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Some day I will make a vid about all Alien-caused death animations I found, there are easily more than ten. I like cinematic stuff like this.
As others have already pointed out, in general, hiding in lockers is a bad idea.
And, until reading this, I didn't realize that holding your breath affected your health. I now have only a sliver of health and no medkits.
If you hide in a locker on nightmare there's a 99.9% chance the alien will sniff it, causing you to hold your breath and lose health. If you're not at 100% health when this happens then you're going to die. If you are at full health then you're going to lose around 50% of your health bar (maybe more) because that's how much it takes to hold your breath long enough for the alien to go away. It's kind of a timing thing - you just have to get used to timing it right.
But yeah, lockers are the worst hiding places on nightmare.
The problem is that this chapter has an unique mechanic, with a “tether” that keeps the xenomorph close to you, and the longer you take, the shorter the tether gets.
So if you’ve saved your gave after the xenomorph has become intimate with you, then restart the level, with the objective of being faster.
<hiding_max_QTE_selection_weighting>15</hiding_max_QTE_selection_weighting>
Which I've never actually modded, but seems relevant to the breath holding mechanic.
BTW, a thing I noted back in the early days of my modding (I think I mentioned it in the guide), which most people might not know, is that the game is extremely unfair by default on enemies checking lockers and such, because right under that QTE line is this:
<chance_hiding_not_chosen>0.1</chance_hiding_not_chosen>
That's only a 10% chance that an enemy WON'T check in your hiding spot!
(I usually mod that to be higher, 10% just seems harsh and a bit unrealistic)
So yes, open desks and boxes etc are just better, those aren't "coded", specific hiding spots, just obstacles to line of sight, and that automatically makes it more fair because in the game anything assigned to be a dedicated hiding spot (i.e. lockers, with a special QTE) will have that value tied to it.