Creates a linked set of varied tasks to take you throughout the Zone. Makes an actual game out of CoC with a start and a finish for each faction. - Added dozens of new tasks and several new task types. - Infinite replayability; playthrough will never be the same even if you play again as the same faction. - Storylines and tasks are dynamically assigned, tasks and task targets are more varied and random. - Added the ability to change factions. - Increased immersion with NPC dialogs; NPC's now only have one task to offer at a time and you can only accept one task at a time from a particular NPC. Whether an NPC has a task to give and what that task is changes every few hours. - Task rewards are now more varied and balanced. - Increased the odds of finding a mechanic toolkit in a stash. - Compatible with CoC 1.4.22
Time to play it on Ironman with the desolation addon.
I can see that 1.4 with this and AO3E will be a must have, cant wait.
hello :) how is is different than Dynamic quests for all factions 1.3.20(Ap-pro)v3.5 addon ?
From russians translate:
Добавляет сюжетные цепочки связанные различными задачами, чтобы послать вас по всей Зоне. Делает реальную игру из СоС от старта и финиша для каждой фракции. - Добавлены десятки новых заданий и несколько новых типов задач. - Бесконечная реиграбельность; прохождение никогда не будет прежним, даже если вы снова играете в той же фракции. - Сюжетные линии и задания назначаются динамически, задачи и ниеелевые задачи более разнообразные и случайные. - Увеличение погружения с диалогами НПС; НПС теперь дает только одно задание, котое предлогает одновременно и вы можете принять только одну задачу одновременно от конкретного НПС. Будет ли НПС иметь задачи, которые даст и задание меняется каждые несколько часов. - Награды теперь более разнообразные и сбалансированные. - Увеличены шансы найти инструменты в тайниках. - Совместим с СоС 1.3.20 - совместим с официальными модами оружия (см. readme)
You take quests from "Dynamic quests for all factions 1.3.20(Ap-pro)v3.5" ?
It would be cool to combine the two mod and add to patch 1.4.
To fix some underlaying issues with the task system a lot of changes were made to it in 1.4. So it can't really be easily merged, at least not by me. This job is best done by the creator who is familiar with his code. I hope maybe he was working off an existing fork of CoC repo, then his job would be easy as a Git merge.
hey man i really want to known if you gonna update the Doctor questilines and dynamics factions to CoC 1.5 R6
Yaaay a doctorX release
Edit: compatible with itemsoup for CoC/STCoP? (please)
how are they not compatible i use both ?
"A start and finish for each faction" Does this mean that the game can end? Or do you continue to freeplay after you finish the final faction quest? And do you still get non-primary faction quests after completing all the primary ones, if freeplay is possible?
The questlines have an end, depending on the choice you make at the end you can continue in freeplay if you want. You will still be able to get dynamic tasks from NPC's.
hey man i really want to known if you gonna update the Doctor questilines and dynamics factions to CoC 1.5 R6?
Will this work with Warfare and Dynamic Quests?
Not unless adaptations are made it seems. From playing it, it references named NPCs, which warfare doesn't really have.
any update on this cause i use the warfighter damage thing
I doubt this is the priority of the dev.
That has nothing to do with it, "warfighter" is the damage mod warfare is an npc mod, they don't affect each other. warfighter and dynamic quests on the other hand, may have some conflicts.
Does this work with outfit addon?
Yus
That's amazing!
does the mod work (even if don't think it will) with saves, i mean does it need a fresh start ?
You need a fresh start....
After completing a quest, can you take on another storyline quest with a friendly faction (say you pick Clear Sky, can you do the Duty storyline afterwards)?
Shame i dont have an internet conecton, else i would have played the living **** out of this addon.
Hope its compatible with the outfitt addon, cause otherwise i will have to drop my merc radiation suit for some good old questline missions.
As always, keep up the good work. Your a hero in my book.
I don't think the questlines will affect the outfits at all, but you're free to check out.
Wait, you don't have an internet connection?
