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Project M.A.I.O. (Massive A.I. Overhaul) - DOWNLOAD & NEWS THREAD

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  18:06:52  1 April 2010
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trojanuch
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On forum: 04/08/2007
 

Message edited by:
trojanuch
04/01/2010 18:10:30
Messages: 1444
Project M.A.I.O. (Massive A.I. Overhaul) - DOWNLOAD & NEWS THREAD

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Project M.A.I.O. (Massive A.I. Overhaul)
Modification for 'S.T.A.L.K.E.R.: Call of Pripyat' by GSC Game World

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General informations:
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Current version: 0.2.1 BETA
Last updated: 01.04.2010
Tested on Stalker COP: 1.6.02 (all language versions)

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Author:
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Trojanuch

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About the mod:
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This mod started out as a small realism addon to the great S.M.R.T.E.R. Pripyat mod. I aimed to change some things that in my opinion breaked the immersion. At that time I have tweaked armors, actor condition, behaviour of food, drugs, medicine, overhauled weight management and economy. Althou those tweaks still work great, it is not them, what constitutes this mod.

Soon, I have discovered that the bigest immersion breaker there actually is - is the bahaviour of human NPC's. Not only did they not act like experienced survivors - they acted like total retards. I decided - that if I am to really enjoy this game, this situation cannot last.
After deep lurk into all available knowledge and ai mods (please check out credits list) and shitload of testing and checking out params etc. - I have managed to come out with something that actually could be considered 'solid'.
This turned out to be just a beggining - during my 'tweaking spree', I have made a major discovery - that you can actually paste different common m_stalker settings directly into spawn_section file's specific [sections].
This may sound cryptic - but what that basically means is that every single individual Stalker can be different not only in therms of general endurance but also in therms of: accuracy, reaction times, movement speed - and basically everything else there is to define in m_stalker. I think that I don't have to add that after I have confirmed for 100% that my method works (by setting different movement speeds to different Stalkers) I wanted to cry out of joy - cause that opened a ton of new possibilities. Current version of this mod is my own first release-able attempt to explore them .

So, basically what my mod offers in therms of human A.I. is not only general and radicall change in their behaviour but total diversification of their behaviour. Not only different factions act differently, individual ranks within faction also act differently.
Newbies aim longer and are less acurrate, bandits fire longer bursts, faster but are bad at aiming, Freedom is deadly at range but will loose against Duty when it manages to come closer - those examples are just the tip of the Iceberg of what my profile system actually offers.

Anyway - please check out the mod and let me know how it plays out. It has modular construction - so you can use only features that you want. Additionally, thanks to it's 'lite' construction - it should be very easly mergable with everything else there is out there (for starters I recoment some nice UI mod that disables the minimap).

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Great thanks:
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hruza (superb feedback thread)
MacBradley (among awesome feedback he provided he has also made a major combat-distance breakthru)
Victim & Redux Team (one to rule them all...)
chuppa
{imperialreign} (his SoudEFX will be implemented soon)
smrtphoneusr (for providing fantastic base and inspiration source in the form of his SMRTER mod)

and, of course

STALKER community for being such fun and creativity-filled place for the last 4 years

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Changelog
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---------------
v2.1.1
---------------

Human A.I.:

- lowered panic treshold significantly - it actually didn't make NPC's less likely to run - it made them less likely to 'dance' back and forward like assholes

- also lowered transparency treshold a little - NPC's are more likely to fire thru the edge of bushes etc.

Realism tweaks:

- lowered thermal anomaly field power - it's actually surviveable now, it will stil damage your equipment (especially armor) significantly

- slightly lowered other anomaly fields and mines powers

- revised SEVA suit - it's more resiliant and combat usable now, it's also the only suit in-game that wil not get damaged quickly in fire anomaly field. It also costs more.

- added medical supplies to both bartenders - they sell them at worse prices then medics however

Fixes:

- fixed crashes related to wrong vision sections of Freedom Veterans and Duty Regulars

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Main feature:
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Human A.I.:

- general and radical improvement in NPC's fighting capabilities - faster reaction times, better aiming, tweaked immunities and more. All this balanced gameplay-wise so that NPC's are challenging but not impossible (it's very easy to make them impossible - trust me)

- implemented panic and morale (rank dependable) - it does not work perfectly but it's a good starting point I guess.
Generally the effect is 'mild' - but you know, it's better if it is under-exagerated than over-exagerated.

- NPC's slowly regenerate health (they will stand up form wounded after a while and even get back from panic state)

- tweaked NPC's vision - it's not so easy to pass their view unnoticed. On the other hand you will be able to flank them easier. They also do not shoot you thru bushes etc.

- still to do here is proper night vison (rank dependable)

NPC diversification:

- complete diversification of NPC fighting params. Each 'cathegory' of Stalkers (for ex. bandit regulars or freedom experienced) behaves differently in combat.

- approximate list of params that were used for diversification:

REACTION TIMES
ACCURACY AND BURST LENGHT
MOVEMENT SPEEDS (COMBAT AND FREE-WALKING)
MORALE AND PANIC
BLEEDING SIGNIFICANCE

- Stalker cathegories overview:

By rank:

NOVICE - bad accuracy, low rate of fire, faster movement in combat, biggest propability to panic (only when outnumbered and wounded)

REGULAR - better in everything than novice and is much less likely to panic

EXPERIENCED - enemy to be reconed with. He fire's reasonably fast and hit's almost immediately if you are too static. They usually lead patrols in Zaton

VETERAN - they will not panic in almost any circumstances. Fast, deadly, accurate.

MASTER - almost 1/3 better in every aspect than veteran. He is also much more resiliant. Panic disabled

MASTER IN EXO-SKELETON - additional cathegory underdeveloped at this stage. I've made them slightly faster-aiming at close range and more resiliant (especially their heads are better protected). What I really would like to do with them is to disable 'NPC hit animations' - so that they act like walking tanks. No succes so far...

By faction:

BANDITS - fast aiming, longer bursts, bad accuracy. Slightly more propable to panic.

FREEDOM - (no novices) very good accuracy, shorter burts, longer aim. Faster combat speed. Less propable to panic.

DUTY - (no novices) reasonable accuracy, much faster shooting, more resiliant. Faster free-wander moving speed (discipline). Least propable to panic.

LONERS - a sort of 'golden midle' in all cathegories.

