Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.
This file *should* stop Petrenko and Voronin from wandering off towards Agroprom after week eight. They should stay in the Bar from now on.
I have been struggling with this problem for a very long time! Thank you very much for the fix!
My pleasure.:D
"I'm not a 100% sure where the DA devs intended to send the Duty leaders but they would *always* end up in the Agroprom tunnel that seemingly leads to the Garbage. Which usually ends with their early demise since the tunnel is quite an active spawn-zone for mutants."
Well, it had been done for purpose. Slowly, but surely Duty's NPC spawn less and less, and after 55th day Duty becomes completely disbanded. One of the largest bases(Freedom at Army Warehouses) in the Zone was eradicated due Monolith attack; the Barrier is also gone so the way to Radar is no longer secure. If Mololith arranges to attack once more even further, the next target will be Bar with stalkers and Duty. So the morale in Duty is low and its members leave Duty step-by-step 'cause otherwise 'as members of Duty' they can be eradicated such as Freedom members at Army Warehouses.
I see your point. I don't mean to take away from the experience and story you create with Dead Air. A trader dieing to such an unmemorable event is rather anticlimactic,imho.
I'm pretty sure you sent them exactly where you wanted them but I thought they'd maybe set-up shop in the agroprom warehouses being all that close to the military and such. And seeing the warehouses have a barred off area on one of the upper floors I guessed it might be in a future installment.
Thank you for your answer. :D
On a side note: Is the behaviour of Cardan and Beard roaming after the player in Zaton done purposefully aswell?
Thanks for this!
Could you please also make this for Cardan, Beard and Owl?
there should be a fix for beard & cardan on the main page. check closely it might be "hidden" in the text and is not displayed as a seperate download in e.g. the files section.
Can't say I have noticed Owl roaming about. my other mod for invincible traders does have him covered on the dieing part though. since the script files for the CoP maps are quite numerous it's a bit tedious double checking if there is some call for Owl to some smart terrain other than his little abode east of the iron forest anomaly field.
Should I install your addon before or after bugfix pack?
hmm i haven't really double checked the file differences. if you so dearly want to have the duty leadership not wander off then ofc you'd have to install this add-on after the bugfix pack.
i would however recommend that you have a look into conflicting files yourself and merge them by hand. shouldn't be hard for the spawn definitions. especially since the exodus remover only *removes* 1 line of script which should be easily identifiable. i trust in your modding skills.
Thanks for reply. Is your addon savegame compatible? My current game past 26 days.
very much so. keep in mind tho it won't bring the duty leaders back to life shalt they already have perished.
неужели у Долга все так плохо, что генералу и Полковнику приходится бежать к Военным? Выходит что политика Воронина окончательно уничтожит структуру Долга, а я всегда думал что Воронин плохой руководитель!
Я думаю, тебе не нравится долг? Прошу прощения, если я пропустил юмор, если он имел в виду. Здесь не носитель русского языка.