Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Increasing hostile NPC spawn rates (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : Mod optimization : Increasing hostile NPC spawn rates) Locked
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Nov 1 2015 Anchor

Does anybody know how to increase the spawn rates of hostile NPCs? Mutants, humans, bandits, whatever it is, I just want to wreck some people. That or getting wrecked by them also works. ^^

jasper34
jasper34 MISERY PR Lead
Nov 1 2015 Anchor

They should respawn shortly after you kill them. If you want larger spawns, you need to know that mutants chasing each other and NPC's fighting each other and the mutants is most of the CPU load and performance would take a drastic downturn. Try my reduced mutant interaction file. The workload is lower and more of the mitants will hunt you. One of the senior members of the team would better know how to do it, but it's lack of free time that's slowing release in the first place. I'll see if I can find the right file for it.

Nov 1 2015 Anchor

My issue here is how mutants interact a lot with each other, but a lot less with humans. Most of the time I find hordes of dogs and bloodsuckers and other mutants killing each other in a bloodbath, but no human NPCs for me to kill.

jasper34
jasper34 MISERY PR Lead
Nov 1 2015 Anchor

OK, you will have to experiment a little, but it will entertain you until 2.2 is released :D

Go to: C:\Program Files (x86)\Steam\steamapps\common\Stalker Call of Pripyat\gamedata\configs\scripts\zaton\smart

Adjust the max population and spawn_num of the Zaton terrains and see what happens. I would try maybe 10-12 at first and see if it does what you desire without killing your performance entirely.

You could speed the process up considerably by going back to static lighting and medium settings (much faster load times while you are experimenting) and start new games as sniper where you spawn at the sawmill. Observe the changes, adjust as needed. Starting a new game will force immediate roll of the dice and spawn squads. Otherwise you would have to kill them off and wait for respawn. I think lager squads and numbers of squads would be the way I would go. You might need to play the game at lower settings for switch_distance and video for your system to even handle bumping all the smart terrains max squads by 1. The higher number of terrains and squads always being present is the main reason the CPU/GPU load is so much higher in Misery. Extra scripts too, but mostly sheer number of mutants IMHO.

Putting the game in debug mode will show you the squads being generated without you having to be onsite to observe them. I would enjoy some feedback on your experiments. If you limit at 60 FPS and start to see your average FPS dip below that frequently you will know when you are approaching TOO much :D You will also start to have a lot of stack trace CTD's as every member of every squad's next action programmed stack up and exceed the buffer size.


My issue here is how mutants interact a lot with each other, but a lot less with humans. Most of the time I find hordes of dogs and bloodsuckers and other mutants killing each other in a bloodbath, but no human NPCs for me to kill.

Try the alternate file posted in my profile comments. Mutants all have humans as main enemy and no more than 2 mutant rivals they interact with. They tend to gang up and attack you more. You can make the actor the #1 enemy (a 2) and the rest of the NPC's level 1 and they will attack you by preference rather than NPC's.

Nov 2 2015 Anchor

Thanks. Now I can always fight with the cats, who kept getting killed by... I have no idea to be honest. Pigs, probably :p

jasper34
jasper34 MISERY PR Lead
Nov 3 2015 Anchor

Try this version and shoot me some feedback Dropbox.com

Copy it into the creatures folder, rename original file game_relationsorig.ltx and rename the copied file game_relations.ltx

This makes the actor the worst enemy for every mutant and vice versa. I only tested for a couple minutes, but if they see you they should drop what they are doing and start chasing you. You can still hide in bushes from most and they will forget you are there until you pop out again.

Let me know if it's more fun or too brutal :D Like the slightly altered file it should also help with performance too.

Edited by: jasper34

Nov 4 2015 Anchor

No thanks, just the thought of it makes me feel I would have a very hard time with that, including not being able to use other people as snork fodder :P

jasper34
jasper34 MISERY PR Lead
Nov 4 2015 Anchor

In the couple minutes I was running from the sniper spawn point towards the ship, every mutant that caught sight of me started charging towards me :D So, you want more, just angry with someone else most of the time ;) I'm going to have to play a half hour then and see if it is just scary or really Miserable Dangerous. I can see the newbies faces when they spawn and look up and the whole map full of mutants starts running their way. Might have to include Depends in the initial kit instead of bandages...

So far, it isn't that bad at all. A couple dogs broke off and chased me and I followed a group of stalkers up to the Iron Forest and they had killed off the Zombies and Controllers, but I danced with a Chimera for a good while. There was just me and one stalker left and all I had was a sawed off shottie. It took me nearly 60 rounds ducking in and out of cover. He ignored the Stalker who remained and the stalker was little help. I think he nearly shot me more than the Chimera. I was actually hoping for a more dramatic effect.

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