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

Companions don't bump into the player as much anymore. Optional merge patch for HG Companions and Companions obey commands available.

Preview
Increased Companion Distance
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Theisgood
Theisgood - - 563 comments

What a chad for making this mod!

My god the amount of times NPS have "pushed" me into campfires or electro anomalys.

This is going to be such a helpful mod !

Thank you so much.

Everyones going to love this.

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Dhatri Author
Dhatri - - 584 comments

It's a low effort tweak tbh. Kinda surprised nobody made it earlier.

Side note: also works together with Moddb.com

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Guest
Guest - - 690,619 comments

CrimsonVirus did something similar quite recently, but it's not easily findable:

addons -> "CrimsonVirus's OCD fixpack"

v2.0:
- Tweaked companions' behaviour. They should no longer bump into you all the time when you ask them to 'stay near', and they will not frantically run around all the time when you ask them to 'stay far'.

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Dhatri Author
Dhatri - - 584 comments

quite similar indeed tho i have to say that my tweak is a bit more "complete" in that regard since i also change the scripted ranges for walking. also i claim that with my mod the animations that are used are nicer to look at but in essence they do the same i agree.

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AVEismaschine
AVEismaschine - - 264 comments

I used to do it myself with Call of Chernobyl, due to me having to fix the AI having such a slow movement speed anyway, but this saves us effort! Thanks dude!

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Dhatri Author
Dhatri - - 584 comments

i have the movement speeds for NPCs increased in my personal set up too. yet i decided to not drop an archive with the file in it since i thought it would be more of a personal preference. my actor.ltx is modified to bring the player camera into the right place in relation to player body(hitbox) and movement speed alterations so the 3rd person animation sounds would match up better and i can *walk* beside an NPC when he is patrolling.

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Flix45
Flix45 - - 9 comments

Era justo el mod que necesitaba, muchas gracias.

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Dhatri Author
Dhatri - - 584 comments

No hay problema, mi amigo.

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YuriVernadsky
YuriVernadsky - - 425 comments

A huge QOL addon! Everytime i was trying to snipe a NPC they kept pushing me lol

Let me ask, does this addon affects the distance between companions too? They tend to walk almost inside each other

Thanks a lot for this addon!

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Fox-hound
Fox-hound - - 3 comments

It's little tweaks like these that polish this amazing game up well. Thank you so much.

As YuriVernadsky just mentioned, my only hope that some time in the future someone can tweak the companion pathing a bit so they don't all bunch up and mesh with each other.

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Dhatri Author
Dhatri - - 584 comments

i originally planned on it BUT looking at the sections which i think are responsible for distance between companions, i realized that my math and scripting knowledge is not quite sufficent to accomplish that.

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Sgt.Kanyo
Sgt.Kanyo - - 113 comments

Can someone also make a mod where these companions don't have the IQ of a garden shovel?
My companions very rarely engage in a firefight and when they do, they aren't very good at it either. Some more accuracy, faster reaction and longer visibility would be nice.

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Dhatri Author
Dhatri - - 584 comments

this might help you if you find the vanilla Ai is lacking in perceptiveness. Moddb.com

sadly there is very little to be done about the actual combat IQ of NPCs. the logic scheme editing/creation is a daunting task to say the least.

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Sgt.Kanyo
Sgt.Kanyo - - 113 comments

Thanks for the mod suggestion, that sounds promising, although I have been playing with the values before.
It seems to be affecting all NPCs, but I think it's only my companions that are just way too slow to reach.
When I get killed I always wait to see what my companions will do and numerous times they just walked past (literally within 1 meter) the enemy while the enemy was shooting them.
I saw some values in some files that stalkers have normal and alert state, and in alert state they can much easily detect you in bushes.
Could it be possible to add an always alert state for the companions? That could give them an edge over the enemy AI.

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Dhatri Author
Dhatri - - 584 comments

make sure you don't have your companions set "ignore combat".

whereas you could probably add such a state for companion only i see many problems arising of this. like companions chasing after every tushkano and hamster not that the companions wouldn#t do that now already. i'd really suggest you try xcvb's stealth addon it does script magic and quite well, imho.

as for the playing with the values: AI perception balancing is a tricky thing. i did it once for Dead Air alas the visual_manager script file is different there and that file has quite a big impact on how the *.ltx file is read.

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Puckz
Puckz - - 67 comments

making companions great again !

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vick1000
vick1000 - - 16 comments

What's the difference between the two gamedata folders? How to distinguish between them?

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Dhatri Author
Dhatri - - 584 comments

one of them (immersive distance) has even longer keep distance range and greater zones for walking approach.

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TooMuchBooze
TooMuchBooze - - 44 comments

"immersive" is perfect. I can finally have a squad without them being complete idiobots. cheers!

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ChilloutDreams
ChilloutDreams - - 22 comments

Thanks for addon , working great !

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Guest
Guest - - 690,619 comments

Definitely quality of life improvement, also say if I want to edit the distance, which part of the file should I be looking at? Thanks for the good work by the way.

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Dhatri Author
Dhatri - - 584 comments

is a bit hard to explain.

you will need the files "axr_beh" and "beh_companion".

walk_dist = {+npcx_beh_patrol_mode} 6, 12
jog_dist = {+npcx_beh_patrol_mode} 12, 27
run_dist = {+npcx_beh_patrol_mode} 45, {=surge_started} 50, 30
keep_distance = {+npcx_beh_distance_far} far, near
near_desired_dist = {+npcx_beh_patrol_mode =is_squad_commander} 3, {!is_squad_commander} 4, 8
far_desired_dist = {+npcx_beh_patrol_mode =is_squad_commander} 3, {!is_squad_commander} 12, 15

these parts are what should be most interesting to you. if you just wanted to increase/decrease the companion holding distance then the "near_desired" and "far_desired" parameters are what you are looking for. variables' values are in meters as far as i can tell.

