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Project M.S.O. (Massive Simulation Overhaul) - discussion thread

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  14:02:49  16 May 2011
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
05/17/2011 9:49:46
Messages: 1444
Project M.S.O. (Massive Simulation Overhaul) - discussion thread

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PROJECT M.S.O. (Massive Simulation Overhaul)

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CURRENT VERSION: v0.9.3

LAST UPDATED: 16.05.2011

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AUTHORS:
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Alundaio, Trojanuch

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CREDITS:
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Ataru Moroboshi, Jketinu, MacBradley - for testing and feedback

smrtphoneusr, Ceano - for general inspiration and great learning material in form of their mods

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MODS INCLUDED (great thx):
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AI Tweaks by Alundaio
Alunadaio Plugin Pack and Plugin Manager
REDUX Random Loadouts by REDUX Team
Revamped Loot by jci_pt
Clear Sky SSP-99 and SSP-99M Suit Mod by Fluffy22
correct ironsights alignment by b1ub4k
Full English Translation by Tagaziel Staval Iurien AKA Mikael Grizzly
Various fixes from PRP by shifter
Carry Mod for COP by Ceano
two npc meshes from Variation Mod by Darkenneko

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MOD LINKS:
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Download link:

http://www.mediafire.com/?zj8jwtgjw9eliq3

Download & news thread:

http://www.epicstalker.tk/forum/viewtopic.php?f=8&t=59

Discussion thread:

http://www.epicstalker.tk/forum/viewtopic.php?f=5&t=72

Screenshots gallery:

http://s585.photobucket.com/albums/ss291/trojanuch/MAIO%20v05%20Preview/
(screenshots were done using Atmosfear v2 and Variation Mod v1.0)

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MAIN FEATURES:
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- complete revamp of all locations spawns both in therms of what is spawned, where and in what number

- complete revamp of npc and mutant simulation behaviours (what they do and where they go at which hours)

- proper and logical repopulation of all quest-related locations (ex. water treatment or workshop in Zaton)

- complete overhaul of Pripyat in above mentioned aspects

- introduction of number of custom proffesions for npcs (ex. hunter and scientific squads)

- overhaul of npc fighting skills: it is now rank and faction depended with master having much better accuracy and reflexes then noobs

- AI Tweaks: total overhaul of npc on-line behaviours: fighting & detecting enemies over long distances, pursuing escaping enemies, proper running for cover from blowouts, looting of all dead bodies

- AI Tweaks: introduction of facer NPC ability (they wdo meele attacks using their weapons)

- Ai Tweaks: introduction of npc running in combat: veterans and masters are now much more mobile and challenging

- introduction of proper (rank & faction based) AP and special ammo usage by npcs

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CHANGELOG:
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v0.9
- initial release

v0.9.1
- finished of tweaking of spawns (this will require a new game but if you dont want to start it - just dont copy in the configs\scripts folder, its recommended thou)
- fixed crash due to stalker_soldier_4.ogf mesh not found (thx to Ataru Moriboshi)
- fixed issue with unreactive vegetarian mutants (thx to jketinu
- added custom vision settings for all mutants
- added different head lamp active times for different squads (ex. night hunters will not use head lamps)

v0.9.2
- fixed a number of reported crashes both general (save / load) and quest related
- changed heavy creatures player_id back to vanilla monster_predatory_night (usage of species specific player_ids introduced problems)
- changed appearance of initial artifact hunters in Zaton to proper sci teams outfits
- finally disabled tracers for all non-ap ammo

v0.9.2.1
- fixed crash in Jupiter when blowout started (AI Tweaks fix)
- tweaked & balanced a number of spawns - they are config\scripts folder and have a filename beggining with '#' if you want to used them just delete the '#' from file name (will require a new game)
- futher fine-tuning of squad behaviours

v0.9.3
- NEW GAME REQUIRED: revamped a very large number of spawns (should be final this time)
- fixed the issue with squads being sometimes frozen due to too large tracking radius
- unlocked a few more sts for sim after you do the quest there (ex. Zaton gauss lab becomes duty base)
- fixed sci team members in ecolog outfits to be properly resiliant

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DETAILED FEATURES OVERVIEW:
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NPC BEHAVIOUR INFO:

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Loners:
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* regular loners at day should go to regular territories (generally safe places), light anomaly fields at night they should return to camps and bases
* scientific loners (dressed properly) at day should go to heavy anomaly fields and return to bases / camps at nights
* elite loners will stay outside bases a lot longer, if bandit / merc / monolith squad appears in 100 meters around they should pursue to kill them
* day hunters will get out at early morning and pursue light animals (350m aorund them) if there is no valid animal they will go to neares wilderness spot
* night hunters will get out for nights and go for one of the 'large beasts' on the level: bloodsuckers, giants, burers, controllers and chimeras. They will generally avoid other animals unless met directly

