Adds a system that dynamically checks for cover during emissions [1.5.1/1.5.2] Update 1.2: Changelog is in comments
Dynamic Emission Cover
During emissions this mod dynamically checks for cover around you. This lets you shelter in many places not previously possible, like vehicles, pipes, ruined buildings, etc. Anything that provides enough hard cover around you.
During emissions an indicator bar will appear at the bottom of your screen and show you how much cover is around you. The bar hides when you're sheltered.
North facing cover is slightly more effective during emissions (not psi), as the emission wave is coming from the north.
When you are in dynamic cover your nearby companions are also protected from the emission.
Dynamic cover does not apply to other stalkers.
MCM Menu Customization
- Effectiveness of the dynamic cover can be adjusted
- Bonus from north facing cover can be adjusted
- The rate of checks for dynamic cover can be turned down if you encounter performance problems. Or turned up if you want more consistent cover checking during movement
- The cover indicator bar can be turned off
- Companion protection range can be adjusted or disabled
- Grace period where you are protected after leaving cover (1 second by default)
- Delay showing the cover indicator bar after emission starts (disabled by default)
Installation
REQUIRES THE MODIFIED EXE'S
If you don't have them, CLICK HERE
I recommend being on update 1.5.2 for this. The 1.5.1 modified exe's are missing functionality and because of that bushes, tree leaves, etc, will count as cover.
I recommend using Mod Organizer 2.
Always install the "00 Main" folder.
If you're using a mod that adds a compass at the bottom of your screen, install the "01 Patch for compass" folder. The patch moves the cover indicator above the compass.
Does not require a new game.
Can be safely uninstalled on a save.
Compatibility
TB's Coordinate Based Safe Zones - Patched in main script. Tested and works.
Other addons using demonized_geometry_ray.script - Works. This is a shared script. Ignore the conflict.
Credits
TheMrDemonized, for providing a raycasting script and helping with code
My Other Mods
- The Anomalous Stash - Adds a universal stash accessed from custom placeable backpacks
- PDA Hacking - Adds a hacking minigame that lets you unlock encrypted PDAs
- Item UI Improvements - A set of Quality of Life UI additions to inventory items
- The Collector - Lets you build and manage a collection of items throughout the game
- QoL Bundle - A bundle of small but significant quality of life mods
- Crafting Info in Tooltips - Shows icons of craftable items in the tooltips of items used in craft recipes
- Tagged Patches - Adds info about a stalker's death to the patch they drop
- Skills Expansion - Expands on Anomaly Skill System by adding 4+ new skills and a 'traits' system
Screenshots
Changelog:
v1.2 (01-12-22)
- Adds a short grace period where you are protected after leaving cover. Can be adjusted in MCM. Default 1 second.
- Adds an MCM option to delay showing the cover indicator bar after an emission starts. Disabled by default
v1.1 (06-11-22)
- Heavily optimized cover checking. Very noticable on the cover indicator bar, that is now updating faster.
- Added feature of protecting companions from emission while you are in cover. Default setting protects companions within 15 meters. Can be edited in MCM.
- Fixed crash that would happen if you ticked the MCM option to hide the cover indicator bar.
thanks for the update
This is fantastic, thank you.
1.5.2 or 1.5.1 ?
It works for both
Compatible with this addon: Moddb.com ?
Yes
So, what about coords based safe zones mod? This mod override cover features? Moddb.com
I specifically made code for compatibility with Coordinate Based Safe Zones
Thanks :3
Can this mod be shared with other DLTX mods? I ask because it replaces the executables
This mod does not replace executables. The modified executables enable DLTX. This mod doesn't even use DLTX. This mod uses new functionality in the modified executables for raycasting.
it overwrites the demonized_geometry_ray.script file but i don't remember it from which addon of TheMrDemonized
Molotovs but meh.. I.imgur.com
It's a shared script used by several mods. You can ignore the conflict. I changed a single number for testing and forgot to revert it to default. The edit changes nothing in the game. I will revert it next update.
<3
nice brotha 👊👊👊
Will companions get protected by this as well, or is it player only?
