A group of stalkers, for the first time, reaches the very heart of the Zone-the Chernobyl Nuclear Power Plant-and triggers a cataclysm on the brink of a catastrophe. An immense blast of anomalous energy transforms the Zone: the once reliable and relatively safe roads are no longer so, the landscape is wiped clean by outbursts of anomalies, and previously unknown areas appear on the Zone map. Stalkers and expeditions perish or end up isolated within the lost territories.

Description

Originally created by Kitty for Call of Chernobyl. Had some bad experiences with sneaking/stealthing in Anomaly 3.0 BETA and implement this - runs without crashes and works - but could may be improved therefore BETA.

Preview
Anomaly 1.5.0 - 3.0  Stealth Tweak BETA 1.0.3
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Uruguayo42
Uruguayo42 - - 12 comments

Excellent work! Anomaly is excellent, it has a level of difficulty that makes it captivating and dynamic. However, it would be excellent to have an addon that allowed to increase the carry weight, could you do it? Or could you tell me how to change the weight? Of course, thank you very much and congratulations for your work.

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therealMooble Author
therealMooble - - 129 comments

Buy a backpack or a better armor :)

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Vyticoz
Vyticoz - - 236 comments

You can change your carry weight in the Extra Options. You can increase it up to 500kg

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Beef_Kebab
Beef_Kebab - - 78 comments

you can do that in the settings

when in-game, press esc, optins (extra), Gameplay Difficulty, then change your max carry weight there

Hope that helps =)

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mark008
mark008 - - 346 comments

It was night, i had my headlight on, killed all except one bandit, few seconds later he just walks past me right at my face, aiming at where i used to shoot, lol. Feels like they're now blind at nights and orientate by sound.

P.s. I was in disguise trading with enemy, 4 npcs around me weren't suspicious for over 30 seconds. This is kinda good change, but makes it too easy, might be both connected to how npcs detect you in short distance and darkness. But i do not have idea how to change this script.

Hopefully this will be improved :)

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therealMooble Author
therealMooble - - 129 comments

Hey mark,

thanks for your reply. I`ll check this out and work on that... think i can change this... i already thought about that the luminocity value there was too high.

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mark008
mark008 - - 346 comments

I decided to change some numbers after all, quick tested it and it seems now more balanced. Check it out.

[stalker_vision_free]
min_view_distance = 0.3 ; min range of cone based on eye_range
max_view_distance = 1.0 ; max range of cone based on eye_range
visibility_threshold = 95 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.01 ;Distance object is always considered visible (float)
time_quant = 0.0025 ;step increment to for sight calculations
decrease_value = 0.1 ;Decrease over time to overall threshold
velocity_factor = 0.45 ;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 = 1 ;Low value = easier to see through objects
still_visible_time = 0

[stalker_vision_danger]
min_view_distance = 0.6 ; min range of cone based on eye_range
max_view_distance = 2.0 ; max range of cone based on eye_range
visibility_threshold = 55 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.01 ;Distance object is always considered visible (float)
time_quant = 0.0015 ;step increment to for sight calculations
decrease_value = 0.1 ;Decrease over time to overall threshold
velocity_factor = 0.65 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.6 ;Low value = easier to see at night
transparency_threshold = 1.0 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time = 400 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)

These changes should not just make them react better in dark, but overall quicker too. When you are spotted, NPC will aim and pull trigger earlier than before. Still easy to sneak past through at night. The only problem now is, i do not know how to make NPCs spot others easier, that have flashlight on.

P.S. and i changed npc fov to 115 for myself :)

EDIT: tested and changed these settings few times, works much better. And disguise makes NPCs still suspicious of you, i pretty much had red bars, but they only started attacking me, when i took gun in my hand. Feel free to put it in your upload.

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therealMooble Author
therealMooble - - 129 comments

Done :)

overtook almost all values except

[stalker_vision_free]
!velocity_factor = 0.5 (1.0) ->0.5 instead 0.45

[stalker_vision_danger]
!velocity_factor = 0.5 (1.5)->0.6 instead 0.65

feels better somehow - guess thats okay :)

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Dhatri
Dhatri - - 584 comments

Transparency_threshold at 1.0? Are the NPCs spotting you at all if you are not on flat terrain without bushes/trees and/or rocks?

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Beef_Kebab
Beef_Kebab - - 78 comments

It was really nice and cool on COC, but It might be just me, but the AI are absolutely braindead now at night time, as I literally shoot an unsuppressed shotgun at a group of bandits in the middle of the night from about 10 metres away, but they didn't even notice that

any fix? or is my mod file broken?

