Improves the vision of Human NPC's. Mainly by increasing their maximum view distance from 80 meters to 350 meters. Added optional files for Mutants.
This Mod is retired and redundant as of Patch 1.3
This add-on restores the vision settings of Human NPC's to MISERY standards. Mainly this add-on effectively increases the maximum 'eye_range' or vision distance from 80 meters-(default Last Day) to 350 meters-(default MISERY). And restores other vision settings to MISERY values, allowing more dynamic NPC behavior during firefights.
This means that the Human AI can see further and will engage acquired targets at long range, and with more aggression. If you can shoot your enemy they can likely shoot you. You will be pinned down by sniper fire, enemy machine guns will suppress you with sustained fire from long range, and enemies will carry on the fight for longer. Overall you should experience a more combative and hostile zone.
If you combine the 'Improved NPC Vision' add-on with the 'Hardcore AI Aim' add-on located here Moddb.com you will have a significantly more realistic and difficult gun-fighting experience, turning STALKER into a true Warzone.
In CoM-Last Day the default sight range of the human AI is quite low at 80 meters. So past 80 meters this allows the Player Character to exploit long range sniping as a way to shoot the enemy without being shot back (because they cant see that far) this add-on fixes that. Another exploit that is fixed is the 'Bush' exploit, where the Player Character can run into a bush and the enemy will stop shooting him/her, even if the enemy is only 10 feet away! Bushes can still be used for concealment while sneaking but should not be trusted as reliable cover during a firefight, as the NPC's will just shoot through the foliage.
Readme included with install
Download the 'Improved NPC Vision' file, and open it. Select the 'Improved NPC Vision-Humans' folder and place it into your \Last Day\Add-ons for Last Day 1.2\ folder and then activate with JSGME provided with Last Day 1.2.
Sidenote- When adding the optional mutant files, if JSGME says 'folder already created by 'Improved NPC Vision-Humans'...just ignore and hit yes continue
Special Thanks to ssregibility for help devoloping, I recommend using this add-on with ssregibility's 'HardCore AI Aim' add-on located here... Moddb.com
Formerly known as "Increase AI Sight Range'-Human NPC's maximum vision distance increased from 80 meters to 350 meters, replaces Last Day Human NPC vision settings with MISERY values.
Renamed add-on for better clarity. Provided readme with installation. Adjusted Luminosity_factor, the Player should be harder to see at night. Adjusted still_visible_time, balances suppressing fire mechanic. Provided Optional files improving NPC Vision for Cats and Dogs. Cats max vision distance increased by 50% and see better at night. Dogs max vision distance increased 100%. Remember to de-activate the old 'Increase AI Sight Range' when switching to 1.1.
Fixed the "Improved NPC Vision-Cats" folder, I accidentally named the gamedata folder provided "gamedata (copy)". So the vision tweaks for Cats werent taking affect. If you installed the "Improved NPC Vision-Cats" folder from the initial 1.1 release, simply de-activate it in JSGME and re-download the file.
Optional files for 150 and 250 meter vision distance (human NPC). More optional Mutant Vision changes, chimeras/bloodsuckers/boars. Possible balance tweaks, and more.
I plan on releasing a more optimized/dynamic weather parameter system, enemies will have an even further difficult time seeing in heavy rain/fog.
Average
43 votes submitted.
omg we definitely needed this. Thanks.
nice, will try it definitely!
THank you for this, however I would like to know if you can make a mod that would make it so that in the night the NPC's would barely see you. I like to play with very low brightness and dark nights so that it makes it impossible to move without a headlamp/flashlight, and while I just arrived at the swamp in the middle of the night and I could barely see anything, I started getting shot from not very far.
Last Day has a luminosity setting of 0.8 for alert and non-alert enemies. The higher the number the harder you are to see in the dark and at a setting of 1.0 your invisible in the dark (i think). This mod adjusts that to 0.8 for non-alert and 0.2 for alert enemies. Meaning if enemies become alert (see you walking around with a flashlight in the dark for example) they will have an easy time spotting you in the dark...This sort of simulated the enemy turning on night vision when alert, which I recommend you upgrade to asap I personally use the add-on better night vision. But I will definitely look into this, I am not sure if I can make the luminosity factor any higher without making you invisible in the dark, but I can see if the 0.2 setting for alert enemies needs to be adjusted...Ill go run around in the dark for awhile. You can also modify the m_stalker.ltx file yourself using notepad, scroll down to [stalker_vision_free] and [stalker_vision_danger] and adjust the 'luminocity_factor' to whatever you like...
