[relz] Responsive Kill Reactions

Post » Sat May 28, 2011 6:06 pm

Hello! This is a beta test version of "Responsive Kill Reactions," created by popular request. The scripting work (really all this mod is) was composed by schlangster, so he really get's the credit as the "author" here. In anycase, please test this out and see what you think. I'm sure there is some additional complexity and/or situational problems that need to be worked out . . . so have at it!

Download at http://www.fallout3nexus.com/downloads/file.php?id=11750

======================================================================
Responsive Kill Reactions
======================================================================

Version: Version 1.2
Date: April 15

Released by: Mezmorki
Scripted by: schlangster

==================================================
Description
==================================================

You have snuck up to the edge of the ridge under the cover of darkness and look down over the camp of raiders below, carefully deliberating which target to strike. Choosing one, you sight-in your silenced rifle and bring the scope to bear on the raider's head. You pull the trigger . . . and he drops the ground, dead instantaneously. The rest of the raiders nearby . . . do nothing.

How's that for immersive? In the vanilla game, NPC's that are one-shot killed silently don't generate a detection event, meaning nearby allies won't shift into "alert" state and start searching for the thing that killed them. This isn't terribly realistic. If the head of the guy next to me explodes, I'm going to react with 'something' more than total obliviousness.

Responsive Kill Reactions (RKR) changes this situation by creating a detection event whenever an NPC or creature is killed by the player. Other NPC's that detect the detection event (i.e. are in-range) will be alerted and react accordingly, drawing their weapons and beginning to search around.

==================================================
Changelog
==================================================

Version 1.2
------------------

- 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 below) that make use of various globals.


Version 1.1
------------------
- Reworked the scripts to correct a issue where NPC's would not correctly equip wither weapons and attack once alerted.


Version 1.0
------------------
- Initial Release


==================================================
Functionality + Compatiblity
==================================================

The mod works by cyclically checking the current cell for NPCs and creatures (actors) and adding a "detection token" to any actors that have been killed by the player. The detection token likewise scans through the cell and checks for any alive actors that can detect the corpse. This detection uses the same detection functions used in stealth, so mods that change stealth settings will affect RKR's detection results. If an actor detects the dead body, they will switch into alert mode and create a "detection event" alerting other nearby actors.

This mod does not modify any original fallout3 records, and should be completely compatible with most other mods. The one exception would be MMM's test setting for raider's kill reactions, which should be turned OFF if you had it enabled (it is off by default in MMM).

This mod has had moderate testing, but not across a wide variety of situations or context's. Please share any problems, experience, ideas, or other feedback.


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Installation / Uninstallation
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UPGRADE INSTRUCTIONS

When upgrading, is recommended that you:
1) deactivate the old version of RKR
2) load your save game, re-save, exit
3) not install + activate the new version
4) reload your save game


Basic Install / Uninstall

To install this mod, simply extract the "Responsive Kill Reactions.esp" to your \Fallout3\Data folder and activate it the Fallout Mod Manager (FOMM) or other mod managing tool.

To uninstall the mod, simply deactivate or delete the plugin file from your Fallout3\Data folder.


==================================================
Configuration
==================================================

You can edit a number of RKR's parameters using the console. To do so, open the console and type: set YYYYYYY to X
YYYYY is the name of one of the globals below.

RKRDebug (default 0; off)
-----------------------------------------------
Setting this to 1 turns on the debug messages, printed to the console.

RKRDetectDist (default 1500)
-----------------------------------------------
Contols the max distance for which an actor can detect a dead body.

RKRDetectLevel (default -15)
-----------------------------------------------
Controls the detection level needed for an actor to detect a dead body. Higher values mean it's harder to detect a body.

RKRDetectInterval (default 2)
-----------------------------------------------
Frequency (in seconds) of scan cycles the detection token makes for finding actors that can detect the corpse.

RKRDetectTime (default 15)
-----------------------------------------------
How many "cycles" of scan's a detection token will make. The time between each cycle is controlled by the RKRDetectInterval (above)

RKRMaxTokenCount (default 5)
-----------------------------------------------
Max number of detection tokens that can be created at one time.




==================================================
Legal + Contact
==================================================

You are free to modify this mod or incorporate into another mod, provided that you give credit to both schlangster + Mezmorki. You may NOT, however, re-host or mirror an original copy of this mod (unaltered) anywhere for any reason.

Visit the Fallout Nexus or the Official beth forums for discussion.



User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Sat May 28, 2011 6:30 am

Hello! This is a beta test version of "Responsive Kill Reactions," created by popular request. The scripting work (really all this mod is) was composed by schlangster, so he really get's the credit as the "author" here. In anycase, please test this out and see what you think. I'm sure there is some additional complexity and/or situational problems that need to be worked out . . . so have at it!

