潜行者2:切尔诺贝利之心

潜行者2:切尔诺贝利之心

NPC Combat Overhaul
47 条留言
Upiór 10 月 25 日 上午 5:52 
@Snub_Fighter Thanks for the help. I gave up and loaded my save before I arrived at the ISPF facility. Now they can't see me through that wall. You did a fantastic job with this mod, but STALKER 2 is STALKER 2 and it's still in alpha, haha. Maybe GSC will fix it by next year.
Snub_Fighter  [作者] 10 月 24 日 下午 2:47 
Oh I know this might be long, but if you don't mind could you post a list of your current mods?
Snub_Fighter  [作者] 10 月 24 日 下午 2:46 
@Upiór Is this part of quest? Is the wall solid concrete no cracks they could get a glimpse of you through? If you have the compass/hud on do you see little red triangles in it before they fully aggro you?
Upiór 10 月 24 日 上午 11:32 
And most importantly, I have my weapon silenced, but I still don't fire it because I know one of your mods changes the behavior of silencers. So I don't use firearms. I just stand against a wall, and no matter what I do, they find me and don't come at me; they just shoot at the wall. I can do some work, but I can't flank them because wherever I lean out after being detected, I get a headshot xD
Upiór 10 月 24 日 上午 11:28 
I'm at IBCF, I'm behind the wall, although NPCs are moving, but I'm behind the wall, crouching and not moving, and after some time I'm found by NPCs, I'm also sure that no one can see me, there's no angle from the tower to see me, and there are no holes in the wall
Snub_Fighter  [作者] 10 月 24 日 上午 11:20 
@Upiór - Without knowing the scenario. Are you sure they're not hearing you through the wall? How far are you from them. What are you doing behind the wall? Did you just shoot at someone at that location? Throw a grenade? Sprint loudly?
Upiór 10 月 24 日 上午 9:30 
This mod change a NPC Vision? If yes i have a question.
Why they can see through wall? I mean i know in orginal game still NPC are super soliders but i thought this mod can change it :(
Snub_Fighter  [作者] 10 月 7 日 上午 9:15 
@ZNOOZE Thanks :D Glad you're enjoying it.

Yes, there are a couple other versions on Nexus. One being a more Realistic Tuned Suppressor version and a Hollywood tuned version.
ZNOOZE 10 月 7 日 上午 9:10 
@WindyBlod --- I'm using the Realistic one myself!
You can find it on this mods' Nexus page and I HIGHLY recommend it!
I've been using NPC Combat Overhaul pretty much since I got my hands on the game.
I love it!

KEEP UP THE AMAZING WORK! :morkite: :steamsalty: :headcrab:
Snub_Fighter  [作者] 10 月 2 日 上午 8:09 
@WindyBlod Thanks for the feedback. I'll probably create a couple optional addon to override so people can choose what they want to use in the near future and leave the main mod pak using the middle suppression values.
WindyBlod 10 月 1 日 上午 3:36 
I'd say realistic, all the way. The whole reason I'm using this is to dial down vanilla's ridiculous defaults but I wouldn't like to see it go too far the other way. Thanks, this is an essential mod for me :)
Snub_Fighter  [作者] 9 月 30 日 下午 1:25 
Could also do suppression range in the middle of the Hollywood & Realistic as well.
Snub_Fighter  [作者] 9 月 30 日 下午 1:07 
So looking for opinions. Hollywood suppression or would people prefer more realistic suppression with in our 100m bubble of course.

Skifs suppressed pistol out in the open:
Hollywood: 8-10m
More realistic vanilla suppression: 20-30m

