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PROJECT M.S.O. - MASSIVE SIMULATION OVERHAUL
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CURRENT VERSION: v1.0.1
LAST UPDATED: 14.04.2012

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LINKS:
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M.S.O. v1.0.1 Download @ ModDB

M.S.O. Discussion thread @ Gsc-game.com

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RECOMMENDED GFX MODS (fully compatibile):
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Atmosfear v3 @ ModDB

Absolute Texture Packs @ ModDB

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M.S.O. is not enough for you?
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Check out my almost finished global rebalancing mod called P.G.R. for Pripyat Gameplay Rebalanced which retouches every single aspect of CoP gameplay and is entirely based on M.S.O. in therms of AI and a-life.

You can D/L and read about it here:

P.G.R. Download thread @ Gsc-game.com

and discussion is here:

P.G.R. Discussion thread @ Gsc-game.com

Please provide feedback on prv or in above discussion thread as testing and some detail polishing are the only things I lack before proper ModDB release.

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MOVIES:
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P.G.R. / M.S.O. - random NPC skirmishes MOVIE @ Youtube.com

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DESCRIPTION:
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M.S.O. is a stand-alone Call of Pripyat A.I. and a-life (simulation) overhaul revamping and radically improving every aspect of NPC and mutant behaviour in-game.

Changes include everything from complete smart terrain revamp (spawns, function, logical repopulation of all quest-related places), thru NPC and mutant daily behaviours to rank-specific combat skills and habits (diversified aiming skills and reaction times).

All this done for all locations (so Pripyat also got completely overhauled) and pararerly to the storyline and side-quests meaning that (despite such major changes) everything works fine and doesn't get broken.

No other CoP mod ever has touched this subject in such a complete and complex manner - and all this is available to you in stand-alone 'vanilla-oriented' package making the mod easy to add to your favourite compilation.

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AUTHORS:
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Alundaio, Trojanuch

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CREDITS:
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Ataru Moroboshi, Jketinu, MacBradley, scigacz1975, xanmalone, domovoi, durundallives, Grunt, HappyEmu, D_Money, vindictus
smrtphoneusr, Ceano - for general inspiration and great learning material in form of their mods

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MODS INCLUDED (great thx):
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AI Tweaks by Alundaio
Alunadaio Plugin Pack and Plugin Manager
Clear Sky SSP-99 and SSP-99M Suit Mod by Fluffy22
correct ironsights alignment by b1ub4k
Full English Translation by Tagaziel Staval Iurien AKA Mikael Grizzly
Cleared stash mod by Angrydog
Various fixes from PRP by shifter
Carry Mod for COP by Ceano
two npc meshes from Variation Mod by Darkenneko

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MAIN FEATURES:
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- complete revamp of all locations spawns both in therms of what is spawned, where and in what number (see Article)

- complete revamp of npc and mutant simulation behaviours - what they do and where they go at which hours (old A-life in CoP called 'simulation', see Article)

- proper and logical repopulation of all quest-related locations (ex. water treatment or workshop in Zaton)

- introduction of number of custom profesions for npcs, for ex. hunter and scientific squads (see the Article for details)

- complete overhaul of Pripyat in aspects mentioned above - all factions and profesions are present there, along with a lot of varied mutants - generally a lot of stuff is going on there now

- overhaul of npc's fighting skills: it is now rank and faction depended with masters having much better accuracy and reaction times then noobs (see Article)

- NPC chances in fights vs mutants greatly increased (meaning that NPC death from mutant is quite rare) - squads survive for much longer periods and you can meet same guys a lot of times during the same play-thru

- overhaul of NPC's vision settings - noobs are much less perceptive and detect player slower than masters (especially at nights)

- large tweak of NPC combat 'speach' - no one will warn about granede throws for example. Higher ranks tend to speak even less and remain silent.

- improvement to 'neutral bases' behaviour (ex. Skadovsk and Scientists Bunker) - NPC's patroling perimeter will actively 'defend' bases by shooting to wandering mutants and hostile factions.

