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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Alife Uh... Found A Way
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6 月 24 日 下午 10:14
10 月 9 日 下午 10:26
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Alife Uh... Found A Way

描述
Safe Removal Mod - Adds config for existing custom npc spawns to prevent crashing after removing Alife Found A Way. Has no influence on future spawns.

A Lair Focused Spawn System

Lair Spawns:
This doesn't change online render distance. The mod community hasn't found a way to change that. The SDK doesn't provide any known means to change it either.

It does however change the spawn system so humans/mutants will come from the direction of lairs they are currently in control of. Lairs are made up by fields, forests, small POI like villages and big POI like industrial sites, underground areas and there are some specific generic lairs that GSC scripted into the map. Most lairs can be attacked by spawns from each other & defended by their current faction/mutant owner. Some locations can not be captured, but attacking factions will still attempt to occupy them.

Human NPC Spawns:
Part of the changes involved resurrecting older npc spawners and updating their equipment & loot generation. They're left over from an older build and based on observation behave a bit differently. I had release spawns and old spawns mixed together at one point and they would split off from each other even when part of the same squad. Current 1.6 "Alife" world spawns are made of the old spawns. Quests will still use release spawns 99% of the time besides some that GSC didn't replace.

Other Changes:
Instant spawns have a chance of 1% down from 50%. They tend to break rules when they happen in vanilla and these are usually the ones that end up near the player or on object/buildings randomly. I left it 1% for some jump scares and it occasionally helps fill in some empty space.

Noticing Range is set to 85 meters. This works well with Instant Long Range Aggression Fix which limits npc vision sensor to 65 meters. So when they first notice a potential enemy from beyond their vision range they'll move closer first before deciding if they're a threat. This gives you some space to move between enemies and pick and choose your fights.

Added exotics mutant spawns to lair types they fit with. Including different types of Poltergeists, snorks, bayun, giants, etc. Also limited the type of lair behavior and amount of lairs they can control. I didn't want them to control entire areas of the map. :D

Little Mod History:
Alife Uh.. Found A Way has evolved since it's release. Initially we set it up so that spawns would spread out in a radius from the player. That way we could balance the spawn variety and fix the issue of them spawning too close to the player. S2 1.2 release kind of hindered some of the timing and radius features of that version. I tried to resolve those issues in version 1.5 of the mod and for the most part I got it back to normal. However along the way I was doing some experiments and noticed spawns were behaving differently and fighting over POI to capture them. It was a bit chaotic for around 15 minutes which was a bit tiring to play. With some help from various tester from the community and some of the other modders that were still active we found a way to control the timing better for this system. Since then there have been several revisions trying to find a decent middle ground for spawns/timing.

This is the most stable version and spawns can be a little fast for some. There are more options available on Nexus.[www.nexusmods.com]

Mod Load Order can still sometimes be an issue, but should be fairly rare now with bpatch method added in 1.6. If more than one mod is subscribed to that overrides the same whole cfg(s). Then the one that Steam loads last takes priority. No solution at this time.

Override Whole cfgs:
  1. ./ALifePrototypes/ALifeDirectorScenarioPrototypes.cfg
  2. ./ALifePrototypes/ALifePolicyPrototypes.cfg
  3. ./ALifePrototypes/ALifePopulationManagerPrototypes.cfg
  4. ./LairPrototypes/GenericLairPrototypes.cfg
  5. ./SpawnActorPrototypes/(341 Lair Related cfgs)

Using bpatch method for all other cfgs for better compatibilty.
40 条留言
D.O.B.E.R.M.A.N 8 月 29 日 下午 9:45 
@Snub_Fighter a small clarification. When I was talking about Swamps, I didn't mean rats but tushkanos, and over time and not all at once, yes. I climbed the tower near the Church to spend the night. And this crazy amount of monsters spawned within 30 minutes of real time, and at the end a pseudo-giant came LMAO. I also didn't like the idea that a bunch of different types of ammo would spawn in human NPCs, that's not why I downloaded this mod, maybe the reason is not in this mod, but when I removed it it stopped
Snub_Fighter  [作者] 8 月 29 日 上午 7:30 
I did find some issues to resolve based on D.O.B.E.R.M.A.N's feedback.

Future release changes:
The exotic mutants short spawn timing chance will be reduced so they're more rare.

The scenarios for rat swarms even though they are in a prohibited list and shouldn't be spawning in the wild that list seems to be getting ignored in 1.5.x. to some extent. So I'll be adjusting the one scenario that exists for them so they have a much longer timeout.

I'll also be looking at ways to balance the common mutant spawns in general. They can get a little to prolific after a night cycle since humans only have a 10% chance to even be considered as spawn options.
Snub_Fighter  [作者] 8 月 28 日 下午 1:31 
@D.O.B.E.R.M.A.N I have rat swarms as limited as vanilla. Maybe there's some kind of bug with the restriction list not working in 1.5.3. Or maybe just a bug in a scripted location. I'll look in that more. Blind dogs are limited to a max 6-7 a group late in the game. The earlier parts only 3-5 in a group. Perhaps you mean over time and not all at once? That part is unclear to me.

Spawns are also adjusted to not default target the player so that they just do their own thing. You may have a mod conflict if spawns are constantly coming straight for you or they are popping into existence close to you.

Pseudogiants can be an issue in the swamp there is a point of interest/lair that is scripted there. Since this mod has them migrate to other locations it might be causing them to repopulate over time. I'll look at slowing that kind of spawn down as exotic mutants are meant to be rare.
D.O.B.E.R.M.A.N 8 月 28 日 上午 8:08 
Tried the mod, here are a few thoughts about it.
The mod definitely makes the game more unpredictable and dynamic while exploring the Zone. However, if you stay in one place for too long, the spawn system goes a bit crazy. For example, I lingered at the Swamps during the story because I wanted to wait out the night and continue in daylight. The game ended up spawning 20+ dogs, 30+ rats, zombies, and poltergeists right on that spot. While moving around the location I also encountered 5 pseudogiants (though I ran across the map several times), along with other monsters.

Overall, I don’t like the idea that mutants like the Controller can just be found wandering on the road. I believe such mutants should appear only in special areas or through quests.

It was fun to try, but not really for me.
F1tgal911 8 月 26 日 上午 10:09 
TY
Snub_Fighter  [作者] 8 月 24 日 下午 2:52 
@F1tgal911 Sorry they are not. They edit some of the same core spawn cfgs.
F1tgal911 8 月 24 日 下午 12:02 
Is this compatible with Shays Living Zone Complete?
Inflated_chair 8 月 21 日 下午 2:37 
ok
Snub_Fighter  [作者] 8 月 20 日 下午 6:59 
@Inflated_chair Yeah sadly it's a vanilla issue. They tried to fix it in 1.5.3, but it appears to still be happening occasionally based on some recent reports.
Inflated_chair 7 月 30 日 下午 7:12 
i saw the same issue as silver in the locked bunker at the red forest with all the zombies and controller their were 6 enemies stuck in the same place overlapping