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Llama

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SirLlama420

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About this mod

An overhaul primarily of police and guard response systems with a focus on stealth and evidence-based responses.

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Permissions and credits
The goal of this mod is to make stealth as enjoyable as possible primarily when dealing with police and guard groups.

LPO.asi Functions (V10.3.1)


Train Robberies (Wilderness only, dependent on bounty system being enabled in the INI)

- If you kill all pursuing police while still on a train in the wilderness, your bounty will be forgiven at the end. Roofs are covered.
- If you drive the train too far away (~ 1.5x the size of Valentine), you will receive all forgiven bounties upon sight.
- If you leave the train and are seen in combat by lawmen off the train, or go back on the train after and are seen, you will receive all forgiven bounties.

Bounties

- If enabled (by default), the ASI removes bounties gained while not seen, and adds back the amount removed during that wanted level if seen in armed combat before the end of the wanted level.
- If not seen in combat by the time the wanted level ends, the bounty is forgotten. The combat trigger does not apply to fist fights or animals.
- Once seen in a wanted level, bounty protections are disabled until the level ends.
- Bounties in the wilderness will generally be reduced by 1/2. Bounties in towns will generally have normal value. New strategy didn't work, so the bounty price multiplier will have to be set after the wanted level begins. Trying different combinations.

When nearby human peds are not looking at the player

- If enabled (by default), the player deals 3x more damage with non-melee weapons if nearby peds are not looking at them.
- The player cannot be targeted without line of sight (supports their sight when they do have it and ASI confirms it's valid).
- Nearby ped ID range lowered to 1

If nearby combative, armed human peds cannot see the player or do not exist

- Player stealth movement is set to 0.
- Player noise multiplier is set to 0.
- Armed nearby ped hearing range is set to 0.
- Tasks to look at the player are cleared for armed peds.
- Armed nearby peds will be given a target lost response.
- Hearing range for armed peds set to 0.

Player melee/shooting effects when not seen in combat

- The targeted ped will be removed from their group, if they're in one.
- If shot at with any projectile, a shocking event will be added to the ped, ideally to distract from the player's location. This does not occur with melee attacks.

Once looked at and seen by an NPC (If not already in hidden melee or shooting)

- Nearby ped ID range raises to 15.
- The player can be targeted without line of sight.
- Weapon damage multiplier is reset to normal.

Once looked at in combat only

- Player noise is reset to normal.
- Player stealth movement effects are removed.
- Nearby armed NPC hearing range is raised.

If looked at in combat during a wanted level

- The ASI will prompt police towards your location via simulated shocking events on the player's position. This allowed me to remove some default aggressive pursuit flags while still keeping chases at the right intensity. These reset with randomized shocking events at coordinates around the player.

If not seen in a wanted level with armed enemies within close proximity

- Randomized shocking events and police routes will be placed away from the player to disorient police without heavily affecting their movement patterns.
- These occur once per armed NPC detected in the radius.
- Police routes are removed once the NPC who they were set for leaves the radius.

Other additions/details

- Player visibility is tracked via if the ped is facing the player within 10 degrees + line of sight for stealth perks, and via combat + ped being armed with a weapon + seen in combat + facing the player within 20 degrees + line of sight for bounties.
- Logging, the bounty system, and stealth weapon damage can be modified via the INI as of 9.6. These toggles don't affect the other stealth functions. Some logging lines may be outdated. Please see the above for more up-to-date information on what happens at each point.
- Wild animals are excluded by the ASI, and set to default values in the LML.
- Enabling "let_there_be_fire" in the INI will light any armed NPCs near you on fire during a wanted level while you're hidden.