Only the player. But I can look into an option to shelter companions too
Yeah that was an issue with TB's mod to. Seems like its a hard one to solve
Does this affect how cover is calculated for NPCs as well?
No
What's "MO2" ?
Mod Organizer 2
Thanks!
This doesn't work like coordinate based safe zones does it?, it won't allow NPC's to take advantage of new physical safe zones?. Either way this is awesome for the player and works great thus far, 10/10!.
No, this uses raycasting from the player to find cover. It doesn't work for npc's.
And thanks!
1. Does the script run all the time or only when emission?
2. In areas where you can hide from emissions, you still can’t sleep, because. they are not considered safe areas.
1: It only runs during emissions.
2: I didn't know that. Guess you'll just have to wait that extra minute before you can sleep
Interesting, but if the script has a condition for the presence of emission, which cancels the further execution of the script in vain, then logically there is no emission yet, then I won’t be able to sleep in potential shelters, because the script is currently disabled.
But at the same time, if the entire script is processed constantly, then this is a waste of FPS.
Hi, thanks for this. When you say "doesnt work for other stalkers", that means your addon doesnt work for companions ?
Companions within a certain range are also protected when you're in dynamic cover. The range can be adjusted in MCM
whats the difference between this and coords based safe zones mod?
Coord based safe zones adds pre determined safe zones by the modder.
Dynamic Emission Cover check for cover around you using "ray-casting" and let's you hide in many more places. I haven't picked any safe zones, the mod detects them automatically.
Ok thanks, is it possible to both have the coord based safe zones, and in addition to that your dynamic safe zones?
Are there any conflicts or specific order I need to load the mods in?
Yes they work together. Load order doesn't matter
Thank you for that i love your mods 10/10
what is a "north facing cover" ? you mean literally any cover entered from south?
or is it some kind of "ray-tracing-projection" method to determine if the player was at south/north of an obstacle?
By "North facing cover" I mean cover that is north of you.
And yes this mod uses something called ray-casting
thank you!
and one more question:
is this compatible with G.A.M.M.A.?
I haven't tested that, but probably
hey there, love this and trying so hard to find a way to use sleeping bag to camp in roofed places without tent. Would you be alright, if you know how, to add a script or some kind of DLTX override that allows you to camp wild with a sleeping bad in accordance to the same checks that raycasting runs for estaimating cover and save zones?
there were some older mods that simply decoupled sleeping bag from special areas but don't seem to work too well otherwise.
I'm not sure. I've never really used sleeping bags myself much. But I may look into it some time
Hey. In short, Demonised made a very cool mod where sleeping is actual Timelapse with continuous aLife simulation rather than a fake jump in time. This means that, potentially, if the sleeping bag check was decoupled from special areas and tents, you could have some very tense new depth to the gameplay, where you can sleep rough almost anywhere but because simulation continues, you take the risk of getting jumped or hitting a blowout and so on. Kinda has a chance to bring the gameplay immersion to next level and it seems like you already have an excellent framework developed for it.
If you never tried it much, believe me when I say it’s very immersive to find spots to camp in the wild during excursions in the zone, however until now it was only possible with the use of tent item, there would be no real-time background simulation taking place and tent itself was awkward and buggy - could kill you if it crashed against geometry and couldn’t be set up in cool hidey holes like decrepit cars and rundown buildings you sometimes end up in after sundown.
Thanks for the mod by the way, really enjoying it, one of the new essentials.
Yeah it's a cool idea. Demonized actually told me about your suggestion too and we talked a bit about it. I'm not actively working on mods right now but I'll keep it in mind.
Sounds good. All the best to you.
Hi, do you have any idea what might cause to take damage from emissions even when waiting in places intended by the game(the thing is I take damage anywhere I would go no matter how safe it is)? For my context, apart from your mod, I am just using the latest modified exe's version(2023.03.25 at the time of writing my comment) without any other mods.
First time I hear of that issue. I'm sorry I don't know why that would happen. Only guess is to make sure the MCM settings aren't messed up somehow
I gotta say, your addons have been helpful. Especially this.
Will / is this EFPV4.2.0.2 compatible?
Yes