Stand-alone CoP 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 perfectly integrated into 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.

Description

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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M.S.O. Massive Simulation Ovehaul v1.0 (for CoP)
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D.M.E
D.M.E - - 4,446 comments

One of the best zone changing mods out there, By far.

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trojanuch Author
trojanuch - - 679 comments

Thx :)

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lowenz
lowenz - - 1,061 comments

A question.
Now bandits are hostile, but this doesn't break anything, right?

Problem with blowout: I died IN Skadosk, near the bed place....

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lowenz
lowenz - - 1,061 comments

Found the problem: taking a weapon in Skadosk during blowout sequence resets the task (->find a cover.....)!!!

Can't you resolve?

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trojanuch Author
trojanuch - - 679 comments

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.

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lowenz
lowenz - - 1,061 comments

Thanks!

And for hostile bandits, it's allright? No side effects?

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trojanuch Author
trojanuch - - 679 comments

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.

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Alluxx
Alluxx - - 145 comments

A CoP mod which sounds like something I might actually like!

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