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REQUIRED: MODDED EXES Now you should be more cautious: NPCs sometimes can just lose consciousness instead of dying. When they will wake up, they can even kill you after that!

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[Modded Exes] NPC Wake Up After Death 2.0
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Stalker_Boss
Stalker_Boss - - 1,740 comments

Сделай что бы его группировка на зомбированного менялась, например. В идеале вместе с визуалом.

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VodoXleb Author
VodoXleb - - 176 comments

Нет

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mmoorroo
mmoorroo - - 89 comments

after emmision/ blowout?

nvm, didnt check preview vid, sorry

is it possible to make them resurrected as brain-washed zombies? (without blowout)

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Guest
Guest - - 691,942 comments

Shooting them again while they are still downed will prevent them from getting up?

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SSID_v2
SSID_v2 - - 33 comments

Great idea!
You just need to change their behavior pattern to zombified ones, and “resurrect” them later than right away.
And make them hostile to everyone.

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Jamescorella
Jamescorella - - 119 comments

yesss!!!! please! this would be better than the random zombified you get if NPC's are caught in an emission or psy-storm

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Adlez_asleep
Adlez_asleep - - 12 comments

Ok I read the comments and came up with this idea: the mechanics from the mod should have a chance to "revive", because I want these mechanics to be tied to the brain burner, and also these mechanics should be tied to the regions of the zone: For example, on the cordon the chance of "revival" should be 5% because of the distance to the brain burner, and the closer you are to the center of the zone, the greater the chance, but the question of balance I will leave to your discretion, and of course this is all in view of the fact that the skin NPC will be changed to his zombie version.

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VodoXleb Author
VodoXleb - - 176 comments

I don't want to make zombies.
They just survive your shots but lose consciousness

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AJ
AJ - - 83 comments

Could you make multiple flavours of the mod? It sounds like a few people really like the idea of having some kind of zombification and you already have some of the groundwork done, plus you clearly know what you're doing :)
If it's possible I'm surprised this isn't a feature in Anomaly/GAMMA already, but perhaps it would affect performance.

The one problem I can think of is what would happen to all of their gear if they just switch to a zombie entity which doesn't have an inventory.

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VodoXleb Author
VodoXleb - - 176 comments

I will make it when I will decide that it has tobe done

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VodoXleb Author
VodoXleb - - 176 comments

I don't want to implement this. This mod is not about zombies

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DarkSide666999
DarkSide666999 - - 18 comments

What's the chance? They don't go up for me.

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VodoXleb Author
VodoXleb - - 176 comments

If you shoot them to a head they won't wake up.
If you shoot their corpses after death they won't wake up either.
If you shoot them to torso they will 50/50

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DarkSide666999
DarkSide666999 - - 18 comments

I play GAMMA. They stand up and are completely invisible. And the bodies remain in place

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DarkSide666999
DarkSide666999 - - 18 comments

But no. They are not invisible. The texture of the body sticks out from the ground and if you kill it, the case is duplicated

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VodoXleb Author
VodoXleb - - 176 comments

That's a shame
Must be some error

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DarkSide666999
DarkSide666999 - - 18 comments

I realized what the mistake was. The dismemberment mod ruined everything

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wizardofweed
wizardofweed - - 37 comments

shoulda seen that conflict coming a mile away LOL

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Guzknife
Guzknife - - 3 comments

Может удар прикладом не будет таким смертельным?Вырубил-обобрал-на все четыре стороны?

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VodoXleb Author
VodoXleb - - 176 comments

Можно, но позже

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vlad200165445
vlad200165445 - - 40 comments

Will this addon work on GAMMA?

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VodoXleb Author
VodoXleb - - 176 comments

It can

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Bamah
Bamah - - 247 comments

I did something similar to this called zombie rise, couple years ago, and changed the dead too zombied with a table and a random timer. Not all would return, or they would much later. This was planned.

My issue was with inventory and looting. If I used alife():release(alife():
I would get a CTD with an inventory ownership violation.

I then chose to not remove the NPC and to spawn a zombied at the death coords using alife():create
With create I would get an occasional try to use a dead object issue.
You do not experience these issues?
Any insite?

I just looked at the script. Your using the same NPC with a fake death correct? So, you would not have my issues with removal and creation.
The same NPC is created?
Releasing the NPC inventory is great! I missed that.
Great mod!

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VodoXleb Author
VodoXleb - - 176 comments

A new NPC is being created on place of old, then inventory of old transfers to new
Never use reference to destroyed object, use ids instead

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SuperStalker114514
SuperStalker114514 - - 59 comments

It would be strange to use this Mod together with "DISMEMBERMENT 0.81" (machine translation)

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VodoXleb Author
VodoXleb - - 176 comments

Yes it would be, I don't plan to make compatibility yet

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Nerdman700
Nerdman700 - - 39 comments

и тут, как будто из последних сил...

