Global mod for STALKER SHoC, intended to recreate a highly atmospheric Zone with highest possible quality, stability of the game, rich gameplay and loyalty to the canons of the Sci-Fi genre. The upcoming 0.6.9.3 version will be soon available. Current version is 0.6.9.2 R2 - you can get it in the downloads section.

Report abuse KamikaZze's "Companions" 1.9C
Filename
KZ_Companion_1.9C_Eng.7z
Type
Full Version
Uploader
KamikaZzeRu
Date
Dec 25th, 2011
Size
3.42mb (3,584,171 bytes)
Downloads
1,809 (1 today)
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Description

So that's the companions. This behavior scheme allows you to invite NPC as a companion and together explore the Zone. Idea of reconstructing this scheme was born when I saw it initially in build 2205 and decided to revive for our global mod - OGSE (Old Good Stalker Evolution). In this case I tried to give scheme maximum flexibility and functionality as much as been possible, while also tried to avoid potential problems - so that the player didn't required to nurse his mate, pulling him out of any trouble.


2010 (c) Alexey "KamikaZze", reconstruction of behavior scheme "Companions"
This version is for original game. Tested with patches 1.0005 and 1.0006
Fully translated to english.
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Many thanks to kolinkoff YouTube user for supplying me the english version of original game and for the testing - this made my release possible. Thanks again to kolinkoff!

Anticipating some questions I have to say the following:

This is not a clone of "Partners" mod and not its conversion; this scheme has been written almost from scratch, but in this scheme I used one of "Partners" algorithms (jumping of NPC between locations) by Dmitry Roshchin aka Red75 and for that my acknowledgements to him. The idea proved to be convenient and very viable. In fact I've just adjusted the implementation of his method so that its use does not interfere with the normal operation of conventional NPCs in smart terrains. This scheme is based on a small scheme xr_companion from original and the builds by Sergei Vinnichenko. This scheme worked in a build 2205 but in release it was disabled. As useless apparently - it haven't been finished.

So that's the companions. This behavior scheme allows you to invite NPC as a companion and together explore the Zone. Idea of reconstructing this scheme was born when I saw it initially in build 2205 and decided to revive for our global mod - OGSE (Old Good Stalker Evolution). In this case I tried to give scheme maximum flexibility and functionality as much as been possible, while also tried to avoid potential problems - so that the player didn't required to nurse his mate, pulling him out of any trouble.

WARNING! During the operation of the scheme it had been discovered that some (fairly rare) NPCs behave strangely when hiring - do not go after the Player, staring dully into space, do not pass through the levels. It is a conflict between the behavior scheme and built-in logic, it happens mostly with guards of scripting camps. If you hired such NPC - leave it alone and hire another.

Also in this package included custom gamegraph of original game corrected by me especially for this behavior scheme. The length of all transitions between locations had been reduced to a minimum and eventually your partner overcomes transitions between locations almost immediately - within 10-20 game minutes (1-2 real time minutes).

USE CUSTOM GAMEGRAPH ONLY WITH MODS WITHOUT NEW LOCATIONS!

So in OGSM and AMK too, if I remember correctly, you can use custom gamegraph completely painless, as they wasn't changed it. If, however, you install it on the mod which already contains edited gamegraph (ANY mod with new locations) game will behave unpredictably, or new locations became unreachable, so don't even try.

The main features of the scheme:

