Changes some of the factions relations, and also removes instant aggression from accidentally shooting a Friendly or Neutral NPC.
Changes:
-You are automatically Friendly with your own faction. Seems silly not to be.
-Loners are now Neutral to the Military, they do deals with each other on a regular basis and yes, sometimes the Military might abuse their power. However, the game CANNOT simulate individual relationships, so even if a few Military people might kill some Loners from time to time, it wouldn't change the fact that the two factions work together in secret. Therefore, the factions as a whole are Neutral to each other.
-Mercs are now Neutral to everyone except Duty (Duty doesn't like the fact that the Mercs exploit the zone. They see them as nothing more than Bandits.). Mercenaries can be hired by ANYONE to fulfill a mission, so it would be completely foolish for the entire faction to be at war with half the other factions in the game. Again, because the game CANNOT simulate individual relationships. Yes, some Mercs are straight up bad, but the faction as a whole isn't.
-Freedom and Bandits are Neutral. Freedom doesn't care what anyone does in the Zone, as long as it remains free to access for everyone.
-Loners, Clear Sky, and Ecologists are Neutral to everyone except Bandits and Monolith. Clear Sky and Ecologists are scientists, and nobody cares what they do or what their motivations are. None of these 3 factions are considered a threat by anyone. Yes, I know it can be a bit boring this way, but that's just the way the cookie crumbles.
-Zombies hate everyone, including Monolith. They're zombies. They don't have emotions or morals. They kill everything that isn't them, and eat it....
-You will no longer instantly anger your friends by accidentally shooting them. You are even given a little leeway if you accidentally kill a couple. However, don't go crazy, because they will still turn on you if you start murdering all your allies. It's up to you as a player to show restraint and not abuse this system. Purposefully murdering your allies is not cool, even for a Bandit.
Pretty sure that covers everything!! Big THANK YOU to DrX for his faction relation mod, which is what I used as a basis for some of these changes. Any questions or concerns, please leave a comment. Now, GET OUT OF HERE STALKER!!
UPDATE: Traders are now also hostile to the monster and zombie factions.
*NOT COMPATIBLE with any other mods that alter the game_relations.ltx file.
Average
93 votes submitted.
Thank you!
You are very welcome:)
Zombies are neutral to Monolith in all games because they, too, are influenced by the Zone and Common Consciousness.
So, it does make sense.
Even a lot of mutants are neutral to Zombies and Monolith.
Yes, but the C-Con was destroyed. I consider these zombie stalkers as rogues now. They have no master anymore, so they attack everyone, including the Monolith. There is nothing around to keep them in check anymore. The same goes for all the mutants. All mutants will attack Monolith as well in CoC.
But the C-Consciousness is alive if you choose story mode
You can easily change it back if you like. It's a very simple edit. All you need is Notepad++. Just change the zombies and Monolith values back to 0 instead of -2000 in the community_relations tables. Literally takes 30 seconds to do. Just make sure you change it for both the zombies AND the Monolith.
Very good mod, but i need to ask if exists some mod which displays stalkers, mutants and **** like that in Clear Sky, cuz i saw it when some youtuber played it. Do you know something like that for CoCH???
yes there is mod like you want, but only show stalker not mutant unfortunately, and you can choose displaying only friendly or friend with enemy but friendly one separated download that you can find inside comment session, just search patiently in addon page
Only problem I'm having here is, I'm able to set Monolith and its other members neutral to zombies and vice-versa, but not to a Monolith player character.
There is a seperate chart for the player specifically. You need to change the numbers there as well. It'll say actor_monolith, "actor" in this instance is referring to the player.
Did that, set it to zero, zombies still attack. Unless the zombies on the Outskirts are specifically coded in a different manner, I have no idea what's wrong.
Got it. Check an extraction from the default settings. Unusually setting to the normal value for friend (1000) for the actors sets zombies to be neutral, while they remain hostile at 0. Not sure why that's the case.
Wasn't there a PDA story in SoC about a Monolith squad encountering a group of zombies, and leaving only one alive to be "converted", while all the other zombies were killed ?
Sir, is it possible to get a version of the "Dynymic Fractions" implemented or is it allredy in?
No, that simply isn't possible I'm afraid.
Thank you for your answer!
