Description

Changes stalker and zombies visibility detection, no more invisibility for Bloodsuckers, and increased headshot damage and full weapon damage for all creatures except Zombie stalkers.

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Dan's Monster Mods [1.4.22]
Comments  (0 - 50 of 61)
smarch
smarch

Nice, I prefer bloodsuckers invisible, but good changes. Especially cats.. those damn cats.

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TheForgery
TheForgery

Agreed. Cats are incredibly annoying for me as my companions often have to chase them across the map and they usually end up dying later or simply wasting time.

The same thing with dogs too, though at least they don't have that much HP.

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axebeardbeardaxe
axebeardbeardaxe

I modded cats out of my game just because they look and sound absolutely retarded. Same with the Borya. Replaced em all with civilian zombies.

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xtul
xtul

What is Borya though?

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EGZOdaw
EGZOdaw

Snork.

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xtul
xtul

So which config is actually used by the game then? m_borya or m_snork? I once modified my m_snork file and my changes worked, what is m_borya for?

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EGZOdaw
EGZOdaw

I have no idea :/ There isn't borya in game_relations.ltx, so it's strange.

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Guest
Guest

It's a creature that uses the same animations and sounds of the snork,
it looks a bit like a Bigfoot lol. You can spawm it using the debug mode.

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jahbuddy
jahbuddy

if we wanted to keep the bloodsuckers invisible, which files would we remove?

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***Geroj***
***Geroj***

(buried)

system32

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jahbuddy
jahbuddy

OLD MEME

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***Geroj***
***Geroj***

Memes never die, they just go to hell to regroup

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smarch
smarch

open m_bloodsucker.ltx with notepad and scroll down, find "Invisible Ability" or something like that, there will be self-explanatory invisibility/partial invisibility/visible radius numbers, set those to whatever you like. default CoC values:
full_visibility_radius = 4
partial_visibility_radius = 7
no_visibility_radius = 10

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jahbuddy
jahbuddy

thanks so much!

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2C.LiryC
2C.LiryC

Sounds good.

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L3d
L3d

dang cant remember but im playing with some addon ,lets say i wanted to ask something like whats it not compable with then .. ?

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DeadlyDanDaMan Author
DeadlyDanDaMan

Should be compatible with any other mod as long as they don't modify the monster or stalker files. There aren't many mods that do, so it's compatible with virtually everything for CoC.

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DonKnotts
DonKnotts

There's a minor conflict with Reduced radiation and creature gfx v1.7.8. ( Moddb.com )It's nothing game breaking or serious though, this just re-adds the visual fx that it removed for a few creatures.

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Amoch
Amoch

Yup, the proximity effectors (like radiation and psy vfx) from controller, psy dogs, poltergeist, black dog and pseudogiant will return again. Nothing else.

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NyamukSumatera
NyamukSumatera

because increased headshot damage for all creatures, somehow pseudogiant now very easy to kill because nearly all of his front body are his face, give him back his strong face please

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DeadlyDanDaMan Author
DeadlyDanDaMan

An unfortunate side effect that I didn't account for. I will remedy it. Pseudogiants shouldn't be easy, but I don't like having creatures be ridiculous bullet sponges either. I have lowered their head damage from 5x to 2x. That should be more reasonable for them:)

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jonikka
jonikka

mod looks nice and feels nice too, but I really don't like that zombie stalker's speed, looks like they are floating or something, so i've reverted it to vanilla CoC.

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.Shlomo.
.Shlomo.

haha exactly...maybe speed them up just little would be nice

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.Shlomo.
.Shlomo.

Nice Tweaks man! i only feel the zombies are too fast...they are zombies afterall and the animation looks wierd.kind of if theyd be floating...so waht do i change to slow them own just a bit?

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DeadlyDanDaMan Author
DeadlyDanDaMan

Real easy, just go into the stalker_zombied.ltx file and scroll down till you find the walk/run/crouch speeds. Zombies can ONLY walk, so changing crouch/run speeds does nothing. I have it set to 3.0, the default value was 0.8. In comparison, a normal Stalkers walk speed is 2.5. So yeah, you can see how incredibly slow they are. I might change it to that instead, to try and fix the floating issue a little, but they absolutely need to be faster. Update: changed the zombie walk speeds to exactly the same as regular stalkers. Hopefully, that helps:)

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.Shlomo.
.Shlomo.

Thanks man i put thenm at 1.7 and this way i like them.also what did you change at the m_stalker file?i wanted to make the npcs be able to have a bit of see through vision when not allertet to make them a bit more perceptive.so i gave them an 0.9 transperancy threshhold when in free mode and a 1 in dangermode.does this make sense?

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.Shlomo.
.Shlomo.

also i see the npcs still aiming at walls...shouldnt this be fixed by that?