1. Mate follows you wisely - no chasing stray dogs and wild boars, no trying to chase them through the entire location, so don't panic.
2. If you decide to escape combat - a partner will escape with you, not reacting to the enemy. This allows us to get out of the fire without the risk of once again taking the fight against superior enemy forces.
3. With a partner you can direct exchange goods for no price - via trade menu. Exchange is free which is convenient.
4. All settings are stored in a special scheme repository inside the companion's packet - for this I used utility functions from a library of utilities for working with net packets - m_net_utils (SIMBION: SHOC mod), author Artos. The library is included.
5. Mate can disguise armor when used in conjunction with the scheme xrs_armor, author xStream. Modified for this purpose scheme xrs_armor attached. Notice that it's not acivated just from box and needs to be edited before use.
6. To use mods in which player can join the factions the scheme supports the following factions companions: a loner, duty, freedom, gangster, zombie (the latter experimental, working but not very good). Moreover, each faction in the scheme have their own style of dialogs. For the integration scheme in such mods you should check IDs of factions in function community_by_actor (actor_comm) and, if needed, rewrite. Companions can be hired only from the faction to which player now belongs. In addition to the binder of scheme immediately entered evaluators of behavior schemes xrs_grenade, xrs_medic, rx_bandage, rx_facer, rx_reload, and anomaly_evader, so that it can be used together with xr_companions with minimal adjustments together with anomalies evade packs of logic and the arms manager (from AI Pack).
7. Following restrictions apply to the hiring of teammates:

1) You cannot hire quest NPCs (for obvious reasons)
2) Player has bad reputation in faction
3) This is some of the prisoners
4) Player experience is lower than NPC
5) Player much more experienced than NPC (beginners are afraid to go with the experienced stalkers, fearing that they use them as a "jemmy")
6) The Player already have a partner (with a little edits this scheme could support more than one partner, but for me it was not appropriate as heavily disbalancing the game, so I did not do it - and please don't ask - if you are skilled enough you can add this yourself)
7) Player from other faction (can be turned off if necessary: edit in the header of xr_companions.script parameter other_factions_switch)
8) Too many companions were died with Player

8. Yes, the scheme is counting and recording "death toll". If you had lost in action more than 4 NPCs they will refuse to go with you. To correct the situation you may treat wounded stalkers. For each saved life you will write off one victim.
9. The scheme has the following behavior types:

1) Follow me
2) Wait here
3) Sneak after me
4) Hide here

Moreover, for each of these scheme has three modes of aggression:

1) Normal
2) Reduced aggression (allows companion to come closer to the enemy)
3) Low (companion hides his weapons and not engages in battle until he or Player obtains some damage)

This set of functions allows the use of team-mate in the cases when it is necessary to make ambush or covertly change position. In addition, it can hide in safety so that it didn't attract enemy attention.
10. Especially for a partner I've prescribed additional state types on the basis of a panic run that he didn't get lost from Player when Player runs in haste.
11. You can use the radio to instruct your mate what to do. Radio works within a radius of a-life (about 150 meters). Also be aware if you left your partner behind and go beyond a-life radius (about 150 meters) he will most likely go to the camp.

Preview Image
KamikaZze's "Companions" 1.9C
Post comment Comments
oveRaen343
oveRaen343 Mar 2 2012, 7:29pm says:

does this work with ogse?

0 votes     reply to comment
SimplyYuri Creator
SimplyYuri Mar 3 2012, 12:53am replied:

It's taken from OGSE as a separate package for other mods)))

+2 votes   reply to comment
Nuubialainen
Nuubialainen Jun 15 2012, 10:02am says:

Is it possible to make this work with complete 2009 mod?

+1 vote     reply to comment
SimplyYuri Creator
SimplyYuri Jun 17 2012, 1:46am replied:

With proper adaptation - yes. But who will be doing it?

+3 votes   reply to comment
Airos.the.Tiger
Airos.the.Tiger Mar 20 2013, 3:37pm replied:

What, exactly, needs to be done to see this work with Complete 2009?

+1 vote     reply to comment
SimplyYuri Creator
SimplyYuri Mar 21 2013, 9:54am replied:

Exactly?))) Are you qualified scripter or programmer knowing how to program in-game AI? If not, even do not try.

+3 votes   reply to comment
Airos.the.Tiger
Airos.the.Tiger Mar 21 2013, 11:10am replied:

Wow. That was incredibly rude and in no way helpful.

0 votes     reply to comment
SimplyYuri Creator
SimplyYuri Mar 21 2013, 1:56pm replied:

Didn't mean no rudeness, but this is a really hard task. You need very good understanding of Complete 2009. And keep in mind that nobody in Russia or Ukraine ever played Complete 2009.

