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.

Description

Yastin's Dynamic Relations Fix + Fluid Relations (by Favkis_Nexerade), updated for Anomaly 1.5.1

Preview
Yastin + Favkis Fluid Dynamic Relations 1.0.5
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reter
reter - - 615 comments

thx

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-Ghost-
-Ghost- - - 255 comments

Hmm, got a hard crash with this, both on loading a current game and trying to start a new one. Tried installing it over Nekro's Pack Moddb.com which is weird, because it didn't actually overwrite anything.

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Vintar0 Author
Vintar0 - - 391 comments

Thanks, fixed.

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YuriVernadsky
YuriVernadsky - - 425 comments

I got this CTD

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'one_way_pairs'. Please attach [*.ini_log] file to your bug report

stack trace:

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Vintar0 Author
Vintar0 - - 391 comments

Yup, I made an embarrassing mistake and somehow forgot to include the 'dynamic_faction_relations.ltx' in the zip file. It was just an empty plugins folder in v1.0.0

New version 1.0.1 is now uploaded, including the necessary file.

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-Ghost-
-Ghost- - - 255 comments

Thanks! Was just about to mention I'd noticed an empty folder.

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Guest
Guest - - 690,619 comments

It seems that the standard is normal, what is the point of the fix)

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peraleglerg_
peraleglerg_ - - 50 comments

Does it work when you change the death_value from 20 to 100 for example mid save?

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Vintar0 Author
Vintar0 - - 391 comments

Yes. Relation limits and one-way faction pairs can also be edited mid-save.

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PripyatBandit
PripyatBandit - - 166 comments

If I drive someone to -5000 relations, will they declare a permanent ceasefire? I mean, what happens?

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Vintar0 Author
Vintar0 - - 391 comments

In vanilla Anomaly (no addons), When relations reach -5000, they 'reset' to zero. Relations are still allowed to change after that. This still happens with this addon.

But with this addon, if a relation of 0 is outside the min/max specified in fluid_relations.script, it will instantly be set to that limit. For example: if Duty and Freedom reach -5000, they will be reset to -900, which is the max positive relation specified in that file.

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euga03
euga03 - - 6 comments

It requires a new game?

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Vintar0 Author
Vintar0 - - 391 comments

No

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sagefox
sagefox - - 2 comments

Does the mod handle change stances? Okay, it sounds like a no-brainer but let me give the scenario for my question (sorry, can't think of a better way to phrase it)
Say I'm in Faction A. Faction B and C are neutral to each other. Now...due to some cheeki breeki disguising and killing, I made Faction B and C go to war. Does this mod take the reputation change that should happen (like if A were to attack B, C should have some positive relations with A and the same goes if C were attacked by A)?

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Vintar0 Author
Vintar0 - - 391 comments

Yes, it works exactly as you say. If two neutral factions go to war, their relations with other factions will change based on their new situation. Their allies that help them in battle against their enemies, old or new, will build goodwill. This is vanilla Anomaly behavior - this addon doesn't change that.

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vasulusk999
vasulusk999 - - 44 comments

The author could not you do mercenaries and debt neutrals and the as the stupidly is obtained after disabling vyzhigatelya loners neutrals and debt there is no, in bar oh as hunting go

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Wookienator
Wookienator - - 1,023 comments

In my current game Stalkers declared a cease fire with the military and their relations are going upwards (-174)
Do you know how this could have happened? If I am reading the description correctly, the army should not care if bandits die, so if Loners kill lots of bandits, it should not better their relation with the military, right?

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Vintar0 Author
Vintar0 - - 391 comments

Two ways:

1. They fought so much that they reached enemy_limit (default: -5000). This would reset their relations to -500.

2. The army or loners killed a LOT of npcs hostile to both of them (renegades, bandits, monolith, sin, etc). The one-way pair you reference only takes effect if the factions in the pair are neutral to each other. There's more info in the document comments above.

If you think that this shouldn't ever happen, you can open fluid_relations.script and set a positive limit between loners and army of -1000 or similar. This will update your game's relations and force loners and army to be hostile again, and to never be able to have a ceasefire. See the fluid relations documentation in the description for more info.

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Wookienator
Wookienator - - 1,023 comments

Thank you for the explanation :) Gotcha. So the pairs make sure, that factions, that are neutral to each other, do not go to war for some stupid reasons probably.

I will keep it running as is for the moment, just to see what is going to happen.

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utsubo
utsubo - - 44 comments

I'm currently playing as loners, and I was just having trouble with my immersion being broken when I kept killing renegades in the swamp and my relationship with army became neutral.
Thanks for giving me a solution!

