This addon aims to greatly extend the 'Dynamic Faction Relation' feature and make it fully customizable for players and mod-pack creators alike.
I was inspired by other addons which improved on the vanilla code, most notably the one by Vintar0 which merged the addons by Yastin and Favkis_Nexerade and tweaked the implementation of Tronex which is based on the original addon by DoctorX and av661194.
My Goal is to modify and extend the feature even further, adding MCM options for most of the key parameters to provide a fully customizable experience and add a few new interesting additions that I personally liked to see included.
In short: What this addon will do is enabling relation changes for all previously 'blacklisted' factions such as Renegade, Sin, UNISG and Monolith with other factions while applying a (user-)defined rule set to how these changes will apply. That way their relations may not change too fast or in a way which would completely go against the lore. So, for example, while it is now possible to improve relations with Monolith by killing their enemies it will not be just as fast as building up an existing relation with a neutral faction. That said, there’s nothing stopping you anymore of changing that on the fly via MCM.
I highly recommend using my other addon "Show All Faction Relations in PDA" so you can actually see all Relations between Factions in your PDA instead of it being limited to the major ones.
MCM and Modded Exe's are absolutely required for this addon!
Please make sure that the option 'Dynamic Faction Relations' is turned on:
2.2.2
CRITICAL BUGFIXES:
Revised and Fixed Creature "Neutral" Feature:
Combat related Dynamic News and Relation Change Features:
Other tweaks and fixes:
2.2.1:
2.2.0:
Refactored, fixed and added MCM options:
-- the more allies the victim had, the greater the relation gain between the factions hostile to the victim. Enemies of everyone (ex: Renegades) get very little relation gain
-- the more enemies the victim had, the greater the relation penalty between factions allied to the victim
Actor Faction Dissatisfaction:
'Creature Feature' Fixes and Enhancements:
Minor tweaks and fixes:
Rule Changes:
2.1.1: Fixes missing NPC death news (e.g. SOS) that was due to some botched monkey patching, minor additions for good measure and fixes to things I overlooked:
2.0.6: Fixed error in calculation causing extremely low relation gain. Added dynamic relation gain when gaining/losing goodwill in events such as fulfilled or failed tasks. Actor Faction Dissatisfaction is now reset to 0 when changing factions and is not carried over to the next by mistake. Changed default goodwill gain chance on relation change to 2% instead of 5%. Changed slider in MCM to allow 0.01 increments.
2.0.5: Reinstated "Important NPCs" list due to there being a lot of special NPC spawns which are not caught by my replacement function thus leading to way exaggerated relation changes. - Added distinction for Important and Special NPCs for the chance calculation and the change value calculation (special NPCs have a 25% higher chance to trigger a change and their base death_value is doubled).
Not a change but an important observation: If you kill someone while disguised then the kill counts against/for the faction you disguise as! I may add an MCM option in a later update to disable self-reporting as the disguise faction.
2.0.4: Temporarily disabled some code which is part of a work-in-progress feature. It was reported to cause crashes so I will do more testing and possibly rework it when I'm continuing to work on that part.
2.0.3: Fixed a bug in Zone Activity causing relation change values to become too high. Moved WTF patches to optional install folder and changed load behaviour of patches to avoid issues.
2.0.2: Added another WTF patch. Should be working fine now. Fixed load order issue which accidentally disabled Randomizer feature. Fixed creature feature relation value reset combined with start-variance when enabled mid-game. Fixed encoding issue in rus 'st_dynamic_news_expanded.xml'. Applied catch condition for empty task_cache in patched 'xr_conditions.validate_assault_task' which hopefully eliminates rare crash.
2.0.1: Re-Reworked Observer/Witness finding processes almost from scratch for active and delayed death reporting to minimize potential stutter. Added MCM switch to turn off delayed death reporting if needed. Fixed some minor errors. Reduced regular 'Actor Faction Dissatisfaction' probation time between stages to 11 hours after last friendly fire.
Utilizing Yastin's approach of One-Way-Pairings and taking notes from Vintar's implementation I have created a comprehensive rule-set considering all factions and how they would be reacting to each others demise according to their lore and history among each other. I also removed the previous blacklisting of certain factions (Monolith, Sin, UNISG, Renegade, Zombied) so their relations will actually change over time.
