Replaces the vanilla "under the central dot" stalker identification UI. When aiming around an NPC, it will display its faction patch, name and rank in the bottom left corner. Even works with central dot disabled!
[1.2.2] Crook's Faction Identification UI
DESCRIPTION
Replaces the vanilla "under the central dot" stalker identification UI. When aiming around an NPC, it will display its faction patch, name and rank in the bottom left corner. Even works with central dot disabled! Now you can disable the central dot, and still be able to identify NPCs.
If an NPC is far away, it will take some time to identify him, a small animated "loading patch" will be displayed during the identification of the NPC.
Here's an example of the compatibility with the GBHSR UI (a patch is included):
![unknown 1]()
The position of every element of the HUD can be customized in MCM, be sure to "Reload menus > Apply" in MCM menu to see the Faction Identification menu and change the position of the UI elements and the features of this add-on.
By default, only stalkers you talked to / looted will have their name displayed. Otherwise they will be "Unknown". This can be changed in MCM. Identified stalkers will stay identified. That's good to realize that you just met a long forgotten friend after you played for some time.
WHY IS IT CROOK'S WORK UPLOADED BY GROK?
I'm not the author of this addon. The addon was developped by CrookR. He left modding because of technical issues and IRL and was kind enough to give me (Grok) his progress on this addon after I asked him. Only one feature was missing, the saving of the identified stalkers information between saves and loadings. I added that feature and now the addon is ready to be released. Since Crook doesn't have time apparently to upload it, I did it. If he wants to reupload it at some point, I'll delete this page :)
CHANGELOG
1.2.2
- Increased performances by adding a delay to the actor on update function. Instead of running the computation every frame, it will now run every 0.1 seconds. The UI is a bit less reactive than before, although barely noticeable. It should help with the frame rate on small PCs and also potentially prevent an issue where saving crashes the game and where Crook's UI has been identified to play a role (the bug is combination of multiple addons and happen rarely for yet unknown reasons).
1.2.1
- Brought the changes to the BHS patch as well.
1.2.0
- Fixed a major bug that was generating instabilities and crashes after NPCs are despawning while the player was looking at them (during certain dialogs including the Spore quest with the Ecologist escort mission).
1.1.1
- Added Portuguese translation kindly provided by Br3dy.
1.1.0
- Russian translation added. Thanks to Longreed and Mr.FlashMode.
- Added a small patch option. Text might be very very slightly misaligned compared to patch center. Not a big deal, might fix it later.
1.0.1
- Added MCM text description thanks to CrookR.
- Changed defaults.
You've done it. The mad man has fulfilled the forum requests
Thanks comrade
Appreciate the assist! Was starting to feel bad about not finishing it, hopefully I can get my hands on a new GPU soon and be able to play with my own mod lmao
Is there a way to get it under the crosshair instead of the bottom left corner? Easier to identify stalkers. I don't use MCM
Then use MCM, what keeps you? Such a simple QoL mod.
Just install MCM and set the X and Y parameters to 480 and 700
Thanks!
how do I instal MCM? i tried MO2 but that doesn't work...u have a vid link or guide I can watch?
Thanks for the mod! Can you please tell me how I can blur my weapon? Here's an example: Media.moddb.com
Use Cinematic DOF Reshade. It will affect UI and PDA so it's not recommended
As someone who refuses to play with a HUD or Crosshair and still gets confused with faction identification ( Mainly due to still learning HD Models looks ) I thank you for this!.
A wonderful mod. Is it possible to make a Russian localization of the mod?
wow! This. Is .Awesome.
especially since I play with the mod where stalkers loot bodies and put on their armor, it got quite hard to snipe. This is a blessing!!!!
Thanks to your comment now I got 2 instead of 1 addons to add :D
EXACTLY. See my comment below :)
Top mod ! Thanks for it.
Is there a possibility to reduce the size of the patch and letters ?
Yes it needs XML modifications. It's planned for the next major release alongside FOMOD with screenshot examples.
For me it gives the correct faction but with "unknown" next to it, I don´t get name or rank. Might be because of FMV and MAO?
Menu is also a bit messy for me:
Imgur.com
Using it with the Health System file
This is due to the setting ui_mcm_targetID_talkName, by default, you have to speak to an NPC or loot their body for their name and rank to appear
Thanks, missed that part of the description
Edit: I think maybe the "deadID" part should be on by default, this is the best part of the mod for me- I can finally see if I just shot a "master" or even a "legend". Brilliant.
Only idea I have is maybe include the rank, like you just killed #4, if that is possible.
Yes, I enabled it by default in the 1.0.1 version
Great idea, but no Russian localisation. Therefore, only string names appear in the menu. Though it's not a problem for me personally, it might be - and surely is - one for other Russian speaking players, who do not speak English well enough to make it through the mess that the menu now is.