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Guest
Guest - - 691,942 comments

Need them to turn into zombies

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VodoXleb Author
VodoXleb - - 176 comments

That's not an idea

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johngaden
johngaden - - 6 comments

Excellent. Finally a justification for dead-checking bodies.

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VodoXleb Author
VodoXleb - - 176 comments

Yeahh

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Daikiry
Daikiry - - 13 comments

really cool mod and has been working pretty well with no issues at all

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Chimo69
Chimo69 - - 188 comments

Love the idea, but how this mod works? is the npc on the ground prerended again or is it the same stalker? i mean do they just wake up? i was wondering this cause i have a death animations and i was wondering about the wake up animation

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VodoXleb Author
VodoXleb - - 176 comments

That's different stalkers
Currently I cannot work with animations

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SuperStalker114514
SuperStalker114514 - - 59 comments

I have noticed that I experience game crashes when engaging with enemies. I am currently unsure of the cause and there is no error window (machine translation)

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VodoXleb Author
VodoXleb - - 176 comments

Yeah, sometimes it's like that

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Phen0м
Phen0м - - 54 comments

Идея хорошая. Но я использую расчлинение. И когда нпс теряет руку, ногу или голову, через какое то время он встает. Как то не логично.

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VodoXleb Author
VodoXleb - - 176 comments

Починю сейчас

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SuperStalker114514
SuperStalker114514 - - 59 comments

Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 262
Description : fatal error
Arguments :
1 : [Lua] e:/game/v6\gamedata\scripts\z_revive_npc.script(229) : f

LUA error: e:/game/v6\gamedata\scripts\z_revive_npc.script:229: attempt to index global 'all_npc_table' (a nil value)

Check log for details

stack trace:

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VodoXleb Author
VodoXleb - - 176 comments

OOps sorry, fix coming right now!

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VodoXleb Author
VodoXleb - - 176 comments

Should have fixed fatal error with script now.
SORRY!

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johngaden
johngaden - - 6 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] c:/games/efp\gamedata\scripts\z_revive_npc.script(166) : revive_npc

LUA error: c:/games/efp\gamedata\scripts\z_revive_npc.script:166: attempt to call method 'set_character_name' (a nil value)

Check log for details

stack trace:

[LUA] 0 : [C ] set_character_name
[LUA] 1 : [Lua] c:/games/efp\gamedata\scripts\z_revive_npc.script(166) : revive_npc
[LUA] 2 : [Lua] c:/games/efp\gamedata\scripts\z_revive_npc.script(300) : func_or_userdata
[LUA] 3 : [Lua] c:/games/efp\gamedata\scripts\axr_main.script(271) : make_callback
[LUA] 4 : [Lua] c:/games/efp\gamedata\scripts\_g.script(118) : SendScriptCallback
[LUA] 5 : [Lua] c:/games/efp\gamedata\scripts\bind_stalker_ext.script(104) : actor_on_update
[LUA] 6 : [Lua] c:/games/efp\gamedata\scripts\bind_stalker.script(310) :

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VodoXleb Author
VodoXleb - - 176 comments

Any further details? Like where, what has been happening?

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johngaden
johngaden - - 6 comments

I think that one happened immediately upon killing an NPC.

I've got a pretty heavy set of addons, so it's possible this was the result of some other mod - figured I'd report it anyway though.

It also only happened once in a few hours of gameplay - otherwise, the mod's working great.

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knollie
knollie - - 1 comments

Ctd when I put on any armour with ''Ghillie suit overhaul''. Changing 'timer_transparent + 1' to 0 in trans_outfit fixed it.

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\z_revive_npc.script(261) : transparent_gg

LUA error: ...mma/anomaly-1.5.1.2\gamedata\scripts\z_revive_npc.script:261: attempt to call field 'ReadOutfitBlindnessKoeff' (a nil value)

stack trace:

! [LUA] 0 : [C ] ReadOutfitBlindnessKoeff
! [LUA] 1 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\z_revive_npc.script(261) : transparent_gg
! [LUA] 2 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\trans_outfit.script(139) : timer_trans
! [LUA] 3 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\bind_stalker.script(306) :

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INNIES
INNIES - - 187 comments

Thank you for this amazing mod however i have an issue where everytime i shoot or a npc shoots i get "level.object_by_id(nil) called!" in the debug menu and this stacks up and eventually crashes the game, do you have a solution for this? I also disabled all my mods and found out this was the only mod causing this.

Other than that 10/10

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