Examples:
As of 2.0 effectively all of the dynamic_faction_relations.ltx file settings are overridden by my addon. In the Section 'Rules' (previously named 'FR Limits' you will now find switches to 'blacklist' factions from relation changes, blacklist specific 'faction pairs' as well as options to set 'One-Way'-Pairings.
Compatibility with existing modified 'dynamic_faction_relations.ltx' configuration files:
The original LTX will be loaded but mostly ignored by my addon as it comes with its own configuration file. If you however want to utilize an existing configuration file based on the addon by Vintar0 or the original from Yastin instead, you can just untick the appropriate "Manage" settings in General>Main section in DFRC's MCM options:
The function governing the relation change calculation has been completely refactored. Now, instead of the game just flipping a coin twice it will take other factors into account to determine if a change should be considered or happening and allows both positive and negative changes for the same casualty (this was an either-or chance before). The "base chance for a faction to ignore kills" is now changeable through MCM and by default set to 75% which should approximate the original frequency of occurrences. Additionally you can let the game take the victims rank into account, which will increase the chances of factions to react by decreasing the "chance to ignore". You may want to increase the ignore chance up to 100% if you play with the victim rank option though to balance it out. There is also chance limiter you can set for this chance to calibrate your experience.
"Deadly News": If the new feature "Observer/Witness based chance modifications" is enabled, chances for relations to change will depend on who (if anyone) witnessed or reported the death of another stalker or monster. If there are no witnesses the killer itself might report the kill if it benefits him. Private factions always report their kills with their group and their allies, however, they usually don't share that information with the public. In any case it then lastly also depends on the observers rank and reputation if their report is affecting relations. Functionally this setting will sometimes drastically reduce the amount of relation changes happening while increasing immersion: Since it is tied with the Dynamic News Manager you can be sure that whenever you read someone reporting a kill then relations were certainly affected!
Yet another addition is the possibility to enable Goodwill changes along with Relation Changes. Here you have the option to enable only negative changes on friendly fire or to enable positive ones as well. The change value is internally split 50/50 for most situation to not have relations escalate too quickly. This feature is set to "Loss on 'Friendly Fire' only" by default, but you can disable it any time you want.
"Actor Faction Dissatisfaction": Disabled by default. If this and goodwill change chances are enabled then your faction will have a strong reaction to losing goodwill due to friendly fire or other means. If you get into negative goodwill values or accumulate a loss of 100 or more later in game your faction will put you on 'probation'. If you regain enough goodwill within 11 hours your status with the community becomes normal again. If however you lose more goodwill your status will go to the next warning stage. A warning is shown for each of the 5 stages in which you still would be able to redeem yourself. If you fail and get to stage 6... well you will be kicked out of your community and will be declared a 'Renegade'.
The base calculation has been build on top of the improved calculation from Yastin's Addon in Vintar's merge. Here is an description excerpt from Yastin's Addon which probably describes it best:
"Lower relation change values in general. Relation change value changes depending on the victim faction's own relations.
Factions with many enemies are worth less of a bonus. Monolith are everyone's problem, after all, you have to kill many to make a dent and gain some real recognition.Factions with few enemies are worth less of a hit to their buddies. The more friends you have, the less your individual troops' deaths effect each, after all"
So the way the game handles changes in relations now boils down to this: If a faction 'cares' about the demise of someone (or 'something' - I will get to that later) it will raise or lower their relation with the faction responsible for the victims death based on several factors:
If the victim was an enemy to them as well:
positive relation change value = death_value * rank_factor * reputation_factor * num_friends_and_neutrals * pop_not_factor * relation_gain_factor
If the victim was neutral or allied to them:
negative relation change value = death_value * rank_factor * reputation_factor * num_enemies * pop_not_factor * relation_loss_factor
You will find the switches to disable relation changes with - and between - specific factions here if you want specific relations to be fixed.
