Complete Re:done Collection of the Southern map.
Re:done features have been applied to the whole southern map. The necessary files are in DLTX & DXML for mod compatibility. The maps have been rebalanced and reworked, and respawning in the Meadow, Agroprom Underground and Lab X-18 is possible and a new area in Wild Territory. Re:done now includes it´s own Night mutant features and regular night mutant spawns.
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.
RE:DONE FEATURE:
- Stalker spawn concentration: Stalkers will spawn from a faction base\camp\checkpoint or faction controlled smart terrain. On the world map, each faction will have at least one primary spawn base. There is one spawn base in the north and one in the south. Army and Duty will have one spawn base on the south map. Monolith and Sin will have spawn base on the north map.
- Smart terrain has been extensively modified to assign different functionalities to various actions when the player does them.
- Deserted base feature: When a leader dies, a consequence is triggered. For a more immersive gaming experience. This is generally done for Monolith, Sin, or other factions' gameplay.
- Important special spawns: When a specific NPC die, a consequence is triggered. For a more immersive gaming experience.
- Deactivate the Lab feature: Disabling psy antennae reduces the number of zombied\zombies that spawn.
- When the laboratories are activated, the quantity of zombied\zombies spawns increases.
- Endless Spawns: use in subterranean areas or above ground. Mutants or stalkers are spawned upon reaching trigger zones that reset after a certain time.
- Endless Night Spawns: A normal/hard mutant spawn has a 10% x 4 probability of occurring at night. A 10% x 4 possibility of a hard-worst mutant spawn occurring at dark night. On the map you are on, there are three zones with a maximum of one spawn per zone, each with a respawn timer that lasts for one in-game day. The timer will start and deactivate the zone until it runs out if there isn't a spawn in the trigger zone. (smart terrain)
- Night Mutant Spawns; only available at night.
- Special squads: are altered squads. These squads are formed to free up stalker spawns at bases or specific areas, or to enhance the gameworld's immersion.
- Mutants will spawn throughout the map's environment, and tougher mutants must be sought at night, in underground regions, and in rare smart terrain spawn.
ALL MAP DESCRIPTION ARE OUT OF DATE. WILL BE UPDATED LATER ON.
READ THE UPDATE LOGS TO SEE WHAT HAS BEEN ADDED.
Re:done Cordon & Meadow addon - S.T.A.L.K.E.R. Anomaly mod for S.T.A.L.K.E.R.: Call of Pripyat - ModDB
INSTALLATION
Install it simply with ModOrganizer. If needed, open the "Redone Spawn Point" folder, extract the gamedata, and place it in the installation folder. To install Optional, extract the gamedata in Optional folder, and place it in the installation folder and overwrite the existing gamedata.
Before updating, you need to uninstall the older version of the Re:done in Mod Organizer
DLTX & DXML REQUIRED
COMPATIBILITY:
WITH ALMOST EVERYTHING: PLACE THE INSTALLATION IN MO2 AT THE END OF THE LOAD ORDER.
WARFARE MODE DO NOT WORK WITH RE:DONE.
IMPORTANT
_____________________________________________________________________________________
A NEW GAME IS REQUIRED, FOR ALL SPAWNS TO GET SPAWNED IN AND ALL FEATURE TO WORK. _____________________________________________________________________________________
ZCP IS NOT RECOMMENDED WITH RE:DONE. USE THIS ADDON INSTEAD
NIGHT MUTANT ADDON IS NOT RECOMMENDED ANY LONGER AND SHOULD BE DISABLED
DISCLAIMER & CREDITS
Can be found in the stand-alone map addons for the time being. Will include all Disclaimers & Credits later on when Re:done Complete addon is finished.
