This is verion 1.0 of Massive Simulation Overhaul modification for S.T.A.L.K.E.R. Call of Pripyat
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PROJECT M.S.O. - MASSIVE SIMULATION OVERHAUL
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CURRENT VERSION: v1.0
LAST UPDATED: 25.03.2012
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LINKS:
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DOWNLOAD
DISCUSSION
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DESCRIPTION:
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M.S.O. is a stand-alone Call of Pripyat A.I. and a-life (simulation) overhaul revamping and radically improving every aspect of NPC and mutant behaviour in-game.
Changes include everything from complete smart terrain revamp (spawns, function, logical repopulation of all quest-related places), thru NPC and mutant daily behaviours to rank-specific combat skills and habits (diversified aiming skills and reaction times).
All this done for all locations (so Pripyat also got completely overhauled) and pararerly to the storyline and side-quests meaning that (despite such major changes) everything works fine and doesn't get broken.
No other CoP mod ever has touched this subject in such a complete and complex manner - and all this is available to you in stand-alone 'vanilla-oriented' package making the mod easy to add to your favourite compilation.
A lot of info from BETA phase + discussion here:
GSC
Please leave a rating or comment - thx.
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ADDITIONAL INFORMATION:
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- IMPORTANT: new game is required to run this mod
- IMPORTANT: SWITCH_DISTANCE (distance at which a-life gets on-line so you can for ex. spot npcs with binocs) is by default set to 300 meters - this shouldnt introduce any poblems but if you experience too much slutter, reduce it in configs\alife.ltx (vanilla value is 150), afterwards you should also reduce the respawn radius in script\smart_terrain.script to the same value as your switch_distance (or slightly lower)
- IMPORTANT: you can increase the overall activity around the Zone by tweaking these values in smart_terrain.script:
local DEATH_IDLE_TIME = 90*60 (squad will not respawn for this time period after death 1,5 hours by default)
local RESPAWN_IDLE = 7200 (general respawn rate: every 2 hours by default)
- you can turn on the debug mode in configs\plugins\axr_debug_tools.ltx among other things it will allow to see all sts and off-line squad movement on PDA map
- as many stuff as possible was left as it is in vanilla - MSO is supposed to be a sort of 'final patch' to AI and A-life in CoP.
- only AP ammo has tracers for easy recognition (NPCs can and will fire both kinds of ammo now)
- NPC profiles only affect their fighting skills everything else is vanilla
- NPCs immunity vs mutant attacks increased a lot - to 'emulate' suit protection which NPC do not have by default
- YOU CAN ADD THIS TO THE TOP OF YOUR USER.LTX TO IMPROVE NPC AIMING (it may need some testing on vanilla bullet speeds):
ai_aim_max_angle 14.6
ai_aim_min_angle 0.824
ai_aim_min_speed 19.
ai_aim_predict_time 0.094
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One of the best zone changing mods out there, By far.
Thx :)
A question.
Now bandits are hostile, but this doesn't break anything, right?
Problem with blowout: I died IN Skadosk, near the bed place....
Found the problem: taking a weapon in Skadosk during blowout sequence resets the task (->find a cover.....)!!!
Can't you resolve?
This a side-effect of enabling weapons inside bases and I'm afraid that nothing can be done with that (so just keep the damn weapon holstered during emission, would you kindly? ;) ).
However if you would like to return to vanilla situation of not being able to take out weapons in bases, just delete the scripts\sr_no_weapon.script and you're done.
Thanks!
And for hostile bandits, it's allright? No side effects?
Of course not all of them (but most hehe).
And generally it was specifically desinged and restricted where each faction (and custom 'profesion' like hunters) can ago at which hours. And hostile factions are certainly not permited inside bases or to their close vinicity (however you will have a much greater chance of meeting them in the field at nights - especially Monolith and Mercs).
Generally please refer to the 'Features' section (locations and behaviours articles) and you'll get the idea on how I handled this stuff.
A CoP mod which sounds like something I might actually like!