in an effort to curb down on human NPC's, im trying to change many of the pre-existing smart terrain lagers to mutant lairs. So far I have done this:
1)changed the smart terrain presets to allow every mutant and NPC rank to be available in any location(e.g Cordon now allows pseudogiants/poltergeists, master loners, etc) in smart_terrain_presets_ltx, located in config misc
2)Edited out alife.01.escape.ltx . just as an example I will use the esc_2_smart_stalker_exit(entrance to garbage smart terrain), and instead of populating it with stalkers i want it populated by snorks.
cse_abstract properties
section_name = smart_terrain
name = esc2_smart_stalker_exit
position = 14.5439586639404,16.2438507080078,673.396240234375
direction = 0.0208850298076868,0,0
; cse_alife_object properties
game_vertex_id = 206
distance = 7
level_vertex_id = 292783
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = general_lair(changed to lair from lager)
cond = {+agroprom_military_case_have}
capacity = 5
communities = snork(changed from stalker to snork)
groups = 4
finally i changed the function checkStalker in gulag_escape.script in the gamedate scripts folder to spawn snorks instead of stalkers.
if gulag_type == "esc_ambush" then
return npc\_community == "snork" instead of bandit/stalker npcs
So it removes the smart terrain altogether( means Im doing something , but now nothing is spawning there or wants to go in there,