New npcs and changes to the travel locations of the guides. EFP/GAMMA COMPATIBLE
Mercenary Guide in Yantar:
-Can travel to a small hut in North of Agroprom
-Can travel to Dead City sewers to avoid the Miracle Machine
Rookie Village Guide:
-Can travel to North of the Swamps
-Can travel to the Garbage Hangar
-Can travel to the Meadow
Garbage Guide:
Can travel to North of Agroprom
-Can travel to Pig Farm in Dark Valley
-Can travel to Entrance to the Bar
-Can travel to West of the Farm in Cordon
Clear Sky guide: -Changed 'Machine yard' position. Now you will appear outside so you don't get spotted by the military fast (useful for Last Dawn questline)
Leopard (Dead city guide):
-New location for travel: Wild territory
Rostok guide:
Can no longer travel to: -Cordon -Yantar -Jupiter -Great Swamp
Now travels to: - Southwest base of Truck Cemetary -Duty outpost in Army Warehouses -Garbage
Leshiy (Army Warehouse guide) Can no longer travel to: -Yanov -Cordon
Now travels to: -Truck Cemetary (so the player can get to southern areas avoiding Duty) -Dead City
Sgt Spooner (Agroprom Military guide) Now can travel to close areas:
-Machine yard in Great Swamp
-Garbage (outfit disguise recommended)
Update 5.2:
Added Russian localization, many thanks to ZeD_MnizD - Mod DB for this!
Added a script as a option to make the new NPCS spawn if you install mid playthrough (thus new game is not required anymore)
Added patch for GAMMA RC4
Added Patch for EFP 3.0 (For HD Models or Vanilla Models)
Make sure to load it last!
Average
9.232 votes submitted.
gamedata\configs\gameplay\character_desc_escape - > HD models
gamedata\configs\text\eng\st_dialogs_escape -> Artefact renovation
Idk what they change, but I got those from the addon manager
hi, i suggest downloading WinMerge and compare those files that conflict, i'm sure that it's only a couple of lines that must be changed, it will be quick to merge
oh nice, will give a try later
Ok, merge done, all working like a charm.
Just a small tip if you're using Notepad++ you can get the Compare plugin and Ctrl+C to compare files and Ctrl+X to exit compare mode.
I think it's actually Ctrl+Alt+C to compare, since Ctrl+C is copy.
Nice idea dude, 10/10
to be honest i would like to have a guide in every territory and for more locations
I cant wait to try this out! If I can make a request though please reenable Leshiy and the Rostok guide's locations. It made a lot of sense to me that Leshiy could guide stalkers from one Freedom base to the other. The Rostok guide I can not justify I am just lazy.
haha, i will make a optional file for that, but in a couple of days
It's a wonderful mod. I think that you should add some neutral guide in some, boring locations, like north Swamp, Meadow, Dark Valley, and maybe make the Forester a guide that can take you in the freedom base in Jupiter. More guides neutral and outside of the reach of military and bandits, for those that, like me, are both lazy and hate the disguise system. I also think that the professor in Yantar should cover at least other 2 locations: dead city (because scientist hire mercenary) and the "train base" (i don't remember the name) of loners and other in center-north of agroprom.
thanks for the comment, and sorry for the late response lol
i wanted to add new npcs in this addon and make them the 'new guides' and avoid using already existing characters like butcher or the professor in yantar, but i never could make it work.
The new locations that you suggested for yantar, i didn't want to add them to risky locations like those, because maybe someone is playing with ZCP/Warfare and i don't wanna drop them in front of the enemies that could spawn there.
I could try making Forester travel to some location, later i will once again try to make new npcs guides for Meadow
Thanks to you. May i suggest that you put a guide on Deserted Hospital, which is otherwise a nearly dead end almost useless map? Maybe this guide can take you to Zaton, Jupiter and the Red Forest (inside the building of the Forester)? And the Forester should let you to go to Bar/Army Warehouse, D. Hospital and Outskirts.
Maybe this new guides can also have a story, a reason to stay were they stay, e.g. the Deserted Hospital's guide could be a scavenger that make extra money carring also people, not only loot, or could be a former doctor that was traumatized from the disaster of Chernobyl and so refuse to live outside the Hospital. Etcetera
yeah i have some plans on adding npcs to deserted areas, but i need to check how to make them not react to mutants/enemies stalkers and vice versa and avoid them fighting so they don't get killed or wipe out the whole place being immortal
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Man! I wish I could get this mod to work with newly released EFP 3.0, but it crashes everytime.. I even tried merging conflict, but to no avail :(
Such a simple but essential mod!
i'll try downloading the modpack later and see if i can make a patch
Edit: should wprk on update 4
You're the man! Thanks!
OK, so I just download v. 4 and I still see some conflicts in MCM (not sure if they matter though) with HD models, Lost to the zone and Artecfact Renovation. Haen't had time to play yet, but will give it a thorough test later when I have time.
Yes, they will always conflict, but dont worry, the contents inside the files are combined so you wont crash
Will this work with Dux's characters mod?
Moddb.com****
for the character_gameplay.xml that conflict, there should be no problem, but for offline combat simulator file there is.
