Mercs are now neutral with the player and hate Bandits.
I really disliked how Mercs were somehow neutral with Bandits and outright hated the player.
Doesn't make sense, Devs!
So, I went into the faction file and made Mercs atleast neutral to the player, but still hostile to other Stalkers and now hostile to Bandits. That way there's atleast some gun fights still going on.
I'm sure there's a bug or something to fix, the notepad chart is sort of confusing, but it was a simple fix at 2am.
Just extract into gamedata - if you want to alter it any further, just open the relations file with Notepad+
EASY PEASY
No new game is needed.
Works out the gate.
better solution: play as merc
merc gang rise up
Stop stalker! Mercenary contracts are temporary, Monolith is forever
Braise be the Monolith!
Technically - ifyathinkaboutit - doing odd jobs like being a body guard, assassinations, and mutant cleaning makes you a Mercenary.
You just don't have a boss.
how it doesn't make sense ?
(buried)
It makes perfect sense if you pay attention to the lore around the mercenaries and why they're in The Zone in the first place, which this addon author clearly has not.
Mercenaries do things for money.
Within their reasoning.
For them to be neutral with bandits and outright attack people just walking down the street is counter intuitive to what being a mercenary is about. Who would a mercenary side with more? A loner looking for protection or willing to trade? Or a group of bandits that kill for pocket change and vodka?
But, thank you for immediately attacking my knowledge about the lore and thank you for "feedback".
TBH, doesnt make sense all the merc squads except the one on the outskirts are aggresive towards loners, etc.
Looks to me like a dumb move for someone looking to kill for money.
Why would you shoot a group of loners that probably could give you a job etc.
I get that they are part of blahblahbababababubu I don't care. If i were a merc I wouldnt be shooting people who might have some work for me. Maybe after I get paid, yeah lmao
after all, they are not getting paid for their original jobs there I can tell
If I understand correctly, this way Mercs will ignore me but attack my Free Stalker companions, no?
Yes, if I understand how the config file works- the player is recognized differently even though he starts off as a loner.
This is set to have Mercenaries neutral to only the player, not the entire loner faction.
This also makes Mercenaries and Bandits hostile to each other.
Okay cool, good to know going in. Thanks for the reply and the mod, cheers.
I agree with this idea but i would expand it.
Merc(Contractor) is SPEC OP guy hired be some Private Military Company which is used by some powerfull people outside of Zone to do some **** inside(Contract/Job). So logicly when job is done Merc want to go outside without any problems and his Company shoud take care about it.
So I think that Merc shoud be Neutral to Military + Country is best customer. Of course because he is there job must be about some masive money so most likely some technology, so Neutral to scientist and because Loners are best travelers neutral to them as well. If they need somethink from rest they will pay for peace otherwise shoot on sight.
Within the confines of that simple config file is a chart that looks very similar to the PDA chart, but more text lines and numbers. Easy to change.
The Mercs are already neutral to ecologists. Pretty sure neutral to Military, I'll have to double check. And what do you mean Country Faction?
IIRC they are enemies vs military, beacuse they are ilegally on the Zone (?).
Or I might turned them to friends with dynamic factions, but I dont think so.
I dont mean faction. Its just another reason why merc shoud be friendly with Military(Country/Ukraine) because they are usually best customer for PMCs(Mercs).
Yea i just trying to create it :P. But great work! Thanks for this idea!
ACKHCHUALLY lore-vise some merks should be friendly towards free stalkers AND bandits (those who just do stuff for money, whoever asks, they don't care if bandits pay them or loners, they just kill ppl), and SPEC OPS mercs, who kill everyone because they do some shady jobs and don't need witnesses. But i guess it would require adding new faction, so basically, it would be better if they were just friendly towards bandits and loners.
Yeah, it brings down the loot table a bit. Dead City was a go to easy area for high end junk to sell, but I've found the experience to be slightly better immersion wise.
Shame I can't figure out how to get wild creatures to hurt each other though. That could definitely use some work...
Gamedata/config/creatures and change relations there? I mean, i bet you tried this, butif not, give it a go. Maybe check Call of Pripyat mutants configs, i'm dogs attacked fleshes and boars there. Maybe you can just transfer their AI patterns from there to here
Or they just don't damage each other, even if attack? What did you mean by "hurt"?
