About this mod
Roadside Panic is a hardcore A-Life mod. Updated for Patch 1.1.0.
- Permissions and credits
- Changelogs
Shoutout to Grok's Discord Server for playtesting and research on a-life.
Remade for Patch 1.1.0 withfunctional offline A-Life.
Roadside Panic
Hardcore A-Life
- Significantly increases spawn rates.
- Revamps Director scenarios for more variety of encounters
- Modular gameplay changes to balance new spawn rates.
- Visceral mutant combat: mutants are less tanky but significantly more aggressive
- Updated for Patch 1.10 with functioning offline A-Life
Roadside Panic is a modular hardcore A-Life mod that makes the Zone a harsher and more chaotic place.
Spawn rates have been vastly increased from the base game, creating increased A-Life action and grueling combat.
Wildlife spawn in greater quantities: you will often encounter mutant animals fighting each other, as well as roaming stalkers patrols.
Bloodsuckers spawns have been reduced, but are still present in some quantities. Most non-scripted bloodsucker spawns have been replaced with snork spawns. In Roadside Panic, Snorks and Poltergeist roam the map and serve as mid-tier threats.
High level mutants such as chimeras and deer can spawn anywhere on the map, but at low chances.
To balance the significant spawn quantities of mutants in Roadside, the Mutant Module contains nerfs for some mutants, while increasing aggression of mutants.
All modules can be used independently.
A-Life Module
The main file: zzzz_A_Roadside_Panic
This contains the alife changes you came here for. Spawn rates have been increased heavily, now with offline persistence (Game Patch 1.1.0).
This module replaces ALifeDirectorScenarioPrototypes.cfg only
AI Module
As of version 1.10, this module only contains Maklane's No Aimbot NPCs, as other AI tweaks have been temporarily removed after game patch 1.1.0.
All credit for this module goes to WoolGather & Maklane. Please endorse their mods as well :)
This module is optional for Patch 1.1.0
This module replaces NPCWeaponAttributePrototypes.cfg, NotificationEventPrototypes, HearingSensorPrototypes, VisionScannerPrototypes & ThreatPrototypes.
Ammo Module
In order to keep up with the pace of threats the ammo module reduces ammo costs significantly and slightly reduces ammo weight.
This module is not intended to make the game easier, but rather to balance the significantly increased action.
This module is entirely optional and can be deleted.
This module does not replace any base game cfgs.
Mutant Module
The modular mutant module makes mutants more aggressive and exciting to fight, while nerfing their sponginess.
It also nerfs a couple of high level mutants in order to work with the new spawn system.
Ballistic resistance of Cats, Deer have been reduced from 3->2; the Pseudogiant's from 4->3.
Chimera HP has been reduced from 2500->1000.
Dogs are moderately more aggressive and boars will knock you down with every attack.
Boars and Flesh have their health pools slightly increased (+20-50hp), but are not as tanky as in vanilla game version 1.0
Snorks have reduced health (150->100) and increased aggression.
Similarly, the bloodsucker has reduced health (500->300) and immensely increased aggression - it will no longer take turns between attacks.
The mutant module also contains the reworked roadside Poltergeist, which is also separately available in the Poltergeist Module.
This module is entirely optional but heavily recommended. Roadside is balanced around the changes of the mutant module.
Without this module, I recommend using another mutant mod to reduce tankiness of deers chimeras and pseudogiants, otherwise encounters with them may be significantly unbalanced.
This module replaces all mutant ObjPrototype cfgs, BloodsuckerAbilities, BlindDogAbilities, BoarAbilities, and SnorkAbilities
Poltergeist Module
Poltergeists have been made into a mid-tier mutant: they are much less tanky, but populate the map in far greater quantities.
Strike protection of poltergeists reduced from 3->1.
Elemental poltergeists have been buffed to use the invulnerability shield ability.
Elemental poltergeists also have a strike protection of 2 and are tankier than regular ones.
Roadside utilizes a lot of poltergeist spawns.
I do not recommend deleting this module because Roadside's Poltergeist tweaks are mandatory for game balance.
This module replaces Poltergeist.cfg
Player Module
To prepare the player for the increased challenge, the PlayerModule allows Skif to vault over obstacles, while stamina costs for jumping and melee attacks have been reduced by about 40%, from 16->10. In addition, the module also reduces weapon repair costs by 50%.
The Player Module is entirely optional and can be deleted.
This module replaces ObjPrototype.cfg.
Image taken on Roadside 1.1.2 on game version 1.1.3
Installation
- Unzip the contents of the rar into the directory listed below. Please remember to remove all old paks of Roadside, as well as other alife mods you had been using.
- The AI Module, Ammo Module, Player Module, and Mutant Module can be deleted if you do not want to use them.
- However, note that Roadside is balanced around these modules.
- Set NPC Hair Quality to Low or Medium. Epic Hair Quality significantly reduces FPS at high NPC counts.
S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods
Gamepass:XboxGames/S.T.A.L.K.E.R. 2- Heart of Chornobyl (Windows)/Content/Stalker2/Content/Paks/~mods
Recommended Mods
-Your weapon mod of choice. Choose between Maklane's Better Weapons, FUBAR, or Conservative Weapon Balance
-Note that using a mod with low TTK (time to kill) with Roadside will make the game incredibly difficult due to the high lethality combined with Roadside's high spawn rates.
-Painter Of The Zone Wallmarks & Wounds
-yerts ini
-Mutant Loot & Pillhead work well with this mod, although they are not safe to uninstall on an existing savegame as they add new items.
-You may want to check out Modular Hard Mode or Maklane's Zone Overhaul as well.
Both are generally compatible with Roadside. Let their modules overwrite mine, except my main and poltergeist modules.
Credits
-Flic for testing and development
-TheRealMaklane for npc dispersion changes.
-PatWendu for researching the aggro issues and developing AI tweaks.
-LetsWoolGather for AI tweaks and ForgetEnemy workaround
-ShayTech for co-development and making the incredible Shay's Living Zone. You should check out his take on alife as well.
-Meo, Entropy, Jake, Tarkkhbeast and all other playtesters and modders on the STALKER GAMMA discord.
-This file merges TheRealMaklane's No Aimbot NPC
-All credits go to the above authors. Please endorse their files too as this mod would not be possible without their efforts.
Which A-Life CFG Mod Should I Use?
[This section is under maintenance due to changes in game patch 1.1.0]