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Call of Chernobyl mod (Official Thread)

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  04:34:37  7 November 2017
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Max Chill
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On forum: 04/28/2014
Messages: 645
Tejas Stalker:

---QUOTATION---
Generally NPCs don't pick up armor. I had even set armors on the ground and they had been left alone.
---END QUOTATION---


Not sure what gave you that idea, but from what I've seen NPCs will absolutely pick up an armor that's placed at ground level (though they do seem to ignore those that sit raised upon an object like a crate or table). Companions will as well, so long as their looting behavior is enabled.

That particular Skat-9 must've been either placed at or knocked down to a noticeable area for NPCs before being snagged by your Mono buddy who then brought it to the RF.
  11:25:00  7 November 2017
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Tejas Stalker
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On forum: 05/12/2007
Messages: 24968
Call of Chernobyl mod (Official Thread)

Max Chill~

No doubt in my mind the Monolith NPC picked it up from the CNPP level
and later the Game decided to use him as a resource and relocate him
as needed in the Red Forest since there had been many Monolith killed
there. I'm just glad I found it on him. If it had been found on another
Freedom dead or alive, it still would be not entirely solved and there
was also the chance it could have been on the dead, never looted and
then vanished before I ever came across with anyone carrying it. I'm
just lucky as the video shows that I came across it long after I gave up.

TS
  13:35:35  7 November 2017
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nashathedog
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On forum: 01/31/2011
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In the latest couple of versions if I break open a box in the Church rafters on the Swamp map (there's two metal boxes) a medkit appears on the ground level and usually get's grabbed by near by npc's before I can get down to it,

It's the same where the Mercs ambush you when you enter the Wild Territory and break open the box up in there nest, 9 times out of ten I can't get to the medkit it contains before the patrolling npc on the ground level does.
  14:06:49  7 November 2017
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badade
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On forum: 12/18/2011
Messages: 609

---QUOTATION---
In the latest couple of versions if I break open a box in the Church rafters on the Swamp map (there's two metal boxes) a medkit appears on the ground level and usually get's grabbed by near by npc's before I can get down to it,

It's the same where the Mercs ambush you when you enter the Wild Territory and break open the box up in there nest, 9 times out of ten I can't get to the medkit it contains before the patrolling npc on the ground level does.
---END QUOTATION---



Perhaps altering the detect distance may help.. "xr_gather_items.ltx max_detect_dist = 1225" ..I changed it to 600 in misery to stop NPC's looting all weapons which then disappear from their inventory.
  17:46:14  7 November 2017
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Max Chill
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On forum: 04/28/2014
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---QUOTATION---
In the latest couple of versions if I break open a box in the Church rafters on the Swamp map (there's two metal boxes) a medkit appears on the ground level and usually get's grabbed by near by npc's before I can get down to it,

It's the same where the Mercs ambush you when you enter the Wild Territory and break open the box up in there nest, 9 times out of ten I can't get to the medkit it contains before the patrolling npc on the ground level does.

Perhaps altering the detect distance may help.. "xr_gather_items.ltx max_detect_dist = 1225" ..I changed it to 600 in misery to stop NPC's looting all weapons which then disappear from their inventory.
---END QUOTATION---


Funny, when I’ve visited those same areas in my Bandit games everyone around is already dead, so I’ve never really experienced that exact issue.

Changing the detect distance is a good solution, but potentially losing loot to
NPCs is an interesting gameplay element in CoC, IMO. Racing against nearby friendlies to scoop up the spoils of war before they do is just a habit at this point, and if they do happen to pick up something that I need I can always just add them as a companion and take them on an exciting adventure through the endless perils of the Zone.
  22:28:44  8 November 2017
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Tejas Stalker
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On forum: 05/12/2007
Messages: 24968
Call of Chernobyl mod (Official Thread)

In 1.2, 1.3 & 1.4 I've seen the same thing in the Marshes Church where
if you bust open the white capsules ( counts as boxes smashed too on
your PDA ) in the attic, the contents fall to the floor and the NPCs will
scoop them up before you can get down there. Generally NPCs will
grab stuff like that: ammo, medkits, bandages, etc. rather quickly.

Where they hesitate can be a big pile of guns. Drop some and not
all NPCs will rush over. Those that do won't take everything. Wait
a few minutes and others will pick up what is left. Sometimes a really
worn rifle or a bunch of pistols may remain for awhile. Sometimes a
pistol alone will be ignored. There's no exact science to figuring it out.
Likewise I've placed armors on the ground that were ignored however
apparently some NPCs will grab them. Armors are probably the rarest
and most valuable item others than some artifacts compared to guns
that are frequently dropped the most. I just don't get in the habit of
dropping armors for any reason other than being overloaded and needing
to momentarily engage men or mutants in combat. I've been told in 1.5
that we can give our Companions stuff to carry and can only retrieve the
things we give them without having to buy it back. That's a good feature
that I used often in 1.3 but was removed in later 1.3 and 1.4 versions.

