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bring back searchable mutants

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  20:19:15  15 February 2010
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nutpantz
Senior Resident
 

 
On forum: 04/03/2007
Messages: 416
bring back searchable mutants

it is said that the developers hard coded this out of the game. bring it back so the modders can bring back mutant body parts to add some life back to a very limited freeplay ending

nutz
  00:54:48  16 February 2010
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Darkenneko
Senior Resident
 

 
On forum: 05/03/2008
Messages: 761

---QUOTATION---
bring back searchable mutants

it is said that the developers hard coded this out of the game. bring it back so the modders can bring back mutant body parts to add some life back to a very limited freeplay ending

nutz
---END QUOTATION---



Developers don't read the English Thread,
and that will be something for the next Stalker.
  01:37:13  16 February 2010
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198

---QUOTATION---
bring back searchable mutants

it is said that the developers hard coded this out of the game. bring it back so the modders can bring back mutant body parts to add some life back to a very limited freeplay ending

nutz

Developers don't read the English Thread,
and that will be something for the next Stalker.
---END QUOTATION---



We can hope
  01:38:01  16 February 2010
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-[Badger]-
(Novice)
 
On forum: 09/10/2008
Messages: 14
WHY? I prefer not searching mutant corpses. there is no point. they are mutants, animals, why would they carry anything of use. if it is required for a mission in a future title, like in SoC, to get a body part for research you could add a point of interest on the corpse, like the flower or anomaly snsors placements in CoP.
  01:39:10  16 February 2010
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198

---QUOTATION---
WHY? I prefer not searching mutant corpses. there is no point. they are mutants, animals, why would they carry anything of use. if it is required for a mission in a future title, like in SoC, to get a body part for research you could add a point of interest on the corpse, like the flower or anomaly snsors placements in CoP.
---END QUOTATION---



that's why we want it brought back so we can sell body parts to scientists
  04:22:07  16 February 2010
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nutpantz
Senior Resident
 

 
On forum: 04/03/2007
Messages: 416

---QUOTATION---

Developers don't read the English Thread,
and that will be something for the next Stalker.
---END QUOTATION---



silly question
if they dont read the english threads
why have the section even here?

dont answer that..


nutz
  22:16:09  17 February 2010
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SomeTypeOfBadass
(Senior)
 
On forum: 05/18/2009
Messages: 71
I agree with this. Mutants have no value in COP. In SHOC you could occasionally find mutant parts to sell which made killing them profitable.

Mutants in COP feel like nothing but a waste of ammo. I just try to avoid them.
  00:20:41  13 March 2010
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409
What I've done personally in SoC and CS is make meds less effective and more scarce as well as MUCH more expensive, and each mutant part has some med effect as well as a side effect - ie. flesh eye works same as bandage to reduce bleeding, but there's radiation poisoning effect etc. - so by collecting mutant parts you can "live off the land" if you have to.

Something I've considered is whether it'd be better to be able to trade certain parts for certain meds (keep in mind mutant part probability can be adjusted) - and make the meds astronomically expensive to otherwise buy as well as reducing their availability from stashes etc...

The Russian ARS mod I think has brought back mutant parts and there's talk of trying to separate it as a stand alone addon.
  00:33:29  13 March 2010
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Blocks100
Pseudogiant's gonna getcha!
(Resident)

 

 
On forum: 03/22/2007
Messages: 971

---QUOTATION---


The Russian ARS mod I think has brought back mutant parts and there's talk of trying to separate it as a stand alone addon.
---END QUOTATION---



Whilst it would be nice if this happened, I'd definitely recommend the ARS mod to anyone whose missing their mutant body parts...the mod adds so much more to the game!

"A day in the Zone without skinning a mutant is like a day without Sunshine!" - Gronta
  00:35:24  13 March 2010
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409
I haven't checked recently: is the translation coming along ok with it?
  15:15:29  13 March 2010
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us11csalyer
(Novice)
 
On forum: 03/05/2010
Messages: 32
to add to this it would be nice to be able to gather mutant blood and use them to build a bio weapon that you can use on other stalkers.
  17:43:14  13 March 2010
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Blocks100
Pseudogiant's gonna getcha!
(Resident)

 

 
On forum: 03/22/2007
Messages: 971

---QUOTATION---
I haven't checked recently: is the translation coming along ok with it?
---END QUOTATION---



The translation i'm using at the mo, Now we Dance's v0.5 is superb, especially the descriptions you get when you buy info on how to harvest body part from the various species! Highly recommended.

