Anomaly is a standalone S.T.A.L.K.E.R. mod powered by an x64 version of the X-Ray engine. Starting with version 1.5.0 Anomaly uses a custom engine build called the XRay-Monolith engine. After almost one year of development of the Anomaly 1.5.0 update, the mod continues its way on expanding and adding new features while maintaining a high level of quality and replay value.

Add addon Anomaly AI Extension
Filename
Anomaly_AI_Extension_P.1.0.7z
Category
Prefabs
Licence
Proprietary
Uploader
wuut
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Size
34.51kb (35,334 bytes)
Downloads
992 (3 today)
MD5 Hash
dd59d06653dbf21b2634777efde38b4a
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Description

Changes AI behavior. Read description. Read description.

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Anomaly AI Extension
Comments  (0 - 50 of 52)
Ohotnik
Ohotnik

Good idea, man! But "The file you have selected (Anomaly_AI_Extension_P.1.0.7z) is not available via any mirrors."

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Arszi
Arszi

Wait a few minutes. Sometimes it takes 15 minutes for moddb to refresh.

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Arszi
Arszi

Awesome! Keep up the good work! I was waiting for this for so long!

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Vintar0
Vintar0

Very cool addon!

If you don't mind, I have some questions on how it works:

Let's say there are two squads, hostile to each other, and one squad has 1 member while the other has 4.

- If they are assigned to the same smart terrain, will the 1 member hide indefinitely while the larger squad just kind of sits on the smart terrain?.

- Related to above, do squads get moved off of smart terrains if they want to avoid a superior enemy moving onto their position?

- Since squads start off as neutral to each other, how might that affect offline combat? Also, does it affect how dynamic faction relations calculates relation changes?

- Does squad power get used to determine relative power? If not, it might be worth investigating since it'd be easier to implement compared to analyzing individual gear items on every stalker.

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wuut Author
wuut

First of: this is a dynamic function, smarts are irrelevant.

"- If they are assigned to the same smart terrain, will the 1 member hide indefinitely while the larger squad just kind of sits on the smart terrain?."

---- Currently yes, I am planning to implement a "fallback" function.

"- Related to above, do squads get moved off of smart terrains if they want to avoid a superior enemy moving onto their position?"

---- NO, But they will try to avoid combat. Mutual visual contact will trigger immediate attack.

"- Since squads start off as neutral to each other, how might that affect offline combat? Also, does it affect how dynamic faction relations calculates relation changes?"

---- NO idea, you tell me. (It took a wholelot of time to "dry test" already)

"- Does squad power get used to determine relative power? If not, it might be worth investigating since it'd be easier to implement compared to analyzing individual gear items on every stalker."

---- Yes, thats the whole point, the squad members and allies nearby are taken into account. (Not sure tho what you mean by Squad power.)

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Vintar0
Vintar0

Thanks for answering my questions. I asked mainly since I was curious how this mod might affect Warfare mode.

'Squad Power' is used by offline combat as a measure of a squad's strength. It's calculated in 'txr_offline_combat.script', function calculate_squad_power. The 'power' of a squad is just the sum of the rank scores of its members. It's an easy way to approximate squad strength since npc rank and quality of gear are essentially correlated.

Based on the scripts, am I right that currently you only look at squad npc count + nearby allies count? In that case, you might see some odd situations like a single Nosorog stalker hiding from 3-4 rookies in jackets. But using Squad Power, the single Nosorog would likely have equal strength as that group of rookies, and decide to fight. It could be a good solution until you figure out an elegant way to calculate power based on equipment.

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wuut Author
wuut

Thanks for bringing this up.
Offline/Warfare mode is not really supported by this addon.
But on the other side, how could you possibly determine a rank and a "power" of it just by the visuals?
I will look into this later, interesting topic.

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[TK]
[TK]

mb with some kind of sum between ranks of enemies, or smth like that. Im wondering myself the same rn, just pure curiosity

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Vintar0
Vintar0

This is exactly how it's done for offline combat.

All npcs have loadout definitions in config files, where things such as visual model, faction, money, weapon pool, and rank score are defined. 'Rank score' is that number score in the PDA ranking, where ranks have number cutoffs like Trainee at 2000 pts, Veteran at 10000 pts, Master at 20000 pts, etc. Every npc has this number, and offline combat simply sums their values to get a 'Squad Power'. This generally works out since the npc definitions only give good equipment to highly-ranked stalkers. A Nosorog-wearing stalker has a rank score of at least 10000, whereas a rookie stalker has anywhere between 50-2000.

