Description

New Stalker Models and Portraits, New Minor NPCs, Armor Expansion, and Zombified Revamp, packaged for an improved vanilla-esque CotZ [v1.2] experience.

Preview
Rhons' NPC Variant Expansion v2.31 [CotZ 1.2]
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Guest
Guest - - 690,470 comments

This is great, thanks a lot. The misc folder needs to be inside the configs folder though.

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Rhons Author
Rhons - - 194 comments

Oh snap, I’ll update the files then.

EDIT: Done

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User8072608761578
User8072608761578 - - 30 comments

Great to see mods are still being developed for CoTZ, looks good!

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Rhons Author
Rhons - - 194 comments

I’ve noticed that there is an issue with the UNSIG Ecologists — Some cannot be killed unless they take a shotgun to the face. Even a Gauss Rifle or RPG cannot kill them. I’ll get to this later.

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Rhons Author
Rhons - - 194 comments

Latest update has attempted to fix this. Let me know if it persists.

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Guest
Guest - - 690,470 comments

Just tested it: You fixed it, that UNSIG-Eco takes normal damage now:)

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Rhons Author
Rhons - - 194 comments

Awesome man. Thanks for double-checking!

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Rhons Author
Rhons - - 194 comments

I’ve been making a lot of stealth updates as I’m still an amateur at Modding. If your download doesn’t reflect what’s currently shown in the description, check for updates or let me know.

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Guest
Guest - - 690,470 comments

Since the squads of stalkers and mutants are larger, there seems to be an increased load on memory. What population settings do you recommend? With 1 for stalkers and 1.5 for mutants it seems to become unstable.

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Rhons Author
Rhons - - 194 comments

I was wondering if my settings were a bit too much or not. Actually, not only are the squads larger, but I made Stalkers respawn every day instead of two days and mutants every 12 hours instead of once every day.

Since you’ve raised that concern, I can make a patch with optional increased spawning or not.

EDIT: Looks like I have only altered my own game's spawning rates. If you're experiencing lag, I'm suggesting 0.5 Stalkers and 1.0 or 1.5 for Mutants, as Mutants are easier to dispatch than Stalkers who carry items and thus more memory. I'll still add spawning frequency options.

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Guest
Guest - - 690,470 comments

This helps a lot with stability, thank you!

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Mahzra
Mahzra - - 586 comments

Just to add to this comment: it's always a good idea to have a higher mutant population than NPCs, as NPCs kill off more of the mutant population than vice versa. Set the mutant population too low and the NPCs won't leave any for you! :D

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Rhons Author
Rhons - - 194 comments

I’ll move onto Duty and Mercenaries in the next batch as those two Factions have a limited number of variation and portraits.

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🦇Pachira🦇
🦇Pachira🦇 - - 485 comments

Had a crash, not sure if it's this addon or not.

[error]Expression : I
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 267
[error]Description : Can't find include file:
[error]Arguments : models\capture\stalker_sunrise_1.ltx

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Rhons Author
Rhons - - 194 comments

I don’t think that it is this mod as my .ogf files don’t use models\capture\stalker_sunrise_1, but I’ll check it out.

That error does mean that when spawning a Stalker, it couldn’t locate where it would fetch its damage resistance values from and thus crashed.

EDIT: I've browsed through my meshes and found that there are two invalid Stalkers, Ecologist Guard w/ Mask and Ecologist Guard Merc. The one that gave you an error was the Guard w/ Mask. I will update the Mod shortly, thank you for sharing the crash log, Themesmith!

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🦇Pachira🦇
🦇Pachira🦇 - - 485 comments

Thanks

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🦇Pachira🦇
🦇Pachira🦇 - - 485 comments

Hmm, for some reason still can't download the new version.

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Rhons Author
Rhons - - 194 comments

Try again in five minutes after this reply to your comment is made. If you still can't download the file, try contacting ModDB support. Of course I'm always updating this Mod often, just a head's up.

EDIT: ModDB might be having a hiccup right now as my preview image isn't loading despite being uploaded. Maybe that could be preventing you from downloading the Mod.

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🦇Pachira🦇
🦇Pachira🦇 - - 485 comments

Possibly, I did solve my crash temporarily by just copying a file as stalker_sunrise_1.ltx so I'm fine for now anyways.

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Rhons Author
Rhons - - 194 comments

Once you are able to download the newer update, the revised files should have no need for that additional file plus new content, so I encourage you download the latest batch!

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nothatmotivated
nothatmotivated - - 18 comments

I'm surprised how i can't download this file, yet, I can downloads other files and addons

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Rhons Author
Rhons - - 194 comments

At this moment of this reply, download should be functional again. Who knows for how long though...