Not sure if i like the "auto friendly with your faction". I mean, you can't just ask people to join you without proving that you are a good member and unlikely to betray your faction. I am specially talking about Loners as they can be a mixed bag.
That's true and I get your point. But if you can't trust members of your own faction, then who can you trust? I'm not particularly fond of the "run around and do missions until someone trust's you enough to be your companion" system. It is more of a quality of life change than anything. You can justify having them join you however you want in my opinion. The game doesn't care either way. I rarely use companions myself because they tend to just get in the way and die very quickly, but it's nice to know that you have the option when you want it.
Well, I know when I was modifying quests for DocX's questlines that you could change the goodwill gained from jobs. For some reason ALL JOBS, including hit jobs, delivery jobs, and even toolkit jobs only give 50 goodwill, which means you have to grind endlessly to be friendly with a person or a faction. If you want, I could change that but I'd need to get the vanilla files first, though.
I like the sound of that. Certainly, some quests should absolutely give more goodwill than others. Just makes sense. Perhaps even making the first quest a Stalker gives you automatically make them your friend. But it would have to be a worthy quest, something along the same lines as a "rescue my friend" quest. I would think someone would be incredibly grateful to someone who saved their life or their friends life. Doesn't have to be that exact scenario of course, just have the same impact to the Stalker, something that is REALLY important to them. Or just make it so that everyone gets a dialogue option for a specific "companion quest". Then just create a set of important quests that the system can pull from randomly. Once the quest is completed, they instantly become your friend and are able to be your companion. Traders and other important characters would be excluded of course. I think the "companion quest" dialogue option is the better of the 2 options, but could take more time. I'm no expert at this, so honestly I don't know how hard it would be to implement something like that.
Well, it might be possible but I can't exactly say I'm the best modder myself, all I do is just change a few numbers and upload it on moddb. I do imagine DoctorX probably could do something like this though. What I was thinking was that if you keep doing several jobs/quests for one stalker or a group of stalkers, they would become your friend. I do like your ideas though, it would certainly add more diverse options in the game.
WILL THE REAL SLIM SHADY PLEASE STAND UP?
In zone you cannot trust no one. Because look: why good, honest guy, would want to risk his live for few thousands of rubles? That's right. Most of people in Zone are ones who escape from prison, or just don't have any other option. Stalkers aren't really faction, they're just mixed bags of ones who haven't decided to join any faction.
That's the thing, loners, while some may be bad apples and shoot damn near everybody, you would probably be able to win over the majority of them by saving their friends, or doing other things for them. It would be pretty difficult to simulate individual relationships on the X-ray engine, as Dan said before.
I like most of the ideas here, just a few things that goes against the game lore at the end of CoP...
Military and Freedom should be enemies, because the military are still prohibiting free access to the zone, that goes against Freedom beliefs
Clear Sky should also be enemies with Freedom, because their main goal is to destroy the zone, or completely keep it under control, which means controlling who "uses it"
Mercs and Military should be enemies, since the mercs are a paramilitary faction that's illegally operating in the zone, but what differs then from the other factions is that they're operating for outside influence, everyone else is a 'insider"
Mercs should be neutral to Bandits while enemies with Loners, because Mercs want their missions done with haste, so they trade with bandits, which stole those things from loners, and that's exactly why loners hate the mercs
Hey, the last 2 are my opinion only...
Military and Freedom are enemies in this, for the exact reason you listed. I actually thought that was how it was normally in CoC. Maybe I just missed that as one of the changes. There were quite a few to keep track of.
Don't agree about Clear Sky and Freedom though. Like I said, Freedom doesn't care what anyone does inside the zone, even if what they are trying to do is destroy the zone. Freedom aren't the defenders of the zone itself, they just want everyone to be able to have access to it, no matter what the reason may be. If I went with your line of thinking, I would actually have to make Freedom and Monolith allies, and that just isn't happening.
That's where you are wrong. Freedom has always been enemies with Duty BECAUSE Duty wants to destroy or at least contain the zone. Same goes for Clear Sky. Your logic conflicts with the original idea of the game.
