(RC-18)
AI in stalker is an interesting topic, especially AI perception in Anomaly. Sometimes they are completely braindead, sometimes they have omnipresence powers. This addon simply strives to improve on the NPCs to give a more realistic experience
Features:
- Nerfs NPC's Perception of the player, making Stealth and avoiding gunfights a viable option throughout your playthrough. This though does not mean the AI will be braindead and will still easily be able to spot you
- Vision FOV decreased to give more breathing room for the player
-NPC sound perception for the actor has been tweaked so footsteps won't be as noticeable to them but gunshots will instantly get them on alert
- AI perception increased when dealing with other NPC stalkers, as sometimes in vanilla the fights NPCs have with each other are ridiculous and the AI fight like they have a turkey on their heads. This will sort of fix this and give more authentic fights
- NPCs will no longer be a coward and run away at the first sign of danger, instead, they will try and hold their ground and fight against mutants/Other NPCs but will still flee if they are overwhelmed
- AI will search for artefacts? I am not sure if this works or not but I saw values for AI searching for artefacts in the ltx files so I decided to change them from 0 to proper values. I have never yet seen an NPC search for artefacts so I'm not sure if the feature works or not
An optional version of the addon which merges this addon with AyyKyu's Death Animations mod is included
Moddb.com
If you need this addon merged with any other conflicting addon, just let me know
This addon is based on my last one, which adds stealth mechanics back by porting NPC perception values from Dead Air and Dhatri's NPC rebalance into Anomaly. Just this addon is more refined and built specifically for Anomaly, which Dhatri's Tweaks as a base
and last but not least, enjoy!
Updates:
1.0 - release of addon
1.1 - optional version with nerfed gunshot perception to hopefully combat the extreme sound perception of NPCs that some people are experiencing
1.2 - Removed optional version and "fixed" issue. Decreased NPC memory so they can perceive less things at a time
does it work with u4h8 too?
I’m not sure, as the stalker.ltx file might be written differently in u4h8. I will try it out later today and if it doesn’t I will make a compatibility patch
Compability with Onegriot?
Muh immersion pack?
Well I read about this, and it sounded really really good...but I ran into a bit of a snag. I went into Dark Valley and got into a fight with the Military over at the building that houses the Lab... every Bandit from their base seems to have heard the gunfire and rushed over there. I had about 20+ bandits after me including the important NPC's I didn't want to kill lol.. I kind of assumed it would end up like this in every map so I removed it for now.
Something similar happened to me also. I killed a group of boars in Agropom and then the entire Military base came out to **** me.
That sounds weird, I never had that happen to me in any other map, but I don't go to dark valley at all so I'm not sure about that place. A temporary fix would be to remove the xr_danger file while I get this sorted. Thanks for the feedback
Happened to me 2 times. Entire Agroprom military base went came to me after i killed one military man with silencer approximately 100 meters from the base. Entire Red Forest's worth of Monolith and Sin came to me after i killed couple of Monolith soldiers near the Forester.
Updated with an optional version of the mod that hopefully combats this issue. Haven't tested yet so feedback is appreciated
So far so good man, tested most of the southern maps and army warehouses, all seems in order now.
Для (RC18), я так понял?
Yes, it is for RC18.
Not having play tested any of the settings. One thing jumps into my eye: "still_visible_time = 100". I agree this parameter might help if you struggle to get sharp NPCs in danger mode but with this value not being "0" the NPCs will stay in combat with you for way longer. Also keep in mind: the timer will reset once any NPC has seen bits of you. So you might want to be very careful when using that one.
Further waffling: I'm not a 100% sure wether the "max_hear_dist" parameter really does anything in that file. I had it in there for quite a while for testing purposes but the best I could get out of it was the AI aggroing onto anomalies. I do not think you can you can *hardcap* the enemies hearing at 150m. Many of the audible ranges are governed in the audio-files and not in the *.ltx configs.
