[relz] Responsive Kill Reactions

Post » Sat May 28, 2011 6:36 am

That would be an improvement, as with the current system it's pretty easy to put the enemy where i need them, and take them out with little risk of getting caught. Still better than the original no reaction at all, though.
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Dawn Farrell
 
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Post » Sat May 28, 2011 4:17 pm

So this is fixed?
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Ana Torrecilla Cabeza
 
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Post » Sat May 28, 2011 11:14 am

So this is fixed?

Yes
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Queen of Spades
 
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Post » Sat May 28, 2011 3:19 pm

Just had a rather fantastic show of this mod's effect. I was creeping up to Fort Banister, and sniped one of the guards by the front gate. Immediately a couple of his buddies came over to investigate the body. I sniped several of them and then the last guy managed to see me an put a round in my chest. I like that it also adds some advantages like that.

Sometime I should try use a body as a distraction to sneak past a group of enemies.
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cutiecute
 
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Post » Sat May 28, 2011 10:05 am

Makes you feel like Golgo 13 and Mcguyver lol
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JLG
 
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Post » Sat May 28, 2011 11:41 am

NM
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Lance Vannortwick
 
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Post » Sat May 28, 2011 4:00 pm

Responsive Kill Reactions v1.2 released . . . . see below for what was changed.

Changes:

- Incorporated a "detection" event check into the scripts. Now, NPC's actually have to "detect" the dead actors body per normal detection rules in order for the detection token to create a detection event. By default, this check runs every 2 seconds for 30 seconds.

- Detection events are no longer created on the dead body. Instead, they are created at the actor detecting the dead body. This results in better alert behavior, and prevents NPC's from collecting around the dead body (which is a pretty stupid thing to do!).

- Added a check to limit the number of active tokens (default to 5). You can change this by adjusting the global RKRMaxTokenCount through the console.

- Added a number of configuration settings (see readme/description) that make use of various globals.


Let me know if you see any other bugs or issues resulting from these changes. Again, I was able to test in a number of situations, but certainly not every situation. enjoy!

EDIT: Also . . . I for the record, I want to mention that melee works correctly. The problem is that if a weapon with an object effects that causes damage (i.e. the shocksword) is used to kill an enemy, it doesn't register the player as the killer of that enemey. This appears to be an engine glitch and isn't a result of this mod.

Also . . . with the changes now, you'll be able to, for example, sneak into a bedroom and 1-hit stealth kill someone while still not alerting other residents in the house. If they were to walk by when the detection token is still active and "see" the body, they would then "sound the alarm." Overall, I think it leads to a much more believable experience.
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Sierra Ritsuka
 
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Post » Sat May 28, 2011 10:06 am

Responsive Kill Reactions v1.2 released . . . . see below for what was changed.



Let me know if you see any other bugs or issues resulting from these changes. Again, I was able to test in a number of situations, but certainly not every situation. enjoy!

EDIT: Also . . . I for the record, I want to mention that melee works correctly. The problem is that if a weapon with an object effects that causes damage (i.e. the shocksword) is used to kill an enemy, it doesn't register the player as the killer of that enemey. This appears to be an engine glitch and isn't a result of this mod.

Also . . . with the changes now, you'll be able to, for example, sneak into a bedroom and 1-hit stealth kill someone while still not alerting other residents in the house. If they were to walk by when the detection token is still active and "see" the body, they would then "sound the alarm." Overall, I think it leads to a much more believable experience.



Sounds awesome Mezmorelda :)
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Karl harris
 
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Post » Sat May 28, 2011 5:52 am

I'm pleased to see you're still working on this mod. I tried your original release and was rather dismayed at having all those Raiders standing around while I blasted them. I haven't been playing Fallout for awhile, but I'll be sure to try out your new version when I do.
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^_^
 
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Post » Sat May 28, 2011 10:41 am

I've been running the updated version of this. You can still get a 'herding' effect when a corpse is discovered. For example, I was outside of the Wheaton Armory and sneaked into position almost directly over the armory itself, facing the derelict building with the roaming raiders in it. I sniped a raider, which then drew pretty much every other raider to the scene of the crime. Causing a complete bloodbath to ensue. Reading the thread, I thought they were to go on alert and not congregate at the death scene anymore. :shrug: Honestly this happens infrequently to what I believe they should be doing, just mentioning it as an FYI. (as if I know what they should be doing anyway...)

