Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Stupid Mutant spawns thread (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Stupid Mutant spawns thread) Locked
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Mar 24 2014 Anchor

First of all I think this is a great Mod and I have been thouroghly enjoying my experience so far, however there is one issue that bugs me beyond all others in this mod and that is this:

As a completionist I like to save all the semi-important npc's wherever possible such as Noah or the Scientist research team, however this is proving impossible in this mod. Due to the increased A life range and the new (seemingly random?) spawns certain NPC's who I would rather keep alive are dieing when I am miles away doing something else.

Examples of this include:

Noah getting killed by cats on both my play throughs.
Spartacus and his crew being killed by mutants before I can get to them causing me to fail the bandit ambush quest. (Happned once)
The Hungry Mercanaries got wiped out by a 20 strong pack of snorks and dogs just after I had managed to give them all food.
The Scientist research team and the Mercs at the bunker being killed by a Psudogiant that seems to spawn next to them. (This is especially infuriating because I had managed to keep them all alive in their research quests)
the Freed Monolith squad has been whiped out for me twice, once before I could get them to join freedom, and then after I reloaded and made them join freedom they took up a position in the tower by the cement factory where they were promptly killed by a psudogiant which ran up to get them.

I know this Mod is tough and personally I enjoy the challenge, I just cant protect everyone at once.

Perhaps there could be a few tweaks such as making Noahs door locked to all but the player and relocating the research team on top of the bunker so they are relativly safe?

Thanks for reading.

Edited by: malumzeth

Nyayr
Nyayr Reconnaissance Beta
Mar 25 2014 Anchor

Noah 95% of the time gets killed by cats when people leave his door open, it doesn't close automatically. After he shot his door it is technically still closed, clicking it means you open it. After he led you to the burned village if you left his door open it remains always open, so when he shot his door you got to click it twice. I seen cats attack him with the door closed they push against the door but can't get in it. Stalkers don't even go to the barge when Noah is there, so the only rare account he dies is that he shoots his own door open with a couple of blasts, I think the cats are targetting his pseudo pet not sure. It is rare for the cats to stray that far out and if you hear shotgun blasts you gotta run to his aid.

Spartacus tends to stray, that can happen and you got to keep an eye on him, I would find it better myself if he remained inside but already but trust me during vanilla he died much quicker. He doesn't die often of all my playthroughs and those are above 30 he only died once. You more got to be careful when he comes from the ranger station back he doesn't get jumped by bandits. If spartacus and his team have a lot of shotguns they stray more then they have long range weapons, cause they can't hit the fleeing dog.

The hungry mercs are useless, setting them as guard gives you rude aholes that act like the regular mercs you had there before. I kill them since they have no purpose besides lagging up the game, with their actions. You best of with duty, freedom or spartacus as guards. Since they are mercs they die later on always cause stalkers, freedom and duty pass by there at times and they themselves attack them. If hatchet dies the group becomes violent, suggesting they are lesser scum but scum nonetheless.

The pseudo don't spawn next to them they come from the northwest/west area and can stray there, even in a pair so at Jupiter you best do the scientist quest first. The 2 or 3 mercs on top of the structure never get killed cause they don't go down and the pseudo can't damage them with a groundshock. The pseudo usually stray cause of a group of stalkers that go to the village. If topol dies i believe you can get replacement some people have done that before, by duty/freedom or maybe the scientist guy you save at boiler.

The monolith squad is only safe if you don't go in that direction. If you want to join duty or freedom, you best squeel on that traitor in the station and then lead them to a group, if you want to remain neutral avoid the area (so don't save mitay yet), until you get the man of balance perk. This path is harder.
After they join they are just another group wandering out only their leader survives cause he remains in the station, they can't survive forever and also have no value after joining, they are just another group of freedom/duty then.

I agree it would be better if key people had a lock position that they would not stray from an area, like Topol has he and his squad don't stray far out like spartacus does.

Playing at alife range 600 naturally makes it so loads of stuff happen outside your reach then if you play 200-300

Edited by: Nyayr

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Avoid using autosaves, use hard saves only.

Logs are located in "C:\Users\Public\Documents\S.T.A.L.K.E.R. - Call of Pripyat\logs\xray_....log"

Dec 23 2014 Anchor

Ressurrecting this thread to do a formal plea to the dev team to look seriously into this issue. Im a big fan of you guys, and Misery provided one of the best gaming experiences ever for me, first version 1.1 and now version 2.1.1...

...But the constant dying of quest-important NPCs like Noah, Petruha, Spartacus, Topol, Strider, etc. is a big letdown, in special for players who, like OP and me, are completionists or "roleplayers", or for those players who are trying CoP for the first time with Misery (like me too) and would like to experience the complete package including all side-quests.

Im aware even in vanilla there was a small chance for these NPCs to die, but Misery 2 seems to amplify those chances exponentially. So please, solve this issue. Tweak mutants spawns, cats and pseudodogs stats, NPCs immunmities... I dont know how. But solve it. Its killing an awesome game for us.

PS - I just had Topol killed by the way, and before the very first scientists mission. This means Ill totally miss a part of the game I consider fun and important. :(

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