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wuut Author
wuut

Yes, good point.

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Tonnatos
Tonnatos

Nice work!

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pierce.oneal
pierce.oneal

This is impressive! It may take the combat to the next level besides obvious increase in immersion, which almost always a good thing. I hope you manage to achieve your goal!

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Tonnatos
Tonnatos

In File m_stalker.ltx if i change 32 to 300, bcs i dont like amnesia(i use addon) on npc, will it work?

;---MEMORY------------------------------------------------------------
DynamicObjectsCount = 300
DynamicSoundsCount = 300
DynamicHitCount = 300

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reter
reter

i'm asking this too, can be compatible with npc without amnesia?

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reter
reter

ok i tried and apparently is working, no problems or crashes

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TheGMasta
TheGMasta

Oh boy, this is one to watch. The potential here is very large.

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PripyatBandit
PripyatBandit

Is new game mandatory?

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bilador
bilador

Dude this look awesome but i have a question, how this mod will affect companions and mission related companions, like the "From Ukraine with love" because most of the time we are always surrounded.

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wuut Author
wuut

No idea, I did't test it on scripted scenarios like quests or vs players squad. My aim here is that it should work the same as it does on NPC squad vs NPC squad.

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Villainz
Villainz

Can you make it to where when i shoot at anyone and the bullet whizes literally an inch from their head they dont just continue walking like nothing happened

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Thick.Cheeki.Breeki
Thick.Cheeki.Breeki

what is with your game relations file?

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Arcan105
Arcan105

Will this perhaps also affect the interactions between Loners and Military? The military tends to wipe out the rookie village because of random patrols encountering each other, and then either faction base then becoming aggroed on the others side.

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TheGMasta
TheGMasta

This is what you're looking for: Moddb.com

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Arcan105
Arcan105

I have the addon, and while it does cause the military to ignore the player, it does not help the NPC loners who tend to end up getting annihilated when the whole military base comes down on them.

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AGoodSetOfPistol
AGoodSetOfPistol

A quick question... What do you change in the file m_stalker? I wanted to add compatibility with another addon I have regarding the file...

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plakki
plakki

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/s.t.a.l.k.e.r/anomaly\gamedata\scripts\wuut_ai.script:369: attempt to index local 'enemy' (a nil value)

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GabeCPB0
GabeCPB0

I'll test it today and will give feedback later. Thanks for your work.

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accolyte1022
accolyte1022

Are ALL factions supposed to be neutral?

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GabeCPB0
GabeCPB0

Hey Wuut, as promised, I tested it, and i'm coming back to report.

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

Also, important to note, I'm using other several mods. Almost thirty, I believe, if not more.

Your mod worked fine with all of them, and it does seem to deliver what's promised, turning AI more cautious.

However, I've found a bug that makes this mod unplayable for me.
It erases the PDA's relations tab, all factions becoming yellow (neutral), even though they still fight one another as normal in the actual game (duty against freedom, monolith against all, etc.).
However, the PDA problem annoys me greatly, to the point of not wanting all the other wonderful stuff your mod has to offer.

I wish I could print screen to show you, but I'm not founding a way to share pictures here, in Moddb chat.

I hope this all helps somehow. I'll be waiting for an update anxiously! Cheers!

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accolyte1022
accolyte1022

I should have played more, I thought there was a conflict making everyone neutral.

Time to reinstall.

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reter
reter

Yes, i realized too, the problem is in the game_relations.ltx

He wrote 0 in all the monolith/zombie relations but i don't know the reason

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ScarabParamit
ScarabParamit

Why NEW GAME?
Is this necessary?

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Tonnatos
Tonnatos

if you load saved game - you lost all quest progression, and all relations will be 0

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AyeBlin
AyeBlin

My reputation is so mess up with this addon :c

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OrionBlue
OrionBlue

Like Gabe said, having all factions appear neutral but still fight each other as normal is lowkey game-breaking and why I uninstalled.

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wuut Author
wuut

Why is it gamebreaking? Because you can't remember the orignal relations?

