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. (Massive Simulation Overhaul) v1.0.1 for Call of Pripyat released!

New version of of Massive Simulation Overhaul - AI and a-life modification for S.T.A.L.K.E.R. Call of Pripyat has been released.

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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
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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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