@ us11csalyer- not sure about the bio-weapon idea, but all the SHoC descriptions of mutant body parts hinted at their special properties / restorative effects. 'Farming' boar hooves and supplying them to the Scientists to receive a batch of anti-rad drugs a day or two later should be made possible.
  02:58:50  14 March 2010
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409

---QUOTATION---
I haven't checked recently: is the translation coming along ok with it?

The translation i'm using at the mo, Now we Dance's v0.5 is superb, especially the descriptions you get when you buy info on how to harvest body part from the various species! Highly recommended.

@ us11csalyer- not sure about the bio-weapon idea, but all the SHoC descriptions of mutant body parts hinted at their special properties / restorative effects. 'Farming' boar hooves and supplying them to the Scientists to receive a batch of anti-rad drugs a day or two later should be made possible.
---END QUOTATION---



Exchanging mutant parts for meds like that is THE way it should be IMO
  15:34:47  3 May 2010
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Arcrer
(Novice)
 
On forum: 05/02/2010
Messages: 6
If they get it back to the humanoid creatures it would be cool, i would not like to check for bullets in the anus of a dead mutated dog or boar.
  23:06:31  3 May 2010
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177

---QUOTATION---
If they get it back to the humanoid creatures it would be cool, i would not like to check for bullets in the anus of a dead mutated dog or boar.
---END QUOTATION---



Heheh, were talking about taking body parts from the mutant, not man-made supplies.

But seriously, I would like that feature back. One of my favorite things to do in my freeplay SHOC game is to hunt mutants until I have a backpack full of dog tails, flesh eyes, boar hooves, and bloodsucker tentacles, then bring it all to Yantar to help science and make a tidy profit at the same time.
  21:58:19  21 May 2010
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Starioshka Prokol
Tactical hedgehog of Duty
(Resident)

 

 
On forum: 02/27/2008
Messages: 511
Why da heck they don't read english?
  10:58:07  1 July 2010
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Al_B_Bach
(Novice)
 
On forum: 07/29/2009
Messages: 45
Have to agree, miss the feature.... plus I wish there were more of them to shoot. Ammo has never been a prob for me. I like the idea of 'usable' parts to heal your self as well as the normal trade aspect.... hope that get's done some where. I'll have to check out the ARS mod, I've tried to bring that aspect back in the mod I'm working on, but unfortunatly still a no go on that. Have to be content with the normal modding of weapons, outfits and artifacts that I've done so far.
If the ARS mod has been successful in getting the beasties back in and only that, I'd be happy beyond belief! I know Dades CoP Mod did.... but I wasn't to pleased (at this point) with it. To much other stuff thrown in for my tastes..... not saying it is a bad mod. Which makes me think.... what ever happened to natasha8384.... to me wrote the best scripts for SOC n CS when it came to his Monstrosity mods. I really wanted to use his scripts in a compile I did for CS. Oh well.... water under the bridge.
As far as CoP.... still a great game all in all, but really, when was the last time you had a steaming bowl of woof brand chili by the fire side and what is that diet sausage made of anyway?

On another note.... maybe the Devs don't read the English feedback cause they can't read English.... let's hope some kind soul out there reads and translates for them

Good Hunting all you STALKERS!
  12:52:47  9 July 2010
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Jsoobob
(Novice)
 
On forum: 06/23/2009
Messages: 10
It was a shame when the mutant parts got taken out but I have never thought of being able to use the mutant parts, sounds cool though. Also I found that my mutant hunting practices turned away from trying to profit but instead to killing a mutant in the most challenging way possible. So in CoP I found myself killing pseudogiants with my makarov and facing down chimeras with my knife.
  14:25:39  30 July 2010
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077
Hi there,
Even if the mutant part spawning feature is brought back by SGM i would like to have a little insight into this.
Before ive heard about SGM i thought about spawning mutant parts near the killed mutant. After i have read the scripts of SGM i saw that they actually do exactly this:

if monster_community~=nil and monster_community==v[1] and math.random(100)<=v[3]*100 then
        if sgm_flags.value_capture_meal_monster_id~=monster_id then
           create(v[2],monster_pos.x+0.1,monster_pos.y,monster_pos.z-0.1,victim:level_vertex_id(),victim:game_vertex_id())
        end
     end