MERCS - each sqad is composed form different 'personalities' - some of them act like Freedom, others like Duty or Bandits etc. They also don't have regulars - all of them are at least experienced (most of them are veteran).

MONOLITH - they use Loner schemes so far, with disabled panic and higher ranks (exp and vets mostly).

ARMY - they use Duty schemes (Spetznaz are veteran and master).

ZOMBIED STALKERS - well, they went a really serious rework. Now they act much more like a moving meat with rilfe, than a drunk hip-firing sniper
In other words - they are very inaccurate, but on the other hand they are quite difficult to drop and they fire constantly in (very) high rate spraying bullets all around you. Also they always move towards you - so they very bad accuracy actually improves with every step...
To be honest, I'm kinda proud of my Zombies

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Additional realism / balance features (all optional):
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Actor changes:

- increased jump speed (obvious reasons) - jump height simulates the usage of hands when climbing etc. - it's realistic as long as you don't overuse it during firefights etc

- decreased running and sprinting speeds - you cannot outrun animals any more - you have to plan your trips and scan ahead

- greatly increased stamina depletion

- increased all damages, bleeding time - if you're not carefull you die

- doubled damage to actor head and varius other body parts - you will feel where you get hit

Consumables:

- food costs more and weight's more (especially the most nutrious conservas). It is also generally less nutrious - you have to eat two conservas to get full.

- food weight and nutrition veru much diversified - you want to carry every type of food with you and eat proper kind depending on how hungry you are.

- every drug lasts a lot longer (especially Energy Drinks) but has worse effect on you

- a lot of drugs signigicantly increase your hunger - antirads (if you go to an artifact hunt also take extra food rations as antirads and vodka will be consumed), energy drinks (you have to eat after drinking one to utilize it's full power potential), Hercules's (those little bottles that increase you carry weight).

- also using medkits and bandages slightly increases your hunger - if you fight ineficiently it will cost you resources.

- the reason for the above is that I see medkits more as a stimpacks than real 'medkits'. You inject them - they reduce your pain - you have to suffer side-effects however.
In this matter - Scientific Medkits are the best - not only do they heal you more but also cause of their purity, they will not make as hungry and dizzy (they als weight least).

- for the same reason - some (diversified in strenght) alcohol postprocess was added to a lot of drugs including medkits.

- Hercules gives a real kick now - as a proper mix of vodca, cacaine and possibly some other shit should

Weight management:

- what I wanted to acheive is forcing the player to decide to take each and every part of equipment with him based on it's weight / usability ratio.
Side effect of this would be to finally give real purpose to all those 'weight-reducing' upgrades there.

- reduced the base weight limit to 35kg's, but raised the maximum walk limit to 45. I think player should be able to ruck a lot of quipment with him - as long as it renders him useless in combat hehe (remember the actor speed tweak: no sprint = no win).

- to compansate above - tweaked every single armor in game to:

a) at least compansate it's own weight when you put it on (so fr ex. a 6kg armor gives you 6kg weight bonus when you put it on). Reason for this is obvious - when you put the armor on it's weight get's evenly distributed among your entire body and should not count as 'baggage' any more.
Most heavy armored outfits (beside exo's) still suffer some 'weight penalty' - it's slight however

b) most of the armors gives at least a little weight bonus - the reason for this is also obvious - most of modern armors and combat vests feature various pockets for ammo etc. - which also help to distribute weight evenly.

- reworked weight of all items to fit new system. Artifact's had their weight reduced by half (and diversified), most other item's had it increased a lot, especially ammo.

- all equipment upgrades affect weight of the item (weapons and helemts implemented so far) usually ioncreasing it. Price of weight reducing upgrades increased a lot.

Economy:

- compete rework of all good's prices. Goal was to distribute players spendigs more evenly across various goods he can purchase and prevent him from getting rich fast at the same time.

- drugs cost more than twice as more (~1000 for the most expensive ones) but they also work a lot differently giving you more benefits and sense to using them Additionally cost of drugs where diversified to give them more realistic feel.

- food costs more than twice as much and also weights more in inv.

- armor ugrades cost a lot more and also where put into one compact order

- all artifacts prices increased by 1/4 - 1/3 - it's the only reliable income source now

- ammo prices halved - seemed stupid that 100 rounds of ammo were worth a gun firing them.

- loot tables tweaked - almost no medkit's / bandages ('why would they be dead if they had one or two more on them' - as someone noted somewhere). Food is scarse. Ammo is found in much less quantity.

- this might not sound as a proper economy revision - but remember, with weight overhaul mentioned above you will not get rich from guns and other heavy stuff - at least if you don't want your game to be tedious and not fun.

Trade:

- all weapon traders sell all kinds of ammo from start

- they also sell some more common stuff - like different shotguns etc. I wanted the player to have more choices / opportunities from start (if he can afford it)

- also customized loadouts provided by traders at futher game stages

- almost no changes were made to trader price ratios - all neccesary changes were made to item prices themselves.

Armor:

- all armors provide greater bonuses against gunfire and mutant attacks (you generally get the same damage cause it was generally increased - but it's only thx to your armor)

- all armors provide weight bonus at least equal to their own weight (see weight management above)

- all armors get damaged faster form gunfire and zone conditions. Heavier armors suffer less physical damage but will get damaged more quicly form fire / acid. Scientific suits get destryed very fast in combat - but they are your only option for heavier anymalies.

- helmet's were reworked in the same manner as armors

- respirator overhaul - respirator is now a special kind of helmet that you want to always have with you in your inventory. It is pretty much useless in combat (will get almost comptely destroyed form 1 close granade explosion or mutant attack) but it is the only tool that allows you to get deeper into anomally fields of all kinds (for ex. it's the only helmet for which effective psy protection can be applied).
While inside anomaly field - respirator will get continously damaged as it's filters get dirtier.

- exos where also reworked: they still give you the best combat bonuses - but they are very expensive to upgrade / repair. Additionally they get damaged a lot more easly from zone conditions (heat, toxic's) - so you have to spend your money on them etc.
Exo is an expensive toy - and it feels like one.

Weapons

- all weapons were reworked in all significant aspects (recoil, damage etc.)

