
How I download them all as 1 pack and install it with MO2?