[READ DESCRIPTION PLEASE] Massive overhaul of dynamic anomalies system, adding new anomalies and enhancing old ones. Based on work by DoctorX and Eugenium Hazardous Anomalies
BEFORE YOU INSTALL, PLEASE READ (1.5.1 ONLY, SKIP FOR 1.5.2)
This mod requires modified EXE to work!!! One of prerequisites below is required, choose any of those that you want and install it. Skip this step if you already have modified EXE
- HeatVision (Moddb.com)
- My modded exes, which combines all of engine modifications above (Github.com)
README
This mod aims to enhance hazardous aspect of the zone. It brings brand new anomalies into the zone, based on Eugenium Hazardous Anomalies mod for Call of Chernobyl and enhances old ones. Key features:
- The anomalies will spawn on predefined smart terrains across all maps. After emission or psy-storm they will despawn and then appear later on new places on the next level (Configurable in MCM)
- The anomalies can spawn artefacts inside the zone. The chance for better artefact depends on location. Laboratories and north locations will have very good chance to spawn top of the line and even unique artefacts (Configurable in MCM)
- Anomalies received unique behaviour, they pop in and out of existence and shift places, leading to surprizing situations (adjustable in MCM)
- Some anomalies have unique behaviour if player is in their vicinity, both positive and negative. Use them for your advantage
- Encyclopedia articles about new anomalies in PDA
The new anomalies are (Configurable in MCM):
- - "Darkness" - typical one shot anomaly, very omnious looking, met only on north locations. Special behaviour - has a chance to spawn poltergeist in the proximity of player
- - "Flash" - bubbly temporal anomaly, which doesnt hurt the player by itself, but travels him forward in time
- - "Ghost" - Green bubble anomaly that moves along the fixed path
- - "Liquid gold" - Yellow acid pool like anomaly, special behaviour - drains thirst and some stamina
- - "Green dragon" - Acid field anomaly, special behaviour - 50% reduction of speed near anomaly
- - "Mefistotel" - Strange flower-like anomaly
- - "Net" - Fountain of particles
- - "Ball lightning" - reminiscent of natural phenomenon anomaly, special behaviour - charges batteries of active items if near actor
- - "Radar" - Psy anomaly, has weak but unavoidable psy field which hurts player along with main hit
- - "Rebounder" - Gravitational anomaly that pushes away player when interacted, and provides big bullet resistance to the player
Besides new anomalies, old anomalies also received a bit of improvements:
- - Electra - has electric field that damages player and equipment, causes electrical interference to PDA and flashlights
- - Gravitational anomalies - emits disturbance in gravitational field, causing player to tremble and shake
Screenshots and demonstrations of some new anomalies below:
Enhanced behaviour of old anomalies:
Encyclopedia articles about new anomalies:
MCM options for choosing what new anomalies to spawn
If you like my work and wanna support further creations, i will be very glad and appreciate your donation ;)
Ethereum/Binance: 0x459f13162Ea4C0C74a4e3a0bc6D47B51025545e80x459f13162Ea4C0C74a4e3a0bc6D47B51025545e80x459f13162Ea4C0C74a4e3a0bc6D47B51025545e80x459f13162Ea4C0C74a4e3a0bc6D47B51025545e8
CHANGELOG:
UPDATE 25:
- Added support for new Promzone level Moddb.com
UPDATE 24:
- Reduced the amount of radiation fields spawning in the zone
- Fixed LUA error: ....\gamedata\scripts\drx_da_main_artefacts_movement.script:32: attempt to index local 'a' (a number value)
UPDATE 23:
- Added movement to artefacts when they are created by DAO, similar to vanilla system. When artefacts spawn, there is a 50% chance they will wander around the anomaly zone
UPDATE 22:
- Fixed MCM option to remove anomalies so it now removes them properly
UPDATE 21:
- Small Balance changes
- Increased radius of hit detection of Flash and gravitational anomalies
- Fixed possible crash of not finding [anti_aim_effector] section
UPDATE 20:
- Balance changes
- Darkness anomaly was nerfed a bit:
- The chance to spawn poltergeists was reduced
- Maximum amount of poltergeists spawned reduced from 3 to 2
- Cooldown after spawn increased from 3 to 5 minutes
- The trigger radius to spawn was slightly reduced
- Green Dragon anomaly effect now applies and restores gradually, if you fast enough to avoid it, the speed loss would be less
- Green Dragon hit radius was increased, the trigger radius for effect remained the same
- Artefacts spawn tables are shuffled before picking an artefact to spawn
UPDATE 19.1
- Small hotfix update
