New Stalker Models and Portraits, New Minor NPCs, Armor Expansion, and Zombified Revamp, packaged for an improved vanilla-esque CotZ [v1.2] experience.
This add-on adds several new NPC models for various Factions with an accompanying portrait to match. Squads have been rebalanced and reordered to feature experienced Stalkers leading groups instead of Rookies leading Experts and et cetera.
Fixes to Bandit and Military Exoskeletons were introduced so that they can match the correct portraits. Mangun of Duty is correctly-aligned with Duty.
Optional add-ons include three Work-In-Progress projects: Vanilla Armor Expansion, Minor NPC Expansion, and Zombified Revamp. Vanilla Armor Expansion adds powerful, unique armors to all Factions and is reliant on this add-on to function. It will crash the game without Rhons' NPC Variant Expansion. Minor NPC Expansion re-introduces minor NPCs from the original trilogy back into the Zone - Minor NPC Expansion requires that Rhons' NPC Variant Expansion is installed or else it will crash the game. Zombified Revamp replaces Zombified Stalkers with actual Stalker Meshes, but still Zombified with their AI, making them more immersion-interesting. This also requires the base files of NPC Variant Expansion.
This is a work in progress (WIP) and will be constantly updated as I continue to test out the add-on.
Simply drag and drop the gamedata folder to your existing CotZ gamedata folder. Overwrite any files when prompted. If you are unsure whether to permanently keep the Mod installed, make a copy of your original gamedata folder.
13.05.2022: Migrated the changelog into a ReadMe in the files. Only the three most recent changes will be displayed on the ModDB page. Introduced the WIP add-on "Minor NPC Expansion" that adds several unique NPCs from the original trilogy into the game as simulation squads. Under this WIP will also be a new set of loading screen tips. Added another Bandit portrait, also available on character selection. Finished unique Exoskeletons (Golden, Nightstalker, Titanium) and added Bandit SEVA (Brown).
01.07.2022: Added an experimental optional add-on: Zombified Revamp, changing Zombies to have normal Stalker meshes and be harder to distinguish from regular Stalkers. Fixed crashes related to Medic Expansion, a separate add-on. Vasilev is now part of Topol's Squad in Minor NPC Expansion - He uses the UNISG SEVA while Topol now has a Respirator Head. (09.07.2022) Fixed crash related to Zombified Revamp.
30.09.2022: Added more armors in Armor Expansion. Added new Minor NPCs for Clear Sky, Loners, and Monolith in Minor NPC Expansion. Consult with their respective ReadMe's/Instructions for more information.
31.12.2022: Populated the Zone with stationary simulation squads. Moved around various Unique NPCs. Added a new Unique Military Squad.
22.05.2023: Armor Expansion rebalances the Clear Sky Armors. Renamed Charon's squad to reflect graphic.
11.07.2023: Attempted to fix an issue where files in Zombified Revamp being installed last crashed the game due to using an outdated squad_descr.ltx file. If your game currently works fine, there is no need to re-download this add-on.
~ Rhons
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8.710 votes submitted.
This is great, thanks a lot. The misc folder needs to be inside the configs folder though.
Oh snap, I’ll update the files then.
EDIT: Done
Great to see mods are still being developed for CoTZ, looks good!
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.
Latest update has attempted to fix this. Let me know if it persists.
Just tested it: You fixed it, that UNSIG-Eco takes normal damage now:)
Awesome man. Thanks for double-checking!
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.
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.
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.
This helps a lot with stability, thank you!
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
I’ll move onto Duty and Mercenaries in the next batch as those two Factions have a limited number of variation and portraits.
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
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!
Thanks
Hmm, for some reason still can't download the new version.
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.
Possibly, I did solve my crash temporarily by just copying a file as stalker_sunrise_1.ltx so I'm fine for now anyways.
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!
I'm surprised how i can't download this file, yet, I can downloads other files and addons
At this moment of this reply, download should be functional again. Who knows for how long though...
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!
Any possibility to allow us to download just the variations models without other game changes?
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.
It would be cool to have the models and portraits without the changes to squad size and respawn timer.
That's a simple change I can do. It'll be a moment.
EDIT: Done
This is pretty cool. I appreciate the more lore-friendly alternatives you provide over the HD models. Nice work.
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.
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.
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.
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.
Does this mod work with old save ??
Or should i start new one ??
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.
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
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.
Hello Rhons! Are you planning to do something with a pure black visor on tactical m12 helmet (helm_tactic_2)?
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?
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.
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.
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)?
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.
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
It should be compatible with the current mod repack version.
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.
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.
"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?
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.
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
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.
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.