Description

Are you tired of some bandit running through an electro to flank you? Does exactly what it says on the tin. Makes NPCs die in anomalies instead of being invincible. Includes MCM options to adjust companion, trader/story NPC, and other NPCs vulnerability settings.

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Beef's NPCs die in Anomalies v1.1
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MarkColt
MarkColt - - 430 comments

F**k them, indeed. 11/10.

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Spirit1999
Spirit1999 - - 85 comments

Needed this. I'll give it 420/69. Also, do they die in Emissions and Psy storms?

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theRealBeef Author
theRealBeef - - 271 comments

I believe they already did, (at least my companions did the one time when I told them to wait outside when visiting Sidorovich so they wouldn't block me in, and they stoicly watched the Emission from outside the bunker).

However, more testing is needed to confirm / deny

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JusticeSchaffer
JusticeSchaffer - - 28 comments

Companions will die but as far as I've seen, regular stalkers simply shrug it off like if it was raindrops.

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Guest
Guest - - 690,662 comments

Hahahahaha that's quality! I've done the same thing before now regarding leaving Companions by accident outside when an emission hits, only to come back and be like "Bollocks! They died!" quality!

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LoneWolfLazarus
LoneWolfLazarus - - 264 comments

Oops! Didn't mean to post as guest lol! Thought I was logged in lol!

Anyway for those curious about Emissions there is one such mod/addon and it's this.

Moddb.com

Gonna test it out and see if it's all gravy and works while also testing this mod out too! :)

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spitsphire51151
spitsphire51151 - - 81 comments

they do die from them but its buggy wich areas count as "protection" and the effects dont always apply correctly on npc's.

i one time had a companion standing right next to me in cover and turn into a zombie, yet another they flat refused to walk through the doorway into cover yet were fine. ¯\_(ツ)_/¯

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Zealot_K
Zealot_K - - 1,857 comments

"This addon does not prevent NPCs from acting like lemmings and walking one after the other into some burner anomaly." HAHAHAHA !

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polishdude
polishdude - - 74 comments

Thank you Beef, very cool!

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AslansLottery
AslansLottery - - 18 comments

FOR YEARS IVE BEEN WANTING THIS

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AslansLottery
AslansLottery - - 18 comments

Might be an issue with the rouging important npc's that roam during fights/ invasions

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theRealBeef Author
theRealBeef - - 271 comments

This is true. One of the reasons it was disabled in vanilla Anomaly

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bvcx
bvcx - - 2,141 comments

Worth to mention in description that it kills almost every roaming NPC in online radius of actor ;p
For example south parking in garbage is full of anomalies and NPCs regularly walk straight through the middle of it.

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Guest
Guest - - 690,662 comments

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KraizerX
KraizerX - - 186 comments

realism: 100

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PossuM
PossuM - - 322 comments

Can someone confirm they don´t, or rarely, suicide with static anomalies?

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theRealBeef Author
theRealBeef - - 271 comments

In my 4 hours of testing with it enabled, I only saw one guy walk into an anomaly when we were in firefight and that was all the motivation I needed to make this public.

However, I've heard other stories that NPCs do frequently suicide themselves, so the best answer I can give you is "probably its fine"

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

About time.

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Grokitach
Grokitach - - 896 comments

Disable Dynamic Anomalies otherwise, the game will be too easy.

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EricSol
EricSol - - 280 comments

are you insane? i added Extended offline and Hard Dynamic Anomalies.

The first adds many npc´s and the latter takes care of "natural selection" B-)

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ak.72
ak.72 - - 33 comments

Немного точной информации. У меня эта функция уже давно включена. Все НПС погибают в динамичных аномалиях регулярно. Но из всей группы (3 сталкера) только один. Двое тормозят перед аномалией и начинают болты кидать. Если Вы решили использовать это в своей игре - последствия могут быть плохие. Но нужно поставить еще два аддона - Бессмертные важные НПС и бессмертные напарники !!!! Они есть на сайте. Тогда все будет нормально. Важные НПС будут живы и Ваши напарники тоже живы, пока вы не распустите отряд.
P.S.В настройках меню выставите - Сталкеры 0.5, Мутанты 0.75. Это нормальное соотношение в мире игры. Иначе завалите всю локацию трупами НПС.

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theRealBeef Author
theRealBeef - - 271 comments

спасибо за подробное объяснение

Here's information ak.72 presented, pushed through google translate for non-Russian speakers:

"I have some accurate information. I have had this feature enabled for a long time. All NPCs die in dynamic anomalies regularly. But out of the whole squad(3 stalkers), only one. Two of them slow down in front of the anomaly and start throwing bolts. If you decide to use this in your game, the consequences can be bad. But you need to put two more add-ons - Immortal important NPCs and immortal partners !!!! They are on the site. Then everything will be fine. Important NPCs will be alive and your partners are also alive until you disband the squad.
P.S. In the menu settings, set - Stalkers 0.5, Mutants 0.75. This is the normal ratio in the game world. Otherwise, fill up the entire location with the corpses of NPCs."

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billlcarr
billlcarr - - 272 comments

Immortal companions is definitely the way to go. I tried it with "companions don't die" and they end up in a perpetual down state inside the anomaly where you can't get to them, stuck in a fetal position, being zapped over and over, forever. lol

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ak.72
ak.72 - - 33 comments

Да, Вы правы. Такое бывает с ними. Это баг игры ))).

