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Alundaio's Various AI mod

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  10:10:06  29 May 2010
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
05/29/2010 10:11:11
Messages: 2230
http://alundaio.chemicalservers.com/Various%20AI%20mod%20Alpha%201.05%20Quick%20Fix%202.zip

Quick Fix 2, Fixes a crash with zombied stalkers.

Includes Update Pack v1.00

So to sum up everything you need to be up to date: Full 1.05 and Quick Fix 2
  11:18:45  9 June 2010
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
06/09/2010 11:19:41
Messages: 2230
(temp_link)
http://tinyurl.com/266hzjx

Alpha 1.06
--------------------------------------------------------------------------
Alundaio's Override Modules
--------------------------------------------------------------------------
1. Hostile Relations! -- By default neutral Bandits and Mercs have a chance to turn hostile if you are sporting a weapon. Stalkers will turn hostile if you point a gun in there face by a small chance.
Various options exist at the top of axr_hostile_relations.script. You can make all neutral squads of a community auto-matically be hostile or neutral. There is a berserk mode which the hostility can occur to same factions. Most of which is disabled by default

3. Range modifiers -- During the night, each stalker's range will slowly lower on each hour. It is also affected by rain.

4. Stalker Injury! -- Combo hits to limbs will result in certain events. Shooting an enemy in both upper arms within a short period of time will prevent enemy stalkers from being able to throw grenades for a short period of time. Shooting enemies in both legs can immobilize them for a few seconds. Non-lethal shots to the head can blur the vision of an enemy ( Not totally confirmed if it works ) They will be unable to see for a few seconds. If an enemy is holding a grenade you can aim a well placed shot to one of his hands to make him drop the grenade.

My goal for this module is to give the game at least some sort of tactics besides trying to head shot everyone.

5. Enemy Ignore -- Thanks to Trojanuch we have discovered ( from what I was told ) a vanilla bug in which stalkers never leave combat idle in which they will wait till they see their last known enemy forever. This bug is amplified if the game is geared towards long-range combat. This module is my attempt to fix the bug. So far it works pretty good but it still may need some tweaking and testing.
Also this module aims to improve stealthy gameplay ( Silencers and knife ) by making how long they search for the actor or enemy dynamic and based off of many circumstances and conditions.

6. Companion Manager! -- For now, you can ask all friendly stalkers to join you on your journey through the zone! You can give them various commands. Entire squads can join you. Unlimited amount too. Orders are given through the squad leaders. Also you can even set up way-points for them to patrol. This has just been released so there are some small issues that need worked on. For instance the combat_ignore overrides aren't working properly. I'm not sure but I did add them to a script that checks if actor needs help so they should at least fight the actor's enemies. I plan on adding multiple scenarios on which to gain companions.

** CHANGES **
Enemy Ignore has been adjusted. Hostile Relations was re-vamped and added tons of things. Companions Module has been added.
-------------------------------------------------------------------------------
xr_danger
-------------------------------------------------------------------------------
--Included Rulix's changes, which allow NPCs to remember their last danger object. Also he fixed some things in which GSC made a mistake of using the danger object's parameters instead of the object it is dependent on, which would be the NPC that caused the danger.
--Danger Ignore Distance and Danger Inertion time take into account various things such as the NPC's community, the danger object type, day, night and heavy rain. Also the ignore distance is tweaked for whether the actor has a silencer or is using a knife.
----------------------------------------------------------------------------------------------------------------
RULIX AI Additions
----------------------------------------------------------------------------------------------------------------
Rulix AI additons is included in this mod. -- Thanks Rulix/Bak

----------------------------------------------------------------------------------------------------------------
Notes
----------------------------------------------------------------------------------------------------------------
This was a lot of work. Especially the companion module. Usually dynamically creating companions through script isn't possible unless you either dynamically create info portions or use info portions stored on the NPC. Waypoints was also a challenge for me. I hope you enjoy!!!
  00:13:05  18 June 2010
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Mr.Papaya!
(Senior)
 
On forum: 06/06/2010
Messages: 53
i think the 'bandits might randomly decide to attack' creates a bug where they attack also inside save-houses (ship).
  00:15:50  18 June 2010
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
 

Message edited by:
Ceano
06/18/2010 0:16:34
Messages: 4820
Yes but the ship base in Zaton is buggy in vanilla to
it isn't just so noticeable in vanilla.
  00:49:29  18 June 2010
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Mr.Papaya!
(Senior)
 
On forum: 06/06/2010
 

Message edited by:
Mr.Papaya!
06/18/2010 0:51:37
Messages: 53

---QUOTATION---
Yes but the ship base in Zaton is buggy in vanilla to
it isn't just so noticeable in vanilla.
---END QUOTATION---



oh i see, so this is standart reload procedure? ok.
im replaying pripyat now with this mod (and others), but im debating if i should hold off until cop complete is released. does anyone have an estimated release period?

btw ceano - i tried ur mod too but it corrupted the game completely. the menu was all havoc with parts of the last image in-game from previous play (after restarting the game! wtf). ur 'loading' bar was better tho
  18:12:47  19 July 2010
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070
Well, the follower scheme is very cool... but the game always crashes after reloading.

Here... a dramatic moment:

[link]http://www.youtube.com/watch?v=0zox7ubOD8E[/link]
  14:41:34  17 August 2010
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Alex Ros
Senior Resident
 

 
On forum: 08/26/2008
Messages: 1320

---QUOTATION---
5. Enemy Ignore -- Thanks to Trojanuch we have discovered ( from what I was told ) a vanilla bug in which stalkers never leave combat idle in which they will wait till they see their last known enemy forever. This bug is amplified if the game is geared towards long-range combat. This module is my attempt to fix the bug.
---END QUOTATION---



Can you upload this part individually, exclusively? I understand it's merged into a lot of files, but maybe it can be excluded to become an indivudual micro-mod, bug-fix. It would be real nice.
  15:03:10  17 August 2010
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
 

Message edited by:
Ceano
08/17/2010 15:03:41
Messages: 4820
insanelazarez

That is well known and the only way around it, is to NOT make a save when you have companions with you.
  10:20:46  7 April 2011
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
04/07/2011 10:22:05
Messages: 2230

---QUOTATION---
insanelazarez

That is well known and the only way around it, is to NOT make a save when you have companions with you.
---END QUOTATION---



I never knew that. I remember it working fine for me. At least in 1.6. 1.7 may have been sloppy as I returned from being away and ripped rulix out possibly messing some other stuff up... :/

I honestly suggest everyone not use this mod. If you you do disable everything but enemy ignore, since that actually does work somewhat well from what I remember.
  01:20:51  8 April 2011
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
Okay I decided to drop this mod after a long time away. But do not fear I will slowly commit to a new rebirth of this project under a new name. I will not release to public until I'm satisfied that no game breaking bugs are present.
 
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