+2 votes   reply to comment
TheTarman
TheTarman Aug 21 2013, 7:26am replied:

You don't walk into a factory and say "So what do I need to do to make your product work with another product? I don't have any experience in this field by the way but tell me anyway." He can't tell you in a few sentences what to do and all he said in response to your question was the truth.

+1 vote     reply to comment
Airos.the.Tiger
Airos.the.Tiger Aug 21 2013, 12:59pm replied:

1- There was nothing in SimplyYuri's first comment, "with proper adaptation", that indicated one needed to be a "qualified scripter or programmer".

2- He asked "Who would be doing it", which to me sounds like an open invitation for volunteers.

3- "What needs to be done is a complete rewrite of the AI scripting and pathing because Complete 2009 uses different/modified resources from that of the base game/OGSE. One would need to go into [this group of files], and to do so would require an advanced knowledge of programming and scripts.". Ta da, a few sentences.

4- This isn't a factory, it's a community of volunteers [who should be] working together for the greater benefit of all fans of the game. At the time of my original post I would have been able to put forward the time and effort into learning the skills needed. I have done basic scripting in the past, and there is nothing but time between me and learning a programming language.

5- If it was a factory, walking in and saying "hey, I see there's a few people asking for these two products to work together and you don't have anyone currently working on that. What skills would I need to know and what work would I need do to fill that need" isn't unreasonable. It's called "applying for a job".

+4 votes     reply to comment
ghussack
ghussack Sep 23 2012, 3:04am says:

this one looks good!
it could be merged into ol2010 (or may be, ol2012?)
Moddb.com

+2 votes     reply to comment
SimplyYuri Creator
SimplyYuri Mar 21 2013, 9:52am replied:

Maybe. This work can be done by the authors of Oblivion Lost if they have some good scripter.

+2 votes   reply to comment
Jones815
Jones815 Mar 21 2013, 7:02am says:

Does this work with the current english version of OGSE? (or is it already in there?)

0 votes     reply to comment
SimplyYuri Creator
SimplyYuri Mar 21 2013, 9:47am replied:

It's already there.

+2 votes   reply to comment
Jubelu
Jubelu Sep 7 2013, 4:45pm says:

SimplyYuri, is it possible that you re-upload this file: KZ_Companion_1.8A_AMK.7z
I am playing AMK and wish to incorporate this feature to my current game. Do you still have it on your computer?

+1 vote     reply to comment
SimplyYuri Creator
SimplyYuri Sep 8 2013, 3:54am replied:

I have nothing of it all except current beta 11 version of 0693 :)

I will ask the author to reupload all links, it will take some time.

+1 vote   reply to comment
Guest
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SimplyYuri Creator
SimplyYuri Sep 8 2013, 10:00am replied:

Such feature is in any global mod such as AMK with AI additions, OGSM and OGSE.

As for the differences, they are too big. AMK is very-very old global mod.

+1 vote   reply to comment
_FrozenSword_
_FrozenSword_ Jan 17 2014, 8:52am says:

how do you recruit more than 1 companion? what line on xr_companion do you change to have more than 1 companion?

+1 vote     reply to comment
crazyparker9
crazyparker9 May 5 2014, 9:07pm replied:

I can't find it anywhere and no one is sharing any info, please if you found it by now tell me.

+1 vote     reply to comment
crazyparker9
crazyparker9 May 5 2014, 7:17pm says:

I really want to carry around a gang of guys, if someone knows how to have multiple companions please tell me!

+1 vote     reply to comment
steeltlaons
steeltlaons Jun 11 2014, 10:08pm replied:

open up xr_companion script with notepad ++ and find the line "number of companions" [it is one of the first lines] right next to it should be the number 0 change that to minus 5.

+1 vote     reply to comment
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Platform
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Developer
OGSE Team
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c695d7ec043c6968a8d901f1a62fab19
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