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
25 Comments
Snub_Fighter  [author] 4 Aug @ 5:26pm 
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
Snub_Fighter  [author] 4 Aug @ 5:25pm 
*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%
Snub_Fighter  [author] 4 Aug @ 5:25pm 
*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
Snub_Fighter  [author] 4 Aug @ 5:24pm 
*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
Snub_Fighter  [author] 4 Aug @ 5:23pm 
*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.
Snub_Fighter  [author] 31 Jul @ 4:42pm 
Updated:

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
Snub_Fighter  [author] 31 Jul @ 4:42pm 
*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
SpicyMonkey 30 Jul @ 12:24pm 
Snub's mod will turn into "Unofficial combat fix." LOL.
SpicyMonkey 30 Jul @ 12:23pm 
So I'm still running vanilla combat, Enemies are standing in the air, stacking on top of each other (likely due to the fix that kept them from blocking doorways.) I just ran into a bunch of Monolith on mission that treated their wounded brothers like enemies, keeping me from getting a secondary mission objective. Enemies are failing to join in on fights as well, just walking through combat while NPC's shoot them full of holes.
Jack Greedy 29 Jul @ 1:07pm 
Essential mod , next to Better Ballistics.
I must say Snub is a genius.
Snub_Fighter  [author] 29 Jul @ 7:20am 
Working on additional changes. Still finding some issues that I'm trying to resolve.
Snub_Fighter  [author] 28 Jul @ 6:14am 
Anyone experiencing issues with npcs losing interest mid fight? Had one report trying to get an idea what might be going on.
Snub_Fighter  [author] 27 Jul @ 7:02pm 
1.7 Update:

So apparently the spinning is a S2 1.5.x issue. All the ai does it including mutants. 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.
Snub_Fighter  [author] 27 Jul @ 2:40pm 
Working on some changes it's still not working the way I want it to.
Snub_Fighter  [author] 25 Jul @ 9:15pm 
Updated - NPCs should stop being indecisive about their cover choice and more effective at completing their combat actions.
Snub_Fighter  [author] 23 Jul @ 8:32pm 
@SpicyMonkey Haha good to know.

Got some feedback from the test version tonight for this mod. Apparently I fixed the spinning, but some other of the other combat actions are being triggered too often. Hopefully I'll have a solid update in the next couple of days.
SpicyMonkey 23 Jul @ 6:54pm 
Vanilla combat for me ATM. (Although I'm preparing to run your mod.) NPC's do not spin for me, but they certainly love breakdancing behind trees whenever I'm aiming at them.
I've never seen such talent!
Snub_Fighter  [author] 23 Jul @ 4:01pm 
@Duchess so you're just running the game with vanilla combat and they're doing the spinning too?

Part of what changed in a test version for this mod was some cover evaluation variables. So I think you're right that cover issues are part of it.

I was hoping to get some feedback from folks on discord before pushing the update for this mod. I'll even push it if the spinning is less likely and not resolved fully.
Duchess 23 Jul @ 3:05am 
haven't tried the mod but i'm seeing lots of npcs with the spins lol. It's like they're getting stuck between the reposition, firing, and cover.
Snub_Fighter  [author] 19 Jul @ 2:16pm 
Still reports that there is some spinning. Going to be looking into the issue some more.
Snub_Fighter  [author] 12 Jul @ 9:09am 
Updated to fix the Evade bug.
Snub_Fighter  [author] 10 Jul @ 10:09pm 
Slight issue with Evade action ignoring it's conditions. I'll hopefully have an update Saturday.
AzgarthX 10 Jul @ 7:31pm 
sweet
Snub_Fighter  [author] 8 Jul @ 6:43am 
Yes, same mod and I'm the same mod author.
Spark99 7 Jul @ 10:44pm 
Is this the same mod:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/635
by LetsWoolgather