This addon does what it says in the title, just ports the m_stalker.ltx file's AI perception values from Dead Air into Anomaly
-This makes stealth a much more viable option and allows you to sneak in and out of enemy camps and bases without being noticed by their omnipresence powers
-This addon is made for the RC-18 build of Anomaly and works well with the stealth killing mechanics of the new version. It may or may not work with older versions as it has not been tested so make sure to create a backup of your gamedata before installing in case something goes wrong
-not compatible with the Death Animations addon because they both edit the same files but can easily be merged through a text editor such as notepad, notepad++, etc
And most importantly, though this addon is an upgrade to the non-existent vanilla stealth mechanics it may still have issues, and feedback is welcome!
Available Versions:
1. Vanilla Dead Air - just a pure rip from the vanilla copy of the latest version of Dead Air (.98b). Dead Air NPCs are notorious for being quite blind so use with caution, this version is basically the easy mode for stealth
2. Dhatri's NPC Rebalance - Visual and sound perceptions taken directly from Dhatri's amazing addon. This makes the NPC's perception a bit more realistic and balanced.
(https://www.moddb.com/mods/dead-air/addons/dhatris-npc-rebalance)
Full credit goes to the Dead Air team and Dhatri as all I did was port these to Anomaly, they did all the hard work
I will be posting an addon with these two as a base specifically made for Anomaly later on but for now, it's just a port
examples of me sneaking into cordon military checkpoint unnoticed (Using Dhatri's Rebalance)
1.0 - release of addon
1.1 - Optional Files released (Vanilla Dead Air and Dhatri's Tweaked) and added sound perception values
1.1.1 - Fixed NPC Vision Cone being way to large for Dhatri's Tweaks
1.1.2 - Better optimised NPC vision cones and sound perception for both vanilla and Dhatri's tweaks
1.2 - Completely finished the porting, now both files are complete one to one ports for anomaly, so basically the addon is finished and completely playable, though I cannot tell if its good or not as anomaly may use a different algorithm to calculate AI's perception
This is my first addon by the way, so feedback is appreciated
I like the idea. With Dead Air being what it says – dead – I would enjoy a part of it in Anomaly.
Dead Air isn't dead. 1.0 is supposed to come out at the end of the year
I'll believe it when I see it.
It's an ambitious project and that kind of stuff takes time. Somebody posted a link to an Interview from 2-3 Weeks ago on the Dead Air ModDb page that gives a good idea on why its taking them so long to release it.
From what I heard that is the final update until it is discontinued
Yeah, the next step for me is to bring Dead Air's features to anomaly so we can still experience that beautiful game in a much more stable experience
"bring Dead Air's features to anomaly",so maybe you can port the body actor in first person?
Can smb basically describe what Dead air stealth feels like? Is it hardcore or casual kind of stealth? Have no experiance with Dead Air and its stealth mechanics in particular.
Its a bit closer to the casual side, as at night time as long as you are quiet and crouching enemies wont see you unless they are in your direct line of sight. Still though, the enemies arent completely blind and deaf and can still notice you easily if you arent careful
Kk, thanks for explanation:)
lol
dad air have not stealth mechanics, anomaly have.
this mod just made npc's more blindess...
oh, so it simplifies stealth, ok then, probably gona try it out later today))
Simplify is one way of putting it. I myself would not recommend the Dead Air settings. If you do you will most likely loose any aspect of ranged combat with NPCs.
Dead air made AI dumb as a boot.
AI is not quite dumb yet its' standard settings are somewhat less polished than it is actually advertized.
Without having dug into the AI's script-tree too much I'd venture a guess and say the DA devs didn't remove any bits of script behaviour. So the AI is just as smart as in CoC but the parameters for visual range are too short and fog-density that NPCs see are way over the top.
sorry? I don't understand
btw i might be mistaken but it seems like your mod also increase loot drop probabilty from monsters since every monster i killed after installing toyr mod now gives me all possible variants of his loot at the same time.
the "m_stalker.ltx" has no influence on monster drops, those are controlled in a different file.