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Freedom:
------------

* freedom generally acts like regular loners but will sometimes pursue bandits / mercs / duty and monolith at various ranges (alrger range and longer times for elite)
* freedom sci teams act the same as loner sci teams but at a little longe hours

-------
Duty:
-------

* duty acts like loners but also hunt for light animals and hostile factions at various ranges
* duty elite stays for long night hours and will track hostile squads and heavy mutants at longer ranges
* duty hunter (day and night) act like loner hunters

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Bandit & Mercs:
-------------------

* they stay at their bases at day (with exeption of bandit rookies that are not hostile to the player and will also walk zone at day), at evening they will get out of their bases to catch up with returning loner / freedom / duty squads (but not elite ones), they will try to track and kill them. They are also allowed to normal territories at nights

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Monolith:
-----------

* thay stay at their bases at day (longer then bandits / mercs) and when they get out at night they will: track all enemy factions and occasionally go to anomaly fields

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'Normal' animals:
--------------------

* consisted of: pigs, dogs, snorks
* more or less vanilla behaviour
* predators will track vegetarians at 350m
* they go to rest places at night
* no more 'mix' squads get spawned so each species will stick with its own

-------------------
'Heavy' animals:
-------------------

* consisted of: bloodsuckers, chimeras, burers, giants, controllers
* they will stick to theit species-specific lair at day to get out for night hunts at various hours
* at night they will get out fo hunts (they also hunt each other like bloodsukers track burers for ex.)

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LOCATIONS INFO:

*not all quest have been tested - mod is currently in BETA state so please report any issues encountered*

--------
Zaton:
--------

- Generally Zaton is divided into two areas: safe zone and hostile zone. Safe zone in more or less the valley around Skadovsk up to the Noahs barge. In this zone varius loner teams will hang out by day and hostile factions will go here by night. Hostile zone is everything beyond this valley - hostile factions are permitted there all the time and have bases there wild animals will also roam this area.

- specific locations:

* water threatment becomes Monolith base (they stay at day there to get out at night)
* dredger becomes loner camp
* lost merc workshop (2nd toolkit in Zaton) becomes bandit / merc base (you have to kill mercs not just take the toolkit)
* Noahs barge becomes loner base in case he gets killed
* STs around BIS that start game as bloodsucker nests will turn into normal wilderness - one of it becomes giant lair
* forrest authority (hill above Skadovsk) start game as bandit / merc base (elite suqds get out of it at night), when you take the quest with Duty Merchant the base gets diable, it gets anbled again in the same role after you finish the quest (or fail it)
* second ship next to Skadovsk becomes loner base (but has a flag which allows occasional bandits to attack it at nights if there is free slot there) after its orignal occupants die
* small st near water threatment start as merc camp - after wt becomes monolith base it starts to spawn monolith and becomes their 'forward base'
* BIS circle bulding becomes burer nest (they will only get out if it at late night for hunts)
* BIS undeground - should also spawn burers

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Jupiter:
----------

- Jupiter is divided into three territories: Duty safe zone (north form Janov), Freedom safe zone (east form Janov with cement palnt as their base) and hostile zone - entire south part of the map. These territories act similary to Zaton ones.

- specific locations:

* cave with controller should become controller nest (they will stay there at day an get out for night hunts)
* SAM site should become burer nest
* original burer nest should become monolith base (this one is the most risky but it has surge flag by default so NPCs are enbled to enter the in vanilla, thats why I decided to use as monolith base). Also after it becomes their base a number of monolith squad spawns are enabled
* Jupiter Plant should become populated with monolith to after you do the merc quest there but also some flags where added to it that should allow other squads to venture there from time to time
* indoors of Jupiter plant should spawn burers after you search heli there
* small train platform near Janov starts as regular territory, it should get disabled for 'stolen gear / hostage quest' and retirn to normal after you're done
* neutral monolith camp should become normal territory after they are gone
* top of Oasis should become chimera den after you kill the first chimera with hunters (or fail the quest)

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Pripyat:
----------

- entire Pripyat is considered as one big hostile zone. Four building in Pripyat howver start as 'faction bases' (one for Bandit & Mercs, one for Duty, one for Freedom and one for Loners). Factions will return to those bases for rest (mostly for night time but hunter rest at day). Beside those buildings everything is heavly popualted by various mutant species. As player unlocks futher buidings they will be added to npc an mutatn behaviours and will fought for between them.

