!!!!! REUPLOAD !!!!!
CONTAINS "STALKERS in MEADOWS,DARKSCAPE" also. --- This is primarily intended to be used alongside the "Dynamic NOCTURNAL Mutants" addon, but, it can be used independently, on its own. So, I designed and released it as such. -- It adds "Loner" guards at some very poorly defended but very valuable locations. They will arrive around 19h-20h, in preparation for the upcoming night with monsters, and will leave in the morning, once the danger has passed. --- Also, this 'reinforcement' in some key locations was (very noticeably) missing for a long time.
!!!!! THIS IS A REUPLOAD OF A MISSING ADDON !!!!!
Why Loners ?
- They are mostly neutral and willing to do such things for roubles and experience.
Suitable places that have a need for this:
Six maps, with several locations, (max numbers of stalkers):
- Zaton, Skadovsk, (4 downstairs, 3 on top)
- Zaton, Shevchenko, (4 inside)
- Zaton, near Noah's barge, (3)
- Zaton, Ranger Station, (5)
- Red Forest, near Forester's building, (4)
- Garbage, Flea Market, (3)
- Agroprom, North complex, (6)
- Dark Valley, farm, (5)
- Cordon, Rookie village, (4)
- Cordon, farm, (3)
At these areas, you'll be a bit safer during the night.
- So, head on there if you are close.
-- 45 additional Loners, (at max). - A bit lower than that, most of the time.
-- shouldn't be any performance issues, and the script is very light in processing.
( NOTE that this number can go very low or very, very high, if needed. )
Sidorovich has finally opened up his wallet and decided to pay a group of veteran Loners to watch over the Rookie village come the night.
- 3-4 of them will arrive before sunset, and stand watch the whole night.
Beard did the same with 5-7 veterans up in Skadovsk. A wise decision.
People tend to become wiser, once they've seen sharp teeth within a meter of their face.
-- Added an OPTIONAL - 'Daytime Rookie GUARDS': -- for less roubles, Rookies will also come and keep watch but during the day, 8h-18h, and in fewer numbers.
- They skedaddle when the real danger comes.
-- This can also be installed INSTEAD of the base addon. -- Or both.
This addon consists of a newly-created script and a ltx/data file, so:
- it should be compatible with everything.
- can be installed/removed at any time.
Pressing on NUMPAD_MULTIPLY, will reveal how many of the GUARDS are alive/existing currently, or at what time they will arrive.
- They get paid for this, and should be known when they'll be here.
( NOTE: - this 'keypress/info' feature can be disabled in the script. )
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In the script, at the beginning, there are vars/parameters that allow for customizations.
-- low-tier/high-tier/all-tiers -stalkers.
-- fewer stalkers, or, many more.
-- enable/disable presence on specific maps.
One example: - choosing only Cordon, high-tier... will ensure strong protection to Rookie village during the night.
- up to 4 mid-to-high tier veteran Loners, during the night
- approx. 3 low-tier rookies, during the day (with the OPTIONAL)
v1.2, changelog - a rather important update, long time missing
- added OPTIONAL - Stalkers in Meadows/Darkscape
Loners and Bandits, both being present nearby, frequently come and/or traverse here.
-- Both Loners and Bandits like these areas. So, expect some fighting.
Their population will stay at around 50, (- configurable in script).
In short, you are bound to see, around: - 15 stalkers in Meadows, 35 in Darkscape.
This should add some much-needed content in these two maps.
- Hopefully will make proper experience out of both.
( DynMutants and NOCTMutants also do their contribution here. )
After the playtesting, I gotta say:
- Darkscape is a great place for firefights. - Huge open spaces, hills and distances in the central area, using trees and boulders as cover.
Didn't expect to be this good.
Suggestion: - don't go into Darsc without a scoped weapon. - Huge distances.
