Posts by 3371

    Ah... I got 2 Grizzly eaten when trying to quick-sell them to traders.



    I think this is some BSG bullshit that something just becomes null (I had sold Grizzly without issue before), but I wonder if something can be done to prevent items get consumed before the whole call completes successfully.

    3371 added a new version:

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    • Cap stealth from common grasses
      • In previous versions, the player can gain unreasonable stealth from very dense grass cluster even though they are short and can not cover crouching player
    • Buff stealth from fog
      • In actual gameplay, the highest fogginess I've seen is 0.087, but in previous versions the maximum is assumed to be 0.35 which results in the calculated buff is very small
    • Fog, while unlikely, can now make bots overlook players from afar
    • Fix some specific terrains are considered foliage
    • Slightly increased stealth penalty from getting lit
    • Minor tweaks

    3371 added a new version:

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    • Properly checks if an AI is a boss (previous method probably maybe possibly could be inaccurate)
    • Updated meters visual, using halfwidth unicode characters now
    • Changed how scope affects AI, now about 25% of the time sighting range is factored in, instead of when the AI is "aiming", because I doubt they actively search with scopes when not engaged
    • Disable details (grasses) check on Lab

    Nothing related in this log, did it happen in that session?

    I noticed your preset is based on Normal, can you try Hard or something and see does it happens again? Because It could be that the preset already give bots a slower visual confirmation and ThatsLit amplify the delay even more.

    I just left all the options the same as they came for your mod. I also noticed that your light/dark meter would stop displaying anything after about 20-30 minutes even if I was in a really bright or dark area.


    HUH, that seems like the script straight died... that's very weird.


    Now I also need your bepinex log for that.

    I'm having issues with the 3.6.1 version where the bots don't shoot at me even if I'm right up against them. It's happened 3 times in a row on night factory.

    • What mods do you have?
    • What bot difficulties?
    • What SAIN settings?
    • Any option changed?

    I tweak things here and there randomly in every version, so I may not be able to provide effective support for older version.

    3371 added a new version:

    Quote
    • Fixed grasses don't work fully on maps except Woods. Every map has different sets of grasses and need a better way to check.
    • Instead of only cancelling SetVisible (1.2.0) for AIs facing away sometimes, now they are told they are spotted from your direction.
    • Distance has been a bonus factor for most of the features, this version introduce a suppression to distance bonus to prevent interrupting long range fight.
      • Get out of sight for seconds to regain the bonus.
    • Active flashlights now may interrupts more features.
    • Properly reduce lit score when indoor.
    • Added more bushes to rat.
    • Tweaks and fixes.
    • Reminder: Mod description gets updated every now and then, please have a look.

    I've seen several patches of some kind of short grasses with blocky yellow petals in Shoreline, but didn't get to record its Id into the grasses system. Failed to find it afterward in a 30 min run across the whole Shoreline. Tell me where it is if you see those.

    I got this error getting spammed in console on Shoreline...

    Interesting, Does this always happen? I've done quite some shoreline runs these days but didn't get this, no clue yet.

    I'll keep an eye on this. In the meantime, please try the now upcoming 1.2.1.

    3371 added a new version:

    Quote
    • Grasses. Those grasses swaying on the ground can now be used to hide. Let's go to Woods.
      • Technically it's working. May need be tweaked according to my further play tests and user feedbacks.
      • The only thing to note is only grasses within ~3.5m in the direction to the AI participate in the calculation. Otherwise, common sense applies.
      • Feedbacks are welcomed, will be extra useful if you get videos of them overlooks or discovers you in the grasses.
    • In vanilla, players are visible to AIs not just when players are visible(?). For example, when we shoot an AI, we are set to be visible to them and all their group members even when they are not looking at our direction. For now,randomly some of the SetVisible are cancelled when we are not in front of them. I haven't seen this break anything, so let's see how it goes.
    • Quite some tweaks and fixes.

    3371 added a new version:

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    • Oh my, It's "Shoreline" not "shoreline"... this is awkward.
    • More bushes to rat.
      • Now some shorter bushes may be ineffective against AIs at higher positions.
    • Give AIs a chance to overlook players at higher position, if it has no idea the player is there.
      • This needs more testing.
    • Fix a major bug that locks the lit score near 0.
    • Overlook mechanics now may be disrupted by active equipment lights.
    • Minor tweaks.

    3371 added a new version:

    Quote
    • (NEW) Lit score from sun/moon light will now be reduced indoor
    • (NEW) Bush rat emulation. Hiding in some types of bushes may make AIs overlook you even when at close distance, if the AI has no idea you are there.
      • This needs more testing.
      • Only the big, wide bush is a reliable choice, other taller or smaller ones are only useful when the AI is far away. Also noted that tall (small) trees and tall bushes may require you stay in standing pose, while some don't work at all when you prone.
      • Prepare to engage anyway, you never know when they stare at the bush.
    • (NEW) At the moment an AI see you:
      • If the AI is sprinting, force a random aiming delay and maybe force a miss by a small chance, because why the fuck can they aim when we can't ADS sprinting.
      • If it's not sprinting, maybe randomly give it a small aiming delay if it's an unexpected encounter
      • If it see you when facing away and you become its main enemy only at the moment, give it some scattering.
    • Some score calibration on Woods, Interchange and Reserve
    • Tweaks and bug fixes

    3371 added a new version:

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    • (Visceral Bodies) Deal with high Foliage score everywhere in Lighthouse (Some how on that map your... spine... is on a different layer where VB move all foliages onto)
    • Fix Interchange can not be enabled because It's "Interchange" not "interchange", just like it's "shoreline" not "Shoreline" (Reported by tofu in SPT Hub)

    3371 added a new version:

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    Fogginess will strengthen darkness impact starting from 10m away.

    3371 added a new version:

    3371 added a new version:

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    • That's Lit will be disabled by default from now on for maps not yet calibrated because the light detection could be very wrong. But can be enabled in configs.
    • On disabled maps vision randomness and foliages still work, just lighting doesn't affect anything.
    • Streets can not be enabled and may not be supported in near future because the lighting there is kinda craaazy.
    • Lab & Interchange are not yet calibrated because I've never been there.
    • Some calibration to Day Factory (Disabled by default because the lighting there is dead stable), Customs, Woods.

    3371 added a new version:

    Quote
    • Fix "Make bots unaffected for a moment after it has vision"
    • Balance extreme darkness at close range
    • Config descriptions
    • Ineffectiveness of darkness against AIs using NVGs no longer scale with distance