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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
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Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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  00:11:07  24 March 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
03/24/2020 0:11:41
Messages: 1427

---QUOTATION---
Just out of curiosity, what is going on here? It seems like when a Manual Save is loaded in the Rookie Village, everyone cocks/reloads their guns and this sound/action appears to entice the Military to attack the Rookie Village. I know it's probably something entirely different than appearances, so I was hoping you could explain it.
---END QUOTATION---



Tejas Bro, wouldn't editing the .ogg comments be able to solve that?
  16:07:15  16 March 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2282

---QUOTATION---
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

Correction to a paragraph above since I exceeded the number of days to edit:

Additionally I find the re-spawns helpful. If I have a task by Freedom to kill the Dutyers in the Wild Territory or Dark Valley, I don't want to actually kill them and earn negative points against Duty. I can rely on mutant re-spawns to do the dirty work for me. Of course I have to clean out X-18 again to get it to work in the Dark Valley. Killing the Pseudogiant is fun because you can intercept it's re-spawns outside of Rostok.

TS
---END QUOTATION---



If you have a mission to kill a stalker or a group like you are talking about, simply dump a exploding barrel next to them and back off and shoot the barrel.... mission accomplished and no negative points! Works like a charm! If you need barrels or gas cans, just add them to a traders inventory and purchase them....
  08:35:22  13 March 2020
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 26802
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

Correction to a paragraph above since I exceeded the number of days to edit:

Additionally I find the re-spawns helpful. If I have a task by Freedom to kill the Dutyers in the Wild Territory or Dark Valley, I don't want to actually kill them and earn negative points against Duty. I can rely on mutant re-spawns to do the dirty work for me. Of course I have to clean out X-18 again to get it to work in the Dark Valley. Killing the Pseudogiant is fun because you can intercept it's re-spawns outside of Rostok.

TS
  01:34:18  11 March 2020
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/11/2020 1:37:18
Messages: 26802
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

optical_illusion:

---QUOTATION---

well to be honest im trying to create a mod thing for myself

everyone has their own vision of the zone including myself and while I just cant bring myself play the buggy mess that is 1.0006 vanilla I actually(i might be the minority) like the chaos that the 1 hour spawns provide.

---END QUOTATION---



I never understood the complaints of the 1 hour spawn. People act like once they conquer an area, it's supposed to remain empty or lifeless. Like they're annoyed they have to take action again. This is most common in levels like the Wild Territory. Perhaps it's called the Wild Territory for a reason. To me it only makes sense to have wildlife re-enter it. It's the Zone, a wild place full of life. Not a static room that you just swept and mopped and expect it to remain clean.

Additionally I find the re-spawns helpful. If I have a task by Freedom to kill the Dutyers in the Wild Territory or Dark Valley, I don't want to actually kill them and earn negative points against Duty. I can rely on mutant re-spawns to do the dirty work for me. Of course I have to clean out X-18 again to get it to work in the Wild Territory. Killing the Psuedogiant is fun because you can intercept it's re-spawns outside of Rostok.


---QUOTATION---

But ontop of 1 hour mutant spawns my mod also takes out about 50-85% of preset human spawns and camps (and replaces with mutants) on each location and so you see all kinds of 30-50+ mutants roaming around on any given map. Kind of DOOMesque experience. You still see stalkers shuffling about yes ...but they are a minority now just like it says in the local folklore and other PDA entires.

I know that many mutants may be an overkill yes but its like a mixture of build 1935 mayhem + retail SoC with the bugfixes of ZRP all in one package.

---END QUOTATION---



I think anyone that has played Call of Pripyat got a taste of GSC giving us mutants swarms. Sometimes the mixture of mutants was so deadly you just had to run, as certain death awaited anyone foolish enough to try to take them on. I think Priboi Story was one of the earliest Mods I played that had crazy amount of mutants. Call of Chernobyl does it too.


---QUOTATION---

ontop of that throw in the OWR for shiny gun skins, enable cut mutants +add mutant/NPC skins and its like stalker is a brand new game.