Freedom and Clear Sky have NEVER been in conflict with each other. Clear Sky isn't trying to destroy the Zone, they are studying it just like the Ecologists. I don't know where you got that idea from. Yes, Freedom hates Duty because they want to destroy the zone and EVERYTHING in it. Freedom doesn't want that. They want it to be free to access and live in for everyone. THAT is exactly why they hate each other. They aren't the defenders and saviors of the Zone though. If the Zone were going to be destroyed of natural causes, they wouldn't try to save it. Basically, Freedom just straight up HATES authority, which is why they are in conflict with the Military and Duty. Freedom are nothing more than rebels.
Clear sky leadership consists of scientists who worked at chernobyl and survived the disaster, they have an idea of what is happening very clearly spell out that they need to stop the zone's expansion at all costs before it swallows up the world.
The only reason freedom wouldn't be hostile to clearsky is because freedom simply isn't aware of clearsky's existence and/or motive.
Though in truth, if the zone wasn't expanding during clear sky like it was with the constant blowouts, Clear sky wouldn't want to stop the zone at all costs in the first place.
But yet again, having said that... There are blow outs and psi storms in CoC. Whatever timeline it inhabits includes clear sky, freedom, and blowouts (expansion of the zone). Which means Clear Sky and Freedom would definitely be at odds with one another assuming Freedom didn't understand the gravity of the situation. It's not like Freedom are fanatical about their ideology particularly, unlike Duty. They just hate the idea of being pushed around by government types who they think are just power hungry shortsighted fools who would rather stagnate or personally attain power through the zone rather than benefit all of humanity.
it seems game treat clear sky same as ecologist, which is in shadow of chernobyl they hostile to freedom if coc take faction logic from shadow of chernobyl
Save game compatible? :)
Absolutely.
Is this compatible with AO3?
It is.
Can I improve relations with factions? When I click on "Relations" (value mode) it shows 0 even after completing some tasks.
No. That is only possible with DrX's Dynamic Factions mod. You can't improve relations with factions even in base CoC.
Is your mod compatible with DrX's Dynamic Factions mod?
And if yes, does it make sense to install it for a save game with already installed DrX's Dynamic Factions mod? Since the faction relations already evolved in my save game.
I think he allready wrote, that isn´t possible.
dockterx dynamic quest thingy is gone ! only findable by using the search box annywho i deleted all that and sticked with this ;)
DoctorX's Dynamic Questlines are a different thing. This addon changes faction relations, does not give questlines.
''Purposefully murdering your allies is not cool, even for a Bandit'' Cheeki Breeki or not Cheeki Breeki that's the question...
Oh god! I've been looking for this relation overhaul for sooooo long!
Thank you a lot kind sire!
Hey. Can I upload by myself, and if not, send you a modified file where the Monolith are okay with zombies and where mercenaries are hostile to the military?
It just seems to make more sense. Zombies do have morals and emotions, they're just very ambiguous. I'm pretty sure they'd be okay with the Monolith - they are in Call of Pripyat, after all. Same thing with the mercs and military.
You can totally just upload it yourself. However, it isn't hard to just change the file yourself to suit your own needs:) It's very easy to do. However, I think it would be best to do it for yourself only so we don't end up with dozens of mods for the same thing with tiny differences in them.
Warfare compatible?
Starting a new game right now
Absolutely. Just added an update to help with Warfare as well. Makes trader faction hostile to monsters and zombies.
Ok, I see what you did there, gonna try it to see if it fixes Warfare bug
EDIT: Tried it, mutants still don't attack, nor are attacked in either older games and new ones, the guards just stand there watching...
Maybe some warfare setup?
Yeah, I just tried it to. Didn't work for me either. I thought for sure it would, in fact, I just assumed it would. Apparently this bug is much deeper than I thought it was. Gotta edit my description to remove the update notification since it apparently doesn't do anything:(
I have no clue what is causing this or how some NPC's are even being labeled as "Trader" faction when they shouldn't be. I hope Werejew can get it figured out.
You tried the faction relations grid, while I tried the monster relation grid, both didn't work though, looking up the warfare script to see if I spot something, sometimes I get lucky
EDIT: Yep, I figured it out, there is a command in warfare.script that completely turns any squad there offline, there's nothing anyone else could do here other than editing warfare files itself
Yep, and I'm not touching that whatsoever. It's there because Werejew put it there for a reason, and I'm not about to mess up his work and my game. I'm okay with it now, now that I understand why it's there:)