Unsuppressed shots out in the open are 70-90m depending on the weapon
ModKnot 9 月 28 日 下午 9:58 
good mod.:steamthumbsup: love the game more cuz of it
Malvinas Gaming 9 月 26 日 下午 2:06 
pretty good but i still find the enemy's accuracy pretty unfair, specially since they can use shotguns or full auto rifles as if they were snipers
Snub_Fighter  [作者] 9 月 26 日 下午 12:50 
@BroDimm - It will likely break somethings. I'm working on an update that should hopefully be finished sometime this weekend.
BroDimm 9 月 24 日 上午 7:35 
is this still working in 1.6 ?
Snub_Fighter  [作者] 8 月 17 日 上午 10:37 
@Denston Yes it just changes their combat behavior. If you remove it later they should go back to vanilla behavior without issue.
Denston 8 月 16 日 下午 2:19 
Is this mod ok to load mid save?
SpicyMonkey 8 月 12 日 下午 9:55 
This mod coupled with Better Ballistics is fantastic! Highly recommended to increase immersion.
Snub_Fighter  [作者] 8 月 11 日 上午 11:59 
@SpicyMonkey Hope you have some fun with it.
SpicyMonkey 8 月 9 日 下午 10:52 
Got through my first playthrough, running your mod for the next!
Snub_Fighter  [作者] 8 月 4 日 下午 5:26 
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
Snub_Fighter  [作者] 8 月 4 日 下午 5:25 
*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%
Snub_Fighter  [作者] 8 月 4 日 下午 5:25 
*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
Snub_Fighter  [作者] 8 月 4 日 下午 5:24 
*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
Snub_Fighter  [作者] 8 月 4 日 下午 5:23 
*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.
Snub_Fighter  [作者] 7 月 31 日 下午 4:42 
Updated:

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
Snub_Fighter  [作者] 7 月 31 日 下午 4:42 
*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
SpicyMonkey 7 月 30 日 下午 12:24 
Snub's mod will turn into "Unofficial combat fix." LOL.
SpicyMonkey 7 月 30 日 下午 12:23 
So I'm still running vanilla combat, Enemies are standing in the air, stacking on top of each other (likely due to the fix that kept them from blocking doorways.) I just ran into a bunch of Monolith on mission that treated their wounded brothers like enemies, keeping me from getting a secondary mission objective. Enemies are failing to join in on fights as well, just walking through combat while NPC's shoot them full of holes.
Jack Greedy 7 月 29 日 下午 1:07 
Essential mod , next to Better Ballistics.
I must say Snub is a genius.
Snub_Fighter  [作者] 7 月 29 日 上午 7:20 
Working on additional changes. Still finding some issues that I'm trying to resolve.
Snub_Fighter  [作者] 7 月 28 日 上午 6:14 
Anyone experiencing issues with npcs losing interest mid fight? Had one report trying to get an idea what might be going on.
Snub_Fighter  [作者] 7 月 27 日 下午 7:02 
1.7 Update:

So apparently the spinning is a S2 1.5.x issue. All the ai does it including mutants. 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.
Snub_Fighter  [作者] 7 月 27 日 下午 2:40 
Working on some changes it's still not working the way I want it to.
Snub_Fighter  [作者] 7 月 25 日 下午 9:15 
Updated - NPCs should stop being indecisive about their cover choice and more effective at completing their combat actions.
Snub_Fighter  [作者] 7 月 23 日 下午 8:32 
@SpicyMonkey Haha good to know.

Got some feedback from the test version tonight for this mod. Apparently I fixed the spinning, but some other of the other combat actions are being triggered too often. Hopefully I'll have a solid update in the next couple of days.
SpicyMonkey 7 月 23 日 下午 6:54 
Vanilla combat for me ATM. (Although I'm preparing to run your mod.) NPC's do not spin for me, but they certainly love breakdancing behind trees whenever I'm aiming at them.
I've never seen such talent!
Snub_Fighter  [作者] 7 月 23 日 下午 4:01 
@Duchess so you're just running the game with vanilla combat and they're doing the spinning too?

Part of what changed in a test version for this mod was some cover evaluation variables. So I think you're right that cover issues are part of it.

I was hoping to get some feedback from folks on discord before pushing the update for this mod. I'll even push it if the spinning is less likely and not resolved fully.
Duchess 7 月 23 日 上午 3:05 
haven't tried the mod but i'm seeing lots of npcs with the spins lol. It's like they're getting stuck between the reposition, firing, and cover.
Snub_Fighter  [作者] 7 月 19 日 下午 2:16 
Still reports that there is some spinning. Going to be looking into the issue some more.
Snub_Fighter  [作者] 7 月 12 日 上午 9:09 
Updated to fix the Evade bug.
Snub_Fighter  [作者] 7 月 10 日 下午 10:09 
Slight issue with Evade action ignoring it's conditions. I'll hopefully have an update Saturday.
AzgarthX 7 月 10 日 下午 7:31 
sweet
Snub_Fighter  [作者] 7 月 8 日 上午 6:43 
Yes, same mod and I'm the same mod author.
Spark99 7 月 7 日 下午 10:44 
Is this the same mod:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/635
by LetsWoolgather