Makes NPCs actually getting punished for wandering freely on the outside during emissions and psy storms
With this mod npcs will actually start to die in emissions, changes done to make so
- removed retarded check when if actor is immune to emissions then everyone else became also immune
- removed checks for smart terrains that have "surge" flag, only actual cover is checked
- npcs will die/explode as soon as first wave hit them, no need to wait for the second wave
- if you set "turn into zombies" option then they will still do so after second wave only
- psi-storms received same treatment
Since i play with pre blowout murder addon, i included it also in the package. It's an awesome addon nevertheless (Moddb.com)
DISCLAIMER, READ THIS PLZ:
I HIGHLY RECOMMEND install "Coordinate Based Safe Zones" for better experience: Moddb.com
Since smart terrain check is disabled and only actual covers are checked, it might lead to unwanted consequences. For example during blowout or psi storm some important npc might die or npcs that are supposedly should be in cover might die because the game doesn't think they are, so i highly suggesting reporting any bugs with the mod.
If you like my work and wanna support further creations, i will be very glad and appreciate your donation ;)
Streamlabs
CHANGELOG:
UPDATE 9:
- Major rewrite of surge scheme, now stalkers won't have their major logic scheme overriden by surge scheme. Instead the evaluators and actions kick in to make them temporarily seek shelter. After the emission whatever previous job they had, it will be restored
- Added grace threshold for npcs if they temporarily leave cover. If they leave cover for more than 1.5 seconds, they will die by emission
UPDATE 8:
- New option in the mod called Faster Emissions. As the name implies, it makes them faster and more menacing:
- The siren, task and earthquakes will come sooner
- The first wave will start after 30 seconds after task is given, compared to 2 minutes of vanilla behaviour
- The second wave will start slightly sooner than vanilla as well, but the time between waves is roughly the same
- Overall emission time is cut by slightly more than a minute compared to vanilla
- NPCs will have real possibility to not get in time to cover. I recommend to use this option with Surge Scheme option as well, to give npcs more chances
- More reliable turning npcs to zombies if you set it this behaviour in game options
- Added the option to turn NPCs to zombies after the first wave if you set it this behaviour in game options (vanilla is only after second). Its disabled by default, to enable it, find in surge_manager.script in the main module on line 230 self.zombie_at_first_wave = false and change it to true like on the screen below
UPDATE 7.1
- Fixed crash on the end of emission
UPDATE 7:
- Compatibility with Anomaly 1.5.2
UPDATE 6:
- Ignore list of npcs is moved into separate script file
- Added more npcs to ignore list, credits to Mr. Flashmode for adding more of them
- Added check for non task companion npcs to not give them surge scheme
- Fixed crash when npc couldnt find a vertex in cover to settle in
UPDATE 5.2:
- Added more NPCs into ignore list, credits to Grulag for making a list
UPDATE 5.1:
- Rearanged pre-blowout crow sound algorithm, now its possible to change the time value when crow sounds will play.
Find on line 49 "local presurge_time = 0" string and change 0 to your number. If you want previous crow sounds behaviour, change it to 360 to play it one minute before the blowout. Putting negative values will make the sounds play during the emission or even after it, you can experiment with that
- Rolled back some checks for actor immunity addressing the issue of not giving the task
UPDATE 4:
- Improved behaviour for NPCs that are already in cover at the moment of emission start, they wont run away from it
- Potential fix of the bug where NPCs can't decide which cover to choose and stuck onto one place in indecision loop
- NPCs will react a little faster for psi-emissions. NPCs that are spawned by the game after the emission start will react instantly.
