Factions which are neutral to ecologists value relation with them. They will cease fire being around the bunker, which is now a neutral zone. Also adds neutral zones in Bar (for Duty) and Yanov station (for Freedom)
Description
I was chilling in GAMMA Discord server while watching some guy playing as Military fight his way to Sakharov being attacked by Clear Sky... right in the bunker! Like some modmaker here said, "I don't know if it's more stupid or immersion-breaking. Or both". So I made this small script.
Since now, 100 meter radius zone around ecologist bunker in Yantar (and 50 meter in Jupiter) are neutral territories. All factions which are neutral to ecologists will not fight each other within this zone, unless being attacked. Though, if you go to bunker as Military and see (for example) Clear Sky, they will still be shown as enemies and they will refuse talk to you, but they are not going attack before you do.
After some suggestions in the commens, also added netrual zones for Duty in Bar and for Freedom in Yanov station. All neutral territories can be switched on/off in MCM.
There is also small immersion detail - when you approach bunker in Yantar or Bar first time, you will receive warning message about this territory status.
Neutral zone list:
- Ecolog bunkers at Yantar and Jupiter (allowed factions: Loners, Clear Sky, Freedom, Duty, Military, Mercs, Ecologists)
- Bar (allowed factions: Loners, Clear Sky, Duty, Military, Ecologists)
- Yanov station (allowed factions: Loners, Clear Sky, Freedom, Bandits, Mercs, Ecologists)
Installation / Compatibility
This addon requires Modded Exes. I guess, there shouldn't be any problems with compatibility with other addons.
However, keep in mind that this addon implies base faction owner is static, so if Warfare mode is on and you wipe some base, this addon will still hold a neutral zone to original faction.
Updates
2/10/2024: update 3
- Fixed bug with warning sender may be dead (thanks to Shelp)
- Now if you attacked the base, cooldown timer will reset when enemy stalker spot you within the base
- Slight code fix
2/9/2024: update 2.1 (bugfixes)
- Fixed Bar becoming hostile after match in Arena
- Fixed Bar being friendly for all factions (yeah)
- Now when you are exposed being disguised by enemy stalker on neutral territory, he doesn't say SHOOT HIM, but like neutral stalkers something like "go away". Also this kind of exposal (just as regular, by neutral stalkers) will lead to reputation decrease
- Now this mod requires Modded Exes installed
2/8/2024: update 2
- Added neutral zones in Bar (for Duty) and Yanov (for Freedom). It means you can go through Bar as Military or Yanov as merc or bandit safely, but loners are not going to talk with you (so no fast travels, no Azot and Cardan services, until you are under disguise).
- Changed NPC reaction to attack logic. Now, if you attack someone within neutral zone, all NPCs who should be enemy become hostile. So, if you are at Yantar as Military and attack some loner near the bunker, all loners, Clear Sky members, mercs (if it turns out they all are here lol) become hostile
- After you attack someone at neutral zone, there is 8 hour cooldown before all npcs here are neutral again. Cooldown timer is unique for every neutral zone
- Added MCM settings, you can choose what territories you want see as neutral
- Added warning from Duty when you approach them at Bar (if Duty neutral zone is enabled in MCM)
- Fixed potential bug with zone calculation
2/8/2024: update 1
- Decreased neutral zone radius around bunker in Jupiter from 100 to 50 meters, removed Sakharov warning when approaching Jupiter bunker
- Tweaked the script to be more customizable. Now you can easily add new neutral zones, set up their unique radius, faction, warning message text and sender if needed
Special
Thanks to bvcx for help with smart terrains
''QoL'' immersion
nice mod any way to make rostok a neutral zone as well
Moddb.com This addon does something about that
thanks exactly what i needed
peace my brother :D
Yeah I though about this, but neutral Rostok / Yanov is more questionable feature. All factions are interested in cooperation with ecologists, and eco-s are interested in their territory be safe from shootouts. But why should Duty allow Freedom members or mercs on their territory? That is more logical in the way it is
Upd. uh yes, specifically for Military it makes sense. Good there is addon already :D
It would be crazy to see members of Freedom in the territory of Duty, it's enough to know that they are neighbors (Lore things) x,D
edit: good addon by the way, 10/10
Do you think this mod would mess up anything if it were installed over the re:done series?
Didn't check, but I guess there shouldn't be any problems
Im currently using the non updated version of this mod with redone and i have no issues.
I don't imagine the updated/current version will break anything either. It should be safe/work fine together
Very nice
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So basically this mod returns the smart terrain logic from Call of Pripyat in the Skadovsk and Yanov station area? Not really special but a good mod. I looked at the scripts and it shows that it's very customizable and can be added to every level. I might include this mod in my own level if I am going to include a neutral zone after all or make a patch for it.
I never knew I needed this until now! Thanks a lot <3
Would it be possible to make it also in the yanov station?
I just realized that, basically, all faction bases should be neutral territory for those who are neutral to the faction. So that mercs may visit Yanov and military is safe in Rostok.
That is not as obvious as science neutral territory, but also makes sense. I think that should be configured via MCM, I will probably do it in next update
it will be cool if, in case of violation of the rules, there will be audio accompaniment as in the original trilogy. Doors with a certain soundtrack will close at the Yanov station and in the bunkers of scientists. Very atmospheric!
