SS2 Scary Monsters AI Enhancement

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66354f94ec6b1
voodoo47Quote
quick note - iirc, no need to repack edited motions back into motiondb.bin, if you place the edited *.mi and *.mc files into a \MOTIONS folder, they should load and override whatever motiondb.bin the game is currently loading.

this (not including a full motiondb.bin with the mod) should lessen the chances of conflicts happening.
Acknowledged by: sarge945
66354f94ec9bb
RoSoDudeQuote
What about the motion schemas? That's where I edit the timescale of various motions, and from my brief testing placing my edited files in the \mschema\ folder doesn't do anything. So I think I still need to include a motiondb.bin file.

EDIT: no dice on putting the edited *.mi files in \MOTIONS\ either. Tested Arachnightmare and leap move is no longer counting as a jump attack.
66354f94eca82
voodoo47Quote
I think I may have mixed up things here, so ignore unless someone else pitches in.
66354f94ecd9c
RoSoDudeQuote
Updated to v1.01. Decided to extend the chase fix to other enemies with melee attacks (Spiders, Monkeys, Midwives) since the backpedal exploit can still present problems with them. Also made Spiders more aggressive and Cyborg Assassins a bit more slippery. New from v1.00:

-Fixed Spiders, Monkeys, and Midwives refusing to attack backpedaling players in melee
   -Enemies now always attempt to attack once in melee range regardless of player speed
   -Accompanying changes to desired attack range
-Monkey run is 23% faster
-Midwife pain stagger is 11% faster
-Cyborg Assassin immediately turns to attack after fleeing instead of fidgeting
-Cyborg Assassin no longer occasionally attacks in melee range
-Cyborg Assassin walk/sidestep (rare) is 25% faster
-Spider leap attack is more likely to occur
-Spider no longer freezes in place instead of attacking
-Spider melee swipes are 33% faster
-Spider run is 33% faster

Couple other points:
  • I thought to check if ZylonBane's Enemy Health Randomizer is compatible since I figured it also overrides monster script slots. Not to worry -- they override different areas, so they can be used together in any order
  • I've decided to include the edited motions (\motions\*.mi) and motion schemas (\mschema\*.moc) for other modders to use; however only the compiled motiondb.bin is functional
  • I looked into the "Leads Target" field for ranged enemies. Turns out Cyborg Assassins and Psi Reavers already use it. I'm still debating whether I like it on the Cyborg Midwife, particularly since its introduction is a very long range encounter where leading would cause its shots to be very off. She's still quite dangerous already at close range, but maybe I'll script some variance for it depending on range
  • I experimented with some crude fixes for melee enemies stupidly standing in place when the player gains any height on them, but it was very unstable and led to crashing, so shelved for now. May return to it later

EDIT: video demo
https://www.youtube.com/watch?v=5HboW7PDs1w
66354f94ecfa9
RoSoDudeQuote
Updated to v1.02. Made an error with the Cyborg Assassin in the last version. While it can sometimes feel cheap, disabling their ability to attack up close breaks them in some areas and makes them overall too easy to deal with. So I reverted that and also made them just a tad faster overall. New from v1.01:

-Reverted Cyborg Assassins never attacking the player in melee range (back to very low chances)
-Cyborg Assasssin run is 14% faster
-Cyborg Assassin backstep is 11->16% faster
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