Update 2.2.4 (05/25/2024) BUG + BALANCE UPDATE
- Small bug update and minor sim avail changes [ New Game is not required ]
Update 2.2.3 (05/11/2024) FIX UPDATE + BALANCE AND IMPROVEMENTS UPDATE
- May have added some more; I did not take notes. I will fill it in if I remember something. xP
ARMY WEARHOUSES UPDATE:
- Added, if the player is not Duty, Army, or Monolith\Sin, there will be a random spawn of 40% if the freedom leader is killed. If no stalker spawns there, there are two types of mutant spawns that will be spawned instead. When the spawns are killed (stalker or mutant), the reset timer will kick in, and after 2~4 in-game days, new spawns will be spawned. [ DUTY, ARMY, MONOLITH, MUTANTS ]
- Open up more smart terrains for Duty in the south map.
- Changes to sim avail.
DEAD CITY UPDATE:
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail.
YANTAR UPDATE:
- Added Lab X-16 sounds from Horror Overhaul - DesmanMetzger with approval from the author. Credit: DesmanMetzger - ModDB
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail + mutant spawns.
- Added more logic in Lab X-16 in story mode off reactivation.
- The MM sounds will be played if it offline + story mode off.
- Added back the switch light in Lab X-16; but it did stop working again for some reason. x(
- Altred the Lab X-16 spawns and the broken PDA will not longer spawn.
- Fixed some better switch console textures. Credit: Hades@DK
WILD TERRITORY UPDATE:
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail.
TRUCK CEMETERY UPDATE:
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail.
AGROPROM UPDATE:
- Added so the helicopter will patrol the map, but has a somewhat buggy ending on the route. It is best to look in the other direction before it happens; it might be other patrol routes on the map.
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail.
SWAMPS UPDATE:
- Added a Renegade guide to the camp.
- Added special army squads in the north-east of the map need to be killed to turn on sim avail and faction control of smart terrain. The army will not respawn + the helicopter and has no sim avail to visit those areas again. They will travel to other locations on the east map.
- Added regular night mutant spawns in smart terrain; only available at night.
- Updatet all LTX files.
- Changes to sim avail.
GARBAGE UPDATE:
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail.
DARK VALLEY UPDATE:
- Added more logic to Sultan and his bodyguard. They will now walk around in the factory.
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail.
DARKSCAPE UPDATE:
- Added regular night mutant spawns in smart terrain; only available at night.
- Changes to sim avail.
CORDON UPDATE:
- Added so the Bandits at the Car repair shop needs to be killed to turn on sim avail for other Bandits to visit + added so less Bandits will travel to the place.
- Added regular night mutant spawns in smart terrain; only available at night.
- Updatet all LTX files.
MEADOW UPDATE:
- Added special bandit spawns in the respawn pool.
Added Update 2,16 - 2.2.0 Update log to the readme file. Removed Re:done Transition Addon + other addons. Req. more work to function properly.
Update 2.2.2 (03/31/2024) FIX UPDATE
- Updated Night Mutant feature: A normal/hard mutant spawn has a 10% x 4 probability of occurring at night. A 10% x 4 possibility of a hard-worst mutant spawn occurring at dark night. On the map you are on, there are three zones with a maximum of one spawn per zone, each with a respawn timer that lasts for one in-game day. The timer will start and deactivate the zone until it runs out if there isn't a spawn in the trigger zone. (smart terrain)
- Moved the Endless Night Mutant Addon to Optional Install.
- Added so the Re:done Transitions Zones Addon now works without ACCESSIBLE ZONE.
- Added better textures to YANTAR & WILD TERRITORY. Credits to: Hades@DK - ModDB
- Corrected missing light in BAR 100 but added back the removed light in WILD TERRITORY
- Removed all sim avail in Lab X-16 because of bad NPC pathfinding.
Update 2.2.1 (03/24/2024) BUG FIX UPDATE
- Fixed a bug at Rostok night mutant spawn.
- Corrected faulty night mutant spawn in Agroprom Army base.
- Added Cordon Tunnel Electro Anomalies to Optional install.
- Added missing README files to Optional install.
Immersion mod: Current Verison:2.2.4
Full pack now, very nice!
