If you don't like the lazy ass Cordon technician, than this is for you. I hated when a group of bandits shooting him for hours and he just sits there like a moron. BUT NOW!!!!! Xenotech finally fixed his shooter!!
I've edited the "esc_smart_terrain_5_7_smart_logic" ltx file in "gamedata/configs/scripts/escape" There are two sections with the same lines. One in the "Mechanic" and one in the "NPC tech". Changed the last "true" to "false" in both sections.
Combat behavior:
Changed the last "true" to "false" in both lines, so he reacts to hostility.
combat ignore_c false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
Looting, medic:
You can also make him help the wounded and/or loot bodies. Just change these to "true" and you're good to go.
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
Invulnerability: (bug detected)
(This can cause problems, hostile NPC can become invulnerable!!)
If you want him invulnerable, just edit the last "false" to "true" in this line.
"invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false"
Looting, medical assistance and invulnerability are turned off (false) by default. Modify the LTX files as you like.
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UPDATE:
Seryoga - Cordon (61) Stalker Anomaly Seryoga combat behavior mod - YouTube
Gonta, Garmata, Crab, Pilot - Zaton, Skadovsk (61) Stalker Anomaly Gonta, Crab, Garmata, Pilot combat behavior mod - YouTube
Tourist - Outskirts (61) Stalker Anomaly, Tourist combat behavior mod (Outskirts guide) - YouTube
Xenotech - Cordon (61) Stalker Anomaly Xenotech combat behavior mod - YouTube
Beard - Zaton (Recommended, because Crab and Garmata are not that strong, like Gonta or Pilot
Garbage traders: Butcher, Flea Market traders, but they're hostile only to mutants.
Loris - Cordon - Hostile only to mutants
Polymer and Cutter - Darkscape, Abandoned Farm
Peregrine and Spirit - Yantar, Sakharov's Bunker
Nice bro : )
Hey there,
Nice work with this.
What happens when he's done killing, does he return to his chair?
Yes.
I think he's got tons of health, but if he is in a big rampage and leaves the farm because of the combat, I recommend making him invulnerable. I thought I'd give him some big *** gun, but I didn't figure it out that yet.
Hmmm......if looting is enabled, than he switch weapons for himself, I think.
I don't know if I'm late. I believe the files to edit to give them some guns are in config > gameplay folder. These character_desc_abcd.xml files.
I gave Xenotech an ak74u.
Oh great!! Thanks a lot!
my god i should test that beauty addon soon thank you my saviour that was really annoying but can you do the same for the loner guider in outskirts freestalker base and also the guider in zaton in wreck ship the monolith keep shooting him all time and he just do nothing
I'll look into it as soon as I can.
In the shipwreck, you mean Pilot?
Garmata, Crab and Gonta... Please.
Pilot don´t die.
Fixed them all. Upload shortly.
You ROCK man!!
No luck with Skadovsk NPCs. I think it's possible to upgrade their scripts, but it's beyond my skills.
No luck with the Outskirts guide :/
This please...
Those 3 idiots die every time I walk away from the ship and make me recharge an old save >:(
Looks like they're meant to be just decoration. I tried to change their behavior, but no luck. :(
aw that unfortunately nope if that not work there is better solution make them Neutral guider or technicians trader whatever so everybody just ignore them even the mutants
WOAH!! I think I solved it. Gonta reacts to hostility! I test some more and update the mod.
Love you.
It is possible to know what lines you have to modify? Because I have that modified file for some other mod and I would like to add this manually without overwrite.
Thankyou so much.
Gonta, Crab, Garmata and Pilot needs a line, so they can select a weapon. I've added this right next to "prior = 200" line in all 4 Zaton NPC LTX files.
"can_select_weapon = {=is_warfare} true, false"
After this, edit the last "true" to "false" in these lines and they will react to hostility.
combat ignore_c false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
I can't copy the whole LTX file somehow.....lines missing.....
Forget it, my bad... no need, I can add your files without replacing anything, my misinterpretation, forgiveness and thank you very much. 10/10
Glad to help. Enjoy the Zone! :)
This is just awesome. I have been thinking about how to fix this huge immersion breaker for the past few weeks actually by adding new squads spawns, moving bandits squads spawns and targets etc...
And you simply aced it with such a simple and efficient edit :D !!!
Bravo !
Recognition from one of the best modders of S.T.A.L.K.E.R community.
Thank you! :)
This was needed. Cheers!
Aren't these changes already done by this MOD?
AI more cover_Beta v.3.1.2
It doesn't change the combat behavior lines for Xenotech. It's a far more complex mod. Just tried it, Xeno doesn't respont to hostility.
OK, but if I'm running that MOD will this require a patch, because winmerge shows alot of stuff that isn't the same.
Umm......I donno how to make patches, I'm a rookie modder sorry, but I can tell you, how to modify the AI more cover mod, to make Xeno and Seryoga react to hostility.
1-deactivate your AI more cover_Beta mod.
2-go to MODS/AI cover mod_beta/gamedata/configs/scripts/escape and open the "esc_smart_terrain_5_7_smart_logic" LTX file.
3-Look for these lines.
combat ignore_c false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
4-change the last "true" to "false"
There is two sections with the same lines. One in the "Mechanic" and one in the "NPC tech". Change the last "true" to "false" in both sections.
It should look like this.
combat ignore_c false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, false
5 The AI more cover_Beta mod doesn't change Seryoga's behavior, so just copy the "esc_3_16_military_mechan_logic" from my mod and place it in MODS/Ai more cover_beta/gamedata/configs/scripts/escape
Gonta, Crab, Garmata and Pilot fixed at Skadovsk. Now they can **** some **** up. I upload shortly, just testing the Outskirts stalker guide.
Your **** is huge 👍
xD
If I were a f@g, I`d probably suck you off for this, but I`m not , so tough sh!t. You`ll have to settle for an " Amazing fkn job,mate! ".
xD
thank you! :D
Outskirts stalker guide, Tourist fixed, upload shortly.
Oh waow! This seems like a must have mod! Thank you for this!
A must have mod, thank you for making this!
Beard behavior is modified, I upload it today as an optional.
Possible additions:
Garbage - Near the broken cement, the trader/s there.
baraholka_trader_night_logic.ltx
trader_baraholka_logic.ltx
Fixed all Garbage traders. Butcher, Flea Market traders, but they are hostile only to mutants.
Guess you should rename this mod to Lazy *** NPC Behavior cause you're modifying every Lazy AF NPC in the game now.
Hi my man, it would be good if you put an identification with a number or letter or the date to each Update, because I do not know which I have and if you have updated it.
It would be appreciated, thank you so much... you rock! I love this addon.
Ops, sorry!
"Combat Behavior" is the latest.
Thank you so much!! 👍
Thank you, I was always concerned when hearing shooting and screaming at the farm / Skadovsk.
Now the only thing you need to worry about is if you're a bandit and you want to raid the Farm or the Skadovsk :D
would it help making the traders neutral
Xenotech is not part of the trader faction.
grate. plz fix gatekeeper (army warehouses) with your script. he keeps dying on my runs lol
I'll fix him as soon as I can.
Where is he EXACTLY? I didn't complete the storyline. Is he appears only in the main quest?
Umm.......how the hell is he dying? He's a fkin tank.