Storyline extension to Lost to the Zone for CoC 1.4.22.
Lost to the Zone: Storyline is an addon designed specifically for the setting present in Call of Chernobyl. Works as an extension to Lost to the Zone.
Made with assistance from DoctorX01. A few fixes provided by av661194.
The storyline consists of approximately 50 quests available to six factions: Duty, Mercenaries, Loners, Clear Sky, Freedom and Ecologists. Report to the leader of your faction and embark on a journey across the Zone:
- Part 1 - Living Legend: a famous stalker has returned to the Zone. Pursue him in order to obtain his invaluable knowledge.
- Part 2 - Mortal Sin: a sinister faction emerges from obscurity to take over the Zone. You are the only one who can stop them.
- Part 3 - Operation Afterglow: the Zone attracts a lot of attention. However, some people believe that its many secrets are best kept hidden.
In addition, the addon includes custom faction relations to facilitate story progression:
- Freedom is neutral to Ecologists and Clear Sky.
- Mercenaries are neutral to Loners.
- Moderately reduced penalties for accidental friendly fire.
Does this overwrite the DocX questlines?
Nope, you can play the questline alongside this plot.
Great work , keep it up mate ;)
Awesome! This is exactly what CoC needs :-)
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I've been thinking about adding a short "alternate" storyline for the Monolith. Let me know if there's any demand for it here.
I would absolutely love it !
Absolutely
yes please!
it's a great ideia
That'd b great!
It's a must!
I would love that! Love your content!
Congrats on the release! I look forward to trying it out.
The storyline is fairly simple, but I hope it'll do well as a sort of bridge between the original STALKER trilogy and a sequel storyline I plan to do in the future. Thanks to your help and all that experience I'll be able to make the next story more complex :D
Talking to Barkeep,before visiting Agroprom Underground and taking the notebook breaks the quest chain.
Breaking the sequence, are we? I did implement some anti-sequence breaking measures but didn't think of that. I'll upload a fixed version in a few.
Edit: All right, now you have to first complete the search quest to be able to talk about the next part of the questline.
To be honest it wasn't intentional it just so happen to be that the Bar was closer to unload some of my gear and restock then Siderovich and i did make a hard save before talking to him becouse I was expecting something like that to happen.
No worries, good thing you told me. I should prevent such things from happening in the first place. Now it should work as intended.
Well I wanna try it but I need to install Lost to the Zone first? Your addon and at last compatibility patch?
Yup, you need LTTZ first.
Thanks for help sir!
Love the mod, I may have found a bug.
Talking to the librarian in the great swamp crashes my game, to the desktop.
I have edited some mod files, not this mod though, to make them compatible.
Going to have a look through the files and see if I can find the issue.
just noticed, in character_desc_marsh.xml, line 128
<actor_dialog>ka_travel_dialog</actor_dialog>
searched for it in the rest of the configs using notepad++
its the only difference I've found between this mod, and LTTZ's version of the same segment, in the same file.
Yep. Removing that line, then talking to the librarian did not crash my game.
Yeah, that dialogue should be only available in the IFT compatibility patch. I've uploaded a fixed version.
the console shows "stack traceback" and a bunch of stuff as soon as I talk to the freedom leader about starting the quest, and no marker shows up
So far no crash, but may I assume that is not normal?
Actually yes, you're supposed to find Doctor yourself so there's no marker. It's not that hard.
perhaps my question was poorly stated. I was wondering whether or not the "stack traceback" that pops up in the console after accepting that quest is actually supposed to be there or if that is an indication of an improper install. I've spent the last three days win-merging and reinstalling and I've narrowed down every issue except that stack trace in the console which only starts after accepting the quest from the leader of freedom
Edit: I ask because that seems like something that could lead to instability, but if that's normal I'll ignore it
I don't know what's causing that but it doesn't seem to affect my gameplay. I haven't even known that happens until now.
I took quest from Rogue for experimental weapon in Zaton but I really can't find it, Im looking for it for about 2 hours and still nothing... Any tips? Something, please help ;-;
The military installation isn't that big. Turn your flashlight on and look under your feet, you should stumble upon it sooner or later. It isn't hidden.
I'm at the point where I have to talk to blackjack, (I'm assuming hes just the merc's person to go to), and ask him about the north zone, but the only options are either 'Tell me about yourself.' or 'peace'. I had talked with him before, since I started in that area, maybe I triggered something too early?
I've completed the campaign myself, as a merc, and everything worked. One person pointed out, though, that it used to be possible to talk to certain npcs before being actually prompted to do that, breaking the quest chain.
It's fixed in the current version of the addon. If you want to continue the questline I can link you a file that'll allow you to talk to him again and carry on.
Edit: If you did talk to him about that you should have the next quest available already, actually.
Thanks, thought it might've been an error, I'm sure I can figure out a way around it.
Have you considered adding this for 1.5?
Yes, I'll definitely do that in the future. For now I've been working on Part 2 for the story, though.
What's new in the November 4 update?
I restored one unused new dialogue and adjusted a quest reward. Minor stuff.
Hi,
This is a great addition - I'm really enjoying it. Would it cause problems if I increase population factors in axr_options.ltx (beyond their normal limit)?
Thanks a lot.
All the characters and enemies you encounter during the questline are scripted and independent of the population factor. The addon hasn't got any effect on the general population either.
Any chance this can be adapted for CoM: Last Day?
I second this. The community has really improved upon and almost perfected the otherwise flawed piece of burnt out ambition that is Last Day.
Last Day could really do with SarisKhan's quests.
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To clarify, is this not compatible with weapon addons or outfit addons?
It is compatible with everything that base LTTZ addon is, which includes the 3 main weapon packs, Outfit Addon, DrX Questlines, texture stuff, etc.
Awesome good to know.
Erm, I'm kinda lost, to avoid spoilers, let's put it like this: i need to raid Culture Center and kill the big guy, but he doesn't show up or i can't find him?
T
He looks distinct from the others if you pay attention. Also, if you empty a whole clip into one of the enemies and the guy refuses to go down, well, that's him.
The last update before I get back to developing Part 2. Here's the changelog:
- Tweaked and streamlined the functional aspect of the questline.
- Tweaked Rogue and Stitch's animpoint behaviour.
- Tweaked the composition of scripted enemy Monolith squads.
- Added a few faction-specific dialogue bits.
- Implemented a function that spawns 2 of the fetch quest items in a location randomly selected from a set of 3.
My game crashes every time I speak to an important character. Anyone know how to fix?
My mods are:
STCOP 5.1
OA 1.4.7
DRX Dynamic faction relations 1.8
LTTZ
Game version 1.4.22
Seems you forgot to instal DrX Questlines.
yep, you are right, realized it right after I posted