; guide for tweaking these values yourself
; vanilla value - what my tweaked value intends to accomplish
; setgs field_name value
; for example, if you want to make npcs less accurate, you would do this:
; 0.25 (base value is 0.25) - doubled accuracy (0.25 x 2 = 0.5)
; so you would need to reduce from 0.5 to whatever you want; a good inbetween value could be 0.33, thus the command would be:
; setgs fCombatRangedGunAccurateAccuracy 0.33

; START DAMAGE MULTS AND HP SCALING
; 20 - less spongy
setgs fNPCHealthLevelBonus 1
; 20 - less spongy players
setgs fHealthEnduranceOffset 1
; player outgoing damage mult, combat is deadlier
; 2
setgs fDiffMultHPByPCVE 2.25
; 1.5
setgs fDiffMultHPByPCE 2.00
; 1
setgs fDiffMultHPByPCN 1.75
; 0.75
setgs fDiffMultHPByPCH 1.50
; 0.5
setgs fDiffMultHPByPCVH 1.25
; player incoming damage mult, combat is deadlier
; 0.5
setgs fDiffMultHPToPCVE 1.25
; 0.75
setgs fDiffMultHPToPCE 1.5
; 1
setgs fDiffMultHPToPCN 1.75
; 1.5
setgs fDiffMultHPToPCH 2
; 2
setgs fDiffMultHPToPCVH 2.25
; END DAMAGE MULTS AND HP SCALING

; START MISC
; 1 - reduce their constant talking
setgs fCombatSpeakTauntChance 0.5
; 1 - more hit feedback
setgs fGetHitPainMult 1.5
; END MISC

; START RANGED AI
; START RANGED AI

; 0.1 - update NPC gun state more often
; disabled because it may cause issues, but if working properly it will remove some delays between decision making
; setgs fCombatRangedGunUpdateGunStateTime 0.05

; 0.67 - NPCs will try to expend more of their ammo before reloading
setgs fCombatRangedGunReloadClipPercent 0.4

; START COVER RELATED - The AI will use cover more often and more effectively
; 10 - spend more time in suppressed state
setgs fCombatCoverAttackerSuppressedTimeMax 15
; 0.9 - reduced penalty for suppression
setgs fCombatCoverAttackChanceAttackerSuppressedPenalty 0.75
; 0.75 - reduced penalty for suppression while flanking
setgs fCombatCoverFlankAttackerSuppressedPenalty 0.65
; 0.1 - higher chance to advance in cover
setgs fCombatCoverAdvanceChanceMin 0.25
; 0.5 - same
setgs fCombatCoverAdvanceChanceMid 0.66
; 0.75 - same
setgs fCombatCoverAdvanceChanceMax 0.925
; 0.25 - higher chance to swap covers if wanted
setgs fCombatCoverChangePositionChance 0.33
; 0.5 - higher chance to retreat if they want to
setgs fCombatFallbackChanceMax 0.7
; 0.25 - higher chance to provide covering fire
setgs fCombatProvideSuppressiveFireCoverScoreMult 0.33
; 0.25 - double chance to buddy rush
setgs fCombatCoverPairedRushChanceMin 0.5
; 0.5 - NPCs more likely to engage when in cover
setgs fCombatRangedGunAttackChanceCoverBonus 0.67
; END COVER RELATED

; START REACTION TIMES / DELAYS - By default the AI should react much faster, within reason
; 0.33 - react faster
setgs fCombatRangedGunTargetVisibleReactionTimeMin 0.1
; 0.67 - react faster
setgs fCombatRangedGunTargetVisibleReactionTimeMax 0.3
; 0.1 - less delay on initiation
setgs fCombatRangedGunInitialDelayTime 0.05
; 0.25 - react faster when dodging
setgs fCombatEvadeReactionTime 0.15
; 0.15 - react faster when dodging
setgs fCombatDodgeReactionTime 0.125
; 2.5 - less delay from doing things
setgs fCombatRangedGunAnimationDrivenDelayTime 1.75
; 0.25 - reduce the time before AI will move on reacting
setgs fCombatInitialMovementDelayTime 0.2
; END REACTION TIMES

; START ACCURACY RELATED - By default I have increased the AI accuracy significantly
; 0.9 - reduce variance while aiming
setgs fCombatRangedGunAimVariance 0.75
; 0.4 - increased base accuracy
setgs fCombatRangedGunAccuracyMinAccuracy 0.5
; 0.1 - higher chance to actually fire when able
setgs fCombatRangedGunAttackChanceMin 0.15
; 1.5 - less recoil cooldown
setgs fCombatRangedGunCooldownRecoilTimeMax 0.5
; 0.75 - same
setgs fCombatRangedGunCooldownRecoilTimeMid 0.33
; 0.4 - same
setgs fCombatRangedGunCooldownRecoilTimeMin 0.2
; 8 - increased min range for accuracy
setgs fCombatRangedGunAccuracyMinRange 10
; 0.25 - doubled accuracy
setgs fCombatRangedGunAccurateAccuracy 0.5
; 0.1 - same
setgs fCombatRangedGunEffectiveAccuracy 0.2
; 10 - half recoil
setgs fCombatRangedGunSemiAutoRecoilMax 5
; 3 - same
setgs fCombatRangedGunAutomaticRecoilMid 1.5
; 6 - same
setgs fCombatRangedGunAutomaticRecoilMax 3
; 1.5 - less time to wait for recoil
setgs fCombatRangedGunFireWaitRecoilTimeMax 0.75
; 2 - half max wait for shooty shoot
setgs fCombatRangedGunFireWaitTimeMax 1
; 1 - less delays when firing
setgs fCombatRangedGunFireWaitTimeMax 0.67
; 0.5 - NPCs will fire with less of you visible
setgs fCombatRangedGunTargetVisibleAttackThreshold 0.33
; END ACCURACY RELATED