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Rhons Author
Rhons - - 194 comments

I'm checking out this issue where the download is not working. I'll let everyone know when it's working properly.

EDIT: Moddb.com New Mod uploads and updates are currently down, so now this new update is unavailable until ModDB can fix their issues. Sorry for the inconvenience, everyone!

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R0ADKILL
R0ADKILL - - 1,175 comments

Any possibility to allow us to download just the variations models without other game changes?

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Rhons Author
Rhons - - 194 comments

I could do that. What exactly would you want separated, might I ask? Most of the changes were done to help cycle through more spawning and deaths so you would have a chance to see all of the newer Stalkers faster.

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Guest
Guest - - 690,470 comments

It would be cool to have the models and portraits without the changes to squad size and respawn timer.

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Rhons Author
Rhons - - 194 comments

That's a simple change I can do. It'll be a moment.

EDIT: Done

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Mahzra
Mahzra - - 586 comments

This is pretty cool. I appreciate the more lore-friendly alternatives you provide over the HD models. Nice work.

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Rhons Author
Rhons - - 194 comments

If you have any suggestions, you’re more than welcomed to bring up ideas. I don’t know what to do with the Military and Clear Sky, other than make a portrait or two for alternative color schemes.

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Rhons Author
Rhons - - 194 comments

For this add-on, I will make an optional Armor Expansion to encompass all the different variations of SEVA, Radiation Suits, Exoskeleton, Military Armors, and Monolithian Clear Sky armors for the next two months.

The armors, for simplicity, will use the same inventory UI icon to prevent conflicting with any other mods that change the equipment_ui file. Thankfully, their item name and description will be much different than the original armor. Additionally, each variant will be of a different portrait icon and have different properties than their original.

For example, the Monolith Exoskeleton is the brown Exoskeleton and not the gray one. The new gray one will have even more Bullet and Wound protection, but will lose all Psy protection, some Shock and Radiation protection, and will gain 7.5kg in base weight.

Once all the mentioned portraits are covered, it will be included in my Mod Repack v1.3 or v1.4.

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Rhons Author
Rhons - - 194 comments

Current release is inaccurate to this post as I am learning about protection values at the moment. As of this date, the Gray Monolith Exoskeleton offers high Explosion Protection instead.

EDIT: Bullet protection values have been successfully altered. As of this edit, three Exoskeletons are available and each offer varying degrees of protection, from massive anti-mutant armor to hauler armor to ultimate combat protection.

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Rhons Author
Rhons - - 194 comments

Next armors will encompass custom SEVAs, Radiation Suits, and the Monolithian Clear Sky armors. Not all of them will be powerful, but rather will fill in niche gaps and progression steps.

I will also be addressing crashes later today.

EDIT: I think I've fixed all the latest crashes. Let me know if there are any new crashes past May 13, 2022 21:00 EST.

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RustyTank
RustyTank - - 30 comments

Does this mod work with old save ??
Or should i start new one ??

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Rhons Author
Rhons - - 194 comments

It works best on a new save. There, all spawns that start from the beginning of the fame are updated with the mod. Unique NPCs will also spawn. Only the Vanilla Armor Expansion will be working with an old save.

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MoN0L!ght
MoN0L!ght - - 137 comments

Are you planning on adding guards to the Jupiter ecologists lab? Topol's team in Yupiter with UNISG suits is just awesome, but Jupiter's bunker feels so empty and left out :/

EDIT: I've just seen a tip saying it's abandoned for a reason, therefore I assume you won't

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Rhons Author
Rhons - - 194 comments

Yeah, I will not. The problem is that it is a dynamic location, meaning normal randomized squads will also appear at Hermann’s Bunker, regardless if they are friendly with the Ecologists or not. Therefore, to explain the limitations of the Bunker, I tried to put some plausible reason behind it.

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Guest
Guest - - 690,470 comments

Hello Rhons! Are you planning to do something with a pure black visor on tactical m12 helmet (helm_tactic_2)?

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Rhons Author
Rhons - - 194 comments

I'm not quite sure what you mean. Create a model with a soldier using an M12 Helmet? Are there not some already with their own respective portraits?

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Guest
Guest - - 690,470 comments

I'm talking about the visor texture when you see an NPC wearing an m12 tactic2 helmet or your character wearing that helmet through a 3rd person camera. Looks unreal - no glare, no reflections. It's like it has a texture loss/bug or something. Too deep black, as if it absorbs light.

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Rhons Author
Rhons - - 194 comments

That's just the vanilla texture in CotZ and in CoC. At some angles, it does actually show color, but such angles are awkward and at different lighting situations. As mentioned already, all variations have their own portraits.