LML Functions (This mod is cross-tested with the ASI as of recently, and the LML files were made a bit less forgiving as of 9.7)

Stealth Improvements

- Pursuing police and town guard groups are unable to automatically locate the player or infer their location without evidence.
- Automatic identity detections have largely been removed from police searches, especially when stealth tactics are used.
- Police can't hear the player falling or landing behind them from heights.
- The player will be harder to see when crouched or standing.
- Peripheral vision has been greatly reduced.
- Forward facing and elevation based vision has been narrowed.
- Police need to be closer to see and identify the player.
- The player can become unseen from pursuits near instantly.
- Footstep and foliage sound detection has been largely eliminated.
- Hiding places are less likely to be searched.
- Near-misses or nearby kills with arrows and knives usually won't trigger detections when police have their guard down during a search.
- Explosive arrows and dynamite can be used as distractions or stealth weapons...in some cases.
- The player can become unseen from shootouts without moving, if hidden well.
- Police will look behind them less often.
- Nighttime now has greater benefits to stealth, and daytime effects have been lessened.
- If nearby police are not able to see the player when they fire their weapon, they generally will not be able to infer their exact location.
- During known wanted levels, cops will give bounties for killed unaware cops only once they or a witness see the body.
- Existing police typically won't run towards ambushes they cannot see.
- Crouching is lowered slightly. It's admittedly hard to prove it's actually working though. But comparing screenshots seems to show a lower arch in the player's back during crouching.

Behavior Adjustments

- Police behavior has been modified in various ways to keep responses to crime based on evidence.
- It's possible to wipe out a smaller town's police as an "Unknown Suspect".
- Trains can be robbed anonymously if the player escapes after the first robbed car (via horseback is preferable).
- Stores can be robbed more easily without identification. Witnesses still appear in a similar manner.
- Police now need sight to locate evidence, and generally cannot automatically gravitate to things like hidden dead bodies.
- Police are more forgiving, and less likely to use lethal force.
- Police sometimes will not associate you with ambient NPCs fighting you.
- Ambient police are possible during wanted levels in all towns (like in Saint Denis).
- Police and guard grouping probabilities, behaviors, and search patterns have been modified to enhance flanking.
- Police response times have been delayed, placed farther away, and randomized to allow time to run or hide after a shootout.
- Time needed to escape a wanted level has been increased, unless the player was unseen from the start.
- Witness emotions were modified to have a higher likelihood to go to the police.
- Witnesses have a lower chance to identify the player.

There are likely thousands of modified values in this mod, and some of the code was restructured. Then I wrote a bunch more code. This list doesn't cover all changes, just the most important ones.

The above effects apply to all difficulties. Only the rates below differ.


Easy Difficulty

- Lower law numbers.
- Longer spawn delays.
- Greatly reduced grouping patterns.

Standard Difficulty

- Default law numbers.
- Delayed spawn rates.
- Reduced grouping patterns.

Challenging Difficulty

- Higher law numbers.
- Faster spawn rates.
- Tighter grouping patterns.

Stealth Tips/Controls

To Install

1. Install Lenny's Mod Loader.
2. Install Script Hook.
3. Drag the all files into the root directory of RDR 2.
4. Enjoy!

Extra Notes

- The bounty sign on the top right may be inaccurate. This is especially true with the ASI's protection of them.
You can tell your true bounty by checking the top center UI (by pressing "alt").
- Bounties may appear incorrect at first, then refresh upon being seen with the initial count being the old bounty. However, whenever relevant to actual consequence, the correct bounties apply.
- Some groups may not be affected by all changes. Campers and random gangs especially may still auto-locate. Free
roaming ambient NPCs have similar stealth advantages added. The ASI targets everyone.
- Missions play fine. There was one mission where a witness apparently didn't stop, but they just stopped for me on 10.3.1. No other story-related bug reports were received while the page was open or observed during the missions I've played.
- The above effects are mostly for police and town guard groups only. However, some changes affect all NPCs.
- Animal behavior has not been altered past version 10 or so. An outdated line used to be here.

Compatibility

Please place any mods you need ahead of this one, as the LML replacement uses over 90 games files. However, this mod does so much more as of 9.2 simply via the ASI. No LML files are interdependent, but the "install.xml" just needs all the file names in the same places. The ASI can run without LML, LML without the ASI. That said, they are designed to work in tandem for the complete experience.

Thank you, and enjoy!