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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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Image RSS Feed Latest Screens
Time to venture home Freedom Elite on patrol Camping at Dredger
Blog RSS Feed Report abuse Latest News: M.S.O. (Massive Simulation Overhaul) v1.0.1 for Call of Pripyat released!

0 comments by trojanuch on Apr 15th, 2012

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:
------------------------------------------

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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Downloads RSS Feed Latest Downloads
M.S.O. Massive Simulation Ovehaul v1.0.1 (for CoP)

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

Apr 15, 2012 Full Version 13 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)

Mar 26, 2012 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  (60 - 70 of 99)
lowenz
lowenz Apr 2 2012, 11:37am says:

Problem with faction members and relative suits!
Here'a duty member.....with an Army suit (look at the patch on the arm):

Imageshack.us

And he's not the only one with a suit that doesn't match the faction.
Please fix this inconsistency (if possible)!

+1 vote     reply to comment
trojanuch Creator
trojanuch Apr 2 2012, 1:55pm replied:

Well - it's not a bug :) It's a feature. Quote from the feature list:

- 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)

So as you can see - I've mixed things up a bit based on the assumption that:

- firstly no faction in the Zone is rich enough to equip every member in proper suit (it's a closed, low-resource envirnoment right?)
and
- secondly that some members might just prefer to use one of the other suits (or keep their old suit) which are available for sale for the player - and all military suits or even Clear Sky suits are available at traders right?

This is especially pronounced for Monolith where a lot of low-ranked members wear suits of various other factions. I wanted to create an impression that Monolith is still actively 'recruiting' (or rather brain-washing) new members and that not all ppl have received their white armors yet (not mention that Monolith might want to have 'agents' among 'civilized' factions).

So that's how I approach the factions - as dynamically changing groups of individuals following a similar agenda (or faith), rather than private companies or armies with complete uniformization.

+1 vote   reply to comment
lowenz
lowenz Mar 31 2012, 5:34pm says:

Found a little "bug" (?): with MSO Tremor shoots himself with a TRs 301, not with the pistol as in original game.
Maybe a suicide with an assault rifle it's a bit unrealistic.

Any ideas for the future? Maybe add some quests?

+1 vote     reply to comment
trojanuch Creator
trojanuch Apr 1 2012, 5:03am replied:

The reason for this problem is that Tremor is needlesly included into the random loadouts feature.
That's why he often get's assigned with assault rifle instead of just pistol and he uses it in his suicide cutscene - I always forget to fix that for next version - so thx for reminding, I'll attend to it soon.

As to future plans - I am finishing my 'global' mod called PGR - look at the top of the page and you'll find links to it. There are no new quests but thx to properly set economy & reduction of ways to earn money the player is forced to set his own goals and achieve them (like mutant or enemy hunting 'raids').

+1 vote   reply to comment
DoomTaker
DoomTaker Mar 31 2012, 8:40am says:

Is not working for me. I placed Mso and some of the options then played it. while it was loading it just crashed. help

+1 vote     reply to comment
trojanuch Creator
trojanuch Mar 31 2012, 9:21am replied:

You need to place the gamedata folder directly into your CoP installation folder (no bin just \STALKER - Call of Pripyat\.

Then you need to edit the fsgame.ltx so that it says 'true' everywhere.

It has to work afterwards.

+1 vote   reply to comment
JohnnyTheWolf
JohnnyTheWolf Mar 31 2012, 9:49am replied:

It happens to me when I tried to add some optional stuff as well. Like I told you, the installation is needlessly complicated.

What I did is start from scratch, installing only PGR and Atmosfear.

+1 vote     reply to comment
trojanuch Creator
trojanuch Mar 31 2012, 10:33am replied:

Well PGR has the AF3 already included so no need to istall it.

For MSO there's a compatibility patch inside the package with detailed installation order.

+1 vote   reply to comment
_xXxTWiST3DxXx_
_xXxTWiST3DxXx_ Mar 30 2012, 5:17pm says:

I have a couple questions: Can you make the uniform changes to be optional? I don't really want to see freedom wearing clear sky suits, among other things.(or can you tell me how to change them) Also, what changes did you make to the weapons config files? Is it just the iron sight fixes?

+1 vote     reply to comment
trojanuch Creator
trojanuch Mar 30 2012, 6:35pm replied:

The changes to uniforms are all done in configs\gameplay\character_desc_*.xml files.

You need to find lines corresponding to mesh files files you do not want, for ex.:

<visual>actors\stalker_nebo\stalker_nebo_3</visual>

and replace them with those that you want (ex. default to the npc faction).

Just do not delete entire character profiles or a saved game will not load - just replace the mesh files.

Oh - and this will not replace the already spawned NPCs, only when those die the new ones will have your changes.

In weapon & ammo configs 3 things in all have been changed:
- proper ironsights (I consider it a fix)

- special AP weapon section at the bottom of each ltx - this is used to force AP ammo usage for quest / special NPCs which are not normally affected by 'random NPC loadouts' plugin.

In case you ask - in vanilla NPCs never fire AP ammo.

- and what's obviously connected with above - I've changed ammo configs so that only AP ammo has tracers on. This is to make it possible to distinguish which NPC is firing on you with AP ammo instead of regular

That's all - rest is pure vanilla.

+1 vote   reply to comment
_xXxTWiST3DxXx_
_xXxTWiST3DxXx_ Mar 30 2012, 9:18pm replied:

Thanks, the reason I asked is cause I just got done putting together all new sounds for my guns and I didn't really feel like going through and changing the configs again. (Also I already had the iron sight fix)

Oh, if I delete the character description files, will that cause an error or do I just have to start a new game? I don't mind starting a new one if that's the case.

+1 vote     reply to comment
trojanuch Creator
trojanuch Mar 31 2012, 6:29am replied:

Be carefull with the new weapon sounds and make sure that they are properly commented. Badly commented sounds may cause AI behaviour issues (ex. permament danger states, enemy 'detection' over huge distances etc.). In other words AI was tested on vanilla weapon sounds and I cannot guarantee proper experience on other ones.

You cannot delete the characted_desc files or the game will crash (they contain descriptions for custom NPC profesions like hunters or sci teams which spawn on maps). You need to only replace the mesh lines like I've shown you above.

Altarnatively - you can replace ogf files themselves in meshes\actors folder - use unpacked vanilla meshes for that (ex. copy / rename stalker_neutral\stalker_neutral_3 into stalker_nebo\stalker_nebo_3 - and all characters using it will now use the first mesh).

+1 vote   reply to comment
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Platform
Windows
Developed By
trojanuch
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Official Page
Gsc-game.com
Release Date
Released Mar 24, 2012
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Jun 2 2013, 11:23am by [TZP]LoNer1

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