The v[x] are linked to a table with infos about mutant community, part to spawn and the probability. I was iritated about the function call "create(...)" instead of "alife:create(...)" but it seems to work. Cause i dont intend to copy the feature i tried it myself in bind_mutant.script (on_death_callback):

--gbamm
	-- to let fleshs drop items
	debug_utils.debug_write("%s killed", tostring(victim:section()))
	local monster_pos=victim:position()
		alife():create("flesh_meat",monster_pos.x+0.1,monster_pos.y,monster_pos.z-0.1,victim:level_vertex_id(),victim:game_vertex_id())
		debug_utils.debug_write("for other mutant spawned")
	if victim:section() ~= nil and victim:section() == "flesh_normal" or victim:section() == "flesh_strong" then		
		alife():create("flesh_meat",monster_pos.x+0.1,monster_pos.y,monster_pos.z-0.1,victim:level_vertex_id(),victim:game_vertex_id())
		debug_utils.debug_write("for flesh spawned")
	end
	-- gbamm end


The code has debug functions in it to let me see if death callback is fired and for whom. Furthermore it should spawn a flesh_meat item for every killed mutant, but inform me if its caused by the if statement using sectionname or just for some other mutant (as said its debug). For some reason the item wouldnt be spawned - and sometimes it crashes with

---QUOTATION---

! Cannot find saved game ~#i#:[dog_normal] killed
! Cannot find saved game ~#i#:[dog_strong] killed
stack trace:

0023:081AB7D0 lua.JIT.1.1.4.dll, lua_yield()

---END QUOTATION---



The item itself works like a charm. I have inserted it in actors inventory from gamestart and used it, dropped it and picked it up. Everythings ok.

Any ideas whats the glitch? And why SGM uses create instead of alife:create()?
  11:24:12  1 August 2010
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Pastor J
Zone Preacher
(Resident)

 

 
On forum: 09/25/2008
Messages: 316
Having mutant parts is pretty cool I admit, but useless in its present form.

If they can expand on it, like I said in the other thread, make it so that you can use diff. parts to customize your appearance, then it'd be damn cool.
  19:24:52  21 February 2011
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Xseven
(Novice)
 
On forum: 02/14/2011
Messages: 42

---QUOTATION---

Developers don't read the English Thread,
and that will be something for the next Stalker.
---END QUOTATION---



If the dev dont read this let say the modders would read it.

Cant they make mutant body parts as part of medicine creation or part of the sausage ingredients since i saw in CS they have boars roasted and SoC barman preparing the head for soup? Hell they even wanted pseudodog tails as jewelry.
  01:42:31  22 February 2011
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supervert
(Novice)
 
On forum: 02/20/2011
Messages: 15

---QUOTATION---
Developers don't read the English Thread,
and that will be something for the next Stalker.
---END QUOTATION---



Google translator here I come!!
  23:09:45  4 March 2011
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zyobra777
(Novice)
 
On forum: 02/27/2011
Messages: 18
That is missed indeed. And have to agree there's much less mutants to hunt
  02:00:58  5 March 2011
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198
It's all down to realism - in real life scientists would want mutant body parts to see why the mutations took place, what the mutations did and how they interacted with the whole of the specimen.
  02:36:56  5 March 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
It's all down to realism - in real life scientists would want mutant body parts to see why the mutations took place, what the mutations did and how they interacted with the whole of the specimen.
---END QUOTATION---



I imagine the scientists would want what scientists use in the real world - live examples to experiment on.

The SGM mutant part drop works well but looks very odd in some cases. For the flesh, boar, snork, sucker, chimera, burer, controller and Pgiant its fine as the part drops on the spot where the mutant dies.

With the dogs seeing it through a scope can be a bit disconcerting - it looks very much like your bullet not only killed the dog but also made it have a crap as it died.

And then along you come, the Zone 'pooper-scooper', and pick it up.

.
  03:19:20  5 March 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306
i think it would be a nice addition if you had to cut the part off/out. like the tails, they wouldn't just fall off so IF you can be bothered, get your knife out and start cutting, then again, it would be nice to be able to cut some meat chunks o for food, or selling for food. adds a realistic reason to hunt mutants other then being able to say "i just killed that"
  06:51:05  5 March 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
 

Message edited by:
Steelyglint
03/05/2011 6:53:29
Messages: 5171
The main problem with hacking the bits off with your knife is that, although every dog has only one tail and every sucker only the one set of tentacles, every burer and controller has two hands, flesh and Pgiants have two eyes, snorks two feet, and every boar has four hooves, every chimera has four claws.