The [MEMORY] section seems off too... bear in mind those values are NOT ranges but have to do with the AI's memory management. There might be a positive effect with greater numbers than 32 e.g. 64 on the 64 bit engine of Anomaly. Values lower than 32 will make the AI perceive less *things* in general. So I'd suggest leaving that at 32 (or 64).
In the [SIGHT] section I tweaked the left and right torso-angle to be both 45° I'm running 90° view angle for actor and NPCs tho. In itself not a big thing but AI will see less on their right side or *more* on their left which can be irritating for a consistent sneak/evasion experience.
Have a good one
Dhatri
Back at it and saving the day, thanks mate
Tuning AI perception is tedious. If you really want to get at testing it I'd suggest a mod that gives you the perception bars back. That way you will have way better of a gauge what, how far and how quickly the NPCs see/hear things.
GENIO
Npcs stay alert for long time even when shots were fired in long distance.
That was intentional as a normal person would be alert if they hear gunshots no matter the distance, but if it really bugs you you can manually change the gunshot perception values in the m_stalker.ltx file. Right now its 1.0 but you can decrease it as much as you please
In order to change for how long the NPCs stay in combat you will have to edit the xr_danger.ltx. The [danger_inertion] sections control for how long AI stays alert.
Oh right I read that wrong, I though he was talking about hearing them in the first place.
Is it possible to tweak AI so that behind 7 bushes and a couple of trees they wont be able shoot you? Its just ridiculous how they able to kill you with pinpoint accuracy while you cant even see a single pixel of them=|
"Won't be able to shoot you" can be done. There is a thing called suppressive-fire though and the AI is making use of it. If you wanted to get rid of the "pinpoint accuracy" then you will have to change the [FIRE DISPERSIONS] section. Remember you are working with factors here so higher number will yield less accurate NPCs. If you just want less opacity on bushes then the transparency_threshold needs to be higher. Values over 1 for transparency_threshold will make AI blind.
If you feel AI pick up range is too high then reduce the eye_range_max parameter. A little math is involved here. If you want to tune it to your exact likings then you will have to dig deeper into the visibility equasion.
In all honesty changing the *.ltx configs is rather easy and there are small amounts of things that you can break only (back-ups are your friend). Testing the AI is rather hard since level-geometry, density of flora or clear line of sight can vary very much between maps. Especially noticable on the SOC maps compared to the COP maps.
Wow, was not expecting a full out guide, thank you for your effort!
What i meant is not suppression by NPC when i try to hide in bushes after being spotted, but rather the spotting process itself, they are able to see me through the bushes long before i can even know they are there, as if bushes and grass are nonexistent. That's especially the problem on Forest map. Fiddling around with eye_range_max parameter i fear will make them oblivious to my presence even if there in no bushes around
Grass does indeed not exist in the AI's perception. Also some of the bushes are for flavor and not really obstructing view for the NPCs neither. If a bush makes noise when you enter it then it is providing visual cover.
Balancing out stealth to everyone's liking and setup is hard. If you don't want to change the pick-up range then there is still the transparency_threshold. If that is already at 1 and you still feel the enemy is too sharp then you will have to fiddle about with the velocity_factor & time_quant parameters. You would have to tune down the velocity_factor. As for time_quant: this is the ratio in which the danger values will compound higher values will produce less sharp NPCs, be sure to make VERY small changes to time_quant. It's one of the most important factors in the visibility of the AI. In my experience values below 0.001 will not make the NPCs any sharper. Many times this parameter is skipped over because people do not know how to operate it. In essence you will control how quickly the NPCs attention to the actor will rise.
great mod
доработки мода будут?
Is it compatible with 1.5.1 ?
it seems like it because it works for me
Please port 1.5.2 or working in 1.5.2?? I don't have time to test.
lol, in the 1.5.2 everyone that's my enemy only stay pointing their weapons on me, doing nothing.
Don't work with 1.5.2 version, IA don't shoot me.