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ConnerRia

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ConnerRia

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  1. ConnerRia
    ConnerRia
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    Locked
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    Set Hair Quality to LOW or MEDIUM in Graphic Settings. 
  2. wwannz45
    wwannz45
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    Creater all i have to say is very thank you for your mod its challenging but and made the zone look alive.
    i have been using this mod a week now and its fine but 1 problem i encounter a lot and its kind of ruined the gameplay is 
    i gave not enough time to LOOT the corspe after combat because enemy keep spawnning too often and its kind of sad that i can't loot my reward after i kill it.
    Can you make i another variants no decrease the spawn time ? like 1 min will be perfect.
    THANK YOU SO MUCH  :D
    1. DI95
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      yeah, a slower spawn time variant would be nice to have, I tried shay mod but its so empty... even with 4x spawn time... I think the devs made the scripted battles for a reason... the zone is too expansive in size, just having patrols walking around is not enough, enemies rarely encounter each others
    2. wwannz45
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      Yep brother this mod very great for real challange in zone its better than other a life mod with more different type or mutant/human spawn.
      I now working on the review vid its have so much to say about ..... until now i still discover new things with this mod LOL
    3. ConnerRia
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      Yep working on a lite version. stay tuned :)
    4. wwannz45
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      GLORY TO YOU MY GUY
      wish you success all things you do man respect 
    5. wwannz45
      wwannz45
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      BTW new version seem config with adjustable carry weight can i just merge it with yours or remove the mod ? 
      seem conflig with these : 
      CoreVariables.cfg
      ObjEffectMaxParamsPrototypes.cfg
      ObjWeightParamsPrototypes.cfg
    6. ConnerRia
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      Im not sure what that mod is doing with corevariables, but you might have to patch their corevariable changes with mine.
    7. Mallakye1976
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      Hi, love the mod👌

      Just to help anyone out heres some other conflicts I found.
      Strangley only this new 1.1.5 conflicts 

      Conflict found: AIGlobals.cfg
        - In mod: ZZZZ-1.0 Roadside Panic Compatiable-303-1-0-1732569379\zzzzzzzz_LightStealth_rp.pak
        - In mod: ZZZZ-Roadside Panic - Hardcore A-Life-210-1-1-4-1735449264\zzzzz_A_Roadside_Panic_1.1.5.pak
      Conflict found: CoreVariables.cfg
        - In mod: ZZZZ-Klew's Modular Carry Weight v1.1-464-1-1-1734641657\z_klew_ModularCarryWeight_x2.5_200_P - Copy - Copy.pak
        - In mod: ZZZZ-Roadside Panic - Hardcore A-Life-210-1-1-4-1735449264\zzzzz_A_Roadside_Panic_1.1.5.pak
      Conflict found: ObjPrototypes.cfg
        - In mod: ZZZZ-Better Vaulting - Less - 4x Sprint - 4x MJV-512-1-131-1734647407\z_BetterVaultingLess4xSpt4xMJV20FDpt11_P.pak
        - In mod: ZZZZ-Roadside Panic - Hardcore A-Life-210-1-1-4-1735449264\A Roadside Panic - Player Module.pak
      Conflict found: Poltergeist.cfg
        - In mod: ZZZZ-Roadside Panic - Hardcore A-Life-210-1-1-4-1735449264\A Roadside Panic - Mutant Module.pak
        - In mod: ZZZZ-Roadside Panic - Hardcore A-Life-210-1-1-4-1735449264\zzzzz_A_Roadside Panic_Poltergeists.pak

      Peace ✌ 

      ***EDIT***

      Sorry I just realised its totally my fault as I installed the conflicting modules myself ..... oops
      Tricky to remember everything for every mod.

      Keeping the post here to 1) show how silly I am and 2) to help other people who make the same mistake lol
    8. wwannz45
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      Another update drop!! thank you so much ;) 
      btw anyway i can i donate or support you 
  3. Braskus
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    The description mentions npc's spawning up to 800m away.. But i assume this is in 'offline' mode and they still aren't visible until the awful 50-100 metre thing they've got going on now.
    1. ConnerRia
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      Yes it does not change render distance
  4. landonaaronp
    landonaaronp
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    Do you mind posting an unpaked version of your mod? I tried your newest update, and for some reason it seems spawns are more infrequent than the previous 1.1.4 version. I think having the spawns occur further away from the player, may have the unintended effect of encountering the spawns less frequently. I think this is due to the change made to one of the lines in "CoreVariables.cfg", I saw the difference when comparing the files with the patchmerge tool. I want to try playing around with spawn radius variable and maybe a few other things, but I tried using the StalkerPakTool to unpak the mod, but whenever I unpak it it doesn't have the "corevariables.cfg" file. I don't think the unpak tool is finding everything that is part of your mod for some reason.
    1. ConnerRia
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       it seems spawns are more infrequent than the previous 1.1.4 version
      Yeah it is a natural consequence of pushing out spawn distances. I just uploaded 1.1.6 which should increase spawn frequencies back to 1.1.4 levels. 

      I have not played too much with it because i was busy, so let me know what you think of 1.1.6 :)
  5. Wiesx80
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    The mod is great, but it would be even more amazing if there was a version with 2x or 3x slower spawn for mutants only, while keeping stalker spawns as is. Either that, or a variation with smaller mutant squad sizes. Regardless, thank you for your splendid work.
    1. blueberrytie
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      I would like 2x - 4x lower spawns as well, including mutant groups. I fought a couple groups of mutants including Boars and Dogs and there was 5-8 in a pack each, it was too much for immersion
  6. ArminGG
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    I hope it works, non of these alife mods are working for me in 1.1.3 which is kinda sad
  7. landonaaronp
    landonaaronp
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    Do you mind sharing what has changed today's update? Really enjoying the mod. Debating whether to try to the update, or just stick with what works so to speak.
    1. ConnerRia
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      New patch makes spawns trigger much further away from the player, so that spawns feel more natural/organic. 


      You can downgrade midgame, so i recommend trying the new update
  8. chummymovie
    chummymovie
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    It's a good mod.

    I tried both regular and lite version. I prefer lite.

    Regular version is constant warzone with few seconds break between battles. Great if you're into that. Otherwise exhausting.

    Lite version allows you to enjoy beautiful scenery but also gives you an excuse to have some nice fights here and there. Nicely balanced experience.

    What I would change is dog behavior. Dogs should flee/disperse at the sound of gunshots. They should just run away. Maybe an occasional brave one attacks again. I would also decrease dog spawns.

    Rats should be rare to see because they are plain annoying tiny targets.

    Smaller target creatures are very annoying.

    Everything else is fine.
  9. DarrowLykos
    DarrowLykos
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    I'm getting conflicts for Maklane's Zone Overhaul for the main pak, Poltergeists and Mutant Module files in the lite version. Do these need merged or will a load order sort them out correctly? Is this what is meant by overwriting any but the main and poltergeists files?
    1. landonaaronp
      landonaaronp
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      I have been playing with the Mutant Module and Marklane's Better Mutant Mod, using a merged patch. Probably not necessary but I was already using Marklane Mutant Module so I decided to just merge the two instead of replacing it. Seems to be working fine for me.
  10. landonaaronp
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    Hi just want to say I been playing with the Lite Version + mutant module for the past two days and its excellent. The perfect balance of liveliness and loneliness. Also super stable, no crashes, or performance issues. Great mod. Keep up the good work.
  11. valkryie999
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    Can make optional mod compatible with Deadly Zone mod