I couldn't help noticing how many of the values of your modded *.ltx are indeed not what the standard AI settings are for Dead Air 0.98b. Are you using an older version of that file by any chance maybe from Dead Air 0.98a?
Many of the values that make the AI so obliviously blind in Dead Air are not carried over here. Don't get me wrong I'm not saying it's a bad thing and I'm rather intrigued by supposedly working stealth mechanics but the [sound] section seems off with values that'd make it hard to hear things for NPCs from my experience. Alas it might be visibility itself maybe calculated differently in Anomaly than it is in Dead Air.
May I ask if you underwent testing the stealth yourself on multiple terrains and such?
Yeah my bad, I actually installed a mod that tweaks the values and forgot that I did. When I made the port I mistook those tweaked values and vanilla dead air, I will update the file with the vanilla values later.
I haven’t tested it that much as I only went around military compounds in the cordon and the AI easily noticed me when I was behind a wall 10 meters away and accidentally went through a bush so I couldn’t find any problems with the sound but I might take another look later
Edit: this is actually your NPC rebalance mod and I didn’t notice it was yours, if you want me to remove it I will do so if you please, sorry for that
No need to remove it :D. A little creditnote would be nice. Keep in mind tho *my* settings are a WIP still. I'm still fiddling around with values in my personal setup but I have little time to finish it completely and upload it.
You are indeed very welcome to use my settings as a base if you find they work in Anomaly. Still I'm not a 100% sure that visibility is calculated the same way in Anomaly as it is in Dead Air. You may want to double check multiple terrains if the visual accuity parameters work in different circumstances. My changelog might give an indication of how wrong one can get stuff in the config files.
Anyways good luck with your settings. :D
Edit: Thx for crediting already didn't notice when I wrote the 1st part. Another thing that came to mind was how different people will perceive stealth differently.
In my opinion stealthy gameplay is rather slow paced. Looking at popular entries in the videogame industry in last few years this seemed to have not been the case so much. Many a times it is a very "assault-y" approach to sneaking meaning you sneak to kill something and not necessarily sneak to avoid things. And avoiding things in Dead Air is quite a big matter.
Edit 2: Glancing over the values I noticed that the eye_fov is still at 160° which I considered to be too great a value since many times the map will funnel you into the enemies field of vision with mapdesign. Also in Dead Air players can have a vanilla maximum of 90° viewcone. I equalized those for actor and NPCs so both run at 90° viewcone. I really don't see the need for NPCs to be able to have peripheral vision in such a great way when the player doesn't.
Oh wow, I didn't even realise that part existed!Thanks for that, I will update it with 90 view cone later
There is tons of interesting stuff in that file. whereismy has an NPC rebalance uploaded too and is quite knowledgeable about this. I myself referenced some of his values or how he approaches the visibility equasion.
Hint: when changing values, don't change too many parameters at once. Tuning the AI's visual accuity is hard and many factors have to be taken into consideration. Changing multiple values at once will make it very difficult to distinguish which of the parameter changes is actually responsible for the behaviour you are seeing.
when u chaninging these values:
sound_threshold = 0.08
self_sound_factor = 0.1
self_decrease_quant = 250 ; in milliseconds
self_decrease_factor = 0.95 ; fading factor
U need to tweak xr_danger.ltx or xr_danger.script or better both, cuz I have tweaked anomaly's npcs(in release ver. its my work) for another values. with your values npcs will very sensetive for a sounds.
Alright, thanks for the help.
Im sort of trying to make NPCs sensitive to sound so that you can't just go running around completely oblivious without getting ambushed yourself by enemies hearing you to add some more careful gameplay from the player. I will definitely take a look at xr_danger.ltx and them for sure
The addon is completely finished, as this was only supposed to be a port but I will be making something like this later on catered towards Anomaly
Thanks for making this man. Im not using it now, but i will in future, the Sneaking is bascially useless in anomaly. It only works if the enemy is like 40-50 meters away at which point im not even crouched just running away so they dont shoot.