- Fixed bullet points in encyclopedia for english translation
- Fixed Rebounder special effect radius being to high, the hit radius remains the same
- Improved processing of anomalies on/off behaviour a bit, should be more consistent with bigger amount of anomalies on bigger maps
UPDATE 19:
- Compatibility with Anomaly 1.5.2. Modded exes arent required if 1.5.2 is installed
- Increased Rebounder effect radius
- Improved effect detection of Rebounder for npcs and mutants
UPDATE 18.1:
- Fix for Rebounder effect not applying to monsters
- Fix for Rebounder effect applying globally even when a single npc or monster in the zone is in anomaly vicinity
UPDATE 18:
- New default presets in MCM, reset settings in DAO MCM menu to apply them if you want
- Anomalies on/off behaviour is forced for underground levels
- Rebounder special effect now affect monsters and npcs in their vicinity
- When actor or monster or npc is under Rebounder effect and is shot, the particles will play at their positions to display that
- Ghosts speed was slighltly lowered
- Ghosts and Ball Lightning anomalies now cast lights and objects drop shadows near them, improving their visual quality and visibility at night
UPDATE 17:
- Bugfixes for new removal system
- Fixed possible crash in underground levels when no anomalies are added there
UPDATE 16.2:
- Fixed possible crash on being near anomalies
UPDATE 16.1:
- Fixed crash on start of new game, sorry for that
UPDATE 16:
- Bugfix update
- Attempt to increase stability of the mod when anomalies are removed after emission. On the current level the anomalies will be disabled instead of removed, and the actual removal will happen after the save and load or after moving to the next level. From player's perspective, nothing should be changed in DAO's behaviour
- Added an option to make a savefile after emissions when anomalies are removed. By default its disabled.
UPDATE 15:
- Bugfix update, DELETE OLD VERSION OF THE MOD FOLDER BEFORE UPDATING:
- Fixed crash related to messing with DAO settings in debug test level
- Fixed crash when using DAO with mods altering New Game setup (like Black Road mods)
- Removed meshes folder from the mod
- Fixed spawning multiplayer variations of the artefacts, those one could lead to errors like "could not create model dynamics\artefacts\artefact_electra_blue_hud"
UPDATE 14:
- Added optional patch for Svarog to detect new anomalies, made by Wildkins for GAMMA and DLTXified. DLTX REQUIRED for the patch
- Corrected the behaviour for anomaly detector concerning vanilla dynamic anomalies, it wont detect them when they despawn, otherwise it lead to false detections
UPDATE 13:
- Increased minimum and maximum possible hit radius for Rebounder
- Increased maximum hit radius for Ghost
- Ghost movement is now FPS independent except really small FPS values to prevent sudden pops.
- Increased threshold for flashlights flickering near Electras, should be less soon
- Added more anomalies into ignore list for anomaly detector, for example vines in Cordon tunnel, some Arszi radiation fields, etc
UPDATE 12:
- Minor update
- Anomaly detector now ignores some static anomalies like teleports, Burning Fuzz and others, this should help for detector to not be super sensitive to some stuff
- Lowered artefact spawn for Radar, increased artefact spawn for CNPP and Generators
UPDATE 11:
- Improved detection sensitivity for anomaly detector, should be more accurate
- Reduced damage for Liquid Gold anomaly
- Increased damage for Green Dragon anomaly
UPDATE 10:
- Added anomaly detector to new game loadouts and traders. Ecologists start with anomaly detector for free, other factions have to buy it in new game loadout or from traders in the game itself. Ecologists, Clear Sky and UNISG traders sell the detector
- Electras field damage is dependant on obstacles between you and electras, for example walls, objects, etc. If there is a thick wall, it can reduce the damage very significantly
- Raised threshold for flickering of lights near electras
- Optimisations in script file
UPDATE 9:
- Anomaly detector can now detect even hidden anomalies when they getting hidden out of existence
- Improved detection of anomalies and display behaviour of anomaly detector
- Electras now have collateral effect on screen effect and pda/devices glitching. More electras together will have stronger influence
- Fixed bug when setting gravitational shake to 0 did nothing, now its properly disables it
- No anomaly detectors are on sale yet, it will be fixed soon. For now to get one of detectors you have to accept one of ecologists quests for measuring anomaly zone, there you will receive an anomaly detector for free.
