Remaking a lot of NPC jobs such as guard, patrol, sleep at night.
Description
Most vanilla jobs with highest priority are "sit at the campfire". I tried to change it to make bases (and other smart terrains) to feel more logical, with guards and patrols where they should be in the first place. Highest priority will first cover all entrances, lower priority - more secondary guards/patrols/idling NPCs will be added.
Other small changes:
- Some of NPCs at most of these smart terrains are now going to sleep at night ;]
- Some guard placements and patrol routes are changed at night aswell.
- Usually jobs at towers and other high grounds will be suitable only for NPCs without pistol/shotgun, was kinda baffling to see it in vanilla imo.
- Togglable in MCM traders sleep ;]
Normal NPCs can still leave the smart terrain and leave it empty tho, if you want guards to be more consistent you can try it with my other addon Guard Spawner ;]
(You can also try to sneak around with this one Stealth , didn't try yet but should be interesting xd)
Smarts where jobs were remade (for now):
Yantar is fine as it is, there are guards, but no sleeping places there are sleeping places actually, will add later. Pripyat is fine too, they are everywhere and I don't know if they should sleep or not. I'm not very familiar with CoP maps, but maybe in the future.
Most smart terrains have beds for NPCs, so it looks ok. But some do not, like in following videos ;[
Here is the example of Freedom base during day and night:
As the title says, it requires DLTX !! Should be compatible with everything I hope.
Thanks to Longreed once again for explaining and helping with AI logic ;]
Changelog
- 0.31:
- Small fixes for traders ;p
- 0.3:
- Fix for Warehouses south-west smart (was pointing to wrong ltx mercenaries outpost).
- Added some jobs for Yantar bunker, nothing fancy, just someone to sit at the campfire and guard at the top of bunker ;]
- 0.21:
- Hm, don't know why, but "Wounded" scheme is totally broken with these guards. Disabled it for them.
- 0.2:
- Togglable in MCM sleep for traders (disabled by default) xD There are 3 separated options (traders/mechanics/medics) that you can turn on, and 2 options to set the time for their sleep from/to.
FYI with "Traders sleep" option enabled, Sidorovich's door will be locked during this time, coz I can't make him go anywhere ;]
Mod addition idea, add in feature to wake the traders during the hours they would normally sleep resulting in higher than normal item pricing. I like the immersion but sucks if you cant buy anything at night and youre out of ammo or meds etc.
IMMERSION!!
just encountered an issue when entering military warehouses :
[error]Arguments : Duplicate section 'logic@mil_2_2_xcvb_day_8' wasn't marked as an override.
Override section by prefixing it with '!' (![logic@mil_2_2_xcvb_day_8]) or give it a unique name.
Check this file and its DLTX mods:
"c:/game/anomaly\gamedata\configs\scripts\military\mil_smart_terrain_2_2_smart_logic_xcvb.ltx",
Damn, missed very last section ;[
Fixed, sorry for that.
Tested every other smart with max amount of squads except this one ;p Should not happen again.
Thank you for that quick fix :)
hell yeah, thank you so much for this addon
it was sort of weird to have freedom members, which are across the fanatics borders, just chillax and not worry one bit
mustve been the weed
Yay. This would be good with your refill squads mod
Mm, I don't see how it will help, Guard Spawner will be better ;p
Is this compatible with Warfare/Warfare Alive Overhaul?
If warfare uses same AI logic files as vanilla then yes. I don't know really xd
Comrade, We appreciate your work in Creating and Sharing this Mod to us, Thank You.
This is a must! nice work bvcx
will it work on 1.5.1?
Think so yeah, if you can find DLTX for 1.5.1 ;]
Does this mod also raise spawn rate/modify spawns or will the population remain the same just with more specific job instructions?
Does not touch population, just their jobs.
The audio on "freed base day" sped-up video is ******* comedy gold.
Mod looks pretty hawt too, thanks dude. How safe would you say it would be to install this on an ongoing savegame?
Should be safe ;] Aswell as uninstalling at any time.
