Have you ever felt bad about leaving injured enemies to their fate? Have you ever had an intense battle with a strong enemy and wished you could ask them to join your team instead of letting them bleed to death? With this addon you can tell a surrendering enemy to join your faction.
To convert an enemy to your faction, all you need to do is make them surrender and then use the 3rd option in the dialog window.
If you don't know how to make a stalker surrender, all you need to do is hurt them until their state changes to being wounded (Bleeding on the ground) and then move closer towards them. There is a chance they won't surrender, so you will have to try that on multiple different people.
Also, Monolith and Zombies never surrender, so it's probably impossible to make them join your faction.
Video demonstration:
You can install this addon by placing files manually, or, what is more recommended, using MO2 or JSGME.
To change the addon's settings you will need to also have installed the Anomaly Mod Configuration Menu.
Moddb.com
The Mod Configuration Menu addon shouldn't be required, but i haven't tested the game without it, so, if you don't have that addon, tell me if you get mcm-related error messages or if anything goes wrong regarding my addon's settings.
It seems to work fine on Anomaly version 1.5.2, but i mainly play in 1.5.1, so i don't know for sure if any version-specific issues might appear after playing for a longer amount of time.
Apparently it conflicts with Crook's Faction identification UI addon of older versions, so, if you are having problems with this, try updating it to v1.2.2 or whatever it is at that moment.
The text of the dialog option changes based on what faction the enemy belongs to.
However it doesn't account for the way your faction speaks, so, if you believe that the text i made doesn't fit your character well, you are free to edit the .xml file yourself.
v1.0: (download link: Drive.google.com)
-The first version of the addon, featuring converting any surrendered enemy to your faction. No extra features like options or balancing.
v1.1: (download link: Drive.google.com)
-Added MCM options
-Added random chance for the enemy to decline your offer to join your faction. Also includes attack chance on failure. It's turned off by default, so if you want it, but don't have MCM, you will have to change random_convert_chance_enabled to true in npc_convert_dialog.script (line 23)
v1.1.1: (download link: Drive.google.com)
-Added Spanish translation (Contribution from SniperHellscream)
v1.2:
-Added interaction with my "Intimidate Enemies Into Surrendering" addon. Intimidated enemies have a higher chance to convert, compared to those you put to the ground by giving them a deadly wound.
Enemies, that have been intimidated into surrender, have separate text lines, compared to the wounded ones, so you can set text in the .xml file to one that is more fitting to your situation. (Hopefully the spanish translation didn't break from that change, i don't know if that language requires a different text format)
-Fixed wrong address of one of the ranks, which should hopefully get rid of the occasional crashes during conversion.
-I did not test this addon for very long, so, errors are possible, and, if you encounter any, please notify me.
-All this addon does is basically just tell the game "See this guy? Change his faction to player's faction."
There are no checks for any unusual situations like quest npcs and other scripted stuff. I don't know if changing a faction can break anything. But it seems to work fine on normal npcs; i've even seen them change their travel routes according to their new faction.
So i suggest you avoid changing factions of any important and task-related npcs, because i'm too lazy to add code for edge cases, and i'm not going to take the responsibility if you mess with special npcs and break your game. If an npc's name is a single word, they are most likely quest-related, don't touch them.
Just only take normal stalkers hostage and you should be fine.
-To add the dialog option i had to edit the dialog_manager.script, because i couldn't find another way of doing it. This might break compatibility with mods that edit or use this file.
-I haven't tested the addon in warfare mode, so try it at your own risk. Also, i don't like warfare mode enough to bother with fixing any issues related to it, so you will have to deal with it, sorry.
If you happen to like my addons so much you want to give me money:
I've been told that some people like donating money to modders, and i should try setting up a donation link for myself. So here we are.
Boosty.to
It might be not the most convenient way, but here in Russia we unfortunately don't have that many other ways available right now, due to the you-know-what-crazy-situation.
Also, if you're actually going to donate, make sure the donation sum won't negatively impact your well-being, because i have no clue if i can refund that.
