S.T.A.L.K.E.R. Anomaly
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RowanMaBoot

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RowanMaBoot

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About this mod

Introduces a number of custom modules with MCM support with various effects and changes.

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This is a pre-release. It has not been vigorously tested. Please open bug reports for issues encountered, and please feel free to suggest tweaks/additions to the specific modules shipped.

A mostly experimental selection of mods.

Premise

Whilst working on my Rebalanced NPC Squad Loadouts mod, I noticed quite frequently that even as far south as the Cordon, you would encounter Exoskeleton STALKERs very early on. For a story playthrough, this wouldn't be too much of an issue - but in a Warfare playthrough, these Squads quite often had considerable power of the other squads in the region - especially if your Novice allies only had pistols.

It ended up growing into more than just a solution to that problem (my Squad Rebalancer module), with a bunch of modules that may or may not be to taste.

The Modules (all optional)
Defenders Module - Requires Vintar0's Warfare Mod (1.4.0 or later)
  • Introduces Defenders to major faction bases
  • Defenders are set as Static/Stationary Squads, and will protect their bases of origin
  • They generally have considerable power compared to other Squads, and consist of very high rank characters
  • You can disable the module, set it to a one-time spawn (so Defenders will only ever spawn once, and if killed, that is that!) or set to a pulse spawn
  • If you use a pulse spawn, they will respawn after a configurable interval - but only if the Squad has been killed off. If the base has been taken by another faction, a Defender squad of that new faction will spawn

Desolation Module - No Requirements
  • Purges a selection of Smarts at the beginning of the game to reduce the amount of territory held initially by certain factions
  • Currently the least configurable, clearing the following:
  • GARBAGE: North Gate (Duty Squad) Purged
  • GARBAGE: South Gate (STALKER Squad) Purged
  • MILITARY WAREHOUSES: Duty starting presence removed
  • MILITARY WAREHOUSES: A Bandit squad removed
  • VALLEY: Removed a Military Squad
  • YANTAR: Removed squads from two Smarts
  • MARSHES: Clear Sky control over the Tower and Village removed
  • AGROPROM: Clears the research institute of Squads

Alternate Faction Distribution (all options disabled by default)
  • Lots of customisation (can enable or disable any specific point below)
  • Can enable or disable spawning of new squads
  • Can introduce Military Control in the Northern Cordon Checkpoint
  • Can introduce Military Control at the Central Bridge
  • Can introduce Duty Control in Zaton of the Ranger Station
  • Can introduce Mercenary Control in Zaton of the Merc Workshop
  • Can give ISG control of the Eastern Tunnel in Jupiter
  • Can introduce Renegades to two extra Smarts in Marshlands (mostly north, uncontrolled regions)
  • Can introduce Renegades to three smarts in Jupiter
  • Can enable or disable replacing of existing squads/factions
  • Can replace existing squads with Clear Sky presence in Pripyat
  • Can replace existing squads with Clear Sky presence in the Red Forest (secluded Tank, north-west)
  • Can replace existing Monolith control of the Bridge in Red Forest with Sin
  • Can replace existing Monolith control of the Generators with Sin
  • Can replace existing Rostok (two mercenary, one stalker) Smart control with Renegades (three smarts)
  • Can replace existing Agroprom Institute control (previously mix of STALKERs and Ecologists) with Renegades (four smarts)
  • Can replace/introduce Renegades in further Marshlands (reminiscent of Clear Sky set-up) regions (two smarts)
  • Can replace/introduce Zombified Control in Radar (four Smarts)

Squad Rebalancer
  • Best used with a new game
  • Can be used to rebalance the starting squads to create a more balanced/fair experience
  • You can pick and choose the levels affected
  • By default it is configured to
  • Reduce Advanced Squads to Novice Squads (70% chance)
  • Reduce Veteran Squads to Advanced Squads (80% chance)
  • Reduce Remaining Veteran Squads to Novice Squads (50% chance)
  • Some Squads will be skipped
  • Currently can be used to affect: Agroprom, Bar, Dark Valley, Deadcity, Garbage, Marshlands, Military Warehouses, Rostok, and Truck Cemetary
  • If desired I can expand it further

Zombie Surge Spawns
  • Spawns Zombie squads after surges
  • You can chose which areas are affected, out of preset locations - Yantar, Radar, Jupiter, Zaton and the Generator Cemetary