[relz] Responsive Kill Reactions

Post » Sat May 28, 2011 8:12 am

I wrote down a scenario previously in this post, before I DL this, could I get an answer about it?

Generally you should probably wait for the next version with the DL because there's a bug that has been reported multiple times here, which will be fixed then.

To answer you question: Only enemies around the dead body will be alerted.
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Samantha Mitchell
 
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Post » Sat May 28, 2011 11:11 am

How would this mod work with Stealth Kills Enabled? In case you're not familiar with it, what it does is makes it so when you kill somebody (NOT a stealth kill), people who wouldn't see or hear it would not spontaneously be aware of it. I suppose they do different things as, to my understanding, this just makes it so stealth kills still alert people around them.

Any idea on what would happen, or should I just give it a try?
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marie breen
 
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Post » Sat May 28, 2011 7:20 am

Generally you should probably wait for the next version with the DL because there's a bug that has been reported multiple times here, which will be fixed then.

To answer you question: Only enemies around the dead body will be alerted.



cool, and thanx
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Holli Dillon
 
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Post » Sat May 28, 2011 8:51 pm

I saw in the GECK thread that newly killed bodies will be "hot" for 30 secs, so comrades walking by will be alerted even if they didn't witness the actual kill. That's awesome. Really looking forward to the next version of this. :thumbsup:
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Arrogant SId
 
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Post » Sat May 28, 2011 7:37 pm

Any idea on what would happen, or should I just give it a try?

I don't think it will interfere. The only thing this mod does as of now is to create a detection event (like when shooting a wall next to an hostile actor).
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.X chantelle .x Smith
 
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Post » Sat May 28, 2011 5:44 pm

No rush; Has the fix been made/uploaded yet? =)

Curious because I want to try this out.
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James Baldwin
 
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Post » Sat May 28, 2011 6:34 am

Is this mod still in active development. This is something I have been looking for but the NPC issue is the killer for me.

Sounds great for whats in it right now. Keep up the great work.
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aisha jamil
 
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Post » Sat May 28, 2011 8:52 pm

I've posted an update (version 1.1) that fixes the odd weapon equip glitch on actors, causing them to not attack and/or behave oddly. Let us know how this version tests out. Thanks to schlangster for the heavy lifting!
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Rusty Billiot
 
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Post » Sat May 28, 2011 8:51 pm

I still get people not holding their guns. They are in a position as if they were holding a gun, but the weapon is not showing. However loading a save game made in the area makes their guns appear again.

As a side note this opens up a brand new way of AI abuse. I shoot the ground with silenced weapon, a raider comes check what happened, i kill him, his buddy comes to check the corpse, i kill him, his buddy comes to check the corpse etc. etc. In the end there's a huge pile bodies in a doorway and the raiders just keep walking into the obvious killzone :lmao:

I suppose that can't be helped, but it's comical nonetheless :D
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Harinder Ghag
 
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Post » Sat May 28, 2011 1:26 pm

I still get people not holding their guns. They are in a position as if they were holding a gun, but the weapon is not showing. However loading a save game made in the area makes their guns appear again.

As a side note this opens up a brand new way of AI abuse. I shoot the ground with silenced weapon, a raider comes check what happened, i kill him, his buddy comes to check the corpse, i kill him, his buddy comes to check the corpse etc. etc. In the end there's a huge pile bodies in a doorway and the raiders just keep walking into the obvious killzone :lmao:

I suppose that can't be helped, but it's comical nonetheless :D


It's still the old version you get when downloading. Sometimes you'll have to wait a while before an updated upload is available.
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Averielle Garcia
 
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Post » Sat May 28, 2011 10:27 am

It seems like it's still the old file :(
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Stat Wrecker
 
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Post » Sat May 28, 2011 1:26 pm

I wondered why it was exactly the same size as the previous version, and i still get the old one while downloading. I'll try downloading again tomorrow.
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Cathrine Jack
 
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Post » Sat May 28, 2011 6:10 am

A bit odd, though, when checking the time the new version was uploaded. It was six hours ago. Seems it should be available by now.

EDIT: Hm, I'm beginning to suspect that the old version was reuploaded by mistake. Either that or Nexus has some issues at the moment. Anyway, looking forward to trying out 1.1 whenever it's available.
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Ice Fire
 
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Post » Sat May 28, 2011 11:19 am

Blast . . . apologies if it didn't upload correctly.

These has happened to me a few times, where if you upload a file to nexus with the same file name, it says it uploaded but in fact it never replaces the old version, even through you've "deleted" the old file.

Crazy.

I'll try again when I get home.
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Richus Dude
 
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Post » Sat May 28, 2011 9:06 am

Okay . . . sorry for that. The new version should be up dag-nabbit. Let me know if there are more errors.

Also, I added in a global check for the console messages. Setting the global "RKRDebug" to 1 will show the console messages for adding tokens + creating detection events to verify that they are working as intended.
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abi
 
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Post » Sat May 28, 2011 7:24 am

Okay . . . sorry for that. The new version should be up dag-nabbit. Let me know if there are more errors.

Also, I added in a global check for the console messages. Setting the global "RKRDebug" to 1 will show the console messages for adding tokens + creating detection events to verify that they are working as intended.


