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Saving Yurik

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  21:37:47  20 August 2018
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
 

Message edited by:
Max Chill
08/21/2018 20:27:39
Messages: 661
Killing Yurik

New variation on an old trick:

https://i.imgur.com/KMCmQSM.jpg
https://i.imgur.com/KyErJaS.jpg
https://i.imgur.com/wg3fHok.jpg
https://i.imgur.com/F0vCfkc.jpg

Similar setup as used when I directed the pseudo-bandits to the Garbage hangar, but this time I persuaded the military to free up a few slots in the Rookie Village.

Also got them over to Agroprom. At first just the one, but after performing a little "Zone voodoo" ceremony (https://i.imgur.com/9gl9ZFW.jpg) the whole crew showed up along with new friends:

https://i.imgur.com/VqDI70j.jpg
https://i.imgur.com/Gm4fX7o.jpg
https://i.imgur.com/JtZFi31.jpg
https://i.imgur.com/ByOggzs.jpg
  04:30:26  10 November 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661

---QUOTATION---
Ha! That throne fits him nicely.

---END QUOTATION---


Indeed it does. And he can sit around on a toilet underneath my office pretending to be boss as much he likes while I have my run of the Zone and all its riches.
  03:06:08  8 November 2015
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Audioave10
Senior Resident
 

 
On forum: 07/19/2008
Messages: 2468
Ha! That throne fits him nicely.
  23:47:24  5 November 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
For a more S.T.A.L.K.E.R.-y sort of solution, perhaps the consciousness of the deceased could be transferred to the Noosphere via some kind of special artifact and then be implanted into another body. Or something.

I see the Bandit faction as being a sort of loose confederation of the various criminal gangs within the Zone. They're united in the common goal of robbing, killing, and conning non-Bandits for profit while (mostly) not killing each other, and wear their Bandit "uniforms" mainly so that they can recognize fellow members. So it's possible for the less scrupulous Loners and members of other factions to be considered bandits, but they're only actual Bandits if they join that particular group.

Your theory behind why the Bandits walk as they do would explain Sultan's general choice of location in the current version Call of Chernobyl. He's more of a toilet dwarf now, handing out decrees of death from atop his porcelain throne: http://i.imgur.com/gaPsSQo.jpg
  22:10:58  3 November 2015
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
 

Message edited by:
Steelyglint
11/03/2015 22:11:51
Messages: 5171
Taking enemies out at a distance, and knowing that they ARE enemies, is the purpose of the red change in the reticule. I really dislike 'accidents' and will reload an earlier save if I kill a friend or neutral. That's the 'time-travel' cure for such guilt. Another would be a modern SF device - the implant that holds a copy of your mind, is constantly updated, and can be extracted from an accidentally-made corpse and downloaded into a new body/drone/android - resurrection without the necessity of being the son of god. Sadly, GSC don't offer this option.

And the 'hoodies and sports trousers' bandits walk like they've recently discovered the 'delights' of diarrhoea at just the time they got a knot in the drawstring of their 'sports trousers'.

The bandits who hold Yurik up ARE loners, but are embarking on a new career. Until you've actually completed your first act of banditry you aren't a bandit - or I could claim to be the Prime Minister, I just haven't been elected yet.

It would appear to be the same way with the group in CoP. From what dialogue you get from the poison dwarf sitting next to Knuckles (Sultan) he's just starting out on his conquest of The Zone's criminal opportunities, so most if not all of his minions (or morons as Borov calls them in NS) are probably recent accomplices attracted from the pool of unluckier, bent and just plain psychopathic loners.

.
  19:52:51  3 November 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661

---QUOTATION---
Saving Yurik

Yes, all this makes one really wonder why there are the complexities that
we find. Most people as we know, simply kill the trench coats based on
visual identification and PDA prompts and never give it any more thought.
Mention to them to go back and search the perma-body ( another mystery )
trench coats and tell them they're Loners, and they are in disbelief about that.

We find Snitch and another Loner wearing a trench coat inside the 100 Rads Bar
yet no backstory or explanation is given as to their choices of armor they wear.
I guess if it was more common, people would kill them out in the open from a
distance before realizing they weren't actually Bandits. I've been guilty of killing
a Loner in a simple leather jacket from a distance in bad weather, mistaking
them for a Bandit in their simple leather jacket in poor lighting conditions.

TS
---END QUOTATION---


I can usually tell bandit from Loner at long ranges in SoC simply by how they walk. Bandits have a certain swagger in their step, while Loners have a more stiff and upright sort of gait. The little audio cues that you often hear as they move along help as well.

The perma-bodies don't seem all that mysterious to me anymore. Some are decorative or serve to facilitate mission objectives. The early unique NPCs stick around post-mortem seemingly so that the player can find the bodies of dead recognizable NPCs later in the game. And the random NPCs that don't despawn after death appear to serve as placeholders in smart terrains so that other randoms don't join the camps that they're associated with. That's my take on them, anyway.
  22:21:33  22 October 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/22/2015 22:21:52
Messages: 29403
Saving Yurik

Yes, all this makes one really wonder why there are the complexities that
we find. Most people as we know, simply kill the trench coats based on
visual identification and PDA prompts and never give it any more thought.
Mention to them to go back and search the perma-body ( another mystery )
trench coats and tell them they're Loners, and they are in disbelief about that.