Wild attacking - dogs eating fleshes. ETC
Several times I've noticed that creatures like snorks and cats don't fight.
Or Bloodsuckers leaving everyone but humans alone.
Things like that. Just in general it seems like mutant and monster AI is on neutral terms too much.
I did some testing and I think this is also in game_relations.ltx
Towards the bottom is a list of the 30 animals plus 'actor' and 'human' so 32 in total. There are then 32 lists of comma-separated values, one for each of the entity types, again starting 'actor' then 'human' and then the 30 animal types. The values are different (1 is friend, 0 is neutral, -1 is enemy and -2 is hated enemy) but the concept looks to be the same as faction relations - set the number to set the 'starting gate position' relation which with animals (as there's no reputation score to adjust with) is permanent.
I've tweaked this to a system where:
- apex predators (e.g. Chimera, Bloodsucker, Lurker) target everything except zombies and each other;
- large prey animals (e.g. Boar, Flesh, Tark) target smaller animals that prey on them like dogs;
- smaller predators target prey animals and anything smaller than themselves;
- all mutants that are humanoid (e.g. Fracture) target humans, and humans target them;
- zombies only target humans and humanoid mutants, and are ignored by all animals;
- humans target everything (i.e. they hunt them for food / trophies / to make the Zone safe).
I was hoping that you could make Fleshes, Tarks, Boars and smaller predators such as dogs and cats not attack humans (because they've learned to fear guns) but this didn't work. It worked in that the relationship changed, but then you have Boars and Fleshes that no longer run at all, and just amble about aimlessly. Didn't see what it did to other animals.
Anyway, unless the creature relationships are being overridden somewhere else, then what you set here should work. I haven't seen it yet so I'm not 100%, but I think you can spawn mutants to test via the Debug menu.
I am curious about the difference between -1 (enemy) and -2 (hated enemy).
Would you be willing to shre this very intersting sounding set of tweaks?
Yea it would be good to be two Merc faction, one who accept jobs from both Loners and Bandits. And another whos don't want any withnesses, but only allied with the normal Mercs and the Ecologists and no one else.
So if i play as merc, will i be neutrall to stalkers? Or is it just affects on player when hes a stalker?
From my understanding of the .ltx file it will only change things when you play as a Stalker. There are two things that control the relationship:
- the value that sets how one faction sees another; and
- the value that sets how a faction regards the 'actor' (i.e. YOU).
There are different 'actor' values that can be set, governing how each faction sees you, for each faction you might play as.
So it's possible to leave all Mercs as bitter enemies of all Stalkers except you by setting a different value for how Mercs see 'actor_stalker', which is what has been done here.
This will only affect your Stalker play-through because your Merc play-through uses a different score ('actor_killer') to set your rep with the different factions.
Please do that the Mercs neutrals with the Loners, its should be done because they are now the enemies with the bandits, but don't got any allies at least neutrals, please update the addon with what i said.
Sorry for bad english.
I love it. It was too easy to play as a bandit but now it will be interesting.
In fact, according to Stalker's lore, mercenaries have always been hostile to the "homeless" (loners). Even with "Shadows of Chernobyl" so and so. Among the mercenaries, the contingent is closer to the bandits, it is logical that they are neutral among themselves.
He instalado el addon para que los mercenarios no me ataquen, y todo sigue igual, soy stalker libre y los mercenarios son mis enemigos!!!! yo no ataque a ninguno, lol
Same here, installed it but they aren't neutral.
I agree it doesn't make sense that mercs would attack stalkers on sight with no reason at all. Mercs are there to do what ever the client ask them to do and would only attack stalker when they interfere with they're operation, like Black in CoP who didn't immediately attack you when approaching the scientist bunker and only attack when you get the document for Hermann.
What are the chances we would get a mercenary player neutral with loners version? if it pleases you that is
I'm sorry but can you tell me how to change the relations? i don't know what to do.
The person who made this mod/addon can you make this version of duty too?
does this count as a player who plays as the bandit? like will the player also get attacked by mercs?