Description

New safe areas to hide from emissions and psy-storms. Finally, you can hide in the apartment blocks in Dead City, plus several other buildings!

Preview
TB's Coordinate Based Safe Zones v1.5
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polishdude
polishdude - - 74 comments

New Game required?

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

No, this will work on a current game (added to description, thanks) :)

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reter
reter - - 615 comments

MUUUUUUST, THANKYOUUU

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Heh, you're welcome!

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SeriousToni
SeriousToni - - 626 comments

Wow! Thank you for this mod and for even explaining the process. This is really interesting and makes the mod even more creditable. Nice!

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Thanks! The next step is to brush up on maths to work out how to do weird shapes that aren't simple rectangles :D

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zoust
zoust - - 355 comments

Nice!

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Cheers :)

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HartmannMk
HartmannMk - - 79 comments

Another brilliant mod from TB, Thank you.

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Thanks, it's a weird one but it works :)

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WeebSlav
WeebSlav - - 122 comments

Amazing!!

this is a must have like all your other addons.. thank you!!

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

It really is a joy to see other people appreciating my tweakings, cheers :)

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Quantum_Cookie
Quantum_Cookie - - 34 comments

LETS GOOO

here's another safe area i think would be nice: the apartment complex (it has multiple rooms) in pripyat that leads to jupiter

I remember always wanting to make it my hideout but couldn't lol

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Nice one, I will have a look and add this one in for the next version!

Edit: Your wish has been granted! :D

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GabeCPB0
GabeCPB0 - - 354 comments

Here's another nice addon! Thanks a lot!

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

*Performs a thumbs up* :)

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K0bik
K0bik - - 12 comments

Hello. If you turn off the mod. I can't get into the game

FATAL ERROR

[error] Expression: <no expression>
[error] Function: CInifile :: r_section
[error] File: Xr_ini.cpp
[error] Line: 544
[error] Description: fatal error
[error] Arguments: Can't open section 'tb_tiny_cube'. Please attach [* .ini_log] file to your bug report

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SeriousToni
SeriousToni - - 626 comments

Okay this is important - that means if I once install, I never can uninstall?

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

That newscript will sort that out, I couldn't think of another way to do this, but luckily there is the "run_script" command built into the console, phew!

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Thanks for pointing this out, I didn't think of this!

I have added a removal script and instructions how to do this in the description for changelog v1.1.

Sorry for the initial crash!

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flyst
flyst - - 9 comments

Great idea, thanks

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Thanks for trying it out :)

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Guest
Guest - - 690,619 comments

WOW I guess this will be a must HAVE
Great work, thank you

best regards,

Waymor

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Cheers, feel free to suggest anywhere else that would be a feasible shelter!

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morgannoor1991
morgannoor1991 - - 475 comments

yes!!!

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

if (affirmative == "true") then
do_a_little_dance()
end

*Tweaki_Breeki does a little dance*

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SeriousToni
SeriousToni - - 626 comments

Hahaha, I really had a laugh on this! Thanks :D :D :D

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Isthar
Isthar - - 286 comments

Thanks for making this, I always thought it was necesary but couldn't figure out how to make it myself, this is a great aportation.

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Cheers! I initially started out by adding tiny, unnoticeable objects to the game and using a radius. So if you were close enough to the object you would be safe, but it would be a circle around the object, and buildings are cuboid.

Next up is working out how to do weird shapes!

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RamseySparrow
RamseySparrow - - 833 comments

great mod from the sound of it, thanks!

A suggestion for another one, or expansion of this one, would be to make the sleeping process a little less rigid and restrictive than in vanilla game where you can't sleep almost nowhere, even in common sense places, and a little more restrictive than some mods that just unlock the sleeping bag usage anywhere allowing sleeping in the open through a blowout, scot-free.

So:

1. Perhaps allowing to sleeping bag sleep in spots that ARE safe from blowouts (pretty much most of the spaces you have added, I'd imagine).

2. Alternatively allowing to use sleeping bag for sleep anywhere, BUT killing the player if there was an actual blowout during his sleep.

3. As above but waking him up to a blowout alarm if one is about to start.

4. as 1 and 2 but also representing the risk of sleeping in such spots by some chance spawn occurrence of an enemy patrol in vicinity on waking up.

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

This is all excellent, I agree the sleeping mechanic is a bit odd sometimes.

I've had a go at editing the files to also stop the screen fading to black when placing the sleeping bag, I need to release this tweak as well really.

Not yet tested the sleeping bag in these calculated safety zones, I'll have a look to see what the sleeping bag requires for a "yes, you can sleep here".