We find Snitch and another Loner wearing a trench coat inside the 100 Rads Bar
yet no backstory or explanation is given as to their choices of armor they wear.
I guess if it was more common, people would kill them out in the open from a
distance before realizing they weren't actually Bandits. I've been guilty of killing
a Loner in a simple leather jacket from a distance in bad weather, mistaking
them for a Bandit in their simple leather jacket in poor lighting conditions.

TS
  21:03:50  20 October 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
I was hoping to find a way to get Yurik and the Trenchcoats to move to the hangar together, but that outcome would be an incredibly difficult thing to achieve. I won't say that it's impossible since the element of randomness as to how camps are chosen could somehow put them all there together, but I can't think of any surefire way to do it like my methods for getting either there independently.

That is a good point regarding the Cordon bridge military and the Stalker suit bandit. I've studied that bandit a bit and he does appear as red if you place the cursor over him from far away. He maintains his initial scripted behavior until you get within a certain range of him, at about the point in which he appears on the radar. I like to take out his backup at the Flea Market and then wound him for real, after which he seems to stick to the general area where you find the group of bandits after X-18. I'll try to keep him alive longer next time, as he might move on to other camps after that smart terrain is deactivated.

The thing I find most interesting about the Yurik event is how directly it's tied to Bes' mission and the lives of the eight bandits who attack the vehicle graveyard. I've found that you can technically complete Bes' mission while one or more of those eight bandits is merely wounded, but if you approach him to complete it without the entire group being dead the attack on Yurik will trigger. Since you don't ever really see NPCs from the same faction attacking each other elsewhere in the game I can't help but wonder if the trenchcoat Loners' hostility toward the raiding bandits is being directed at Yurik by the scripting of the event.
  23:56:12  18 October 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/19/2015 0:01:12
Messages: 29403
Saving Yurik

That sounds like a reasonable explanation as to why they were made
Loners so they don't immediately kill Yurik, however there is also the
Bandit in the Stalker suit. He doesn't immediately attack the Player
but instead waves and acts like neutral NPC. I guess I would like to
study that scenario more to see if he does this out of Mini-Map range
or does he go from yellow to red if the Player gets close enough to him.

I don't think it's too difficult to script as we see other examples like in
the Military at the Cordon railroad bridge are enemies "red" but do not
immediately attack the Player if you approach the Major to give a bribe.
These soldiers are able to contain their behavior towards the Player so
I can't imagine it would be that much more difficult towards another NPC.
It might be the reverse where they were made neutral Loners not for the
sake of Yurik but for the Player so they would appear as neutrals on the
Mini-Map, before the Player visually saw them for the shock value of that
when the Player came around the vehicles and saw them look like Bandits.

Knuckle's group of Loners aboard the Skadovsk is another mystery. They
appear as neutral Loners for several variable missions until they earn the
right to join the Bandits after the Morgan mission at the forestry. As the
Bandits appear as neutrals in the Game, there is no need to make them
Loners to control their behavior so again that is one that is questionable.
I've actually experimented with many of the hostile NPCs in Call of Pripyat.
I've been able to get a hostile Tuna and his men go from "red" to neutral
"yellow" and some of the hostile scripted Bandits change to neutral once
the task has been eliminated. The only ones I could not are the ones near
the Jupiter Plant. I am able to complete my self-appointed task of not
killing any Bandits by letting other NPCs and/or mutants do that for me.

That would be funny to get Yurik on one side and a trench coat Loner on
the other side guarding the hanger in Garbage. Get the two other trench
coat Loners on the catwalk in the back would be perfect. The irony of the
Bandits repeating their attacks on the hanger while they look up and see
two trench coat dressed NPCs would be funny. It wasn't until the 3rd
Game that the Player could wear one and then it was made worthless
as such by a crappy no-artifact-slots upgrade system. Too little too late.

TS
  02:28:11  18 October 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661

---QUOTATION---
Saving Yurik

This is all quite fascinating to me to get the Game to behave in ways
that probably GSC never imagined. The biggest mystery of all is why
GSC made them neutral Loners instead of Bandits like they are dressed.
There's just no reason for it since like you pointed on, entering their space
makes them hostile, shooting at them or injuring Yurik makes them go
hostile. Only the clean kill shot to Yurik's head breaks them of their spell
other than fleeing the area and escaping before anything happens to Yurik.

All the outcomes you show will lead to eventual deaths for the trench coat
Loners except the task of the dual guards outside the hangers. I've been
able to keep those two alive for almost a year. Maybe guarding the back
wall is another one but I did lose one of the two back there in my current
Game. I would love to do this as you have done and enjoy their presence.

TS
---END QUOTATION---


It seems to me that these "bandits" were designated as Loners in order to have them hold-up Yurik for a time before simply murdering him. True bandits aren't that patient around enemies, and it probably would've been more difficult to script them into being so rather than just making them Loners instead. Which is probably also why the "bandits" who attack Spartacus' group at the Shevchenko in CoP aren't true bandits either. Perhaps something interesting could be done with them as well.

So getting back to saving Yurik, I found that I could also have him move to one of the spots guarding the door at the train hangar by quickly completing Seriy's mission immediately after killing all eight bandits who attack the scrapyard and then completing Bes' mission, thus bypassing the scripted attack on Yurik once again before having done anything in the Cordon. I was then able to complete all preceding Cordon mission with no negative repercussions for doing the two Garbage camp defense quests out-of-sequence. The trenchcoat Loners joined Bes' deadly camp, and Yurik had finally found true safety.
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