UPDATE 3:
- Fixed typo in psi-storm script, leading to crashes
UPDATE 2:
- The mod received new optional component called Surge Scheme
- This option works this way:
- When the emission or psi-storm is starting, all squads that arent immune to emissions on level will receive special surge AI scheme
- Squads will start to run to nearest cover, even those that are stuck on patrol or something else. They will ignore fighting until they reach the cover
- When the cover is reached, the npcs will choose random place and stay crouched until they see enemies
- NPCs will try to stay in the emission cover when fighting enemies, although they might leave it for a second or two and unfortunately meet their demise
- Scheme works with both vanilla and TB Coordinate Based Safe Zones, the npcs will pick them if they are nearest to them
- AFter the emission NPCs will restore their behaviour
- It is optional because its very unpolished and most of the time i had no clue how AI schemes work, so i did what i did. The bugs might happen
- Main component received some changes as well:
- Pre-blowout murder of crows happens right at the start of the emission and not one minute before it. The emissions again became sudden and surprising
- TB Coordinate zones work for companion squads, they will be immune in them
UPDATE 1: Small update that makes some important story NPCs immune to emissions and psy-storms. For now basically everyone from spawn_sections_lostzone.ltx is immune, such as Gate Keeper, Eidolon, Strelok and his group and many more. Thanks to Nodens for helping test the changes
yay
Would using Coordinate Based Safezones resolve the potential issue with important NPC's dying when they are in cover?. Since it actually makes some huts/buildings and such actually now valid protection from psy storms and emissions?. Also does it matter where in a load order this is enabled?, better earlier or maybe at the end?.
Moddb.com
better put it last after any blowout mods
you can help me to test and tell me is it really does it
Yeah I'm now using your addon + coordinate based safe zones I'll report back how things go.
So, how did it go ?
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Would it be possible to make a setting that makes story/important NPCs immune to this? Love the idea, but would be too worried about stories (vanilla and with the Storylines mod in your DLTX pack) being broken accidentally.
npcs with story id should be immune. for other important ones, the mod requires testing for excluding them or adding custom safe zones and smart terrains to exclusion
Awesome mod!
I have to ask, do you use a mod to get the emission to look like that?
it's a mod, yes, can't remember the name but you'll find it if you dig around a bit.
its from cinematic vfx mod
ahh, of course - forgot! I didn't like cinevfx initially but it did improve greatly overtime and those blowouts are incredible. I wish the optional near-invisible anomalies made a return from older versions - I though it made the game much more interesting
I've been waiting for this mod :P Thanks.
should we install meta.ini too?
Not really, it's a MO2 file, you can delete it.
ok thx
ey man what the emission mods you got? actually looked like a sandstorm
yeah i want to know too
According to my experience in the game, after the first "emission" there is no NPC left (I play with a stalker factor 5, because of a mod) your mod helps the stupid AI to die, then you are ALONE
makes sense
hahaha, that's not good is it...
my concern is with balancing - will there not be too many bodies to loot, too many zombies, too empty a zone etc.
Curious to hear more testing and opinions before I jump in.
I've been doing some testing in the more southern and baron areas with this addon paired with coordinate based safezones and thusfar all the NPC's have been getting to cover in adequate time. However I believe that's primarily due to coordinate based safezones adding new locations for the NPC's to run to with their smart terrain system. I'll upload a few videos demonstrating this in Cordon and The Swamp shortly. It appears in the Swamps as well as multiple other areas there are some NPC's that are at outpost/watchtower/MG/overlook positions and they do not break animation to get to cover, and therefore die. Doing more testing, will report back.
Cordon Test , all NPC's survive : Youtu.be
That's great to hear. I'm already using the coordinate based safe zones so if they behave this way and it doesn't unbalance the game then all the better. thanks for the headsup.
next update will have MCM options to restore vanilla behaviour, effectively disabling the mod if something bad happens with it, along with other stuff
It would be great if there was a way to add an animation for when NPC's become zombified. As of now their texture just changes and they instantly become zombified. If it's possible use the animation where they are writing on the ground, that would be cool.
I did not know this mod, yesterday I installed it, and I still do not know how the AI behaves, but it is true that without it at the beginning of my game there were 2800 stalkers (the normal is 600) after the first "emission", many stupid people stayed in their place, I found many bodies to loot, hundreds, hundreds of bodies to loot.
many stupid stayed in place, I found many bodies to loot, hundreds.....
hold on there cowboy. you've had... 2800 stalkers to start with? How did you have that many and how did the game did not crash with that much simulation?
Unrelated but how do you use that freecam? I cant find anyway to freecam in anomaly at all, or any mods for it. Ive been searching for days and its driving me crazy.
If you're still wondering, it might have to do with some "demo_record" thing and made the text for it pretty clear (like 1% from it being totally invisible) or some custom mod that they made that bypasses the "demo_record" thing entirely.