Interesting that i tried to use the luminocity_factor at 1.2 and it did nothing. So the limit is at 1.0 you think?
It's a bit more complicated than that, because a rookie in Cordon shouldn't be able to spot you at night with the same ease as a veteran in Pripyat, because rookie won't be able to afford a night vision. In Misery we had separate sets of values depending on NPC's rank.
This add-on does as well. A Veteran Stalker will overall have an easier time spotting you compared to a Rookie Stalker. Dont look too much into the night vision comment. Also since Madden92 made this comment ive tweaked the Luminosity factor for alert enemies to be more balanced.
Oh, great! Thanks for explaining that. I will try and test it.
How does this mod affect overall difficulty?
basically...you will be shot at from farther away. I recommend setting the stalker population factor to 1.0, and using ssregibility's 'HardCore AI Aim' add-on located here... Moddb.com and the zone will become a real warzone
I mainly created the mod because I could kill the enemy without being shot at myself. I wasnt even using a real sniper rifle, and past about 120 meters the enemy werent reacting to being shot.
Keep in mind the Ai will also be more aggressive towards each other since they can see each other from farther away.
Addon is working greatly as you intended. RevanvonBrandt :)
Other stalkers were nothing but a dumb target on certain range before, now they shoot back crazy on my location. XD
Great tweak man. Great work.
I hope this addon will also gonna work without any problem on upcoming 1.3 version as well. (Let's hope dev didn't change the ai system. Or hope that dev did changed it. Lol)
And by the way.. I thought the dogs in the stalker game were 'blind dogs'..
Is the optional dog vision file set to 350?
Nevermind.
I just read that description on v1.1 just now.
Well thanks I really appreciate the feedback. I couldnt agree more about the Ai being moving targets before giving them the ability to actually shoot back at long range. As for the dogs, their sight distance shouldnt exceed 100m, still less then cats. But they should actually notice you now and hunt you down like in MISERY. Im not sure about 'all' the dogs being blind, Im sure some get mangy and lose their sight. But in the MISERY pictures/art they show dogs that still have eyes. So if anything you can just pretend they smell you. Last Day 1.3 wont be released for a while I think, but I will surely make 'Improved NPC Vision' compatible if needed.
Things about the dogs you said seems to make sense! :D
Thanks for the Addon and the reply, RevanvonBrandt.
Hope you have a nice day! :)
Hey Revan, when will you release your mod with other values (150, 250)?
Thanks and keep up the great work!
thats what im going to work on next, should drop it the coming days...The vision formula is somewhat complicated so its a bit more diffucult then just changing the number 350 to 150
holy molly, the shootouts are so intense with this one! and the suppresing fire from npcs makes it even more thrilling and creates really badass situations. great job!
Thanks for the feedback, and Im glad youre enjoying it too!
could you make this for 1.3 + patch
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'stalker_devushka'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:0477399C xrCore.dll, xrDebug::fatal()
0023:04776531 xrCore.dll, CInifile::Load()
0023:04776531 xrCore.dll, CInifile::Load()
0023:04775EB8 xrCore.dll, CInifile::CInifile()
0023:00461025 xrEngine.exe, CApplication::load_draw_internal()
0023:0045E71A xrEngine.exe, InitSettings()
0023:0045F143 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
Actually is the stalker vision patch already implemented in LD1.3+? Ran through compare in Notepad++ and theres like 10 lines with changes (which only add a ; at the beginning of the line anyway) and an extra 40 lines where that stalker_devushka section is added in LD1.3+ file. I think you can add in mutant changes still but the human changes are already implemented maybe. Anyone know if thats right? The crash happens because this addon is missing that stalker_devushka section at line 655-696 of stalker.ltx
Sorry... It was QoL addon for Last Day that fixed the Stalkers script. Moddb.com
Just in case anyone hasn't noticed this mod is retired and apparently redundant as of 1.3 as the changes have been inmplemented...Not to mention Last Day its self is no longer under development...Im hopping on the Anomoly train. Ill see you over there.