Amnesia: The Bunker

Amnesia: The Bunker

Survival - Gameplay Overhaul
587 条留言
Denny 13 分钟以前 
Anyway, after spending like 20 hours making changes and testing them, and seeing how many bugs caqn happen from adding simple things (something as simple as adding a square grating entrance), I appreciate your work on the mod even more. When you get the time consider explaining how you made the monster be able to crawl through the rat tunnel.

I made him be able to cross it but only by removing the metal beam.
Denny 21 小时以前 
I spent like 10 hours so far trying to learn the level editor and how to make changes to the game, it's going well. But I can't seem to make the stalker able to "go through" those double grating entrances. The player can easily go through them when crouching but the monster never crawls though it. He seems to struggle for some reason and gives up after 2 attempts trying to "enter".

How did you for example manage to make the stalker crawl through the rat tunnel?
Saint Conqueror Lenin  [作者] 10 月 28 日 上午 12:53 
No idea if there is a cfg file that controls the music, and yes the last update was on March.
Denny 10 月 27 日 下午 9:54 
Btw, you made zero changes to the mod since march? I could have sworn you did.
Denny 10 月 27 日 下午 5:30 
Thank you saint it worked like a charm. I am now able to make edits and change a lot of stuff. Learning what the cfg text files do too. But cant figure out where I can disable all music from playing. Any idea what cfg file controls the music being used and at what volume? Tyvm!
Denny 10 月 27 日 下午 3:17 
Ill try that, thanks for the tips fellow illuminati psyop exposer.
Saint Conqueror Lenin  [作者] 10 月 26 日 上午 12:01 
You'd just need to copy the mod from the workshop folder to the mods folder, then there should be 2 survival mod custom stories in the menu, one with a steam icon which is the workshop version and the other from the mods folder that you can freely modify. I would however recommend against using any mods as a baseline, as that would make learning the basics more difficult.
Denny 10 月 25 日 下午 1:22 
I want to start experimenting with modding and changing/adding the maps, and I planned to use your survival mod as the baseline because it has the improved monster ai and randomization. I copy and pasted the survival mod folder to a seperate place so it doesnt get overwritten. And tried to use chatgpt to tell me how i then can i can then play the changes i made and saved in the level editor.

It tells me to rename some config files and add some text to them in order for the copied survival mod file to appear in "custom stories" (but for me only) But is that true? I just wanna know how to actually seperately edit your survival mod and test those edits.
Denny 10 月 24 日 上午 11:25 
I see, thank you for that advice, will try it.
Saint Conqueror Lenin  [作者] 10 月 24 日 上午 1:18 
I haven't done any modifications to the navmesh so I don't really know. For your mod changes not taking effect, you need to find a settings.cfg file in Documents/My Games/Amnesia The Bunker/Mods/[Your Mod] and change the "ForceCacheLoadingAndSkipSaving" value to false. This will make the game load the modified map instead of the cached map when running your mod. I also wouldn't trust chatgpt with the bunker since there is not a lot of modding information online for chatgpt to draw the correct conclusions. As I said you should check out the discord, it has a lot of information and a channel specific to bunker modding and you can search for past messages to see if someone else had the same issue as you fixed.
Denny 10 月 23 日 下午 4:31 
Saint do you know by any chance how to extend the navmesh? basically trying to make the generator room bigger in the direction of where the barrels are, but the game always spawns an invisible wall there and none of the changes i make in terms of new ground/walls, reflects when i test it in the game.

Theres a red-line in the level editor in that exact spot and according to chatgpt it has to do with navmesh boundary, but cant find where to extend or remove that red line. Ty.
Saint Conqueror Lenin  [作者] 10 月 22 日 上午 11:22 
I don't think I watched any video tutorials. I mostly just browsed through the game's files and used the Frictional Games wiki HPL3 documentation to learn the basics. HPL3 being the game's engine. I'd recommend to check the Frictional Games discord, it has channels for modding help and there are many helpful people there if you get stuck on something.
Denny 10 月 22 日 上午 4:48 
Mister saint, did you use this youtube video to learn how to create mods "Amnesia: Rebirth Custom Story Creation Episode 1- Setting Up!"? Im trying to learn how to create custom stories too and wonder what video/tutorial you recommend to start learning the basics.
SockPuppet 10 月 14 日 下午 10:56 
I've played a couple of rounds yesterday

I do agree that the stalker might get annoying if it does start blocking the exit, keyword on "might". That said, I also think it's a bit of the player's fault if they don't know how to get out of that situation (to an extent).

I think a pretty good compromise to this is if this behavior only occurs in max stalker difficulty, but I'm not sure if that's possible.

