ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Playing the Game
Saving Yurik

« Previous 10 events | 1 2 3 4 5 6 7 8 9 10 ... 19 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  20:31:22  20 August 2015
profilee-mailreply Message URLTo the Top
Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
Yeah, in my current full game I didn't even know that Yurik had gone to the Cordon until I found his body between the Rookie Village and the Car Park (hence my old "time-traveling"-to-meet-Yurik-in-the-Cordon story). And I've never had the Trenchcoat Loners live very long due to the likelihood of collision deaths in Bes' camp, but it would be awesome to see them pop up somewhere else down the line. Well, as long as one didn't just kill them on sight as a result of their choice in fashion.
  08:26:55  22 August 2015
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29404
Saving Yurik

It would seem you need to create some vacancies in the Cordon to
get the trench coat Loners to leave Garbage. Would getting Petruha
and his men wiped out do that? Could the 3 then go to the drainage
tunnel or do you need to skip meeting Petruha to go to Garbage first?

TS
  22:52:07  22 August 2015
profilee-mailreply Message URLTo the Top
Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
I wish this were the case. At around the 2:40 mark in my fourth video you can see that the drainage tunnel is completely unoccupied, and that Petruha still hadn't spawned yet as a result of my skipping the initial convo with Wolf prior to my trip to the Garbage. In fact, the Loner whom I passed on my way out of the Cordon in the second video might have actually been first to enter the level from an outside location. So there was no shortage of empty camps when I brought Yurik to the Cordon by the end of the series.

From what I can tell through sheer observation, three of the four participants in the Yurik event (usually the Trenchcoat dudes) are immediately signaled to move to Bes' camp as soon as the event ends. If a fourth survives it seems that he's given no instruction as to where to move, and enters what I've described elsewhere as "wander mode" (like Barin post-X-18, pre-completion of delivering the documents). And it's when the NPCs are in this destinationless "wander mode" that they can be influenced to move to available spots in other levels.

But I do wonder what would happen with the Trenchcoat Loners if Bes' camp were full when I pulled the Yurik trick (if this is even possible in vanilla). Not sure if I'll ever get around to testing that one though, as it would involve a whole lot of waiting around with very little to do. Although maybe someday I'll see where else I can get Yurik to move to...
  04:50:39  23 August 2015
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29404
Saving Yurik

I almost feel you've just tapped the surface of something very interesting
here. There could be possibly be some more variations of Yurik and the
3 trench coat Loners if you kept playing around with the Game variables.

TS
  05:37:45  23 August 2015
profilee-mailreply Message URLTo the Top
Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
 

Message edited by:
Max Chill
08/23/2015 5:38:49
Messages: 661
Yeah, I'm always on the lookout for ways that I can put other NPCs in this same directionless state. Sometime soon I'll check out what happens when I fully complete the mission-thread to obtain the decoder outside of the rest of the game, since all I have left to do with that is to go and grab it from the Pripyat hotel. And at least I won't have to use grenades to get it this time.

Here's an excerpt from a post of yours on page 116 in the 1.0005 thread that describes NPCs in "wander mode". Do you remember anything at all about what may have caused it?

---QUOTATION---

In my other long Game, I actually had Dutyers go on patrol
going south down the road to Garbage and west from Rostok
into the Wild Territory Twilight Zone going in both directions.
The path I notated on the PDA Map would be walked by them
and they would actually cross each others path like they were
both on long range patrol. This was different than all the other
activity just covered, since it did not involve NPCs as replacements.

---END QUOTATION---

  10:49:46  23 August 2015
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/23/2015 10:59:19
Messages: 29404
Saving Yurik

My 2nd longest Game where this took place was quite different than
my current one. I didn't necessarily take so long going to each level
like now but instead once I went to Pripyat and came back, that was
the point where I racked up the most time going all over the Zone.

In this Game, as you know I spent more time entering each level and
then going back and exploring and notating the changes more closely.
I paid more attention to when tasks were given and when others would
become available. Right now I've gone as far as the Red Forest. I do
not have any wandering NPCs that patrol Rostok going south and west.
In fact my Bar area ( eastern Rostok ) is at it's lowest point ever of the
extra NPCs found there. I have a single Dutyer around the campfire
hanger closest to Arnie. I have a single Loner around the campfire that
is in the hanger closest to the water tower. My Rostok is an empty town.

In my other Game, Military respawns passing through Rostok had killed
Arnie, the "Get out of here Stalker" Dutyer, the Loner that guards the
100 Rads Bar and the Loner that guards the small building between the
two Hangers. In my current Game I still have all those people, plus all
the Dutyers at their Base, the Dutyers guarding both entrances and all
the regular but variable Bar patrons. I just don't have crowds of NPCs
you normally expect in each of the hangers like I had earlier in the Game.

The largest crowd I had was right before I went to the Wild Territory.
In other words I had not gone to the WT or AW yet and I had so many
Loners & Dutyers walking around inside the Bar area and outside both
of the Duty checkpoints that they were going down all the roads outward.
After I opened the way, and they had places to go: WT, Yantar and AW,
their numbers decreased. I anticipate going to Pripyat would change that
where I might see some traffic again and maybe the patrolling Dutyers.

Some people have described the leader and other members of the Freedom
Base leaving it and being found in the Red Forest or Pripyat but I have never
seen that. That may be due to the ZRP Mod as it changes things besides fixes.

TS
  23:14:32  23 August 2015
profilee-mailreply Message URLTo the Top
Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
I've often wondered what the difference is with ZRP that allowed this to happen in my previous game: http://i.imgur.com/QetYu8g.jpg

My first guess is that the lack of campfire deaths and changes to NPC spawns in ZRP enabled me to keep everyone in camps alive to the point where there weren't any available spots in the Garbage when I first discovered the trick with the Yurik event. Plus it does seem like the way that NPCs travel has been altered somewhat for the mod, as IIRC Loners in ZRP would often travel together in large groups (like what's shown in the above pic). Whereas in vanilla I don't remember ever seeing more than three in a mobile group.

It is quite interesting how random NPCs were engaging in this aimless wandering behavior in your previous game, though. I've still only directly noticed it with Yurik and Barin. It's too bad that many who mention having seen other NPCs in different levels than usual don't think to take screenshots of these occurrences. But then again I suppose that most players don't really geek out on these things as much as I do.
  00:57:47  24 August 2015
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29404
Saving Yurik

I have to keep reminding myself that what you may do may never be
what I can do or will result the same since you are using the ZRP Mod.

TS
  01:03:09  24 August 2015
profilee-mailreply Message URLTo the Top
Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661

---QUOTATION---
Saving Yurik

I have to keep reminding myself that what you may do may never be
what I can do or will result the same since you are using the ZRP Mod.

TS
---END QUOTATION---


Nah, i used ZRP in my game before this. The one I've been discussing in your 1.0005 thread and making videos of is completely unmodded. The only difference is that I'm running 1.0006.
  01:18:36  24 August 2015
profilee-mailreply Message URLTo the Top
Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29404
Saving Yurik

Another thing that I read about that greatly disappointed me is about
Autumn Aurora 2. I wanted to try it but read it incorporates the ZRP.

TS
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Playing the Game
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2022 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.