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ScarabParamit
ScarabParamit

Why did you even had to edit relation file...to prevent attack on sight? Is it possible to make a version without this whole edit? I have nothing against script to more dynamicly sway relations depending on new AI behaviours ambushes and such (i play Dynamic myself)... Playing dynamic i see enemies in my list and between factions forming and not everything is neutral (apparently dynamic system adds and substracts on top of default that you overwriten) but i'm also bothered a little by this. At least you should place this info in description. Does New Game change anything...?...maybe thats the problem. Thanks for your work.

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tulapleto
tulapleto

As someone stated: "for a enemy to be agro to you, you need to be in range, this makes useles sniping making you always have bad reputation in esence only close combat makes the game work as it shulde other than that you are always killing allies". That's why all factions showing up as neutral is bad. I like the dynamic gameplay it gives, but always getting bad rep even if shooting at monolith guys from from afar is pesky imo.

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accolyte1022
accolyte1022

I'm Duty, new game.

The bandits are neutral on the relations tab and in the actual game....sometimes.

They'll go from ignoring me (standing next to them) to instantly being hostile for no apparent reason.

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wuut Author
wuut

Relations tab doesn't mean anything. If they don't see you, they can't be hostile.

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accolyte1022
accolyte1022

I'm just saying I was among them and they didn't care, a few seconds later they really cared.

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Thick.Cheeki.Breeki
Thick.Cheeki.Breeki

Yea but this messes up with the relations mechanic, for a enemy to be agro to you, you need to be in range, this makes useles sniping making you always have bad reputation in esence only close combat makes the game work as it shulde other than that you are always killing allies.

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Drag0
Drag0

THIS IS GOLD

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wuut Author
wuut

I am not really happy about how many people are ignoring the description. It's clearly stated that NPC's are neutral by default. If you guys are expecting a finished product just wait 2 years and don't bother with this.

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StalkerWarfare
StalkerWarfare

Bro how do you think it works in warfare? It seemed to me that AI very passive in offline. For 10 days I have not received a single hassle message (but i dnt have more time to tests. Maybe they dnt attack neutral smarts? Or npc in my gamesession just for peace in world). Really waiting for new versions, new ideas and adaptation of warfare. good luck

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szur.k
szur.k

i like this ai but not the reputation that comes with it, so there it is:
Pastebin.com

save it as a 'dxr_statistics.script' and place in the 'gamedata\scripts'. you also need to change, from '-350' to '0', the value of 'free_neutral_attack_reputation' (line #269) in the 'gamedata\configs\creatures\game_relations.ltx' included in the addon pack. it's a vanilla value called (afaik) directly from the engine and can't be (efficiently) dealt with by scripting.

what does it do:
- (only!) for purposes of reputation evaluation, replaces in-game relations with predefined (almost*) vanilla ones, what means that the reputation system works as before;
- limits a reputation penalty for killing neutral or friendly stalkers if they are fighting you.

* changes to factions relations:
- bandits and greh are neutral (were hostile);
- bandits and renegades are neutral (were friendly);
- greh and zombied are neutral (were friendly);
- loners are neutral to other loners (were friendly);
- greh and monolith are hostile (were friendly).

notes:
this shouldn't affect wuut's ai in any way but it's not really me to judge that.
the relations tab in the pda, tasks, etc are not affected.
performance impact, if any, should be unnoticeable.
savegame compatible; in order to reset actor's bad reputation:
- save this Pastebin.com as a 'reputation_reset.script';
- place the file in 'gamedata\scripts';
- load a save;
- check if your reputation is neutral (statistics tab);
- save and exit the game;
- delete the file.

@ author
if there's any reason for decreasing actor's and npcs' reputation or you just prefer clean tests, delete my comment please.

also, 'wuut_ai.script' at lines #369 and #370 works on pairs that (because of #364) may be nil.

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guidovl
guidovl

encountered an error located to this mod :
Pastebin.com, which crashed my game

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Thfpjct
Thfpjct

This breaks the Warfare Overhaul addon. It makes every faction neutral for some reason.

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✪Sparrow
✪Sparrow

I am uninstalling this addon and waiting for an update to return to normal the relations tab.

I really like opening that guide and seeing everything neutral. Simply a bug.

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