The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

Decreases hearing distance for NPCs when moving through bushes.

Preview
Decreased Bush Hearing Distance
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Lumpelstilzchen
Lumpelstilzchen - - 114 comments

Dude, pease make the same for enemy vision. Then you are my hero! ❤️ It's just unrealistic as hell if enemies can see u from 1000 metres away if u sneak through bushes.

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bvcx
bvcx - - 2,139 comments

But they can't...

Edit: alright to the special person who minused it:
1) A good portion of bushes are fake objects that are non-existent to NPC, they will see through it regardless;
2) Last time I checked with default configs NPCs already couldn't see you through real bushes;
3) If they go in "trying to find you" state, it's because they HEAR you (which this addon seemingly fix), yet they don't go into bushes and still can't see;
4) If you playing with anal pack that changed transparency_threshold or material power of bushes - unlucky.

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collectorofthedeath
collectorofthedeath - - 28 comments

Someone minused you?? Madness.... here i vote you up

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Guest
Guest - - 690,349 comments

I can relate, this happens to me too, some bushes tends to be a problem when you sneak into and the npc can't see you at all

i think someone should make a script that makes npc fire to the last position they heard someone, just to be sure someone does't explot the bush to be permanently invisible from npcs

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collectorofthedeath
collectorofthedeath - - 28 comments

They can't see you but they indeed can hear you from 1 klick away, this mods are fix that error. Or... if you don't feel convince try this mod too Moddb.com

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LuxoSVK
LuxoSVK - - 84 comments

for sure ,this 2 jewels together make your game fuc.king realistic ,i have it both and it's incredible :)

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radic110
radic110 - - 54 comments

This business about bushes being non existent objects is news to me - but I'm not saying that's not the case - HOWEVER - within configs you can define how opaque bushes are to NPC's. In my stalker games - INCLUDING ANOMALY I always get hold of the unpacked configs and reset how well NPC's can see in the dark and thru bushes to reduce the frustration factor of aimbot death thru bushes and in the dark... Originally I discovered this when modding CS - and how I was setting it in that was using the enemy dots appearing on the minimap - ie. editing the player config values so NPC's didn't show up on the minimap until I could actually SEE them on the screen - then I used those values in the NPC config sections. These days I just change the values until it all feels good. You can also define how far away NPC's can see you - with different values for when they're alerted vs unalerted - and you can define how quickly they lose interest. The strange thing is that within the "terrarium" of artificial game world, setting vision distances that are actually unrealistically short is a necessity - else things get a bit too difficult. Realistic isn't always best for GAMEPLAY. Similar thing applies for sound distances and vision in the dark and thru bushes - it's about what works for good gameplay, not necessarily best realism - because a fully realistic game is actually crap to play...

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Blindxside Author
Blindxside - - 531 comments

Which config is for NPC visibility through dark and bushes?

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radic110
radic110 - - 54 comments

Gamedata/configs/creatures/m_stalker.ltx - there are values for "transparency threshold" and "luminocity factor" as well as others for vision distance etc. It IS possible that something is done in-engine in Anomaly that means those values don't work the way they normally do - but I've made adjustments that seem to work as they should.

In other STALKER games there are different sections for each type of NPC (Bandit, Soldier, Stalker etc.) as well as sub classes within the types - ie. normal soldier vs officer vs specnaz etc. I can't recall which games (SoC, CS, CoP) have the different sections - pretty sure CoP definitely dropped them and SoC has them but I'm not sure about CS. Pretty sure too that people successfully just inserted the various NPC type sections into m_stalker.ltx in games that didn't come with the separate sections (CoP?) and it worked.

Another really good tweak is increasing or decreasing how quickly NPCs wil react and fire at you - ie. I generally make them react much more quickly. In games that have the different sections (I'm thinking here of my personally tweaked SoC AMK) I've tweaked different types of NPCs to react differently - ie. Specnaz will fire almost instantly they see you vs noob who will stare at you for a little while first.

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Vakkeran
Vakkeran - - 81 comments

It's just the sound effects that control that? It's got nothing to do with a config ltx? Interesting.

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Blindxside Author
Blindxside - - 531 comments

Good ol' X-Ray :)

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☦BalkanB☢y☦
☦BalkanB☢y☦ - - 1,250 comments

I'm curious, how does editing .ogg file change NPC hearing distance? Does it contain some sort of hearing radius information for AI? lol

Also to anyone wondering if this is compatible with Soundscape overhaul (I got prompted to overwrite in JSGME) - it is, they're the same sounds

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Blindxside Author
Blindxside - - 531 comments

Yes. the .ogg contains comments for things like volume, max hearing distance, and max AI hearing distance.

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☦BalkanB☢y☦
☦BalkanB☢y☦ - - 1,250 comments

Interesting, thanks for info!

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radic110
radic110 - - 54 comments

There's an ogg commenting utility called SAVandT which you can use to set variables that are defined in each ogg sound file. This includes things like basic volume as well as min and max hearing distance etc. You can find a download for SAVandT on this page Metacognix.com - you'll need to scroll down a bit to find it.

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ClownShinji
ClownShinji - - 94 comments

I've checked the mod files, this one works as intented. AI will hear you through bushes around 10 meters. BTW, clean approach, nothing except the sound files. 10/10

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BadaBoom_0325
BadaBoom_0325 - - 569 comments

Yeay, finally I can sit at bushes much calmer.

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TySG
TySG - - 110 comments

Nice bro. Any conflict with Stealth addon? Sorry for muy english.

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kemelvorkorp
kemelvorkorp - - 92 comments

None.

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Vizardth
Vizardth - - 14 comments

Hello it seem its conflicted with SOUNDSCAPE OVERHAUL 3.0 FOR 1.5.1

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Blindxside Author
Blindxside - - 531 comments

Just overwrite the files.

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Guest
Guest - - 690,349 comments

Now im curious - does footstep sounds also work similarly IE based on sound file volume? Enemies seem to be able to hear from miles away whenever the PC sprints...

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Blindxside Author
Blindxside - - 531 comments

.ogg comments in the audio file.

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Up until now I have had to zig-zag around bushes on my stealth approaches despite being 300 meters away from my targets, now I can move in a lil' quicker!.

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Sovietstorm
Sovietstorm - - 1 comments

Is this compatible with MCM so you can adjust the bush noises distance?

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Harald_ino
Harald_ino - - 247 comments

That is not possible atm since the distance is bound to the soundfile

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NK11
NK11 - - 19 comments

Seems to be working on 1.5.2 however on some occasions the NPC's will not react until you are right with them, bush or no, and on some occasions you still get aimbotted by a sniper through a tree from 500m away, just rp it off as it being a sniper I guess xD

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activeterror
activeterror - - 53 comments

put it down to some stalkers being retarded and some being grizzled vets lol

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BoleBre
BoleBre - - 39 comments

Bit bugged, sometimes bunch of NPC's wont even react at all even tho you are really close to them, like meter away :P.

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Private_Pirate
Private_Pirate - - 178 comments

Please explain to me how exactly this addon works. When looking at the files all I can find is the bush sounds. I thought maybe they were decreased in volume but i compared the files with the ones in Soundscape Overhaul and they're the same. So there is no script, no modified sound files. How does the addon do what it's supposed to? I am curious! :P

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FeldW
FeldW - - 54 comments

the noise distance has been reduced through SAVandT, this program sets the parameters of the sound type and distance, so the NPC can distinguish between the sounds of a shot, music, etc.

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Blindxside Author
Blindxside - - 531 comments

Distances at which AI can hear sounds (and other properties) are defined in .ogg comments in the file itself. These values were modified to better suit gameplay.

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