In a recent SGM game (that went on a bit I'll admit) I collected close to 900 chimera claws. I reckoned I got about 3 claws for every ten beasts killed. Had the method been the messy knife version I'd have had four times as many.

But it goes further - that 3,600 would then have to be multiplied by 3.33recurring because I would then be getting four claws from every beast killed rather than just from the 33.33recurring% I got the current way.

It would have turned my admittedly excessive 900 claws into a midge's widgie under 12,000 - and at 4,800 Rubles each I think poor old Tutsan might have had a problem coming up with the 57,600,000 Rubles to pay for them.

Mind you, in SGM there is a banker sitting right next to him. Maybe he could help.

.
  07:16:33  5 March 2011
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754
Then why don't just add conditions into the body parts, like in ten dog tails, seven would already be damaged in the fight and it would be useless to you, but the other three wouldn't. This could work couldn't it?
  07:35:55  5 March 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
It could. Each part having a condition as with weapons.

But slightly demoralising: I always try for the headshot, whatever I'm shooting at.

To find that 70% of the time I was actually hitting the wrong end of the beast entirely would go a long way towards depressing me.

Especially when the dog is coming straight towards me - hitting it in the tail would require a 'magic bullet' of Kennedy-conspiracy-theories magnitude. Or even higher - that one just made a couple of minor turns in mid-air. This one would have to accomplish a full U-turn.

And if it misses its target guess who's next in direct line, and bigger?

If the 'boomerang bullet' finds its way into the Zone, let's hope the Zombifieds, Mercs and Monolith get hold of it first.

.
  14:37:03  5 March 2011
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177
The Zone is a rough place, and fights with the player wouldn't be the only way a mutant might suffer damage to specific body parts. Fights with other mutants and disease could also play a part, rendering the parts useless.

Or we could even say that the scientists are only looking for parts with certain rare traits, like a bloodsucker jaw with an extra tentacle, or a multi-faceted flesh eye. Normal parts would sell for a pittance, barely worth anything because they are so common, but the rare ones would have value comparable to an artifact.
  05:54:02  6 March 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306
exactly, there are loads of ways of doing it, and also, thing about the fleshs eys, shoot at the head chances are you could hit or damage the eye in the process, but even the cutting meat thing, realistic, and also adds new food, mmm... tasty chimera burgers...
  15:23:51  6 March 2011
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Floyd 89
(Novice)
 
On forum: 02/13/2011
Messages: 14
I'd love to see something similar to this in Stalker 2, and have a side-quest to hunt unique mutants. The only thing that would need to change would be to make it so that mutants behave more like wild animals and run away from humans rather than constantly try to attack them.

Your task would be to track down a very rare bloodsucker or boar and to kill it (or perhaps capture it?), the challenge being to be able to do so without the animal discovering you.

There could be two sides to this - hunting prey, which run away from you, and hunting predators, which attack you. The bonus for being able to sneak up on the mutant would be to get a 1-shot kill. If you're comprimised, a pissed off chimera may well be your punishment.

This might also lend itself well to a new form of mutant, such as a deer that has developed lightning reflexes and powerful elastic leg muscles allowing it to sprint at 60mph and will bolt in a flash the moment it senses danger, giving you precious seconds to kill it.

Your task would then be to cut off a piece of that unique creature for study, or, if you've been assigned to capture it, to sedate it and carry it back.

Stalker lends itself naturally to this sort of gameplay. I had a great time in CoP when I was assigned to kill the chimera. I got my Dragunov rifle, a cup of tea (in real life), perched on the ventilation tower and waited until nightfall for the chimera to appear. It created its own story and tension without the need for melodrama.
  23:08:20  6 March 2011
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177
Yeah, a large list of repeatable hunt quests, similar to the Chimera hunt, would go a long way towards making freeplay more interesting.
  14:22:48  11 April 2011
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MG421982
Senior Resident
 

 
On forum: 03/02/2008
Messages: 151

---QUOTATION---
bring back searchable mutants

it is said that the developers hard coded this out of the game. bring it back so the modders can bring back mutant body parts to add some life back to a very limited freeplay ending

nutz
---END QUOTATION---



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