S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

NPC Combat Overhaul
Viser 1-10 af 11 forekomster
< 1  2 >
Opdatering: 9. okt. kl. 20:04

Minor update - npc definitions added for Alife Found A Way compatibility

Opdatering: 30. sep. kl. 20:40

Suppression adjustments:

Feedback so far was to setup a mid point between Vanilla and Hollywood suppression settings. So instead of a flat 95% suppression for all weapon types it will now be the following:

Pistol: 90-92.5%
SMG: 85-87.5%
AR: 80-82.5%
Sniper: 70-72.5%

Opdatering: 29. sep. kl. 21:13

Converted to using bpatch for cfg edits. Compatibility should be very high with other mods updated for S2 1.6. There could still be some instances, but it will likely be rare.

Add Extra Bones:
The player has certain bones the npcs can target and each bone has a point score. Some of them were set to be more general. For example the left arm/right arm were being linked to the same target as the torso. This meant that if they saw part of our arm and a bit of our chest/shoulder it would generate a high score causing them to gain threat and aimbot like tracking in almost every case. I have split the arms into upper/lower as well as separated them from the torso targeting. Similar changes were made for the legs.

The scores were re-balanced to account for these new bones. So now if they see the player's arm through a crack in the fence or a window they'll need to investigate longer to know if it's an enemy target or not.

Adjusted some Vision Sensor variables:
Reduced the angle and distance multiplier when they lose sight of a target. For example if you run around the corner they might hesitate a little to locate and re-target. Or if you run out of their 65-70m vision range they'll no longer get a boost to 80-90m.

Reduced their tracking slightly. When targets move their tracking will be following a partial overlapping after image. This should help them feel less like a perfect aimbot.

Added the Material Translucency Fix from my Stop NPC X-Ray Vision mod. With the bpatch method I no longer have to be super concerned about conflicts by including this.

Added Snappy's Silencer adjustments.
With NPCs having proper hearing, silencers now reduce all weapon types "Loudness" by 95%. Skifs pistol will be around 8-10m with a silencer out in the open compared to 20m+ with vanilla

Added in initial Hearing range adjustments for Mutants.
I based it on the concepts of real life animal concepts and mutant physiology from looking at the models.

Something like a Pseudogiant is going to be interested in loud sounds like shots & explosions because it could be bigger prey. Where as a Tushkan is going to be less interested in shots & explosions, and far more interested in kicked objects like cans, food, or something trying to sneak by.

I've done general testing and it appears to be performing like I would expect, but I'm only one person so let me know if something odd comes up. Especially in relation to mutant hearing behavior.

Opdatering: 20. aug. kl. 18:45

Upload didn't take fully trying again.

Looks good now. File size is correct.

Opdatering: 20. aug. kl. 18:32

GeneralNPCObjPrototypes.cfg:
*Adjustments made to Evade Action to prevent excessive back to back evades which were also causing npcs to occasionally stop moving.

CombatSynchronization.cfg
*Fixed some array number bugs that were apparently from 1.5. I didn't notice them and GSC fixed them in 1.5.3 :D

../AIPrototypes/HearingPrototypes.cfg
Zombie Hearing
*Reduced range of loud sounds like shots & explosions by 1/2 based on Human Hearing distances.
*Reduced range of quieter sounds like steps/flybys by 1/3 based on Human Hearing distances.

Opdatering: 4. aug. kl. 17:16

Update for 1.9 - Aug 4

*Sensors & Threat Adjustments/Balance - Use for best results (This replaces Instant Aggression Fix besides Radio Interference)
*Optional Combat Dialog Disable for Move, Flank, Suppression Fire & Cover will be split into a separate mod

Core Paks:

*Disabled Escape action that was left on from a last minute test before release. This should prevent npcs from wandering off because they were continuously retreating.


Sensors & Threat:
../AIPrototypes/HearingPrototypes.cfg (Humans only for now):

*Shot Sound - Outdoors ~95m / Indoors(Open Factory/Warehouse) ~45m (Walls should modify this)
*Reload Sound - Indoors/Outdoors ~7m
*Step Sound - Indoors/Outdoors ~10m
*Jump Sound - Indoors/Outdoors ~15m
*Voice Sound - No way to test / Only NPCs talk and usually other reasons already exist for aggro
*Anomaly Activate Sound - Doesn't seem to be finished on S2 back end. Much Sadness
*Explosion Sound - Opps forgot to test. Range is likely between 50-100m (Will test later or you can let me know)
*Bullet Fly By Sound - Both ~7m
*Physics Object Hit Sound - Both ~10m
*Interactable Sound - Both ~12m
*Door Knock Out Sound (Sprint Door Slam) - Needs more testing
*Bolt Sound - Both ~10m
*Stealth Kill Sound - Both ~10m
*Bullet Hit Sound - Both ~9m
*Grenade Hit Sound - Both ~12m
*Guitar Sound - Needs more testing

../AIPrototypes/VisionScannerPrototypes.cfg:

*Decreased Central Vision Distance from 85-90m to 65-70m (Only before aggro is established. There are modifiers after that to extend for tracking purposes)
*Increased Peripheral Vision Distance by 22%
*Significant Visibility Score (Turn Head) Appears to have a value for 4 distance ranges. Decreased from 150x4 to 125, 100, 75, 50
*Combat Significant Visibility Score (Combat of course) Re-Balanced from 75x4 to 80, 55, 32, 15
*Combat Hold Positions Visibility Score (Hold/Cover/Possibly Related to Ambush) Re-Balanced from 25x4 to 25,20,15,10
*Side Note: Suspect this might be causing the weird vanilla issue of npcs freezing up. Will test Increasing them so they have to see more of the target before holding.
*Combat Surprise Visibility Score (Ambush) Decreased from 300x4 to 250, 225, 200, 175
*Increased Surprise Enemy Location Distance from <6m to <16m
*Increased Lost Visibility Freeze Time Seconds from 0.1 to 0.8
*Decreased Luminance To Score Penalty Factor(Low Light) from 0.75 to 0.40
*Decreased Too Close Vision Distance from <6m to <2m
*Disabled Boss Override Super Vision Distance so they use standard vision distance.

../AIPrototypes/ThreatPrototypes.cfg:

*Decreased Default Threat Freeze from 30 seconds to 20
*Decreased Default Threat Loss from 30 seconds to 20
*Decreased Shot Sound Threat Value from 700 to 350
*Increased Step Threat Value from 30 to 300
*Increased Jump Threat Value from 50 to 200 & Increased Confidence Drop Seconds from 30 to 40
*Increased Explosion Confidence Drop Seconds from 60 to 90
*Decreased Physics Object Impact Confidence Drop Seconds from 30 to 15
*Increased Hit Threat Value to 800 from 500
*Decreased Identified Enemy Confidence Drop Seconds from 9999999.0 to 240.0
*Decreased Unidentified Enemy Confidence Drop Seconds from 9999999.0 to 180.0
*Decreased Corpse Threat Value from 700 to 500 & Decreased Confidence Drop Seconds from 9999999.0 to 60
*Increased Door Knock Out(Sprint Door Slam) Confidence Drop Seconds from 60 to 120
*Increased Bolt Confidence Drop Seconds from 15 to 20
*Added Interactable Sound. Threat value is 250. Confidence Drop Seconds is 15
*Turn Head Action - Threat Value Range 200-1000 // Threat Value Loss Per Second Increased from 30 to 35
*Move To Location Action - Threat Value Range 500-1000 // Threat Value Loss Per Second Decreased from 30 to 20
*Call Allies Action - Threat Value Range 700-1000 // Threat Value Loss Per Second Decreased from 30 to 25
*Search Enemy Action - Threat Value Range 350-1000 // Threat Value Loss Per Second Decreased from 30 to 10


Combat Dialog:

Split in separate mod - Coming Soon

Phase 2:
*Silencers will likely need to be reworked.
*Mutant hearing will likely need to be reworked.

Opdatering: 31. juli kl. 16:32

GeneralNPCObjPrototypes.cfg:

*Rewrote the action chain structure to prevent npcs spamming new actions before finishing their existing action.
*Re-enabled their main sync parameters, but kept actions in the action chain individual. This allows them to make some unique combat choices without letting them wander too far from the squad/goal.
*Lowered max distance and time spent in a single advance so in most cases npcs won't be stuck on a path that passes their target.
*Set their movement when not shooting to sprint so they can reach new locations quicker. It's only fair :D

CoverEvaluatorPrototypes.cfg

*Adjusted max/min distance from ally and enemy to keep them from wandering too far, but allow them enough room to flank in most cases.
*Adjusted modifiers:

1. How much they're encouraged to work in formation.
2. Whether an ally is in the same direction.
3. How much danger tolerance they have.
4. Encouraged them to avoid no cover areas
5. Encouraged them to avoid repeatedly returning to the same cover
6. Increased restriction distance to allow more choices

../SingletonConstants/BarkManager.cfg

*Disabled dialog hints from npcs for Flank, Move, Suppression Fire, and Cover.


CombatSynchronization.cfg

*Used Master cooldown timing/score as a basis for all ranks and adjusted as needed
*Added additional actions with cooldown times and scores

Opdatering: 27. juli kl. 18:46

So apparently the spinning is a S2 1.5.x issue. I sort of fixed it by breaking the CoverEvaluatorPrototypes.cfg last mod update and they weren't taking cover very often after observing some more. So I started over with vanilla values and reworked it again.
GeneralNPCObjPrototypes.cfg:
*Removed additional Sequential actions at the end of Advance action, which was causing it to exit their route early.

CoverEvaluatorPrototypes.cfg
*Started from Vanilla values and reworked it again. Seems to be more stable and still has them taking cover.

Opdatering: 25. juli kl. 21:02

Found the cause of npcs being indecisive after getting some feedback from testers on Discord. I'm very grateful they were able to help resolve this.

GeneralNPCObjPrototypes.cfg:
*Simplified some of the action sequences to prevent them from switching goals to often
*Adjusted conditional structures to set defaults and then fail chance to roll the dice for better values

CoverEvaluatorPrototypes.cfg:
*Misunderstood a dev comment and set a variable incorrectly. Now they should select cover and not try to constantly switch every second which was also preventing them from completing there combat actions.

../SingletonConstants/BarkManager.cfg
*Disabled dialog hints from npcs for Flank, Move, Suppression Fire, and Cover.

Opdatering: 12. juli kl. 9:05

Fixed a bug with evade causing npcs to spin and look lost at times.