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Δαμοκλῆς
Δαμοκλῆς - - 222 comments

Awesome! :)

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Cheers!

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Sgt_Doom
Sgt_Doom - - 11 comments

The Dead City changes alone are a livesaver, cheers for making this

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

It was a bit unfair in Dead City playing as an enemy of the Mercenaries.

The only places were their HQ building, their other building south of the HQ or the southeastern building (I forget the name) but it is mostly covered with a Psy-field!

No longer! :)

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Cr3pis
Cr3pis - - 296 comments

! [LUA] 0 : [C ] on_door_is_open
! [LUA] 1 : [Lua] ...hi/s.t.a.l.k.e.r anomaly\gamedata\scripts\ph_door.script(95) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...y\gamedata\scripts\tb_coordinate_based_safe_zones.script:339: attempt to index local 'who' (a nil value)
! [SCRIPT ERROR]: ...y\gamedata\scripts\tb_coordinate_based_safe_zones.script:339: attempt to index local 'who' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...y\gamedata\scripts\tb_coordinate_based_safe_zones.script:339: attempt to index local 'who' (a nil value)

stack trace:

Transition from Garbage to Cordon, near the farm. Some fights between bandits and loners and then this crash.

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Oh bugger! Thanks so much for posting this... on it now!

I've reuploaded v1.3 for the time being, it will be safe to downgrade from v1.4.

I should spend more time testing!

Sorry for the crash!

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

I loaded up my save and teleported to The Farm in Cordon, spawned in lots of bandits and stalkers, and it did crash!

It was because when they open the doors on The Farm buildings, the function to check NPCs and players using physics objects is sometimes buggy and returns rubbish data.

I have made a change to my script and tested again with another war at The Farm, and it didn't crash... fingers crossed this has solved the problem!

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GladiusVictorius
GladiusVictorius - - 78 comments

Not sure if it comes from this Mod or its a conflict with some other Mod but for some reason i don't get any more the Symbol on the Mini map where are the save place

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Hi! I've just tested this now and the symbols are working for me, both on the PDA and on the mini-map.

Please can you save the game and load again to see if this fixes the problem? Thanks!

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GladiusVictorius
GladiusVictorius - - 78 comments

i have install 2 Days ago your Mod and Moddb.com this one for minimap to see all better and Moddb.com this as Hud at the same Time from there i have play now 2 days.But i don't get any more the Save Zone symbol even after a new start/reload.So real im not sure if this Mod have a conflict with one of the 2 Mods or 1 of the 2 Mods make such a change or the Problem come from your Mod :). I get all the Message and Quest text go to a save place and when im there now stay sheltered and so on but no symbol on Minimap or PDA for save place.

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

That is very strange. I just installed both 'SquareDOV' and 'SidHUD' and tested with my addon on my own saved game.

The symbols are working for me, on the square mini-map and on the PDA map.

I'm very sorry, I don't know why the icons/symbols are not appearing on your maps. Maybe another addon you have installed is conflicting? :(

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HystericalGasmask
HystericalGasmask - - 5 comments

Cant believe nobody thought of this sooner! Great job :)

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Heh, thanks! I started with using objects all over the place, but then thought no wait... just use the coordinates in the levels, they don't change! :D

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hannantobat
hannantobat - - 52 comments

Very good mod mate, saved my life. By the way, are there mod incompatibilities here? Like conflicting mod?

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

Glad to be a lifesaver :)

No addon conflicts to my knowledge so far.

I'm not sure what the outcome was of GladiusVictorius' issue a bit further up the comments.

The only thing I can think of is if they use an addon that changes the 'map_spots.xml' (this addon uses the "secondary_task_location" map spot icon) or the 'ui_actor_hint_wnd.dds' image (which stores all the different map icons), but they haven't posted anything further.

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Δαμοκλῆς
Δαμοκλῆς - - 222 comments

Keep adding more locations! This is something that's been needed for a long time. I miss the days of being able to hide in the concrete pipes and many other places to stay alive. Also might try to find ways to make tuck cemetery less of a death trap?

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

I agree! Although, I am leaning towards places that could properly shielded from the blast. A pipe, having two open ends, might not be the best place. Unless it was facing directly East-West as I think the blast always comes from the North, I think?

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Cyanmint
Cyanmint - - 90 comments

Is near Lab-X18 Building Included?

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Tweaki_Breeki Author
Tweaki_Breeki - - 218 comments

I've only just checked, it looks like the building around X18 in Dark Valley is safe, though I will add the building to the south of there.

Also, in The Outskirts, I will add more of the building around X8, only the middle rooms in the centre are safe.

I found a few new places in Outskirts to add also for the next version :)

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