So it just dawned on me..randomly..originally I wanted to get rid of some of the Duty .all spawn in garbage because I thought Bullet and friend will replace them (and if you have too many the game makes them die in those fire barrels)...so I let those Boars from the agroprom quest kill some dutiers...but then...intstead of bullet showing up..Barin( who is a veteran I thought vets are not allowed to be in places like Garbage) and Warrant Officer showed up at the garbage...
So I got an idea since I had Seriy in Agroprom, etc
you can manipulate spawns...you want Yurik to end up at the rookie camp? Have those mercs kill a bunch of rookie stalkers...
You want Gusarov to end up in Dark Valley instead of the deadly garbage/Wild territory?
Kill a couple of the no name loners at the Pig Farm.
All those unique name NPCs that don't have a place to stay will go to the gulag that is open..at least I think im correct
Reason why Friar and Poker spawn down in the Agroprom underground..once you clear those original bandits the game ''calls for more to replace them'' and those 2 who don't have a spawn go there...
Last time I didn't kill those bandits there..so the game needed a gulag of bandits in Wild Territory.and that's where they both spawned
True, though it's all in the timing, creating a vacancy in a gulag on another level when a unique NPC has yet to take up a position within a camp. Once the unique NPC actually settles into a camp then new random NPCs tend to fill recently opened slots on other levels. It's when they're still in-transit that they behave as a "regular NPC", and can be influenced as to where they ultimately end up.
And Poker and Friar do actually travel instead of simply spawning at their end destinations. The second link in my signature demonstrates this.
I'm pretty sure Friar and Poker don't spawn in Ag Under. I've met and shot both coming from Garbage as I'm leaving Agroprom.
After taking the job to find the 'Storming Abakan' (on your first visit to the Bar) you can see on the map that the marker says it is originally in the Dark Valley bandit base. By the time you get to Garbage the marker will be in Ag Under.
I think that was in vanilla games. Played a lot of mods and, though my memory is perfect, the recall has never worked quite right. I think my 1962 vintage search engine has a few bugs.
A preoccupation with the next world is a clear indication of an inability to cope credibly with this one.
well yeah they don't spawn there my bad iwasnt very clear
I mean the way 99% of people have them end up in agroprom underground in my playthrough they ended up in WT...same with the 2 veteran bandits at the garbage( sid's quest)..they walked to Wild Territory too
Seriy in Agropom or Yurik in the Cordon is one thing that a player would actually be less likely to see in a game where they spend a long period of time in each map before moving on. As I said, you have to create an opening in a camp on another level while the NPC has yet to take up a position in a camp on their starting level. The reason Yurik went to the Cordon in my unmodded game is that he was injured in the Garbage before joining a camp or getting killed, and I went back to the Cordon and killed a rookie Loner for Sid in the tunnel. Under most circumstances Yurik will either be killed or join a camp, and time spent in the same map with him will all but ensure this. It really is a matter of timing and circumstance when it comes to moving friendly and neutral NPCs to other maps in the unmodded game.
If the player goes to the Agropom Underground and kills the bandits there, Friar will travel to that point from the Dark Valley via the Garbage not long after, and Poker will do the same sometime after getting Borov's key. If the player waits along that specific NPC travel path at those times they will almost always eventually see them en route. I've done this many times.
I understand you are saying a shorter game makes this happen but what
I am saying, that if it is simply a matter of creating a vacancy for an NPC
to fill that void leaving a position where he is supposed to be and going to
one where he is not, would not a longer Game expose this happening more?
I understand the unique conditions for Yurik and the three trenchcoat
Loners who are mugging him, to go elsewhere if you fubar that scenario
but I'm not getting why Seriy would leave the hanger. Have I not created
hundreds of openings for an NPC to be needed in Garbage and other levels
nearby? Surely in 9 months of playing Seriy would be prompted to fill one
of those if he was a free agent. There must be something more to this
that has not been explained to make this happen other than a vacancy.
My theory is that the player would somehow have to create the conditions for Loners to migrate to the Agropom camp before completing Seriy's mission, and that after he first joins the camp following the bandit attack he can no longer travel. Yurik in the Cordon is something that a player is more likely to see in a game where they go to the Garbage early on simply because more spaces for him will be available. I found it to be a difficult thing to achieve with my (mostly) normal progression through the game this time, but perhaps in a future playthrough I'll devote some energy toward figuring out exactly how to coax NPCs to other levels.