This member has provided no bio about themself...
Kahvana Do I need to mention someone on moddb to send email notification, or just reply is enough? :)
No idea. Would need testing, especially to see if engine functions used by 1.4.16 and 1.4.22 work the same way.
Updated this part of the script (changes in description). Let me know if you find other issues.
Respawn times for everything are increased to 4 days, including mutants. It only means you should meet less living creatures in the Zone.
Checked diff of every single file, all is fine, addon is compatible.
CoM Fix has added those files without real reason.
Glad you edited what you wanted. ;)
This was intended. I did not want to change much from original DRX addon and I also think it is fine this way as you are member of the faction which declares war etc.
The only real addition I've made to the addon is the calculation of the distance of the kills and removing random reset (not the one we are writing about).
I think it could be edited further, like instead of resetting player reputation when relations between factions change I could increase it or decrease it, either by sum/minus or multiply/divide by some pre defined values. This would make more sense than the current system.
It is not relations menu. This addon dynamically changes relations between factions based on who kills who.
So you can start game as enemy of Loners, but as the game progress you can become friendlies.
I never used CoM Weapon Pack, but if it touches the same files then it's necessary to see what changes both addons make.
I will take a look at it this week.
Good question. Updated just now.
Big thanks, I was playing game for longer time recently and I've noticed that it indeed is not working as should.
I will update it asap.
I haven't spotted it, interesting find. I will check it next time I will play the game.
I never tested it but you could try to run it with Last Day, it might work. Remember to make first backup of files this addon replaces. And backup of savegame to load previous one just in case.
edit: if you play game with console enabled (no manual autosaves off) then when any npc gets killed console will print information what happend between faction relations. If it won't crash the game and information will be printed then it most likely means everything works just fine.
Changed idea, both AI and player should influence relations.
I changed the script that it now only influence certain faction if there is stalker of that faction nearby. For instance:
-loner kills bandit
-if other bandit is nearby then relation between bandits and loners is worsen
-if merc is friend of bandit and there is merc nearby then relation between mercs and loners is worsen
-if military is enemy of bandit and there is military nearby then relation between military and loners gets better
Original script does change relations even if there are no stalkers of that faction nearby.
Kahvana what do you think about this idea?
I can share the improved script if anybody wants.
Ops, small issue, remove everything between these 2 lines except this: "local relation = (old_1_2_relations + delta)"
Rest does reset relation for bigger values if certain random conditions are met.
Better late than never but I believe it works like this:
1. Your reputation and relation is different for each faction. You don't lose reputation by attacking enemy, only relation. If you kill enemy you don't gain reputation in any friendly faction also. Script changes relation additionally when you or AI kills someone, no reputation is changed. If you or AI from your faction kills Clear Sky then relations between all factions do change like this:
- all enemies of Clear Sky do like your faction more
- all friends of Clear Sky do hate your faction more.
I believe it does depend on current faction relations, not the ones at game start. If you want to be friend with Clear Sky again you have to start killing their enemies.
2. This is thing I am most unsure about, how relation depends on your reputation in game itself. Because this script doesn't edit reputation other than changing minor values in game_relations.ltx. Also I am not sure if traders give you better inventory items based on relation or reputation. These are things I did not check in code.
I am currently editing faction relations to my needs. I find it too easy that whenever I kill enemy then all factions who were at war with killed enemy do like me more. After short time of killing bandits all other factions are friendly. ;)
Instead I've decided to depend on how already it works in game (but disabled) and relations are getting better with enemy only if I help enemy during combat (for example by killing friendly firing at enemy). I use DRX DF script to only change relations if AI are killing each other (which is probably not calculated in game without DF script). This, together with full alife will give hopefuly much better experience.
You mean reputation or relation for certain faction? Relation do reset randomly on purpose if it is > 5000 or < -5000. If you want to change that you can edit: gamedata/scripts/game_relations.script.
Find in that file this line: "-- Calculate new faction relation value, randomly reset if pegged:"
and remove it together with everything below until line "-- Set overall faction relations:"
Hi, any chances for build 3 anytime soon?
If you're taking a break now then it would be awesome to see build 3 before you continue work. Content presented on most recent screenshots is not available in current build. Are there any issues with these models preventing to release them?
Just side note. I've ported this mod to CoM couple months ago but I had no time to test it previously. I've decided to upload it to moddb after my cousin feedback that it works as it should after couple of days playing CoM. I've played it myself but not enough time to spot the difference.
If you are playing CoM you probably spotted that game is much slower than CoC, because of that respawn times are even more annoying. Often after clearing one enemy outpost you are slowly heading to base just to receive a quest to clear the same outpost again. With this addon it should happen no more or at least less times.
I also like to set population for everything to 0.25 in game settings, but this is my personal preference as I like empty Zone, not something that looks like amusement park.
Good luck Stalkers.
Some of the mercenaries models and all of the soldiers and spetsnaz models were not included in the addon yet. Additionally soldier and spetsnaz models were showed up after toska addon release. Check out gallery, last screenshots are new.
If author has not stated that he stopped working and instead he is showing new screenshots from time to time then we have to wait, making this stuff is time consuming.
Best mod ever. Thanks. ;)
Will it work with default .exe of newest game version? I might not be able to replace it with custom .exe, but don't want to explain it now.
I remember modding for newest game version was locked for some time, have CM released something like hotfix in the past to enable modding again? I can't remember.
There was workaround (before custom .exe appeared) to configure AI directly in the mission files, but if I am correct it was limited?
Yes, but I think the issue comes from original Stalker: Cheatcc.com
This could fit more Clear Sky uniform as alternative to this old model:
Hopefuly to see HD models for Clear Sky soon in game too.
That's my favourite screenshot so far. Zone as should look, these character models improve immersion drastically.
Updated missing translations based on crazyiscombine's version:
I've also updated software, it was previously overriding ids, now it only adds missing ones as stated earlier, although I think I will add option for override also because it just worked fine for this kind of job. It is possible to dl software from there: Github.com
Nowadays I plan to make Polish translations for both AO + CoC and AO + CoM.
Roger that. Now there are is at least one tool. ;)
Nice. How was it done, you checked id by id and included missing ones in Misery or used some tool?
The addon you mention is full AO installation + eng translation + additional tweaks according to description. I prepared only eng files for original AO port, this one: Yadi.sk.
If Moddb.com works for you then it's fine and you can stick to it. I find original AO port more stable.
Additionaly the files I've prepared do favour Misery translations over AO. It means that only missing AO translations will be added, Misery ones will stay untouched. I don't know if this has been solved by crazyiscombine because some time ago he wrote this (I believe it's him): Reddit.com
According to this post the translation files in addon you link might be incomplete, can't confirm that, maybe peych13 or someone who uses it can say if there is anything missing (like knife descriptions).
Also, the program itself can be used for further merging translations if new version of CoM will ever be released. It will take few minutes instead of hours/days of work.
All in all I did it for myself, but decided to share it anyway for people who have issues with the version you link.