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.
It's a relatively simple mod, just enables NPCs to be affected by anomalies, and some MCM settings to adjust each category's vulnerability to them.
NPCs don't have pathfinding that takes into account dynamic anomalies, only static, so be wary of where your companions are walking since they may not pay attention.
TO BE CLEAR:
This addon does not prevent NPCs from acting like lemmings and walking one after the other into some burner anomaly.
Featuring MCM options now:
Note, if you have the NPC with say a 50% chance (and they're affected by chance setting), they roll the dice on whether they will be affected or not each time the anomaly throws its damage at them, so if they continue to stand in the middle of an anomaly, they will keep rolling and perhaps come up snake-eyes sooner or later.
Changelog
- v1.1
- Added MCM configuration for the Radius of Effect (in meters), so that NPCs three maps over aren't impacted by anomalies, regardless of their setting, to improve performance and keep loot drop to a reasonable level. Increase this if you like NPCs being affected.
- Added MCM configuration options for NPCs and their vulnerability settings. Note that the NPCs will still 'set off' the anomaly, but will be injured or not based on their setting... More to come
- v1.0 - uploaded
F**k them, indeed. 11/10.
Needed this. I'll give it 420/69. Also, do they die in Emissions and Psy storms?
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
Companions will die but as far as I've seen, regular stalkers simply shrug it off like if it was raindrops.
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!
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! :)
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)_/¯
"This addon does not prevent NPCs from acting like lemmings and walking one after the other into some burner anomaly." HAHAHAHA !
Thank you Beef, very cool!
FOR YEARS IVE BEEN WANTING THIS
Might be an issue with the rouging important npc's that roam during fights/ invasions
This is true. One of the reasons it was disabled in vanilla Anomaly
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.
This comment is currently awaiting admin approval, join now to view.
realism: 100
Can someone confirm they don´t, or rarely, suicide with static anomalies?
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"
About time.
Disable Dynamic Anomalies otherwise, the game will be too easy.
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-)
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.
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."
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
Да, Вы правы. Такое бывает с ними. Это баг игры ))).
добавил
This comment is currently awaiting admin approval, join now to view.
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
Awesome!
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
А как ты включил эту опцию так, чтобы НПС кидали болты и прокладывали себе дорогу?
Bit of an offtop, but somehow mutants are dying in anomalies properly
Damn, the description reminded me of the innumerous hours i spent playing Lemmings on the SNES Station for the PS2. . .
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
"why? cause ****'em, thats why." :P
Can you do a version that affect only the enemies and not the companions?
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
done
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,
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.
I halfway implemented this in v1.1, I totally forgot about checking for combat, will be in v1.2
Look forward to it, good luck!
This comment is currently awaiting admin approval, join now to view.
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.
Sometimes NPC stop and start throwing bolts instead of suicide. May be you could use this engine feature to improve your mod.
ахахаха, превью 10/10
Так весь Хабар в Аномалии останется..)))Как доставать то?))А так норм тема..с одной стороны.)
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.
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.
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! :)
You just sold me this mod. I was like, is it worth it and now i know it is >D
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.