- they were given much better accuracy with bigger recoil

- NATO weapons are weaker but more accurate they also 'kick' less

- Warsaw Pact weapons are stronger but suffer other penalties

- general approach was not directed towards perfect-realism - I'm a gamer and I want a fun, diversified weapon loadout so that I ca play different styles etc. Of course guns should 'feel' real (not neccesairly have real-life stats) - so that what I was aiming for.

IMPORTANT NOTE: Generally weapons are more or less what I, subjectively want them to be. It's entirely optional however - you can use vanilla weapons or any other modded pack.
Remember however that stalker and actor damages and resistances were tuned for these settings - so you might want to rebalance them when using different weapon pack.

Mutants (WIP):

- finally - you can see that there is also a [Mutants_(WIP)] folder inside the package - some mutants where tweaked and rebalanced but I think that it cannot be considered final yet.

- Poltergeist benefits mainly from it's SMRTER changes - I have only added some additional PSY and HEAT auras to them.

- I've also tweaked controler aura a bit. And you will here a silent 'anomaly warning sound when you get near his corpse which is freakin awesone imo

- all other mutants share nice values of SMRTER with my own tweaks here and there (sorry man I hope you dont mind).
I think they will evolve into something I wil find more fitting in future. You can however test them out and provide feedback right away.

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Why BETA? / Still to do / Requests:
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- NPC night vision diversification - it's obvious, higher ranks / better equiped factions should act like they have night vision installed. I haven't tried to find proper values for this so far. At this stage:

luminocity_factor = 1.5

Is set to this common value in m_stalker.ltx. However - in each profile you can delete the comment which is put in front of the same line and change the value - and every NPC to which this profile is asigned will from now on use this custom value.

I encourage experimentation and providing feedback on this matter in this thread.

- Pripyat has no profiles singed to it's NPC yet (they all should fight and act like loner veterans (default values from m_stalker.ltx).

From what I see there should be an additional set of profiles created for all those military / monolith / spetznaz NPC out there.

I don't know however how should they act / fight (IE. what should be special about them?)

Any ideas?

- I also want to create a special 'sniper class' - smth like: twice eye_range, deadly accuracy, slow rate of fire.

I don't know the game well enogh however to know all NPC's to which this profile should be asigned, so could anyone please list:

All sniper NPC's in-game, preferably in the form of direct [spawn_sections]?

From minor things:

- sniper rifles SVD and SVU are not tweaked yet (they use default values from SMRTER form what I recall)

- weapon upgrades are not tuned yet for pistols (dont install recoil / handling upgrades), shotguns (you can use all upgrades - some of them will just dont work in any significant way).
Upgrades for all assult rifles are however tweaked for the new settings and will work perfectly

- armor upgrades should be somehwat revised. Proper weight changes for all armor upgrades still have to be added (helmets are all done)

- can anyone please tell me how to add supplies to generic stalkers - so that they trade somethings but they do not drop them as a loot?

and of course

The mod is in the BETA stage because beside above things - it still has to be throutly tested and propably balanced / tuned / tweaked in many places. So - plase play-test with your favorite mod and, if you like it (or not) provide feedback in this very thread.

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Manual installation:
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1. Unpack the package.

2. Go throu all folder's beggining with numbers (from #1 to #4) and copy in their contents. You can of course choose what you want to copy.

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Download link:
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http://www.filefront.com/15994527/Project_M.A.I.O_v0.2.1_BETA.rar

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Legal:
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This mod is to be used and modified freely for all other mods. It would be nice to give me credit however

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created 01.04.2009 by Trojanuch
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  18:08:19  1 April 2010
profilee-mailreply Message URLTo the Top
trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
04/01/2010 18:10:42
Messages: 1444
BETA v2.1.1 posted!

OK, guys - so here we go with the first update.

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Changelog v2.1.1
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Human A.I.:

- lowered panic treshold significantly - it actually didn't make NPC's less likely to run - it made them less likely to 'dance' back and forward like assholes

- also lowered transparency treshold a little - NPC's are more likely to fire thru the edge of bushes etc.

Realism tweaks:

- lowered thermal anomaly field power - it's actually surviveable now, it will stil damage your equipment (especially armor) significantly

- slightly lowered other anomaly fields and mines powers

- revised SEVA suit - it's more resiliant and combat usable now, it's also the only suit in-game that wil not get damaged quickly in fire anomaly field. It also costs more.

- added medical supplies to both bartenders - they sell them at worse prices then medics however

Fixes:

- fixed crashes related to wrong vision sections of Freedom Veterans and Duty Regulars

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Download link:
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http://www.filefront.com/15994527/Project_M.A.I.O_v0.2.1_BETA.rar

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  19:04:45  1 April 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
Messages: 1444
Fix to crash with Chimera in Zaton

For anyone who is experiencing crash with Chimera in log when getting from Jupiter to Zaton, please do following:

Open file:

configs > creatures > spawn_sections_zaton.ltx

search for: wonded, change to wounded, save

voila

Hope there's not many of those stupid typos more...
  17:21:12  4 April 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
04/04/2010 17:38:06
Messages: 1444
v0.2.2 BETA uploaded

As always it is a full, stand-alone package - it includes all previous versions.

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Changelog v0.2.2
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Human A.I.:

- revamped fire_queues (more or less reaction times) - based on the assumption of average human reaction being 200ms (great thx to McBradley). NPC's now behave even more realistically

- connected with above: revised the legnht of bursts and their frequency - more 'disciplined' factions (ex. Duty, Monolith) fire more regulary - more or less same ammount of bullets (and with same frequency) is fired at target at certain distance. Other factions fire more 'chaotic' but have a chance of longer burst. Ultimate goal here is to diversify them enough (without giving anyone serious advantage) so that you can learn to recognize who participates in a fight from sound.
Feedback on how it works now please?

- diversified NPC night vision - based on the NPC 'profile' it will act as if he has no (novices and regulars), weak (duty / freedom regulars, veterans and exos) or good nightvision (masters)

- decreased search body radius a little

- vision and post_combat_idle.script tweaks - NPC's should return to 'non-combat' state faster and resume their normal routines

Realism tweaks:

- all stalkers sell weapons they have looted somewhat cheaper than traders - if you are looking for a certain weapon you should talk to ppl around and look for a bargain

- equipment repairs cost significantly more

- bleeding has much more significance - damages cause more bleeding, it's harder too stop and it will make you loose your health faster

- to counter-affect above - you generally take less 'conventional' damage (no more one-shoot deaths to the head). Different parts of your body still ract differently to damage - for example getting shoot in the thight will not cause that much damage but will make bleed very badly - always check how bad your wound is after getting shoot.