With opening up the Dynamic Relations to every faction some limits had to be set to still provide a 'lore-friendly' experience. I'm talking Limits like Freedom and Duty should never become Allies, or Monolith should never come to a ceasefire agreement with anyone except maybe Sin. The default settings are mostly an interpretation/conversion of what Favkis_Nexerade had implemented in the 'Fluid Relations' addon:
"Addon for dynamic relationships that removes some limitations, like stalkers and freedom/duty can't become friends.Now all factions can change their relations with each other, but there are limits that make sense.
On example: stalkers may change their relations from bad to excellent with duty, freedom and clear sky, but can never be hostile to them.
Freedom and duty may declare a cease fire, but that will be very temporary, because their relations can't go higher than bad.
Army may declare cease fire with many factions, but will never be friendly to anyone but scientists."
With my set of MCM options you can of course flip the script entirely on its head if you choose. It's up to you.
The following switches can be set for every combination of factions:
Alliances*:
Ceasefires*:
Note that these settings will apply to existing save as well, so you may see a bunch of alliances expiring or ceasefires being declared if your save game was set to be fully dynamic without restrictions.
If you, like me, were getting tired of the game showing such clean-cut starting relations of 0 and -2000 for neutral and enemy factions respectively then you will probably like this feature.
In the MCM options in 'Randomizer' you can enable and set a 'Variance' Value for Start Relation Values and also customize how relations will be reset when they reach their highest (5000) or lowest (-5000) limit respectively.
The Start Relation Variance will only be applied to new games but the Reset Values will apply to existing saves as well.
As of version 1.2 the max selectable value for 'Start Relation Variance' to be as high a 2500 if anyone chooses to. Default remains 300. Just be aware that a variance over 2000 or even just over 1000 will drastically change starting relations ;) - To accommodate that, without necessarily having to click through all the rules, you can just disable the "Never Enemies" and "Never Allied" rules overall here to go for true mayhem...
Known 'Issue' regarding the Start Relation Randomizer: Some same Faction relations are also potentially changed after the function has executed, meaning that it may result in seemingly hostile Stalker vs Stalker Relations for example. Apparently though the game corrects that after saving and reloading because it reverted back to 300 in my testing later.
Examples:
This is an extension to the existing Relation Change System which, if enabled, allows Relations between Factions to change based on their relation to Mutants. This section allows for extended gameplay features like making creatures behave more neutral towards factions which are friendly or allied with them. Note that "Neutral" only provides a very slim chance that mutants will not attack members of that faction, but friendly and allied should notice more significant gameplay changes.
You can adjust the factor for the death_value and choose which faction is 'Friendly' to (some) Mutants meaning you lose sympathies with that faction if you kill the ones they are 'Friendly' with. If a faction is allied with Mutants then higher ranking members of that faction may even be able to befriend them.
Example Scenarios when using default settings:
Why are Sin allied with Mutants in my setting? Well mostly to make them have another 'cause' perhaps and on the 'why mutants ignore them' topic: we might just assume Sin members somehow posses the ability to make mutants tranquil and thus not treat them as a threat.
Edit 22-SEP-2023: Well whatdoyouknow... I've been informed that this (at least for Sin) was already a thing back in earlier days in another mod called "Legend Returns" for CoC. Also also: I found a mod which focuses solely on Sin and even adds a new guide for them. It may need some patches and I might even provide them myself when I get to it but for now: if you are not running any of the conflicting mods, this should round up your experience as Sin Player nicely: SIN UPGRADE SOFTWARE [1.1.1]
Use the Mod Manager of your choice. If you did a manual install please make sure you remove all files from previous versions of DFRC.
Version 2.2.2: CRITICAL BUGFIX:Fixed nil index crash in mutant relations module. Revised and Fixed Creature "Neutral" Feature: NPCs Neutral/Allied to Player should now change to default behaviour and attack mutants when player is attacked unless they are allied with mutants. Important NPCs should be able to fight mutants in case they attack the player but they themselves will never be targeted by them. Combat related Dynamic News and Relation Change Features: Added option "Trigger Chance on NPC hit". Added cooldown of 5-10 seconsds to Dynamic News Messages regarding combat. Delayed Death Reports are now restricted to current map by default. Other tweaks and fixes: Fixed unlikely but possible issue which would occur if notoriety factor would evaluate to 0.
