NoAutoAggression
disi
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This is an attempt to make the reactions of the cannibals dependent on player actions.
You start with aggression 2 for new factions, every kill increases the aggression by 5 and every day the aggression is lowered by 1.
Features:
- You get a unique aggression for all skinny, skinned, pale, painted and regular.
- Creepy(monster) have no AI whatsoever and always attack.
- Cave cannibals are not affected.
- Killing one of them will increase the aggression for that faction.
- Not having a weapon equipped in their presence helps to keep them calm.
- Aggression is lowered each day by 1.
- AttackChance is now based on aggression (the normal/hard mode multipliers are still applied).
- RunAwayChance is now based on aggression.
- Disengage is now based on aggression.
- Screaming is now based on aggression.
- Depending on distance, AI and aggression certain behaviour is triggered.
- Tables are saved if you regular exit the game or go to the main menu.
- The tables are stored as xml file in: \Mods\NoAutoAggression\
Notes:
If you want to start in a new game. Please close the game first if you played in another save-slot before.
Changes:
1.0.1.3 - Tweaks to updating the FSM variables.
1.0.1.4 - Added the RunAwayChance to be the opposite of AttackChance with min 0.
1.0.2.0 - Added FSM events to back off if none aggressive enemies get closer than 30f.
1.0.3.0 - Kills to increase aggression and they start with aggression 1.
1.0.3.1 - Trap-kills increase aggression.
1.0.3.3 - Trap-kills aggression increase is not triggered by accidents. Changed start-aggression to 2.
1.0.3.4 - Some tweaks to calculations.
1.0.4.0 - Major change to the code and fixed all them bugs.
Videos:
Freakish Events Test :)
Sauce:
https://github.com/disi/NoAutoAggression
You start with aggression 2 for new factions, every kill increases the aggression by 5 and every day the aggression is lowered by 1.
Features:
- You get a unique aggression for all skinny, skinned, pale, painted and regular.
- Creepy(monster) have no AI whatsoever and always attack.
- Cave cannibals are not affected.
- Killing one of them will increase the aggression for that faction.
- Not having a weapon equipped in their presence helps to keep them calm.
- Aggression is lowered each day by 1.
- AttackChance is now based on aggression (the normal/hard mode multipliers are still applied).
- RunAwayChance is now based on aggression.
- Disengage is now based on aggression.
- Screaming is now based on aggression.
- Depending on distance, AI and aggression certain behaviour is triggered.
- Tables are saved if you regular exit the game or go to the main menu.
- The tables are stored as xml file in: \Mods\NoAutoAggression\
Notes:
If you want to start in a new game. Please close the game first if you played in another save-slot before.
Changes:
1.0.1.3 - Tweaks to updating the FSM variables.
1.0.1.4 - Added the RunAwayChance to be the opposite of AttackChance with min 0.
1.0.2.0 - Added FSM events to back off if none aggressive enemies get closer than 30f.
1.0.3.0 - Kills to increase aggression and they start with aggression 1.
1.0.3.1 - Trap-kills increase aggression.
1.0.3.3 - Trap-kills aggression increase is not triggered by accidents. Changed start-aggression to 2.
1.0.3.4 - Some tweaks to calculations.
1.0.4.0 - Major change to the code and fixed all them bugs.
Videos:
Freakish Events Test :)
Sauce:
https://github.com/disi/NoAutoAggression
File | NoAutoAggression-1.0.4.0-90808e8c3f5b6d19d02cf06ebabfed1f.mod |
Compatible | 0.68b |
Version | 1.0.4.0 |
videogame_asset
The Forest
label
Enemies