S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Alife Uh... Found A Way
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24 Jun @ 10:14pm
25 Jul @ 9:26pm
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Alife Uh... Found A Way

Description
Safe Removal Mod - Adds config for existing custom npc spawns to prevent crashing after removing Alife Found A Way. Has no influence on future spawns.

A Lair Focused Spawn System

Lair Spawns:
This doesn't change online render distance. The mod community hasn't found a way to change that. The SDK doesn't provide any known means to change it either.

It does however change the spawn system so humans/mutants will come from the direction of lairs they are currently in control of. Lairs are made up by fields, forests, small POI like villages and big POI like industrial sites, underground areas and there are some specific generic lairs that GSC scripted into the map. Most lairs can be attacked by spawns from each other & defended by their current faction/mutant owner. Some locations can not be captured, but attacking factions will still attempt to occupy them.

Human NPC Spawns:
Part of the changes involved resurrecting older npc spawners and updating their equipment & loot generation. They're left over from an older build and based on observation behave a bit differently. I had release spawns and old spawns mixed together at one point and they would split off from each other even when part of the same squad. Current 1.6 "Alife" world spawns are made of the old spawns. Quests will still use release spawns 99% of the time besides some that GSC didn't replace.

Other Changes:
Instant spawns have a chance of 1% down from 50%. They tend to break rules when they happen in vanilla and these are usually the ones that end up near the player or on object/buildings randomly. I left it 1% for some jump scares and it occasionally helps fill in some empty space.

Noticing Range is set to 85 meters. This works well with Instant Long Range Aggression Fix which limits npc vision sensor to 65 meters. So when they first notice a potential enemy from beyond their vision range they'll move closer first before deciding if they're a threat. This gives you some space to move between enemies and pick and choose your fights.

Added exotics mutant spawns to lair types they fit with. Including different types of Poltergeists, snorks, bayun, giants, etc. Also limited the type of lair behavior and amount of lairs they can control. I didn't want them to control entire areas of the map. :D

Little Mod History:
Alife Uh.. Found A Way has evolved since it's release. Initially we set it up so that spawns would spread out in a radius from the player. That way we could balance the spawn variety and fix the issue of them spawning too close to the player. S2 1.2 release kind of hindered some of the timing and radius features of that version. I tried to resolve those issues in version 1.5 of the mod and for the most part I got it back to normal. However along the way I was doing some experiments and noticed spawns were behaving differently and fighting over POI to capture them. It was a bit chaotic for around 15 minutes which was a bit tiring to play. With some help from various tester from the community and some of the other modders that were still active we found a way to control the timing better for this system. Since then there have been several revisions trying to find a decent middle ground for spawns/timing.

This is the most stable version and spawns can be a little fast for some. There are more options available on Nexus.[www.nexusmods.com]

Mod Load Order is still an issue. If more than one mod is subscribed to that edits the same cfg(s). Then the one that Steam loads last takes priority. No solution at this time.

Edits:
  1. ./ALifePrototypes/ALifeDirectorScenarioPrototypes.cfg
  2. ./ALifePrototypes/ALifePolicyPrototypes.cfg
  3. ./ALifePrototypes/ALifePopulationManagerPrototypes.cfg
  4. ./LairPrototypes/GenericLairPrototypes.cfg
  5. ./SpawnActorPrototypes/(341 Lair Related cfgs)
  6. AIGlobals.cfg
  7. CoreVariables.cfg
  8. ItemGeneratorPrototypes.cfg
  9. NPCSpawnerPrototypes.cfg
  10. ObjPrototypes.cfg
31 Comments
Inflated_chair 30 Jul @ 7:12pm 
i saw the same issue as silver in the locked bunker at the red forest with all the zombies and controller their were 6 enemies stuck in the same place overlapping
Snub_Fighter  [author] 27 Jul @ 7:17pm 
The last update seemed to help make the mutant hub spawn issue less, but it still might be happening. I'm testing some changes to the new lair variables they added with 1.5 to see if that might be related. Also I think the dice rolls for shorter spawn delays might have been a bit too aggressive. So I'm going to try and slow those down a bit.
Snub_Fighter  [author] 25 Jul @ 9:32pm 
Updated:

*Fixed a typo in ALifeDirectorScenarioPrototypes.cfg
*Re-Added SpaceRestrictor Tag to ObjPrototypes.cfg to resolve the random quest/hub mutant spawns. This will only prevent future spawns and not resolve existing ones. You'll need to walk or use a guide to get 1000m from current spawns and wait 30-45 to despawn spawns that are a problem due to S2 1.5's persistence.
*Increased Fail Chance % by 5 for all scenarios
*Updated Physical Material Translucency values to match latest changes to the Stop X-Ray mod
*Removed the fancy Fail Chance for scenario director timeout delays from Emissions - Crash Fix
Snub_Fighter  [author] 22 Jul @ 8:08pm 
@Poleeyan sadly the in air spawns are going to be a vanilla bug, that I can't really influence.
sliver 22 Jul @ 2:09pm 
@Snub_Fighter Yeah I'm trying to remember all the places I've seen it, so far I have seen it in Azimuth Station and at Echo Station (in echo station specifically, it was in the room you find Lt Shterev), I also saw it one time in the lesser zone but I forgor where
Poleeyan 22 Jul @ 12:57pm 
its not about such areas. its just spawn spots. i have this problem too, when NPC spawns in flower way and just stuck up in the air. for me it was few times. last time i remember - near Duga
Snub_Fighter  [author] 22 Jul @ 7:15am 
@silver Thanks for letting me know.

Can you let me know the name of the location? I don't need specifics about the quest/story just the location name. Thanks
sliver 22 Jul @ 12:17am 
Im noticing some instances in which clusters of enemies will spawn inside of each other in story related areas, no idea whats causing it, but its happened a few times at locations pertinent to the story while I was doing the main questline.
Snub_Fighter  [author] 16 Jul @ 2:08pm 
@MrVainheart Instant Aggression Fix can be used with this mod or Shay's.
MrVainheart 16 Jul @ 1:30pm 
Would Instant Aggression fix be compatible with this mod? Or Shay's Gold life? Just curious.