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For those who hate night vision NPC's

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  02:25:29  16 September 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618
For those who hate night vision NPC's

Ok, since alot of the non modder people complain about the NPC's being able to see you in the night super easy, or being able to see you through bushes as if the bushes weren't there, or simply hearing you whenever you try to sneak up to them, I have some fairly simple value change fixes for you all to use, however I will not post an ltx file as I would much rather people learn how to do these things so that they don't lose the files later and wonder where to find the links to the downloads again.
(excuse the wall of text)

Firstly, you need to have your gamedata files extracted, I won't cover how to do this since I have covered it in another thread somewhere on the boards. You can find the gamedata extractor on the russian website of stalker inside (google it)

If you're just editing other stalkers, bandits etc you can edit the m_stalker.ltx file found at:
gamedata/config/creatures/m_stalker.ltx

Ok, so in order to change the values of enemy stalkers being able to see you at night time super easy or in dark places. Open up the m_stalker.ltx file, press ctrl+F and type "luminocity_factor".

There are 2 of these values, one is for an NPC who is not alert and the other is for when an NPC is alert. All you need to do is change these values to something like ".85" or higher/lower if you want.
I have it at .85 for the time being since I am still testing what is a good setting to have, but I was happy with .85 since I found that having too high a value makes the NPC's not see you even if you're right infront of them when they have a torch on

In order to fix up NPC's being able to see you through things like reeds and bushes like the reeds and bushes weren't there, you need to change the setting which says:
"transparency_threshold"
I haven't played around too much, but I believe that since this is a threshold setting, this judges how long it takes before NPC's will spot you whilst you're hidden in a bush. I'm not 100% sure, but it could be the case since I've had NPC's standing there staring at me while I have higher settings and then suddenly they will shoot at me even if I haven't moved.
Play around with that settings until you've found a nice comprimise between realism and annoyance, lol.

For those who wish that they could sneak up on NPC's easily, you can find the setting for sound detection in the "stalker_sound_perceive" section of code.
The one you'll want to look at is the NPC line.
You will notice that it has 3 values, the middle one being the player I believe. (I haven't edited this things since the original stalker came out).
If you lower the setting too low, then you are able to run around right behind an enemy and he will not notice you, which is not fun at all, so play around with the setting until you find the one best suited to your tastes.
Currently the middle value is set as .25, but I think that may not be enough, I just had that number in my head from way back with SoC when I fiddled with the values before.
You could try something like .10
And if it's not the middle value, try the first or 3rd value.


I know that was a bunch to read, but I'd rather do that than to just post a download for all of you, because the settings that I enjoy, may differ from what you enjoy. This way you can tweak the settings to what YOU want, and also, you won't have to look for the download at a later date if you lose the file from a patch or something.

Now you can enjoy your nighttimes in STALKER.

It's very nice to fight in a small abandoned area with a bunch of enemies, you fire one shot at someone, then bugger off to the other side of the village and you can see NPC's shooting in your last direction, flanking it and basically trying to find out where the hell you are, oh it's great
  04:02:39  16 September 2008
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woffen
(Novice)
 
On forum: 09/15/2008
Messages: 4
Thanks man, will try this out.

Might be very useful when you have to get past the military when you first arrive in cordon.
  07:02:24  16 September 2008
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Pliskin
(Novice)
 
On forum: 10/10/2007
Messages: 9
Seriously, Natace, could you be any more vague?
  07:30:29  16 September 2008
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Demoche
(Senior)
 
On forum: 03/24/2007
Messages: 101
yes, he could.
  07:40:58  16 September 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
Messages: 583
Cool. Could this somehow be grafted into other settings to make the smoke grenades usable in single player? That would be cool.
  08:39:55  16 September 2008
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Pliskin
(Novice)
 
On forum: 10/10/2007
Messages: 9
Try this:

In:
"m_stalker.ltx"

find:
[stalker_vision_free]

edit the following:

visibility_threshold = 125.0
always_visible_distance =0.0025
time_quant =0.010
luminosity_factor =1.666
transparency_threshold =0.666

find:
[stalker_vision_danger]

edit the following:

visibility_threshold =100.0
always_visible_distance =0.1
time_quant =0.002
decrease_value =0.02
luminocity_factor =1.0
transparency_threshold =0.333

find:
[stalker_sound_perceive]

edit the following:

weapon =1.666; 0.75; 10
npc =0.4; 1; 2
anomaly =0.5
  10:09:35  16 September 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618

---QUOTATION---
Try this:

In:
"m_stalker.ltx"

find:
[stalker_vision_free]

edit the following:

visibility_threshold = 125.0
always_visible_distance =0.0025
time_quant =0.010
luminosity_factor =1.666
transparency_threshold =0.666

find:
[stalker_vision_danger]

edit the following:

visibility_threshold =100.0
always_visible_distance =0.1
time_quant =0.002
decrease_value =0.02
luminocity_factor =1.0
transparency_threshold =0.333

find:
[stalker_sound_perceive]

edit the following:

weapon =1.666; 0.75; 10
npc =0.4; 1; 2
anomaly =0.5
---END QUOTATION---



Wonderful, now how bout you do that and tell people what all of that does as well