Average
1053 votes submitted.
This is so cool... oh the possibilities.....
love the dialog you put in. also mad respect for putting out these addons mate ur cool af
Finally, finally! Damn, great missed feature. Why developers can't put just these opportunities? No, bruh, let the modders to fix or add some things.
lower your expectations to devs man! These things take time and it is not like anybody wants to wait 10 years for the devs to put in any freaking idea there is in the universe.
Yeah, it's so "hard" to fix a small or unlogical problem by 1 script and 1 text line.. Or I just don't understand something.
Listen stop assuming what i could mean and read again.
I said it takes time not that it is hard.
When you are testing a game you will eventually see more and more things that could be improved so even when a game is released after prolonged testing there will be things you want to extend or Add-on.
dannydealmusic, your profile picture can no longer be ignored. What is this / where is this from? lol
Dont let you fool by the darkness brother! The darkness wants to take your soul! The Monolith wants to protect you! FIGHT AGAINST THE DARKNESS AND BE LOYAL TO THE MONOLITH!
2 Words: Remy Lacroix
i find it amusing that your comment gets instantly downvoted cause we talk about *** lol
Ah... so its a clip from those sexy internet movies.
PS. yes, I recently realised that internet has a voting system, which apparently allows internet npcs to feel relevant by voicing their disapproval over strangest things. I got downvoted for asking a reasonable question. You got upvoted for answering. Internet npc logic.
I love your ideas man, 10/10 👍
Wow ! Very good mod, that's such a great idea thank you !
Yes it is definitely missing from vanilla !
This should work with 1.5.2 right ?
I don't play the game on version 1.5.2, so i can't test it myself.
However, i read the list of old mod files that are incompatible with the 1.5.2 version, and it doesn't seem to mention any of the files i modified, so it *should* work fine.
My suggestion is: just try it. Install and test the addons. If they don't work - remove them, otherwise - have fun.
Make sure to use some kind of a mod managing program, otherwise removing these addons will be a huge pain.
sick ! simple and elegant. and efficient ! gj
"I thought of adding difficulty options like making some high rank npcs have a chance to decline your offer, but it's probably not necessary here, since it's already pretty risky and difficult enough to keep a specific enemy alive and make them surrender."
I honestly thing that would be a great idea, the higher the rank, the more difficult it is, and you could basically add a 0% chance for quest/important NPCs or something? That would ensure a smooth experience without any risks of someone messing up and getting here to complain afterward
Just my opinion though x) I installed this addon as soon as I woke up
The problem with the quest npcs is that different tasks are handled in different ways, and i don't know a 100% certain way to know if an npc is task-related or not. Also, there could be situations when you invited a stalker to your team and then a task related to them appeared later. I'm still not sure how to track all that.
As for the difficulty tweak, i might add that once i learn how to make the Mod Configuration Menu addon work with my addons.
wow, we should add more dialog lines to bring more realism
It's a great ******* idea to invite the person whose comrades you killed to join your team. You can also add the option of giving the gun into his hands and attaching it to your head with the words "shoot!"
Stockholm Syndrom is a thing. Also, i don't know if would have the balls to dare trying to backstab a stalker that just single-handedly wiped out my whole squad and put me into a near-death condition in mere seconds.
>waiting for him to turn away
>shooting the whole clip in the head
>???
>profit
does not work like that in life, if a person who is cornered gets a chance to strike - he will strike. I think only a temporary truce should be added to the mod, after which your "captured" partner would still attack you, or he would agree to join your group, but when your back was substituted, he attacked.
Stockholm syndrome.... And look at the people who had it: Were they armed? Could they fight back effectively? They have seen at least part of what is happening in the imaginary "Zone". Here people are literally lifted into the air and torn apart alive, here "invisible squids" kill whole groups of experienced stalkers, instead of people who have gone to the north, their empty shells come, and with them some completely crazy psychos shouting something about the "Highest good of the Monolith". Do you think stalkers who have seen all this will **** in their pants and not try to stick a knife in your back? I'm generally silent about the military, who if they join you will be considered deserters and the road home to the family will be closed forever. Stockholm syndrome can only be in some punks who did not go further than the garbage, although in the world of the Anomaly, the zone, as I understand it, has expanded and even in the garbage is already very dangerous (There are spawn Chimeras and controllers)
I think it mostly depends on the situation.
