That's what I was hoping... However... As far as I can tell all this mod is stems from changing these lines of scripts... the "ture" is not my typo. That is a typo in this mod's script alteration. Param("CamouflageCanAttack", "1"); Param("MuffledSteps", "ture"); Param("MuffledMeleeAttack", "true"); and this line is changed from 0 to .999 (might as well be 1) Param("CamouflageFactor", "0.999"); What's the point? It's perma-camouflage. Why even play? ;) These lines are also added or edited. //SONAR SKILLS Param("SonarInvisibilityCooldown", "20.0"); Param("CamouflageCanAttack", "1"); Param("CamouflageCooldown", "0"); But I'm confused because, Param("CamouflageEnabled", "0"); is set to 0 so does this mod even actually camouflage you? As far as I can tell it changes the sonarinvisibility param and muffles your meleeattacks but that's it. Otherwise, it does a ton of other stuff (described below)...
There are a TON a bunch of other params that are missing. This mod does a lot more than just muffle your melee attack per se. A lot more. So much is missing or edited that my vanilla data pak's player script either has and this mod's script doesn't or that the default's values are different than this script's - and for things totally unrelated to this mod's description. A ton of other stuff. Examples:
Here are the lines that are omitted from this mod's player_variables.scr script... they're literally missing. I can only imagine what happens with a game without some of these and it's definitely affecting more than camouflage... You at least can't pick arrows up you shoot... :D
Param("StalkerEnemyDamagePerSecond", "25.0"); // when in range damage done per second Param("StalkerEnemyWaitTime", "6.0"); // when player in water time after it startes to move to player pos with speed Param("StalkerEnemyDamageRange", "1.25"); // range on which enemy gives damage (in meters) Param("StalkerEnemySpeed", "2.3"); // speed at which enemy folows player Param("StalkerEnemyLifeTime", "-1.0"); // life time of enemy ( if < 0 ) - infinite life until playe goes out of water Param("StalkerEnemyEnabled", "0");// 1 will spawn enemy that will follow player swiming position after StalkerEnemyWaitTime Param("StalkerEnemyHiddenDisapearTime", "5.0");
the second file is different it says ( This version is completely invisible, pay attention, it must be used after the tutorial, that is, after the plot goes to the hospital )
7 comments
i will check quick if it works with the other system
with assisted you can still jump, though the animations will be glitched.
As far as I can tell all this mod is stems from changing these lines of scripts... the "ture" is not my typo. That is a typo in this mod's script alteration.
Param("CamouflageCanAttack", "1");
Param("MuffledSteps", "ture");
Param("MuffledMeleeAttack", "true");
and this line is changed from 0 to .999 (might as well be 1)
Param("CamouflageFactor", "0.999"); What's the point? It's perma-camouflage. Why even play? ;)
These lines are also added or edited.
//SONAR SKILLS
Param("SonarInvisibilityCooldown", "20.0");
Param("CamouflageCanAttack", "1");
Param("CamouflageCooldown", "0");
But I'm confused because,
Param("CamouflageEnabled", "0"); is set to 0 so does this mod even actually camouflage you? As far as I can tell it changes the sonarinvisibility param and muffles your meleeattacks but that's it. Otherwise, it does a ton of other stuff (described below)...
There are a TON a bunch of other params that are missing. This mod does a lot more than just muffle your melee attack per se. A lot more. So much is missing or edited that my vanilla data pak's player script either has and this mod's script doesn't or that the default's values are different than this script's - and for things totally unrelated to this mod's description. A ton of other stuff.
Examples:
Here are the lines that are omitted from this mod's player_variables.scr script... they're literally missing.
I can only imagine what happens with a game without some of these and it's definitely affecting more than camouflage... You at least can't pick arrows up you shoot... :D
Param("ArrowsCanBePickedUp", "true");
Param("BossDamageScaling2Players", "1.5");
Param("BossDamageScaling3Players", "2.25");
Param("BossDamageScaling4Players", "3.0");
Param("StalkerEnemyDamagePerSecond", "25.0"); // when in range damage done per second
Param("StalkerEnemyWaitTime", "6.0"); // when player in water time after it startes to move to player pos with speed
Param("StalkerEnemyDamageRange", "1.25"); // range on which enemy gives damage (in meters)
Param("StalkerEnemySpeed", "2.3"); // speed at which enemy folows player
Param("StalkerEnemyLifeTime", "-1.0"); // life time of enemy ( if < 0 ) - infinite life until playe goes out of water
Param("StalkerEnemyEnabled", "0");// 1 will spawn enemy that will follow player swiming position after StalkerEnemyWaitTime
Param("StalkerEnemyHiddenDisapearTime", "5.0");
Param("DrunkEffectVisualOnly", "0");
Param("GraplePullScaleDownFactor", "1.13");
Param("PowerAttackShieldBlockDamageMul", "Player_PowerAttackShieldBlock");
Param("DogJetVelocityFactor", "0.666");
Param("DogJetSteeringFactor", "2.0");
Param("DogJetRiseFactor", "2.0");
Param("DogJetGlidePitchMax", "30.0");
Param("GeneralAttackLimbCutDestroyProbabilityMul", "1.0");
Param("PowerAttackLimbCutDestroyProbability", "0.5");
Param("PowerAttack2h15hFullBodyCutProbability", "0.3");
Param("PowerAttack1hFullBodyCutProbability", "0.1");
Param("ChargeSpinFullBodyCutProbability", "0.6");
Param("SpecialMoveDropKickAbusePenaltyCount", "1.0"); // max time the AI will avoid the move
Param("AfterBoostStaminaRegain", "0.25");
Param("TwoPlayerCoopProgressionMul", "1.1");
Param("ThreePlayerCoopProgressionMul", "1.2");
Param("FourPlayerCoopProgressionMul", "1.3");
Param("TakedownMaxAngle", "90");
Param("MapPlayableAreaTeleportTime", "5.0");
Param("OpenWorldXPModifier", "1.0");
Param("OnEnemyJumpHoldTime", "0.1");
Param("PlayerShieldBlockStaminaCostMul", "0.5");
Param("PlayerShieldAttackEnabled", "false");
Param("PlayerShieldAttackInputWindow", "0.5");
Param("PlayerShieldAttackChargeProgressRequired", "4.0");
Param("PlayerShieldAttackChargeDecay", "0.0");
Param("PlayerShieldAttackChargingBlockProgress", "1.0");
Param("PlayerShieldAttackChargingPerfectBlockProgress", "2.0");
Param("HeavyObjectThrowMinPreparationTime", "0.2");
Param("HeavyObjectThrowVelocityInputMaxMul", "1.65");
Param("HeavyObjectThrowVelocityInputMulExponent", "1.0");
Param("HeavyObjectThrowVelocityInputMinTime", "0.2");
Param("HeavyObjectThrowVelocityInputMaxTime", "1.5");
maybe I'm wrong...
( This version is completely invisible, pay attention, it must be used after the tutorial, that is, after the plot goes to the hospital )