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Looking for cut out mutants mod and better mutant AI mods

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  19:19:43  9 February 2012
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Reisen
(Novice)
 
On forum: 02/09/2012
 

Message edited by:
Reisen
02/09/2012 19:21:07
Messages: 26
Looking for cut out mutants mod and better mutant AI mods

Hi.
I am looking for a mod that adds cut out mutants only, as this is my first playtrough I dont want anything that is a major overhaul.

Currently I am using:
Clear sky complete
cs_complete_realistic_weapons
Faction Commander - Optional Cut Creatures (1.5)
I checked them with winmerge and just added needed lines as for now there is no bugs.
Currently working on joining atmosfear and CS complete 1.3

if you wondering why I am looking for another mod when i have Optional Cut Creatures is because, while this mod add some creatures I would like to have more diversity as for now there is only cats zombies and fractures in the escape and I would like to have tushkanos, psevdodogs, snorks etc.

And in case there is no mod like this I would like to ask how can I add cut out mutants and control their population by myself (Preferably without touching spawn file since I prefer to play the game and not spend time troubleshooting, searching for coordinates etc)
And stalker wiki tutorial was taking spawn into consideration only, but since Faction Commander - Optional Cut Creatures (1.5) deal with it without changing the spawn I know it is possible.
I found a post
www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=7&thm_id=22169&sec_id=22&offset=-60

that lead me to believe that control of mutants population and habitat easily could be done by changing a few numbers in a table:

local monster_resource_by_level = {
marsh = {0,3},
escape = {1,3},
garbage = {1,4},
darkvalley = {1,5},
agroprom = {1,5},
yantar = {3,6},
red_forest = {3,4},
military = {1,5}
}
local monster_num_by_resource = {
[0] = {1,1},
[1] = {4,5},
[2] = {4,5},
[3] = {4,5},
[4] = {1,3},
[5] = {1,2},
[6] = {1,1}

in im_squad_generic.script.

Except I dont have those lines in my im_squad_generic.script so I think I am missing something.

Another question is.
Al mutants behaviour is very artificial I know it suppose to be artificial intelligence but all they do is sit in the same places always, I would like to know is there is any mod that will make them wander the zone in an hopefully unpredictable manner, I know i seen somewhere mod with description that could be close to what I am looking for but cant find it for life, neither i remember where i seen it.
Also it was a mod that send only mutants to wander the zone and not npc's because sending key npc's somewhere meant they are not where they suppose to be and it was game breaker.

Since I am not a modder I dont think I can change the AI behaviour by myself, unless its something as easy as changing the line 'wander the zone = false/true'
But somehow I dont think it would be that easy
  20:24:57  9 February 2012
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268

---QUOTATION---
Another question is.
Al mutants behaviour is very artificial I know it suppose to be artificial intelligence but all they do is sit in the same places always, I would like to know is there is any mod that will make them wander the zone in an hopefully unpredictable manner, I know i seen somewhere mod with description that could be close to what I am looking for but cant find it for life, neither i remember where i seen it.
Also it was a mod that send only mutants to wander the zone and not npc's because sending key npc's somewhere meant they are not where they suppose to be and it was game breaker.

---END QUOTATION---



You might be talking about my own minimod, here: http://stalker.filefront.com/file/Truly_Agressive_Mutants_for_Clear_Sky;100457
It's for 1509 version of Csky, but I assume (I'm almost sure) it would work on 1510 as well. Everything is explained inside the readme on how to make mutants to roam in an even more unpredictable way.
  13:04:05  10 February 2012
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Reisen
(Novice)
 
On forum: 02/09/2012
 

Message edited by:
Reisen
02/10/2012 13:10:39
Messages: 26
Hi.
The mod I am talking about had words like A-life and AI in description and it supose to send monsters and some npc's wander the zone in a random manner, making them travel even between the maps those allowing some monsters from later levels get to the cordon.
I tried your mod but I afraid thats not exactly what I am looking for.
The difference that I noticed with your mod is that monsters pursue me farther, unless thats just placebo (Normally they wouldnt go farther than 10 meters from their spot)
But unfortunately as long as they dont see me (Or someone else that look edible enough) they just sit there or walk in small circles doing nothing, not even fighting between themselves like they did in SoC, thats really lame ).

What I am looking for is a mod that allow them to wander the zone freely, hunt in packs, fight between themselves, etc.
In SoC I happened to encounter mutants all over the place, their movement were very random, one time you could find a pack of dogs on the road the other time same dogs would attack blockpost and another they would hunt a boar somewhere else.
And in CS they always in same places always travel same paths, like someone leashed them.
Thats just terrible comparing to life like fauna in SoC.

I decided I will play CS only when I find enough mods to make it somewhere near SoC level of fun, mods like, clear sky complete, artefact hunter, mutant parts, etc bring game closer to what I want it to be but those monsters and npc,s just pinned there are really feels like a step back, same with "go help the nearest camp fight off the monsters", I mean really how many time do I have to throw everything I am doing and run there fight off same monsters or ignore help call and get mission failed.
 
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