- Please, read the description tab. I think it will solve most of the doubts about the mod. - Use the 'bugs' tab. Give info, like mods you're using (paks), location and so (screenshots welcome). - If you found this mod interesting and have more modding knowledge, help me!. - Tested alongside a laaarge pile of mods and working good.
Changelog
1.8-beta
Disabled insta-kill fake snipers. Known affected locations: Duga - North zone (i.e. underground access) and Cordon - South Military Checkpoint. Give feedback if more places affected with "insta-kills" or unexpected behaviors.
Added new preset starts for Military: Cordon - South Military Checkpoint (with a small-trader) and Lesser Zone - Central Checkpoint (with trader & technician).
Fixed Military Sphere trader. Now you have three hub locations being military faction.
Added tier 1 ammo and weapons to sell pool and changed chances for some categories added traders (remember: trader pool refresh and changes in a number of hours). Some have a lot of items, done for being playable in medium/long term.
Changed the way that initial PDA beeps are disabled (from inventory added items). I think it won't cause any problems.
Potential fix for non-working "Enable main history" option, not continuing mission chain in some point. Not fully tested, potential fix: give feedback.
Removed the previous version "force activate show HUD" workaround, as is no more needed with latest game updates.
Dev notes: Still no luck and headaches with: Adding guides/medics/taskers. Adding "more live NPCs with actions" in bases (sit, walk...) to spawned traders/technicians. Disable spawned traders/technicians movement on combats. For the moment... is what I could achieve.
1.7-beta
Open much more closed locations and doors over all The Zone. Not blocking as previous ones, but mostly all opened (including many undergrounds, east Wild Island river crossing... and much more). Malachite doors are open (beware of guards relation) and the entrance gatekeeper despawned.
As many undergrounds are empty (filled by main history missions) I added some enemies and rewards in a bunch of these undergrounds, more like a proof-of-concept. You'will found new "valuable" items (sellable secret info and similar) in the "Call Of Chernobyl/Anomaly" way. For being compatible, still no localization for these items. Remember, is more like a viability test. Need more work (more locations, texts, balance...). Beware and save - there are some of them with "points of no return" where you can't exit (will try to solve).
Activated missing guides and medics (Zalissya-Loner, Wild Island-Noon and Ikarus-Ward): Its fast travel and "heal me" dialog was disabled, now enabled. With those, all existing guides, medics, traders and technicians tested and active.
Tried to remove the annoying PDA beeps at start. Included a try-to-fix the "no HUD" fix 1.2.1 game bug, that conflicts with this feature (press "ESC" if the beeps remains - UI will show).
Now an auto-save are triggered just when the game start.
Added new preset start and base for Spark: Rostok Depot, as now is "unlocked". Used at some point in the game's history, they have the original game technician. Nothing more added there for the moment.
Added option to enable "In the Name of Science" secondary mission chain (find the mutants collars). If you choose it, after some minutes from start, you will receive the radio comm about.
Changed the mechanic for "Enable main history" option. Now may work in any combination. You will start at "Behind Seven Seals" mission (going Zalyssia first time). Take in mind the rest of options (blocking locations, faction, rank changes and so). Also updated the "no rank change option".
Internal code refactor to some files using old-overwrite-way to a more compatible and maintainable override technique. Changed also the faction bases commands are launched, more properly.
Added default lore-logical discovered POIs markers on map for faction presets. Done with guide files and base files. Also, if a faction have various "sites", these are marked on the map at launch.
Great mod, I just started. However, I notice that there are still quite a few doors that remain closed. For example, the large metal door next to the Cordon, not far from the beginners' village. Normally linked to the main story. I would have liked to be able to go there. And there is also a problem on the monolith island, there is a ladder that is activated with a controller. But this controller is not usable. So if you go down by jumping, you cannot go back up, forced to make a very long detour. If this could be fixed, that would be great. Thank you.
Hi! Please, share a screenshot marking it in a map (in game or use any web STALKER 2 for example) and I will see. Some doors:
a) are part of a secondary mission that could be activated even with the mod (there are some secondary missions not working/unreachable, will see for feedback). I didn't open that for let the normal playing (blue secondary mission) happen.
b) are not "openable" without starting a complete main mission chain with weird results (as the "engine signals" are tied, something that not happens for most) and we must wait for SDK.
Hi! I realized Freedom and Duty not kill on sight with -599, also a lot of factions are -599 that I thought going to be KOS on me as Freedom. Faction reputation has been set at new game start, which means no matter if I change the value to -800, my current playthrough still going to have -599 right? I was looking through the console commands but I did not see solution. Am I right?
