Unlocks the dialogue that lets you start Anomaly's version of the Mysteries of the Zone quest from Call of Chernobyl.
Interestingly, Anomaly has the Mysteries of the Zone storyline from Call of Chernobyl, however, the dialogue with Doctor that begins the storyline has been hidden. In vanilla Anomaly, you can still start the questline by taking Doctor's notes and key from him (by killing him or using the debug menu), but the normal way to initiate it has been disabled.
This mod is a one-line edit that unlocks the necessary dialogue, allowing you to experience the previously hidden quest, just talk to Doctor anytime before you start collecting documents.
I also included a quick version that's compatible with LttZ director's cut, it works but the results are untested so there may be unexpected behaviour down the line, use at your own risk.
I did not create this quest or any of its content, it is already in Anomaly and I cannot help you with any issues you may experience with the questline, all I've done is unlock the dialogue that starts it.
To install manually, drag the gamedata folder into your Anomaly folder, and let it overwrite whatever it asks. If you use a mod organizer (preferred), install it normally. If you use the LttZ DC version, make sure you install/load it after LttZ DC.
Should be compatible with anything that does not edit character_desc_marsh.xml, but anything that messes with the native Mysteries of the Zone quest, may lead to issues. If you want to enable the dialogue yourself, open gamedata\configs\gameplay\character_desc_marsh.xml find the line:
<!--actor_dialog>cit_doctor_main_dialog</actor_dialog-->
and replace it with
<actor_dialog>cit_doctor_main_dialog</actor_dialog>
Note: you can still turn in documents for cash with faction leaders, just make sure you read the "Order of Transfer" document carefully before you sell it.
Never heard of this quest, what does it involve?
It basically sends you to collect lab documents, then sends you to the Monolith War lab to shut down the generators
but, you can't enter warlab dude xD
You can
How? i'm sure the warlab is locked, and i don't think a simple edit in the code at the beginning of the campain will unlock it (but if it's true, you're simply awesome mate, and i'll be eternaly grateful);)
It’s because the opening of the warlab is tied to the mysteries of the zone quest, as it is in Call of Chernobyl.
Yup, it work :)
I just made a quick run by talking to the doc at first, before entering the main quest with dushman (as a mercenary)and it work like a charm until i disabled the generators and run the main quest after (obviously all already done quest/missions aren't given or already take in count by the main "living legend's mission" so apparently yes, it work. Will try both at the same time later,thanks a lot mate!
Is this any different from Moddb.com ?
It’s the same quest, but this mod doesn’t disable Living Legend, still lets you sell documents, and is more compatible since it only one file is modified
Thanks for the explanation, might give this one a try
Is this the same quest living legend is based on?
I don’t know, but they’re fairly different.
Not quite, but they share some aspects, such as going to get some docs and enter in the warlab iirc
HD Models modify the same file, so just need to change it manually
what is this quest ?
It gives you objectives to visit many different places in the zone, collecting documents along the way.
Do I need to start in story mode to use it?
Probably
I ran into a problem. It crashes when I speak with the entity.
how do i enter the warlab? I collected all the documents (from debug menu) and entered the code 26041986 but the door won't open. pls help.
Moddb.com
If I understand correctly, you don't need to keep docs, you can sell them after each labs and still access warlab at the end ? sorry for the stupid question and thank you for this mod.
Yes
Hi, I finished a playthrough with this mod and LTTZ DC. Since the creator said he doesn´t know if this will work and I encountert some meantioned problems, I would like to give some feedback.
First of all, it works. The only problem I had was the final of mortal sin and the mysteries questline, since both end in the war lab. In this case the mysterie quest will bug out and auto finish, which skips big parts of the quest. But it wont crash or affect mortal sin. I would advise to play either quest without having the other active. Usually this means 1. living legend 2. mysteries of the zone 3. mortal sin and so on (Since you need to visit most labs for living legend any way, mysteries is nearly finished at the start of mortal sin).
If you run into the issue of the war lab door being closed and you can´t enter the code, disable LTTZ DC in the modmanager, finish the quest and enable LTTZ DC again. This solved the problem for me. As long as not DC quests are active, this won´t be problematic. Thanks for the mod.
Wait, this is a whole new story that is differrent to the one with Sin members committing warcrimes in the generators?
Edit: Ye, its a differrent one. But it may get bugged if you take it too late in the game, big sad.
what do you mean by "too late"?
What factions can pursue this quest? I'm playing as a soldier and the Doctor just greets me
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