Tired of mutants x-ray eyes? Now they can't see through bushes
If you're tired of mutants sight through foliage, this mod will be perfect choice for you
Simply mutants can't see through foliage like NPC's from this mod
This mod alters all vanilla and deleted mutants, also those from dynamic mutants:
- Bibliotekar
- Bloodsucker
- Boar
- Borya
- Burer
- Cat
- Chimera
- Controller
- Dog
- Flesh
- Fracture
- Karlik
- Lurker
- Medwed
- Poltergeist
- Poltergeist Build Kea
- Pseudodog
- Pseudogiant
- Pseudogiant Jumper
- Psysucker
- Rat
- Rotan
- Snork
- Tushkano
- Zombie
Installation
Select only one file!
Install like any other mod, you must only select correct version for your game.
Vanilla version tweaks only vanilla and deleted mutants while version for Dynamic Mutants additionaly tweaks mutants from this mod. Only one version must be selected, otherwise your game will crash
Changelog
Update 1.5
- Now this mod comes with fomod installer (update not needed if you have 1.4.4 version)
Update 1.4.4
- Decreased hearing distance for dog
- Slightly increased hearing distance for pseudodog
- Medwed DLTXified
Update 1.4.3
- Fixed mutants blindness, now they can attack you (earlier more than half mutants was broken, sorry about that)
Update 1.4.2
- Fixed crash on startup for dynamic mutants (completely forgot to check files after DLTXify this patch)
Update 1.4.1
Update 1.4
- Added Bloodsucker
- Added Psysucker (due to telepatic abilities, this mutant non alerted can sense you from 15 meters and 37 meters while alerted)
- Added Borya
- Added Pseudogiant Jumper
- Added Poltergeist
- Added Poltergeist Build Kea
- Added Rat
- Added Rotan
- Added Zombie
- Tweaked some mutants reaction from huge distances, they shouldn't come from 300+ meters when hear gunfire
Update 1.3.1
- Fixed crash caused by bibliotekars loot
Update 1.3
- Added Burer
- Added Pseudogiant
- Added Pseudodog
- Added Cat
- Added Lurker
- Added Tushkano
- Added Bibliotekar and tweaked him (now he can't kill you instantly, probably, he ignore me and npc's all the time even in vanilla game so really can't test this, also he aren't that tanky but still is great bullet sponge)
- Decreased dogs always visible distance while alerted (my bad, that was weird if they can see while alerted furher than their eye range)
- Tweaked max_hear_dist, you can hear mutants from further distance, some little closer than before (still mostly larger values than vanilla)
Update 1.2.1
- Reduced Chimera always_visible_ditance by 20 meters
- Greatly reduced mutants "feeling" when you shoot, now they will not come for you if they are further than 145-245 meters as long as you don't attack them (depends on mutant type)
Update 1.2
- Added dogs (In lore they are blind, so can sense you by smell)
- Added Karlik
- Fracture small tweaks
Update 1.1
- Converted mod to DLTX
- Added Boar
- Added Flesh
- Aded Chimera (This mutant can sense you from huge but reasonable distance)
- Tweaked Controller vision due to his telepatic abilities, now it doesn't matter if he is alerted or not. Also increased always_visible_distance by 5 meters
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Not a bad start author! This mod has development potential. A suggestion for the future is to divide the monsters into three groups:
1 - mutant animals (boar, flesh, cats, dogs and others) - see you at a distance of up to 30 meters (it would be more correct to say - they sense you by smell)
2 - primitive humanoid mutants (snork, fracture) - cannot see through bushes, even if they are very close.
3 - advanced humanoid mutants (controller, burer) - always see (through foliage and walls) thanks to their telepathic abilities, but with a certain distance limitation, say up to 50 or 100 meters.
P.S. - patches are needed for "Soundscape_Overhaul_3.0" and "ArszisControllerOverhaul1_1" (possibly also in the future for "ArszisBurerOverhaul1")
Great suggestions, thank you! For someone who playing with 2-3 mods that adds abilities for controller it's helpful if he can't see you theough bushes exactly how it works while you hide behind a wall or tree. Snorks and fracture mast have minimum vision set to 4 meters because otherwise they simply will be blind even if they are really close to you. For animals I agree with you, they just should sense you by smell from certain distance (blind dogs will have largest distance)
Patch for soundspace is planed when I'll edit all mutants, for controller overhaul I can make it even today
OK. I'll keep an eye on this development, good luck!
yes, and one more thing: can you make your addon in DLTX format?
Have no idea how, but I can try
you can try using this - "DLTXify_by_right_click.1" from "TheMrDemonized"
Right, but if it works like I think, it'll be easy enough to make it by myself in maybe 30 minutes while adding more mutants to mod
Babe wake up, SavagePacifist released another banger
he depressed
Well done! you did it(DLTX)! I'm happy to give it 11/10
Thank you so much, tried in on controller with gunslinger controller mod and finally works after 2 hours of trying but did it. Today will be another update, maybe also DLTX update for NPC's but don't think it's needed. NPC's mod is compatible with everything as long as two .ltx files aren't overwrited
NECESSARY! Besides "Stealth 2.3", I also use "Death Animations" and "Ghillie", they have their own patches for each other. but your "NPC Mod" overwrites them. I'm sure I'm not the only one. so please make a DLTX version!
