Tired of your companions or random NPC's blocking an entrance or just being in your way in general? Then THIS MOD IS FOR YOU!
This addon just reduces the Stalker Collision Radius!
INSTALLATION:
Just drag and drop the 'gamedata' folder into your S.T.A.L.K.E.R. Anomaly folder!
Values that have been changed in actor.ltx :
ORIGINAL:
ph_box1_size = 0.35, 0.67, 0.30
ph_box2_size = 0.35, 0.22, 0.35
stalker_restrictor_radius = 0.25;0.1;0.1;0.1;0.1
stalker_small_restrictor_radius = 0.25;
EDITED:
ph_box1_size = 0.25, 0.67, 0.20
ph_box2_size = 0.25, 0.22, 0.25
stalker_restrictor_radius = 0.05;0.02;0.02;0.02;0.02
stalker_small_restrictor_radius = .01;
Changelog:
ph_box0_size = 0.10, 0.90, 0.10 -> ph_box0_size = 0.30, 0.90, 0.30
Put it back to 0.30, 0.90, 0.30 because it caused the character to not walk up small objects, like through doorways etc.
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If this works, you are a GENIUS.
Haven't you just changed the ph_boxes for the actor only? Cause I don't see any changes in that regard in m_stalker
I was testing changing values in m_stalker.ltx but I now compared it to the original and put it back to the original values without realizing it. xD
I removed it.
In actor.ltx yes, sure, but comparing m_stalker.ltx with the original in WinMerge shows only ph_crash_speed_min and ph_crash_speed_max changed. Dunno, just asking why tho
Was testing something, forgot to change ph_crash_speed values to original values. Removed m_stalker.ltx since I put it back to the original values without realizing it. xD
Sorry my ignorance, but what difference is there with this Addon?
Moddb.com
Mine's meant for 1.5.0. It was never tested to see if it works with 1.5.1, it still might. I might make a 1.5.1 version of some of my mods since I've been meaning to play some stalker again.
t.tv/nekousagikorou It works for 1.5.1. I use it all the time for the same reason. Although like someone said above I think its the NPC's that have a ridiculous buffer zone, not the player.
Still you mod makes life a lot easier for moving around. Say in Wild Territory I slip behind those buildings beside the crane to go around the Electro anomaly. Much faster than walking all the way around!
As the friend "BHAutomat" says here, I also have it used for a long time at 1.5.1 and it works well
Can I ask the reasoning behind changing ph_crash_speed_min/max? Only it causes my character to make a 'thunk' landing sound after every jump, even on flat surfaces.
Also, I think that changing ph_box0_size can cause you to get slightly stuck at certain things like raised doorways/steps etc
Was testing something, forgot to change ph_crash_speed values to original values. Removed m_stalker.ltx since I put it back to the original values without realizing it. xD
Haven't done much testing with changed ph_box0_size value, If people give feedback and it causes issues to walk up against elevated objects then i might have to change it back.
Totally fed up with companions constantly bumping into me so hopefully this fixes that. D/l now.
Does this reduce the players hit box at all? (being shot/hit with anything even anomalies) I'm all about it, but I'd hate to inadvertently make the game easier by dodging everything without realizing it..
I read all the comments I'm aware of the values changed, i just have no idea which if any is the actual damage hit box.
P.S. Just a thought, instead of reducing player boxes could you enable the pushing feature NPCs use to walk past you?
You can test this by setting all of the collision boxes to 0 and seeing if anomalies/enemies can still hit you in various situations around cover etc.
Just tested it, 0.00 makes your hitbox map wide and crashes the game, 0.01 makes you barely able to traverse terrain and you get stuck on the smallest elevation, but enemies can still easily hit you. I think hitboxes are tied to the visible model, not an invisible hitbox, the invisible one is just for collision.
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Hey, thanks! But I had to uninstall this mod again.
This mod makes it almost impossible to climb some stairs or walk over small objects, the actor gets stuck very easily. Sprinting over Stairs is impossible with this mod.
Test it in the Merc base in dead city. first floor around the bed.
it's fixed
thank you!!
Can I ask, what changes are you making that affect the stair/object climbing speed?
This is glorious. Thank you!
If this works. THANK YOU!
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please fix (alcohol_v), the error constantly appears when switching to locations, such as the minimum radius variable [alcohol] was not found, of course I found a solution, but it is temporary, just at (alcohol_v), there is an equal sign with a value in front of it, I remove one space, and enough for a couple of transitions between locations, then the error crashes, it is impossible
...
Expression :<no expression>
Function :Clnifile::r_string
File :Xr_ini.cpp
Description :fatal error
Arguments :Can't find variable radius_min in [alcohol]
stack trace:
Press Ok to abort execution
Not had a lot of luck with this. The radius still feels too big and this seems to make it very difficult to climb through windows.