Download at http://www.fallout3nexus.com/downloads/file.php?id=11750


Awesome! Exactly what I've wanted. Now to see if it's a case of be careful what you wish for. Thanks for the release! :)
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Brιonα Renae
 
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Post » Sat May 28, 2011 11:56 am

Ahh very reminiscent of Duke Patrick's Oblivion mod called http://www.tesnexus.com/downloads/file.php?id=18065

Another mod he made that might be worth looking at is http://www.tesnexus.com/downloads/file.php?id=16150

Of course silencers would make a difference. But the pings and other noise of bullets whizzing by would seem to illicit reactions. Especially by those hardened from wasteland living.

Look forward to trying this out thanks
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adame
 
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Post » Sat May 28, 2011 3:06 pm

I read this and my first instint was to squeal like a little girl, but as there are people around I opted for the curious grunt.

Does this script fire only on death, or do I need to start hiding bodies? :ninja:
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Trey Johnson
 
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Post » Sat May 28, 2011 5:06 am

Interesting. A realism tweak that I can fully get behind. :)

I've moved off of Fallout 3 for a bit, but when I come back I might give this a whirl.
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Javier Borjas
 
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Post » Sat May 28, 2011 12:39 pm

This sounds quite nice. And it's extra-great that it does it without messing with the vanilla resources, it's just tokens.
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Daramis McGee
 
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Post » Sat May 28, 2011 10:08 am

You sir, are my hero.



:bowdown:
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Kelly James
 
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Post » Sat May 28, 2011 10:42 am

Hello Mez,

I wanted to ask if you're going to include this nifty mod into FWE at some point? Thanks in advance.
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Silvia Gil
 
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Post » Sat May 28, 2011 3:43 pm

Just did Fairfax Ruins with this loaded. Generally, it works well in that people actually responds to comrades being sniped next to them. HIDDEN went to CAUTION immediately and the closeby Raiders went searching around. Sweet. I had a peculiar issue with their responses, though. Several of the alerted Raiders behaved oddly, just taunting with words but not equipping weapons or attacking. I could basically walk up to one of them and he just stood there taunting once in a while. Another taunted but crouched and hid rather than attacked - this w/o being hurt or even attacked previously.

EDIT: Much the same with an Enclave patrol. First, they didn't react to comrades being sniped, but when they finally did, two of them just stood still while the third attacked as normally.

EDIT 2: Yes, I get lots of odd passive NPC behavior. My char doesn't even have to be involved. Just watched a Deathclaw slaughter several Enclaves while they just stood still. The two Enclaves who noticed my char were passive towards her as well. I'll uncheck it for now (unless I can be helpful with something) and wait for an update. This will surely be great when it's tweaked a bit.
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Emilie M
 
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Post » Sat May 28, 2011 4:53 pm

This sounds very good, thanks for creating this mod. Do you know if it will play nice with the Stealth Kills Enabled mod?

Mike T
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Maria Garcia
 
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Post » Sat May 28, 2011 7:51 am

YES! This is exactly what I've been needing!


Now, if only I could get raiders to act slightly realistic (upon realizing that their buddy is being hacked apart with a knife, they hide behind the corner, waiting to get you as you run through). But that's a bit of a stretch and by no means a game impeding issue.


Thank you, thank you both!
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Tha King o Geekz
 
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Post » Sat May 28, 2011 1:13 pm

question

does this alerts people around the vicinity of the body or around the player?
I.E. I shoot someone from half a click away, the enemies near me go on alert as well? example, I am stealthed at the top of a hill, there is a rad scorpion below and behind me nearby, I am hidden from it, I spy a super mutant group at the top of the hill in front of me, but a fair distance away. I blow one of their heads off, Caution goes off cause the super mutants go on the alert. does the rad scorpion which is in no way involved also go on alert?
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Luis Longoria
 
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Post » Sat May 28, 2011 10:49 am

EDIT 2: Yes, I get lots of odd passive NPC behavior. My char doesn't even have to be involved. Just watched a Deathclaw slaughter several Enclaves while they just stood still. The two Enclaves who noticed my char were passive towards her as well. I'll uncheck it for now (unless I can be helpful with something) and wait for an update. This will surely be great when it's tweaked a bit.


I had the same passive behavior at Bethesda ruins, Farragut WM station, and Friendship heights. The raiders mostly just stood around right in front of me, cussing and snarling but no weapons equipped, while my follower slaughtered them. Super mutants at Farragut were still aggressive and attacked. The Raiders at Farragut all had their weapons glitched - wearing them on their wrists, and stood around while the Super mutants mowed them down. MMM is the only major thing I am running at the moment.
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 11:46 am

You guys, are gods. :)
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lucile davignon
 
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Post » Sat May 28, 2011 9:18 pm

Woohoo!
The holy grail!
Can't wait to give this a try
(Unfortunately in Vietnam right now and won't be home till the end of the month!)
Damn!

Is there nothing the Schlangster can't do?!
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Jordan Fletcher
 
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Post » Sat May 28, 2011 11:32 am

That's an awesome idea for a mod!