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therealMooble Author
therealMooble - - 129 comments

fixed for now.

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MilligraM313
MilligraM313 - - 246 comments

mine is braindead too. I have a feeling it will take a second to calibrate , .because I put in the same formula that i used in the previos beta, and it acts completely diferent. the Old beta I had the NPC population at 2.2. and on this beta, 1.5 is crowded as hell. very diferet

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Bazingarrey
Bazingarrey - - 499 comments

How different is it from Stalker Tweaks?

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Δαμοκλῆς
Δαμοκλῆς - - 222 comments

Seems that this breaks the AI, Makes them blind. Was fighting the monolith in jupiter underground and zaton outside at night. Makes your companion extra passive too.

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therealMooble Author
therealMooble - - 129 comments

Okay, could be possible - didnt thought about that...
have played some guide missions without problems so far.

I`ll keep an eye on that. *have updated some values - may be fixed.

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AGoodSetOfPistol
AGoodSetOfPistol - - 779 comments

I would love to see a addon that had the level of Sneaking that the first three Thief Games have. By that, I mean that light and shadows play a bigger role and that sound is more dynamic. If someone could copy a similar system to the brilliant Dark Engine that would be amazing. Alas, that seems like a damn hard task to do.

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Dhatri
Dhatri - - 584 comments

Ah yes, reconfiguring the sliders on the NPC AI accuity is tedious.
Nice work. I have yet to play Anomaly, I'm still hung up on DA.

Some observations about the parametervalues:

- time_quant: does not profit from 4 digits after the decimal, 0.001 seems to be the shortest interval in which the AI perception ramps up anothing below does not yield palpable results imho

- always_visible_distance: I'm not entirely sure that this one really is in the float range, in DA it seems to be a radius in (m),community seems to be split about this too... some configs use it in the float range, others define a radius. anyways if it is float then enemies will only force aggro onto actor when he is 1m away. which would be too close imho ;).

- luminocity_factor: controls how much light the actor is emitting(reflecting). the documentation about "easier to see at nights" with lower numbers is a little bit misguiding. think of it like "how much the enemy will see you, when you are exposed to any lightsource or are using any lightsource".

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Guest
Guest - - 690,551 comments

Does it work in Update 3 ?

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therealMooble Author
therealMooble - - 129 comments

yes - updated it just now.

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Guest
Guest - - 690,551 comments

So tl;dr what's this do? Make it easier to sneak, or make the AI have an easier time detecting you? Just now getting around to updating to the new version of Anomaly so I haven't really played with stealth much.

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therealMooble Author
therealMooble - - 129 comments

It seems that sneaking/stealthing doesnt work correctly - this mod improves realistic stealth action in anomaly...

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Yastin
Yastin - - 5 comments

Update 3 values seem skewed. I just killed a squad of Monolith in exos with an underbarrel GL, direct hit 2 of them, the last guy was blissfully unaware, not even in 'combat mode' as I snuck up and pinged his head in with 5.56.

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therealMooble Author
therealMooble - - 129 comments

I´ll check that out... got no problems so far in combat.

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Boardalius_Mansfurd
Boardalius_Mansfurd - - 118 comments

Is this for Shadow Of Chernobyl? I saw it in the Add-Ons for SoC

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tmselsingen
tmselsingen - - 3 comments

No, it's for the Anomaly Standalone Mod.

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STALKERvoir
STALKERvoir - - 71 comments

Please fix this and tag it under the correct page, and not the SoC addons page.
Pretty disgusting you'd intentionally mistag it just for the extra clicks. Not everyone plays Anomaly.

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Charles_966
Charles_966 - - 1 comments

is this for SoC or CoP?

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Protos.Angelus
Protos.Angelus - - 386 comments

Updating this for the newest version of Anomaly?

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therealMooble Author
therealMooble - - 129 comments

PLaying already with it... should work - updates may come soon.

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GabeCPB0
GabeCPB0 - - 354 comments

Hey therealMooble, thank you for the addon! It runs fine on my game.

I'm using version 1.5, with hotfix 8 and the 1.4 update, with Generic Mod Enabler, version 2.6.0.157.

I'm a big fan of Stalker, and rediscovered the game after so many years. And I keep finding these gems, like Call of Chernobyl before and now, Anomaly and its add-ons. Yours, it helps with the playability, at least for me. So thanks again!

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Guest
Guest - - 690,551 comments

Is there a compatibility patch planned for Death Animations?

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LTCanine
LTCanine - - 7 comments

I'm so confused. Is this an Anomaly mod ported to CS? It's showing in the CS section...

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