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

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

NPC Combat Overhaul
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Update: 4 Aug @ 5:16pm

Update for 1.9 - Aug 4

*Sensors & Threat Adjustments/Balance - Use for best results (This replaces Instant Aggression Fix besides Radio Interference)
*Optional Combat Dialog Disable for Move, Flank, Suppression Fire & Cover will be split into a separate mod

Core Paks:

*Disabled Escape action that was left on from a last minute test before release. This should prevent npcs from wandering off because they were continuously retreating.


Sensors & Threat:
../AIPrototypes/HearingPrototypes.cfg (Humans only for now):

*Shot Sound - Outdoors ~95m / Indoors(Open Factory/Warehouse) ~45m (Walls should modify this)
*Reload Sound - Indoors/Outdoors ~7m
*Step Sound - Indoors/Outdoors ~10m
*Jump Sound - Indoors/Outdoors ~15m
*Voice Sound - No way to test / Only NPCs talk and usually other reasons already exist for aggro
*Anomaly Activate Sound - Doesn't seem to be finished on S2 back end. Much Sadness
*Explosion Sound - Opps forgot to test. Range is likely between 50-100m (Will test later or you can let me know)
*Bullet Fly By Sound - Both ~7m
*Physics Object Hit Sound - Both ~10m
*Interactable Sound - Both ~12m
*Door Knock Out Sound (Sprint Door Slam) - Needs more testing
*Bolt Sound - Both ~10m
*Stealth Kill Sound - Both ~10m
*Bullet Hit Sound - Both ~9m
*Grenade Hit Sound - Both ~12m
*Guitar Sound - Needs more testing

../AIPrototypes/VisionScannerPrototypes.cfg:

*Decreased Central Vision Distance from 85-90m to 65-70m (Only before aggro is established. There are modifiers after that to extend for tracking purposes)
*Increased Peripheral Vision Distance by 22%
*Significant Visibility Score (Turn Head) Appears to have a value for 4 distance ranges. Decreased from 150x4 to 125, 100, 75, 50
*Combat Significant Visibility Score (Combat of course) Re-Balanced from 75x4 to 80, 55, 32, 15
*Combat Hold Positions Visibility Score (Hold/Cover/Possibly Related to Ambush) Re-Balanced from 25x4 to 25,20,15,10
*Side Note: Suspect this might be causing the weird vanilla issue of npcs freezing up. Will test Increasing them so they have to see more of the target before holding.
*Combat Surprise Visibility Score (Ambush) Decreased from 300x4 to 250, 225, 200, 175
*Increased Surprise Enemy Location Distance from <6m to <16m
*Increased Lost Visibility Freeze Time Seconds from 0.1 to 0.8
*Decreased Luminance To Score Penalty Factor(Low Light) from 0.75 to 0.40
*Decreased Too Close Vision Distance from <6m to <2m
*Disabled Boss Override Super Vision Distance so they use standard vision distance.

../AIPrototypes/ThreatPrototypes.cfg:

*Decreased Default Threat Freeze from 30 seconds to 20
*Decreased Default Threat Loss from 30 seconds to 20
*Decreased Shot Sound Threat Value from 700 to 350
*Increased Step Threat Value from 30 to 300
*Increased Jump Threat Value from 50 to 200 & Increased Confidence Drop Seconds from 30 to 40
*Increased Explosion Confidence Drop Seconds from 60 to 90
*Decreased Physics Object Impact Confidence Drop Seconds from 30 to 15
*Increased Hit Threat Value to 800 from 500
*Decreased Identified Enemy Confidence Drop Seconds from 9999999.0 to 240.0
*Decreased Unidentified Enemy Confidence Drop Seconds from 9999999.0 to 180.0
*Decreased Corpse Threat Value from 700 to 500 & Decreased Confidence Drop Seconds from 9999999.0 to 60
*Increased Door Knock Out(Sprint Door Slam) Confidence Drop Seconds from 60 to 120
*Increased Bolt Confidence Drop Seconds from 15 to 20
*Added Interactable Sound. Threat value is 250. Confidence Drop Seconds is 15
*Turn Head Action - Threat Value Range 200-1000 // Threat Value Loss Per Second Increased from 30 to 35
*Move To Location Action - Threat Value Range 500-1000 // Threat Value Loss Per Second Decreased from 30 to 20
*Call Allies Action - Threat Value Range 700-1000 // Threat Value Loss Per Second Decreased from 30 to 25
*Search Enemy Action - Threat Value Range 350-1000 // Threat Value Loss Per Second Decreased from 30 to 10


Combat Dialog:

Split in separate mod - Coming Soon

Phase 2:
*Silencers will likely need to be reworked.
*Mutant hearing will likely need to be reworked.

Update: 31 Jul @ 4:32pm

GeneralNPCObjPrototypes.cfg:

*Rewrote the action chain structure to prevent npcs spamming new actions before finishing their existing action.
*Re-enabled their main sync parameters, but kept actions in the action chain individual. This allows them to make some unique combat choices without letting them wander too far from the squad/goal.
*Lowered max distance and time spent in a single advance so in most cases npcs won't be stuck on a path that passes their target.
*Set their movement when not shooting to sprint so they can reach new locations quicker. It's only fair :D

CoverEvaluatorPrototypes.cfg

*Adjusted max/min distance from ally and enemy to keep them from wandering too far, but allow them enough room to flank in most cases.
*Adjusted modifiers:

1. How much they're encouraged to work in formation.
2. Whether an ally is in the same direction.
3. How much danger tolerance they have.
4. Encouraged them to avoid no cover areas
5. Encouraged them to avoid repeatedly returning to the same cover
6. Increased restriction distance to allow more choices

../SingletonConstants/BarkManager.cfg

*Disabled dialog hints from npcs for Flank, Move, Suppression Fire, and Cover.


CombatSynchronization.cfg

*Used Master cooldown timing/score as a basis for all ranks and adjusted as needed
*Added additional actions with cooldown times and scores

Update: 27 Jul @ 6:46pm

So apparently the spinning is a S2 1.5.x issue. I sort of fixed it by breaking the CoverEvaluatorPrototypes.cfg last mod update and they weren't taking cover very often after observing some more. So I started over with vanilla values and reworked it again.
GeneralNPCObjPrototypes.cfg:
*Removed additional Sequential actions at the end of Advance action, which was causing it to exit their route early.

CoverEvaluatorPrototypes.cfg
*Started from Vanilla values and reworked it again. Seems to be more stable and still has them taking cover.

Update: 25 Jul @ 9:02pm

Found the cause of npcs being indecisive after getting some feedback from testers on Discord. I'm very grateful they were able to help resolve this.

GeneralNPCObjPrototypes.cfg:
*Simplified some of the action sequences to prevent them from switching goals to often
*Adjusted conditional structures to set defaults and then fail chance to roll the dice for better values

CoverEvaluatorPrototypes.cfg:
*Misunderstood a dev comment and set a variable incorrectly. Now they should select cover and not try to constantly switch every second which was also preventing them from completing there combat actions.

../SingletonConstants/BarkManager.cfg
*Disabled dialog hints from npcs for Flank, Move, Suppression Fire, and Cover.

Update: 12 Jul @ 9:05am

Fixed a bug with evade causing npcs to spin and look lost at times.

Update: 24 Jun @ 9:19pm