;]
;]
xcvb, как истинный Москвич, снова сделал это
is this compatible with warfareAlife overhaul addon?
no idea, try and tell us.
warfareAlife - полное говно! а этот аддон очень хороший. спасибо за работу!
Два совершенно разных аддона, причем тут он не знаю.
Hey, this is a great addon.
I still have suggestions here.
It would be cool if you could also man the platform of the Ecologist Bunker in Jupiter with guards. This would possibly also solve another problem. There are seats in front of the bunker. And they usually have two NPCs sitting on top of each other.
And then there's the laundromat on the outskirts of Prypiat. In the one hall with the washing machines, NPC's sometimes sit on the floor in front of a wall, facing the wall. Totally stupid.
And in the room where the dealer sits, NPC's sometimes sit in a heap in the farthest corner, in front of the wall and stare at the wall. really stupid. lol
So you could fix something there.
Best regards
Yeah, I'm not very familiar with CoP maps as I said in description ;p
I'll ask around for the map with all places where NPCs are and will try to make it for these 3 aswell.
Thanks for the addon! But there is a strange problem - stalkers at night, when they go to bed, do not go to bed, but stand still, looking at the wall. Can this be fixed? Everything else works well, no crashes. None of the mods conflict.
Where it happened? Their logic has a destination point, when they reach this point they should then play animation and keep it. Let me test the place ;]
Yes, I noticed that too. Xenotech in Cordon goes into the other barracks and then stands around in front of the bed.
Unfortunately, everyone... except Wolf, who is replaced by Hip while he sleeps in the house. The rest of the stalkers for some reason stand on mattresses and other sleeping places. I thought it was because of the changed animations, but turning them off did not change anything. I will continue to try to find a possible conflict of addons, if I find it, will definitely let you know. Although MO 2 shows that nothing is overwritten.
You won't find any conflicts, unless something is changing axr_beh.script directly which is very unlikely ;p
Можно на русском, я так понимаю?) Кажется, нашел проблему - HG COMPANION. Мод, перерабатывающий отряды, действительно содержащий файл axr_beh.script. И не подумал на него сразу, все таки разные направленности.
Без него всё нормально? ;]
Я посмотрел там пол скрипта перелопачено, половина удалено, половина добавлено, разбираться долго.
Just in case for everyone, logic sometimes can be wonky and yes I saw NPCs standing instead of playing animation in my tests too, but it was very rare and usually goes away after reloading.
Do you all see it all the time (or at least very often) or just occassionally and on only one NPC?
Да, без него все хорошо работает, потестил на кордоне, баре, ТД, несколько дней мотал, сейв-лоады проводил, всегда все срабатывало, как нужно. Тот аддон хотел использовать ради функции отдыха компаньонов и изменения расположения отряда, но это мелочи, все таки доведенное до ума функционирование баз для меня куда важней будет.
finally no more stalker ai sniping me with toz saw off lemao
Привет, стоит ли ставить на Редукс 1.1 или Гамму?
Лучше у них и спросить стоит ли ;]
Really cool addon. I grabbed this and your guard spawner script.
Good effort and good idea. I support it. very nice
FATAL ERROR
[error]Expression : !NET.empty()
[error]Function : CAI_Stalker::net_Export
[error]File : Ai\Stalker\ai_stalker.cpp
[error]Line : 837
[error]Description : assertion failed
stack trace:
this happened when i went to outskirts
But I don't have a single file touching outskirts or any CoP maps. I don't even touch SoC's Pripyat.
maybe it was cause i played it with guard spawner?
Or maybe it's another addon that actually have changes in the outskirts level ;]
Its the food addon please remove... every addon that its make by this android_paperclip person
amazing work as usual...no surprises there XD
Noticed that a lot of times, NPCs fail to relight campfires once they burn out at night or something. Came across quite a few completely dark camps with NPCs in the swamp, standing, walking their guard paths, and not one campfire lit. Doesn't seem to be an issue with main clear sky base tho somehow.
I added turn on campfire to most of them, but could miss some. Probably the ones I've done first, since I was learning on the fly ;p
lets f*cking gooooooo!!!