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Kruglov refuses to follow in Wild Territory (and does his own thing)

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  10:34:27  15 July 2012
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
07/15/2012 10:36:48
Messages: 27345
Kruglov refuses to follow in Wild Territory (and does his own thing)

Actually I dragged the 3 Ecologists there from their original location in the Red Forest.
I did the same in the Cordon dragging every perma-body to the Rookie Village Cemetary:
http://img262.imageshack.us/img262/5342/swp15om4.jpg

TS
  22:15:36  15 July 2012
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307

---QUOTATION---
Kruglov refuses to follow in Wild Territory (and does his own thing)

Actually I dragged the 3 Ecologists there from their original location in the Red Forest.
I did the same in the Cordon dragging every perma-body to the Rookie Village Cemetary:
http://img262.imageshack.us/img262/5342/swp15om4.jpg

TS
---END QUOTATION---



Okay......?.. 0_0

  15:31:21  16 October 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
10/16/2012 15:41:59
Messages: 4286
You didn't mention if you were also using other ZRP tweaks, Nordom. For example, if you disable the flyby in-game cutscene, the normal delay is bypassed. This might need to be addressed in some fashion. The game handles it if you come around from the north side by cutting the Wolfhound's speech short -- he says, "That's it; this chat is over. I guess it's going to get ugly."

And yes, this is a complex scripted scenario, a recipe for disaster because it is easy to go off script. Some contributors to weird behavior include time speed-up/slow-down, switch distance changes, addition of threats both real (unexpected Alife in the area, like mutants) or imagined (badly-commented .ogg files force NPCs to be alert to dangers across the map), mod collisions (especially with virtual store conflicts*), overburdening of AI schemes resulting in loss of proper support (like doors going inert) and possible real bugs lurking in vanilla (mis- or unhandled logic branch), introduced by the ZRP as insanelazarez indicated, or created by the merger of mods, including the AIPack and/or the Rulix/bak addon stuff or your own personal poison.

What's a bit perplexing here is that the ZRP explicitly includes a dialog fix to restart Kruglov if he "loses the plot" as I've noted on this site before. But that presupposes that dialogs are enabled, something not possible if his logic is in a state that precludes talk.

One possible workaround is to reset him via the ZSU's "NPC Nudge" utility. If you want to get fancy in debugging, you can try to find out what scheme and logic state he is in when the problem occurs. See the ZRP thread and look at the documentation that came with the ZRP archive for ideas to interrogate Kruglov's active scheme and logic state.

Edit: Here's an example of using ZSU to find out the active scheme and logic state:

---QUOTATION---
"NPC vision distance", my post on the first page:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21384&sec_id=16
---END QUOTATION---


At least you managed to find a way to get him to work properly in your particular situation by going slower. Whenever I go slower, folks around me seem to get more bent out of shape...

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