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v1.1, changelog
- added OPTIONALS:
~ OPTIONAL - Daytime Rookie GUARDS - DOUBLED NUMBERS
~ OPTIONAL - Nigthttime Veteran GUARDS - DOUBLED NUMBERS
~ OPTIONAL - Nigthttime Veteran GUARDS - TRIPLED NUMBERS
You can have, at the same time, one version installed of each:
- for Veteran GUARDS (nighttime), and
- for Rookie GUARDS (daytime).
You can also choose only daytime or only nighttime option, of course.
Base addon adds up to 45 Veteran Loners at those (selected) locations. -- On guard duty during the night.
My suggestions/recommendations on what to install, (with 'Dyn NOCT mutants' installed also):
~ OPTIONAL - Daytime Rookie GUARDS
~ OPTIONAL - Nigthttime Veteran GUARDS - DOUBLED NUMBERS
The first one is to employ the rookies in some way, and keep them close to bases, away from anomalies and mutants.
The second one is the serious one.
-- Veterans who know their job, who do not flinch and are worth all the roubles paid to them.
And, if you are crazy, ;-), and you double-wield two PKMs and an Exo:
- set 'NOCT mutants' presence at 80-100, and install the 'Veterans - TRIPLE' option.
The NOCT mutants will keep coming all night long.
When the Chimeras arrive, and especially the Black one...
-----
Reminder:
- with this addon, you can have even 10x the numbers, or more (50x..), HOWEVER, even TRIPLED is high, but, may be necessary or wanted on 'NOCT presence' of 80+, (and a fast PC, ofc).
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I've always wanted to see several (paid) Exo-dudes, guarding Skadovsk.
Had to do it myself, to finally see that. ;-)
Ah, well. It will wait for me.
Enjoy.
And stay close to the veterans. it is safer around them.
Предупреждаю, аддон вызывает лаги связанные со спавном отрядов.
Yea, definitely, all the dynamic addons should be picked only if you have a powerful pc
Да тут даже не в компьютере дело, а в том когда они появляются идет микролаг.
Good idea, I always felt CoC/Anomaly camps were desolate and had no guards like in SoC or Cs.
Nice.
Id say this is a great idea but a few places are a bit overkill. Forester doesnt need protection because he just locks his door. And having loners outside will just be food for the Monolithians and such who camp out near the gate leading to the forest.
Likewise I don't think the Flea Market needs them either, as unless ive killed them at some point it's almost always fully stocked with Loners. In my few bandit runs i piddled with it was rather difficult to clear them all out due to a lack of decent cover. The guys from the Rostok Checkpoint will attack you as well, so you're just getting hit from a 180 degree angle essentially.
Otherwise id say thats a good move! The Cordon areas always need defending, ive seen the Military chasing a flesh or boar all the way to the Rookie Village, then damn near wipe it out more times than I care to remember. Anywho, keep up the great work!
in the script you can set false to red forest and maybe fornthe garbage too, i will check tomorrow
No worries! At least we have the option eh? Though if you ever make a version for the MCM folks that would be easier id imagine!
Thanks for converting these oldie but good mods to DLTX! will have to eventually install this and nocturnal ( but will have to find which files to remove first to not crash)
is there any way to restrict the patrol area of the veteran night guards in the rookie village? i've noticed they're picking a lot of fights with the military checkpoint and i'm unsure on how to stop it from happening
not sure if this has been asked before but it is possible to change the faction of guards that spawn?
yes, open the scripts files and search for ___STALKERS_GUARDS_LIST___, you must get the name from the debug menu in game, and just change that list with your list.
Try to keep the same number in that list, cause later the size is used to get the squads, or you just can search and replace that.
Is it compatible with EFP 3.0?
Yes, I am using it rn
hi, possible bug.
I'm playing as a loner with almost no mods other than dynamic stalkers and dynamic night mutants. All the guards in the rookie village just turned on me even though I had a decent standing with them and didn't even have my gun raised. thought I should give a heads up.