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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 12 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  (70 - 80 of 93)
JohnnyTheWolf
JohnnyTheWolf Mar 29 2012, 9:49am says:

So yeah, the mod's good so far, but I can't help as if feel as if something is missing. Can't exactly put my finger on what it is, though; maybe because it still feels too "vanilla", especially regarding the economy and overall balance? I don't know.

Do you plan to expand your mod further or have it merged with others (i.e. MISERY, Call of Pripyat Redux) in a near future?

+1 vote     reply to comment
trojanuch
trojanuch Mar 29 2012, 10:15am replied:

Well MSO is supposed to be pure vanilla with maximally enhanced AI (sort of final AI patch for vanilla game).

As to existing mod-packs, so far the mod is included here:
Moddb.com

However I am just finishing my own global, rebalancing mod called PGR for Pripyat Gameplay Rebalanced.

Imo it's one of the more complex and original mods around (in therms of various gameplay concepts), however it still needs a little testing / polishing before ModDB (it's fully playable and bug-less already thou).

You can D/L and read about it here:
Gsc-game.com
and discussion is here:
Gsc-game.com

Feel invited to try out and I'm counting on your opinion (here or on the above forum) :)

+1 vote     reply to comment
JohnnyTheWolf
JohnnyTheWolf Mar 29 2012, 4:26pm replied:

Well, why didn't you say so earlier? :P

This looks like my kind of mod alright!

+1 vote     reply to comment
CombatWombat101
CombatWombat101 Mar 28 2012, 5:20pm says:

For whatever reason, after installing this, I'm getting huge pauses whenever I quicksave or try to open the menu. Anyone else having this issue?

+1 vote     reply to comment
trojanuch
trojanuch Mar 29 2012, 3:24am replied:

Hmmm first time in 8 months that anyone reported such problem. If it get's really annoing you can try lowering the switch_distance (info above & in the optionals folder) - you'll sacrifice some of the immersion this way thou.

+1 vote     reply to comment
CombatWombat101
CombatWombat101 Mar 30 2012, 2:09pm replied:

It seems to happen when I go to start a new game as well - big pause where I'm just looking at the difficulty select, then it'll eventually go to the loading screen. Would switch_distance still be the cause of that?

+1 vote     reply to comment
JohnnyTheWolf
JohnnyTheWolf Mar 27 2012, 9:21am says:

Okay I started playing the mod a bit yesterday night: I was surprised to see a Merc playing guitar aboard the Icebreaker and Knuckles (Sultan's bodyguard) wearing an Exo. Aren't Mercs supposed to be be always hostile to the player?

Oh and by the way, I noticed you replaced the annoying breathing sounds NPC make when running by silence. Nice!

+1 vote     reply to comment
trojanuch
trojanuch Mar 27 2012, 11:04am replied:

Hehe - you'll have your share of hostile Mercs and Bandits - don't worry :)

And one of the features of the mod are 'mixed squads' - so in many cases you'll meet ppl dressed outside their faction's dress-code (they're always in minority thou).

So now it's more like bahaviour that makes the character not the suit.

As to sounds - large part of combat sounds have been muted (like granade warnings for ex.), imo it feels much more 'realistic' now.

+1 vote     reply to comment
trojanuch
trojanuch Mar 26 2012, 10:28am replied:

As to stealth - well I did my best with NPC vision in general and also some tweaks were made to NPC 'search for enemy' routine (for ex. rank / faction / time of day depended search timer was added).
So it's generally easy to make NPC squad 'allerted' but once they are - it doesnt mean yet that you are immediatelly detected (it's far from that in fact).

You can still evade squads (especially at night), flank them or even lure certain squads out of their bases. For example it's possible to search thru Water Plant in Zaton without killing the Mercs - you just need to provoke them to search for you outside the perimeter, then evade, circle the complex around and enter from another side before they return (if you manage to make the Mercs fight another NPC squad while they are searching for you - this approach will be even easier).

How it all works in practice - you need to try yourself (please drop your opinion here after you do so) - imho very large improvement has been done also to this aspect.

As to Zombies - accuracy and reaction times have been changed for all NPCs inluding Zombies. I've made them firing very often but with very low accuracy. Hope that's what you mean.

+1 vote     reply to comment
JohnnyTheWolf
JohnnyTheWolf Mar 26 2012, 11:01am replied:

Thanks for the fast reply! Zaton's Water Plant was exactly what I had in mind; I hate it when holstering my weapon gives away my position to every single hostile around!

I guess I'll give your mod a shot this week. I'm getting tired of MISERY anyway: that one nailed the economy real good, but kinda got a bit overboard with the difficulty. STALKER is already unforgiving enough as it is!

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

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