---END QUOTATION---



Have you seen the Anomaly Mod? What the hell is going on with the shiny, chrome-like sheen on people and mutants when they move around? I really hate it. It's like someone doesn't know how to Mod shades or lighting.


---QUOTATION---

And now for the question..reason I didnt do the sidequest? Its just a test play through until I iron out every oddity or bugged spawn. Reason im trying to keep nimble alive? I set aside the goal to keep all named (there is like 30+ if not more haha) NPCs in the game including the hostile ones. You probably saw my posts in here where I was asking how to keep Wolfhound online after you leave the location. Thats part of this whole thing

---END QUOTATION---



Couldn't you just intercept the Mercenaries keeping everyone in the Rookie Village alive? I never could keep Mole alive for long. The dumbass kept running back to the Agroprom compound and the eventual re-spawns of Military, Bandits and/or Bloodsuckers would always get him. Gotta grab that unique Pistol he carried before his body vanished.

Likewise I couldn't keep Fox alive. The mutant dogs would always get him at the Farmhouse and he seemed inept at self defense. I found most of the unique NPCs in Rostok would usually die around the campfires ( in a long Game ) long before I would go to other levels that might entice them to depart and be found elsewhere. This was also helpful recovering unique weapons but they were usually worn.

I was trying an SoC Game on my new Laptop back in 2018 where I added a small repair kit Mod. I only did this so I could repair the unique weapons I wanted to use. As we know, we can all eventually repair our armors with the right set of artifacts, but it was nice to repair armors early. The Mod I used was buggy though. You could drop the repair kit on the ground but still have it in your inventory. There was some reason I wasn't using the latest version that had more restrictions than an earlier buggier version but I've forgotten the details.


---QUOTATION---

Its actually not too bad really cuz I forced all of those unique loner NPCs to beeline to the rookie village in all.spawn so there only about 4-5 "hard to keep alive" unique spawns.

---END QUOTATION---



I have a friend that avoids the Yurik mugging by the three trenchcoat wearing Loners. He's actually done some fantastic NPC re-positioning with them ( creating vacancies where they are called to go to ) like having two of them stand watch outside the Garbage Hangar once that scenario is completed helping Seriy. He's also been able to make the trenchcoat Loners go to the Cordon. I've seen screenshots where the three stand outside the Pig Farm ( a risky location for survival ) and even the Rookie Village. Lots of fun there.

TS
  23:54:09  9 March 2020
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
03/09/2020 23:56:25
Messages: 26802
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

NatVac:

---QUOTATION---

No, Tejas Stalker, that normal military behavior is not changed by ZRP. You are right about Nimble not normally being campfire-collision material, and the rest of your advice applies with either vanilla or ZRP, other than Nimble will behave correctly. There is one change in ZRP over vanilla: It's not about the player, so if one declines Fanatic's request, the mercs will still attack.

---END QUOTATION---



NatVac

Thanks for the reply. I have a friend who we discuss a lot of Game behavior including some fascinating ways to achieve things the GSC Devs never intended. As he uses the ZRP, I thought he had told me the ZRP fixed this peculiar behavior but you say no.

Just out of curiosity, what is going on here? It seems like when a Manual Save is loaded in the Rookie Village, everyone cocks/reloads their guns and this sound/action appears to entice the Military to attack the Rookie Village. I know it's probably something entirely different than appearances, so I was hoping you could explain it.

It can be an annoying quirk if a Player arrives in the Rookie Village to quit playing and make a Manual Save, only to have the same Game started later to face an attack. I find it a great feature for some non-scripted action to await an attack and have so many possibilities to use different buildings, to wait on location or meet it halfway. It's also easy to avoid the attack by simply leaving the Rookie Village and head north.