For instance, good luck trying to shoot a whole clip from your zone-quality gun, that jams every other shot, in the head of a stalker wearing a Nosorog exosuit and a whole belt of protective artifacts, literally unkillable by anything other than a gauss gun or a huge explosive.
Or, if the captured guy was depending on his squad's protection in this dangerous environment, death of his guards would mean the captor might be his only chance of getting out alive.
Might as well just roleplay a little and pretend you have a good judgement when capturing people, and not give mercy to those that seem sketchy. What if that person's just a rookie and his friends are not actually friends, and they forcefully brought him to work for them in a dangerous area? Or, remember the brainwashed guy in the Sin faction related quest? Once you helped him figure out he was brainwashed, he was also willing to become your companion later, despite previously being enemies with you.
Implementing a betrayal mechanic would be interesting, but i don't know if i would be able to make it work well with situations like you standing in a base full of friendly soldiers. If your hostage suddenly turned on you at that point, he would immediately become swiss cheese. I can't think of a good check for that, except maybe having no witnesses at all? Not sure if it will work. I would also have to implement options to disable that feature, because not everyone would want that to happen.
раскидал по фактам, извиняюсь за много буков. но думаю, что ввести проверку ранга как нпс, так и игрока все-таки стоит, а то прикинь долговца в "Носороге" свободовец новичек захватил ;)
Я могу попробовать добавить эту функцию, но сначала мне нужно будет научиться работать с аддоном "Mod Configuration Menu", так как не все захотят иметь данное ограничение без возможности отключить его.
I think a simple solution for this to make sense would be to do what the creators of Payday 2 originally had for enemy conversions. Claim to strap a bomb to their body that explodes if you die or press a button. They can't exactly say no and are forced to obey you.
Can you make patch for Weird task framework? On a mission where you need to kill a group of people, I captured a bandit and persuaded him to go over to the side of stalkers, but quest was still active.
This problem is not related to Weird task framework.
As i mentioned in the description, the script simply doesn't have a way to deal with the task related npcs.
I don't know yet if can add proper checks for all the situations with important npcs, so i suggest for now you should just refrain from adding quest npcs and npcs with special names(their name is usually a single word) to your faction.
Thank you oh Monolith giving us the powers turning your enemies in your children!
Za Veliki Monolitha!
Cant believe no one made a mod like this before..
Finally a real reason to spare them. Like the dialog, still gonna change it a little bit just to make it more depressing and convincing, heh...
Clashes with Crook's Faction identification UI.
After the faction change, the game stops working. You can no longer save and if you start interacting with anything it will crash.
* Register UI: Dialog
! [LUA] CGameObject : cannot access class member CScriptGameObject::ID!
! [LUA] 0 : [C ] id
! [LUA] 1 : [Lua] ...talker anomaly\gamedata\scripts\factionid_hud_mcm.script(483) : func_or_userdata
! [LUA] 2 : [Lua] c:/stalker anomaly\gamedata\scripts\axr_main.script(246) : make_callback
! [LUA] 3 : [Lua] c:/stalker anomaly\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/stalker anomaly\gamedata\scripts\_g.script(147) : Register_UI
! [LUA] 5 : [Lua] c:/stalker anomaly\gamedata\scripts\pda.script(101) :
Damn, sorry to hear that. I guess i will have to take some time to work on a patch for this addon.
Hey, question, what version of the Crook's Faction identification UI addon are you using?
Are you using it together with Grok's Body Health System patch?
Is there some particular faction or npc that makes it crash for you, or do all of them break your game?
I just tested v1.2.2 on Anomaly 1.5.1 and 1.5.2 without GBHS addon and patch, and it seems to work with my addon without any problems for me. No breaking saves, or crashes.
