Tired of monsters being stuck while fighting? This might be for you
When monsters are in fight state, they often become stuck, giving unfair advantage to players. This mod checks if the monsters haven't update their position while fighting for 4 seconds, and if they arent - unstuck them by teleporting in same place. See for yourself what is more immersive for ya.
If you like my work and wanna support further creations, i will be very glad and appreciate your donation ;)
Ethereum/Binance: 0x459f13162Ea4C0C74a4e3a0bc6D47B51025545e80x459f13162Ea4C0C74a4e3a0bc6D47B51025545e80x459f13162Ea4C0C74a4e3a0bc6D47B51025545e80x459f13162Ea4C0C74a4e3a0bc6D47B51025545e8
CHANGELOG:
UPDATE 2: Default unstuck timer increased to 4 seconds, adjusted Zombie times
UPDATE 1: Adjusted timers for different monsters. Controllers, bloodusckers, giants have increased timers to accomodate their attack behaviour. Burers are disabled for unstucking
Oh, yes! Thank you bro, I've always been terribly annoyed by this bug...
And will it load the processor or memory? Influence the FPS?
Not at all
You should rename yourself from TheMrDemonized to TheMrAngelized cause this mod is a godsend.
Just out of curiosity, would this interfere with mutants like Burers when they use their shield or Controllers when psy-attacking (camera-voiding)? I mean, I got almost no idea how this works engine-wise, just something that came to my mind when reading the part about the 3-sec-position-update.
I didn't have time to check all monsters, I'll do it a little later
Simple fix for such a huge plague in Anomaly !!
thanks you good Man!
thx!
Monster Unsucker
Wow, what a gift bro!!!
If this is a mod that fixes a bug of mutants running at place, then you are a cool kid.
I thought it was only me who had such a bug, at least I did not find it on the Internet.
At first I temporarily corrected this situation through saving / loading, and then spat on it. I just approached the mutants and poked them with a knife, saving ammo.
Good booze, fella ! Top fix.
There`s an issue though.
Zombies,when knocked down, they no longer go in the usual struggling animation. Instead, they pop back up on their feet after 3 seconds.
This happened repeatedly with the unarmed shamblers , could be a thing with the ones that carry guns as well.
alright, i forgot about them, increased timer for them.
The armed zombies arent considered as monsters, they are stalkers, so they arent processed by the mod.
Thank you,sir. Boss job. ;)
very nice concept! Thanks!
Could you make the mutants unstuck in any mode, not just combat? Or, due to the peculiarities of the implementation of the function, will this mean that the mutants who stop, for example, rest or eat, will constantly teleport?
Hey thanks for making this. Such an assential addition..
I have one small issue however,
It seems that when using the Arszi's bleeding addon, because it stops the npc in their tracks as they fall to the ground, the enemy is still in 'attack mode' just incapacitated, so this addon unfortunately teleports them back to a combat/fighting non-downed state shortly after.
Is there a chance for a tweak or update to allow compatibility with Arszi's bleeding?
Many thanks!
just kill that mutant once and for all
AHHH YES!!!
Great mod but my game started randomly crash especially quick saving.
Could you separate the teleport function of mutants when they are in combat mode and normal peaceful state, with individual teleport delays? I just removed the combat mode check and increased the teleport delay to 1 minute and never again saw stuck mutants in peaceful mode. However, during the battle it happens that the mutants get stuck (very rarely) and 1 minute for unstuck is already too much, that's when your timing settings would come in handy. It seems to be very easy to do, only I'm not good at scripting.
A patch to stop the timer when they are bleeding from arszis bleeding mutants would be greatly appreciated, thank you.
You can temporarily disable the lying mutant's animation when it's low on health by simply setting "WOUNDED_ANIMATION_HEALTH_THRESHOLD" to 0. Since after the teleportation of the mutant, the bleeding stops.
Hi, Just wondering if you would be ok with me re-uploading a version of this for everyone with compatibility with mutant bleeding? Seems myself and a few others want this and it looks like you aren't interested in doing this so i figured i would check with you if i did this if i can upload it.
Cheers
I'm not against!!!
alright, i grant you permission, i'm not planning to develop this mod further either way
FYI, there's a significant bug here: it took me a good part of forever to pinpoint this mod as culprit - it breaks controller's tube attack. After camera's return from the attack animation, it's impossible to draw guns - things are stuck till game reload. Tested on vanilla, it's this mod 100%.
Hey man.
I am not sure if you know about this, but this got removed from the GAMMA modpack by Grok because it was causing random CTD's that didn't leave any logs, apparently.....
Real shame because this addon adds a much needed function to something that is very broken with the game....
Is there any chance you may be able to please try to fix that issue with this addon at all?
Cheers
Where's your patch for bleeding mutants?
My game crashes when I zoom in binoculars with object selection frames turned on and if at that time a stuck mutant teleports. There is no desire to describe, because the author has zero responsiveness.
FRIENDLY BUG REPORT: it took me a good part of forever to pinpoint this mod as culprit - it breaks controller's tube attack. After camera's return from the attack animation, it's impossible to draw guns - things are stuck till game reload. Tested on vanilla, it's this mod 100%.
this mod is archived and wont be supported due to multiple bugs and not properly solving the issue in the first place.
gotcha
It might not be supported anymore and I haven't stumbled upon any CTDs (as of yet), but let me just leave it here:
It still helps with chimeras being stuck in perpetual running animation. ¯\_(ツ)_/¯
Additionally when it come to the bug with controller that prevents you from drawing a weapon, RamseySparrow mentioned above, it's a mixed bag whether it happens.
Blind dogs have an "attack" where if the player is near them but not sprinting, they will slowly approach the player. This addon makes them reset when they are in this mode, leading to dogs getting teleported constantly when I am sneaking past them. Any way to disable this addon for regular dogs?
Could probably work by adding the dog name in the script at local monster_unstuck_timer for a different unstuck timer. Thing is i don't know if the dog should be written as SM_DOG or something else.