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| | Freeplay - Unable to complete Sid's Mutant/dog elimination | |
| | Author | Message |
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nekomaster Novice
Posts : 16 Join date : 2021-02-13
| Subject: Freeplay - Unable to complete Sid's Mutant/dog elimination Tue 4 Jul 2023 - 4:00 | |
| So I decided to take a break from story and do a freeplay run, and the camp elimination task to eliminate the dogs behind the cement factory doesnt seem to be working properly.
Only 2 blind does spawn, and killing them doesnt finish the task.
Is this broken in freeplay? or perhaps its broken in my save game?
I wish like STALKER ANOMALY there was a marker for mutants that run off incase thats the issue and one or more doggos ran off to god knows where. | |
| | | pchester Administrator
Posts : 2445 Join date : 2017-06-03 Location : UK
| Subject: Re: Freeplay - Unable to complete Sid's Mutant/dog elimination Tue 4 Jul 2023 - 14:39 | |
| As far as I know, this task is the same whatever mode you are playing. If it won't complete, it usually means that the game thinks at least one of the dogs is still alive somewhere on the map. They usually don't roam far, so look around the area on both sides of the road, watching for yellow dots on your Bioradar. If you can't find the final dog, do something else and come back later. | |
| | | nekomaster Novice
Posts : 16 Join date : 2021-02-13
| Subject: Re: Freeplay - Unable to complete Sid's Mutant/dog elimination Fri 7 Jul 2023 - 1:35 | |
| - pchester wrote:
- As far as I know, this task is the same whatever mode you are playing. If it won't complete, it usually means that the game thinks at least one of the dogs is still alive somewhere on the map. They usually don't roam far, so look around the area on both sides of the road, watching for yellow dots on your Bioradar. If you can't find the final dog, do something else and come back later.
I ended up killing every dog and mutant in cordon and it still didn't complete the task, and even when more mutants spawned it still didn't trigger completion of the task for me. I just eventually had to cancel the task so I dont have it clogging up my task list. EDIT: So yeah, I killed every mutant in cordn before taking on Sid's Mutant elimination task and nothing spawns in the area or cordon. Its like the task for Collector freeplay is bugged and doesnt have the spawns set properly if at all. Mind you I'm playing with 1.00.19.5 (or how ever its written), so this shouldn't be some weird issue with running an older setup. ALSO The only modifications I've done with stalkersoup are my own tweaks to the food, drink and a few weapons (like adding rad removal to some drinks while adding a minor healing bonus to foods) and I havent touched any other configs or scripts. | |
| | | pchester Administrator
Posts : 2445 Join date : 2017-06-03 Location : UK
| Subject: Re: Freeplay - Unable to complete Sid's Mutant/dog elimination Sat 8 Jul 2023 - 10:45 | |
| Sorry to hear that.
As you probably know, StalkerSoup is a merge of several large mods with new gameplay added to make a single, coherent story. The game is still in development, and still contains numerous bugs that will hopefully be fixed as development continues.
I have never played stand-alone Collector (and I will add my usual caveat that I am neither a game developer nor a programmer) but it is possible that some side-tasks from the pre-Collector 'Level 0' only work correctly during that level. I can only guess that (as you suggest) by not playing through Level 0 the correct mission flag is not being set.
I always take that mission when playing through the main story in Level 0, and I have never had any problem with it. Sid does not even offer the mission if there are no dogs still alive behind the factory, which is why I suggested that there might still be one 'hiding' somewhere.
As this is only a minor side mission, at this stage I would just cancel it and move on. | |
| | | nekomaster Novice
Posts : 16 Join date : 2021-02-13
| Subject: Re: Freeplay - Unable to complete Sid's Mutant/dog elimination Sat 8 Jul 2023 - 10:48 | |
| - Previous post:
- pchester wrote:
- Sorry to hear that.
As you probably know, StalkerSoup is a merge of several large mods with new gameplay added to make a single, coherent story. The game is still in development, and still contains numerous bugs that will hopefully be fixed as development continues.
I have never played stand-alone Collector (and I will add my usual caveat that I am neither a game developer nor a programmer) but it is possible that some side-tasks from the pre-Collector 'Level 0' only work correctly during that level. I can only guess that (as you suggest) by not playing through Level 0 the correct mission flag is not being set.
I always take that mission when playing through the main story in Level 0, and I have never had any problem with it. Sid does not even offer the mission if there are no dogs still alive behind the factory, which is why I suggested that there might still be one 'hiding' somewhere.
As this is only a minor side mission, at this stage I would just cancel it and move on.
Thats pretty much what I end up having to do I'm mostly playing Freeplay at the moment as I'm not in the mood to fixup and update my previous STALKER ANOMALY backup frm Janurary 2023 after I lost my current modpack a couple weeks ago when it didn't copy to my other hard disk properly in preparation for a new install of windows (which I ended up wiping my M2 NVME Anomaly was on) For now I'm just playing Freeplay like I did in Anomaly, and my main goal is to explore the locations available in STALKERSOUP (and also enjoy the content like the food, artefacts, guns, etc available). So far I'm having fun and pretty much everything else works. | |
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