Images.akamai.steamusercontent.com Isn't this a little.. extreme? (spoilers)
I was annoyed with bandages. That's just crazy.
i had to aquire 16 Hercules... i struggeled to find 5
Well I'll be damned! Time to return to the zone (didin't play since 1.4 got out -> played fallout 4 too l
This is gonna be good DRX is making all the mods I like! Like desolation for example=D
Is this just an add-on for an already created mod or, can I use it in CoP? If not for CoP, is there a recent update for the mod in question?
Most addons for Call of Chernobyl have either been adapted or created specifically for Call of Chernobyl, so no, any CoC addon you see listed here will not work with Call of Pripyat. CoC is a standalone Call of Pripyat mod with many, many core changes making it practically it's own game.
OK then, I don't need SoC to install this game, right? Just install it like Lost Alpha? This is great if that's the case.
Edit: I think it does need the the original CoP game to run it. I was just on your forum or, the forum and read about installing the mod. Please concur. Thank you.
I'm also using W7, if that helps.
Forum.epicstalker.com
You need to run the original Call of pripyat game at least once because when installing CoC it checks if you have the game so it can be installed in its own directory or where ever you choose.
You dont actually think you can play this game without owning the original did you?
you can trick the installer, you just need to know your way around windows registry
Actually, yes. There's many post dictating it's a stand-alone game so, that's why I asked. I've been playing LA of which is stated to be stand-alone and it's just that, I didn't need to install or, have the game check for anything else.
As for owning the original? I own them all so, installing it is no problem.
L.A. team had direct permission from GSC. They were even given the source code at one point (which is how it was leaked). What we are doing is without permission so we have to check if you own CoP. But GSC usually doesn't care what people do as long as it is non-profit.
Ah, OK then. Thanks.
This released just after I got good stuff in my current play through :T
My very first task. Go from cordon, all the way to yanov in the beggining of the game. Woowoo roadtrip. And im liking the new sidequests aswell.
Very impressed with your work man.
Thanks!
One question though. I noticed i havent gotten any mutant meat/parts nor supplies sidequests from npcs. Have they been removed, or am i just unlucky and never get them?
They are still there. The odds of getting them are just reduced since there are more tasks available.
One final question. I swear. :)
I was wondering if it would be possible to add rarer weapons to the reward system of sidequests. For instance, im playing with AO, so there are plentybof unique weapons that can only be obtained by certain traders. This is a problem if im playing as a bandit or monolith, since these traders will be hostile the whole time.
However having these quests, maybe it would be possible to add these weapons as rewards for finding artefacts. I recently got my hands on a wrenched that a duty bro wanted. Probably to set it on fire or whatever duty does with artifacts these days xD. And in return he gave me a groza-4. Dont get me wrong, groza is awesome, but it aint worth a wrenched. Would have been more pleased if he had for instance an Ak-12 in 7.62x39 since that seems more worthy of the trouble.
Tell me what you think about the idea of adding rare weapons to the quest reward system depending on what weapon pack players use.
I already added this feature, actually. Most tasks have a random reward that could be cash or could be an item of equivalent value. Some tasks have rewards that are strictly rifles. The weapon pool is the same for tasks and rewards so even if you can't visit a trader you could get one as a reward.
Damn, theres somethin else that came to mind. Is the script of the tasks sensitive to faction relations? For example, does it support custom faction relations. Cause usually i like to set loners and mercs as hostile. If i do this will i have issues with the questlines, or does the script recognize the change and makes my loner character avoid quests with mercs?
That is another feature I added. For most of the tasks, the target is selected as either an enemy faction of both the task giver and the player or, if there are no common enemies, an enemy of the task giver. So using this with custom faction relations is no problem.
Does this work with warfare?
Never tried, but probably not.
It does, on 1.4.22 at least
wdym i tried it with warfare mode it keeps crashing everytime i tried to talk with anyone
This compatible with RC 1.4?
Not currently. Once 1.4 goes live I'll update this for it.