- due to also tweaked NPC's damage's - you should be able to take as much damage as an NPC in similar armor (this propably reqires some fine-tuning still)

- tweaked loot tables a little - somewhat higher chance to find food and medicine on bodies

- removed annoing weapon sway when strafing in ironsights view

Weapons:

- all weapons are now up adn running (also finished tweaking all arsenal weapons for comming SMRTER comp-pack)

- almost all upgrades for weapons work fine - only some weak pistols (most of 9x18 and 9x19) are not ready yet. Every assault rifle, .44 pistol, shotgun and sniper rifle can be fully upgraded. Upgrades UI also show true informations regarding benefit from upgrade.

- generally the biggest changes were made to recoil upgrades - after installing every recoil upgrade available, average weapon will get maximally, only 15% more stable

- all upgrades also generally cost more - cost is based on how 'common' certain weapon is in the Zone

- all upgrades affect the weight of a weapon - increasing it. Weight reducing upgrades are the most expensive ones (HQ materials cost).

- halved hit_impulses for all weapons - no more flying bodies and front / backflips when being killed from carbine (shotguns may still cause serious 'kick')

- shotguns damage increased significantly - they are much more usefull and fun to use now

Fixes:

- fixed crash in Zaton related to chimera_wounded immunities section typo

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Download link:
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http://www.filefront.com/16023271/Project_M.A.I.O_v0.2.2_BETA.rar

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  11:49:44  8 April 2010
profilee-mailreply Message URLTo the Top
trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
04/08/2010 12:19:06
Messages: 1444
v0.2.3 BETA on-line!

As always it is a full, stand-alone package - it includes all previous versions.

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Changelog v0.2.3
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Human A.I.:

- revised nightvisions again - more realistic behaviour / a little easier to fight at night for the player

- introduced a family of profiles for Monolith - they shoot like Duty and can take similar punishment but move much faster (still not as fast as Freedom). They are also much better with sniper rifles. Oh and of course they don't panic.

- freedom faction changed a little - they are faster and have the best snipers in the Zone

- moving speeds revision and some other small things tweaked for all other profiles

- script tweaks by nutbag - better reaction of NPC's (wandering and camping) to being attacked by another NPC's

- also from above tweaks - NPC's run for cover during blowout intead of free-walking to it.

Combat:

- all armors where completely overhauled in therms of defensive capabilities against bullets

- all armors offer diversified protection to variouis body parts (thx to ManGun and his Tweak Piglet for generall inspiration) - chest, stomach and clavicles are best procted, limbs worse. Lower part of legs in all armors have pretty good protection - that's where the heavy boots are right?

- better, more heavy armors also add protection to limbs but it's always lighter than chest plate

- same changes were made to helmets - they vary in protection to different head parts. Lighter ones will only protect you scull and leave neck and jaw unprotected. Heavier ones offer more all around protection

- adjusted NPC damages system to perfectly fit above changes. All NPC's in a certain armor get's exacly the same defensive bounes (too same body parts etc.) as actor in the same armor. Actor and NPC's also take exacly the same damage (normal and bleeding) as NPC's.

- revised NPC bleeding - it has much more significance for NPC's (they still bleed significanly shorter than you - they use bandages right?) but you will have to aim for unprotected parts of body to cause it. The best parts (only for lightly protected targets) are thigts and neck. Both those parts take less 'conventional' damage than other boddy parts but you can cause a very serious bleeding by multi-hitting them.

- overall NPC resiliance may now be easly controlled by a single param:

configs > creaturers > m_stalker.ltx > [stalker_damage] > 'default = 1.85, -1, 1'

Examples of different values to put there:

'2.2' - all NPC's take exacly the same punishment as actor in similar armor. No advantages to either side!

'1.75' - average NPC is able to use 1 medkit before falling down

'1.4' - average NPC is able to use 2 medkits before falling down

'1.85' - default value that I've established. It makes NPC's slightly more resiliant while keeping combat fun.

You don't have to change any other value to tweak NPC resilance. Everything else is set and will work.
You might wanna consider changing the third value of this param however - it will reduce the bleedind effect of NPC's.

- all armors get damaged from various things realistically - you will notice every bullet impact on your armor's (or helmets) 'health bar'. It's recommended to use the Dynamic Hud mod to improve experience of the above feature.

Weight management:

- completely overhauled the impact of weight - it is linear one now (used to be step-by-step with overwight so far) - every single additional item will be felt on you stamina bar.

- you can carry more stuff - but it will make you tired. Light loadouts (single weapon, basic supplies) are promoted (ever wandered why all the other Stalkers prefer to travel light - now you have the answer )

- getting overweight (10 addtional kg's above what UI says) - will only make you loose stamina faster by 1.5 with every additional kg.

- energy drinks are much more important now - use them wisely and extensively (always remember to eat after drinking an energy drink to use it's full potential).

- satiety (hunger) has bigger effect on stamina depletion

Mutants:

- I've finally looked into mutants in more detail - most important params were tweaked and rebalanced. Changes were regarding: resiliance, movement speed, vision (mild changes), damage, panic likeliness

- boars and fleshes have underwent a serious rework - they accelerate much slower but will run much faster when they get their pace. They also have their heads actually more resiliant then other parts of body (you might want to try to circle them and aim for stomach). They will also ignore you and other life for most part - untill when you get too close.

- dogs and pseudodogs are somewhat faster but weaker

- bloodsuckers were rebalanced - they should be more managable now

- more or less significant tweaks of similar kind were made to: burers, controllers and their other friends

- all mutants can bleed severly but only when hit in the neck (yes the neck) or head (much lower rate than neck) - please provide feedback on how this feature works

Weapons:

- all ammo settings reviewed - changed ap capabilities, material pierce factor and some other things. Thx to RCOM mod by MacBradley for inspiration here.