- info on specific locations comming soon

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ADDITIONAL INFORMATION:
------------------------------------------

- IMPORTANT: new game is required to run this mod

- IMPORTANT: SWITCH_DISTANCE (distance at which a-life gets on-line so you can for ex. spot npcs with binocs) is by default set to 300 meters - this shouldnt introduce any poblems but if you experience too much slutter, reduce it in configs\alife.ltx (vanilla value is 150), afterwards you should also reduce the respawn radius in script\smart_terrain.script to the same value as your switch_distance (or slightly lower)

- you can turn on the debug mode in configs\plugins\axr_debug_tools.ltx among other things it will allow to see all sts and off-line squad movement on PDA map

- as many stuff as possible was left as it is in vanilla

- redux random loadouts is included as I have implemented my ap ammo usage using it

- only ap ammo has tracers for easy recognition

- NPC profiles only affect their fighting skills everything else is vanilla

- NPCs immunity vs mutant attacks increased a lot - to 'emulate' suit protection which NPC do not have by default

- YOU CAN ADD THIS TO THE TOP OF YOUR USER.LTX TO IMPROVE NPC AIMING (it may need some testing on vanilla bullet speeds):

ai_aim_max_angle 14.6
ai_aim_min_angle 0.824
ai_aim_min_speed 19.
ai_aim_predict_time 0.094

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TO-DO LIST:
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- revamping the lamp active hours depended on squad behaviour

- unlocking some quest-related squads for sim with proper behaviour (ex. Noah could hunt animals, zaton mercs could become normal sim squad after you steal their notebook etc.)

- adding a number - level changers using Aluns plugin to allow cross-map transitions by squad

- revamping and implementing of hostile_relations APM plugin

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KNOWN & POSSIBLE ISSUES:
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- I had a crash once at starting a new game with [spawn_squads] section not found. Dunno what it was and it has not happened since

- current scheme of mutant spawning can possibly lead to overcrowding of zone with mutants (they will still stick to wildeness areas) - its very easy to fix this but it also has some benefits (wild zones are really hostile) - so I need some feedback on that

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LEGAL:
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Contents of this mod can be used in other mods but please contact me prior to inclusion on trojan158@poczta.fm or on http://www.epicstalker.tk/forum/ and give proper credit.

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  14:03:56  16 May 2011
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
Messages: 1444
Discussion thread

Please post all your suggestions, observations or found bugs in these thread.

As always - all feedback is greatly apprecieated.
  14:17:29  16 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
I've fixed the Ecolog suits to have their own capture files a while back for PreSky. I can send you the fixed meshes and ltx files for them.
  14:19:49  16 May 2011
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
Messages: 1444

---QUOTATION---
I've fixed the Ecolog suits to have their own capture files a while back for PreSky. I can send you the fixed meshes and ltx files for them.
---END QUOTATION---



Sure - would be great as now I have to 'emulate' this using npc profiles.
  14:29:39  16 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Check your mail.
  14:32:18  16 May 2011
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
Messages: 1444

---QUOTATION---
Check your mail.
---END QUOTATION---



Got it - great thx to you sir
  15:45:43  16 May 2011
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Kaplan994
Animator/Modeler
(Resident)

 

 
On forum: 08/28/2010
Messages: 1062
i want to ask you something.i want to add this to my mod,mostly because of the reworked AI,but i have edited a few .ltx and .xml files,and i also have Ceano's Sleeping Bag mod,so can i add this or it will just result in a crash?
  15:49:26  16 May 2011
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
05/16/2011 15:52:48
Messages: 1444

---QUOTATION---
i want to ask you something.i want to add this to my mod,mostly because of the reworked AI,but i have edited a few .ltx and .xml files,and i also have Ceano's Sleeping Bag mod,so can i add this or it will just result in a crash?
---END QUOTATION---



For Ceanos sleeping bag (which I use myself) - the only file you need to merge is bind_stalker (just add the new parts that will show red in file compare).

For all other files - also use file compare and just add stuff that is new / different in my mod. For ex. all weapon configs are 100% vanilla with only a special AP weapon version added to the bottem which is only used for AI AP ammo usage and nothing more.

Generally above package is nothing like MAIO - MAIO is a global mod that rebalances the whole game, MSO is only focused on improving AI and overhauling simulation and beside that is as 'vanilish' as possible (to be easly mergable).
So MSO can be considered more of a 'modders resource' to be included in more globally-focused mod-packs.

BTW New MAIO (which will include full MSO) is comming soon.
  09:42:54  17 May 2011
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4114
Sounds awesome, gotta try this out.
  12:00:12  17 May 2011
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Flyingdebris
(Senior)
 
On forum: 04/19/2008
Messages: 77
hey trojanuch, so i'm trying to install ceano's stand alone gasmask overlay mod into MSO. but it seems like it would overwrite 2 files

the ui_custom.xml and the bind_stalker.script

is it safe to overwrite those files or is there some careful way i can merge mods without breaking shit?
 
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