Often, I've found that they react really well and make situations much more challenging. They'll chain their alert status too. I love it when one guy finally figures out where the pain is coming from because he just got shot, but didn't die and then all the sudden, the anthill is running at me. I just did the Vault-Tec headquarters last night. I hadn't been to that building in several play-throughs (I get lost in tunnels all the time, so tend to ignore downtown). The SWARM of robots was freaking sick. Thank the Light, there weren't any sentry bots there.
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Lily Something
 
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Post » Sat May 28, 2011 8:07 am

So I dusted off Fallout and tried your mod again. I'm still getting some odd behaviour at times, though it's much, much better than it was. I rant into some Talon Company hitmen in a random encounter, and one of them just kind of danced around even though he had a gun, a shotgun I believe. He never once fired a shot at me though, just kept moving around. Had he joined in with his buddy who was doing a melee attack at the time, I probably wouldn't have survived.
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jessica breen
 
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Post » Sat May 28, 2011 12:56 pm

So I dusted off Fallout and tried your mod again. I'm still getting some odd behaviour at times, though it's much, much better than it was. I rant into some Talon Company hitmen in a random encounter, and one of them just kind of danced around even though he had a gun, a shotgun I believe. He never once fired a shot at me though, just kept moving around. Had he joined in with his buddy who was doing a melee attack at the time, I probably wouldn't have survived.

I don't think this was caused by this mod, my guess is was just an occasional AI malfunction. I'm saying this because the non-attacking NPCs in previous versions were caused by a specific operation in the script, and this operation was completely removed. So I dont know, maybe the one with the shotgun wasn't shooting because the melee guy was blocking him.
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Etta Hargrave
 
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Post » Sat May 28, 2011 6:56 am

So I dont know, maybe the one with the shotgun wasn't shooting because the melee guy was blocking him.


Well no, because even after I killed the melee guy he never opened fire on me. I was able to blast him away just like I used to be able to before. I suppose it could have been caused by a hiccup in the AI though, I do see the AI not putting up much of a fight from time to time. I guess I'll have to try the mod out a bit more thourougly. At any rate, that was the only time I saw something wierd happen. So if it is being caused by the mod, the issue has been greatly improved. I suppose I could live with the odd glitch.
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Anna Watts
 
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Post » Sat May 28, 2011 8:04 pm

I have been using this for a while now and overall I am extremely happy with it.
I have never noticed the ai dancing around or not shooting since I installed this, so I suspect reports of such behavior are not related to this mod.

There is definitely some 'herding' upon discovery of corpses, but to be honest, I think this actualy reflects the way people would react to suddenly finding one of their mates dead.

On occaision though, I have noted a lack or response in situations where I think there should be one.
For example, just today in Broken Steel, I sniped an enclaver patroling on Clark airbase. His mate, who was marching back and forth about 75' away stayed completely oblivious to the body of his dead buddy even though he was in plain sight (see screenshot)
http://i237.photobucket.com/albums/ff292/VonGrantoven/Shotdown.jpg

This makes me wonder what the detection range for bodies is, and how I might go about increasing it.
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Kevin Jay
 
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Post » Sat May 28, 2011 1:05 pm

I have been using this for a while now and overall I am extremely happy with it.
I have never noticed the ai dancing around or not shooting since I installed this, so I suspect reports of such behavior are not related to this mod.

There is definitely some 'herding' upon discovery of corpses, but to be honest, I think this actualy reflects the way people would react to suddenly finding one of their mates dead.

On occaision though, I have noted a lack or response in situations where I think there should be one.
For example, just today in Broken Steel, I sniped an enclaver patroling on Clark airbase. His mate, who was marching back and forth about 75' away stayed completely oblivious to the body of his dead buddy even though he was in plain sight (see screenshot)
http://i237.photobucket.com/albums/ff292/VonGrantoven/Shotdown.jpg

This makes me wonder what the detection range for bodies is, and how I might go about increasing it.


