This simple addon makes foliage useful during combat or stealth
NPC's have much higher treshold to see through transparent objects like bushes what should remove x-ray eyes from them. They still can shoot if see enough your body and if you hide, they can also shoot blindly for short period of time in point where they seen you last time. For balance they can see a little further
Recommended stealth mod by bvcx
loading order
- Stealth 2.31 (Optional)
- Ghillie Suit Overhaul (Optional)
- Ghillie Suit Overhaul patch for Stealth (Optional)
- NPC's can't see through folliage
To do
- Improved Visual Avareness compatibility patch (I know it's possible to patch this mod, but have problems with step increment, something what decide how fast npc's can spot you. If the finally spot me what usually takes few minutes, then everything works just fine so everyone who uses IVA just you guys must be patient because my mod and IVA have completely different scripts what makes it harder to patch)
CHANGELOG
Update 1.8.1
- Decreased visibility treshold for NPC's and zombified while not alerted
- Decreased visibility treshold for NPC's and zombified while alerted
- Decreased reaction time
- Increased speed of forgeting about enemies (still reasonable value)
- Increased detection of moving objects while alerted
- Decreased transparency treshold
- Increased a little sound perceive from all sources
- Slightly increased eye fov
- NPC's blindness fixed... AGAIN
- Fomod installer have now option to install this mod without any patch
Update 1.8
- Added fomod installer
- Increased a little weapon and anomaly sound perceive
- Increased minimum view distance
- Slightly increased visibility treshold while alerted for normal and zombified NPC's
- Decreased reaction time for zombified stalkers
- Decreased eye fov for zombified stalkers
- Increased a little eye range for NPC's
- Slightly increased still_visible_time (foliage are now good cover so for balance they can still see you for very short period of time because in real life if human know if his enemy hide behind bushes also can shoot blindly)
- Sligtly decreased transparency treshold for zombified stalkers
Update 1.7.2
- Decreased vision range for NPC's and zombified
- Increased FOV for NPC's and zombified
- Fixed code break line for moving enemy detection by NPC's
- Tiny change to transparency_treshold, they was sometimes too blind
- Increased a little weapon sound perceive for NPC's
- Increased a little maximum view distance for NPC's (only multiplier)
Update 1.7.1
Update 1.7
- Finally this mod is DLTXified
Update 1.6
- Changed still_visible_time from 3,5s to 1,85s (how long NPC's still know where you exactly are after losing sight on you)
- NPC's now are more sensitive to some sounds, mostly weapons
- Always_visible_distance while NPC's are in fighting state changed from 3,5m to 4,5m (those who don't know about coming danger have value 0.5m)
- Increased velocity_factor by 10%, stalker should be on their guard, so they are more sensitive for moving bodies in their eyesight
- Slightly decreased time_quant (how fast they can identify enemies)
- Increased time_quant for zombified (they should identify if stalker is enemy almost immediately)
- Slightly increased zombified max_view_distance
- Slightly decreased luminocity_factor for zombified (slightly better vision during night)
- Tougher Hip as optional patch, no longer comes with main mod
Update 1.5
Update 1.4
- NPC's blindness during fog, rain, etc should be fixed now for real. Also delivered compatibility patch for stealth mod what is recommended to play with
Update: 1.3
- Decreased needed brightness for npc's to see player. They shouldn't be completely blind during night and in dark places
Update: 1.2
- Increased still_visible time by x10 (It's is for imitating blindly shooting)
- Slightly decreased treshold when player can be visible (a little better vision for NPC's)
- Increased zombified vision range (max 87 meters while alerted)
- Much faster identification enemy stalker (for avoiding completely blind NPC's during foggy weather)
Update: 1.1
- Changed always_visible_distance to much smaller values
why change always_visible_distance to such a high value? It was .35 for stalkers iirc, which means any kind of stealth is negated within a 35 meter radius.
my fault, forgot about additional 0
Does this actually work though? Most mods claiming this either don't work, or they make you companions useless along with the NPCs.
Somehow works, just tested it again against bandits and they lost sight on me when walked behind bush. I know this can't be perfect but do what it should do most times for me
Is it managed the same way as said other addons ? I am currently using the one shared by the Gamma modpack, how would they compare ?
Addon from gamma makes foliage in NPC's eyes like walls. They will never start shooting you as long you'll be in bushes because thet don't shoot through walls. This addon makes npc's more blind if you hide behind something not solid. Hiding in grass didn't work, only bushes and other onject through you can pass
So in what sense this is better than the one included in GAMMA? It this mod a compromise and so more fair, did I get it right?
Yup, it's more fair in your enemies eyes because they still can shoot for a shord period of time at your last known location so bushes not always should be that good
Yes true, yes indeed that’s interesting !
Хип постоянно помирает пока до Бара доберешься.
Особенно, с модом редон коллекшион.
Здесь она точно более живучая?
She should be more immune to any damage types. She have 99.5% immunity against bullets, and mutants. Maybe you have another scripted mod what messed it up or simply something is changed when she is your companion. I'll check it in free time
Как раз это я и хотел узнать.
Не получается спасти Хип БЕЗ вашего мода.
Если у нее теперь такие параметры, то это очень хорошо.
Спасибо и извините за языковое недопонимание. :)
Now have 95% immunities, she was literally unkillable. I found also she can be really immune, but most times her killer is bleeding, so she also bleeds much slower now and I know it's possible to save Hip without any mod, it just makes it easier :)
You can't really fine tune the vision setting for all scenarios.