- rebalanced shotguns and VAL / Vintorez / Groza a little - I think they are (maybe almost) perfect now

Gameplay / balance:

- you move (all stances) generally a little slower

- changed rewards you get fro various things you do. Gnerally all rewards were very much increased for:

* all quests (med to higher grade artifact worth)
* all documents and PDA that you biring generally (low-grade artifact worth)
* all laptops with info, briefcases and containers (higher-grade artifact worth)

- to counter affect above - prices were very much increased for:

* guide services (you might wannna take an extra artifact trip so that Jupiter journey does not hurt your economy too much). Guide to Pripyat is a very serious expense (I assumed that he would not go there for anything less than what a hi-grade artifact is worth)
* prices for informations from Owl

(Nimble prices still require fine tuning so they were left as they were)

NOTE: Text changes to dialogs were applied for 'RUS localization' - you might wanna copy st_dialogs_* files from configs > text > rus to you localization folder (it may not work however - if it does not, pls report, more detailed merging will be in order). On the other hand above price changes will work 100% fine without those text changes - they only make it so, that if a trader says 'I'll give you 2000 RU's for it', he actually does.

- some tweaks were made to artifacts benefits (they are smaller generally)

- weapons are being dropped at random condition now

Fixes:

- fixed bad step sound of pseudodogs (thx to imperialreing)

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Download link:
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http://www.filefront.com/16060943/Project_M.A.I.O_v0.2.3_BETA.rar

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  11:50:18  8 April 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
Messages: 1444
@all

I seriously reccommend to consder increasing switch_distance param in configs\alife.ltx to ~275 and increasing the time_factor param in the same file to ~16.

EDIT: You might also might increase local RESPAWN_RADIUS in smart_terrain.script to the same value as swtich_distance (thx to mnn).

Reason for above is obvious - with longer switch ditance Zone is much more 'alive' and watching distant battles thru binoculars is simply awesome imo. Also it will help you plan ahead your approaches to different areas.

Second tweak makes you spend more 'time' in the Zone and forces you to plan your 'daily schedule' more carefully so that you return to base before dusk etc. On the other hand the above value is not high enough to make gameplay annoing (by breaking quests for ex.) or sth. - it simply enhances experience imo.

WARNING:

Changing the switch_distance may break the Bloodsucker Den quest in Zaton. In order to get thru it:

1. Make a save before going to near the Oak anomally to meet hunter (which then redirects you to the BIS circle),.
2. Quit the game and change the value of switch_distance to vanilla '150'.
3. Run the game, load the save and finish the 'BIS underground' part of the quest.
4. Quit game change the param back to desired value.

This is the only quest that I've so far confirmed for 100% percent that may be borken by increasing the switch_distance.

However - if you do decide to incerease it - play carefully, make a lot of new saves - and pls report if any more issues appear.

Thx.
  20:10:12  8 April 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
04/08/2010 20:11:43
Messages: 1444
v0.2.3 BETA quick fix!

Hello guys,

Here's a pretty essential quick fix to the latest version of MAIO. It actually makes the entire bleeding system working for NPC's and actor helmet's.
Originally the damages.ltx file was very badly (and lamely) formatted by me which caused the entire feature not to work.

Remember to hit for neck / tights of lightly armored NPC's to cause serious bleeding wounds.

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Download link:
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http://www.filefront.com/16064177/Project_M.A.I.O_v0.2.3_QF.rar

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  11:13:23  9 April 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
04/09/2010 11:58:11
Messages: 1444
v0.2.3 BETA quick fix #2!

Ok, so I was home for a moment and managed to compile sth for you. Crash with the new game start was caused by an energy_drink_2 entry that was left in one of the xml's (energy_drink2 is an improved version of energy drink that is included in SMRTER mod on which I am developing and testing the mod). I've also made some small tweks to stalker and actor resilience against mutants.

So, to sum it up:

v0.2.3 QUICK FIX #2 features:

- fixed crash on new game start related to energy_drink_2 'section not found'

- increased stalker and actor resilience against mutants
- decreased NPC bleeding time to less than 1/2 of actor bleeding time (like if they would use their bandage faster)

EDIT: File was reuploaded. Now it contains also QUICK FIX #1

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Download link:
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http://www.filefront.com/16070661/Project_M.A.I.O_v0.2.3_QF2.rar/

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  23:10:02  12 April 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
04/13/2010 17:58:13
Messages: 1444
v0.2.4 BETA on-line - full, updated readme below

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Project M.A.I.O. (Massive A.I. Overhaul)
Modification for 'S.T.A.L.K.E.R.: Call of Pripyat' by GSC Game World

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General informations:
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Current version: 0.2.4 BETA
Last updated: 12.04.2010
Tested on Stalker COP: 1.6.02 (all language versions)

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Author:
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Trojanuch

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About the mod:
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This mod started out as a small realism addon to the great S.M.R.T.E.R. Pripyat mod. I aimed to change some things that in my opinion breaked the immersion. At that time I have tweaked armors, actor condition, behaviour of food, drugs, medicine, overhauled weight management and economy. Althou those tweaks still work great, it is not them, what constitutes this mod.

Soon, I have discovered that the bigest immersion breaker there actually is - is the bahaviour of human NPC's. Not only did they not act like experienced survivors - they acted like total retards. I decided - that if I am to really enjoy this game, this situation cannot last.
After deep lurk into all available knowledge and ai mods (please check out credits list) and shitload of testing and checking out params etc. - I have managed to come out with something that actually could be considered 'solid'.
This turned out to be just a beggining - during my 'tweaking spree', I have made a major discovery - that you can actually paste different common m_stalker settings directly into spawn_section file's specific [sections].
This may sound cryptic - but what that basically means is that every single individual Stalker can be different not only in therms of general endurance but also in therms of: accuracy, reaction times, movement speed - and basically everything else there is to define in m_stalker. I think that I don't have to add that after I have confirmed for 100% that my method works (by setting different movement speeds to different Stalkers) I wanted to cry out of joy - cause that opened a ton of new possibilities. Current version of this mod is my own first release-able attempt to explore them .

So, basically what my mod offers in therms of human A.I. is not only general and radicall change in their behaviour but total diversification of their behaviour. Not only different factions act differently, individual ranks within faction also act differently.
Newbies aim longer and are less acurrate, bandits fire longer bursts, faster but are bad at aiming, Freedom is deadly at range but will loose against Duty when it manages to come closer - those examples are just the tip of the Iceberg of what my profile system actually offers.

Anyway - please check out the mod and let me know how it plays out. It has modular construction - so you can use only features that you want. Additionally, thanks to it's 'lite' construction - it should be very easly mergable with everything else there is out there (for starters I recoment some nice UI mod that disables the minimap).

