Description

Rebalances Alife Profiles, and includes some fixes for isg, renegades & zombified profiles.

Preview
Rowans Rebalanced Alife Profiles & Ranks v1.0.2
Post comment Comments
Wookienator
Wookienator - - 1,023 comments

Do you recommend a new game for both of your mods?

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

For best effect, a new game is recommended - existing squads won't be affected at least in regards to rank distribution & power. Not sure how loadouts are handled in regards to assignment, so the loadout mod is likely the same in that existing NPCs will be untouched.

This mod is likely unsafe to remove without a new save, however (unlike the loadout mod, which should be safe to remove).

Will add a note about this to both pages!

Reply Good karma+3 votes
nize2864
nize2864 - - 52 comments

Hello. Do you know if there's a way to safely remove the mod ? I've tried just disabling it and CTD. Now it's causing a few conflicts here and there with other mods and wonder how to undo it...

Reply Good karma Bad karma+1 vote
nize2864
nize2864 - - 52 comments

Do you think that your mod could be the cause of this?
I've tried disabling other mods that spawn different squads/characters and still get the error but i can't disable your mod because instant CTD
:

FATAL ERROR

[error]Expression : new_id.size()
[error]Function : CCharacterInfo::InitSpecificCharacter
[error]File : ..\xrServerEntities\character_info.cpp
[error]Line : 61
[error]Description : assertion failed

stack trace:

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,377 comments

Getting the same exact error and crash with this mod.

Reply Good karma Bad karma+1 vote
mix73
mix73 - - 33 comments

An interesting idea, will it affect the relationship between the units in the game for the better without the "war of groups" function ?

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

It will affect both Warfare and non-warfare offline combat (which occurs when combat is far away or in another map) - so human versus mutant, and human versus human.

Reply Good karma+1 vote
mix73
mix73 - - 33 comments

Thanks!

Reply Good karma Bad karma+1 vote
SEV3RE
SEV3RE - - 388 comments

This can blow up bro !
HIGH POTENTIALITY !

Reply Good karma Bad karma+4 votes
Vintar0
Vintar0 - - 391 comments

Nice addon. One note: offline_combat_simulator.ltx should be inside the 'misc' folder.

For your 'defenders' squad type, I wasn't sure if you've already looked in Warfare Alife Overhaul's offline_combat_simulator.ltx, but there is a type of squad exception called 'stationary_squads', which might suit your purposes. Stationary squads can't partake in invasions or be moved around by the faction AI, but still count against the smart terrain population and can still fight in offline combat.

Reply Good karma Bad karma+2 votes
RowanMaBoot Author
RowanMaBoot - - 148 comments

Thanks! Really enjoy your Alife Overhaul too, essential part of my loadorder.

Appreciate you catching that, will get a fix up for that shortly. Will be including a Warfare Alife Overhaul comp-patch as well.

That feature is what inspired me initially! I've included the squads in that group in the comp-patch in the next release. However, they currently do not spawn - I was initially providing defenders for major bases via the simulation.ltx (along with a slew of other changes), but that is far from the most robust method (and a compat nightmare) so looking for an alternative solution at the moment.

Reply Good karma+1 vote
Flavorable
Flavorable - - 30 comments

I wonder if this is compatible if this is used with warefareAIoverhaul, even if I play this in single player. Great work.

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

It is! There is a conflict with one particular file, and a new release/patch will be out with a fix for that shortly.

Reply Good karma+1 vote
Flavorable
Flavorable - - 30 comments

great stuff! When I get back to stalker in a week this'll definitely be making its way into my modpack.

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

Quick hotfix changes -- 1.0.2:

- offline_combat_simulator.ltx moved to correct folder gamedata\configs\misc from gamedata\configs
- Added a 'Warfare AlifeOverhaul' patch to the archive. Install after/load after the main mod AND Warfare AlifeOverhaul. Just merges changes from offline_combat_simulator.ltx in both.