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Toxicity86
Toxicity86 - - 38 comments

Hi, I found by accident SarisKhan's original relation mod and there is one optional tweak that might be worth adding to your mod as a default setting: "Renegades are neutral to Ecologists and free stalkers. This is based on S.T.A.L.K.E.R.: Clear Sky, serves to differentiate them from bandits, and allows Renegade players far more gameplay opportunities." - Moddb.com

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Guest
Guest - - 690,619 comments

Hello there. Your relationship addon is goergous actually. I love that you can modify it and play like in sandbox. I hate default tunnel relationship, they are really primitive. But at one point I think my game got broke. I cannot increase my relationship with anyone neutral to me. My character get increased as it is, but for example Clear Sky and Freedom won't go up. I've done several tasks for Freedom, killed a bunch of Duty boys(I edited files, so they react on each other's death). Nothing happens. I tried reinstalling the mod and starting a new game, but that didn't work. My faction can't increase relationship with anyone. Only my character. Don't even know what to do.

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Vintar0 Author
Vintar0 - - 391 comments

Make sure this addon is not losing any conflicts with other addons

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manzmnl
manzmnl - - 485 comments

Hi Vintar,
is that normal behavior: I shoot a bandit and a notification appears, that Duty and Freedom declared war on each other.
The same thing happened when I shot a Merc - Duty and Freedom declared war on each other. At that time Mercs and Duty were "friends".

Maybe it happened by coincidence, rigth in the same moment when I shot an enemy. I play as Duty.

Edit: Ok, I forgot to take something into account here. I find it kinda weird that freedom and bandits are that "close" to each other. So I added them as vice-versa pirs to the list.

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Vintar0 Author
Vintar0 - - 391 comments

All factions' standings are affected by deaths in the Zone, with exclusions specified in the "one-way pairs" and "unaffected" pairs/factions

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Twiggstar
Twiggstar - - 108 comments

Do i need to disable the default stalkers dynamic relations for this to function?

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aodtonix
aodtonix - - 125 comments

Was wondering this too... I have mine on in my latest save but it seems that the numbers are moving way too slow, but then maybe being an ecologist is the reason for that.

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MrSandv1ch
MrSandv1ch - - 14 comments

Is there any way to implement an optional feature for granting an improvement of the relations between two factions when the player does quests for them?

Say I'm a Bandit and I kill a few Loners and so Freedom gets a bit angry with the Bandits. Maybe completing quests could help with that - not only just increase goodwill, but improve relations as well? Not by a lot, maybe improve relations by a tenth of the value of the goodwill gained.

I tried doing that in a playtrough but I didn't notice any change.

Regardless, thank you for the mod, it's awesome!!

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Guest
Guest - - 690,619 comments

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ghosttrooper106
ghosttrooper106 - - 95 comments

how to reset grouping relations to default values?

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preguest
preguest - - 39 comments

I would like to ask if in-game "Dynamic Relations" option be turned on or off for this mod to work properly?
Thank you and please do reply.

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bananatiger_
bananatiger_ - - 35 comments

Very interesting, but is this story mode friendly? Thanks!

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MagoBuono
MagoBuono - - 3 comments

Any way to make all factions ignore monolith's deaths completely?

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Guest
Guest - - 690,619 comments

Um, probably a dumb question but please find it in your heart to still answer. Do i need to turn on Dynamic Faction Relations option in the base game settings or is it already active and doing so will mess the game up?

Edit: I see someone else asked this, cant delete so, nvm. Im gonna go with the obvious answer here

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^Nastor^
^Nastor^ - - 36 comments

I've been using this addon for quite some time, but I noticed that as soon as a ceasefire happens, if you eventually get back to hostile with that same faction, they attack your faction mates but not you...
Edit for: NVM, I figured it out with debugging menu. I have 500 goodwill from my rank, and since I had -1250 with my enemies, it didn't sum up to at least -1000 for me, so they weren't hostile towards me.

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NextDoorButterJam
NextDoorButterJam - - 4 comments

Do you need a new game? cause it doesn't seem to work for me.

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CondeSputnik
CondeSputnik - - 2 comments

Does this works with 1.5.2 update and the warfare alife overhaul mod?

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Guest
Guest - - 690,619 comments

Probably a stupid question but while editing the script I can't really figure out what is the "Killer" Faction in the relations script supposed to be

(also what does "nil" mean - is it default or "zero" cause idk if I'm supposed to leave it at nil or change some to a "0" if I want that to be the positive limit)

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