Complete rewrite of Beef's mod using Modded EXE features.
UPDATE 1.1
Removed bolt throwing animations for DAO compatibility and possible CTD fix.
This is an updated reimagining of Beef's NPCs Die in Anomalies mod: Moddb.com
The original mod simply added exec_console_cmd("ai_die_in_anomaly 1") to game_difficulties.script, which would cause all NPCs to trigger anomalies, even when the MCM damage percentage was reduced to 0.
This mod instead uses modded EXE features to flag random NPCs for death in anomalies when they spawn, which fixes the issue of infinitely looping anomalies where stalkers are standing.
This does not apply to Companions, Traders, or Story NPCs. Low rank NPCs have a higher chance of death, with Novices always dying in anomalies. Veteran to Legend ranks will never activate anomalies.
REQUIREMENTS
Anomaly 1.5.2
Modded EXEs
Recommended to use with Moddb.com, this makes it easier to spot who can pass through anomalies.
CREDITS
MrDemonized for telling me this was even possible and correcting my code.
Beef for the original mod idea and the preview image (still with 0 pathfinding fixes included).
The pic alone is worth 10/10.
Will download when I get home.
Beef made the image, I was too lazy to change it from the original mod.
Did I understand correctly that now there are no additional settings in MCM from the original addon?
No MCM settings at all. If you'd like to adjust the percentage chance for NPCs, it's at the top of the only file in the zip. It's only 30 lines, I figured MCM is unnecessary.
Ok. Another question: do companions and important NPCs activate anomalies?
Nope, as a matter of fact the majority of NPCs are completely exempt. Only a portion of NPCs in random squads will be marked to trigger anomalies.
Good,thanks you.
i was looking for this everywhere glad i found it since for some reason you cant enable it in gamma
Cool
Heaven yeah!
very nice. only problem is that the AI is stupid. lots of free loot all over the place now. nothing anyone can really do
In southern areas you might find bodies in areas like the burnt house in Great Swamps or junkyard in Garbage but only Novice NPCs are guaranteed to die. In my testing, about one third-one half of all random NPCs are vulnerable, depending on where you are.
I had the old version installed and I’m pretty sure the sheer number of bolts being thrown by npcs was killing my game. This will hopefully fix it!
Now does this fix NPCs throwing bolts endlessly into anomalies?
If so FINALLY.
The rest of the mod worked fine before except for the other Stalkers throwing bolts endlessly.
Only Novice stalker will throw bolts, and they have 100% chance to take full damage so I've seen them throw maybe 10 before dying or escaping.
If you notice an excess of bolts, I can upload an optional file that disables the bolt throwing entirely.
I think it's gonna be good as optional file. I guess with DAO it can be an issue sometimes in southern maps.
A patch would be awesome! :) I just want a certain % of stalkers who walk through anomalies to die.
Lol that sounds horrible.
Patched! :)
NICE thanks bro I will test it out.
This would be good for the warfare option or just increased spawns as it can get a bit out of hand and the console starts complaining about the bolts before a crash. I'm also playing with Arrival Anomalies, which means even more chance of it happening.
Is compatible with GAMMA?
love your work :D
hello, Is this addon compatible with DAO(Dinamic Anomalies Overhaul) or Arrival Anomalies?
Leaving that aside, incredible work, I know that the NPC AI can be very stupid when it comes to anomalies (I suppose this is the biggest defect of its implementation in the game) but to be honest this addon is a good improvement to the original, well done 10/10!!!
I am being told there is an issue with the bolt throwing function and DAO, this is a simple 3 line fix I will upload later tonight/tomorrow when I get a chance.
Other than that, I have no idea, I am not a DAO user. Feel free to report any other bugs, I'll do my best to fix them.
cool, thanks for informing, I will be attentive to the updates of this addon <3
А npc всё так же раскидывают сотни болтов как только видят на горизонте аномалию?
the legendary stupidity of the foolish NPCs make me realise why they made them immune against anomalies in first place
Will it work on 1.5.1 ? I'm playing Redux version...
прекращай играть в говно и играй в stalker gamma
I can finally see a pile of corpses when the poorly programmed npcs fight within an anomaly field.
! [SCRIPT ERROR]: ...ly/bin/..\gamedata\scripts\z_npc_die_in_anomalies.script:19: attempt to call method 'set_enable_anomalies_damage' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...ly/bin/..\gamedata\scripts\z_npc_die_in_anomalies.script:19: attempt to call method 'set_enable_anomalies_damage' (a nil value)
stack trace:
Read the requirements, you need the latest modded EXEs.
Will it work with 1.5.1? I have too many mods that I can't get rid off to move to 1.5.2
Yeah...people are still making addons, for the older version of the mod..👌
99% of mods that work on 1.5.1 will work on 1.5.2 you know ;)
choosing who dies on npc spawn makes certain ppl completly invulnerable to anomailes and others die to them (I find this less immersive than the chance of any npc to die to an anomaly)
(your mod a lucky individual stand in an anomaly for hours and lives)
(original mod every activation is a coin toss giving everyone the chance to live/die)
I write this so anyone who doesnt relize what is happening understands
(personally editing the original mod and adding a player distance radius for ai to die woud be a better fix to the potential lag you seem to have experianced)
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