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DeadlyDanDaMan Author
DeadlyDanDaMan

No, that's an AI problem. They are targeting a threat's last known location by drawing a straight line to it. That can't really be fixed.

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.Shlomo.
.Shlomo.

Ah ok.good to know.thanks for the reply

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Amoch
Amoch

Nice work!

"-Stalkers and zombies can no longer see through solid objects and have higher reduced vision in the dark. Stealth is now completely viable if you are using cover and darkness properly."

These changes should be included in vanilla CoC in my opinion. Also, If stalkers and zombies could have reduced sight behind bushes and in the fog - that would be a great addition. (Don't know if it's possible or not.)

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Alundaio
Alundaio

But they don't see through walls, man.

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DeadlyDanDaMan Author
DeadlyDanDaMan

Not all the time, but it does indeed happen with default settings on a pretty regular basis. This applies to any solid object that should block LOS, including trees and bushes. It's pretty easy to tell when it happens because your sight indicator will be completely filled even when they don't have LOS.

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Alundaio
Alundaio

Bushes are not solid walls, they are marked transparent.

The sight indicator being full in some situations, like loading a save is a bug that's been around forever.

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Amoch
Amoch

They shoot through the metal gates at Train Station in Garbage, and other similar places.

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nerwis
nerwis

I want to learn how to change ammo damages on differents kinds of protections.
Does someone knows where can i find some tutorials?

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DeadlyDanDaMan Author
DeadlyDanDaMan

The game already does that. Every round has an armor piercing rating. However, that really only applies to the player. NPC's don't actually use the armor they are wearing, it's just for show. They have varied stats (health, resistances) based on their clothing type, but they aren't actually wearing the armor you see.

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Guest
Guest

Hold it, hold it. So, there's no reason to be carrying around the heavy 9x39 SP-6 ammunition for an SA Avalanche? Just the SP-5 will do?

Or is that the rationalization for why you can't loot armor?

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poomanchu
poomanchu

I'm guessing this mod is not compatible with warfighter?

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DeadlyDanDaMan Author
DeadlyDanDaMan

It's totally compatible. I use Warfighter. That is an absolute "must have" mod for me:) This mod doesn't use any of the files that Warfighter does, and I don't change any of the damage models for Stalkers, just mutants.

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Guest
Guest

yes! thanks dude!

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poomanchu
poomanchu

forgot to sign in

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Sir_Bananington
Sir_Bananington

Would It be possible to include an alternate version where Bloodsuckers are still able to go invisible? I quite like the other changes, but I also really enjoy the organic jumpscares and terror that the bloodsuckers cause.

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DeadlyDanDaMan Author
DeadlyDanDaMan

This is all you have to do, it's really simple:
Open m_bloodsucker.ltx with notepad and scroll down, find the "Invisible Ability" section, there will be self-explanatory invisibility/partial invisibility/visible radius numbers, set those to whatever you like. default CoC values:
full_visibility_radius = 4
partial_visibility_radius = 7
no_visibility_radius = 10

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Sir_Bananington
Sir_Bananington

Thanks!

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AnuucheekibreekiIv
AnuucheekibreekiIv

"Stealth is now completely viable if you are using cover and darkness properly."

I hope this is true and waiting for the night to move and using a supressed weapon finally pays off.

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DeadlyDanDaMan Author
DeadlyDanDaMan

Oh, believe me, it is. Just make sure you reposition when you take a shot. The AI will home in on the area where shots come from. You can take a shot, then sneak around behind the AI when they are moving towards your previous location. If they are spread out enough though, you should be able to take them out one by one with a suppressed weapon and headshots.

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$overeign
$overeign

It would be nice if you could add an option in the mod for bloodsucker invisibility. Anyways, great mod! :)

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smarch
smarch

Hmm, started new game, enemies look and shoot trough walls really bad.
Don't know what happened.

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CzechDeath
CzechDeath

*** Dan, my man! I reinstalled 1.4.22 AND YOUR STUFF IS A MUST ...everything else is like, frosting on the cake, but Desolation, Monster Faction_Overhaul -> U are on the same vibe as me! =D great work!

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Guest
Guest

Hello, does somebody know how to make these Bloodsuckers only partly invisible? That is they change from visible to partly invisible.

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mnemonick
mnemonick

I'm not the author of the mod, but I suspect you could modify the "m_bloodsucker.ltx" file's Invisibility settings (see posts above), and *probably* comment out the "no_visibility_radius" entry.
Commenting out a line looks like this (without square brackets):

<!-- [original line's entry] -->

Try doing that to the "no_visibility" line. :D

Edit: you could also try making the "no_visibility" setting really high, like "100."

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