Updated to 1.1 and did Springvale School and Bethesda Ruins outdoors. Now it works just about perfectly. And it's amazing how profound a difference such a small mod can make. It makes for much more believable and less static combat (at least in sneak mode). The last time I did Springvale I sneak killed one after one in constant "hidden" mode. No one noticed anything before they were dead. Now a couple of the ones above reacted to a sneak kill immediately below, so my char went upstairs, sneak killed a Raider in alert mode through the door opening, another one rushed to the body and looked around (rather stupidly but better than oblivious) - and at the same time a Raider I had seen at the far end of the corridor below attacked me from behind.

Lots of situations like that when those closeby looked around, searched, taunted, came running.

If anything, the radius might be a bit too large perhaps. Outside Springvale School my char sneak killed a Scorpion with a silenced rifle and two of the Raiders like 20-25 meters away, out of sight, "inside" the ruin, went into alert. Seems she perhaps should be able to do silenced kills successfully in such a situation? Or perhaps it is realistic. Not sure.

Anyway, excellent job!
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Eric Hayes
 
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Post » Sat May 28, 2011 11:30 am

this was something I was a tiny bit concerned about. a smaller radius might be nice, as well as only alerting the faction killed? Kill a super mutant, why would raiders care?
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Spencey!
 
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Post » Sat May 28, 2011 4:04 pm

Just sniped a Protectron and a nearby Bloatfly became alerted, perhaps some sort of intelligence check on enemies would also make sense?

Works pretty nicely though, i sneaked out of the Friendship heights Metro station to a nearby high spot to use my new favourite toy, ACR as a sniper rifle. I shot few Raiders and they became alerted as expected looking for me, luckily i was shooting from too far away for them to hear the gunshots ..initially. One of them wandered a bit too close when i fired the next shot, and the whole camp became alerted to my position.

Against silenced weapon they still are clueless though, killing one draws the rest straight into my crosshairs. ...assuming i can keep long enough distance to keep them from seeing me. Makes stealth a lot more interesting :goodjob:

And i haven't noticed any bugs with the new version.
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Avril Churchill
 
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Post » Sat May 28, 2011 5:36 pm

Kill a super mutant, why would raiders care?


Because the one who killed the mutant might constitute a threat - or at least warrant a check? But I agree that one should consider factions, creatures etc. Would a Behemoth even notice that a Bloatfly is killed, do Feral Ghouls notice when their own are killed etc.
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lucy chadwick
 
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Post » Sat May 28, 2011 7:57 pm

this was something I was a tiny bit concerned about. a smaller radius might be nice, as well as only alerting the faction killed? Kill a super mutant, why would raiders care?


Yes agreed. However detecting the detection tokens is based on the normal detection formulas for stealth. By default the fsneakmaxdistance is set to 2500 units, and I'd rather not mess with those setting in this mod. The solution we are looking into is to use the getLoS function or something similar with the dead actor make it so the detection event is only triggered once and if the dead body is "seen". That would be more realistic and not throw the sneak formula itself out of whack.
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scorpion972
 
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Post » Sat May 28, 2011 2:27 pm

Yes agreed. However detecting the detection tokens is based on the normal detection formulas for stealth. By default the fsneakmaxdistance is set to 2500 units, and I'd rather not mess with those setting in this mod. The solution we are looking into is to use the getLoS function or something similar with the dead actor make it so the detection event is only triggered once and if the dead body is "seen". That would be more realistic and not throw the sneak formula itself out of whack.


I have still encountered enclave who let me kill them and just looked at me or ran away, I was only level 3, so i dont think i was really a threat.
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barbara belmonte
 
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Post » Sat May 28, 2011 7:23 am

Against silenced weapon they still are clueless though, killing one draws the rest straight into my crosshairs. ...assuming i can keep long enough distance to keep them from seeing me. Makes stealth a lot more interesting :goodjob:


You know that Raider shack with a bridge close to Meresti Station? All of them ended up in a heap on the bridge, which looked a bit absurd. :)
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Lilit Ager
 
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Post » Sat May 28, 2011 9:25 am

You know that Raider shack with a bridge close to Meresti Station? All of them ended up in a heap on the bridge, which looked a bit absurd. :)


Something that occurs to me as well, right now the script creates three detection events, one every ten seconds for three times. When the event triggers npcs rush to where the event was generated (on the corpse in this case). It may be that The three events "hold" the NPC near the corpse essentially re-alerting them over and over. It may be better to just have a single event occur. I'll try changing that and see how they behave.
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Spooky Angel
 
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Post » Sat May 28, 2011 9:57 am

Yes agreed. However detecting the detection tokens is based on the normal detection formulas for stealth. By default the fsneakmaxdistance is set to 2500 units, and I'd rather not mess with those setting in this mod. The solution we are looking into is to use the getLoS function or something similar with the dead actor make it so the detection event is only triggered once and if the dead body is "seen". That would be more realistic and not throw the sneak formula itself out of whack.


so basically fiddle with the los detection, and whether or not the body in question is stealthed?
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Trista Jim
 
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Post » Sat May 28, 2011 5:38 pm

so basically fiddle with the los detection, and whether or not the body in question is stealthed?


Yeup, pretty much.
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saxon
 
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