I was just reminded of a funny review for Mass Effect 2 in which the writer claimed that after blowing up an NPC, his in-game companion said, "I think they've seen us!"

:D
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sarah taylor
 
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Post » Sat May 28, 2011 12:32 pm

Just did Fairfax Ruins with this loaded. Generally, it works well in that people actually responds to comrades being sniped next to them. HIDDEN went to CAUTION immediately and the closeby Raiders went searching around. Sweet. I had a peculiar issue with their responses, though. Several of the alerted Raiders behaved oddly, just taunting with words but not equipping weapons or attacking. I could basically walk up to one of them and he just stood there taunting once in a while. Another taunted but crouched and hid rather than attacked - this w/o being hurt or even attacked previously.

EDIT: Much the same with an Enclave patrol. First, they didn't react to comrades being sniped, but when they finally did, two of them just stood still while the third attacked as normally.

EDIT 2: Yes, I get lots of odd passive NPC behavior. My char doesn't even have to be involved. Just watched a Deathclaw slaughter several Enclaves while they just stood still. The two Enclaves who noticed my char were passive towards her as well. I'll uncheck it for now (unless I can be helpful with something) and wait for an update. This will surely be great when it's tweaked a bit.

I'm trying to reproduce this right now to find out where the problem is. Does it happen totally random, or are there certain locations where those bugs always occur?
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Joe Alvarado
 
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Post » Sat May 28, 2011 7:23 pm

Unfortunately I'm also a victim of the strange reactions of the NPCs, I just had a little fight with a few raiders, I shot the first one with my silenced sniper rifle, number 2 ran up to me and just stood there staring at me, I shot him, he had only a combat knife. Number 3 threw several grenades at me, then also ran up to me staring at me. He also had a combat knife. Since number 4 managed to get me with a few grenades, I got to try them again, without this mod deactivated they fight as usual. This was up between the houses somewhere behind the Betheseda ruins.
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Darrell Fawcett
 
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Post » Sat May 28, 2011 5:09 am

I'm trying to reproduce this right now to find out where the problem is. Does it happen totally random, or are there certain locations where those bugs always occur?


It happened basically all the time when I tried out the mod. For example, Fairfax Ruins started out perfectly, my char sniping a Raider, the ones closeby went into alert (and the sneak message HIDDEN changed to CAUTION). When those were taken care of, my char sniped another Raider, but then one closeby went into alert but didn't equip his weapon - he just walked up to my char taunting, but not doing anything. The CAUTION sign was still there. Around the next corner one Raider taunted but no weapon - she crouched just as my char (looked a bit like when a follower goes into sneak as the PC does) and went into hiding. I hadn't shot her yet so it wasn't normal fleeing. A Raider guy just stood still and taunted - no weapon out.

Much the same with two other Raider gangs - and two Enclave patrols. So it's not every single NPC that acts oddly, but always (well, as far as I've tested it) a couple of them.

EDIT: Not sure if my load order helps, but I'm running FWE and MMM and load Responsive Kill Reactions after them. Well, I guess load order shouldn't matter much as it works with tokens/scripts and shouldn't conflict with other mods?

EDIT 2: As for locations, all cases have been outdoors - but no other similarities that I can think of.
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DarkGypsy
 
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Post » Sat May 28, 2011 8:46 pm

Ok thanks, I think I found the problem and it should be fixable.
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DarkGypsy
 
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Post » Sat May 28, 2011 4:42 am

I read this and my first instint was to squeal like a little girl, but as there are people around I opted for the curious grunt.



Since I'm a girl I just went with the squealing.

This is a great! Although, I might have been tempted to DL it for the tagline alone (OMFG! His head exploded!). Ha!
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Kayleigh Mcneil
 
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Post » Sat May 28, 2011 5:19 pm

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.
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Brad Johnson
 
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Post » Sat May 28, 2011 5:46 am

I wrote down a scenario previously in this post, before I DL this, could I get an answer about it?
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emily grieve
 
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Post » Sat May 28, 2011 2:20 pm

I need to give this a try as i just wiped out an Enclave encampment with the Drifter's Laser Rifle without any of the soldiers reacting to their officers vaporising :lmao:

Well, i was shooting from so far away that it wouldn't have made a difference, but it would be nice to see them run around like headless chicken while i pick them off one by one :evil:

Though i this'll propably make feral ghoul rampage an even worse nightmare for a stealthy character :cold:
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Amysaurusrex
 
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Post » Sat May 28, 2011 12:52 pm

Some enemies definetly don't work right, during Take It Back many Enclave soldiers just stood around not doing anything, two inside PP didn't even react to me shooting them. Also saw this in Raven Rock. When it works, however, it does exactly what it should.

This might be just my imagination, but CTDs seem to have increased after i added this to my load order, i'll disable it for now and see if there's any difference.
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His Bella
 
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