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theRealBeef Author
theRealBeef - - 271 comments

добавил

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Guest
Guest - - 690,662 comments

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theRealBeef Author
theRealBeef - - 271 comments

haha, so v1.1 may not exactly solve this companions stuck in the fetal position in some anomalies, I will try to address this in v1.2

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billlcarr
billlcarr - - 272 comments

Awesome!

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billlcarr
billlcarr - - 272 comments

Wouldn't setting companions to "never affected" in the mcm prevent that from happening?

Also, will this conflict with "companions don't die"? Looking at the scripts it doesn't look like it would, but I'm not the sharpest knife in the drawer when it comes to comprehending what a script is doing...

EDIT: This is ******* fantastic by the way!

EDIT2: tested it and it works perfectly! Made a companion go through the burning tunnel in Wild Territory, he came out the other end smoking, but unharmed lol

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DmitryZaharov
DmitryZaharov - - 90 comments

А как ты включил эту опцию так, чтобы НПС кидали болты и прокладывали себе дорогу?

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V0lk4n00
V0lk4n00 - - 39 comments

Bit of an offtop, but somehow mutants are dying in anomalies properly

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MarqØ
MarqØ - - 150 comments

Damn, the description reminded me of the innumerous hours i spent playing Lemmings on the SNES Station for the PS2. . .

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morgannoor1991
morgannoor1991 - - 475 comments

muahahaha is gonna be Funny man they are stupid they gonna walk in there every fight i would only use this mod if they are avoid it like i do

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spitsphire51151
spitsphire51151 - - 81 comments

"why? cause ****'em, thats why." :P

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reter
reter - - 615 comments

Can you do a version that affect only the enemies and not the companions?

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nb79
nb79 - - 332 comments

I was about to suggest just that, that only should affect enemies, that way you can prevent important and companion npc from dying and also have fun seeing enemies stepping into anomalies

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theRealBeef Author
theRealBeef - - 271 comments

done

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theRealBeef Author
theRealBeef - - 271 comments

I got a lot of helpful feedback and ideas from Feel Fried and xcvb, and so I'm going to get some MCM settings together that will offer a bunch of flexibility once I get the NVG mod out the door.

Longer term I want to get some pathfinding fixes or at least fix lemming behavior at the least.

Edit: because I didn't actually answer the question - yes. Planned for now because it's not too hard to implement are MCM options to disable anomaly damage for companions, quest NPCs, and an adjustable radius beyond which all NPCs are immune to help any potential performance issues and prevent too much loot laying around everywhere,

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RamseySparrow
RamseySparrow - - 833 comments

It was a feature that got scrapped from the original games since apparently AI's situational awareness prevented them from focusing on both firefights and pathfinding around anomalies at the same time. It was either or.

Assuming this cannot ever be fixed properly in x-ray, my little suggestion would be to try and see about some sort of a script that generates a chance for npcs to eitehr get zapped or not in dynamic anomalies. That way it'd be possible to pretend some of them pathfind around and some get careless. I'd say setting a small chance for getting zapped would be best as to avoid sudden genocide everywhere.

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theRealBeef Author
theRealBeef - - 271 comments

I halfway implemented this in v1.1, I totally forgot about checking for combat, will be in v1.2

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RamseySparrow
RamseySparrow - - 833 comments

Look forward to it, good luck!

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Guest
Guest - - 690,662 comments

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BadaBoom_0325
BadaBoom_0325 - - 571 comments

I already made this feature. I guess you wrote ak.72's one message about this. Anyway, maybe NPC are dumb, but it's fun when they dying.

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-Alfeos-
-Alfeos- - - 91 comments

Sometimes NPC stop and start throwing bolts instead of suicide. May be you could use this engine feature to improve your mod.

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shikovv317
shikovv317 - - 108 comments

ахахаха, превью 10/10

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FooXooF
FooXooF - - 14 comments

Так весь Хабар в Аномалии останется..)))Как доставать то?))А так норм тема..с одной стороны.)

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Ribellu
Ribellu - - 16 comments

I did a test but my squad sometimes this suicide alone, it seems to me that in some mods on SoC there was an AI mod where the PNJs avoid anomalies.

But it's very old, I think this mod was focused on the NPCs only, they avoided anomalies, they smoked in the campfire, they even moved the corpses when they were around the campfire (a kind of cleaning around the campfire), they healed each other.

For this period (in SoC) this mod was just amazing.

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theRealBeef Author
theRealBeef - - 271 comments

I just got NVG v1.0 out the door, so I have some time to focus on this mod this weekend. Some MCM functionality with various options to improve is in the works.

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billlcarr
billlcarr - - 272 comments

Dude, thank you so much for this. Today I was fighting some bandits in the garbage and one of them inadvertently stepped into a whirligig, floated into the air, spun around and exploded. It was ******* glorious! :)

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Fluffysan_Sensei
Fluffysan_Sensei - - 3 comments

You just sold me this mod. I was like, is it worth it and now i know it is >D

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theRealBeef Author
theRealBeef - - 271 comments

Glad you like it, hope to improve the pathfinding or at least the reactions to one squadmember getting pwned by an anomaly somewhat in a future version.

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