Unless you're trying to keep Wolf/Fanatic, Nimble and/or Tolik alive, it's an opportunity to have the Rookie Village NPCs participate in an epic firefight. A great way to have your enemies deliver used weapons, extra ammo and supplies to your doorstep. It also initiates Military replacements to arrive in the Cordon so the Player can choose to engage them at endless possible ambush sites all the way to the Cordon level changer. However you already know all this.

Why does the ZRP makes the Mercs attack the Rookie Village even if the Player doesn't want to participate? Does this take place off-line? Are casualties decided on-line and off-line? It's rather easy to ambush the Mercs outside the Rookie Village, if a Player is trying to keep anyone alive there.

TS
  07:25:23  4 March 2020
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
03/04/2020 7:38:37
Messages: 176

---QUOTATION---
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

optical_illusion:

Hey guys quick question

playing vanilla ZRP and Nimble died. I already saved him from the bandits a while ago but he died at the camp(im already all the way at red forest). I tried loading earlier saves but he is dead as well. No hostiles ever came to the cordon camp( i didnt bother with the mercs quest)

Im assuming this is something that has to do with engine collision because every now and then I get random npcs dead like that.

Its just a random npc that doesnt matter but it sucks that I went out of the way saving him and then he died like a chump...Is there any possible fix to this?


optical_illusion

I tried to keep Nimble alive for months and months in several different Games lasting over a year ( Game Time ) in both the 1.0004 & 1.0005 versions. It was nearly an impossible tasks for two different scenarios. Nimble had this bad habit of deciding to make runs back and forth from the Rookie Village to the Car Park. There he could easily fall victim to Bandits or Military ( that were often a result of my clearing out the Bandits there or depleting various Military and making them migrate ) that were traveling on the eastern side of the road. Nimble could also run into Flesh or Boars on that side too. If your Nimble is dead on this side of the road, it's more than likely one of these mentioned.

To avoid that, or other Stalkers I knew were at the Car Park, I would often travel through the Anomaly tunnel and hug the fence line all the way to the Rookie Village, so that I wouldn't make that side of the level go on-line. However another Nimble problem I had was simply being in the Rookie Village. I could be talking to Sidorovich, managing inventory or hanging out in the cellar, and if mutants approached the Rookie Village, the foolish NPCs ( including Nimble ) would run out to meet them. This was a problem, especially at night. Your Nimble could have easily run out while you didn't realize it and if you left the Rookie Village at either end may not have noticed him dead nearby ( happened to my Tolik later ) which is why earlier Saves may not be able to go back far enough.

Sometimes I even have Military invade the Rookie Village ( when I create a Manual Save at the Rookie Village, end my Game and restart it there later ) but I think the ZRP probably prevents that quirk. As Nimble likes to hang out inside a house, he's not really the Campfire collision type. You mention he died at the "camp" so I was unclear exactly where you meant.

Just out of curiosity, why did you skip the Mercenary attack ( is that the same thing as the "mercs quest" ) at the Rookie Village? That's a pretty fun event. I like how up to 3 days or so later, you can run into random Mercenaries traveling around the Cordon, Garbage and Rostok afterward.

TS
---END QUOTATION---



well to be honest im trying to create a mod thing for myself

everyone has their own vision of the zone including myself and while I just cant bring myself play the buggy mess that is 1.0006 vanilla I actually(i might be the minority) like the chaos that the 1 hour spawns provide.

But ontop of 1 hour mutant spawns my mod also takes out about 50-85% of preset human spawns and camps (and replaces with mutants) on each location and so you see all kinds of 30-50+ mutants roaming around on any given map. Kind of DOOMesque experience. You still see stalkers shuffling about yes ...but they are a minority now just like it says in the local folklore and other PDA entires.

I know that many mutants may be an overkill yes but its like a mixture of build 1935 mayhem + retail SoC with the bugfixes of ZRP all in one package.

ontop of that throw in the OWR for shiny gun skins, enable cut mutants +add mutant/NPC skins and its like stalker is a brand new game.