Version 2.2.1: CRITICAL BUGFIX: Fixed issue of relations landing on -1000 or 1000 and then being stuck and not improving/decreasing respectively. Thanks to 'Kenesiak' for finding this bug! - Rule Changes: Mercenaries are affected by all kills except zombified stalkers or mutants. If you are upgrading from a previous version you will need to apply that change manually for each faction pairing or just reset all "Rules" pages to default if you haven't applied any changes yourself. - Added Option "Creatures ignore Important NPCs" to Creature Feature. - Companions report on other companions by name also or not at all if it would be gossip. - Disabled "Notoriety Factor" for Relation Changes triggered through Monster killed to balance relation change values by monster type.
Version 2.2
Refactored, fixed and added MCM options: Added option to disable the vanilla multiplier based on neutral/enemy faction count towards the victim faction when calculating Relation Changes. - Added option to modify the amount of Goodwill gained/lost on Kill based on Relation Change Value in % - Added new submenu in "Rules" which lets you globally turn individual parts of the ruleset on and off, such as: Alliance/Ceasefire reset, Upper/Lower Relation Limit, Alliance/Enemy Restrictions etc. - Added customizable values for 'Upper' and 'Lower' Relation Limits per faction pair. Not enabled by default. - Got rid of some nasty typos and copy/paste errors introduced in the last version. Actor Faction Dissatisfaction: Refactored code and simplified Approbation Evaluation while still maintaining the intended gameplay: if the player can accumulate a certain amount of goodwill within 12 hours, the Alert Level decreases, if more Goodwill is lost than gained, or the player simply does nothing within the probation period, it will increase. 'Creature Feature' Fixes and Enhancements: Rebalanced death value calculation for mutants. - Settings for Zombified Stalkers are no longer needed there. - A new option 'Neutral' was added to allow limited neutral behavior of monsters towards any other factions. Mutants may remain neutral until attacked. - Added a patch for offline combat simulations which should ensure creature friendly factions will not kill creatures "off-screen". - Modified 'validate_assault_task' patch. Now friends and allies of mutants should not receive any "Cull Mutant" Tasks. Minor tweaks and fixes: Companions now report the player by name when reporting a kill but wont say any "i just heard gunfire" gossip lines anymore. Reduced "Special" NPC death value bonus multiplier from 2 to 1.25 because it feels way to high when using mods that add a lot of non-default spawns (i.e. the Re:done Collection addons, which I absolutely recommend.) - Added a cooldown time for displays of gossip death reports coming from the same NPC. - Rule Changes: Mercenaries and Monolith now have Ceasefire option enabled and Mercenaries will be affected by killed Monoliths.
Version 2.1.1 * Fixed/added some code to re-enable all the SOS and witness messages in my Dynamic News Manager Monkeypatch. * Fixed "Private Channel Data Leak" not always working. Now you really can listen to all the chatter if you set the chance high! * Added force-enable checkbox for the "Dynamic Faction Relations" setting (enabled by default). Now you'll have to willfully turn it off but it ensures that the addon works out-of-the-box. * Added Multiplier for goodwill gained on tasks. Works with and without the recently added Task Goodwill features. * Relation Gain Factor will default to 1.0 if affected faction == active faction. So no more reduction of Goodwill points earned when completing tasks for your own factions. Relation Loss Factor will still add the Victim Factor if enabled. * Default values for Task Goodwill Conversion should properly load from the ltx now. * Removed "Never Enemy" default rule setting from "Mercenary vs UNISG".
version 2.1: DFRC now uses monkeypatches for all its modified dynamic_news_manager functions;
Added proper "Relation Loss Factor". This is enabled by default but can be disabled in MCM.;
Added "Dynamic Relation Change on Task Completion" options; The minimum and maximum amount of Goodwill in % that is retained when the players factions becomes hostile with another (if that feature is enabled) can now be adjusted from 0 to 100% in the 'Randomizer' settings. Also the reset is now only happening if the player has any positive goodwill with that faction at all.; Companions will not mistakenly report you as killer just because you were near an unreported victim.; Fixed crashes in "is_faction_unaffected", "is_faction_pair_unaffected" or "faction_cares" when non-player faction is used as parameter (a.k.a. "Arena Crash Fix"); Added patch which will make sure arena_enemy is set up as enemy to everyone else so there should be no more reputation loss or anything.