UPDATE 8.1:
- Fixed a crash when no detector is in slot
UPDATE 8:
- Integration with Encyclopedia messages restored mod (Moddb.com). If you have that mod installed, you'll be notified about new anomalies
- Svarog and anomalies detector now have possibility to detect new anomalies. Svarog will emit sound when approached to them, its not needed to be equipped, just to be in the slot. The anomalies detector visualize the distance between you and anomalies and it works with all anomalies, not just new ones!
- Increased artefacts spawn for Darkscape, now its a viable place to get some low-middle tier artefacts quickly
- Less anomalies in the Bar
- Slightly more anomalies in Radar
UPDATE 7:
- Maintenance update
- Weakened radiation fields in south locations
UPDATE 6:
- Lowered anomaly spawn for Swamps, Dark Valley, Dead City
- Added spawn of Nets in Jupiter, Zaton and Truck Cemetery
- Blacklisted Storylines artefacts for spawning
- Improved spawn artefacts based on current level, now it considers globally allowed artefacts to spawn
UPDATE 5:
- Filthy casuals, rejoice, new MCM options arrived to ease your gameplay. Options are:
- Pre-defined presets: Easy, Normal, Hard that adjust all values
- Modifier for gravitational shake near anomalies
- Modifier for electrical field damage (doesn't apply to electronic devices glitching)
- Reduced distance to electrical anomalies for flashlight flicker to trigger, now it wouldn't be as instant as entering the anomaly radius
UPDATE 4:
- Fixed accidental ginormous spawn on Radar level
- Reduced spawns for Limansk, both Pripyats and Jupiter
- Increased spawn for Generators
- Increased artefact chances for Radar, CNPP levels, Hospital, Generators
- Fixed article for Radar for Russian language
UPDATE 3:
- Added new descriptions for anomaly zones, thanks to CrimsonVirus for creating them
- Lowered main hit damage of electras when they are discharged on player
- Underground locations received exclusive artefact spawn chances and corrected spawn pool for them. Now they never spawn junk artefacts and the chances for spawn are increased a lot (50-80%) depending on location itself (X-10 and X-8 have the biggest chances)
UPDATE 2:
- Ghosts can now climb small obstacles and hills
- Greatly reduced spawns for underground tunnels in Yantar
- Slight change of calculations for Radar and Electra fields, the artefacts will have more influence on damage and resistance, dont sell them instantly as you would normally
- Slighlty reduced outfit condition drop for electras
- Added Generators level into spawn presets
UPDATE 1:
- Added adjustable radius of anomaly zones and minimal distance between anomalies in MCM
- Improved spawn algorithm to accomodate new options, it should be better for managing choke points
- Lowered spawns for Dead City and Yantar and some underground levels
- Meadows has increased artefacts spawn chance
- Lowered a bit damage of electrical fields
- Removed stale copy of regions folder from the mod
CREDITS:
- DoctorX - code base for spawning anomalies on smarts, provided the fundament upon i build the overhaul. Rest in peace friend
- Eugenium - new anomalies visual appearance and sounds from Hazardous Anomalies mod, which were improved
- Barry Bogs - playtesting and support, visit his twitch channel foor cool streams with this mod (Twitch.tv)
- Lucy - technical support
- Grok - support for artefact spawns based on map tiers
- Jurkonov - nagging me in DMs (no offence friend :) )
No less than 10/10!! That new behavior adds so much cool detail!
About compatibility:
1) What about Duty Expansion and Heat Vision mods?
2) Seems like it has loose particles not to overwrite particles.xr, right?
The loose particles loading is the only reason why modified exes are required, they are particles for new anomalies. otherwise i had to create tens of patches for different mods. As long as those mods support them - it should be fine (Heat vision does support it and duty expansion should be included also in it)
The loose particle loading should be included in anomaly 1.5.2 as well from the start
I have a request for your help - in Dead Air, if you get close to the fire, the screen will turn orange due to the post-process effect, I think the post-process effect from the fire anomaly is applied. So, I want to implement this in an Anomaly, I tried it myself, but nothing worked out for me.