LOVE IT 20/10
sorry rename what now for radio extended not sure where to find this so called folder to theres 50+ of them lol
Np =)
Anomaly Radio Extended -
DesmanMetzger\gamedata\sounds\mlr\;freedom
Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\characters_voice\scenario\;agroprom
Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\characters_voice\scenario\;bar
Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\characters_voice\scenario\;escape
TY
Привет, заметил такой баг после установки даного мода. Ты хотел сделать все костры вокруг баз горящими, но они не горят, а вот освещение от них на земле есть или так задумано?
Привет. Извините за это. Этот мод не изменяет костры, и у меня нет этого бага на моей установке. Так что я не знаю, в чем причина для вас.
но они раньше нигде не горели, так как ты добавил спавн нпс в новые месте там теперь свет вокргу костров но они не горят
Странный. Посмотрите, есть ли еще какие-либо отчеты по этому поводу; в противном случае, я не знаю, потому что он отлично работает на тестах, а ошибка тогда в вашей установке или других конфликтах модов.
Yes. Thank you.
btw, it would be great if you make it into FOMOD format. With all the optionals, people might just miss it and just straight install it with MO2
Yes, I agree. It will be developed after all of the maps have been completed.
Is it compatible with Warfare addon?
Warfare will not work with Re:done mods. Warfare uses a different spawn system; not tested yet.
я так понял в данном паке уже присутствуют изменения 5-6 локаций верно? мне не нужно же их отдельно теперь скачивать отсюда Moddb.com?
В этом аддоне есть все южные карты. Только северные карты не включены.
Moddb.com
I'm sure someone has asked before, but
Is it compatible with this mod?
I'm playing with this too and I don't have any problem whatsoever.
Hi. I have checked the script, and it should work.
Holy #$%^ man you did it. Going to be giving this a go!
very cool mod bro, but what about CoP locations?
Thanks. Yes, but later.
Is this compatible with the new routes addon?
Yes, it should
"new game is not needed but recommended", what can be the consequences of installing into an ongoing save ?
You'll just have to wait for respawn before the mod gives any effect. On new game, it works from the start.
Can't wait for more features and North maps :)
Do i have to uninstall your previos versions? I had them all
Yes
Nice, what about gamma compatibility?
It has compatibility. Just place it at the end, so re:done overwrite GAMMA spawn.
will u continue with northern maps as well ?
Yes :)
Super!!!! <3 <3 <3
It is compatible with classic Old World Addon?
Hi. Yes, it should. But you change the old world spawns if you do. I have not tested it and dont know is Old World Addon will conflict with DTLX format.
There is such a bug in the dungeon of the agro-industry:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: d:/anomalybas/bin/..\gamedata\scripts\xr_logic.script:580: attempt to compare nil with number
stack trace:
It's been fixed and will be added to the next update.
Thank you for addressing this.
Does this have any impact on story mode?
Hi, no, story mode is as normal.
Omg you released the full pack ! Awesome !
Thanks a lot and great job ! :)
Hello, does Garbage is now compatible with the new levels mod, thank you
Yes, Garbage has always been compatible with the new levels mod.
Does this contain anything new if I have all of the latest of the individual re: dones intalled?
I think all the "xxxx Update" you see in mod descriptions are new feature added by the full repack so i think this full repack his a "better" version to use.
And their is literally this in descritpion : Fresh install is required. Remove any previous Re:done mods before installing.
Hi! I'm not sure if it's related to this mod, but there hasn't been such a log before, what if it has something to do with it? Army depots
Expression : left_eye_bone_id != u16(-1) && right_eye_bone_id != u16(-1)
Function : CBaseMonster::update_eyes_visibility
File : D:\a\xray-monolith\xray-monolith\src\xrGame\ai\Monsters\BaseMonster\base_monster.cpp
Line : 1050
Description : assertion failed
stack trace:
hello, This has nothing to do with that crash (this happens with the new version of the modded exes) in the anomaly discord you can find a thread where we help a friend solve the problem, try going to that thread to solve your problem , maybe...
Discord.com
or you could also wait for Demonized (author of the modded exes) to post a new update, in any case keep an eye on their github page
Understood, thanks! Since the problem is in the engine, I will wait for the engine update.
cool, have a good day
And now those exes are fixed :D
cheers!!!