Next time don't be such an arse when someone is trying to help people out, you could have simply asked me to shorten what I wrote.
Now i'm not going to bother.
  11:48:03  16 September 2008
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woffen
(Novice)
 
On forum: 09/15/2008
Messages: 4
It wasnt so vague if you know how to read properly. But I agree, having a combination of the explanation and the code itself would have been better
  18:16:39  18 September 2008
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danosuke
(Novice)
 
On forum: 09/16/2008
Messages: 1
Great write up man. Thank you. I'm gonna tweak it until it feels like splinter cell. heheh.
  19:49:01  18 September 2008
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1705
I wish Mr.Klorox or someone would come here and elaborate on what all of the detection settings do. I was going to start modding them after finishing AWB, but I'm afraid it'll be a lot of work to test all of them individually. It'd be nice to not have to re-invent the wheel...
  20:40:39  18 September 2008
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pgeek
(Senior)
 
On forum: 02/21/2008
 

Message edited by:
pgeek
09/18/2008 20:41:01
Messages: 75
time_quant
how fast they react (shoot)

stalker_sound_percieve
every sound has a volume value. for example:
in w_abakan.ltx there are these lines

snd_shoot = weapons\n_abakan_shot
snd_reload = weapons\groza_reload, 0.7

snd_shoot has no value, so it is set to 1.0
snd_reload has 0.7

the weapon variable in sound_percieve stands for the sound volume the npc will detect. in pliskins code, the setting is 1.66. this means, that the sound a weapon makes when it's fired or reloaded or empty, won't be heard by the npc.

meh... i hate english... sometimes i can't find the right words
i hope it's understandable.
  21:35:17  18 September 2008
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
 

Message edited by:
Ceano
09/18/2008 21:35:31
Messages: 4820
Well i am using Pliskin's settings and it works perfect


---QUOTATION---

In:
"m_stalker.ltx"

find:
[stalker_vision_free]

edit the following:

visibility_threshold = 125.0
always_visible_distance =0.0025
time_quant =0.010
luminosity_factor =1.666
transparency_threshold =0.666

find:
[stalker_vision_danger]

edit the following:

visibility_threshold =100.0
always_visible_distance =0.1
time_quant =0.002
decrease_value =0.02
luminocity_factor =1.0
transparency_threshold =0.333

find:
[stalker_sound_perceive]

edit the following:

weapon =1.666; 0.75; 10
npc =0.4; 1; 2
anomaly =0.5
---END QUOTATION---

  23:40:27  18 September 2008
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RabidStoat
(Novice)
 
On forum: 03/24/2007
Messages: 44
While we're talking about sneaking about, does anyone know how to reduce the AIs' collision radius (if thats what you call it) so that it might be possible to creep up and knife them again? Cheers in (hopeful) advance
  23:50:07  18 September 2008
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
Messages: 4820
RabidStoat think this is what you are looking for.


---QUOTATION---
Natace wrote: I just wanted to mention that I was right about these specific settings, they're the only settings which I thought looked like it would control what you guys are all talking about, and I was right
You can edit the m_stalker.ltx file and find the settings to change.

HOWEVER, do not change them all to 0 the game will crash.
Have a fiddle around.
Mine are set up as the following settings for the time being.

ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.05, 0.9, 0.05
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.07, 0.6, 0.07

Yes, the NPC can still push you around, however you can get much closer to NPC's now, they don't have a 5 metre invisible freaking wall around them and now you should be able to walk through corridoors that NPC's are in aswell.
I haven't looked for the setting to stop NPC's pushing you, however, I have an idea where I might find out where I can change that.

NOTE that changing those settings may have undesired results, such as NPC's walking inside of one another, the setting I just posted was the latest test I did, however it is not the best setting to use, it is just an example.

These are the original settings.



;---PHYSICS-----------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40

---END QUOTATION---

  23:55:30  18 September 2008
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RabidStoat
(Novice)
 
On forum: 03/24/2007
 

Message edited by:
RabidStoat
09/19/2008 12:03:01
Messages: 44
Mucho grassy-arse Ceano, will give that a spin

edit: Found Natace's thread, I'll ask any further Q's there
  07:26:07  19 September 2008
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618
For those who have a luminosity setting at 1 or more, I'd suggest changing it since the NPC's tend to become oblivious to you in the dark and can act strangely during the day even.

Mine is set at .85 simply because it's the best compromise between realism and playability in my opinion.

I do notice that pliskin has also edited other values such as the time_quant, visibility distance etc which I have not tested yet as I have absolutely no need since the NPC's react just the way I want them just by editing the luminosity and transparency settings.

