The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
This will allow you to totally get rid of fetching tasks involving weapons or upgrades (or both, if you choose to).
Fetch task, now with a 25% less fetch!
lol, that preview is very relatable.
To think of people sending master stalkers on fetch quests is hilarious.
Honestly it should have been rank dependant from the start so that as you progress you get less of these simple fetch tasks and get more dufficult ones.
There's actually kind of a system like that but the other way around, where the item asked would be bind to the npc's rank, but it was not fully implemented, the items are missing the values to restrict them to certain ranks.
Not a fan of it, i don't mind a rookie asking me to get him something rare.
Now I'm waiting for knife upgrades, hitmarkers for 1.5.1, stalkers dying in anomalies... Eeeh, I wish too much.
What do you want to upgrade from a knife? It's sharpness?
Yes, sharpness and light weight upgrade, which can also increase attack speed, longer blade to increase attack distance, durability to skin more monsters..
Apparently you can re-enable AI dying in anomalies via the in game console. You may need to enter the command each time you load however. AIs died in anomalies in the earlier 2018 builds, but it was disabled in later updates due to NPCs blundering into them all the time - especially if using dynamic anomalies.
Sometimes is yes, good when friendly NPC cannot die, but also not enough this feature. Also sucks when enemies can't die in anomalies, and how this console command is BLOCKED!
Why not simply decline the quest? If you exit dialogue ask them again they will usually give you a different quest, failing that, just quickload and you're almost certainly get a different quest. Seems silly to make a mod for something you can already do in game via dialogue.
Even you stated that it's not always enough to decline, you have to quick load sometimes (and even than "almost certainly").
And approaching from the other direction: it seems silly to not remove a feature which majority of players don't like...
Don't take it as an offense: you like that way, I like this way, you can omit this mod, I can install it, win-win, everyone is happy! :-)
they will only give the same task until a quickload, no matter how many times i would ask them..
But how many quickloads and loadings are you ready to go trough for the dices to roll right and finally get something you are interested in doing ?
This alleviate this issue entirely.
you have right but question is how much time are you willing to spend time with quicksaves/quickloads ... if you have only few addons ,well ok ,no problem ,but if you have few dozens of addons ,for example i have 75 right now and quickload isn't quickload anymore and aside of this ,for me it looks little bit pointless and unlogical if some npc ask you about some basic upgrade or shi.tty pistol if you are on high level rank ,simple logic ,higher rank means you can do more dangerous and complicated tasks so why ask for some basic tasks
i'm really hoping for a mod that removes tasks that make you fight some Chimera or Snorks or Flesh or cats
(i have a potato laptop, bad reaction time, AI moves all over the place making my accuracy real bad, i may look like a little Jimmy who just started playing video games for the first time, but i hope this happens
also it sucks that the Anomaly For Potato PCs mod is deleted that would have saved my awful potato laptop screaming and crying because of struggling to run anything above Source, Goldsrc, and any engine that is as powerful as FPS Creator and Gameguru
i also hope for a mod that removes anomalies, making the map alot like SOC ( i understand that it's years since 2011 and 2012 but still)
because every 2 or 5 seconds i always run into one
and i kept quicksaving nonstop and always becoming a anomaly magnet
I can look into making a no-mutant quests variant, is it the kill tasks, or the mutant parts tasks that you wish was gone ?
For the anomalies, when i started a game without dynamic anomalies i had way less trouble of running into them randomly, but of course disabling them in a playtrough will leave the ones already spawned.