; START GRENADE / THROWN RELATED
; 5 - adjusted delay for throwing stuff
setgs fCombatRangedThrowDelay 6
; 10 - same
setgs fCombatRangedGrenadeThrowDelay 8
; 0.5 - less idle time when throwing grenades
setgs fCombatRangedGrenadeIdleTime 0.33
; 0.5 - reduce their chance to suppress themselves when trying to grenade you
setgs fCombatRangedGrenadeSuppressChanceSelf 0.33
; 6 - reduce time until they consider an engagement a standoff
setgs fCombatRangedStandoffTimer 5
; 4 - let them shoot you closer
setgs fCombatRangedMinimumRange 3
; 8 - let them throw grenades closer
setgs fCombatRangedGrenadeThrowMinimumRange 6
; 5 - NPCs will grenade you quicker if you go somewhere they cant
setgs fCombatRangedGrenadeThrowUnreachableDelay 2
; 15 - lone NPCs will attempt to flush you out of cover with grenades quicker
setgs fCombatRangedGrenadeFlushTargetDelay 7
; 0 - always have a small chance for an NPC to want to grenade you if you bunch up with allies
setgs fCombatRangedGrenadeThrowAtGroupChanceMin 0.033
; 0.25 - increase NPC utilization of grenades
setgs fCombatRangedGrenadeThrowChanceMax 0.33
; END RANGED AI

; START MELEE AI
; 0.025 - higher chance to bonk you
setgs fCombatBashChanceMin 0.1
; 0.2 - higher chance to bonk you
setgs fCombatBashChanceMax 0.33
; 0.05 - higher chance to bash
setgs fCombatOffensiveBashChanceMax 0.1
; 1.5 - less attack delays from animations
setgs fCombatAttackAnimationDrivenDelayTime 1.25
; 0.25 - less idle time when trying to bonk you
setgs fCombatMeleeIdleTime 0.1
; END MELEE AI

; END COMBAT AI
; END COMBAT AI

; START STEALTH AI
; START STEALTH AI

; 1.25 - slightly harder to sneak outside
setgs fSneakExteriorDistanceMult 1.3
; 160 - better peripheral vision
setgs fDetectionViewCone 170
; 1 - you are slightly quieter
setgs fSneakSoundsMult 0.9
; 0.4 - same
setgs fSneakSoundLosMult 0.375
; 1 - easier to sneak in high lighting
setgs fSneakLightMult 0.9
; 0 - theyre heavier sleepers
setgs fSneakSleepBonus -0.2
; 2 - you are louder when running
setgs fSneakRunningMult 2.25
; -4 - they can hear you a little better
setgs fSneakEquippedWeightBase -3
; 2 - they are better at distance
setgs fSneakDistanceAttenuationExponent 1.8
; 5.715 - will react to dead bodies much farther away
setgs fDeadReactionDistance 7.5
; -20 - better base vision for npc
setgs fSneakVisualBaseValue -10
; 0  - slightly more aware in general
setgs fSneakAlertMod 0.5
; 60 - how far they can see you
setgs fSneakMaxDistance 90
; 4
setgs fDetectProjectileDistanceNPC 6
; 8
setgs fDetectProjectileDistancePlayer 12
; 8
setgs fDetectEventDistanceNPC 12
; 32
setgs fDetectEventDistancePlayer 40
; 60 - letting them search longer/farther
setgs fCombatSearchExteriorRadiusMax 90
; 30
setgs fCombatSearchExteriorRadiusMin 45
; 40
setgs fCombatSearchInteriorRadiusMax 70
; 20
setgs fCombatSearchInteriorRadiusMin 35
; 1
setgs fCombatSearchLookTime 3
; 10
setgs fCombatSearchStartAttackLocationTimeLimit 20
; 30
setgs fCombatSearchStartKnownLocationTimeLimit 40
; 2.5
setgs fCombatSearchInvestigateTime 10
; 10
setgs fCombatDetectionLostTimeLimit 40
; 10
setgs fCombatDetectionKnownTimeLimit 30
; 15
setgs fCombatDetectionSuspectedAttackTimeLimit 30
; 5
setgs fCombatDetectionSuspectedKnownTimeLimit 20
; 1
setgs fCombatDetectionDialogueMinElapsedTime 5
; 3
setgs fCombatDetectionDialogueMaxElapsedTime 30
; 2.5
setgs fDetectionEventExpireTime 7.5

; END STEALTH AI
; END STEALTH AI