PANPC 2.1-beta4 Released!
So I've just shipped the latest beta release for PANPC 2.1. If you are a Patreon supporter, you can get it right now from the member-only post just before this one. Otherwise, you can also find it pinned in the #panpc-21-beta channel of the GreslinGames Discord (available to Citizen role users only - see the #read-this-first channel when you visit).
This one involved a lot of testing and bug fixing, but also some mechanics changes.
The new scent system now has an active scent ambush mechanic. In -beta3, scent was strictly a passive effect, only really becoming a factor once you were already being targeted, at which point a scent pick up would neutralize most of your stealth bonuses.
In -beta4, scent-driven NPCs (right now, dogs and deathclaws) will now occasionally pick up the scent at distance and come looking.
Also, this effect now happens for meat that the player drops or places into the inventory of a PANPC-driven NPC. If you can successfully pickpocket a PANPC-driven Gunner, for instance, that raw meat can very well bring a local deathclaw to his doorstep.
I've done some more stress testing on the beta and tweaked various internal timings to hopefully reduce incidence of stack dumping. (The PAST-ported optimizations were throwing off PANPC's internal cycle scaling.)
There is now an included ESP plugin for the vanilla DLCs, including supports for DLC weather and raw meat items. If you are using another patch for DLC weathers, replace it with this one.
Finally, I rewrote the West Tek Optics handler to recognize items based on the mod's WestTek_ItemType_TacticalOptics keyword, rather than being limited to the fixed armor items.
That's about it for this one. There were lots of other minor fixes and changes, but that covers the significant outlines.
Have fun,
G.