I'm asking for your help, because if you created this addon, I'm sure you can help make a post-process out of a bonfire)
P.S. And the addon is already installed on 10/10 and loaded - because it's brilliant!)
None taken :)
You are the best thing to happen to anomaly in this year :)
Though, it might be true that in the origins of an awful lot super cool addons there is mysterious person asking:
"... you know I was thinkin´ but what if ... " :D :D (but who knows :D )
hehehe ... lookin´ forward to finally playin´ this will be essential thing
Do i need a new game for the new anomalies to spawn? Can i install it in my current playtrough? Its safe to unistall?
1.new game is not required
2.its safe to uninstall, there is an mcm option for deleting all new anomalies. Follow instructions in its tooltip if you plan to uninstall
Thanks! I will test it now.
There is an incompatibility with Dynamic tonemap mod, in the demonized script. No big deal really.
The modding community never cease to amaze me. 11/10!!!
Quick question, cause i will try this tomorrow with time:
Lets say the AI dies on anomalies on my game wink wink
Will the npc be affected by this anomalies? And I mean human ones
Only one way to find out
Just found a bug, sometimes the anomaly just disappears momentarily (sound is gone too) and then it comes back again, i think this happened with those gravitational anomalies (not the vortex one) and electro anomalies too, will do more testing too see if this occur with fruit punchs for example (Running the modpack Escape from Pripyat 3.0 Plus).
Edit: It's intended apparently, demonized using jedi mind trick on me, just got blasted by a new anomaly.
U just got pranked by the "youtube prankster Anomaly" leave ur like on it or it will **** you up like the black smoke poltergeist.
do the new anomalies show up on svarog?
Not sure, but they shouldn't so far. However, you can easily enable them by editing items_devices.ltx, detector_scientific section. It's pretty much straightforward.
They don't appear on Svarog.
But I ask myself: why shouldn't they? I'd like an option to toggle this maybe.
There is a "regions - копия" folder in configs\hazardous_anomalies :) Not sure if it might cause issues but it's better to delete it, I think.
Also a question: do the artefacts spawn randomly or only after emission/psy-storm?
Nothing will happen with this folder, it's just a copy that slipped by
Artefacts can spawn with the zone after the emission/psy-storm
Great work!! Thanks.
If I add only the Enhanced behaviour of old anomalies, Is it also necessary to replace the .exe?
So... ok, it is not possible to do that.
But is there the possibility that in the future do you do a separate Addon only with Enhanced behaviour of old anomalies?
just put the spawn chance to 0, that will effectively disable any spawns
Привет, а можешь создать exe чтобы работало вместе с arx и heat vision, при установке последней версии arx с его exe файлами heat vision не работает
Use heat vision exes
А ARX аддон будет работать правильно ? В описании его написано что нужно его после всех устанавливать с его exe файлами.
Sick ! gj
Awesome work as usual Demonized !!! This one is very impressive, can't wait to test this final version !
Amazing job going to try it out. One question so I have ARX and FDDA already installed in my current mod load out. So all I would need to do is download is one of the exes as seen on point 5 in the before you install section? - Or given I already have one of these mods installed I would just need to download you mod now for it to work? - Hope that made sense. Regards
You already has everything you need. Just download the mod
Perfect, thanks for the response. Appreciate it! Will try it now and let you know if I encounter any bugs!
I have Heat Vision and FDDA which exe to install?
You already has everything you need. Just download the mod
Спасибо, брат!
Are these dead air anomalies?
Another impressive mod, adding more variety to our beloved game!
A quick question: how can I disable the camera shaking near gravitational anomalies, or better yet, adjust its effect range?
EDIT: Nevermind, found it... but I also grew to appreciate it, so probably I won't be touching it! :P
absolutely amazing!
Looks really nice and I love the fact that some of the anomalies add positive effects.
Also, is the mod based on the dynamic anomalies script from Call of the Zone? Because it seems that you have used the 2.1 version instead of the newer 2.2 one from his own continuation in CotZ after looking into the "drx_da_main" script file and comparing them.
