I would like to announce the release of the latest version of the (Closer to Realistic) Stealth and Detection mod. Get it at http://www.fallout3nexus.com/downloads/file.php?id=10843
CtRStealth v2.1 features a variety of improvements and some new features to make sneaking much more realistic and challenging than in the stock game, specifically;
Improvements
- The indoor detection radius has been further increased. It is now 3x the stock version, meaning that unless you are careful enemies can see you nearly 120 yards away. Firing weapons in subway tunnels or buildings will draw enemies from much further than before. Also, no more staying back 40yards and headshotting raiders with impunity in the SuperDuper!
- Outdoor detection is roughly the same as stock, but due to the nature of the attenuation algorithms you will actually be much less detectable then you were in the past. Sneaking up on enemy encampments in the dead of night should be more plausible now. No more raiders with built-in NVgoggles and super hearing!
- Visual calculations have been tuned, so that in perfect darkness you will be almost invisible. Searching enemies who come very close will have a reasonable chance of spotting you though, so don't get overconfident.
- Sound calculations have been tuned. If you run close to enemies, even if they aren't looking, they will hear you. Move slowly and you can approach close enough to cut throats from behind.
- Silent weapons have been tuned to make them more realistic. Remember that they aren't totally silent, and that the impact will make a noise.
- Enemies should search a bit harder when alert, should work more effectively together, and should be more tenacious when aroused.
- The previously noted issue of enemies not showing up on the radar should be fixed.
New features
- Noisy objects - clutter such as cans and bottles that litters the floor now makes a noise which enemies can hear (you will notice a little thumping sound). Watch your feet!
- More realistic Power armor (optional separate .esp) - You shouldn't be able to sneak wearing a clanky metal tank. To this end, most power armor now weighs a much more plausible 120lbs (by comparison, the famous metal armor used by Aussie bushranger Ned Kelly was nearly 100lbs without leg or arm armor). To compensate, the armor features increased carry weight, slightly better rad resistance and water breathing capability (I assume it's sealed and has an internal air supply).
If you don't want this feature just delete the 'CTR Stealth PwrArmor.esp' from your data folder.
Things that still need work
- The script I am using to add sound events to cans and bottles (written by Samaelaunweor and Mortemim) cannot be applied to shopping carts, as they are "movable static" objects rather than "Misc item". Samaelaunweor is apparently working on this, but if anyone has any ideas on how to overcome this issue, it would make the Super-Duper a more fun place.
- Silenced weapons are still not where they should be. The iSoundLevel functions don't seem to work as they should.
- Noisy actions like jumping, reloading and opening doors should have a sound event. Unfortunately I lack the necessary scripting skills to pull this off at the moment. If anyone would like to crank out a script for these, I will incorporate it into the next versions. This might be of some help. http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1070438&view=findpost&p=15558316
- Finally, the Holy Grail! If anyone has any ideas on how to generate a detection event from enemies dying or spotting their friends bodies it would be a major boost to realism. If you can pull this off you will be a scripting legend!
Installation and other mod compatibility
Load the 'CTR Stealth v2.1.esp' and 'CTR Stealth PwrArmor.esp' last in your load order. It should overwrite other mods that change the detection calculations only. The optional 'CTR Stealth PwrArmor.esp' will overwrite any mods that change the power armor.
Feedback request
As always, I am very glad to receive constructive feedback.
My aim was to adjust the variables so that the sneaking in the game felt like it would be possible in the real world. If you try this out and encounter a situation where you feel, 'in the real world that would be possible/impossible, let me know the details and I will try to change it.
One major factor that can't be accommodated though is silhouette. Light is calculated solely at floor level. Look at your hands. If they are totally dark so are you. If you can see a bit of color, so can your enemies!
Btw, I did all my testing with a sneak of 50. At this level sneaking is challenging, but very possible if you stay slow, move when your enemies aren't looking, and stay firmly in the shadows. The level of challenge will vary accordingly. :ninja:
As with v1.0, I have uploaded a spreadsheet (many thanks to Mezmorelda for the slick layout!) showing the formulas and the numbers I have used. Feel free to examine, and test variations, but I would be very grateful if you could report your findings here.
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V1.0 description:
The sneaking system in the stock game is very forgiving. While it was fun at first to jog through the Superduper Mart, headshotting Raiders from the shadows with impunity, it eventually got to feel just too unrealistically easy to fully enjoy.
There are a few mods that have significantly improved on this, but in all cases there was one glaring flaw that I noticed - If you stayed at least 40 yards away you could not only kill without being noticed, but you could turn on your light and jump up and down firing a machine gun into the ceiling as well!
This struck me as counter-immersive and a bit silly. Doing too much Jet and Psycho makes you deaf and blind?
In any case, the aim of this project is to improve the AI detection routines to bring them closer to reasonable expectations, especially in the aspect of distance. To increase the degree of challenge, but only in ways that make intuitive sense.
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I look forward to any feedback and suggestions you may have.
-gurachn