Changes stalker and zombies visibility detection, no more invisibility for Bloodsuckers, and increased headshot damage and full weapon damage for all creatures except Zombie stalkers.
*Stalkers and zombies can no longer see through solid objects and have higher reduced vision in the dark. Stealth is now completely viable if you are using cover and darkness properly.
*Bloodsuckers can no longer turn invisible. Believe me, they are still just as deadly. Just no more ridiculous jumpscares that I absolutely hate.
*All creatures now take increased headshot damage. Nothing OP, just more realistic.
*All creatures now take full damage from weapons. No more skin armor. Makes them less bullet-spongey, and again, is more realistic.
*Fractures had health drastically reduced. They were literal walking tanks for some reason, and their head hitbox is INCREDIBLY tiny and hard to hit. These changes make them less frustrating to deal with, as they weren't really a threat before with how slow they are, but they would take a ridiculous number of rounds to kill even one of them.
Update:
* Zombie stalkers now have the same walking speeds as regular stalkers and have 50% weapon resistance. I felt they were really too easy with how incredibly slow they were, and since they are zombies they don't feel pain which is where the 50% weapon resistance comes in. Shoot them in the head to take them out reliably.
*Reduced Pseudogiant headshot multiplier from 5x to 2x. Their head hitbox is very large, so this was making it too easy to kill them.
Nice, I prefer bloodsuckers invisible, but good changes. Especially cats.. those damn cats.
Agreed. Cats are incredibly annoying for me as my companions often have to chase them across the map and they usually end up dying later or simply wasting time.
The same thing with dogs too, though at least they don't have that much HP.
I modded cats out of my game just because they look and sound absolutely retarded. Same with the Borya. Replaced em all with civilian zombies.
What is Borya though?
Snork.
So which config is actually used by the game then? m_borya or m_snork? I once modified my m_snork file and my changes worked, what is m_borya for?
I have no idea :/ There isn't borya in game_relations.ltx, so it's strange.
It's a creature that uses the same animations and sounds of the snork,
it looks a bit like a Bigfoot lol. You can spawm it using the debug mode.
if we wanted to keep the bloodsuckers invisible, which files would we remove?
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system32
OLD MEME
Memes never die, they just go to hell to regroup
open m_bloodsucker.ltx with notepad and scroll down, find "Invisible Ability" or something like that, there will be self-explanatory invisibility/partial invisibility/visible radius numbers, set those to whatever you like. default CoC values:
full_visibility_radius = 4
partial_visibility_radius = 7
no_visibility_radius = 10
thanks so much!
Sounds good.
dang cant remember but im playing with some addon ,lets say i wanted to ask something like whats it not compable with then .. ?
Should be compatible with any other mod as long as they don't modify the monster or stalker files. There aren't many mods that do, so it's compatible with virtually everything for CoC.
There's a minor conflict with Reduced radiation and creature gfx v1.7.8. ( Moddb.com )It's nothing game breaking or serious though, this just re-adds the visual fx that it removed for a few creatures.
Yup, the proximity effectors (like radiation and psy vfx) from controller, psy dogs, poltergeist, black dog and pseudogiant will return again. Nothing else.
because increased headshot damage for all creatures, somehow pseudogiant now very easy to kill because nearly all of his front body are his face, give him back his strong face please
An unfortunate side effect that I didn't account for. I will remedy it. Pseudogiants shouldn't be easy, but I don't like having creatures be ridiculous bullet sponges either. I have lowered their head damage from 5x to 2x. That should be more reasonable for them:)
mod looks nice and feels nice too, but I really don't like that zombie stalker's speed, looks like they are floating or something, so i've reverted it to vanilla CoC.
haha exactly...maybe speed them up just little would be nice
Nice Tweaks man! i only feel the zombies are too fast...they are zombies afterall and the animation looks wierd.kind of if theyd be floating...so waht do i change to slow them own just a bit?
