Traders, mechanics, and some questgivers immediately teleport to their designated locations instead of slowly meandering towards them on map load. Recommended for fast travel.
- THIS MOD REQUIRES A NEW GAME
I had to modify the all.spawn file to fix sakharov, which requires a new game. It will not be compatible with any mod that modifies the all.spawn, but I do not believe any have been released for cotz so far, and simple to integrate if they are (see bottom of readme).
- IF YOU DO NOT WANT TO START A NEW GAME OR ARE USING ANOTHER MOD THAT MODIFIES ALL.SPAWN:
You do not need the all.spawn file for anything but the sakharov fix, so simply delete all.spawn and yan_saharov.ltx. He will still wander around with a weird animation, though.
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Changelog:
1.1 - Increased teleport range on Krolik and the monolith mechanic
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This modifies the smart terrain scripts so that almost all important npc's (traders, mechanics, some questgivers) immediately teleport to their designated locations instead of slowly meandering towards them on map load. This does not change any npcs that don't really seem out of place doing that (such as on the skadovsk), but it greatly improves the experience of a new game or fast traveling to Yantar, Dead City, or the Military Warehouses since the distance from the random smart terrain spawns to their designated locations is so long.
This also changes the behavior of Sakharov in Yantar to stand in place instead of doing his little walk, so the teleport function can work on him. It's a bit of a hacky workaround and required adding a node in the all.spawn file, which is why this is such a large mod for such a simple change. But - he no longer moonwalks around the outside of the bunker on a new game or on a level transition.
If you have any problems with this, or if I missed an npc, please let me know in the comments so I can fix it.
Yeah, umm, so I'm not into checking every area but after a while of hesitation I've disabled ALL other addons I've been using and starting a new game with this addon only it appears not to work..? I've checked only two places: Rookie Village (Cordon) and Cultural Centre (Prypiat) and there's no change at all, NPCs still walk how they've walked without the mod
this only changes the behaviors of important npcs that are set to stand in one place that spawn away from where they stand. i don't believe i changed anything in the cordon, or in pripyat, because there wasn't a problem with important npcs not being in their spots
except there is a problem with NPC's not being in their spots...
who, where, what, where, when?
oh i guess they don't teleport all the time in the cultural center. when i tested it in the past it worked fine but i guess they can spawn too far away, the update fixes this
How you managed to work on the all.spawn? The unpacking process always confuses me.
you have to unpack the all.spawn with the ACDC tool which is written in Perl (https://www.moddb.com/mods/call-of-chernobyl/downloads/acdc-tool-for-coc).
you have to install the activeperl runtime and then just click on the batch files and it unpacks and repacks an all.spawn file to and from a folder. i had to remove the word 'run' from the batch files to get them to run if i recall correctly.