I have Death animations DLTX for long time and simply forgot about conflicts, so you're right, it also need same update
Now I also use the DLTX version of "Death Animations")
Good to hear, Death Animations looks better than ragdoll most times :D
Once again, thanks SOOOO much for this wonderful and MUCH-NEEDED thing, keep getting constantly tired of them being able to see through thick bushes/low-hanging trees as if they were nothing, honestly... DX
kalidrone
Some mutants still can see you through them, mostly animals because of their good sense of smell, but in much closer distance to you than vanilla. Also new update is available and thank you for good words :)
True, guess I did neglect to remember that. Still, not every mutant should have that trait I think. ^^;
yup, in next update I'll tweak all mutants for more realistic sense of smell/sight
Thank you, it's a nice mod!
But for God's sake, please use consistent archive naming system. As you deliver updates rather frequently, it becomes a pain to distinguish which one is the newest.
Ok, so then I'll start naming next updates with additional mod versions
Will you be adding mutants from the "DYNAMIC MUTANTS" mod?
Moddb.com
I can as optional patch :)
Do we select both on the installer or just Dynamic Mutants?
Only one
Version 1.4.1:
Ctd by duplicates
I'm used Dynamic mutants addon
I have the same. was) I had to put about 30 prefixes in the file “mod_system_new_zone_mutants_can_t_see_through_foliage_dynamic_mutants_patch” - !
I think the author himself will fix this soon - he is a responsible guy. wait a bit. The mod is great by the way!
Fix is ready to download and sorry for troubles
Colombo2022 btw patch for NPC's and ghillie mod I sent to you works how it should?
letter in the mail, buddy!)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_b21972fd654150f2564380962c2860ba>::()::<lambda_eda6dbb4f550d9cbcae19308e6dd43d8>::operator ()
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 371
[error]Description : fatal error
[error]Arguments : Duplicate section 'bibliotekar_vision_free' wasn't marked as an override.
Override section by prefixing it with '!' (![bibliotekar_vision_free]) or give it a unique name.
Check this file and its DLTX mods:
"e:/stalker anomaly 1.5.1/bin/..\gamedata\configs\system.ltx",
file with section "mod_system_new_zone_mutants_can_t_see_through_foliage.ltx",
file with duplicate "mod_system_new_zone_mutants_can_t_see_through_foliage_dynamic_mutants_patch.ltx"
The vision free things apperently don't have the ! before them idk if intended.
D3LastHope This CTD is because you used both files, only one is needed. Deselect vanilla if you have dynamic mutants mod
"!" Isn't needed here because in vanilla game bibliotekars doesn't have unique vision like here
Today I finally got around to testing your mod. I noticed that many mutants were almost blind. For example, “Flesh”, which, reaching me, begins to push me from my place, but does not attack. Sometimes she does attack, but rarely, mostly she just pushes. I have installed the mod "BART RADAR STEALTH DETECTION BARS" in which there is a visibility bar, it lengthens as you begin to be noticed more and more. Moddb.com
So, from it I determined that almost all mutants do not see me, sometimes, of course, the strip lengthens by 5% when a mutant comes very close to me. Blind dogs see me and attack, but the visibility indicator is zero, which means I won’t be able to determine whether they see me or not. Tested on a clean game, only your mod and the "BART RADAR STEALTH DETECTION BARS" mod were installed. I also checked with dynamic mutants - the bears also do not see me and only push me like flesh.
StronGV issue is already fixed, download latest version and thanks for letting me know about this problem
Thanks, I'll check and let you know. And one more thing: is it possible to remake “m_medved.ltx” in DLTX, otherwise I don’t want to rewrite the original.
Yup, it'll be in next update
I tested version 1.4.3. It got a little better. However, the stealth indicator (which I wrote about above) has become useless with your mod, it almost does not react. Apparently the mutants see me at a short distance and begin to attack, and the indicator bar is just starting to slowly increase; in vanilla it immediately increases to the maximum when the mutant is close and is already attacking. For example: Lurkers were wandering 50 meters away, but they didn’t detect me, I shot at them once and they ran towards me and immediately attacked, but the stealth indicator never showed signs of life. I don’t know, maybe because of your settings the calibration of this indicator is simply broken?
Probably it is, because with my mod mutants can't see you clearly through everything like in vanilla anomaly they can. With my mod some mutants depends more on sense of smell and telepatic abilities than eyes but not all, so animals and controller can show something with indicator. Burer, karlik, fracture etc. depends only on their eyes so indicator against them should not showing almost anything but they can spot you and attack with no problem
Now it is clear!