This addon make the AI walk only when a script in a smart forces it, on its own the AI will now jog most of the time to cover his patrols (like the player does)
NPC will sprint on their own in some dangerous situation.NPC move speed have also been increased to make battles more fun (as the AI will move to cover faster , will rush to your estimated position faster by example).
This increased speed is only slightly increased so don't expect superhuman AI sprinting.
Having watched a video of an old stalker build ( build ) that featured a different combat AI , with the npc moving faster , rushing to cover, etc...
I was impressed by how much more intense the fights were than what the commercial stalker games and the mods that came after were.
Moddb.com
So i decided to try to increase the AI movement speed to see if it could help recreate this kind of intensity.
The addon is an ongoing test, i'm just sharing it for people wanting to give a try, it is not finished but deliver something different enough in battle to worth a try.
It is by no mean intended for realism, i just am trying to make the AI fight more intense.
This addon make the AI walk only when a script in a smart forces it, on its own the AI will now jog most of the time to cover his patrols (like the player does)
And will sprint on his own in some dangerous situation.
NPC move speed have also been increased to make battles more fun (as the AI will move to cover faster , will rush to your estimated position faster by example).
This increased speed is only slightly increased so don't expect superhuman AI sprinting.
version 1.1 :
removed the updated xr_camper.script , it lead to crashes
version 1.2
tweaked a bit the script file
added a compatibility patch for the EatMedkitScheme addon
version 1.3
tweaked the sneak section of the state_lib.script
added and tweaked the xr_reach_task.script as it contained some movement too
added compatibilty patch for the CotZ death animation addon (and compatibility for mixing CoC gunplay + Death animation)
version 1.4
added an optional "slightly toned down" version of the addon with some tweaked state_lib.script
To Install
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Move the gamedata folder to your ...\S.T.A.L.K.E.R. - Call of The Zone\ directory
Option - Slightly toned down
----------------------------
The slightly toned down version of the addon results in stalkers spriting a bit less (by example when they're going to loot corpses)
Those modification also allow the zombified stalkers to be much less scary, they are back at being the slow moving ones instead of rushing to kill you on sight.
to install this option, just move the gamedata folder to your ...\S.T.A.L.K.E.R. - Call of The Zone\ directory
to re-install the normal version of the addon, install the normal gamedata folder to your ...\S.T.A.L.K.E.R. - Call of The Zone\ directory
Compatibility patch
-------------------
Included is a compatibility patch in the case you have the addon "CoP Gunplay for CotZ" (as they both use a m_stalker.ltx file)
1- Back Up your m_stalker.ltx (found in ...\S.T.A.L.K.E.R. - Call of The Zone\gamedata\configs\creatures\ )
2- Installing this Action AI for CotZ addon as previously explained
3- just move the gamedata located in "compatibility CoP Gunplay 4 CotZ" folder into
your ...\S.T.A.L.K.E.R. - Call of The Zone\ directory and accept overwriting of the existing m_stalker.ltx
Included is a compatibility patch in the case you have the addon "EatMedkitScheme1.0" (as they both use a state_lib.script file)
1- Back Up your state_lib.script (found in ...\S.T.A.L.K.E.R. - Call of The Zone\gamedata\scripts\ )
2- Installing this Action AI for CotZ addon as previously explained
3- just move the gamedata located in "compatibility EatMedkitScheme" folder into
your ...\S.T.A.L.K.E.R. - Call of The Zone\ directory and accept overwriting of the existing state_lib.script
Included is a compatibility patch in the case you have the addon "CotZ Death Animation 1.0" (as they both use a m_stalker.ltx file)
1- Back Up your m_stalker.ltx (found in ...\S.T.A.L.K.E.R. - Call of The Zone\gamedata\configs\creatures\ )
2- Installing this Action AI for CotZ addon as previously explained
3- just move the gamedata located in "compatibility CotZ Death Animation" folder into
your ...\S.T.A.L.K.E.R. - Call of The Zone\ directory and accept overwriting of the existing m_stalker.ltx
Included is a compatibility patch in the case you use both CoC Gunplay fr CotZ and CotZ Death Animation 1.0 at the same time
1- Back Up your m_stalker.ltx (found in ...\S.T.A.L.K.E.R. - Call of The Zone\gamedata\configs\creatures\ )
2- Installing this Action AI for CotZ addon as previously explained
3- just move the gamedata located in "compatibility CoP Gunplay + Death Anims" folder into
your ...\S.T.A.L.K.E.R. - Call of The Zone\ directory and accept overwriting of the existing m_stalker.ltx
To Uninstall
------------
Delete the file "m_stalker.ltx" found in
...\S.T.A.L.K.E.R. - Call of The Zone\gamedata\configs\creatures\
Delete the file "state_lib.script" and "xr_reach_task.script" found in
...\S.T.A.L.K.E.R. - Call of The Zone\gamedata\scripts\
NOTE 1
------
If you uninstall the addon and in case you were using the CoP Gunplay for CotZ addon,
after deleting the m_stalker.ltx file, put the m_stalker.ltx file (that's why i suggested to back it up first) from the CoP Gunplay addon back to your
S.T.A.L.K.E.R. - Call of The Zone\gamedata\configs\creatures\
NOTE 2
------
If you uninstall the addon and in case you were using the EatMedkitScheme 1.0 addon,
after deleting the state_lib.script file, put the state_lib.script file (that's why i suggested to back it up first) from the EatMedkitScheme 1.0 addon back to your
S.T.A.L.K.E.R. - Call of The Zone\gamedata\scripts\
NOTE 3
------
If you uninstall the addon and in case you were using the CotZ Death Animation 1.0 1.0 addon,
after deleting the state_lib.script file, put the m_stalker.ltx file (that's why i suggested to back it up first) from the CotZ Death Animation 1.0 1.0 addon back to your
S.T.A.L.K.E.R. - Call of The Zone\gamedata\configs\creatures\
NOTE 4
------
It should make the battle with AI slightly harder, as the AI move faster and is then less easy to target and kill
the AI is also covering distances faster meaning if you retreat from a battle, you will have less time to breat as the AI will take less time to follow you.