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Guest
Guest - - 690,470 comments

Yes, I know. Just wondering if there is a way to do something about this or change this texture (by adding some color or maybe making the visor transparent like the lenses of other helmets do)?

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Rhons Author
Rhons - - 194 comments

Fixed various errors made on New Year's Eve. If you have downloaded version 2.2 before January 2, 2023, please download again to (hopefully) resolve problems.

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Mahzra
Mahzra - - 586 comments

Oh you and your shadow updates. Can I install this on top of your pack or would that break all the things?

EDIT: when I came back ModDB helpfully informed me there had been like 67 updates; I go to look and it was all you updating maybe 9 entries :D

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Rhons Author
Rhons - - 194 comments

It should be compatible with the current mod repack version.

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Mahzra
Mahzra - - 586 comments

I really like the concept of your revamped zombies. Them looking like regular dudes has caught me off-guard a few times now. But did you have to make them top of the line tier 4 NPCs carrying all the best stuff? They're loot pinatas.

EDIT:

One quirky thing I've noticed is that they use the regular NPC idle animations as well, so they're really sneaky about being a zombie. A guy will stand there, hands behind his back, muttering to himself, and then he notices you and he goes OH RIGHT I'M A ZOMBIE BRWUAAAH BRAINS. It's hilarious.

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Rhons Author
Rhons - - 194 comments

Normal Zombies still do that whenever a smart terrain it is in gives it a role. Sitting down or standing watch with hands behind back, you never notice it before because they were obviously Zombified.

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Mahzra
Mahzra - - 586 comments

"Armor Expansion rebalances the Clear Sky Armors" - could you elaborate on this? What rebalancing did you do? Did you only rebalance the Clear Sky armors, or did you also do the Monolith armors you derived from them?

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Rhons Author
Rhons - - 194 comments

Armors have been buffed and readjusted accordingly to reflect their canon counterparts in Clear Sky. Prices and weight were also increased, and descriptions were revamped.

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Zealot_K
Zealot_K - - 1,857 comments

Hello, i have this log when lauching a game (no other addons) :

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 285
[error]Description : fatal error
[error]Arguments : Duplicate section 'mar_smart_terrain_base_lager_squad' found.

AND, if i add "minor NPC", "armor expansion" and "zombied revamp", i get :

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'factory_building_stalker_squad'. Please attach [*.ini_log] file to your bug report

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Rhons Author
Rhons - - 194 comments

I'll double-check conflicts. I've moved unique squads to a new file, so I have to delete preexisting squads to avoid duplicates and edit files to use the new squads.

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McNezz
McNezz - - 11 comments

Hello Rhons.

I have the same problem that Zealot_K shows. Want to add some things.

If I add "minor NPC" and "zombied revamp", trying to start a new game i get:

* Creating new game...
* Loading spawn registry...
* 18125 spawn points are successfully loaded
Multiple objects trying to use same story_id drx_dp_bar_dolg_general_lager_squad
Multiple objects trying to use same story_id drx_dp_bar_visitors_lager_squad
Multiple objects trying to use same story_id drx_dp_cit_killers_lager_squad
Multiple objects trying to use same story_id drx_dp_esc_smart_terrain_2_12_lager_squad
Multiple objects trying to use same story_id drx_dp_esc_smart_terrain_3_16_lager_squad
Multiple objects trying to use same story_id drx_dp_esc_smart_terrain_3_16_lager_squad
Multiple objects trying to use same story_id drx_dp_esc_smart_terrain_5_7_lager_squad
Multiple objects trying to use same story_id drx_dp_jup_a6_lager_squad
Multiple objects trying to use same story_id drx_dp_jup_a6_lager_squad
Multiple objects trying to use same story_id drx_dp_katacomb_smart_terrain_lager_squad
Multiple objects trying to use same story_id drx_dp_pri_monolith_lager_squad
Multiple objects trying to use same story_id drx_dp_pri_monolith_lager_squad
Multiple objects trying to use same story_id zat_b104_zombied_1
Multiple objects trying to use same story_id zat_b104_zombied_1

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'krug_killer_squad'. Please attach [*.ini_log] file to your bug report

It's the same if i add the "armor expansion".

So i can't start a new game, but when load a save i "start a new game" with all the stats and stuff of the save i'm loadind.

Game "goes fine", but when i buy some of the new armors there're some wierd stuff, like that they change for other suit after changing maps, and then change again to the original suit when you go to another map.

I don't know if this could give you some light in the matter.

I really want to play with this add-on, it's amazing taking aside this problems.

Btw, i do have other add-ons, but with them or without them this bugs appears.

When i just install the main files i get the exact same error that Zealot_K and my game can't open.

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