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Great thanks:
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hruza (superb feedback thread)
Victim & Redux Team (one to rule them all...)
chuppa
{imperialreign} (his SoudEFX will be implemented soon)
smrtphoneusr (for providing fantastic base and inspiration source in the form of his SMRTER mod)

and, of course

STALKER community for being such fun and creativity-filled place for the last 4 years

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Changelog:
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(previous versions changelog can be found in Project_M.A.I.O_changelog_ENG.txt file available inside the package - refer to it for valueable technical and gameplay hints)

------
v0.2.4
------

NPC's and mutants:

- revised damages table again - it finally works correctly (for both actor and NPC's)

- all NPC's are more resiliant to mutant attacks - battles have more realistic outcome now

- all significant params of mutants where revised as well (see features list for guidance)

- enemy NPC's do not show on minimap (it will work with every UI mod out there)

Weapons:

- revised all ammo stats (thx to MacBradley for inspiration and some settings).

- made shotguns less powerfull

Balance and economy:

- revised all medics, Owl's and scientits goods and prices (info below in ECONOMY section)

- reduced repairs costs a little

- revised some quest rewards and guides prices

Fixes:

- (not confirmed) attempted to fix a slowdown reported by some ppl (thx to beacon)

Misc:

- revised the readme - features list in readme actually lists very accurately what mod changes at this point. So below points are going to be brief.

- moved previous versions changelog to separete file.

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Main feature:
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Human A.I.:

- general and radical improvement in NPC's fighting capabilities - faster reaction times, better aiming, tweaked immunities and more. All this balanced gameplay-wise so that NPC's are challenging but not impossible (it's very easy to make them impossible - trust me)

- NPC combat distance with player limitation disabled (thx to MacBradley) - NPC's can shoot you at long distances now.

- tweaked NPC's vision (both daily and and with rank-dependable night vision) - it's not so easy to pass their view unnoticed. On the other hand you will be able to flank them easier.

- NPC's do not magically see you thru bushes etc. - hey can see more less as much as you can thru them (this will never be perfect however)

- NPC's properly react to enemy gunfire and mutant sounds

- NPC's night vision tweaked and diversified (more below)

- implemented panic and morale (rank and faction dependable) - it does not work perfectly but it's a good starting point I guess.
Generally the effect is 'mild' - but you know, it's better if it is under-exagerated than over-exagerated.

- NPC's slowly regenerate health (they will stand up form wounded after a while and even get back from panic state)

- changed NPC's reaction to threats - no more 'no rection when being on fire bug' by both player and NPC's

- NPC's run for cover during blowouts intead of walking to it (thx to nutbag)

NPC diversification:

- complete diversification of NPC fighting params. Each 'cathegory' of Stalkers (for ex. bandit regulars or freedom experienced) behaves differently in combat.

- approximate list of params that were used for diversification:

REACTION TIMES
ACCURACY AND BURST LENGHT
MOVEMENT SPEEDS (COMBAT AND FREE-WALKING)
MORALE AND PANIC
BLEEDING SIGNIFICANCE
NIGHT VISION
ATTITUDE TOWARDS MUTANTS (DISTANCE AT WITCH THE ATTACK MUTANTS)

- Stalker cathegories overview:

By rank:

NOVICE - bad accuracy, low rate of fire, faster movement in combat, biggest propability to panic (only when outnumbered and wounded), They don't have ay nightvision installed and are therefore babies in the dark when caught after dusk.

REGULAR - better in everything than novice and is much less likely to panic. Loner and bandit regulars dont have nightvision equipment.

EXPERIENCED - enemy to be reconed with. He fire's reasonably fast and hit's almost immediately if you are too static. Experienced loners usually lead patrols in Zaton. All of them use weak nightvision and will effectively fight during nights (vision is of course still reduced somewhat).

VETERAN - they will not panic in almost any circumstances. Fast, deadly, accurate. Most veterans use good night vision and will see at night almost as good as during day.

MASTER - almost 1/3 better in every aspect than veteran. He is also much more resiliant. Good nightvision.

MASTER IN EXO-SKELETON - additional cathegory for exo-wearing master stalkers. Slightly faster-aiming at close range, they will also fire in longer bursts. They also of course more resiliant (especially their heads are better protected). They will never panic.

By faction:

BANDITS - fast aiming, longer bursts, bad accuracy. Slightly more propable to panic.

FREEDOM - (no novices) very good accuracy, shorter burts, longer aim. Faster combat speed. Less propable to panic. They will try to ignore mutants whenever possible.

DUTY - (no novices) reasonable accuracy, much faster shooting, more resiliant. Faster free-wander moving speed (discipline). Least propable to panic. They attack all mutants at long range. They hunt mutants by attacking them on sight in 70m radius.

LONERS - a sort of 'golden midle' in all cathegories.

MERCS - each sqad is composed form different 'personalities' - some of them act like Freedom, others like Duty or Bandits etc. They also don't have regulars - all of them are at least experienced (most of them are veteran).

MONOLITH - they use Loner schemes so far, with disabled panic and higher ranks (exp and vets mostly).

ARMY - they use Duty schemes (Spetznaz are veteran and master).

ZOMBIED STALKERS - well, they went a really serious rework. Now they act much more like a moving meat with rilfe, than a drunk hip-firing sniper. In other words - they are very inaccurate, but on the other hand they are quite difficult to drop and they fire constantly in (very) high rate spraying bullets all around you. Also they always move towards you - so they very bad accuracy actually improves with every step...

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Additional realism / balance features (all optional):
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Player:

- various body parts of actor take different damage - some will make you loose your health instantly but will not make you bleed badly others the opposite. You actually feel where you get hit.

- on top of this - all armor portections where editied - when armor (or helmet) is in full condition - it will effectivelly protect your vital body parts like chest or head from bleeding wounds (that when naked are set to bleed the most), however when armor get's damaged (it get's damaged much faster from various conditions) this protection becomes much worse.

- in light armors your limbs are usually much less protected form bleeding than chest. Heavy armor also provide protection to limbs at the cost of mobility.

- same system was applied to helmets - your scull is best protected on most of them but lighter ones wont protect you eyes and jaw that well. Also only heavy healmets protect your neck properly - in all lighter ones it's you worsy weak spot and getting a hit there will may consume few bandages to stop the bleeding.