And now for the question..reason I didnt do the sidequest? Its just a test play through until I iron out every oddity or bugged spawn. Reason im trying to keep nimble alive? I set aside the goal to keep all named (there is like 30+ if not more haha) NPCs in the game including the hostile ones. You probably saw my posts in here where I was asking how to keep Wolfhound online after you leave the location. Thats part of this whole thing

Its actually not too bad really cuz I forced all of those unique loner NPCs to beeline to the rookie village in all.spawn so there only about 4-5 "hard to keep alive" unique spawns.
  08:58:19  2 March 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4268
I need to clarify something: Nimble's logic isn't normally reset until after the merc attack, at which time in vanilla he will generally try to return to the autopark most of the time since he is online (because you are within switch distance of him). But the "selective" logic support is activated as soon as you receive Nimble's flash drive for Sid, when you successfully rescue him or, failing that, when you search his body. This means that his vanilla "bad habit" won't normally occur in ZRP.*
__________

>> I think the ZRP probably prevents that quirk

No, Tejas Stalker, that normal military behavior is not changed by ZRP. You are right about Nimble not normally being campfire-collision material, and the rest of your advice applies with either vanilla or ZRP, other than Nimble will behave correctly. There is one change in ZRP over vanilla: It's not about the player, so if one declines Fanatic's request, the mercs will still attack.
__________

Maybe there's a way to keep the tougher NPCs from changing from their super-armor in that armor update mini-mod, like an exception list of armor or one for the protected NPCs, fatrap. I remember showing how one could make NPCs tougher without any all.spawn changes, but your approach also avoids the all.spawn. The ZaGaR version of xStream's Grenadier mini-mod can be separately enabled without the armor update feature in ZRP.
__________

* Other NPCs use "selective" logic. The survivors of the Duty/Freedom fight on the road to Pripyat won't return to the scene of the fight before running back to the camp at the north end of the road once they actually reach that camp and sit down (make a save and reload it to see), nor will Skull's ambush team gloat over the Freedom victims over and over. Mole won't try to repeat his run to the manhole west of the Agroprom Institute, either, but in this instance a simple logic fix was sufficient.
  16:30:14  1 March 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2282

---QUOTATION---
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

optical_illusion:

Hey guys quick question

playing vanilla ZRP and Nimble died. I already saved him from the bandits a while ago but he died at the camp(im already all the way at red forest). I tried loading earlier saves but he is dead as well. No hostiles ever came to the cordon camp( i didnt bother with the mercs quest)

Im assuming this is something that has to do with engine collision because every now and then I get random npcs dead like that.

Its just a random npc that doesnt matter but it sucks that I went out of the way saving him and then he died like a chump...Is there any possible fix to this?


optical_illusion

I tried to keep Nimble alive for months and months in several different Games lasting over a year ( Game Time ) in both the 1.0004 & 1.0005 versions. It was nearly an impossible tasks for two different scenarios. Nimble had this bad habit of deciding to make runs back and forth from the Rookie Village to the Car Park. There he could easily fall victim to Bandits or Military ( that were often a result of my clearing out the Bandits there or depleting various Military and making them migrate ) that were traveling on the eastern side of the road. Nimble could also run into Flesh or Boars on that side too. If your Nimble is dead on this side of the road, it's more than likely one of these mentioned.

To avoid that, or other Stalkers I knew were at the Car Park, I would often travel through the Anomaly tunnel and hug the fence line all the way to the Rookie Village, so that I wouldn't make that side of the level go on-line. However another Nimble problem I had was simply being in the Rookie Village. I could be talking to Sidorovich, managing inventory or hanging out in the cellar, and if mutants approached the Rookie Village, the foolish NPCs ( including Nimble ) would run out to meet them. This was a problem, especially at night. Your Nimble could have easily run out while you didn't realize it and if you left the Rookie Village at either end may not have noticed him dead nearby ( happened to my Tolik later ) which is why earlier Saves may not be able to go back far enough.

