Night mutant addon from Re:Done Collection addons that activates mutant spawns when the player approaches a spawn zone on the map. Depending on the time of night/dark night, the mutant spawn will varies.
- The player must approach the different zones for spawning to occur; multiple smart terrains combines a spawn zone.
- There are three zones on a map with a maximum of one spawn per zone, each with a respawn timer.
- The timer will start and deactivate the zone until it runs out if there is a spawn in the zone; one in-game day respawn timer.
- If no spawn occurs, a timer will start and deactivate the zone until it runs out; ~1h or less in-game respawn timer.
- Easy/normal/hard mutant spawn has a 10% x4 probability of occurring at NIGHT in the spawn zones on a map
- Normal/hard/worst mutant spawn has a 10% x4 probability of occurring at DARK NIGHT in the spawn zones on a map.
- There is a 15% possibility of spawning in some areas of a map.
- More easier mutant spawns south of the worldmap while more harder mutant spawns north of it. Certain areas of the map have easier/harder mutant spawns than others.
- [OPTIONAL] 25% x4 chance of spawning; high chance of night mutant spawn in maps spawn zones.
- [OPTIONAL] 50% x4 chance of spawning; Almost guaranteed night mutant spawn in maps spawn zones.
Update 1.3 (06/29/2024) OPTIONAL UPDATE
- Added this feature to a stand-alone addon from Re:Done Collection addons.
- Added optional install; 25% chance of spawning and 50% chance of spawning.
Update 1.2 (03/31/2024) PREVIUS IMPROVEMENTS 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 is a spawn in the trigger zone.
Update 1.1 (03/24/2024) PREVIUS BUG UPDATE
- Fixed incorrect ltx file in Rostok.
- Fixed incorrect logic at one of the spawn zones in Dark Valley.
- Corrected faulty night mutant spawn in Agroprom Army base.
Current Verison:1.3
Are there any advantages over bvcx's Night mutants addon when using your wonderfulyl crafted Spawn Collections?
Hi. The advantage is that handpicked mutants spawn depending on the map you are on and their location. Both addons work differently.
This addon requires the player to activate the spawns in spawn zones, so mutants will spawn not afar from the player. Bvcx's Night Mutants addon scripts random mutant spawns with a spawn time interval that sometimes does not despawn when the morning begins. Re:Done night mutant spawns will also not despawn, they will be on the map, but they will not be visible and will be offline until next night if the player decides to run away from the encounter.
Bvcx's Night Mutants addon is also a great addon that will work with this addon, but it is not recommended with Re:Done Collection because of the random mutant spawns.
Thank you for the thorough explanation :]
I will try this the way you intended first, without any additional mods like bvcx's addon that change spawn behaviour.
Please do so, and I appreciate the previous nice comments.
If i want night mutant spawns to not depends on player triggering them, should i then use bvxc's mod instead ?
Up to you, friend :)
как работает с динамическими мутантами ?
Он должен работать нормально. Динамические мутанты пишут сценарии для мутантов, в которых они появляются. Не тестировался с Re:Done Night Mutants Spawn, я действительно не знаю.
Протестируйте его и сообщите мне, если у вас возникнут какие-либо проблемы.
ладно , хорошо я так и сделаю
Great mod! How did I miss the previous versions?
Thank you. The previous version was a feature for Re:Done Collection addons as a optional install; which has been around for a few months now.
Ah! Thanks!
another great mod from you!
10/10 ,great work :)
Hey I just wanted to clear this up, Night Mutants will still be a part of RE:DONE right? Does the posting of this addon mean it's going to be removed from RE:DONE and now it's going to be standalone? Do we need to install this if we're already using RE:DONE? Sorry for the questions, hope you don't mind!
Hi there. Indeed, if you wish to use this feature, you will need to download the Night Mutants addon here, as it will no longer be available in the Re:Done Collections Optional install in the next update.
When the feature is a stand-alone addon, it enables players to use it without Re:Done, and it is simpler to update and maintain.
Alrighty, thanks for clearing this up!
Yeah that's pretty good reasoning behind making this standalone, makes sense. Keep up the good work man!
Could this mod break emissions?
No, it´s should not.
And why, if I delete this mod, my saves don’t load?
Installed on Redux 1.1
It may be because you have some night mutants left on the map and when you remove the addon; these mutants have no squad_descr_redone_mutants.ltx and the save will then be broken.
Hi, is this mod included in the mod RE:DONE COLLECTION V2.2.4 VOL.1 ?
Hello. No, its just a stand alone addon from the RE:DONE COLLECTION Vol.1 + Vol.2 addons.