TS
  01:24:45  9 November 2017
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Max Chill
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(Resident)

 

 
On forum: 04/28/2014
Messages: 645

---QUOTATION---
Call of Chernobyl mod (Official Thread)

In 1.2, 1.3 & 1.4 I've seen the same thing in the Marshes Church where
if you bust open the white capsules ( counts as boxes smashed too on
your PDA ) in the attic, the contents fall to the floor and the NPCs will
scoop them up before you can get down there. Generally NPCs will
grab stuff like that: ammo, medkits, bandages, etc. rather quickly.

Where they hesitate can be a big pile of guns. Drop some and not
all NPCs will rush over. Those that do won't take everything. Wait
a few minutes and others will pick up what is left. Sometimes a really
worn rifle or a bunch of pistols may remain for awhile. Sometimes a
pistol alone will be ignored. There's no exact science to figuring it out.
Likewise I've placed armors on the ground that were ignored however
apparently some NPCs will grab them. Armors are probably the rarest
and most valuable item others than some artifacts compared to guns
that are frequently dropped the most. I just don't get in the habit of
dropping armors for any reason other than being overloaded and needing
to momentarily engage men or mutants in combat. I've been told in 1.5
that we can give our Companions stuff to carry and can only retrieve the
things we give them without having to buy it back. That's a good feature
that I used often in 1.3 but was removed in later 1.3 and 1.4 versions.

TS
---END QUOTATION---


Yeah, I'd never really been in a situation where I had to drop an armor on the ground so I tested it out after reading your earlier post.

As soon as one is dropped in a detectable area a nearby NPC will "claim" it before running over to pick it up (in order to avoid clusterfuck moments where everyone rushes to grab a single item at once, I suppose). They appear to have a limited "reach" that prevents them from going after anything that's placed too far back in an unreachable area, which is why the suits found in and around the CNPP are generally left alone. Once something (like a stray bullet or explosion) propels a previously unreachable item into a spot where it can be reached a nearby NPC will detect it and then go pick it up. There must be other circumstances which render items either undetectable or undesirable that lead to certain pickups like dropped guns being ignored, but from what I saw NPCs will go after any quality of armor.

I'd imagine that those in a combat state and perhaps certain unique NPCs won't do it, but it seems like pretty much any regular one will grab them under the right conditions.
  13:42:10  9 November 2017
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Tejas Stalker
Official Stalker on Facebook
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On forum: 05/12/2007
Messages: 24968
Call of Chernobyl mod (Official Thread)

I placed two Exoskeleton on the ground in the northern CNPP right near
the level changer to Generators. Just 100 feet or so away were two
Monolith standing around ( not traveling ) who ignored them. When
I came back a day later, the Exoskeleton were still there. I think that
another deciding factor may be if armors are placed among normal
areas where NPCs travel back and forth, they are more likely to pick
them up. Place an armor beyond the range of where NPCs are scripted
to commonly travel and they can be ignored. Regardless I think we can
all agree a Monolith picked up the armor found on the dead RF Freedomer.

TS
  17:35:31  9 November 2017
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Max Chill
...
(Resident)

 

 
On forum: 04/28/2014
Messages: 645

---QUOTATION---
Call of Chernobyl mod (Official Thread)

I placed two Exoskeleton on the ground in the northern CNPP right near
the level changer to Generators. Just 100 feet or so away were two
Monolith standing around ( not traveling ) who ignored them. When
I came back a day later, the Exoskeleton were still there. I think that
another deciding factor may be if armors are placed among normal
areas where NPCs travel back and forth, they are more likely to pick
them up. Place an armor beyond the range of where NPCs are scripted
to commonly travel and they can be ignored. Regardless I think we can
all agree a Monolith picked up the armor found on the dead RF Freedomer.

TS
---END QUOTATION---


They do have to be able to see them in order to detect them. There are various factors that determine whether they will or won’t, but any that are out in the open around NPCs will become fair game once moved to a detectable and reachable location. So with that in mind it indeed does become rather apparent where the armor originated from before being transferred into inventory and moved through levels to the location where you found it.
  02:43:21  12 November 2017
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
11/12/2017 2:43:41
Messages: 24968
Call of Chernobyl mod (Official Thread)

I'm getting ready to attack Dead City for the first time as Monolith.
This is probably going to be the best armed opponent all in one place
that I'm facing. I'm taking the Gauss Gun of course. Should be a blast.

TS
 
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