There are a couple of globals you can adjust, they are described in the readme. Some of those settings are pretty conservative, for example the default value of RKRMaxTokenCount is 5. This means, there's a maximum of 5 detectable bodies at the same time, and my guess is that this is why it doesn't trigger detection from time to time. You can try setting it to 10 or 20, i don't think it makes much of a difference performance-wise.
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Schel[Anne]FTL
 
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Post » Sat May 28, 2011 9:44 am

There are a couple of globals you can adjust, they are described in the readme. Some of those settings are pretty conservative, for example the default value of RKRMaxTokenCount is 5. This means, there's a maximum of 5 detectable bodies at the same time, and my guess is that this is why it doesn't trigger detection from time to time. You can try setting it to 10 or 20, i don't think it makes much of a difference performance-wise.

Thanks for the reply, schlangster.
Actually I just went through the read me from the installation archive, and can't see any description of the globals you were referring to.
Can you tell me where I might find this?

In the case in question, I don't think there were 5 bodies in the patrollers line of sight, so I don't think that is the issue.

Might it be the distance? I measured it after I killed the other guy and it was just over 75' (1640 game units).
If so, is there a global to change this?
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Music Show
 
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Post » Sat May 28, 2011 6:00 pm

Thanks for the reply, schlangster.
Actually I just went through the read me from the installation archive, and can't see any description of the globals you were referring to.
Can you tell me where I might find this?

In the case in question, I don't think there were 5 bodies in the patrollers line of sight, so I don't think that is the issue.

Might it be the distance? I measured it after I killed the other guy and it was just over 75' (1640 game units).
If so, is there a global to change this?


You probably have an older version? the readme of 1.2 should contain a configuration section. Since you mentioned the distance, currently its 1500, so the body it was slightly out of range. To modify it you can set RKRDetectDist to some higher value.
Though i must say that not all globals have an effect right now, but at least the distance and token count do.

Regarding the 5 bodies, the line of sight of the patroller is not relevant. The detection is.. corpse-centric, so whenever you kill someone, the corpse will look for actors that may have detected it and trigger an alert on them. So if you killed ~ 5 enemies in the last 30 seconds, the 6th might be ignored.
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Sasha Brown
 
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Post » Sat May 28, 2011 4:56 am

You probably have an older version? the readme of 1.2 should contain a configuration section. Since you mentioned the distance, currently its 1500, so the body it was slightly out of range. To modify it you can set RKRDetectDist to some higher value.
Though i must say that not all globals have an effect right now, but at least the distance and token count do.

Regarding the 5 bodies, the line of sight of the patroller is not relevant. The detection is.. corpse-centric, so whenever you kill someone, the corpse will look for actors that may have detected it and trigger an alert on them. So if you killed ~ 5 enemies in the last 30 seconds, the 6th might be ignored.

Strange, I am looking at it now (Version: 0.2 alpha, Date: 12-03-2010) and dont see any mention of global settings. Are there different variants floating around?

Yeah it sounds like the distance was the issue in this case.
Sorry though, I have the .esp open now and can't seem to see any "RKRDetectDist" in the globals settings or object window. Where can I find this setting?

Apart from this minor issue, I am absolutely loving this mod. I honestly could never go back to using PA without it.
Thanks for your efforts and support on this beauty!
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Sarah Unwin
 
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Post » Sat May 28, 2011 2:45 pm

Strange, I am looking at it now (Version: 0.2 alpha, Date: 12-03-2010) and dont see any mention of global settings. Are there different variants floating around?

Yeah it sounds like the distance was the issue in this case.
Sorry though, I have the .esp open now and can't seem to see any "RKRDetectDist" in the globals settings or object window. Where can I find this setting?

Apart from this minor issue, I am absolutely loving this mod. I honestly could never go back to using PA without it.
Thanks for your efforts and support on this beauty!

Hm, are you sure we're talking about the same mod here? I get the feeling you mean helmet POV and not RKR. Latest RKR version is 1.2 @ http://www.fallout3nexus.com/downloads/file.php?id=11750. Nevermind btw :D
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Blessed DIVA
 
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Post » Sat May 28, 2011 11:27 am

Hm, are you sure we're talking about the same mod here? I get the feeling you mean helmet POV and not RKR. Latest RKR version is 1.2 @ http://www.fallout3nexus.com/downloads/file.php?id=11750. Nevermind btw :D

Sorry, you are absolutely right! :facepalm:
I have been messing around with them both today and got them mixed up!
Well, on that note, I am off to bed.
I will sort it out with a clear brain tomorrow!

Thanks again!
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Curveballs On Phoenix
 
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