The author is respected!
Yes it is possible. Since yanov station and skadovsk was a neutral zone in Call of Pripyat.
That's cool, that's what we need! Thank you author! 10/10
If you enter arena, everyone becomes hostile even if neutrality enabled
Fixed
NICE!
So many good mods appearing as of lately or it is just me ?
Does this work with warfare mode?
Hm, I think no, because this addon implies base owner factions are static. So if you play as Freedom and clear Duty base, Bar will still be duty-friendly
Does Bar radius extend to the blockade ? Cause it will not be usefull if Duty keep shooting me
The neutral zone in Bar begins approximately 10 meters in front of the outposts
Would be cool to have the mercs at the waste station in Zaton warn you to not come closer like it was in CoP. Or maybe it was at the substation workshops, it's been a while since I played that game.
Can I go to the bar as a Merc?
No
can I install it on version 1.5.1?
I didn't test, you can try
How can I make sure that the notification about the neutral zone always appears when approaching it, and not just once?
Requires some script editing. I just don't see a reason why this message should appear more than once :)
please tell me which line and file to correct? I really want to :)
+ Atmosphere
function save_state(m_data)
m_data.neutral_zone_warning_sent = warning_sent
m_data.neutral_zone_crime_timer = crime_timer
its here?
UPD/
It worked!
If someone wants to do the same, it is necessary to remove the lines from z_neutral_zone.script, which I will indicate below
----
function save_state(m_data)
m_data.neutral_zone_warning_sent = warning_sent - (DELETE IT)
m_data.neutral_zone_crime_timer = crime_timer
end
function load_state(m_data)
warning_sent = type(m_data.neutral_zone_warning_sent) == "table" and m_data.neutral_zone_warning_sent or {} - (DELETE IT)
crime_timer = type(m_data.neutral_zone_crime_timer) == "table" and m_data.neutral_zone_crime_timer or {}
end
You don't need to touch anything else.
I was glad to help those who needed it
Yep, you can delete line "m_data.neutral_zone_warning_sent = ...", in this case after save loading the warning sent "memory" will be wiped
Do I understand correctly that being an ordinary Stalker, if I shoot into the air while on the territory of the Bar, nothing will happen and no fire will be opened on me.
And if I do the same as a military man, only then will I be considered an enemy?
You can shoot in the air as much as you want, both as military or stalker. Gavrilenko only warns about use of weapons against other stalkers :)
I think it's not a good idea to punish player for shooting within neutral area, because player may target for mutants or enemies at distance, which certainly shouldn't be prohibited
understood, thanks for the clarification.
Check out the comment below, what do you think?)))
To solve the problem with shooting mutants, you can simply reduce the range of the function.
Although I agree it sounds complicated haha
I tried it works only this way, with neutral NPCs or also hostile ones, but from another faction they won't touch you
Let's say I shot a stalker while being a military man in a bar, while all the NPCs of the Stalker faction in this location become hostile, while the NPCs from the Clear Sky remain calm.
It would be great if the author made it so that you couldn't shoot at all in these territories, even in the air, which is why all hostile NPCs would immediately attack you.
Ideally, it would be cool if all factions in such zones, even those initially neutral to the player's faction, became enemies. For example, as in the Shadow of Chernobyl, in the same place, if you just shoot, the marked one would become an enemy for everyone, a gramophone would scream, and so on.
In its current form, even based on the warning, it looks strange.
The author think about this idea, I think it would be logical and most atmospheric!
thanks for the addon
At the moment if you shoot at any stalker on neutral territory, all npcs which are enemy to you become hostile. So if you shoot loner in Bar as military, Clear Sky is going to attack you
As I remember in SoC you could shoot in the air without any warnings as well. I will think about that, but again, there are cases when such logic would ruin both gameplay and immersion if implemented simply by making everyone hostile when you open fire. This is a pretty significant restriction which is not so transparent, so this kind of logic must be applied very carefully
Talking about other ideas I read above (like warning megaphone and bunker doors close), I like them, though it means much more customization in addon implementation and possible conflicts with re:done or other addons.
The addon in its current state is conflict free and allows player to role-play nicely, punishing him for most obvious crime - attacking neutrals. Maybe I will implement customization someday as expansion / extra addon or something
At the Yanov station and at the bunker the warning is not played, is this how it should be?
This is how it should be
how can I add?
Just open the script and find neutral zone presets, for example this is Yantar:
level_name = "l08_yantar",
smart_name = "yan_smart_terrain_6_4",
radius = 100,
faction = "ecolog",
cooldown = 8,
warn = true,
warn_sender = "yan_stalker_sakharov",
warn_text = "st_yan_sakharov_neutral_zone_warning"
Here warn_* fields are for warning. You may just copy it and paste to other presets. Also don't forget to add comma after "cooldown = 8" line if you do that
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can I change the sender?
Can you tell me how to put Loki and Herman in there?
To find NPC name find it in game, aim at NPC, open debug menu (F7) and press F. There will be field "Section: ..." (yan_stalker_sakharov for example) - that's the section you need
upd/ its not work(((