version 2.0.6 Fixed error in calculation causing extremely low relation gain. Added dynamic relation gain when gaining/losing goodwill in events such as fulfilled or failed tasks, so now your actions are affecting faction relations more than before. Actor Faction Dissatisfaction is now reset to 0 when changing factions and is not carried over to the next by mistake. Changed default goodwill gain chance on relation change to 2% instead of 5%. Changed slider in MCM to allow 0.01 increments.
version 2.0.5: Reinstated "Important NPCs" list due to there being a lot of special NPC spawns which are not caught by my replacement function thus leading to way exaggerated relation changes. - Added distinction for Important and Special NPCs for the chance calculation and the change value calculation (special NPCs have a 25% higher chance to trigger a change and their base death_value is doubled).
version 2.0.4: Temporarily disabled some code which is part of a work-in-progress feature. It was reported to cause crashes so I will do more testing and possibly rework it when I'm continuing to work on that part.
version 2.0.3: Fixed a bug in Zone Activity causing relation change values to become too high. Moved WTF patches to optional install folder and changed load behaviour of patches to avoid issues.
version 2.0.2: Added another WTF patch. Should be working fine now. Fixed load order issue which accidentally disabled Randomizer feature. Fixed creature feature relation value reset combined with start-variance when enabled mid-game. Fixed encoding issue in rus 'st_dynamic_news_expanded.xml'. Applied catch condition for empty task_cache in patched 'xr_conditions.validate_assault_task' which hopefully eliminates rare crash.
version 2.0.1: Re-Reworked Observer/Witness finding processes almost from scratch for active and delayed death reporting to minimize potential stutter. Added MCM switch to turn off delayed death reporting if needed. Fixed some minor errors. Reduced regular 'Actor Faction Dissatisfaction' probation time between stages to 11 hours after last friendly fire.
version 2.0: Deadly News Update. Added "Observer based Relation Change Chance Calculation" (say that 3 times fast...) or you could call it "Dead men tell no tales" mode. This feature is complemented by the "Delayed Death Reporting" feature which may lead to you being caught anyway if anyone in the area suspects you. Also added a delightfully subtle penalty system for friendly fire which, if enabled, will urge the player to make amends for killed friendlies by earning back goodwill within time lest he wants to be kicked out of the faction. Also added a crash fix for WTF. Oh and I added back in some Zone Activity Text from the Dialogues Expanded Addon and made these news items actually have an impact on faction relations.
version 1.2: 'Zombies and Goodwill' update: Added settings across the mod to include Zombified Stalkers faction. Refactored Relation Change Calculation function and added adjustable chances for triggering a change as well as chances for Goodwill Gain/Loss (if enabled). Relation changes with the victim faction have an increased chance now, so has Friendly Fire, if enabled. Starting Relations Randomization can lead to extreme outcomes now if players choose to use a high variance. All dynamic faction relation settings from the LTX can now be overridden and changed within the MCM module (now renamed to 'DFRC').
version 1.1.1: Fixed a crash where game tries to read 'reputation' but finds 'nil'
version 1.1: Fixed some text errors. Добавлен русский перевод для MCM через Google Translator.
version 1.0: Initial Release featuring 'Adjustable Relation Change Calculation Options', 'Faction Relation Limiter', 'Faction Relation Start and Reset Value Randomizer' and 'Creature Feature'.
Minor:
Major:
Feedback and feature ideas are welcome and will be properly credited!
There should be no conflicts with files anymore.
DoctorX and av661194 for the original DRX Dynamic Faction Relations.
Tronex for the enhanced port TRX: DYNAMIC RELATIONS (1.1) as it is included in the current vanilla Anomaly.
Yastin for Yastin's Dynamic Relations Fix and Favkis_Nexerade for Fluid Relations
Vintar0, who merged and improved upon Yastin's and Favkis_Nexerade's addons:
YASTIN + FAVKIS FLUID DYNAMIC RELATIONS 1.0.5
hexef, who had a list of important NPCs ready in their plugin "TOUGH IMPORTANT NPCS AND COMPANIONS [1.5.1]" - Hope hexef didn't mind me using it.