Reply Good karma+1 vote
nize2864
nize2864 - - 52 comments

I hope this will make it so finally we're gonna see squads having good elite gear like exoskeletons and such because right now in 20 hours gameplay i've not seen even 1 squad wearing exo suits...

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,377 comments

Can I install hotfix for existing game to see latest changes? Or should I start from scratch once again ?

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

For hotfixes and minor version changes (1.x.x), you shouldn't need a new game. You will only need one if I release a major new version (so version 2.0.0 or later).

Reply Good karma+1 vote
Guest
Guest - - 690,377 comments

Thank You very much, to be frank, Your mod made me start over, the whole idea is basically a gamechanger and makes whole rank/squad system much more logical and interesting.

Reply Good karma Bad karma+1 vote
TheTazDJ
TheTazDJ - - 277 comments

Hi, it seems you know a bunch about configs. My following question is not related to your addon, but i'm seeking for help :
I'm currently trying to rebalance all NPCs resistances to bullets, so i'm editing damages.ltx, there are body damage sections which are presets for individual bones ballistic resistance (bone armor)

When checking further down below those, I find "by faction" and "by outfit" sections, being asserted with those body damage sections and some additionnal damage parameters.

My question is : Would you know how I can know for each NPC model, what damage section it uses ? So far i'm only making randomly guessed "invincible" configs, and with enough chance, when I spawn my target NPC, he doesn't die from bullet shots, hence I know it's linked to that config... Also some very different NPC models quite often share same configs, and I have no idea how to create custom ones. I found no file telling exactly the link between things...

I'd understand you wouldn't want to help... thanks anyways for reading :)

Reply Good karma Bad karma+2 votes
RowanMaBoot Author
RowanMaBoot - - 148 comments

Not too sure about that! You might want to check out the Anomaly Discord, since they have a modding channel for questions (and discussions) around this sort of stuff.

Doing a very quick dive, it seems the models themselves are configured to use "immunities" - in 'configs\models\capture\' and many of the models point to no, low, medium and high resistance sections found within 'immunities.ltx' in 'configs\creatures\'

So for example "configs\models\capture\stalker_exo.ltx", which I assume is the Exo Stalker model that is used, points to "immunities_sect = high_resistance" -- so I'd assume you should be good to modify that section to change how resistant Exo Stalkers and any other model using that section are to different damage types. You could also add new sections, and have specific models point to specific sections if you wanted more fidelity I guess.

If you're not already, I'd suggest unpacking the game files, and then using notepad++ 'Search in Files' to find references you're looking for within all files, as it can help narrow down references.

Reply Good karma+1 vote
TheTazDJ
TheTazDJ - - 277 comments

Hi, a big thanks for the information, I had completely forgotten about those files. I tried to make custom new files for very specific models, but I couldn't succeed.

It seems in top of that, inside system.ltx, there is a list of "usable objects" - I don't quite understand it (starts at line 772).

I added one entry for bandits with bandit_novice_outfit_alt (an armored novice jacket) - to make them different from the base bandit novice outfit). So I created stalker_bandit1b (it's the NPC model name - I tried combinations with and without underscore, each time matching whenever the entry was written) and created custom new damage sections in damages.ltx

Buuuuuut... couldn't make it work any time. No idea if it's because more entries are needed somewhere or if the entry that was using it by default (stalker_novice_1) overwrites it anyway? I'm still confused as you can see.

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

No problem! Hope I'm able to help!

It looks like the system.ltx references point to the ogf models, so that is likely involved in variant modding.

For example, "actors\stalker_bandit\stalker_bandit_1" is likely pointing at the following file/path:
\meshes\actors\stalker_bandit\stalker_bandit_1.ogf

Huh, interesting. So 'damages.ltx' manages damage when individual bones are hit (so 'skeletal' bones, the generic human model that is animated & that armours are rigged to).