Superb! This had been annoying me greatly, even more so considering the dying/zombifying mechanics worked in CoP. May I ask the reasoning behind NPCs blowing up in the first wave, but turning to zombies on the second?
I ask as because if there is one thing about blowouts I would like to change in general it would be to make them quicker. It appears to me that having multiple waves at present adds nothing, since anything that was going to be killed or zombified would already have been after the first wave. (Unless I’m missing something) If the number of waves was randomised and tied to another mechanic it might add something. For example, surviving single wave blowouts requires a basic building, a two-waver requires a far more sturdy and intact building, and a three-waver requires getting under ground. Perhaps the longer the randomised delay between blowouts the more likely it will be a three-waver or similar.
it's true - both blowouts and psy storms are kind of unnecessarily long, I think, though not as a fault of this mod no doubt - vanilla ones are.
blowouts should not be turning anyone into zombies, only kill at wave - it's the psi storm that should zombify.
I think stalkers blowing up on blowout, while looking slightly ridiculous, is a good idea to prevent overabundance of gear to loot.
originally on first wave only "kill npc" mode was working, every other mode required second wave to affect it. i moved "explode" option to first wave also. As for why i didn't made that for "turn into zombie", i probably could. but i have a feeling if they turn too soon, other npcs might start to aggro and move out of safe zone and in turn turn to zombies themselves.
That's a good point about aggroing zombies.
Just reread your description - wouldn't it make sense to simply flag important npcs to not be affected?
the npcs that have story_id (that are npcs that are important, have quests or other stuff) are already flagged as immune, but there are might some that dont have story_id but still important. Its a case by case situation so i need feedback first if some of those actually getting hit by emissions now
sure, that makes sense.
Dude, this is awesome! Goes great with "Beef's NPCs Die in Anomalies".
Out of curiosity, why is coordinate based safe zones recommended for use with this? Looking at the notes, the author says "your NPC companions will still die a horrible death in the new locations. The safety calculation is currently only done for the player", so it doesn't appear to give NPCs more shelter locations. Or am I missing something?
Anyway, awesome add-on!
alright it seems that you are right. i kinda not noticed or forgot about this disclaimer. although if its possible to actually add all those locations for npcs to check, that will be cool
Well I've been testing it in several places without CBSZ (in the great swamps, army warehouses, red forest, rookie village, and yantar), and everything is great so far, NPCs seem to find shelter no problem. The only place I was really worried about was the Yantar mobile lab. Peregrine and Spirit get bugged out sometimes and don't come all the way into the lab. But I tested it there a few times in dev mode and they survive regardless.
Anyway, thanks for this! I'm loving it!
hey thanks for this feedback man, i was wondering same exact thing before i saw your comment
If you merge it with this Moddb.com (just commenting out some lines) you can remove the cam shake too
Btw, I like that the explode option doesn´t leave any lootable bodies
Having a lot of issues with NPCs being zombified despite being in cover. A lot of the houses in the great swamps that are safe for you and identified as safe by NPCs as they hide in them, only protecting you and still zombifying the NPCs. Also includes the train car in Wild Territory at the construction site camp, half the dudes inside turn to zombies. This is with coordinate based safe zones.
is that specific for zombifying or any mode?
That's cause on coordinate Based Safe you have this note:
"Also, your NPC companions will still die a horrible death in the new locations.
The safety calculation is currently only done for the player.
I am attempting to solve this, NPC safe-zone calculation is strange!"
So, don't expect npcs don't die or don't go zombie mode xD
I think Hip is Dead :c
rip in peperonis
:.C WHY IS THE ZONE SO CRUEL!!!!
Are monolith immune to emissions with this or just certain unique npcs?
they are immune even in vanilla
Something I noticed, and I don't know if it's a vanilla problem, or this add-on, I was at yanov station in the middle of an emission. There were dead monolith outside that I'd killed before the emission. One of the NPCs was heading out the door to loot the bodies right when the first wave hit. I tried to stop him by talking to him. The dialogue opened just as he was heading out the door, and just before he exploded, the game crashed to desktop. I've never had a dialogue open with an npc who was killed before, so this may just be a vanilla thing, but I thought I'd let you know just in case.
tried replace this addon multiple times but neither stalkers exploded during blowout nor sound of crows played b4 one, maybe i missed smth?