It may be handled better thru game materials overriding existing density properties.
Yup, it's difficult. Maybe they can see a little further but if you'll start using surrounding, it'll be fine because NPC's have hard time to see through foliage as long as they don't come to you
Sweet. Even if it’s not perfect (which is probably impossible) it’s bound to be better than vanilla.
Don't know if it's possible, but as you said better than vanilla
hi,
tried your modification right now.
RedForest, day, foggy weather - all NPC's and Zombies are completely blind. They don't see you and each other until they walk point-blank. I can stay or run in the front of hostile NPC and it doesn't shot me or mind me at all.
Do you expect something like that ?
Thanks for info about that, didn't even knowed about that bug. In free time I'll fix it and upload
Ive got the same problem, tested it in Army warehouses and Dead city. Stand right in front of an NPC and the dont return fire
Weird. Tested it and in my game it works fine. I'll upload new version when I'll back to home
Hi, Just an update! I downloaded the updated version and its seems to be sorted now! Thank you for the top mod! Cheers!
Don't have time for even test it now because of my job, so good to hear that. If you'll encounter any other bug with npc's vision let me know
not compatible with stealh and death animations?
It works with stealth, in MO2 it should be
- Stealth
- New Zone NPC's can't see through foliage
For death animations I use DLTX version so conflict free
Latest update, having more files, also collide with Gamma’s «Stealth crash fix», from memory_manager.script. Is it anticipated, and still compatible with the modpack ? Loaded last ?
Uhh.. updated wrong file probably from my modpack. Only two files should be here
m_stalker
m_zombiefied or something like that. Rest can be deleted because are from stealth mod
Ah ok, I see ^^
That makes sens, or else, that was a huge update ! lol
Nah, just my fault. This addon doesn't need stealth mod, but just it's better with that :D
Uploaded same version but without files from stealth mod, update not needed
Where can I find death animations DLX? Could you give me a hint?
here, enjoy :)
Moddb.com
Tx! :)
good mod
Hi, decided to try your mod and it is not behaving very well. I have ES+SSS+Atmospherics installed. I start a new game on the cordon, it's raining bandits on ATP can not see me at point blank range. Also I have installed RedoneCollection under the bridge are military and they also do not see me at point-blank range when I attack them.... I had to remove your mod then everything became normal.
I'll check it and update this mod, thanks for info
Updated, didn't noticed this one worked only with stealth mod. Now can be used without that freely and optionally added compatibility patch for stealth mod
Hi. I love your mod but I use a different mod from stealth called Improved Visual Awareness and your latest update have conflicts with it.
Moddb.com
as long as you used stealth mod or any other what have file called visual_memory_manager.script, this one from my mod can be deleted. Most important is m_stalker and m_stalker_zombied to not be overwritten by another mod
Problem is IVA uses a different formula to calculate visibility. When I tested with a log, there's a value of 5000 in the formula that results to instant visibility to npcs no matter the time and distance. 100 is the threshold for being visible.
It was turning night and the game crashed. When checking the log file it gave me this.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...aly/bin/..\gamedata\scripts\visual_memory_manager.script(334) : get_nvg_val
LUA error: ...aly/bin/..\gamedata\scripts\visual_memory_manager.script:334: attempt to index global 'stealth_nvg' (a nil value)
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Fix will come, soonly
Thx, with Stealth 2.3 this bug dont occurs.
Sorry by my english
If you'll update to latest version, this mod don't need stealth mod but works much better with as long as m_stalker and m_stalker_zombied from this mod isn't overwritten by another
Oh thank goodness...! I get SO FREAKIN' TIRED of when npc-enemies with firearms/grenades can see you perfectly fine through thick bushes, unlike you. Just wish this could be applied to SGM 2.2 but i'll definitely bookmark this addon in case I ever get into the Anomaly part of Stalker since, again, I CANNOT OVERSTATE just how EXTREMELY ANNOYING it is for enemy NPC-shooters being able to see you through thick bushes as if said bushes are merely sheets of clear, frail glass they can shoot through, whereas you can't, for obvious reasons. -_-
Never played SGM but I bet main files should work fine. Probably script must be tweaked because without that npc's are blind during fog/rain weather. Just give me some time and it'll be also for SGM 2.2 (if I'll not fail)
Edit:
I need some time, but it'll work so be patient
You can get SGM 2.2 here: Moddb.com
And if you're not up to going through the starting areas that SGM 2.2 puts you in then just add this to your SGM 2.2 after installing the main SGM 2.2 files, it'll start you straight in Zaton like in normal CoP, though in the style of how SGM 2.2 introduces you in it after getting through the swamp marshes (Clear Sky-related area from CS, but obviously reworked for SGM 2.2 a bit) which is after the SGM 2.2-style Cordon start: Mediafire.com
Also, that "kill 400 zombos" (No, I did NOT stutter: Files.catbox.moe ) introduced via SGM 2.2 in the post-main vanilla mission free roam REALLY BRICKS ones saves from then on out due to the fact that it spawns SOOOOO MANY ZOMBOS, and from what i've heard from others, over-excessive amounts of zombos makes it so that the infamous "corrupted save" is VERY LIKELY to occur, so yeah, be wary of that after the Evac Event is concluded since I REALLY HATE IT when SGM 2.2 does that since, again, it usually leads to an inevitable "corrupted save" scenario due to all those freakin' zombos appearing... >_<
Wait, does this actually work now?
Yup, as long as m_stalker and m_stalker_zombied aren't overwrited by another mod this will work