(buried)
Нет руского языка 🤮
A French and a US-American modder team up to give us a great mod and you react with a vomit smilie cause none of your people can be bothered to do a translation. Charming.
Just send me the translation. I can only do Yandex translation and it will be really bad.
Please do it. The Russian names of the characters are displayed correctly, you only need to translate the ranks.
The issue is there is no way to translate ingame UI using XML strings for now. "Unknown" text is hardcoded as well as rank is got from from engine properties which will always stay english too.
Here is Russian translation I made for the MCM menu: Dropmefiles.com
Thanks, i'll implement it in the next version !
Bravo man! Now the dot can finally be disabled without needing to rely on taking contact first to ID enemies :)
Bump Alpha in dot's settings to make it invisible, that way it will only show up when hovering over NPC/mutant.
Yeah man that's kind of what I was doing. In order to not have a significant disadvantage one would still need to keep the alpha *barely* visible in order to ID enemies since enemies can instantly ID and engage you.. But even if you only did what you suggested and tried to wait for the large colored name&faction; to show you'd still be at a disadvantage since you'd still need to be close enough for that even.
Awesome! Finally I can play without a crosshair :D
nice 1
cool
Finally! EXACTLY the mod I kept suggesting.
Works wonderfully and makes identification a part of actual gameplay mechanics.
Many thanks to the authors!
ps. though this may get complicated (possibly unachievable), I'd like to make a further suggestion to expand on the idea:
Ravenascendant has made an excellent series of mods that allow npcs to loot and wear armours foreign to them, meaning a bandit can get lucky and loot and wear a dutyer's outfit if he considers it superior in protection et cetera.
Thanks to those mods the game becomes even more immersive and simulation-like but as the original gameplay was never designed for such behaviours, it can also be a little confusing.
My suggestion, if such a thing could even be achieved, is to add one further layer to the curent modded identification system:
1. identification of faction based on outfit worn (immediate, far distance)
2. NEW: identification of the actual faction (based on the patch worn / seeing through outfit deception) (slower / med distance)
3. name and rank: (very close distance / conversation)
Here is how I see it:
1. Faction/name unknown till you speak to a person (regardless of outfits).
2. Faction displays for the whole squad if you know at least one person from it.
3. If you already know a person - recognizing him again takes time, based on distance and passed time since the last time you saw him (distance is obviously the much bigger factor here).
This is how I'd imagine it in real-life ;] And as a bonus it will be compatible with Raven's addon by default.
Ha... I find that notions of 'real-life' behaviour always a little tricky when applied to computer game mechanics :P
What you describe would indeed be somewhat real-life accurate but also perhaps a little problematic as far as game systems, tactics and balance of power go.
What identification system does here is a symbolic representation of your character's true perception within the logic of an in-game world - filling in the gaps for all the inherent perceptual simplifications you face as a player sitting in front of a monitor playing a 14-year old engine game with varying graphical settings.
So as far as gameplay goes, the system you suggest would mean you'd never really be able to identify anybody other than friends/neutrals you previously met. Such an identification system would basically be 'realistic' yet at the same time completely useless and non-existent 99% of the time, even less so when using Raven's armor mods.
By by crosshair,
Broomsticks laser are useful now.
Also not used to identifying with patches.
Saw some dudes was like is that a sin patch.
Looked in my inventory yep that's a sin patch
BOOM, BOOM, BOOM, BOOM,
SIn no more.
Only issue is that guns will always fire at the screen center. It would be cool to have a patch engine so that bullets follow gun barrel direction so that bullets go where the laser is pointing.
This is really cool, now I can completely turn of the dots, thanks
nice!
One of the best QoL mods
Oh my goodness this is exactly what I wanted without knowing it lmao. I'm beyond excited for your modpack. Gonna drop everything and rebuild from scratch using that as a base. Thanks for the great addons and the work you put into them!
Thanks for this mod... I play with the crosshair deactivated and, I've killed npc's of neutral or friendly faction for accident. The mod helps a lot, only aim and wait until see, of which faction is.
Hello, just installed your mod and I love it, but I've encountered an issue. I'm playing as Clear Sky and completed the mission for Spore where you have to escort the scientist, but when I talk to the scientist to dismiss him and he despawns, his identification stays on screen permanently, no other stalker's identification replaces it. So I try to quicksave and load back up, but my game crashes. Thankfully when I load up the quicksave a second time, my game doesn't crash and the identification system is back to normal. Again I love this mod, but this could get annoying.
Oh that's a rare bug indeed. I'll look into it thanks
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I am also having this bug, it also occurs if you have to use debug menu to disable a stalker, it also seems to completely hang all script-based functions when the bug is occuring.
Sorry for not posting this sooner, but I can confirm that the bug is now fixed. Thank you for your work!