Vanilla NPCs have a rare amnesia, in which they forget that they were heavily attacked, in just a few seconds. With this fear, they'll last longer searching for you.
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I was touching a few "basic" files of the game, without being able to get any change about it. It was until I changed some numbers in the scripts that I could alter the "alert" time of the npcs.
(A random value is chosen between 180000 and 300000 milliseconds or 3min to 5min; this will be the time the NPCs will spend on "alert" searching for you. It's randomized to prevent you from predicting AI behavior. Clarification: For these values to take effect the NPC must "see" you directly. Not hear you or the bullets in your gun.
xr_danger.ltx file contains these parameters, which correspond to situations where an NPC hears or sees something that represents a danger (But it doesn't go directly into combat). During this time, the NPC will either approach the source of the sound, or hide, or aim to where it saw/heard the danger. It differs from xr_combat_ignore, because it does not involve direct combat. Once the NPC has started firing, the time will change to whatever is set in xr_combat_ignore, regarding the player/NPC.
Time is measured in milliseconds.
grenade = The sound of a grenade heard by the NPC
entity_corpse = Recent corpses detected by the NPC.
entity_attacked = The NPC saw you shoot a friend (without seeing you directly)
attacked = You attacked the NPC without him seeing you.
bullet_ricochet = The sound of a bullet crashing into any surface near the NPC.
enemy_sound = Any sound the enemy makes.
attack_sound = Sound of attack, either mutants or npcs. (screams, roars and so on)
entity_death = The NPC saw the death of a friend.
hit = ?
sound = Sounds of footsteps, bushes and so on, which alert the NPC.
visual = He saw the player/mob/npc, but did not engage in combat with him.
Changes version:
2.0v
- Increased the values of the "regular mod" a little to > min 3 to max 5 minutes
- Added custom profiles with different "variability" values for each player's tastes.
- Eliminated profile 80% amnesia.
- Added xr_danger file. It contains the time when the NPC is in "danger" mode (pre-combat state and only when there's no direct combat with the player). Applies to weapons shooting, player steps, body finding, short player sightings, etc. Applies only for profiles of more than 3 minutes of search as a minimum value
2.1v
- The npcs will now follow you if you're around 150m, and if you're not looking at them. This prevents the game from "saving" when you use high memory values (agony mode). It also avoids the problem with my other "Until death" mod that makes it impossible to load a savegame if the player is in combat with any npc. If you go back in that distance, or see them, they will look for you again.
- The randomization of the numbers was taken out of the function (nerd stuff). You'll still have random time, but your computer will have less time to process it.
2.1.1v A minor change: Randomized the distance at which the NPC ignores the player. Now it will be between the square of 18000 to 33000 (134m to 181m). This means that sometimes the NPCs will chase each other further, and sometimes not so far. This distance applies only when "you can't see the NPC"
3.0v
Updated for 1.5.1. Deleted customs profiles.
Installation.
The mod contains several "settings", if you are a casual player you can choose the "REGULAR MOD" with regular search times (TESTED).
On the other hand, if you want to use custom values (NOT TESTED), you can check the "custom" folder with more customized values for your needs in the game. Instructions in the README of the folder.
- This mod does not change the behaviour of the NPCs. Only the duration of the alert state when SEEING the player. For this reason, the AI could still do stupid things.
- Not all NPCs have the behavior of "following" the player. Others will prefer to hide to set up an ambush.
- The counter will be reset whenever the player is seen again.
Remember to make a "BACKUP" of your mods files, if they need to be replaced
I've only done some short term tests, because of my work on other projects, I don't have time to spend many hours on the game. So if you notice anything strange, you can comment on it.
nice, cant wait to check it out
Just had a situation yesterday, got mu immersion high and all for an epic assault on the Merc base, looting like 20 corpses all around the building... and then? I hear someone playing a frickin' guitar upstairs hahahah :)
Exactly ;)
You can increase the numbers for a "bigger immersion".