Also i don't know what kind of interaction you are doing, but after faction change i'm still able to open containers, pickup items and talk to stalkers without any crashes.
Edit:
My factionid_hud_mcm.script from this CFIUI addon seems to be different compared to yours, so i assume you are using an older or a different version of that addon.
Try replacing it with the latest version and see if it makes a difference.(make backups of old one just in case)
Here's the link for convenience: Moddb.com
Hmm.. I'll have to check when I get home from work. No gbhs though. And it didn't really break any saves, just crashed after a few minutes.
Yes I was on wrong version, works now. Sorry for the inconvenience.
Glad to know it worked out for you.
i love this addon
I got to see what new mods there are, and I already have 3 of yours downloaded in 5 minutes, you are a genius chool, thanks
Love the idea, will give it a try on warfare mode to see how well it works.
Have a good weekend.
Confirmed, it does work in warfare mode and with the Warfare A-life Overhaul addon. However converted enemies do not count towards squad count in your PDA.
Had a lot of fun saving dutyers from bloodsuckers then teaching them the way of the bandit, great addon.
Me to the monolith be like : Wake up,wake up,wake up
Been used your mod and I love it, however I have an issue with it, my companions still shoot the converted enemy vice versa, it's kinda annoying tbh, still I love your work man and can't wait for you to update it (if you're planning to)
sorry for my bad english btw
That's weird, it shouldn't be happening.
Are your companions attacking exactly the guy you converted, or did he have squadmates? (There are no checks for squadmates of the enemy, so if he had some, they will not be converted, but will still follow him, and you might have to kill them or convert them as well.)
Is your faction friendly with whatever faction your companions are?
You could try using this addon [click Moddb.com ] to reload your companions' AI. That might stop them from attacking, if they are not enemies with the converted guy.
(That addon is actually where i got some helpful lines of code from, used to update the converted enemy. Without those lines the enemy would just stay stuck not doing anything after conversion. But, knowing that, it's very surprising that the converted guy would attack your friends after his AI was reloaded.)
If you're going to use the addon mentioned above, make sure you don't already have a ui_keybinding.xml file installed from another addon. If you do, it will need editing to work properly with others.
Regarding updating this addon, i'm not planning to add much more to it, except for maybe a couple of extra options and difficulty tweaks. Perhaps also some kind of a fix for quest npcs and enemy's squadmates, if i will feel like doing it, but not likely, because it's a huge pain to work on that.
Yes, they just attacking Bandits and a freedomer i've converted to my faction and on one occasion the converted guy chasing after my companions even though I ordered them to stand down, as far as I remember we killed their squadmates leaving the wounded alone. And no you know Duty relationship with Bandit and Freedom are kinda 'special'
also I noticed that others Dutyers and other factions that's not part of my team seems to forgive them and move on, so this problem only affecting companion
And thanks for recommend the addon, will check it later
So great mod and all especially if you dont want to chose between murder or murder the one you captured, but want an other choice.
Anyways, I came across a "thing". I was a clear sky guy clearing swamp from renegade, (you know, everyday CS stuff) when a guy surrendered. I thought great time to use the new mod I just installed. So the renegade became a CS, as intended, but he didnt appear on the PDA as a CS and the point was still renegade. I used F7 to get him into my squad so the point could be captured by my actual faction members. In the end I captured it, but I had to use cheats. So I was wondering if thats a bug, or the mod is just not for warfare.
As i mentioned it in the description, i never tested this addon in warfare mode. I don't like that gamemode, so i don't feel motivated enough to play it and fix any problems related to it.
it's okay tho, I got around it anyway. I think I missed it when I first rushed trough the description... sorry.
kinda cursed when you recruit a renegade or when you're a military and you recruit stalker's but still nice lol
Could you please implement what you said in the description? About higher rank stalkers having a higher chance to decline, that would preserve some balance imo.
I'm currently working on updating the tracking addon, but, once i'm done with that, i will definitely add that option to this one.
It might take a week or two, depending on what problems i will face.
Can't wait for further updates!, great work