Create an account

Mora's NPCs Without Amnesia V3.0 For 1.5.1  

Upload: 16 May 2022, 16:35
Created by: mora145 [X]
Uploaded by: Aqxaro
Mora's NPCs Without Amnesia V3.0 For 1.5.1

Vanilla NPCs have a rare amnesia, in which they forget that they were heavily attacked, in just a few seconds. With this fear, they'll last longer searching for you.

I was touching a few "basic" files of the game, without being able to get any change about it. It was until I changed some numbers in the scripts that I could alter the "alert" time of the npcs.

(A random value is chosen between 180000 and 300000 milliseconds or 3min to 5min; this will be the time the NPCs will spend on "alert" searching for you. It's randomized to prevent you from predicting AI behavior. Clarification: For these values to take effect the NPC must "see" you directly. Not hear you or the bullets in your gun.


xr_danger.ltx file contains these parameters, which correspond to situations where an NPC hears or sees something that represents a danger (But it doesn't go directly into combat). During this time, the NPC will either approach the source of the sound, or hide, or aim to where it saw/heard the danger. It differs from xr_combat_ignore, because it does not involve direct combat. Once the NPC has started firing, the time will change to whatever is set in xr_combat_ignore, regarding the player/NPC.

Time is measured in milliseconds.

grenade = The sound of a grenade heard by the NPC
entity_corpse = Recent corpses detected by the NPC.
entity_attacked = The NPC saw you shoot a friend (without seeing you directly)
attacked = You attacked the NPC without him seeing you.
bullet_ricochet = The sound of a bullet crashing into any surface near the NPC.
enemy_sound = Any sound the enemy makes.
attack_sound = Sound of attack, either mutants or npcs. (screams, roars and so on)
entity_death = The NPC saw the death of a friend.
hit = ?
sound = Sounds of footsteps, bushes and so on, which alert the NPC.
visual = He saw the player/mob/npc, but did not engage in combat with him.


Changes version:

2.0v
- Increased the values of the "regular mod" a little to > min 3 to max 5 minutes
- Added custom profiles with different "variability" values for each player's tastes.
- Eliminated profile 80% amnesia.
- Added xr_danger file. It contains the time when the NPC is in "danger" mode (pre-combat state and only when there's no direct combat with the player). Applies to weapons shooting, player steps, body finding, short player sightings, etc. Applies only for profiles of more than 3 minutes of search as a minimum value

2.1v
- The npcs will now follow you if you're around 150m, and if you're not looking at them. This prevents the game from "saving" when you use high memory values (agony mode). It also avoids the problem with my other "Until death" mod that makes it impossible to load a savegame if the player is in combat with any npc. If you go back in that distance, or see them, they will look for you again.
- The randomization of the numbers was taken out of the function (nerd stuff). You'll still have random time, but your computer will have less time to process it.
2.1.1v A minor change: Randomized the distance at which the NPC ignores the player. Now it will be between the square of 18000 to 33000 (134m to 181m). This means that sometimes the NPCs will chase each other further, and sometimes not so far. This distance applies only when "you can't see the NPC"

3.0v
Updated for 1.5.1. Deleted customs profiles.

Installation.

The mod contains several "settings", if you are a casual player you can choose the "REGULAR MOD" with regular search times (TESTED).

On the other hand, if you want to use custom values (NOT TESTED), you can check the "custom" folder with more customized values for your needs in the game. Instructions in the README of the folder.


  • This mod does not change the behaviour of the NPCs. Only the duration of the alert state when SEEING the player. For this reason, the AI could still do stupid things.
  • Not all NPCs have the behavior of "following" the player. Others will prefer to hide to set up an ambush.
  • The counter will be reset whenever the player is seen again.

Remember to make a "BACKUP" of your mods files, if they need to be replaced

I've only done some short term tests, because of my work on other projects, I don't have time to spend many hours on the game. So if you notice anything strange, you can comment on it.

Scorpion EVO 3 v1-4 13.59mb

Scorpion EVO 3 v1-4

15 Nov 2022
0
583
0

Weapon Mod For: Anomaly 1.5.1 / 1.5.2 + BAS or Anomaly Redux 1.1, and now GAMMA!, adds a new model of the Scorpion EVO 3 submachine gun. There is a patch for stores in the archive, it works with any version.

Comments
The minimum comment length is 10 characters.
  1. Кирилл
    Кирилл [Guests]
    29 January 2023 21:32

    Я установил данный мод на версию сталкер аномалия 1.5.2 и у меня NPC  не прячутся за укрытие а бегут на пролом на врага.Будет ли новый мод выпущен на умное NPC?

    1. PLGDante
      PLGDante [Chief editors]
      30 January 2023 11:23

      В настоящее время не существует более новой версии