潜行者2:切尔诺贝利之心

潜行者2:切尔诺贝利之心

Alife Uh... Found A Way
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更新于:10 月 9 日 下午 10:26
作者:Snub_Fighter

*Rebuilt NPC Definitions & ItemGenerators for better compatibility with other mods.
 (Example: Stalker Unlimited just have this mod load before so Stalker Unlimited ItemGenerators take priority.)

*Increased ALifeGridUpdateDelay from 1 to 1.5
(Should slow how often spawns trigger a bit, but not break their post director timeouts)
*Reduced Phantom damage by %50 - Just something that's always bugged me :D

*Rebuilt NPC Weapon ItemGens - I believe I have the missing weapon issue resolve. Let me know if you find a faction missing weapons.

更新于:8 月 23 日 下午 3:05
作者:Snub_Fighter

1.6.2.21 - Release Version - Aug 23

*Increased Post Director Timeouts by 5 secs in most scenarios
*Increased Shortest Swamp Min Post Director Timeouts from 5 sec to 15 secs
*Reduced Lair Expansion Radius from 2125m to 825m. Should help prevent one or two lair owners in an area taking over the rest.
*Reset Extinction / Stop Extinction to 2000/1950. When it was reduced to 800/650 it could potentially cause some spawns to be found piled up dead.

更新于:8 月 20 日 下午 7:00
作者:Snub_Fighter

*Increased All Scenario Min Post Director Timeouts to 15 secs
*Rebalanced All Shorter Scenario Post Director Timeout Fail Chances to 55/75/95
*Increased All Lowest Possible Scenario Max Post Director Timeouts to 25 secs
*Reduced Trigger Extinction / Stop Extinction from 2000/1950 to 800/650
*Reduced Min/MaxRefillDistance from 650/675m to <0.1/<0.2m
*Increased Snork spawn chance from 5 to 10

Most of these changes are in an effort to slow spawns down a bit. Some of them are for an experimental change I'll list below.

*Added CheckTime = 0.5f To ALifeDirectorScenarioPrototypes.cfg
*Added SpawnChanceOnDay/SpawnChanceOnNight to each scenario.

The goal between these and lowering the extinction amount for npcs/mutants is to hopefully allow more NPC spawns during the day and more Mutants spawns at night. The trade off is there will be less total persistent NPCs at a given time. Initial tests by Snappy and Myself appeared to have positive results. I did a wild life camera session of 1.5 hours and spawns appeared to follow the rules. Now something to keep in mind is there's still about 10% chance for both to spawn outside their preferred hours. The only exception to this rule is the more common Mutants like Blind Dogs, Boars, Tushkans have 25% chance to spawn during the day.

I borrowed these from AudioScattererPrototypes.cfg because they appeared to be similar to Fail Chance and more Global in scope. So my hope is that lightning didn't strike twice and it was fluke during testing. You'll have to give it a try and let me know how it goes.

更新于:7 月 25 日 下午 9:26
作者:Snub_Fighter

*Fixed a typo in ALifeDirectorScenarioPrototypes.cfg
*Re-Added SpaceRestrictor Tag to ObjPrototypes.cfg to resolve the random quest/hub mutant spawns. This will only prevent future spawns and not resolve existing ones. You'll need to walk or use a guide to get 1000m from current spawns and wait 30-45 to despawn spawns that are a problem due to S2 1.5's persistence.
*Increased Fail Chance % by 5 for all scenarios
*Updated Physical Material Translucency values to match latest changes to the Stop X-Ray mod
*Removed the fancy Fail Chance for scenario director timeout delays from Emissions - Crash Fix

更新于:7 月 11 日 下午 7:20
作者:Snub_Fighter

New Game - Crash Fix

更新于:7 月 9 日 下午 8:55
作者:Snub_Fighter

Had to repackage - SDK packaged the wrong version

更新于:7 月 9 日 下午 8:32
作者:Snub_Fighter

  1. Updated AiGobals.cfg with new variable for compatibility with S2 1.5.1
  2. Updated AiGlobals.cfg to include translucency adjustments for Grass, Trees, Leaves, Few liquids, Glass, Various Cloth, and Metal Grid Fencing
  3. Updated AiGlobals.cfg to include weather & day/night cycle sensor changes for npcs from Ace so they have a harder time in during foggy weather. The experience will be more immersive with Dynamic Weather Overhaul
  4. Took control & edited 341 Spawn Actor cfgs since S2 v1.5 was not listening to mod changes in GenericLairPrototype.cfg (Not sure if S2 1.5.1 changed that yet)
  5. Further adjustments to lair related variables in a new cfg that was added for S2 1.5
  6. Setup experimental delay timing for scenarios. Now has a longer base time set but has a 80% chance for middle ground delay time. 60% chance to have a little shorter delay time. 40% to shorten the delay time even further.
  7. Removed additional mutants I added from AlifePopulationManagerFactionPrototype.cfg. This was causing crashes on load for some in progress saves.

Spawn Actor edits could have unintended effects. If you feel a spawn is an issue for a quest or something scripted is missing or replaced. Please mark it on the map and take a screenshot. That way I can check if there is an associate lair near by.

Let me know if a region ends up being too quiet for some reason.

更新于:6 月 24 日 下午 10:14
作者:Snub_Fighter