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
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
Snub_Fighter  [作者] 7 月 27 日 下午 7:17 
The last update seemed to help make the mutant hub spawn issue less, but it still might be happening. I'm testing some changes to the new lair variables they added with 1.5 to see if that might be related. Also I think the dice rolls for shorter spawn delays might have been a bit too aggressive. So I'm going to try and slow those down a bit.
Snub_Fighter  [作者] 7 月 25 日 下午 9:32 
Updated:

*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
Snub_Fighter  [作者] 7 月 22 日 下午 8:08 
@Poleeyan sadly the in air spawns are going to be a vanilla bug, that I can't really influence.
sliver 7 月 22 日 下午 2:09 
@Snub_Fighter Yeah I'm trying to remember all the places I've seen it, so far I have seen it in Azimuth Station and at Echo Station (in echo station specifically, it was in the room you find Lt Shterev), I also saw it one time in the lesser zone but I forgor where
Poleeyan 7 月 22 日 下午 12:57 
its not about such areas. its just spawn spots. i have this problem too, when NPC spawns in flower way and just stuck up in the air. for me it was few times. last time i remember - near Duga
Snub_Fighter  [作者] 7 月 22 日 上午 7:15 
@silver Thanks for letting me know.

Can you let me know the name of the location? I don't need specifics about the quest/story just the location name. Thanks
sliver 7 月 22 日 上午 12:17 
Im noticing some instances in which clusters of enemies will spawn inside of each other in story related areas, no idea whats causing it, but its happened a few times at locations pertinent to the story while I was doing the main questline.
Snub_Fighter  [作者] 7 月 16 日 下午 2:08 
@MrVainheart Instant Aggression Fix can be used with this mod or Shay's.
MrVainheart 7 月 16 日 下午 1:30 
Would Instant Aggression fix be compatible with this mod? Or Shay's Gold life? Just curious.
s-man 7 月 15 日 下午 9:04 
thanks for the response:)
Snub_Fighter  [作者] 7 月 15 日 上午 11:54 
@s-man Yes it would conflict with Shay: Living Zone. We make changes to some of the same configs.

Simply put it's a different setup for how spawns function.
s-man 7 月 15 日 上午 10:06 
hello! I would like to ask if this mod would conflict with "Shay's: Living Zone - Gold" i dont quite understand the full features of your mod :) newbie here
Snub_Fighter  [作者] 7 月 14 日 上午 7:53 
Should be fine to use with current save or new game.
natesteak 7 月 13 日 下午 7:42 
can this be installed in a current save or does it need new game
Streider 7 月 12 日 上午 8:38 
I can confirm it. You can start a new game without any problems.
Snub_Fighter  [作者] 7 月 11 日 下午 7:28 
Updated to fix New Game Crash. Hopefully everything goes well from here on!
Streider 7 月 11 日 下午 6:33 
I hope there is a quick solution.
Snub_Fighter  [作者] 7 月 11 日 上午 10:40 
Looks like there some odd crash caused by the spawn actor cfgs but the same exact cfgs pak'd and hosted on Nexus don't have this issue. So I need to sort that out. Sorry folks.
Snub_Fighter  [作者] 7 月 9 日 下午 8:40 
Alright updated. Should fix the crash issue some where having. Spawn timing should be closer to what was intended for this mod now. Hope all goes well. Check the Change Notes for more details.
Snub_Fighter  [作者] 7 月 8 日 上午 6:24 
Doing some beta testing on Nexus. Waiting for some feedback and if everything seems at least better then I'll push an update here. Sorry for the wait this one is a little complicated.
newleaderofmen 7 月 7 日 上午 4:48 
another crash on loading. happened twice. would love to get this working. if only to reduce random encounters
newleaderofmen 7 月 7 日 上午 4:45 
as long as this mod lowers the encounter rate of bloodsuckers. i am satisfied
Snub_Fighter  [作者] 7 月 6 日 上午 7:28 
Thanks for letting me know about the crashes. I'm checking into it.
nuckomodo 7 月 5 日 上午 9:21 
+1 on crash on loading. Weirdly when I played the game on gamepass with this mod recently it seemed to be working fine. Only having issue with the game on Steam and this mod from Workshop.
EagleHuntPK 7 月 3 日 下午 10:16 
This mod causes my game to crash on loading.
Snub_Fighter  [作者] 6 月 29 日 下午 6:09 
Solution is being tested. Hopefully have an updated version later tonight or tomorrow.
Snub_Fighter  [作者] 6 月 28 日 下午 6:33 
I'm looking into a possible issue where spawns might be refreshing more often than intended. Likely related to the changes GSC did for populating campfires / hang out type locations (resting lairs). It seems to be more noticeable the longer you spend time in a region and you end up running into npcs/mutants having skirmishes quite often.
Snub_Fighter  [作者] 6 月 26 日 上午 5:42 
"Oh I get it... Hah hah hah hah.... heh heh heh heh.... eeeeehhhheehh........" - Johnny Five
Big_Daddy 6 月 25 日 下午 11:59 
lol
saisonarbeiter 6 月 25 日 下午 12:08 
you found a way!