- increased jump speed (obvious reasons) - jump height simulates the usage of hands when climbing etc. - it's realistic as long as you don't overuse it during firefights etc

- decreased running and sprinting speeds - you cannot outrun animals any more - you have to plan your trips and scan ahead

- greatly increased stamina depletion

NPC's:

- all NPC's take realistic damage to various body parts and will also bleed realistically. This is all diversfied among them based on armor weared, faction and rank.

- above system was consturcted in three steps:

a) at first I've found very good damage, bleeding and armor protection settings for the player (actor) described above

b) I've set all NPC's in similar armor to have exacly the same damage's and settings as player

c) I've increased NPC resilience against bullet's by 1/3 (average NPC is able to use 1-2 medkits) and decreased bleeding time by 3/4 (average NPC heals himself with bandages)

- NPC now are a real threat and battles lasts a lot longer but on the hand they suffer same penalites as you (for example neck fragility to bleeding wounds)

- enemy NPC's do not show on minimap (it will work with every UI mod out there)

Mutants:

- all mutants reworked in most aspects - damage dealed, speed, resiliance

- all mutants bleed realistically when hit (hit for neck or literally mutant's ass / pelvis in most cases to cause biggest bleeding)

- different mutants take their resilance in different way - some base on their 'skin' armor (which acts similary to outfits and can be penetrated with AP ammo) others just just 'natural resistance' to pain will take alot of pain either way (and ome have both). Try different approaches to different mutants.

- all humanoid mutants' settings were derived form basic 'zombie' setting (that was previously derived from basic NPC) so they all have some things in comon with humans (ex. body parts damage, bleeding etc.)

- pseudogiant is lika moving tank - use explosives to tak it down effectively (it's of course not immortal to gunfire - AP especially)

- mutant body parts react to normal and bleeding damage for differently for different species. For ex. chraging mutants like boars and fleshes have their heads actually more resiliant then other body parts - especially back

- most mutants should be hit in the neck to cause most bleeding damage

Weapons

- all weapons were reworked in all significant aspects (recoil, damage etc.)

- they were generally given much better accuracy with bigger recoil

- NATO weapons are weaker but more accurate they also 'kick' less

- Warsaw Pact weapons are stronger but suffer other penalties

- all weapons have all their upgrades working (all upgrades increase the weight of the weapon, weight reducing upgrades are most expensive ones)

- all ammo types where reworked in therms of damage mulitplier, effect on wepon wear, armor and material piercing values (thx to MacBradley fo inspiration and some of the settings here)

- general approach was not directed towards perfect-realism - I'm a gamer and I want a fun, diversified weapon loadout so that I ca play different styles etc. Of course guns should 'feel' real (not neccesairly have real-life stats) - so that what I was aiming for.

IMPORTANT NOTE: Generally weapons are more or less what I, subjectively want them to be. It's entirely optional however - you can use vanilla weapons or any other modded pack.
Remember however that stalker and actor damages and resistances were tuned for these settings - so you might want to rebalance them when using different weapon pack.

Armors: (changes not described in 'Actor' secion)

- all armors provide weight bonus at least equal to their own weight (see 'Weight management' below)

- all armors get damaged faster from gunfire (helmets faster) and zone conditions. Heavier armors suffer less physical damage but will get damaged more quicly from fire / acid.

- helmet's were reworked in the same manner as armors

- respirator overhaul - respirator is now a special kind of helmet that you want to always have with you in your inventory. It is pretty much useless in combat (will get almost comptely destroyed form 1 close granade explosion or mutant attack) but it is the only tool that allows you to get deeper into anomally fields of all kinds (for ex. it's the only helmet for which effective psy protection can be applied).
While inside anomaly field - respirator will get continously damaged as it's filters get dirtier.

- SEVA suit overhaul - it is available from start at Scientists bunker but is not cheap. On the other hand it is the only armor that will not get damaged severly in anomaly fields, especially fire one (it also offers best protection against them). Althou it offers decent protection from gunfire and mutants - it will get damaged from them at increased rate, so watch out (repairs are costly).

- exos where also reworked: they still give you the best combat bonuses - but they are very expensive to upgrade / repair. Additionally they get damaged a lot more easly from zone conditions (heat, toxic's) - so you have to spend your money on them etc.
Exo is an expensive toy - and it feels like one.

Anomalies:

- all anomalies were revised in therms of damage caused

- all anomally fields require you wear your respirator (or SEVA) to survive

- all anomailes damage your armor and helmet realistically - effect is of course diversified among different armors and anomalies

- burn anomalies wiil destroy most armors really fast - if cannot afford SEVA you might think about going to this anomaly in cheap novice armor so that you don't get bancrupt on repairs

- reworked approach to radiation (the only dangerous radiation in the Zone is the one that has to be 'injected' into you body - in the form of dust, food etc. - trust me on this, I'm a Cold War geek). Your respirator will protect you from most radiation spots quite effectively. On the other hand radioactive dust sticks to your armor and damages it (armor requires professional cleaning afterwards).

- if you do get irradiated however - it will damage your health at greater rate

Artifacts:

- all artifacts had their weight reduced and price increased (prices and weights where of course diversified based on usefullness)

- all artifacts had their benefits reworked - they generally give you smaller protections (especially anti-radiation ones). Bonuses where of course balanced with tweaked anomaly powers.

Consumables:

- food costs more and weight's more (especially the most nutrious conservas). It is also generally less nutrious - you have to eat two conservas to get full.

- food weight and nutrition veru much diversified - you want to carry every type of food with you and eat proper kind depending on how hungry you are.

- every drug effect lasts a lot longer (especially Energy Drinks) but has worse effect on you

- a lot of drugs signigicantly increase your hunger - antirads (if you go to an artifact hunt also take extra food rations as antirads and vodka will be consumed), energy drinks (you have to eat after drinking one to utilize it's full power potential), Hercules's (those little bottles that increase you carry weight).

- also using medkits and bandages slightly increases your hunger - if you fight ineficiently it will cost you resources.

- all alcohol involving drugs (I assumed they would be vodcas, energy drinks and herculess) give you slim rpotection to psy damage (when stripped of more proper means you can get drunk in the middle of the psyfield and it may allow you to survive if you are lucky)

- diversified alcohol postprocess was added to all drugs

- Hercules gives a real kick now - as a proper mix of vodca, cacaine and possibly some other shit should

Weight management:

- what I wanted to acheive is forcing the player to decide to take each and every part of equipment with him based on it's weight / usability ratio.
Side effect of this would be to finally give real purpose to all those 'weight-reducing' upgrades there.