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Guest
Guest - - 690,619 comments

thanks for the response, would you mind explain how the near_desired_dist works? I know the 3 is for min_allowed dist, does the rest of the part work like companion can walk between 4-8m away from the player/squad leader?

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Dhatri Author
Dhatri - - 584 comments

the numbers represent different ranges for the NPC distance in different "action" modes.

"near_desired_dist = {+npcx_beh_patrol_mode =is_squad_commander} 3", means when the NPC is in patrol mode and has a squad commander it will keep nearest minimum distance to 3 m.

patrol mode is when you manually order an NPC to go to an area by himself and not plainly *follow* the player. keep in mind this governs the distance to the destination point of the NPC.

so in essence those numbers are all minimum values. the last two numbers are actually what's most interesting. in theory you can also control the regular non-companion NPC formation distances with this alas i am not sure that is actually managed in this file.

example: you stop your character and the companion NPC is 20m behind you. we will jog up to a distance of about 12 meters and from there on he will try to reach a 8m distance in walking speed. once he has reached that distance he will not move until the player has moved away more than 8/12m (depending on your set follow distance in-game) or the player bumps into the companion and triggers a "shuffle/move" script.

throwing in new values is probably not gonna break anything in-game. animations might look a bit jerky but they already do in many cases.

CrimsonVirus has a very similar tweak in his fixpack: Moddb.com. maybe this can help you understand in case i explained it poorly.

have a good one.

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Guest
Guest - - 690,619 comments

Thanks for the reply, your explanation is pretty good and it does help understanding what that code does.

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Guest
Guest - - 690,619 comments

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xQuickGoldx
xQuickGoldx - - 2 comments

Any chance for MCM configs? Would kill for some companion/follower speed.

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Dhatri Author
Dhatri - - 584 comments

Sorry , but no. I haven't touched Anomaly in a while.

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irgrizz
irgrizz - - 7 comments

Hey, is there a way to make it so companions DONT fall behind? Having to wait for them to catch up really breaks the flow of gameplay.

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Dhatri Author
Dhatri - - 584 comments

There kind of is yet I did not include a faster companion walkspeed because it will make all NPCs walk faster not only *your* companion NPC.

Search for a file called "m_stalker.ltx" in \gamedata\configs\creatures.
The section that interests you has a [stalker_movement_speeds] header so it's rather easy to find. I guess the:

free_stand_walk_forward = 1.1
free_stand_run_forward = 3.0

are what would interest you most when you say that companions loose cohesion to you too often. Bigger numbers give greater movementspeeds.

On a side note: I'd suggest to not expect too much of the companion pathfinding. I read somewhere that the companion NPC recognition of the player was somehow broken and that this was another reason for the companions sometimes not following as quickly/closely as they should.

In other words, the more shortcuts you take the harder the Ai will have to keep up with you. Remember the follower system is *user-made* the original devs of SOC/CS/COP had not intended for there being a companion.

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quambo
quambo - - 30 comments

Hi, I have a question... Do you know of any way to make a creature like a zombie stalker walk closer when attacking? I'm trying to make zombie stalkers not use guns, so I got them to spawn with melee weapons. It works, except they swing their weapons from a long distance, which is fine, but they also stop walking just before they are close enough to hit you, like they are standing there to shoot.

I haven't been successful trying things like adding MinAttackDist,
MaxAttackDist, or as_min_dist in the m_stalker_zombied file. I don't know where the code for minimum distance would be... THANKS

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Dhatri Author
Dhatri - - 584 comments

sorry for late reply.

if you are indeed "adding" those parameters then it could be the zombified stalkers don't actually have the ability to knife strike. making them use the rilfe melee smash might be more of an option yet just as hard to accomplish, imho.

there is a mod whioch deals with the melee of regular NPCs maybe disecting that one will give you further insight in the matter.

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HectorShiroi
HectorShiroi - - 302 comments

Is it normal that on some occasions companions still get too much close, start walking in circle and bump into you repeatedly (typical vanilla behavior)? Happens a bit randomly, not only in closed spaces
Mod-patch is loaded last and just after HG Companions (wich is awesome btw)

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Dhatri Author
Dhatri - - 584 comments

I think it is normal, the pathing AI sometimes does send the companion right next to the player. Closed spaces might be one of the reasons, a blocked desired resting point might be another.
You could try setting the min distance in HG companions' MCM menu to maximum value that might make a little bit better. I think it is set to 1 by default which would collide with the 3m resting distance from immersive distance.

Also take note of the additional trigger options for player facing direction in HG companions MCM menu.

Companions might also still bump into you during combat.

Since you are using the merge pathc I'm curious does it work properly are the NPCs playing the looting animation etc?

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HectorShiroi
HectorShiroi - - 302 comments

Thanks I'm gonna try that this evening!
I didn't notice if they did play looting animations, I'll check it.

The only thing I did notice is that now, with them being farther away, the defensive formation doesn't make the sub-squad leader to run in front of you, he remains behind!

I thought about adding a check to the scripts, if the player is still then game counts 3 second then checks again, if the player is still not moving then the NPC need to stop (stop command). As it seemed to me that NPC with stop command almost never engage in that weird circleing behavior.
XCBV says they would still do that tho, I'm good with 3d and 2d stuff not scripting, so I'm at the mercy of events here ahah

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Jamescorella
Jamescorella - - 116 comments

I noticed that too, and it happens to be the position I use the most, having that companion in the front incase of battle, was really cool.

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ZeD_MnizD
ZeD_MnizD - - 275 comments

Good addon, but I don't like how long it takes now for companions to run to me

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