The addon wasn't really doing what I thought. I hope this addon helps people to mess with this config file themselves to produce something better than vanilla. Try that or the other Stealth addon.
Below this is crap.
---Updated to V2: increased 'always_visible_distance' from 28.0 to 33.0---
I sat on this addon for years and finally post it. Sorry for the wait.
I noticed that stealth is very difficult, because enemy stalkers see you instantly, no matter at what distance you are. I felt that the vision formula must include a way for time to be needed to notice you, and for distance to matter. So I tinkered and found out how that works and got it to work that way, transforming the stealth gameplay. I calibrated this addon in a few different locations to make a realistic experience. You can quickly peak around a door near an enemy, and they might not see you. Further away, you can move between cover, if you are careful. It is very different and fun.
The other change I made is that they can't see through bushes. A benefit of this is stalkers hunt you down more, rather than shooting you.
*No changes made with darkness. Changes only apply to human stalkers. Alerted stalkers still see you quickly like before. You can be seen by your elbow sticking out from behind cover (it is, if you can see enemy by leaning).
Description of exact changes below
File: m_stalker.ltx
changed time_quant (.001->.006) (in stalker_free section)
changed always_visible_distance (.05->33.0)(in stalker_free)
changed visibility_threshold (150.0->140.0) (in stalker_free)
changed transparency_threshold (.73/.6->.75) (in stalker_free and stalker_danger)
time_quant is a starting quantity of a countdown that is affected by how sneaky you are being and distance. It is the main change that makes the dynamic gameplay possible, because before, it was nearly 0, equalizing all distances, even though the formula was working.
'always_visible_distance' affects the lower boundary where they will see you instantly.
'visibility_threshold' (I believe) was changed when I was adjusting the response at the higher end of the range of distances.
transparency_threshold is changed to make bushes as realistic as I could.
Some interesting bits from file
"; Formula for Visibility
;Value = time_delta / time_quant * luminocity_factor * (1.f + velocity_factor*object_velocity) * (distance - object_distance) / (distance - always_visible_distance)
;Value >= visibility_threshold
...
[stalker_vision_free]
min_view_distance = 0.25; min range of cone based on eye_range
max_view_distance = 1.11; max range of cone based on eye_range
visibility_threshold = 140.0;Threshold in which object becomes visible based on factors
always_visible_distance = 28.0;Distance object is always considered visible (float)
time_quant = 0.006;step increment to for sight calculations
decrease_value = 0.01;Decrease over time to overall threshold
velocity_factor = 1.0;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.75;Low value = easier to see at night
transparency_threshold = 0.75;Low value = easier to see through objects
...
[stalker_vision_danger]
min_view_distance = 0.45; min range of cone based on eye_range
max_view_distance = 1.77; max range of cone based on eye_range
visibility_threshold = 75.0;Threshold in which object becomes visible based on factors
always_visible_distance = 0.05;Distance object is always considered visible (float)
time_quant = 0.001;step increment to for sight calculations
decrease_value = 0.01;Decrease over time to overall threshold
velocity_factor = 1.0;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.65;Low value = easier to see at night
transparency_threshold = 0.75;Low value = easier to see through objects"
Thank you
Average
9.414 votes submitted.
tldr: it's multiplying time that NPC need to find you while not being in danger state by 6.
(not trying to say anything, just summarized ;p )
How does that combine with your stealth overhaul?
This is basically vanilla values divided by 6, how do you think it's gonna be combined ;]
Is your mod compatible with STEALTH 2.0? And how do they differ?)
This is not compatible with that addon. Both use different values in the m_stalker file. This one is more of a basic tweak of the formula values and only deals with stalker reaction time and seeing through bushes. The other aims to do more things.
Will be great to add small patch for death animations.
are you saying this is incompatible with the Death Animations [1.5.1] mod?
Because Death Animations using the same file.
check it out - someone made a patch! I installed it last night played for 5 hours and no issues.
Moddb.com
Thank you, but I already know it.
Hi, I made a patch for your addon and death animation, could you help me check if I haven't made any mistake?
Here is the github link, if you think it works then feel free to add it to your addon:
Github.com
If you are not planning to add it to your package, I will upload it by myself as someone may need it.
Hey, thank you for your interest. I am probably not going to add it here at the current time, but you can do what you would like or post your file in the comments. I assume if you just added the values and it works for you, you haven't made any mistakes.
Thanks, I'll leave a link to the patch here in case people need it.
Hi everyone, here is a patch I made for Quambo's addon and Stalker_boss's version of Death Animation:
Moddb.com
Hello, is it possible to add that characteristic only in my game without the rest of the addon modifications?
If possible, what file do I have to modify and what values?
Thank you very much in advance
You can use the vanilla file in the download, and then change the transparency_threshold value to 0.75 in both the [stalker_vision_free] and [stalker_vision_danger] sections.
Ok, that I'll do.
Thank you very much for answering!
I just checked out the values you've set in your ltx file and stumbled over this line:
always_visible_distance = 33.0
If I understand the scripts correctly, this means that within 330 meters (!) of an NPC, you will ALWAYS be visible (the whole visibility calculation is skipped for any distance under this value). That seems kinda weird for a stealth-mod. ;)
Is there a reason for that setting or is it a bug?
P.S.: In the danger state section, the same variable is a much more sensible 0.05 (50 centimeters).
I am not sure if I know exactly how it works, but I am going from my testing and how I set the variables. I do not think it is something to do with things at 330 meters. This variable affects how enemies see you at close distance, or rather how quickly they see you at close distance.
I observed the affect by moving past a doorway with stalkers sitting close to the doorway. I'm confused and forget now with higher and lower. But with some value, the stalker will see you immediately at a close distance. With another value, they will take a long time to notice you at the same distance.
I tried to choose a value based on being able to sneak by the doorway and have a little bit of time to peek out and not be seen, but still be seen in a realistic amount of time. So it really was dealing with the close boundary. It seems to me like it was saying the distance (but not multiplied by 10) where if you are within the distance you would be always be seen immediately. And if you are beyond that distance, it takes longer and longer to notice you.
In the 'danger' section' it is very low, but maybe that is just because they always see you quickly anyways.
I'm sorry, I do not remember exactly how it works. Feel free to change these values to find out what you like better. Thanks.
"always_visible_distance" parameter controls when NPC AI will recognize light emitted/reflected from player character. i'm still unsure whether it is set in a range in meters or whether it is a percentage slider. i do however tend to think that it is a percentage slider and that it factors off of the visual_range. make of this information what you will.
is it compatible with 1.5.2 ?