And Special Thanks to everyone for the positive feedback, improvement ideas and bug reports!
-- dEmergence
Average
1056 votes submitted.
10\10 - потому что даже читать описание было уже интересно! сейчас скачаю и попробую на вкус:) но, в любом случае спасибо за работу. наверное ушло не мало времени и сил.
цитирую - потому что даже читать описание было уже интересно - Уважаемый автор: в этом аддоне все MCM меню на английском языке!!!!это сразу отталкивает, так как я не знаю английский. не могли бы вы сделать русский язык дополнительно?! я знаю язык но я не знаю язык what a f*** men ? сам то почитай что написал или ты бухой?
(buried)
ЧЕ ТЫ СУЕШЬ НОС КУДА НЕ ПРОСЯТ? сиди там помалкивай!
будь адекватнее и пиши текст не так агрессивно для начала
Уважаемый автор: в этом аддоне все MCM меню на английском языке!!!! это сразу отталкивает, так как я не знаю английский. не могли бы вы сделать русский язык дополнительно?!
Добавлено сейчас в версии 1.1, оно переведено Google, но я надеюсь, что этого будет достаточно, пока я не найду кого-нибудь, кто поможет мне с правильным переводом.
СПАСИБО. такой вопрос: если оставить все параметры аддона по умолчанию, то изменений отношений не происходит! вот что я имею ввиду: я играл за "ренегаты" около 1 часа; все это время я находился на свалке и убивал врагов - "одиночки", "военные", "долг". бандиты находились рядом и видили это! НО ОТНОШЕНИЯ С ИХ ФРАКЦИЕЙ ПО ПРЕЖНЕМУ "0". может я чего-то не понял?! перед этим аддоном я установил ваш другой аддон из описания выше "показывать все группировки" (он работает нормально).
Пожалуйста! Пожалуйста, проверьте в настройках аномалий, включен ли переключатель «Динамические отношения фракций» в «Зоне»/«Общие».
nice work keep it up
Thank you! Will do
GSC should hire you right now. This is awesome!
Thank you very much! I'm glad you like it :)
GOATED
Not sure if I want to know what you mean by that XD
GOAT = Greatest of all time
cool :-)
Thanks! :)
попробовал включить "динамические отношения группировок" в настройках игры. вылетает игра во время загрузки. начинал новую игру:
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : C:\anomaly_src\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: ... dream collection\gamedata\scripts\game_relations.script:1053: attempt to call method 'reputation' (a nil value)
stack trace:
Спасибо за сообщение. Должно быть исправлено сейчас, попробуйте новую загрузку.
For those who got the same error: It should be fixed now in 1.1.1.
Игра теперь не вылетает. НО: отношения не меняются! начал новую игру за ренегатов на поляне. рядом 3 бандита. убил 2 бандито, а от третьего убежал. открываю КПК , чтоб посмотреть результат. Результат = 0 0 0 0 0 0 0
почему так? я же убил тех двоих на глазах у третьего, а отношения не изменились.
p.s. настройки аддона не трогал. Только включил динамические отношения в настройках аномалии
В этом есть случайный элемент, поэтому изменение отношений не всегда происходит для вовлеченной фракции или любой другой. Кроме того, код, который я коснулся, не учитывает, является ли какой-либо NPC свидетелем инцидента. Он просто случайным образом выбирает, какие отношения фракций могут (!) измениться, а затем, так сказать, снова бросает кости, если изменение применяется. Если бы отношения не изменились, я бы начал беспокоиться.
Why is freedom angry when mutants are killed? Is it because they want to **** them?
Maybe they think they are cute? Joke's aside, I thought it would make sense to make freedom care.
I'm curious, why do you say that? they took in charge to defend the barrier by themselves, it's most likely the faction that kills the more mutants in the game, no ? Or i'm missing something
Hm that's true, I almost forgot that they also defended it against mutants and not just Monolith and Zombies... They just struck me as the most likely candidate to have an animal loving nature to them too which could extend to mutants but I suppose one could argue that if necessary they are still ready to defend themselves and others against them.
Have a patch for warfare alife overhaul? If I overwrite warfare I get crash, trying it with warfare overwriting your mod now.