I love it big ( ͡° ͜ʖ ͡°)
Was it that song that's like dah nah nah nah... NAH NAH.. dah nah nah nah.. NAH NAH.. duh nuh nuh nuh NAH NAH NAH NAH.
Ok i'll test that...thanks
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This sounds like an absolutely ESSENTIAL mod to help deepen immersion.
I never did understand why they dropped their guard and ceased the pursuit of combat so quickly.
This will rectify it.
THANK YOU!
How much impact does this have in terms of performance? Not sure why vanilla Anomaly would use such lower values that makes stealth so easy
I think the code refers to a stalker being detected. In practical terms, I don't know if there's a distinction between the actor, or any NPC.
If it was the case that it was to any NPC then I believe that for the biggest values (let's say more than 10 minutes) there would be a higher consumption at least of the processor. Only in theory I say this, I haven't taken it into practice.
Anyway, the "regular" mod doesn't make big changes to these values. It just increases them a little bit and randomizes them.
i like the high variability from 5m to 20m, it adds more immersion, thanks
I'm going to check this mod out!
I haven't extensively tested the addon but from short experience, it doesn't mix well when playing with NPCs because they tend already to chase too much the enemies and it's worth with his addon so they will remember and chase the enemies across the map as soon you switch to defensive or aggressive mode and having them being in passive but isn't really useful except being mules. Still, I like the idea of the addon and I'm sure I will use it if I decide to play a game without NPC followers.
In vanilla an NPC will forget about you in about 1 minute (if they stop seeing you). This addon changes that and takes it up to the 20 minutes maximum search time (depending on the profile you choose), it randominates it and adds different variability to the search time.
No, it's not the same as vanilla.
I've been using this mod for 2 weeks and I must say I've noticed enemies are much more engaged in combat. Battles are generally more realistic. A must have mod!
What was changed in the 2.1 version? Only the name?
Copy/pasted from the addon description:
2.1v
- The npcs will now follow you if you're around 150m, and if you're not looking at them. This prevents the game from "saving" when you use high memory values (agony mode). It also avoids the problem with my other "Until death" mod that makes it impossible to load a savegame if the player is in combat with any npc. If you go back in that distance, or see them, they will look for you again.
- The randomization of the numbers was taken out of the function (nerd stuff). You'll still have random time, but your computer will have less time to process it.
Thanks! That wasn't there when I asked or was in the wrong spot.
Is it possible that this addon makes your companions stuck in alert mode for a short time when they hear nearby source of danger (for example explosions) but can't see it?
I've only recently started playing with companions more. I've noticed they stop following me when they hear an explosion nearby.
Yes. Is controlled by xr_danger file. You can delete this file or decrease the numbers of value "sound" so that you eliminate that specific behavior.
Sadly this doesn't seem to work with rc versions. The minute you shoot an npc the screen goes black and the game crashes with no error log. If you find out what is causing this a patch would be amazing.
It's for 1.5.1, not RC. Just DL the 1.5.1 bro, there will be no more RC updates.
Yeah I know, I already have 1.5.1. My comment was from last month but thanks for the notice anyway.
Is this compatible with a current save or do i need to start a new game?
Is compatible.
My problem is when I shoot a guy with a silenced gun and they just stand there like nothing happened!
Disable stealth kill or enable hardcore AI aim
This is great, it makes sense too. Thanks!
A must-have!
I hope this will stop freedom from vacating their base when i start shooting at the bus.
So, Ir works?
how about version 1.5.2? Compatible?
Я установил данный мод на версию сталкер аномалия 1.5.2 и у меня NPC не прячутся за укрытие а бегут на пролом на врага.Будет ли новый мод выпущен на умное NPC?
the config file: xr_danger.ltx is the same file of the vanilla Anomaly, what does that file do there then? I say this because it conflicts with other mods that modify it