The zombified stalkers (in the normal version of the addon, not in the "toned down" one) will not slowly walk to you anymore, they're much more scary now, have fun.
Note : this is rather experimental and very likely more fun than realistic or immersive,
So i suggest to avoid using this addon on your current character save (unless you really like what this addon is trying to do).
Purpose and discussion about this addon here :
Moddb.com
you should prob add in some battles with the new AI it looks interesting
I've just tried it, the fights againts the NPCs are improved hoping don't meet some issues during the gameplay while I use this Addon
There aren't been issues with my current saves.
Noticed a side effects of this addon : the zombies (the zombified stalkers i mean, not the zombie monsters), they're something else now.
Go find a zombie and make sure he will spot you, then run away , turn back and look :D
"Go find a zombie and make sure he will spot you, then run away , turn back and look" nah bro, why does the impression become horror
Cool mod, I had to edit the "state_lib.script" to make it compatible with EatMedKitScheme, but it seems to work! Got in a wild fight with some bandits while getting chased down and killed by dogs.
I didn't knew there was another addon for cotz using this file, thanks for reporting.
Update to version 1.2 , tweaked 2 entries in the state_lib.script and added a compatibility patch for the addon EatMedKitScheme
update to version 1.3
tweaked the sneak section of the state_lib.script to make the AI sneaking faster
added and tweaked the xr_reach_task.script as it contained some movement too that should now have the AI doing them faster
added compatibilty patch for the CotZ death animation addon (and compatibility for mixing CoC gunplay + Death animation)
This is a great addon. Worth getting just for making Prof. Sak jog, which by itself gives players back hours of their lives waiting for the old bastard to get his *** in gear.
YES HELLO HELLO FASTER PLS
It took a while before I got used to seeing NPCs jog and sprint, though. Every time, I thought an emission was about to hit.
Also, the first time I noticed what another player mentioned about what this mod does to zombified stalkers, I nearly pooped myself. This is definitely a feature, not a bug.
EDIT: Squads of stalkers will run for miles just to come steal the loot off of bodies you killed. And they're quick and efficient about it, too. It's great.
Nice to see you're enjoying this.
When i made the addon i had some trouble getting used to the NPC jogging and sprinting, but now i simply can't go back to seeing them only walking all the time :)
For the zombies, i was very surprised the first time i saw what my editing did to them, as i wasn't expecting that, but again it makes the zombies much more awesome now and scary to deal with :D
Addon does not need to be updated as it is compatible with the new Call of the Zone 1.2 version without problem.
I think the patrolling NPCs and the zombies should stick to walking, but the rest is actually exactly what this game needed! Finally some threat from the npcs
The addon has been updated to 1.4
The update only add an optional version of the normal addon i named "Slightly Toned Down".
This optional version will make the AI less prone to sprint (by example when they're going to loot corpse) and additionally will make the zombified stalker much less scary by reverting them back into their vanilla slow behaviour.
DUUUUUUUUUUUUUUDE!!!!
OMG THANK YOU SO MUCH FOR THE UPDATE OMGGGG!!!
I actually did poke for just a bit in your mod but could not figure out how the freck to make the brain-scortched-stalkers back to "normal".
PS: don't get me wrong and don't get mad plz, but speed enhanced zombies were not "scary" at all from my perspective, but rather just glitchy because they all would just run towards the same spot and super cram themselves in that one point on the ground - that whole image was very goofy and non-immersive (or at least this is how i see it).
Thanks again for the added options, changed my vote from 9 to 10 out of 10! Cheers!
Ooh, interesting. 🙂
I've often thought that the common setting of the player being slightly faster than npcs is sort of 'unfair' in FPS games, though I get why developers do it (it helps less skilled players escape from losing battles 😉).
I'll definitely add this to my next 'fresh' CotZ install, though I'll probably keep my zombified Stalkers slow (and inaccurate, lol 😁).
Question: does this affect companions as well? I assume so, and if that *is* the case this addon will have already earned a permanent spot in my CotZ installations. No more waiting for my buddies to catch up with me!
It should affect every npc, companions included unless i have overlooked something of course.
That's what I thought from having poked around in the files myself a few times. 😀
I was always going to do a mod like this at some point - but I was going to do it the cheap way and just slow down the player, lol 😄
Your way is the way it should be done!
Can you make npc scuttle instead? Run fast animation but short distance?
This is such a good mod, change the fight dynamics for the BEST !