- AI Tweaks: vast improvements to all NPCs on-line behaviours:

* fighting over long distances (rank / faction depended)
* detecting & ignoring enemies (rank / faction depended)
* pursuing escaping enemies (rank / faction depended)
* looting of all dead bodies
* proper and fast aid to wounded comrades

- AI Tweaks: new & proper NPC blowout reaction - fights get ignored and everyone is sprinting for covers - no more stupid deaths around the player on each emission

- AI Tweaks: introduction of NPC running in combat (rank / faction depended)

- Alundaio Plugin Pack: completely random (yet diversified by rank and faction) NPC gear with proper weapon attachements usage

- Alundaio Plugin Pack: introduction of facer NPC ability (they do meele attacks using their weapons)

- Alundaio Plugin Pack: introducion of medkit and bandage usage by NPC's (rank / faction depended)

- Alundaio Plugin Pack: introduction of proper AP and special ammo usage by NPCs (rank / faction depended)

- Number of options to customize mod features (see Article or individual readme's in #Optionals folder)

- overhaul of npc armors and squads composition:

* Quest / special NPCs squads were generally given better armors - they can handle themselves better in freeplay and scripted fighs are more interesting now
* Bandits and Mercs can have mixed squads (they either act as bandits or mercs in a-life)
* Merc squads can also have high-ranked soldiers in their squads (deserters / veterans / officers working after hours as hired guns)
* Duty and Freedom squads of all types can have Loners in them
* Freedom and Loners veteran squads can have soldiers in Clear Sky suits
* Loners and Duty veterean squads can have soldiers in Military suits
* Monolith can have NPCs in armors of all other factions - they're minds where already broken (they will talk 'monolith style') but they have not received they're armors yet

(npc's in armors not typicall to squad's faction will always be in minority)

- full compatibility with AtmosFear v3 mod by Cromm Cruac (compilation patch included in the package)

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FIXES: (great thx to PRP project by shifter and its contributors)
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- bodies of NPCs and mutants stay for proper ammount of time preventing the Zone from being overflooded with corpses
- anomally fields do not get dead and no longer spawn artifacts (thx to mnn)
- Jupiter burers fix
- Kovalski mission in Pripyat fix
- crow number fix
- Jupiter anomally scanners fix
- corrected ironsights aligment (thx to b1ub4k)

- Cleared Stash mod by angrydog - showing locations of already searched stashes (g8 thx to angrydog)

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LEGAL:
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Contents of this mod can be used in other mods but please contact me prior to inclusion on trojan158@poczta.fm.

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RSS Articles

Hello,

Here's the first update for release version of M.S.O.

Changes are quite significant and largerly based on feedback - so g8 to all contributors :)

And please note that this still not end-of-the line for fither improvements.

Now here's the detailed info on newest build:

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PROJECT M.S.O. - MASSIVE SIMULATION OVERHAUL
------------------------------------------

CURRENT VERSION: v1.0.1
LAST UPDATED: 14.04.2012

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LINKS:
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DOWNLOAD

DISCUSSION

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CHANGELOG:
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v1.0.1
- randomized NPC squad size greatly (generally more elite units are smaller)

- improved mutant behaviour at nights somewhat (they're generally more agressive)

- fixed enemy and being attacked detection of mutants

- generally increased mutant spawns in Jupiter (they now match the Zaton levels)

- added a new type of custom squad: Monolith Scientific Squads. So now Monolith is divided into two types of groups:

* fighting squads (might regular or vateran) - at day they sit in bases, at night they go out and patrol base vinicity, occasionally venturing futher from it
* scientific squads - at day also sit in bases, at nights go out to 'accesible' (not placed in civilized areas) anomaly fields and scan them

- added optional allowing to control the main respawn rate of smart_terrains (allows to control the overall mood greatly)

- fixed problem with NPCs sometimes being frozen in dangers stance endlessly (g8 thx to _xXxTWiST3DxXx_)

- fixed problem with Tremor shoting himself with another weapon than his pistol (g8 thx to Jketiynu and gannebamm)

- fixed the crash with xr_corpse_detection.script (g8 thx to askfor)

- made vanilla dropped weapon condition default again (g8 thx to askfor)

- fixed issue with knife not behaving properly (again g8 thx to askfor)

- added proper Grouse script to 150m switch_distance optional so that Bloodsucker Den quest works properly with this setting (again g8 thx to askfor)

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ADDITIONAL INFORMATION:
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- IMPORTANT: new game is required to run this mod