Real easy, just go into the stalker_zombied.ltx file and scroll down till you find the walk/run/crouch speeds. Zombies can ONLY walk, so changing crouch/run speeds does nothing. I have it set to 3.0, the default value was 0.8. In comparison, a normal Stalkers walk speed is 2.5. So yeah, you can see how incredibly slow they are. I might change it to that instead, to try and fix the floating issue a little, but they absolutely need to be faster. Update: changed the zombie walk speeds to exactly the same as regular stalkers. Hopefully, that helps:)
Thanks man i put thenm at 1.7 and this way i like them.also what did you change at the m_stalker file?i wanted to make the npcs be able to have a bit of see through vision when not allertet to make them a bit more perceptive.so i gave them an 0.9 transperancy threshhold when in free mode and a 1 in dangermode.does this make sense?
also i see the npcs still aiming at walls...shouldnt this be fixed by that?
No, that's an AI problem. They are targeting a threat's last known location by drawing a straight line to it. That can't really be fixed.
Ah ok.good to know.thanks for the reply
Nice work!
"-Stalkers and zombies can no longer see through solid objects and have higher reduced vision in the dark. Stealth is now completely viable if you are using cover and darkness properly."
These changes should be included in vanilla CoC in my opinion. Also, If stalkers and zombies could have reduced sight behind bushes and in the fog - that would be a great addition. (Don't know if it's possible or not.)
But they don't see through walls, man.
Not all the time, but it does indeed happen with default settings on a pretty regular basis. This applies to any solid object that should block LOS, including trees and bushes. It's pretty easy to tell when it happens because your sight indicator will be completely filled even when they don't have LOS.
Bushes are not solid walls, they are marked transparent.
The sight indicator being full in some situations, like loading a save is a bug that's been around forever.
They shoot through the metal gates at Train Station in Garbage, and other similar places.
I want to learn how to change ammo damages on differents kinds of protections.
Does someone knows where can i find some tutorials?
The game already does that. Every round has an armor piercing rating. However, that really only applies to the player. NPC's don't actually use the armor they are wearing, it's just for show. They have varied stats (health, resistances) based on their clothing type, but they aren't actually wearing the armor you see.
Hold it, hold it. So, there's no reason to be carrying around the heavy 9x39 SP-6 ammunition for an SA Avalanche? Just the SP-5 will do?
Or is that the rationalization for why you can't loot armor?
I'm guessing this mod is not compatible with warfighter?
It's totally compatible. I use Warfighter. That is an absolute "must have" mod for me:) This mod doesn't use any of the files that Warfighter does, and I don't change any of the damage models for Stalkers, just mutants.
yes! thanks dude!
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Would It be possible to include an alternate version where Bloodsuckers are still able to go invisible? I quite like the other changes, but I also really enjoy the organic jumpscares and terror that the bloodsuckers cause.
This is all you have to do, it's really simple:
Open m_bloodsucker.ltx with notepad and scroll down, find the "Invisible Ability" section, there will be self-explanatory invisibility/partial invisibility/visible radius numbers, set those to whatever you like. default CoC values:
full_visibility_radius = 4
partial_visibility_radius = 7
no_visibility_radius = 10
Thanks!
"Stealth is now completely viable if you are using cover and darkness properly."
I hope this is true and waiting for the night to move and using a supressed weapon finally pays off.
Oh, believe me, it is. Just make sure you reposition when you take a shot. The AI will home in on the area where shots come from. You can take a shot, then sneak around behind the AI when they are moving towards your previous location. If they are spread out enough though, you should be able to take them out one by one with a suppressed weapon and headshots.
It would be nice if you could add an option in the mod for bloodsucker invisibility. Anyways, great mod! :)
Hmm, started new game, enemies look and shoot trough walls really bad.
Don't know what happened.
*** Dan, my man! I reinstalled 1.4.22 AND YOUR STUFF IS A MUST ...everything else is like, frosting on the cake, but Desolation, Monster Faction_Overhaul -> U are on the same vibe as me! =D great work!
Hello, does somebody know how to make these Bloodsuckers only partly invisible? That is they change from visible to partly invisible.
I'm not the author of the mod, but I suspect you could modify the "m_bloodsucker.ltx" file's Invisibility settings (see posts above), and *probably* comment out the "no_visibility_radius" entry.
Commenting out a line looks like this (without square brackets):
<!-- [original line's entry] -->
Try doing that to the "no_visibility" line. :D
Edit: you could also try making the "no_visibility" setting really high, like "100."