I rewrote absolute majority of the script, so it's irrelevant what version it was
Fair enough, I looked what has been changed between those version and I found out that Drx changed only one line inside the script (I believe it had something to do with disabling the generators in warlab or something). So it shouldn't really make that much of a difference.
Hey TheMrDemonized, when your bolt hits one of the gravitational anomalies in the last little video clip you play. it looks like it makes a much better looking on hit effect than the standard one. Is that included in this mod? As when I've tried in my game with your mod I get the standard effect, just wondering if something is conflicting with that. Regards
its cinematicvfx old version (3.0), here is the link: Drive.google.com
it is quite taxing for performance
Perfect thank you once again. Just a question are you still using the old version or have you updated to the newest version of CFX?
Hey! I'm super excited about this MOD! It Conflicts with a few of my mods; I'm not worried about the speed mod as it doesn't really change anything but Arzi's controller overhaul obviously, changing max power and start power etc. values for the anomalies. I guess we just let it overwrite?
specifically: zone_field_psychic.ltx and speed.ltx
those are just damages changes, DAO mod has a bit more strong psy fields. You can overwrite or not, its a matter of preference
Excellent thank you! I might be missing this already, but my suggestion is to put up floating anomaly tooltips in the MCM when you hover over each anomaly (where you can enable/disable each anomaly), so you could read a description of what that anomaly is/does? Sound cool? I think it would be great to have in game tool tip about the anomalies nature especially when people first install the mod! THanks again!
you know, there are encyclopedia articles for that. I prefer for player to explore them this way
Oh cool, I skipped that part in the description! 😀
Good to see some cool addon in the latest ******-meme mods dump. 10/10
Sweet mod, just need an AI that can evade these and old anomalies and we are good to go!
This is great but i have to unfortunately disable the dynamic spawns because it can actually get you trap or completely block your path. Happend already 3 times, one time in the jupiter underground, theres no way for me to progress because multiple electros blocked the small tunnel.
you can pass through any anomaly due to their on/off behaviour, wait when they are off then move quickly through it
I did try this when im in the underground but there were multiple sticking together, they cant turn off at the same time. 1 is turn off but then i have to worry about the other 2.
Dont know how the spawn work but maybe try not to stick them all together in the same area or can be configurable the distance between the spawned anomalies. This is only an issue if youre in a small space like the labs and the tunnels.
I have disabled that on off behavior because I don't like so many anomalies popping in and out of existence, and it seemed to slightly freeze my game whenever they popped in (so far only have experience with this mod in Yantar, which admittedly has many anomalies in a small space).
But even with the on/off behavior activated, there was no option for me to make it through the tunnels under the lab, they were so full of Radar anomalies, that even if they popped in and out there was no passing. Let alone the area where you get attacked by a Pseudogiant also being full of Radar, so good luck trying to fight what is essentially a boss and dodging anomalies at the same time.
This mod is great, but for my taste it needs to be toned down a bit. I ended up having to lower the anomaly field spawn chance as well as the amount of anomalies within the field, and then I triggered a blowout via console. Luckily the anomaly field in the tunnels disappeared and I could continue.
I think the mod is awesome (which is why I didn't just want to delete the anomalies), and the new anomalies are great (I do like Radar a lot!), but I think sometimes less is more. Maybe smaller anomaly fields with only like 1-3 of them popping in and out ever and in general the chance of there being an anomaly field being the default setting would help. Otherwise at least Yantar was littered with anomalies which appeared and disappeared, and in this extreme extent it seemed... too much?
Well, the options are there for everyone to tailor the mod.
The Yantar tunnel can indeed be a nasty choke point, I'll see what can be done about it.
Thank you. I absolutely do see that my personal taste is not the measure of all things. I basically just want to point out that if the "blinking" anomalies are really meant to be an option which the player can choose or not, disabling it should not come with punishments like I had it on the catwalks around the Mystery Machine, where an electro anomaly blocked the passage across the whole width.
Just as I am typing this, I am watching BarryBogs on Twitch. He can't get through the X-16 tunnels because whirlwind anomalies alternate phasing in and out.
I think your mod is great and really adds new, original content, so I am looking forward to everything you're going to do!