"\configs\models\capture" contains all of the stalker models, I presume. Within each file the following is assigned:

- "[immunities]", which are assigned with no, low, medium, or high resistance.

- "[bone_protection]", which points to sections created within 'damages.ltx'.

So for example, stalker_exo.ltx points to a section literally called "[stalker_exo]" within the 'damages.ltx'. That section inherits values from sections 'body_damage_045' & 'head_damage_030' which individually control how much damage is taken by 'body' bones and 'head' bones respectively. It also appears to assign hit_fraction_npc (not sure what this does) and then ap_scale, which I assume either affects damage taken by non-ap rounds, or lower numbers buff ap rounds against hit body parts. Guessing here.

You'd probably want to just edit \configs\models\capture & then whatever model you want to adjust the stats for, and then just change the referenced [immunities] and bone [bone_protection] (immunities.ltx & damages.ltx respectively). Unless you're adding new variants, I shouldn't think you'd need to/want to add additional files.

Reply Good karma+1 vote
TheTazDJ
TheTazDJ - - 277 comments

Hi, I understand the idea behind all that,
But the problem to me is how can you know exactly which capture file is involved with any NPC. For your example it's quite obvious due to the names, but when you check o_exoskeleton.ltx, system.ltx or pretty much any file, there is no clear config binding an armor or NPC to its damage section.

If you turn the problem around : try to create a custom capture file, and inside of it a body section config for it : first problem ; what name for the capture file : how does the game recognize it ? Usually there are files that compile lists of those subfiles like "includes.ltx" but here, none, except human_captures.ltx, but seems useless in this matter... :/

Even with a few attempts I made capture files with the same name that the target NPC mesh : my attempt was to make stalker_bandit1b (I tried with underscore too) capture file, binding inside to a body damage section with the same name. Result is there is no way for the game, at least with what i've done to know the bandit with a "bandit_novice_outfit_alt" to use a different body damage section than the "bandit_novice_outfit". There is a missing link or info on the names that should be typed that I can't find. Even looking in scripts hasn't helped me.

I'm running out of ideas in order to make the needed additionnal sections

EDIT : I FOUND THOSE :

Reddit.com

Reddit.com

EDIT 2 : I FOUND IT !

using OGF viewer tool from ARXToolSet, you can a skeleton_userdata line that is displayed and tells you what capture file is involved in the resistance of your NPC, that's how you can make custom paths for custom files !

Problem solved, I can now make finely tuned resistance for NPC models ! :D

Thank you a lot for the capture thing ! I'll make sure to credit you in my mod !

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

Ahhhh I see! That is actually great to know, glad you were able to get to the bottom of it. And absolutely no problem! Can't wait to see what you roll out!

Reply Good karma+1 vote
TheTazDJ
TheTazDJ - - 277 comments

a complete armor & ammo reoverhaul for anomaly, as well as more realistic actor & NPC damage resistance. I want a more hardcore and "realistic" approach to gunfights and gun wound

Reply Good karma Bad karma+1 vote
ddgsan
ddgsan - - 58 comments

what this mod exactly do?

Reply Good karma Bad karma+1 vote
Lucas1978
Lucas1978 - - 20 comments

Please correct me if i'm wrong...

But since merging this mod, with other mods I have, It looks to me that what this mod does, is getting rid of differences between factions in a sense, that all factions have the same quality squads.

The feeling that military are squads are better ... will be gone.
Because they used to spawn, with higher tier troops, even in novice squads.. Now, all the squad tiers in each faction are exactly the same.

I'm not sure how this is going to work with Warfare Alife Overhaul.
W.A.O. capitalizes on difference in squads quality by differeanting other factors specifically in Alife Overhaul Preset.

But this mod is getting rid of squad-power differences between factions.

Please correct me if i'm wrong !!!
Because I think I broke my game
since I didn't fully understood what it does, before merging it.

I might be overreacting. Will see in game.

