Description

Makes NPCs actually getting punished for wandering freely on the outside during emissions and psy storms

Preview
[1.5.2] NPC Die in Emissions (For Real) (UPDATE 9)
Post comment Comments  (0 - 50 of 152)
Guest
Guest - - 690,789 comments

yay

Reply Good karma Bad karma+1 vote
StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

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

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

better put it last after any blowout mods

you can help me to test and tell me is it really does it

Reply Good karma+1 vote
StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Yeah I'm now using your addon + coordinate based safe zones I'll report back how things go.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,789 comments

So, how did it go ?

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,789 comments

This comment is currently awaiting admin approval, join now to view.

Noxilian
Noxilian - - 65 comments

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.

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

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

Reply Good karma+1 vote
Guest
Guest - - 690,789 comments

Awesome mod!

I have to ask, do you use a mod to get the emission to look like that?

Reply Good karma Bad karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

it's a mod, yes, can't remember the name but you'll find it if you dig around a bit.

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

its from cinematic vfx mod

Reply Good karma+2 votes
RamseySparrow
RamseySparrow - - 833 comments

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

Reply Good karma Bad karma+2 votes
FairFight
FairFight - - 129 comments

I've been waiting for this mod :P Thanks.

Reply Good karma Bad karma+1 vote
kijogirten
kijogirten - - 8 comments

should we install meta.ini too?

Reply Good karma Bad karma+1 vote
FairFight
FairFight - - 129 comments

Not really, it's a MO2 file, you can delete it.

Reply Good karma Bad karma+1 vote
kijogirten
kijogirten - - 8 comments

ok thx

Reply Good karma Bad karma+1 vote
gringofeo
gringofeo - - 10 comments

ey man what the emission mods you got? actually looked like a sandstorm

Reply Good karma Bad karma+2 votes
kijogirten
kijogirten - - 8 comments

yeah i want to know too

Reply Good karma Bad karma+1 vote
alisen88
alisen88 - - 288 comments

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

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

makes sense

Reply Good karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

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.

Reply Good karma Bad karma+2 votes
StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

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

Reply Good karma Bad karma+3 votes
RamseySparrow
RamseySparrow - - 833 comments

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.

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

next update will have MCM options to restore vanilla behaviour, effectively disabling the mod if something bad happens with it, along with other stuff

Reply Good karma+3 votes
StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

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.

Reply Good karma Bad karma+3 votes
alisen88
alisen88 - - 288 comments

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.....

Reply Good karma Bad karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

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?

Reply Good karma Bad karma+1 vote
Wolfhound88
Wolfhound88 - - 2 comments

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.

Reply Good karma Bad karma+1 vote
Is_Online
Is_Online - - 95 comments

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.

Reply Good karma Bad karma+1 vote
NOMADs_Reviews
NOMADs_Reviews - - 180 comments

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.

Reply Good karma Bad karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

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.

Reply Good karma Bad karma+4 votes
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

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.

Reply Good karma+2 votes
RamseySparrow
RamseySparrow - - 833 comments

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?

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

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

Reply Good karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

sure, that makes sense.

Reply Good karma Bad karma+1 vote
billlcarr
billlcarr - - 272 comments

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!

Reply Good karma Bad karma+2 votes
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

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

Reply Good karma+2 votes
billlcarr
billlcarr - - 272 comments

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!

Reply Good karma Bad karma+2 votes
anarchonprotein
anarchonprotein - - 15 comments

hey thanks for this feedback man, i was wondering same exact thing before i saw your comment

Reply Good karma Bad karma+2 votes
PossuM
PossuM - - 322 comments

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

Reply Good karma Bad karma+2 votes
AmkoTheTerrible
AmkoTheTerrible - - 13 comments

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.

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

is that specific for zombifying or any mode?

Reply Good karma+1 vote
lsandoval0000
lsandoval0000 - - 104 comments

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

Reply Good karma Bad karma+1 vote
SniperHellscream
SniperHellscream - - 981 comments

I think Hip is Dead :c

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

rip in peperonis

Reply Good karma+2 votes
SniperHellscream
SniperHellscream - - 981 comments

:.C WHY IS THE ZONE SO CRUEL!!!!

Reply Good karma Bad karma+1 vote
Oni_Barix
Oni_Barix - - 97 comments

Are monolith immune to emissions with this or just certain unique npcs?

Reply Good karma Bad karma+1 vote
TheMrDemonized Author
TheMrDemonized - - 1,055 comments

they are immune even in vanilla

Reply Good karma+2 votes
billlcarr
billlcarr - - 272 comments

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.

Reply Good karma Bad karma+1 vote
WinDanuja
WinDanuja - - 31 comments

tried replace this addon multiple times but neither stalkers exploded during blowout nor sound of crows played b4 one, maybe i missed smth?

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags

[1.5.2] NPC Die in Emissions (For Real) (UPDATE 9) has not been tagged yet.