Fiddle around anyway, see how you go.
  14:01:07  19 September 2008
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arcana75
(Senior)
 
On forum: 08/28/2008
 

Message edited by:
arcana75
09/20/2008 2:31:46
Messages: 141
Mod download

Hi, for those who want the modified file, u can get it here:

[link]http://arcana75.googlepages.com/STCS_NPCcollisiondetection.zip[/link]

This file contains edits on m_stalker.ltx which includes Natace's NPC collision box advice as per below. YMMV but give it a go!


[stalker_vision_free]
luminocity_factor = 0.85
transparency_threshold = 0.75

[stalker_vision_danger]
luminocity_factor = 0.85
transparency_threshold = 0.25

;---PHYSICS-----------------------------------------------------------
ph_box0_center = 0.0,  0.9,  0.0
ph_box0_size = 0.06, 0.9,  0.06
ph_box1_center = 0.0,  0.6,  0.0
ph_box1_size = 0.08, 0.6,  0.08

  02:32:45  20 September 2008
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arcana75
(Senior)
 
On forum: 08/28/2008
Messages: 141
Those who downloaded the file and wanted the changed NPC collision values pls download again

I somehow didn't change the values for the NPC collision detection. But if u just wanted the night detection then no problem!
  04:46:05  20 September 2008
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arcana75
(Senior)
 
On forum: 08/28/2008
Messages: 141

---QUOTATION---
For those who have a luminosity setting at 1 or more, I'd suggest changing it since the NPC's tend to become oblivious to you in the dark and can act strangely during the day even.

Mine is set at .85 simply because it's the best compromise between realism and playability in my opinion.

I do notice that pliskin has also edited other values such as the time_quant, visibility distance etc which I have not tested yet as I have absolutely no need since the NPC's react just the way I want them just by editing the luminosity and transparency settings.

Fiddle around anyway, see how you go.
---END QUOTATION---



Hi Natace, I currently use the values as above. I noticed one thing, I was attacking the old factory in Dark Valley which was overrun with mercs.

At several points in the factory, the mercs were pointing their rifles at something else or maybe scanning for targets. I was about 10m away from them and could take potshots at them without them realising.

This is particularly true when the room is abit dark. I suspect this is a too-high luminocity_factor?
  07:44:35  2 January 2009
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DevochkaApokalipsisa
The Night Stalker, I'm S.T.A.L.K.ing the night.
(Resident)

 

 
On forum: 06/20/2007
Messages: 799
Mirror

Can anyone upload this, original link isn't working correctly,

"The bandwidth or page view limit for this site has been exceeded and the page cannot be viewed at this time. Once the site is below the limit, it will once again begin serving as normal."
  04:25:14  3 January 2009
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weelillad
(Novice)
 
On forum: 12/06/2008
Messages: 6

---QUOTATION---
Mirror

Can anyone upload this, original link isn't working correctly,

"The bandwidth or page view limit for this site has been exceeded and the page cannot be viewed at this time. Once the site is below the limit, it will once again begin serving as normal."
---END QUOTATION---



I just downloaded this from the provided link. It works fine now. If it should stop working again, try it after one day. I think there's a traffic volume limit on the host.
  22:49:47  1 February 2009
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Cozmo
(Senior)
 
On forum: 01/30/2009
Messages: 112
Sorry to dig up an old thread.

But I still have one little problem, the enemy in the near area still manage to detect when a guy is killed... I knife a army guy who is in a isolated room, (he never knows what happens) and the rest of the area suddenly know about it and converge on my position...

What setting should I change to fix this?
  23:31:46  1 February 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Sorry to dig up an old thread.

But I still have one little problem, the enemy in the near area still manage to detect when a guy is killed... I knife a army guy who is in a isolated room, (he never knows what happens) and the rest of the area suddenly know about it and converge on my position...

What setting should I change to fix this?
---END QUOTATION---




I was just about to mention something else in regards to this -

there's one more kink in the whole stealth aspect of the game that can't be addressed through the .ltx files - each game sound has a comment that defines the type of sound, how far away AI can "hear" the sound, the base volume level of the sound, as well as the distances at which the player can hear it.

sound_percieve can be adjusted to change the threshold sound value that AI will hear a sound, but to change it properly, the audio files need to be re-commented to lower the AI max distance. If the file is commented for Max AI of 2 - no NPC will hear that sound beyond 2M.

Many of the NPC death sounds, as well as weapon sounds, player footsteps, etc. aren't properly commented for the "stealth" aspect of the game.


Granted, the methods mentioned above this post will greatly help in "fixing" the somewhat broken stealth aspect of STALKER, but to really be effective, many of the game's audio files need to be re-commented . . . and proper re-commenting will also make the above .ltx tweaks fairly unnecessary.
  01:22:42  2 February 2009
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Cozmo
(Senior)
 
On forum: 01/30/2009
Messages: 112
i take i the SoC SDK will have to be used?
  02:22:46  2 February 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
i take i the SoC SDK will have to be used?
---END QUOTATION---



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