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NickMillion

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NickMillion

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I changed a bunch of the A-Life values. Tries to force the AI director to fill online spawns since offline A-Life doesn't appear to be functional.

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This mod does not enable Offline A-Life, GSC needs to finish their implementation or modders need better tools to access the scripts that power the game instead of just config files.

What this mod does: it changes a LOT of config vars to let the 'online' simulation (the ~100m bubble around the player where things spawn) do more and further away. Without access to the scripts that actually handle AI spawning we cannot fix hardcoded issues like AI spawning directly on top of you, but we can at least make most random events try to spawn further away.


I changed values in ALifeDirectorScenarioPrototypes.cfg and ALifePopulationManagerFactionPrototypes.cfg to try and increase the chance for A-Life events to occur and give A-Life the spawn allowances to actually have somewhere to put things.
Bettererest Edition (0.3) and onward also touch on AIGlobals.cfg and GenericLairPrototypes.cfg

Bettererest Edition-
  • tl;dr - tried to make smarter AI spawns, less AI spam, more POI interactions
  • I can't figure out what makes offline sim work, or how to actually make it do anything. At this point I wouldn't be surprised if offline sim basically doesn't persist or interact with online in any meaningful way that we can observe or alter with the current janky mod tools. I can, however, force the online sim to do things! Not really a fix for A-Life, but should at least fake it in gameplay.
  • Using what we've learned from the personal space and less crazy editions, I've toned down the active AI range to within ~200m. There are up to 40 spawn slots that will attempt to be filled every 30 seconds to 5 minutes, so they shouldn't be crazy spawning all over the place, probably.
  • I have further looked into what makes AI spawn so close to the player and adjusted a bunch of tiny override vars up from a hardcoded 25m to ~75m.
  • 'Resting Lairs' (inactive POIs and spawn points) should more actively attempt to fill the spawn slots in both online and offline simulations, hopefully prioritized over random events (they will tick ~1-10 minutes, instead of ~10-30 minutes). How this actually translates to gameplay still needs testing since lair attack/defense is essentially a random event by itself.
  • AI danger zones have been upped from a 4m radius to an 8m radius, hopefully making them a little more proactive when things are overlapping.


Old versions for reference:
Less Crazy Edition-
Things still spawn really close, director tries to fill all spawn slots (between 20 and 60 at any given time) every 30 seconds or so. Expect a lot of chaos.
This was primarily to see if the director configs for spawn timers and slots actually worked; they do!

Personal Space Edition-
The current one to be tested. I expect performance may suffer for some people if a lot more AI are active at longer distances. I'm not even sure if the AI can actually function at the longer ranges or if they'll just go idle/static until the player gets closer even if the AI is technically spawned.
I've massively increased the radius and range for squads and 'lairs' (spawn points / smart zones, I think?) to spawn. In vanilla it's ~50m +/- 10m.
This version has increased it to a minimum of 100m and a maximum of 300m.
There are 20 to 60 spawn slots at a time and the director will attempt to fill them every 30 seconds or less.
'lairs' should be valid targets for squads to defend, loiter in, or attack within 600m, but they can spawn at up to 1km? maybe, dunno if it works lol
Boosted the number of active 'lairs' so there should always be at least 2 within 300m of the player, if I understand the vars and their interactions correctly
If there's no encounters or squad targets, there should be up to 9 individual squads loitering

My Stalker 2 mods:
Adjustable Carryweight
Reduced Melee and Jump Stamina Costs
Longer Sprinting
Super A-Life Maybe