Sometimes I even have Military invade the Rookie Village ( when I create a Manual Save at the Rookie Village, end my Game and restart it there later ) but I think the ZRP probably prevents that quirk. As Nimble likes to hang out inside a house, he's not really the Campfire collision type. You mention he died at the "camp" so I was unclear exactly where you meant.

Just out of curiosity, why did you skip the Mercenary attack ( is that the same thing as the "mercs quest" ) at the Rookie Village? That's a pretty fun event. I like how up to 3 days or so later, you can run into random Mercenaries traveling around the Cordon, Garbage and Rostok afterward.

TS
---END QUOTATION---




There is a way to keep an NPC alive. It does require editing the mesh for the armor they wear. You do have to rename it and specify it in their character_desc file. Then you make a special set of immunities for it. This will keep the change from going global. I use it for about a dozen NPC's I want to either keep alive or make them really tough.... WARNING... some of the grenade tosser mods have an armor update feature. You have to wipe that out to keep your NPC's clothed properly!!!!
  09:08:59  1 March 2020
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 26802
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

optical_illusion:

---QUOTATION---

Hey guys quick question

playing vanilla ZRP and Nimble died. I already saved him from the bandits a while ago but he died at the camp(im already all the way at red forest). I tried loading earlier saves but he is dead as well. No hostiles ever came to the cordon camp( i didnt bother with the mercs quest)

Im assuming this is something that has to do with engine collision because every now and then I get random npcs dead like that.

Its just a random npc that doesnt matter but it sucks that I went out of the way saving him and then he died like a chump...Is there any possible fix to this?

---END QUOTATION---



optical_illusion

I tried to keep Nimble alive for months and months in several different Games lasting over a year ( Game Time ) in both the 1.0004 & 1.0005 versions. It was nearly an impossible tasks for two different scenarios. Nimble had this bad habit of deciding to make runs back and forth from the Rookie Village to the Car Park. There he could easily fall victim to Bandits or Military ( that were often a result of my clearing out the Bandits there or depleting various Military and making them migrate ) that were traveling on the eastern side of the road. Nimble could also run into Flesh or Boars on that side too. If your Nimble is dead on this side of the road, it's more than likely one of these mentioned.

To avoid that, or other Stalkers I knew were at the Car Park, I would often travel through the Anomaly tunnel and hug the fence line all the way to the Rookie Village, so that I wouldn't make that side of the level go on-line. However another Nimble problem I had was simply being in the Rookie Village. I could be talking to Sidorovich, managing inventory or hanging out in the cellar, and if mutants approached the Rookie Village, the foolish NPCs ( including Nimble ) would run out to meet them. This was a problem, especially at night. Your Nimble could have easily run out while you didn't realize it and if you left the Rookie Village at either end may not have noticed him dead nearby ( happened to my Tolik later ) which is why earlier Saves may not be able to go back far enough.

Sometimes I even have Military invade the Rookie Village ( when I create a Manual Save at the Rookie Village, end my Game and restart it there later ) but I think the ZRP probably prevents that quirk. As Nimble likes to hang out inside a house, he's not really the Campfire collision type. You mention he died at the "camp" so I was unclear exactly where you meant.

Just out of curiosity, why did you skip the Mercenary attack ( is that the same thing as the "mercs quest" ) at the Rookie Village? That's a pretty fun event. I like how up to 3 days or so later, you can run into random Mercenaries traveling around the Cordon, Garbage and Rostok afterward.

TS
  07:11:36  1 March 2020
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1427

---QUOTATION---

__________

Storm Shadow, I misunderstood your earlier question. You don't need universal_adcd.pl nor do you need to modify acdc.pl; the only thing that block of code did was to replace "object_flags = 0xffffff3f" with "object_flags = 0xffffff3b" on the fly when you executed the script.

But you have already done that, so you don't need to do anything. Use your existing acdc.pl with that modified set of files to build an all.spawn that keeps inventory boxes online when used with a new game.
---END QUOTATION---



Too easy, as always, thanks heaps man.
 
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