Not yet, but I was already planning to try out warfare at some point, I just haven't gotten around to it yet. When I do I will see what needs to be patched and include it!
Edit: I just checked the files from "Warfare ALife Overhaul" and the only file in common is game_relations.script. However my version of the file should not conflict with the one included in warfare overhaul as there was no change specifically for warfare, just fixes applied which my version also contains. - Can you tell me what your crash log states, please?
У меня нету всех вкладок с настройками, которые показаны на снимках экрана. Ещё игра вылетает после того, как я пытаюсь поговорить с сидором. Текст ошибки скопировать не получается, но вроде он такой же, как в сообщении выше.
Вы можете найти файл журнала, который также показывает ошибку внизу, в папке (папка вашей аномалии)\appdata\logs. Пожалуйста, скопируйте последние строки, содержащие текст ошибки. Мне было бы полезно знать, что там на самом деле написано.
Я сделал всё ещё раз, но без других модов и теперь этот мод вообще ничего не делает. Игра не вылетает, но никаких изменений в ней тоже нету. Всё ещё нету настроек, показанных на снимках.
Странно... Но у вас же установлена последняя версия MCM, верно?
Привет. Внеси пожалуйста изменение, за фракцию зомбированных. Что бы была возможность не сражаться против мутантов, играя за зомбированных )
Нет проблем, я включу это как опцию в следующем обновлении!
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
2 : [Lua] d:/games/anomaly\gamedata\scripts\game_relations.script(779) : calculate_relation_change
LUA error: d:/games/anomaly\gamedata\scripts\game_relations.script:779: bad argument #2 to 'min' (number expected, got nil)
Check log for details
stack trace:
That is an odd one, are you by chance playing the Zombie faction? I will release an update for that shortly.
Нет, я включил режим войны группировок, где поставил галочку "зомби как фракция", может из-за этого?
Да, скорее всего, это и есть причина. Это будет исправлено в следующем обновлении!
Updated version 1.2 has been released which should also fix errors when enabling zombies in Warfare, among other cool new features!
Very good mod imo, it greatly improves the logical aspect of dynamic relations. To me, you actually "fix" the flaws of the original implementation and then improve and extend its mechanics. Great work :)
If you manage to add this "witness" feature, it will be perfect!
Thank you, I'm very glad to hear that! I think I already have a solid clue for that feature and did some preparations. In fact an early draft of the new function already lingers in the game_relations script file if you are curious ;)
Sin in the mod “Legend Returns” actually was allies with the zones mutants, to the point, that when they fought another faction you’d often see them accompanied with other humanoid mutants in their squad. Burers, pseudogiants, bloodsuckers even!
With this, we are actually able to bring that Key defining trait of Sin into Anomaly now.
Another thing to mention is that sin and monolith ******* HATED each other in Legend Returns, their dynamic was much like that of Shia and Sunni fundamentalist Muslims, as one faction worshipped the zone in its entirety as a God/goddess while the other worshipped the Monolith Crystal that is the wish granter.
Interesting! Well I'm glad I hit the right spot there.
I really like the idea of this mod it actually bring the Faction Relations to life
Indeed, thank you!
bro i dont get it how it works, fr
what exactly are you struggling with? maybe I can find a better way to explain it here :)
I'm not the author of the message but since they brought the topic up, i'm confused on the One-Way Relation section, like what does each option do in the game? i tried to understand but it became even more confusing for me.
One-Way Relations work like this: By default, whenever a npc dies the game iterates through all stalker factions and checks if and how that npc death affects their relation to the killer. Example: Lets say a Loner kills a member of the Military. In Vanilla Anomaly you could then see the Loner faction lose Relation Points with the Military and the Ecologists as they are neutral to each other. Same happens if that Loner would then kill an Ecologist. However, with a One-Way Pair set the way it is in my addon you would see Ecologists will disregard the death of a military member while the military will still be affected if an ecologist was killed.
Cheers for the response! so basically the X vs. Y just means what faction gets affected by a death of the other
So if i set X to be unnafected, that means if Y dies by Z, then X doesn't care, but if X dies, Y cares and likes/hates Z depending of the relation with X
Precisely! You're welcome!