- weight affects condition in linear way now - there is no magical 'overweight point' when one single additional kolbasa makes you unable to run - every additional item will simply increase stamina depletion according to it's weight.

- max walk limit is 55kg's now - but you will suffer severly reduced mobility at this point (after passing 35kg's point stamina depletion ratio gets's increased by 1.5)

- tweaked every single armor in game to:

a) at least compansate it's own weight when you put it on (so fr ex. a 6kg armor gives you 6kg weight bonus when you put it on). Reason for this is obvious - when you put the armor on it's weight get's evenly distributed among your entire body and should not count as 'baggage' any more.
Most heavy armored outfits (beside exo's) still suffer some 'weight penalty' - it's slight however

b) most of the armors gives at least a little weight bonus - the reason for this is also obvious - most of modern armors and combat vests feature various pockets for ammo etc. - which also help to distribute weight evenly.

- reworked weight of all items to fit new system. Artifact's had their weight reduced by half (and diversified), most other item's had it increased a lot, especially ammo.

- all equipment upgrades affect weight of the item (weapons and helemts implemented so far) usually increasing it. Price of weight reducing upgrades increased a lot.

- satiety (hunger) has much more effect on stamina now - make sure that you are full even when thre is no 'hunger warning'.

- energy drinks have much bigger role now - use them wisely and extensively

Economy:

- compete rework of all good's prices. Goal was to distribute players spendigs more evenly across various goods he can purchase and prevent him from getting rich fast at the same time.

- drugs cost more than twice as more (~1000 for the most expensive ones) but they also work a lot differently giving you more benefits and sense to using them Additionally cost of drugs where diversified to give them more realistic feel.

- food costs more than twice as much and also weights more in inv.

- all quest rewards revised they - give you much more money generally

- all upgrades cost more costs are diversified according to commoness of stuff

- all artifacts prices increased by 1/4 - 1/3 - it's the only constant and reliable income source now

- regular ammo prices halved - seemed stupid that 100 rounds of ammo were worth a gun firing them.

- upgraded ammo (ex. AP) prices stayed in vanilla level (or even increased). Also weight of all such ammos increased.

- loot tables tweaked - almost no medkit's / bandages ('why would they be dead if they had one or two more on them' - as someone noted somewhere). Other drugs and food is scarse. Ammo is found in much less quantity.

Trade:

- all traders (including scientits and medics) were reworked in therms of prices given and goods offered

- Owl sells medical stuff (but in lower quantity and with worse prices than medics), as well as some civilian equpment and wepaonry (he offers better prices for this stuff than a weapon dealer). He will also by all sutff he sell's form you and give you better prices for it.

- medics have a chance to have more advanced drugs in their inv - at high prices however and only single units. They also sell all medical equpment at best prices and will pay you best if you bring it to them. They have always low stock however so you shoudn't be able to supply yourself only from them.

- scientists sell various kinds of civilian equipment and will pay you good if you bring it to them. They also sell some of the weaponry (at not good prices) they were using in SoC (and which is used by their bodyguards) as well as ammor for it.

- scientists wii also buy artifacts for you - at diversifiad price ration however - they are the most isnterested in rare artifacts and will pay significantly more for them. For the rest - they pay worse.

- all weapon traders sell all kinds of ammo from start. They also have some basic medical stuff in their inv.

- all traders equpment is progressive and will change at various stages of the game as it should.

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Why BETA? / Still to do / Requests:
-------------------------------------------------------------------------------------

- Pripyat has no profiles singed to it's NPC yet (they all should fight and act like loner veterans (default values from m_stalker.ltx).

From what I see there should be an additional set of profiles created for all those military / spetznaz NPC's out there.

I don't know however how should they act / fight (IE. what should be special about them?)

Any ideas?

- I also want to create a special 'sniper class' - smth like: twice eye_range, deadly accuracy, slow rate of fire.

I don't know the game well enogh however to know all NPC's to which this profile should be asigned, so could anyone please list:

All sniper NPC's in-game, preferably in the form of direct [spawn_sections]?

From minor things:

- weapon upgrades are not tuned yet for some weak pistols (dont install recoil / handling upgrades on them)

- armor upgrades should be somewhat revised (they are fully usable however - especially envirnomental ones). Proper weight changes for all armor upgrades still have to be added (helmets are all done)

and of course

The mod is in the BETA stage because beside above things - it still has to be throutly tested and propably balanced / tuned / tweaked in many places. So - plase play-test with your favorite mod and, if you like it (or not) provide feedback in this very thread.

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Manual installation:
-------------------------------------------------------------------------------------

1. Unpack the package.

2. Go throu all folder's beggining with numbers (from #1 to #4) and copy in their contents. You can of course choose what you want to copy.

NOTE: If you are not using Realism portion - please revert to vanilla [stalker_damage] section in m_stalker.ltx file.

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Download link:
-------------------------------------------------------------------------------------

http://www.filefront.com/16104457/Project_M.A.I.O_v0.2.4_BETA.rar

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Legal:
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This mod is to be used and modified freely for all other mods. It would be nice however, to let me know that you are using it on my mail (trojan158[at]poczta.fm) and give me credit

------------------------------------------------------------------
created 12.04.2010 by Trojanuch
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  11:37:46  13 April 2010
profilee-mailreply Message URLTo the Top
trojanuch
Senior Resident
 

 
On forum: 04/08/2007
Messages: 1444
v0.2.4 BETA quick fix!

Ok, guys so here's the first QUICK FIX to v0.2.4.

It is a sort of 'final' polish of armor and bleeding system.


v0.2.4 QUICK FIX features:

- bleeding wounds you and NPC's get are much bigger to all body parts

- armors (yours and NPC's) give you signifiantly better bonuses against bleeding

effect: you are even more depended on your armor and it's condition and more fragile to AP ammo

- made blooksucker a little stroneger cause he was a too much of a pussy

-------------------------------------------------------------------------------------
Download link:
-------------------------------------------------------------------------------------

http://www.filefront.com/16109713/Project_M.A.I.O_v0.2.4_QF.rar

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