[RELz] Realistic Sneak for NPCs

Post » Wed Sep 01, 2010 10:43 am

Bah, found a bug in detection formula. Detection should be way easier at higher PC sneak..

1.02 upcoming in several hours - with optional armor/weapon penalties from SO and fix for issue above.
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Wed Sep 01, 2010 1:33 pm

1.02 is out!

Changes:
1. Again modified detection formula. Now weights for Agility and Sneak parameters are same as
in-game damage formula.
2. Added optional penalties for wearing heavy armor and/or having weapon/shield out.
3. Reveal Distance can be adjusted via ini now
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Wed Sep 01, 2010 10:27 pm

1.03 is out!

Bugfix: under some circumstances NPC would not come out of hiding. This has been fixed.
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Thu Sep 02, 2010 2:31 am

So are you going to make this a decent replacement for Proximity Based mod too?
I wonder if my using Progress set to x5 multiplier is what saves me from skill jumps in nGCD with Prox then.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Wed Sep 01, 2010 11:07 pm

No.

PBSP adds sneak penalties to player. I dont touch player at all.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Wed Sep 01, 2010 6:00 pm

OK updating ... I still do not understand the sneak attack settings:
; Use Vanilla Sneak Attack scheme: 2x ranged damage at sneak < 25, 3x at sneak >=25; Set any other value to use Stealth Overhaul Sneak Attack scheme; Which is:;;            |                  Marksman; Sneak      | Novice Apprentice Journeym. Expert  Master; -----------+--------------------------------------------; Novice     |   x1       x1       x2       x3       x3   ; Apprentice |   x1       x2       x3       x4       x4 ; Journeyman |   x2       x3       x4       x5       x5; Expert     |   x3       x4       x5       x6       x6  ; Master     |   x3       x4       x5       x6       x7 ;; Also switching to Stealth Overhaul scheme will trigger sneak penalty calculations; for having weapon/shield out and for wearing heavy armor. It will become harder; for NPCs to hideset RenNPCSneakNode.iVanillaSneak to 1 ; default 1
What are the options - what numbers do I pick? Can you give an illustration?

What if I do use Stealth Overhaul?
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Thu Sep 02, 2010 1:13 am

You dont need to pick any options from this table. It is the table from Stealth Overhaul which illustrates what sneak damage will be depending on PC marksman and sneak.

You need just set RenNPCSneakNode.iVanillaSneak to either 1 - or some other value.

If you choose 1:
NPCs will NOT suffer sneak penalties for having weapon/shield out or wearing heavy armor, and will do 2x "sneak damage" when sneak<25 and 3x damage when sneak>=25 -- same as PC in vanilla.

If you choose not 1:
NPC will suffer sneak penalties for having weapon/shield out or wearing heavy armor, and will do sneak damage from that table -- ie, same as PC in Stealth Overhaul.

My mod is fully compatible with SO, they dont interfere in any way.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Wed Sep 01, 2010 5:10 pm

Your mod sounds very interesting....and I will try it out for sure! :foodndrink:

I can't pass up a chance; however, to say... "DAoC?!?" Years later I still miss and yearn for the good ole days (from the time the servers went live up to the release of Trials of Atlantis) of open ended, three sided, team based warfare and small skirmishes and the never ending saga of realm and server politics on DAoC Nimue...best MMORPG for PvP and RvR...ever...in its day (still the best RvR concept, IMHO).

Regards,

Hem (f/k/a Hemingwey Albionson - Bastard Son of a Norse Chieftain and a Britton Slave - Midgard Warrior and Jarl of Clan Rampage :wink_smile: )


Here's to all the DAoC players out there: :foodndrink:

Good times... GOOOOOD times. I sorely miss those days too. I completely agree that the RVR/PVP was the most superior I've ever played even to this day. I play every once in a blue moon again, but my latest was well over a year or two ago.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Thu Sep 02, 2010 12:34 am

1.04 is out!

Tweaked combat behavior: actors will now go into hiding when in combat only with bow drawn. So
you wouldn't see any more of invisible ninjas in melee.
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Wed Sep 01, 2010 7:51 pm

1.04 is out!

Tweaked combat behavior: actors will now go into hiding when in combat only with bow drawn. So
you wouldn't see any more of invisible ninjas in melee.

Perfect. I was holding out on downloading till this. I'll grab it when I get home!
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Wed Sep 01, 2010 5:02 pm

The default transparency for NPCs of 100% is way too brutal and unrealistic IMO, especially since the NPCs go invisible right before your eyes.
I was about to uninstall this mod when I realized this could be tweaked via the ini file. Setting transparency to be dependent on the NPCs sneak skill and/or increasing the lenght of the combat rounds should give better (as in more realistic) results, I think.
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Wed Sep 01, 2010 9:53 pm

The default transparency for NPCs of 100% is way too brutal and unrealistic IMO, especially since the NPCs go invisible right before your eyes.
I was about to uninstall this mod when I realized this could be tweaked via the ini file. Setting transparency to be dependent on the NPCs sneak skill and/or increasing the lenght of the combat rounds should give better (as in more realistic) results, I think.

I thought transparency already was dependent on NPC sneak skill. Or at least it was with the original mod this is based on. Did this get changed for this mod? I have not yet tested this since I am caught up in my current project, which is being tested with the original mod.

I do agree that combat rounds should be increased a little. That is configurable though Petrus.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Wed Sep 01, 2010 3:06 pm

I thought transparency already was dependent on NPC sneak skill. Or at least it was with the original mod this is based on. Did this get changed for this mod? I have not yet tested this since I am caught up in my current project, which is being tested with the original mod.

I do agree that combat rounds should be increased a little. That is configurable though Petrus.


I know. After some tweaking it works fine now. Archers are hard to spot but they are not invisible.
But the default ini settings are rather hard core, IMO.
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Wed Sep 01, 2010 7:05 pm

It is rather annoying when my merchant NPCs go invisible as I approach them.

I forgot about there being an ini that sets this.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Wed Sep 01, 2010 2:35 pm

This mod is considered outdated now.

Please check out a new mod "Haldar's Mods Pack" here : http://www.gamesas.com/index.php?/topic/1154877-relz-haldars-mods-pack/
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Previous

Return to IV - Oblivion