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Saving Yurik

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  01:32:36  24 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
 

Message edited by:
Max Chill
08/24/2015 1:32:55
Messages: 661

---QUOTATION---
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
---END QUOTATION---


Well, Autumn Aurora 2 is a gameplay overhaul in addition to being a graphical one, so the addition of ZRP is actually a good thing due to it's increased stability. After revisiting the unmodded game I am inclined to agree with you that the vanilla game is underappreciated and that the majority of issues within it can be mitigated through constantly making regular hard saves, but I do also think that ZRP is an excellent mod that gives an experience not too far removed from the unmodded one. And every single trick that I had devised within my ZRP playthroughs has been repeatable within the unmodded game.
  01:38:42  24 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

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

What would be ideal is to get the 3 trench coat Loners to the Cordon.
At the beginning of SoC you can meet a Loner traveling there from
the electro tunnel direction alongside the fence line. The trouble
with most any other location, like the Car Park, the Drainage
tunnel, the Pig Farm, the 2 man boulder crew or any of
the other locations is that they will die very soon.

TS
  02:00:37  24 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
 

Message edited by:
Max Chill
08/24/2015 2:10:06
Messages: 661
True, and getting them to the Cordon is the one thing that I haven't been able to replicate from ZRP playthroughs in my current unmodded game. The only way that I can really see making that happen is to have enough Loners fill up every single camp in the Garbage, and I'm not sure that the random NPCs even start to move in until you complete each camp's corresponding mission. Not to mention that it would take a very long time for the camps to fill at this point if this were even possible. It would be awesome to find a way to get the Trenchcoats to the Cordon without having to make a huge production of it, but for the moment I'm satisfied with the simple and repeatable method that I've devised for getting Yurik there, at the very least.

Edit: Although I did just have a weird idea for a possible way to do it (which isn't far removed from my Purge the Freedomers trick). It's a long-shot and might be kinda tough to pull off, but it's worth a try.
  02:48:33  24 August 2015
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Tejas Stalker
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On forum: 05/12/2007
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Saving Yurik

Also there's a point in Garbage after you help Seriy at the Train Depot
where 2 Loners arrive and stand guard outside of the main entrance.
Wouldn't that be cool to have 2 trench coat Loners to be the ones?

TS
  03:28:26  24 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
That would be pretty rad. They seem to have a very strong preference toward joining Bes' camp, though. Even in the past when I would help Seriy before doing Bes' quest the three would still move to the vehicle scrapyard and the fourth would still go into "wander mode" and be susceptible to moving into the Cordon. But it is possible that doing other later story missions prior to ending their event might have some effect on how they choose where to go. And destroying the Loner perma-bodies in the scrapyard might cause some early random spawns that could perhaps change how the fake bandits get assigned after the Yurik thing, but making this happen is much easier said than done as the Yurik event is very easy to set off.
  05:51:53  24 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/24/2015 5:52:32
Messages: 29404
Saving Yurik

Have you tried skipping Yurik and Bes entirely and going straight to
the Train Depot with Seriy? Create the conditions for vacancies there
first then going to do your Bes thing while the trench coat Loners might
first respond to the Train Depot rather than the Vehicle Scrapyard next?

TS
  08:40:02  24 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
Yeah, when I wrote about doing this a back in the 1.0005 thread I helped Seriy first and then killed the scrapyard bandits for Bes. The Trenchcoats went to Bes' camp and Yurik ended up in the Cordon. But I would skip talking to Seriy afterward because doing so would supercede Bes' mission entirely and cost me a mission completion and reward. It's possible that breaking the Yurik event in this way instead might create different results, but I didn't explore it too thoroughly.
  14:04:52  24 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/24/2015 14:05:09
Messages: 29404
Saving Yurik

There's a Bandit in a Stalker suit outside the Flea Market. Depending
on the angle you come from he can be found alive with another regular
Bandit in wait like a trap. However most people don't approach him from
the south but the west and he is often found dead. I wonder that if he is
ignored does he stay there alive and could possibly go somewhere else
or is he scripted to die after a certain period of time no matter what.

TS
  20:41:50  24 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
Hmm, that's a good one. There might be some kind of quest completion that could break that scripted event as well, but keeping him alive would not be easy due to the Loners and mutants who travel nearby. In my current "proper" game I took out his friend, wounded the pseudo-Loner, and then left him there for days. I even went so far as to defend him from mutants, but eventually some real Loners came along and ended his misery: http://i.imgur.com/NGfia69.jpg
  08:49:52  25 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/25/2015 8:52:21
Messages: 29404
Saving Yurik

I guess there were a few attempts to trick people who react quickly
without checking their PDA contacts or use the NPC identification.
Your 3 trench coats robbing Yurik. Most people kill them and never
realize they were Loners. The other being the Bandit by the Flea Market
who waves at the Player hoping the suit will put you at ease before the
trap is sprung. My next Game I'm going to explore this more to test it.

If you are wondering why I called the collapsed building in Garbage the
"Flea Market", it is because it's a Clear Sky term and location. The building
is in better condition and is the location for where the Loners hang out in
2011. It has 2 Traders, a Repair Tech, a Guide and some other characters.
Clear Sky is worth it alone to see how the levels of SoC in 2012 are very
different the year before in CS in 2011. You'd never know the Pig Farm
in the Cordon was the location of the main Loner Base in the Zone. Duty
has the military base in the Agroprom and Freedom the base in the Dark
Valley. I got my money's worth out of Clear Sky in the 1st level Marshes.

I've always been fascinated by the Loner with the VAL in the brown trench
coat who shows up sometimes in the 100 Rads Bar. I always wished he
had more dialogue and story than the single thing he tells you about.

TS
 
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