Hi. In STALKER 2 history, there is a truce between Duty and Freedom. They are not friends, but will not attack between (that's why GSC put -599 relation). In the description this is warned, as it's a bit strange, but the relationship values are just copied from the game the same as S2 history starts.
If you want to change relations, you know: kill or attack for the bad and doing tasks or save members for the good. S2 faction system is too underdone, not much to do. I don't know if is possible to change via command. You can change RelationPrototypes.cfg, here are the values, and start a new game with.
Well, it's playable. You have "two bases", as Noon one is accessible for you. Also, you have the sleeping bag to access the sleeping mechanic. For future versions, when I could make better bases, we must think a place for another monolith base...
Hey I've been using the opt main missions addon and after completing Behind Seven Seals quest and leaving lesser zone via western checkpoint to chemical plant the main mission quests end, this being the quest Answers Come at a Price does not start after leaving lesser zone. Now after completing Answers Come at a Price, the next quest also does not start and have to manually start this one too and will have to for the rest of the game. Is this a known bug related to this mod or is it just my save?
Did you ever get any of the other missions to show up? I was just coming here with the same problem an wanted to see if the above recommendation was attempted yet
I finally had the chance to test the new pak instead and it actually is ending a little shorter this time around. The mission behind seven seals is still active, however it ends as soon as you make the choice to give the device to Richter or The Ward. Last time it allowed me to finish all of the early Zalyssia missions. There's no other objective indicating to go to The Sphere as there should be.
Hey all, so I'm not seeing any story missions show up after using the NewGameStart__Opt_EnableMainHistory file with the selection of other files I chose, as a customized start. I relooked through the description and didn't see anything regarding this. Does anyone have any advice? Sorry if I misunderstood, I just read that file as regarding how to enable the story missions after a new start
Also: I read that the techs will have the same abilities as the ones in Pripyat in terms of how they can upgrade weapons, but I'm not seeing that either (Starting in Zalyissia.) Did I read it wrong as well and I still have to find techs who can help upgrade better? Just unsure is all
- You must drop one preset and add the opt file from the "EnableMainHistory" in the ~mods folder, take and screenshot from you folder and paste here if you can't get working it. - The techs are only spawned on the factions presets.
In the zip, subfolder "b) Or make your own will all options", then "Opt. Enable Journalist stashes quest". Drop the pak file content to your mods folder, and when starting new game, the secondary task will be enabled.
211 comments
- Please, read the description tab. I think it will solve most of the doubts about the mod.
- Use the 'bugs' tab. Give info, like mods you're using (paks), location and so (screenshots welcome).
- If you found this mod interesting and have more modding knowledge, help me!.
- Tested alongside a laaarge pile of mods and working good.
Changelog
1.8-beta
1.7-beta
To avoid having a huuuuge first post, full changelog is in this article.
Some doors:
a) are part of a secondary mission that could be activated even with the mod (there are some secondary missions not working/unreachable, will see for feedback). I didn't open that for let the normal playing (blue secondary mission) happen.
b) are not "openable" without starting a complete main mission chain with weird results (as the "engine signals" are tied, something that not happens for most) and we must wait for SDK.
Ty!
If you want to change relations, you know: kill or attack for the bad and doing tasks or save members for the good. S2 faction system is too underdone, not much to do.
I don't know if is possible to change via command. You can change RelationPrototypes.cfg, here are the values, and start a new game with.
Also, you have the sleeping bag to access the sleeping mechanic.
For future versions, when I could make better bases, we must think a place for another monolith base...
these two mods together sound like a dream
99% sure that will work.
ATM, I have no time to test, but could you test...?:
1. The behavior again in a new game, to see if the problem happens always or not.
2. And/or try a new game with this pak instead: https://www.dropbox.com/scl/fi/y0jv8vixq43q9hmwfxycc/NewGameStart__Opt_EnableMainHistory_Fix_1.pak?rlkey=rucu253xd2jtp7otqw3ylbisx&st=jy17namj&dl=1
This pak launches "E02_MQ02" instead "E02_MQ03". Is the only "fast thing" that occurred to me (next one is start E02_MQ01 but, alters more things and need more coding and tests...).
Ty!!
PS. I will send you via PM also.
--- FIXED IN 1.8-BETA VERSION ---
Also: I read that the techs will have the same abilities as the ones in Pripyat in terms of how they can upgrade weapons, but I'm not seeing that either (Starting in Zalyissia.) Did I read it wrong as well and I still have to find techs who can help upgrade better? Just unsure is all
- The techs are only spawned on the factions presets.
Respecting the format, you can add what you want, for example, taking a look to this ID list: https://docs.google.com/spreadsheets/d/1Jip25Hgm72ewpSxa70nyPy3zzQAEmOOLxiKEr_Z8z-k/edit?gid=548740142#gid=548740142
Pak again and its done.