Reply Good karma Bad karma+1 vote
RowanMaBoot Author
RowanMaBoot - - 148 comments

Not entirely.

In the default game, a novice STALKER squad consisted entirely of novices and rarely trainees.

A novice army squad consisted of (randomly) a chance of:
novices, trainees, experienced, professionals and veterans

This meant the power assignments (offline power) varied widly, because the NPCs assigned were extremely random. This meant you could get Army Novice squads stronger than Advanced STALKER squads, or on par with a STALKER novice squad.

Renegade, Zombified and ISG squads varied wildly in who was assigned to their squads. So for example:

Veteran (highest rank) Renegade squads would only have Novice, Trainee and Experienced NPCs. Their strongest squads were on par with the weakest squads used by every faction, no matter how well they somehow managed to do. The rank assignments affect their equipment, meaning they were underpowered when actually fighting them yourself, and when they engaged in offline combat.

I may look into a modified preset if faction balance is adversely affected when using Vintar0's AlifeOverhaul. At a glance it has seemed fine to me - in the meantime you may be fine to adjust offline power bonus or malus of each faction if you feel any are far too powerful now, or far too weak.

So with army, you can award more resources - and they will spawn better squads - if that is desired, for example.

Reply Good karma+1 vote
RufusVulpecula
RufusVulpecula - - 29 comments

Hi! I love the idea for this mod but I'm receiving the following error with CTD:

FATAL ERROR

[error]Expression : new_id.size()
[error]Function : CCharacterInfo::InitSpecificCharacter
[error]File : ..\xrServerEntities\character_info.cpp
[error]Line : 61
[error]Description : assertion failed

Could this be related to this mod?

Reply Good karma Bad karma+2 votes
RowanMaBoot Author
RowanMaBoot - - 148 comments

Hard to say, error is very generic. If you're using MAO or one of the STALKER voice mods for example, manual merging is required (unless the author releases a patch) or otherwise loading my mod last will help mitigate

Reply Good karma+1 vote
RufusVulpecula
RufusVulpecula - - 29 comments

Thank you. I'll try a manual merge and see if it resolves the issue!

Reply Good karma Bad karma+1 vote
RufusVulpecula
RufusVulpecula - - 29 comments

It was exactly as you guessed. Doing a manual merge fixed the issue. Thank you so much!

Reply Good karma Bad karma+1 vote
morgannoor1991
morgannoor1991 - - 475 comments

work with Boomsticks and Sharpsticks ??

Reply Good karma Bad karma+1 vote
Dude_47
Dude_47 - - 6 comments

Made a very simple merge-compatibility patch for More Armours and Outfits addon for anyone interested.

Addon itself:
Moddb.com

Compatibility patch:
School3mk-my.sharepoint.com

Reply Good karma Bad karma+4 votes
aegis1574958345
aegis1574958345 - - 8 comments

I might be wrong but I swear offline combat isn't occurring
I am using Warfare Alife Overhaul. could it be possible that the patch is out of date (the most recent version of Warfare Alife Overhaul is more recent then this addon's most recent version

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,377 comments

Has anyone the same experience? Waiting to install until I know it won't kill offline combat.

Reply Good karma Bad karma+1 vote
morgannoor1991
morgannoor1991 - - 475 comments

work with BAS?

Reply Good karma Bad karma+1 vote
Nekrokant
Nekrokant - - 117 comments

ERROR: CGameObject:net_spawn() Object with ID already exists! ID=22279 self=snork_weak322279 other=snork_weak322279
! Failed to spawn entity 'snork_weak3'
ERROR: CGameObject:net_spawn() Object with ID already exists! ID=22280 self=zombie_weak22280 other=zombie_weak22280

gamedata\configs\misc\offline_combat_simulator.ltx seems to cause this.

Any clue?


EDIT: Nvm. Seems to be 'squad_descr_default_mutants'.

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: