How important is it to start a new game with this mod? Unfortunately, this mod seems to re-introduce the infamous stamina regen bug (basically, the bar never replenishes, only depletes). However, if I start a new game without the mod installed, save my game and then install the mod, the stamina bug is gone.
Any suggestions would be helpful as I like the sound of this mod, but the stamina bug really makes it unplayable for me.
You want to edit the iHeight and iWidth entries on the "\Libs\EntityArchetypes\arkpickups.xml" file within the .pak. I used Chairloader - The Prey Modding Framework at Prey (2017) Nexus - Mods and community (nexusmods.com) to install the mod then edited the values on the decompressed .xml as it converts the .pak to loose files, making it easier, but there is probably another way if you don´t use it.
I'm playing Prey for the first time. I've played through basically everything you can get before going to Hardware Labs a few times over now, once completely vanilla (still Nightmare + survival), but I knew I wanted to mod things up a bit since it's clear that Arkane made things a little wimpy to keep people playing.
Yeah, this is the one! I was worried that this was going to be *too* punishing but it's actually pretty smartly designed. Now I'm playing through with this + Horror Typhons and it really feels like a cross between an immersive sim and RE-style survival horror where the whole game is a big puzzle built around knowing when to spend your resources.
I'm, uh, kind of obsessed. I love how this game lets you feel like you're cheating. I've basically bumrushed neuromod fabrication, and I've spent a weirdly long time tossing everything not nailed down in the lobby in one giant pile so I could stock up on materials with recycle charges.
Hey man, love the passive regeneration changes and have been trying to replicate it in my own game. It's been damn hard finding a good balance but I feel I'm unable to finish the job without making a decision between power regen and passive regen.
I thought about this for a long time, because I just can't decide what's better- having mimic power regen in the game seems more balanced since it only gives you value if you take damage (aka f*#@ up) and you can control the regen speed/delay to make it as slow as seems fit. Passive regen seems unbalanced but in truth any player who decides to abuse it is playing the game in bad faith. For actual playing, 1 health/2minutes is only 30 hit points for 1 hour of in-game play, which doesn't seem that busted if you have operator healing turned off or other hardcore mechanics added. But, losing access to mimic power regen just to get passive regen feels kinda bad. I think they are both cool mechanics... any way to keep both? I remember low life regen working with mimic healing in vanilla, though I could be wrong.
Also, is the green health bar just something to live with forever lol? It's driving me nuts. There has to be somewhere to edit it, but I scoured player.config and couldn't find much.
Hi, the mod is really, really cool, thanks a lot for that. There is only one thing... Stealth mode - I though it should also be more realistic but on level one I can go in stealth mode wherever I want unnoticed and the enemies hit me only by accidence... Is it possible to change it?
By 'stealth mode' I assume you mean moving crouched (default key C). True, the first few enemies on the first level are not aggressive, even when moving normally, not just crouched. In fact the first mimic you find in the open (in the storage area, to the left after exiting your room through the glass) won't even attack you, and will run away. I guess the game makers thought it would make the game too difficult if they immediately start attacking.
This however cannot be changed in a mod like this, which makes global changes, for the entire game. Level changes are handled differently, in separate files.
But after passing the Decontamination chamber, the mimics should become much more aggressive and unlikely to miss you, especially if you are moving crouched (since they are faster than you, and their attack is melee). And you definitely shouldn't go unnoticed, even if crouched. If the mimics can't notice you or hit you after the Decontamination chamber, you might have come across some bug (you can try reinstalling Prey or start a new game) or you may have some mod conflict, if you use other mods as well.
Actually I mean the special ability that can be "learned" with neuromods - I don't know the english name for that in the game because I have the polish version :) After that when you move crouched even etheral phantoms doesn't see me walking around about one meter away from me and I'm in the clear area - I'm not hidden behind something. I finished Prey twice already and I wanted something new and difficult but for me this stealth mode you can learn with neuromods breaks the game... I don't know, maybe it's only by my version like this - also without your mod it works the same way so maybe I simply start again and don't learn this ability :)
Do you mean the human ability which is in the third section (Security in English), and then the bottom one (Stealth I), which costs 2 neuromods and the icon looks like a person "walking carefully"? If so, that is weird. I have never noticed this in the vanilla game, nor with the mod (in fact the mod makes you much more visible and detectable). I will try to test it and will let you know.
I started a new game with the mod and took 'Stealth I' after finding the first 2 neuromods, but I didn't have any issues with enemy visibility. Even when crouched, the mimics detected me and successfully attacked me and hit me.
Perhaps as you said, there might be a bug in your version, if you have the same issue without the mod as well. Might be worth checking if there is an update on the site where you got Prey. As a reference, I got it from GOG, and it is version 10966486. Also, might be worth doing a clean re-install of Prey.
By the way, does the issue happen after taking 'Stealth I' even when you walk normally, or only when crouched?
Thanks a lot for checking. I also have the same problem without the mod... It is only when I walk crouching. My version comes from Steam. I'll try to reinstall it or when it doesn't help I won't "learn" this ability at all :)
I uploaded a new version (1.1) of the mod. 'Stealth I' now doesn't change anything related to visibility. Instead it increases the sneak attack damage to 175%. Your posts made me realize that 'Stealth I' wasn't really doing anything significant, given the mod changes. The mod makes Morgan much more detectable, so the small increase in detection time of 'Stealth I' wasn't worth it. With the new mod version, Stealth I instead provides a sneak attack damage multiplier half-way between the starting 150% and the 200% of 'Sneak Attack I'.
So give it a try. You don't need to start a New Game, but you do need to go back to a save prior to taking 'Stealth I'.
If the problem still remains, then yes, might be best to do a clean reinstall from Steam.
hey, i love your idea, i installed your mod and i have finally fun with the survival traumas
there's only one problem that i had to "fix", that's the fatiguedrainrate too low meaning that when exhausted it takes too much time to recover; when i mean too much i mean VERY VERY MUCH! i can stay minutes and minutes doing nothing but the blurry effect and the exhaust trauma will not disappear, had to fix the <Stat name="fatigueDrainRate" value="2.5"/>
You set the "fatigueDrainRate=0.1" and "fatiguemax=100" in the playerconfig.xml meaning that when at 100 it starts to drain the fatigue with 0.1 rate but when eating-drinking it multiplies of 17 or so, it's too low, in this case everytime i'm exhausted i have to drink-eat otherwise it will take literally minutes to fix hoping no mimics are around
Thanks, great to hear that you had fun with the mod.
The slow recovery when exhausted is indeed very very very slow. My idea was to force the player to do exactly what you did - eat/drink something to recover, or continue fighting in a weakened state. Otherwise, being exhausted seemed a bit trivial in a mod with the aim of making a game feel more realistic.
But I understand if you didn't like this change. That's the trouble with a mod that makes so many changes to a game. Not everything will be to everyone's liking. Great that you found the setting that speeds up the recovery from exhaustion.
Hey man, this mod is definately really cool. The funny thing here is that I've read RoSoDude's modding guide (helped him with some of it) and I never could figure out how to make new status effects. I could only ever coopt old ones.
Could you explain to me how you made new status effects for no healing in combat (or just new status effects in general)? It would help a lot.
I didn't create any new traumas, if that's what you mean (all status effects seem to be defined as traumas, whether good or bad). As far as I could tell, the traumas are hard-coded, and you cannot add new ones just by editing the xml files.
However, there is a lot that can be customized for each existing trauma (in traumas.xml). You can set different thresholds, so under the same trauma you can have different effects and different status icons. There is also one unused trauma (Blind) and several unused icons, so you can use them to create one "new" trauma, which is how I created Pain.
Regarding specifically the "no healing during combat", I made that by adding the Stun and Disruption trauma effects to each healing item. Stun is hardly ever used in the vanilla game (it didn't even have a status icon defined), so you can customize it fully to your liking.
I love the idea of this mod but do you think you can make a version without the detection changes? I really want the no healing in combat and injuries from this mod.
By 'detection changes', not sure which ones you mean, as the mod makes several. Here is what it changes, so feel free to play with the values or return them to default vanilla. Just open the mod with e.g. 7-zip and edit the below files.
1) Time it takes for enemies to go into alert state after spotting Morgan: The file \Ark\Player\playerconfig.xml contains the following settings: standVisibilityScalar, sneakVisibilityScalar, crawlVisibilityScalar. To go back to vanilla, change them to 1, 0.4 and 0.3, respectively. The file \Ark\Player\abilities.xml also contains the settings: sneakVisibilityScalar and crawlVisibilityScalar. To go back to vanilla, change them to -0.15 and -0.1, respectively. Note that this change will require a new game.
2) Distance at which Morgan's scanner marks enemies: The file \Ark\Player\playerconfig.xml contains the following settings: zeroAlphaDistance (two instances) and markedEnemyMarkRange. To go back to vanilla, change all three values to 75. As above, changing this requires a new game.
3) Distance at which enemies spot Morgan: The file \Ark\Vision\visioncones.xml contains the setting forwardRadius per profile (there are 16 profiles in total, so 16 instances). To go back to vanilla, reduce the first 13 profiles by 25 (e.g. forwardRadius for VisionCone id="1" is 70 in the mod; change this to 45 to go back to vanilla, and so on for the next 12 profiles) and for the last 3 profiles (id 14, 15 and 16) reduce the value by 15 (vanilla values were 50, 35 and 25, respectively). This change won't require a new game.
20 comments
Any suggestions would be helpful as I like the sound of this mod, but the stamina bug really makes it unplayable for me.
Only other mod I have installed is Luma.
Yeah, this is the one! I was worried that this was going to be *too* punishing but it's actually pretty smartly designed. Now I'm playing through with this + Horror Typhons and it really feels like a cross between an immersive sim and RE-style survival horror where the whole game is a big puzzle built around knowing when to spend your resources.
I'm, uh, kind of obsessed. I love how this game lets you feel like you're cheating. I've basically bumrushed neuromod fabrication, and I've spent a weirdly long time tossing everything not nailed down in the lobby in one giant pile so I could stock up on materials with recycle charges.
I thought about this for a long time, because I just can't decide what's better- having mimic power regen in the game seems more balanced since it only gives you value if you take damage (aka f*#@ up) and you can control the regen speed/delay to make it as slow as seems fit. Passive regen seems unbalanced but in truth any player who decides to abuse it is playing the game in bad faith. For actual playing, 1 health/2minutes is only 30 hit points for 1 hour of in-game play, which doesn't seem that busted if you have operator healing turned off or other hardcore mechanics added. But, losing access to mimic power regen just to get passive regen feels kinda bad. I think they are both cool mechanics... any way to keep both? I remember low life regen working with mimic healing in vanilla, though I could be wrong.
Also, is the green health bar just something to live with forever lol? It's driving me nuts. There has to be somewhere to edit it, but I scoured player.config and couldn't find much.
By 'stealth mode' I assume you mean moving crouched (default key C).
True, the first few enemies on the first level are not aggressive, even when moving normally, not just crouched. In fact the first mimic you find in the open (in the storage area, to the left after exiting your room through the glass) won't even attack you, and will run away. I guess the game makers thought it would make the game too difficult if they immediately start attacking.
This however cannot be changed in a mod like this, which makes global changes, for the entire game. Level changes are handled differently, in separate files.
But after passing the Decontamination chamber, the mimics should become much more aggressive and unlikely to miss you, especially if you are moving crouched (since they are faster than you, and their attack is melee). And you definitely shouldn't go unnoticed, even if crouched. If the mimics can't notice you or hit you after the Decontamination chamber, you might have come across some bug (you can try reinstalling Prey or start a new game) or you may have some mod conflict, if you use other mods as well.
Perhaps as you said, there might be a bug in your version, if you have the same issue without the mod as well. Might be worth checking if there is an update on the site where you got Prey. As a reference, I got it from GOG, and it is version 10966486. Also, might be worth doing a clean re-install of Prey.
By the way, does the issue happen after taking 'Stealth I' even when you walk normally, or only when crouched?
So give it a try. You don't need to start a New Game, but you do need to go back to a save prior to taking 'Stealth I'.
If the problem still remains, then yes, might be best to do a clean reinstall from Steam.
there's only one problem that i had to "fix", that's the fatiguedrainrate too low meaning that when exhausted it takes too much time to recover; when i mean too much i mean VERY VERY MUCH!
i can stay minutes and minutes doing nothing but the blurry effect and the exhaust trauma will not disappear, had to fix the <Stat name="fatigueDrainRate" value="2.5"/>
You set the "fatigueDrainRate=0.1" and "fatiguemax=100" in the playerconfig.xml meaning that when at 100 it starts to drain the fatigue with 0.1 rate but when eating-drinking it multiplies of 17 or so, it's too low, in this case everytime i'm exhausted i have to drink-eat otherwise it will take literally minutes to fix hoping no mimics are around
The slow recovery when exhausted is indeed very very very slow. My idea was to force the player to do exactly what you did - eat/drink something to recover, or continue fighting in a weakened state. Otherwise, being exhausted seemed a bit trivial in a mod with the aim of making a game feel more realistic.
But I understand if you didn't like this change. That's the trouble with a mod that makes so many changes to a game. Not everything will be to everyone's liking. Great that you found the setting that speeds up the recovery from exhaustion.
Could you explain to me how you made new status effects for no healing in combat (or just new status effects in general)? It would help a lot.
I didn't create any new traumas, if that's what you mean (all status effects seem to be defined as traumas, whether good or bad). As far as I could tell, the traumas are hard-coded, and you cannot add new ones just by editing the xml files.
However, there is a lot that can be customized for each existing trauma (in traumas.xml). You can set different thresholds, so under the same trauma you can have different effects and different status icons. There is also one unused trauma (Blind) and several unused icons, so you can use them to create one "new" trauma, which is how I created Pain.
Regarding specifically the "no healing during combat", I made that by adding the Stun and Disruption trauma effects to each healing item. Stun is hardly ever used in the vanilla game (it didn't even have a status icon defined), so you can customize it fully to your liking.
1) Time it takes for enemies to go into alert state after spotting Morgan:
The file \Ark\Player\playerconfig.xml contains the following settings: standVisibilityScalar, sneakVisibilityScalar, crawlVisibilityScalar.
To go back to vanilla, change them to 1, 0.4 and 0.3, respectively.
The file \Ark\Player\abilities.xml also contains the settings: sneakVisibilityScalar and crawlVisibilityScalar.
To go back to vanilla, change them to -0.15 and -0.1, respectively.
Note that this change will require a new game.
2) Distance at which Morgan's scanner marks enemies:
The file \Ark\Player\playerconfig.xml contains the following settings: zeroAlphaDistance (two instances) and markedEnemyMarkRange.
To go back to vanilla, change all three values to 75.
As above, changing this requires a new game.
3) Distance at which enemies spot Morgan:
The file \Ark\Vision\visioncones.xml contains the setting forwardRadius per profile (there are 16 profiles in total, so 16 instances).
To go back to vanilla, reduce the first 13 profiles by 25 (e.g. forwardRadius for VisionCone id="1" is 70 in the mod; change this to 45 to go back to vanilla, and so on for the next 12 profiles) and for the last 3 profiles (id 14, 15 and 16) reduce the value by 15 (vanilla values were 50, 35 and 25, respectively).
This change won't require a new game.