潜行者2:切尔诺贝利之心

潜行者2:切尔诺贝利之心

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Instant Aggression Fix
   
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49.718 KB
6 月 24 日 下午 8:20
10 月 9 日 下午 8:25
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Instant Aggression Fix

描述
NPC's Vision & Hearing Sensors:
Their vision has been adjusted to reduce their super soldier vision after losing their target. This way you can maneuver around them bit better. They'll hesitate after coming around a corner to reacquire their target.They'll also be tracking an overlapping ghost image of their target when they move so they don't have complete aimbot accuracy all the time. 

Hearing ranges have been adjusted so NPCs have more realistic hearing ranges for different events. Such as Shots, moving physics objects such as cans, wrenches, etc... 

Mutants Hearing & Future Plans:
Mutant hearing has been adjusted per type. Bloodsuckers will have better hearing for loud noises(Shots, Explosions) and mid-range for quieter sounds(Steps, Moving physics objects). Where as Deer or Tushkans are going to have less range for loud noises and more range for the quieter noises. 

I have plans to overhaul their vision sensors so they're also unique and inspired by real life critters if possible. I also want to alter/add flair(smell) sensors. I think with the hearing range changes some of the vanilla smell sensors could be tuned down. Others could be added to balance with the vision sensor changes. 

Stealth:
Besides the vision adjustments mentioned previously. I've also split out the players bones that NPCs can target. The arms were single bones linked with the chest and the legs were each single bones. This appeared to cause NPCs to gain aggro fairly quick even when just seeing maybe a arm or a leg through a crack in a fence or wall. Now the arms & legs have upper/lower bones. The arms are also no longer included with the chest as single target. So you should have more time to react when being spotted through small openings or windows. They will still start walking towards you or to investigate further so you will have to adjust your positioning if you want to keep from being fully spotted.

This mod is now bpatched:
Using the new Cfg Patch method that was released S2 v1.6. Should be mostly compatible with mods updated for 1.6. There maybe some rare exceptions. Some mods might still be overwriting whole cfgs so load order might still need to be adjusted. 
8 条留言
Snub_Fighter  [作者] 10 月 3 日 下午 6:32 
@Tom, This mod has been update for S2 vs 1.6.x
Snub_Fighter  [作者] 9 月 26 日 下午 12:51 
@Tom - No it will likely break some the new NVG feature because I believe there are some changes to the vision sensor that need to be merged in.
Tom 9 月 24 日 下午 11:24 
Does this mod still work after the update
Snub_Fighter  [作者] 7 月 24 日 上午 9:06 
@Duchess Emissions have rules that put npc aggro on pause for each other. There could be a vanilla bug with it getting stuck that way maybe.
Duchess 7 月 23 日 上午 3:09 
honestly i think it's a base game issue. Often i'll go into cover from an emission and find monolith mixed in with stalkers who aren't attacking each other, then monolith will only aggro me.
Snub_Fighter  [作者] 7 月 21 日 下午 3:08 
It only changes their vision sensor range to 65-70m and adjusts aggro time for the player.
Duchess 7 月 21 日 上午 10:01 
having trouble with npc's not shooting eachother. Not sure if it's better ballistics or this mod.
saisonarbeiter 6 月 25 日 下午 12:09 
must have mod!