Stand-alone CoP 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 perfectly integrated into 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.

Report RSS M.S.O. customization - optionals described

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

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OPTIONALS DESCRIPTIONS
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(more detailed descriptions with installations instructions are placed in the package)

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MSO v0.9 + Atmosfear v3 compatibility package.
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Use this package to easly merge MSO with newest Atmosfear v3.

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Atmosfear 3 extended view distance
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This will increase the fog and geometry draw distance for all weathers with 'distant panorama' present (clear and semi-clear only in most cases), practically disabling fog and objects transparency during those periods.

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NPC smart terrain occupation maximum time
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This allows to control how long maximally the squad can occupy a smart_terrain befor choosing the new one and travel there. The actuall ammount of time the squad will spend is a random value between 10 minutes and the maximum value that you choose.

Decreasing the maximum value make's the Zone appear more active with more squads being in travel at the same time - this leads to more scirmishes and somewhat more shooting around the player.

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AXR Eat Medkit
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This will allow to control NPC medkit usage ability.

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Options:

IN_COMBAT_FULL - NPCs will use medkits effectively in combat. This might however cause some broken animation frequently.

IN_COMBAT_NERFED_(default) - NPCs are still allowed to use medkits in combat but when their health is at 5%. This means that NPCs have rather low chance of using the medkit before getting a final bullet.

OUT_COMBAT_ONLY- Npcs will only be able to use medkits to heal themselves after the fight is over

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AXR Facer
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This will allow to control NPC melee ability.

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Options:

FULL (default) - NPCs will often use melee at close range. It will have low strenght agaist the player and other NPC's but will be a strong asses against the mutants.

NERFED - NPCs will be able to melee but 3x less frequently than in FULL

DISABLED - obvious

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NPC running in combat
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This will allow to control NPC mobility in combat.
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Options:

VARIED - NPCs will run depended on its rank: rookies dont run at all, regulars and veterans - only when chasing hidden enemy, masters - all the time, frequently shooting from hip while strafing sideways.
ALWAYS (recommended for realism) - all NPCs will run in combat, making their behaviour much more similar to the player.
ONLY CHASE - all ranks exept rookies will run only when chasing escaping / hidden enemy
DISABLED (default) - obvious

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To choose an option - copy GAMEDATA from its folder on-top of your MSO installation.

CAUTION!
Enabling the NPC running will introduce some 'sliding' animations of NPCs when they take damage. On the other hand it makes combat much more challenging and realistic. One has to choose what he prefers in therms of enemy tactics (much more multiplayer-like).
This problem gets reduced if MSO is used with hi-damage oriented damage models - if NPCs die from one shot there will be no broken animations to play.

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NPC corpse detection distance
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This allows to control the maximum distance at which NPCs will detect and travel to dead bodies in order to loot them. This is quite significant change as it leads to the level of which battles and skirmishes escalate. When there is fight going on and someone dies - his body will start luring NPCs towards who have not participated in the fight - the more freash dead bodies the more NPCs get lured to them and enter cobat and enter the fight which produced those dead bodies.

This also affects the player experience - if corpse detection distance is high and player attacks an enemy squad and kills someone he can be sure that some NPC will start traveling towards the place and he will never know wheter it's going to be friend or enemy.

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Switch_distance
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This will allow to control switch_distance. Its the radius around actor in which a-life happens in on-line mode - you can see moving 3d models, real-time fights happen etc. Higher switch_distance also affects gameplay - as you can see dangers futher away from you with your binocs. It is also generally more immersive as the world seems more filled and 'alive'.

On the other hand the higher swtich_distance the less performance - it makes the game generally more loaded both in therms of memory and CPU - therefor can cause slutter and / or memory related crashes.

Please choose option according to you in-game experience. Default value of 300 alredy provides good experience while still being not that demanding.

As switch_distance should be modified along with respawn_radius (minimum distance at which respawns may happen) - presets also contain proper setting of this param.

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Options:

150m (vanilla)

220m

300m (default)

500m

850m

(you can rise it to any higher value in alife.ltx - in that case you dont have to tweak smart_terrain.script any more)

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