Download 'WinMerge' and compare the "gamedata\configs\misc\offline_combat_simulator.ltx" file from both addons, and then copy the lines from Dux that are not present in this addon and it should work.
I need a new game for the NPC to spawn?
y̶e̶s̶
edit: not anymore, install the script in update 5.2 and they will spawn mid playthrough
I made a merger for offline_combat_simulator.ltx (Dux's characters mod), but with or without it, the Guide does not appear on Cordon (I think they are not on other maps either). What could be the reason?
s̶t̶a̶r̶t̶e̶d̶ a̶ n̶e̶w̶ g̶a̶m̶e̶?̶ d̶o̶ y̶o̶u̶ p̶l̶a̶y̶ w̶i̶t̶h̶ Z̶C̶P̶?̶ i̶ h̶a̶d̶ t̶h̶e̶ s̶a̶m̶e̶ i̶s̶s̶u̶e̶ w̶h̶e̶n̶ p̶l̶a̶y̶i̶n̶g̶ w̶i̶t̶h̶ Z̶C̶P̶ (̶Z̶o̶n̶e̶ c̶u̶s̶t̶o̶m̶i̶s̶a̶t̶i̶o̶n̶ p̶r̶o̶j̶e̶c̶t̶)̶ e̶n̶a̶b̶l̶e̶d̶, i̶ d̶o̶n̶'t̶ k̶n̶o̶w̶ h̶o̶w̶ t̶o̶ m̶a̶k̶e̶ t̶h̶a̶t̶ a̶d̶d̶o̶n̶ m̶a̶k̶e̶ m̶y̶ n̶p̶c̶s̶ s̶p̶a̶w̶n̶ I̶f̶ y̶o̶u̶ p̶l̶a̶y̶ w̶i̶t̶h̶ Z̶C̶P̶ i̶ r̶e̶c̶o̶m̶m̶e̶n̶d̶ d̶i̶s̶a̶b̶l̶i̶n̶g̶ i̶t̶, m̶a̶k̶e̶ a̶ n̶e̶w̶ g̶a̶m̶e̶, c̶h̶e̶c̶k̶ i̶f̶ t̶h̶e̶ n̶e̶w̶ N̶P̶C̶S̶ s̶p̶a̶w̶n̶e̶d̶, a̶n̶d̶ t̶h̶e̶n̶ e̶n̶a̶b̶l̶e̶ i̶t̶ a̶g̶a̶i̶n̶
edit: the update 5.2 includes a script to make them appear if they don't exist in the current playthrough, install the script and they should spawn after you load the save
i like this one, thanks.
This will spawn three missing guides on existing savegames, put in gamedata/scripts:
dropbox.com/s/qoq2l1c0c6o9zhy/more_guides_spawn.script?dl=0
gonna try it and update the mod when i have time!
thank you very much
Compatible with the Warfare Overhaul?
There will be some files conflicting maybe, but you can patch them using 'WinMerge' to compare both files, and make the change in the lines, should be pretty easy
Yep, I just did that and the game is no longer crashing. Thank you.
Expression : no_assert
Function : CXML_IdToIndex<class CSpecificCharacter>::GetById
File : c:\users\groki\documents\github\xray-monolith\src\xrserverentities\xml_str_id_loader.h
Line : 114
Description : item not found, id
Arguments : stalker_escape_guide
I am searching for the reason why but this one only happens when I start a new game on Warfare mode.
Edit: On Story mode the guides do not spawn, I must have messed anything up.
Edit Edit: Yeah I somehow made the merges for the gameplay folder stuff but did not save them or something like that because I know I did merge stuff but the files were the old ones. Problem solved... human stupidity as always :D
Hi! Is Duty Expansion mod compatible with this mod? Would be great if there's a patch for this. thank you!
im trying to convert it to dxml, so i can avoid conflicts like duty expansion or others
What are the patch options in the download? You can pay for fast travel with patches instead of rubles?
No, the patch is for Starcry Lottery addon (if you use that addon) since both addons modify a file which contains the cost/rewards of some items
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Hey, is there a way of removing this addon mid playthrough? I've installed it mid playthrough using the script, so perhaps it's possible to reverse it to prevent the new NPCs from spawning upon load, which would make it possible to remove the addon without consequences I guess?
Could you make a version reintroducing army warehouse to jupiter and add a guide in yanov yo armyhouses bypassing the forest/radar.
i walk or use guides, and its logical that a guide could by pass the forest, mainly with the spwan used in gamma, taking in cosideration the amount of stalkers/freedom/scientifics in the north (still force to walk military/duty/clear), of course expensive 8000-10000 per trip, so you need to look the wallet in first place.
really good work!
i made a patch to reintroduce the army warhouse-yanov for gamma incluiding other files for gamma to avoid conflicts, probably i will upload to my patch pack mod
I'm not sure if it's this mod, but seeing as this is the only mod touching guides I have a hunch, but the Zaton Skadovsk guide when traveling to Pripyat Outskirts dumps you in front of x-8 (if it's dark you can run to a truck, the location is near a fence btw) and bound to bee seen by Monolith and/or zombified