- IMPORTANT: SWITCH_DISTANCE (distance at which a-life gets on-line so you can for ex. spot npcs with binocs) is by default set to 300 meters - this shouldnt introduce any poblems but if you experience too much slutter, reduce it in configs\alife.ltx (vanilla value is 150), afterwards you should also reduce the respawn radius in script\smart_terrain.script to the same value as your switch_distance (or slightly lower)

- IMPORTANT: you can increase the overall activity around the Zone by tweaking these values in smart_terrain.script:

local DEATH_IDLE_TIME = 120*60 (squad will not respawn for this time period after death 2 hours by default)
local RESPAWN_IDLE = 14400 (general respawn rate: every 4 hours by default)

- you can turn on the debug mode in configs\plugins\axr_debug_tools.ltx among other things it will allow to see all sts and off-line squad movement on PDA map
- as many stuff as possible was left as it is in vanilla - MSO is supposed to be a sort of 'final patch' to AI and A-life in CoP.

- only AP ammo has tracers for easy recognition (NPCs can and will fire both kinds of ammo now)

- NPC profiles only affect their fighting skills everything else is vanilla

- NPCs immunity vs mutant attacks increased a lot - to 'emulate' suit protection which NPC do not have by default

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M.S.O. v1.0 released!

M.S.O. v1.0 released!

News

First 'official' release of my long-produced mod for CoP.

M.S.O. customization - optionals described

M.S.O. customization - optionals described

Feature

There is a number of mod customization options available in the package. Take a look on how you can adjust your experience.

Detailed A.I. & combat overhaul info

Detailed A.I. & combat overhaul info

Feature

This article covers changes done to A.I. and combat routines. Most of the stuff has been done by Alundaio in his AI Tweaks mod and Plugin Package and...

Detailed NPCs and mutants behaviour overhaul info

Detailed NPCs and mutants behaviour overhaul info

Feature

This article covers changes done to NPC and mutant simulation (a-life) behaviours. Also in this area, every aspect has been revamped meaning that all...

RSS Files
M.S.O. Massive Simulation Ovehaul v1.0.1 (for CoP)

M.S.O. Massive Simulation Ovehaul v1.0.1 (for CoP)

Full Version 16 comments

This is the new version - v1.0.1 - of Massive Simulation Overhaul: AI and a-life modification for S.T.A.L.K.E.R. Call of Pripyat.

M.S.O. Massive Simulation Ovehaul v1.0 (for CoP)

M.S.O. Massive Simulation Ovehaul v1.0 (for CoP)

Full Version 8 comments

This is verion 1.0 of Massive Simulation Overhaul modification for S.T.A.L.K.E.R. Call of Pripyat

Post comment Comments  (0 - 10 of 125)
PurpleRhino83
PurpleRhino83 - - 64 comments

trojanuchHey i know you're a busy man but do you have any plans to update M.S.O with all the updates and tweaks you have done for the misery version?

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jokubas773
jokubas773 - - 11 comments

keeps crashing near the earsten tunnels in Jupiter

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DarkScythe15
DarkScythe15 - - 89 comments

How do I know if the mod works? I haven't played much but I'm still concern that is not active. The only thing I noticed was that I could see some NPCs at a very long distance with my binoculars but I'm not sure if this was already implemented in vanilla so it's not very convincing.

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OceanMan(therealone)
OceanMan(therealone) - - 15 comments

Why not look for the things that are claimed to be changed/added?

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Fеll
Fеll - - 360 comments

I didn't notice very many changes while playing this mod for maybe 2-3 hours. Might have just been me, however.

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Fеll
Fеll - - 360 comments

I did not have activated properly, I think...

:P

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FastCheetah5
FastCheetah5 - - 121 comments

Does this mod work with CoC? I think not, but would like an official answer. I will still test and post a comment.

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Kahvana
Kahvana - - 201 comments

Nope, it is not compatible. Besides, the AI from CoC is far more advanced than this mod.

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BlueRedd
BlueRedd - - 3 comments

+1, i want to know too if this works with CoC, it would be cool.

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Z4IBATSU
Z4IBATSU - - 1 comments

Hmmm, It crashes everytime when I get approach to southern plateau..... :\

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Kahvana
Kahvana - - 201 comments

Check which smart location it is (gamedata/configs/scripts/<location>/smart_<number>.ltx), and delete it.

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Rennan123
Rennan123 - - 7 comments

same here, this means we can't complete the main quest with this mod? =/

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