| 01:04:26 11 September 2020
Bandit Jesus 2.0
On forum: 04/28/2014
Message edited by:
Saving Pavluha Rotten|
I really appreciate that, especially since I likely would've just moved on to mods without bothering to share my alternate method for saving Yurik had I not found your writing on the unmodded games and started discussing it with you. Not to mention that most of the tricks that I've conceived of are inspired by convos we've had as well.
So as far as setting this one up goes...
I ran directly from Sid's bunker to the Rostok entrance (with only a quick detour to grab the PB1s from the boxcar near Tolik), pushed my way through the gate and made for the AW. Upon arrival (after saving and then going back to verify that Pahluha Rotten hadn't been chomped by mutants before my going through the AW missions) I ignored the scripted scene and went to grab the Wind of Freedom suit from the Farmhouse, put it on and then entered the Bloodsucker Village. Walked through Murk's camp and caught the attention of the 'sucker guarding the house with the Bulldog 6 before leading it to its doom at the hands of the Freedomers. Acquired the launcher and then made for the base.
After snagging the Vintar BC, 9x39mm SP5, and a Fireball for anti-rad I informed Lukash of Skull's group and then headed back to the farmhouse without even bothering to talk to Max. Posted up atop the building across from Silence and rained VOG-25 hell down on those bastards until they were no more. Collected their 9x39mm and then made my way back through Max's squad (who stayed lined up there until I joined the Svodoba ranks) and received my second assignment from Lukash which I was fully determined to fail to the best of my ability.
Did so in the funniest possible way (I just got close enough for the nearby pseudodog to come online and kill Pavlik) and then walked my sorry-ass on over to Cap. Got the job, climbed a tower, shot some weirdos in grey. Collected the spoils and went back to behold the magical dialogue box that transformed me into an anarchy-loving cannabis enthusiast.
Before heading back I considered how killing anyone in the Bar level would turn the Loners there against me in addition to Duty, and formulated a plan to avoid this. After crossing in front of the checkpoint to get their attention I lobbed an RGD-5 close enough to the Dutyers to get them to flee, but far away enough not kill them. This distracted them long enough for me to hop up and over into the Twilight Zone without catching a single bullet. Later on I found a way to get inside the Bar from the TZ without alerting Duty as well, which I intend to eventually make a short video demonstrating (as well as one with the full streamlined Freedom-joining sequence).
Killing the guards back at the Garbage outpost seemed like the best option, and the VSS made it very simple. After observing the target's reaction to my new designation I managed to play up through the Agroprom docs mission without killing any bandits by handing out better guns to relevant Loners who would use them ( those who weren't "sawed-off supremacists" ). Since I was focused solely on relocating the fake Loner I didn't bother with any optional missions.
Since camp assignments are essentially permanent (so long as the camp still exists), each of the various demonstrated outcomes were derived from a save created at this point in the sequence. All vacancies were created indirectly (Loners did the work in Cordon and Agroprom, a highly-motivated pseudodog cleared spots both DV camps, and in the AU I simply helped the Bandits to notice the bloodsuckers). As far as keeping him safe during transit I find that my absence is the best possible protection, so I pretty much just fucked off to someplace far enough away to keep him offline until he arrives.
I'm not exactly eager to do it all again for the sake of making a video, especially considering how much of the latter half involves loading saves to achieve desired random NPC combat outcomes and then waiting around in a safe location while he travels. Plus the videos I made about Yurik and his pals pretty much demonstrate the general principle anyway. But joining Freedom from the start would be worth showing, along with how to safely get through Rostok and to and from Barkeep. And when I finish that maybe I'll even make a new thread for once instead of just digging up some crusty old one like this.
Anyway, thanks for your kind words and continuing enthusiasm for my SoC shenanigans.
| 04:07:20 10 September 2020
Veteran of the Psychic Wars
On forum: 05/12/2007
Message edited by:
Wow. I didn't think this was as complicated as you revealed. It's funny how you and I talked about the Bandit in the Stalker suit years ago, wondering if there was something that could be done similar to your Yurik scenario. Mainly we talked about keeping him alive and why he was sometimes found dead ( mutants I think, if the Player brought the area online ) however I never expected the Freedom Faction angle.
With all the various locations you have sent him to, I can only imagine this is multiple variations on the same theme. It would be too hard to be a continuous single action in my mind, but if anyone could do it, it would be you. The hardest part I imagine would be avoiding him and his buddy, the whole area, before going off and doing other things. Which leads me to other questions.
Did you go to the Agroprom to get the documents to open the way to Rostok or did you glitch the gate and get through quicker? Did you go around Colonel Skull and avoid that whole scenario to get to the Freedom Base? Skip all the assassin jobs in the gully? I'm going to assume you did since the point was to do a Yurik scenario and not rack up PDA tasks.
One question on the Freedom Faction join, when you have to kill the Freedom Traitor, do you fail killing everyone or do you kill the Mercs but leave the Traitor alone? What's your best way to get that task to fail? I'm also going to assume you had to kill all of Duty once you arrived back in Garbage. Interesting to find out the vortex body removal applies to other areas. I don't think anyone has ever stumbled on the placement of many perma-bodies actually serving a dual-purpose like you discovered at the Bloodsucker Village. Quite ingenious of GSC to come up with that trick to provide dead bodies for effect and at the same time a means to control/limit other actions.
I barely comprehend the means necessary to get NPCs to move to other camps. Are you ( as a Freedom member ) killing neutral Bandits to create vacancies for your specific NPCs to relocate? Are you killing neutral Loners to ensure their safe passage? Your work transcends even playing a normal Game and doing the normal expected tasks. I just wish you could create videos to show your work. I'm going to assume you are still constrained by your older system.
Whether anyone else understands what you have done, I do... and I think it is just fantastic. I feel there is so much untapped potential in SoC that most people don't even realize or understand. Amazing that 13 years after the Game was released, there is still more to see that is beyond what GSC imagined anyone would try to unravel. Please keep up your great work. I'm your biggest fan.
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| 00:14:13 8 September 2020
Bandit Jesus 2.0
On forum: 04/28/2014
VIP stalker escorts in the Zone|
Am I missing something? You're showing Loners and Bandits mixed together but that's not supposed to be happening in the Unmodded Game. Is that the point you are trying to make? That would truly be a great trick to discover.
Well now I wish it were actually something as profound as forging a sort of Loner/Bandit alliance instead of the simple trick that it is. But the "unique freak" I referred to earlier is nothing more than the inverse of the Trenchcoat Loner. He's the Stalker Suit Bandit: https://i.imgur.com/KWe4e8l.jpg
My initial thought in this was wondering what the result would be if I approached him after joining Freedom and becoming neutral to the Bandits. Turns out that he does become neutral as well, but then immediately switches back to hostile once the player gets within a few meters of him. https://i.imgur.com/QoGtQFz.jpg
Then I recalled that the general area in which he resides is later occupied by a group of regular Bandits, which would likely indicate a removal of the camp jobs that hold him and his Viper Sniper associate in their initial positions. So much as completing 'Respond to the call for help' sets Yurik and the pseudo-Bandits free by removing their little robbery routine, I set out to find what triggers this particular change.
Oh, and I did run to the AW and join Freedom first thing in my game. Pretty easy to do considering all of the free high-grade weaponry, armor, and artifacts found within the level.
So after that I played through up to the point of handing the Agroprom documents to Barkeep and witnessed this scene upon my return to the Garbage: https://i.imgur.com/A9u4BnT.jpg
He and the other Bandit had been freed from their scripted positions and were now displaying the telltale signs of "wander mode", glancing from side-to-side while wandering to seemingly random points on the map from a starting point near their original spot. This meant that I could do as I did with the Trenchcoat Loners and move them into various camps in other levels by creating vacancies. And so I did, managing to place him at locations in every level where low-ranking Bandits can be found.
Agroprom and its Underground:
All of these simply required the death of a previous occupant in order to initiate his movement to the camp, except for that last one. Even after a pseudodog fatally bit the original Bandit's nuts off at the camp outside of X18 my Stalker-suited friend was still wandering around the Garbage like a dumbass. Which reminded me that the Trenchcoat guys did the same at first when I was trying to get them into Mole's group, and how I remedied this by chucking the former occupant's corpses into a Vortex.
So I did the same in the DV and he suddenly decided that he would like to travel there after all. Based upon this, the above-mentioned thing with Mole's group, and that old trick where I made 'Purge the freedomers' repeatable by exploding Murk's buddies' bodies, it would seem that active "temporary" camps (ones that are used for singular game events and then later removed) can block respawns only so long as the original corpses still exist. Something to play around with later, I suppose.
And for the sake of staying at least somewhat on-topic, this was the scene at the derelict machinery scrapyard while I was endeavoring through most of this foolishness: https://i.imgur.com/rjTcgMX.jpg
So yeah. That's my trick.