I still think he's bad at chasing even with that slight increase in movement speed, but I could just be sweaty so I honestly understand Denny's point. lol
Denny 10 月 14 日 下午 3:43 
And by randomizing doors in safe room, I mean, you could make it so that the generator room can be made out of wood, while front door of safe room is metal and backdoor is wood, and vice versa.
Denny 10 月 14 日 下午 3:41 
You know what, lets test how it is to play the survival mod if the monster treats safe room and generator as any other sub level. Meaning he can and will randomly look for you inside too, especially if you make noise.

And yea remove the scripts that change his behaviour in those rooms. Will be fun if you are on a fuel up mission and he randomly enters fuel room. You can add a box or something we can put on the barrel for more vision blocking. That should balance it out.

Oh and what about, randomizing that one of the doors in safe room are made out of metal. That should spice it up too and make every playthrough quite different.
Saint Conqueror Lenin  [作者] 10 月 13 日 下午 12:14 
I have added a delay so that the stalker can follow you in the generator room but if you stay inside long enough he will retreat. I thought about removing this safety mechanic but it might lead to the stalker blocking any exits near the generator room by roaming/waiting which could get boring. I will reconsider it and might remove it in the future though.
Denny 10 月 12 日 上午 11:26 
Yea mr sockpuppet the monster is deffo scripted to retreat if you run into safe room/genny room. I noticed this too. But this is from the base game script. Doubt saint changed it. The monster is simply programmed in a way to make generator room much more safe than any other area. Its like he hates that room and is scared of whats inside.

I wouldnt mind if all safety scripts were removed and the monster treated it like any other sub level area. Meaning, he can randomly check that room and/or go inside and look for you if you make noise inside.

As for the amount the monster chases you, Its quite well balanced in my opinion. I would only increase the chase duration if the stalker speed was slightly nerfed.
Saint Conqueror Lenin  [作者] 10 月 11 日 下午 10:50 
Thanks for the suggestions. I am planning to make the stalker keep up for longer during chases but I'm not yet sure how to balance it.
SockPuppet 10 月 11 日 上午 4:50 
Thank for confirming! Got a few more questions though:

Sometimes the AI likes to sprint on sources, but seems like this only happens on loud things like grenades or flares. What about making it sprint when it hears you sprinting out of the area (or at least a good high chance of it doing so)?

Then again, I imagine it's like an invisible meter where it sprints if you've made "enough" loud noises. That could be why it's started to sprint randomly on occasions without me using a flare or grenade

And I wonder if there's a way to make the AI have better memory of you during chases? Seems like it loses sight of you a bit too fast. More so when you enter the genny room since it likes to retreat immediately after
Saint Conqueror Lenin  [作者] 10 月 7 日 上午 2:33 
Do you mean an option so that the gas mask, lighter, etc always spawn in lockers?
Occultifier 10 月 6 日 下午 8:07 
any chance an option to turn off randomized locker items could be added?
Saint Conqueror Lenin  [作者] 9 月 30 日 上午 5:05 
Yes they do run out if you move them far enough, but instead of running out instantly they start behaving like the regular gas canisters with a set duration.
SockPuppet 9 月 30 日 上午 2:41 
Also, do the perma-gassed rooms' gas tanks ever run out if you move them out and around? I had an instance where it allowed me to search a lot in relative safety by using the gas mask and lugging it around lol I mean it's certainly a nice gimmick but yeah. It did run out after a long while and after leaving the area and coming back again, I think
SockPuppet 9 月 30 日 上午 2:38 
This was really great! Makes the game so much more replayable, which is funny, because the base game is *already* pretty replayable.

Someone mentioned it down below, but I think making the generator room part of his roam would also be nice (or not afraid to enter there).

I say this since holding up in the genny is no problem for most people anyway (I think?). Then again, I think he just straight up hides in a hole if you stay in the room for long enough?

I put one of the barrels behind the door which serves as the new lock lol, but this obviously not fast enough for when he's actually chasing you, so I think it's balanced /spoiler]


I love the incentive to start on other areas besides Soldier's Quarters. Those are some of the best changes I think. I mean sure I guess, it's still got the highest starting relevance, but yeah. I had a save where I had to do the Prison's quest line first since it was open which was really-really cool
Denny 9 月 15 日 下午 12:32 
Okey wierd, it just felt like he caught up to me really fast, faster than usual.
Saint Conqueror Lenin  [作者] 9 月 14 日 下午 10:01 
The stalker speed is slightly increased in this mod but it doesn't change with any of the difficulty settings.
Denny 9 月 14 日 下午 1:30 
Question Saint, does any parameter change the run speed of the stalker? I just cranked up the sttalker settings to maximum and Im pretty sure i noticed that hes faster than on shell shock settings. Is this something you changed or is it like that in base game too?
Denny 9 月 13 日 下午 8:48 
Taffer boy, try out deathless shock shock runs, they are terrifying. Never gets old and never gets "easy"
taffer boy 9 月 13 日 上午 8:03 
Been really enjoying the mod lately, gives me even more reason to replay the game!
I wonder if it's possible to add an option to remove flickering lights when Augustin is in an area, would work great with his ability to quietly wait for the player in the central bunker :)
GEMBOI 9 月 10 日 上午 8:20 
slepo1 that actually happened to me 2 days ago. honestly it was pretty neat
slepo1 9 月 10 日 上午 1:02 
Ah Denny, Augustin actually *does* tend to randomly start lurking/stalking right away even as Henri is waking up in the Sick Room - though that, iirc, happens only if the generator decided to power down during the blurry vision.
I've had that happen to me about 5 times so far whenever I started a fresh Survival run - it really makes things more... complicated :,)
Denny 9 月 9 日 上午 5:43 
Here is some inspirational tips for future updates. On shell shock difficulty, or when "monster unpredictability is enabled", make it so that:

1: even from the start, monster is lurking in the open at semi random spots, including inside generator room, safe room, or pantry area. This will spice up the intro.

2: Have the monster not afraid to randomly enter generator room like any other area, put in reliable vison blocking props if the barrel is not enough.

3: Add more spots the monster can "hide" for you, similar to the generator room surprise.

Just food for thought. :)
RuthlessDev71 9 月 8 日 上午 5:01 
i understand , development takes time. take yours , all the best mate :)
Saint Conqueror Lenin  [作者] 9 月 7 日 下午 11:18 
Not for a while. I'm currently busy with some other stuff and my plans for the next update include a lot of changes and new things which will take time.
RuthlessDev71 9 月 7 日 上午 11:06 
when it will release the next update?
Denny 9 月 7 日 上午 4:16 
Ok, well, very cool to see changes like that, feel free to make more like that :D
Saint Conqueror Lenin  [作者] 9 月 6 日 下午 10:26 
This was added in the last update some months ago. It has a low chance to happen and can only happen when the revolver isn't given from the start.
Denny 9 月 6 日 下午 5:05 
Did you update the mod recently? I tend to do like 2 playthroughs per week and for the first time ever, the wooden door to get into safe room was locked but the metal side entrance was open. Love changes like that. Was this a recent change?-
Saint Conqueror Lenin  [作者] 9 月 4 日 上午 8:05 
Yeah there is one more location that the dog tag can spawn in.
slepo1 9 月 4 日 上午 5:31 
Yeah, I managed to find it after some sniffing around - it ended up under the crossed benches to the right-hand side of the altar (to the left when entering the Chapel), in quite a good spot!
Though now I'm concerned about something else; getting to the barracks in the Soldier's Quarters, I got to Henri's bed when I noticed that his tags aren't there...
Can they spawn somewhere else too?
Saint Conqueror Lenin  [作者] 9 月 4 日 上午 3:23 
That note means that the key is in the chapel. While the key can spawn in the confession booth, there are also more possible locations it can spawn in the chapel.
slepo1 9 月 4 日 上午 2:17 
So; in case of the pillbox key randomization being the message where Staford says the key is with either him or Father DeRais, and assuming for DeRais is to check the confession booth and the key isn't there - do I then check Staford's personal room (Foreman's Quarters) or somewhere else? (in case I hadn't found it yet as of writing)

Only stands as a testament to how fresh the game is kept with all the little variations this mod provides :D
Saint Conqueror Lenin  [作者] 9 月 3 日 下午 10:38 
If you move to another level the stalker should get unstuck.
McButtlington 9 月 3 日 下午 5:58 
I've run into a bug on my very first attempt at the mod--the stalker managed to get permanently caught between one of the bunks in the very starting room and the wall. I assume the geometry of that room wasn't intended to have the stalker roaming around in it. Not sure if there's an easy fix to that, but I figured I'd communicate it regardless!
bearishplane17 9 月 1 日 上午 11:43 
I see.
Saint Conqueror Lenin  [作者] 9 月 1 日 上午 11:18 
It's only a small damage nerf to compensate for the increased amount of shotgun shells added by this mod. It will still make the stalker retreat with fewer shots than the revolver.
bearishplane17 9 月 1 日 上午 11:01 
Making the shotgun less useful as a weapon against the stalker is a bit of unnecessary change in my opinion. It's a shotgun for christ sake.

I'd consider it heavily both on as a defense, & a tool.
Saint Conqueror Lenin  [作者] 8 月 30 日 下午 10:55 
Yeah that's very weird. I got no idea what could have caused it and it's probably not possible to remove it at this point.
::; 8 月 30 日 下午 12:58 
I found one of the strangest bugs ever. A corpse I lit is permanently on fire. I'm sure it's the game itself and not your mod. The true fire is gone, leaving only the effect. So I can walk through it harmlessly. I have a screenshot here. [//] It's not the end of the world, but it does block vision. Reloading the save doesn't fix anything, and I'd love for this to go away. It's the possible corpse right before the hallway into the Arsenal.