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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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  05:51:40  18 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/18/2009 6:07:20
Messages: 1868

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The current Zone Reclamation Project (ZRP) download site is posted at the top of the previous page.
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Heh - lots of stuff to digest, thanks NatVac.


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Unfortunately SANB doesn't seem to work on NPCs who don't have a default smart terrain specified, which means that Barin - like Master in the Army Warehouses, among others - will aimlessly wander, not reacting to any anomalies, until a compatible smart terrain opens up.
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Ah, so that is how it works! I did end up getting his weapon, reloading the autosave and using ESC D G got it If the NPC's in this game weren't so fragile, I'd probably be a bit more broken up about Barin biting the biscuit (lol - been waiting forever to use that phrase!). As I've posted before, Wolf - dies in the AW firebin in vanilla STALKER. Bes - if he doesn't suicide by walking into the anomaly beside the camp fence after the Bandit battle, the dogs get him. Seriy - Bandits get him. Fox - Dogs get him in vanilla. And the list goes on - there is no point in caring about any of the NPC's in this game as they die 2 minutes after you meet them, which is a shame


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On a related note, what determines whether Petruha and friends move camp to the fire on the right side of the vehicle park? It doesn't happen often, but when it does, they invariably end up coming online in the middle of two or three bandits.
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No idea. I'll have to leave that one to NatVac


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And lastly, what are the criteria for getting the best reward for taking out Nimble's guards alone, as opposed to the good reward? It's not just random, is it?
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Now you have me intrigued - I didn't know there was a good reward and a best reward. I thought when you rescue Nimble, all you got was the task completion and that was it.


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the guitars I get off just-spawned NPCs. It's quite usual that guitar equipped NPCs seem very agitated when they spawn and keep running back and forward, take cover and stuff like that
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Ah - I wonder if that is the problem with my current game? Every time I come across a group of Loners - the Rookie Village being the worst offender - all the Loners are going mad running around in that 'threat detected' pose. And there are no threats anywhere near them. Maybe they have all spawned with Guitars? I should trade with some of them and check.


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My observation - aside from dogs, anomalies, and mutants, the MM faction seem to have no (human) enemies, and appear to wander freely throughout the zone and through and among former foes. Even my faction teammates (Freedom) do not engage MM when I am fired upon in their presence, and no one seems to notice them. Perhaps as this is still in the conceptual phase, this is what is intended (i.e., my personal hit squad).
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Yes, that is intended. The MM's are only enemies with you, everyone else will ignore them. The MM's were a concept to begin with, to show that tougher enemies could be made without the need for mesh editing, and also to provide a little bit to do when you reach the end of the game and go into freeplay mode.

Edit: You could probably change that yourself. ...\gamedata\config\creatures\game_relations.ltx is where this is set I believe. This wiki article should give some guidance on editing it: http://sdk.stalker-game.com/en/index.php?title=Creating_factions

Temporarily OT, but I dislike the faction setup in this game. Specifically, how everyone else gangs up on you, ignoring all else. As an example, I was taking on a group of Bandits in Cordon once. I then saw a pack of Blind Dogs nearby. I thought "This will be fun", so I turned away from the Bandits and ran to the Dogs, with the Bandits chasing me. My idea was for the Dogs to take on the Bandits, thus making the Bandits leave me alone, whereupon I could run away and hide. Not to be - they both ganged up on me, so in a big circle around me, I had a mass of Dogs and Bandits fighting together against me. There are myriad examples of this throughout the whole game. I've been meaning to find a tutorial on editing the faction relations, so I can make all factions hate anyone not in their own faction - but I'm lazy, and haven't gotten around to doing it as yet.
  18:11:14  18 October 2009
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MtOMajorCat0311
(Novice)
 
On forum: 10/02/2009
Messages: 17

---QUOTATION---

My observation - aside from dogs, anomalies, and mutants, the MM faction seem to have no (human) enemies, and appear to wander freely throughout the zone and through and among former foes. Even my faction teammates (Freedom) do not engage MM when I am fired upon in their presence, and no one seems to notice them. Perhaps as this is still in the conceptual phase, this is what is intended (i.e., my personal hit squad).

Yes, that is intended. The MM's are only enemies with you, everyone else will ignore them. The MM's were a concept to begin with, to show that tougher enemies could be made without the need for mesh editing, and also to provide a little bit to do when you reach the end of the game and go into freeplay mode.

Edit: You could probably change that yourself. ...\gamedata\config\creatures\game_relations.ltx is where this is set I believe. This wiki article should give some guidance on editing it: http://sdk.stalker-game.com/en/index.php?title=Creating_factions

Temporarily OT, but I dislike the faction setup in this game. Specifically, how everyone else gangs up on you, ignoring all else. As an example, I was taking on a group of Bandits in Cordon once. I then saw a pack of Blind Dogs nearby. I thought "This will be fun", so I turned away from the Bandits and ran to the Dogs, with the Bandits chasing me. My idea was for the Dogs to take on the Bandits, thus making the Bandits leave me alone, whereupon I could run away and hide. Not to be - they both ganged up on me, so in a big circle around me, I had a mass of Dogs and Bandits fighting together against me. There are myriad examples of this throughout the whole game. I've been meaning to find a tutorial on editing the faction relations, so I can make all factions hate anyone not in their own faction - but I'm lazy, and haven't gotten around to doing it as yet.
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Thanks you. Yes, I believe I will attempt to edit the MM relations. I imagine that the Military and Dolg would be natural enemies. I could see them being in the "rogue" category with Mercs and Bandits, anyway, thanks for the tips.

I also need to tone down their toughness just a bit, 10 times tougher is very challening, I agree, But I am going through AP ammo on them like crazy!!
  11:57:19  21 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---

Thanks you. Yes, I believe I will attempt to edit the MM relations. I imagine that the Military and Dolg would be natural enemies. I could see them being in the "rogue" category with Mercs and Bandits, anyway, thanks for the tips.

I also need to tone down their toughness just a bit, 10 times tougher is very challening, I agree, But I am going through AP ammo on them like crazy!!
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You're in luck. As the increase in toughness wasn't done via mesh editing, it is easy enough to change. I'm not on my STALKER PC at the very moment, so I don't have access to the LTX files, but when I get back on it, I'll check out which is the LTX responsible. Of course, if NatVac pops along before I do, he will no doubt post the answer before I do!
  13:35:03  21 October 2009
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6347
Hey Romulous. I sent you an email, dont know if its the wrong address or you just ignored me as spam

Any chance of emailing me the "kill controllers on level" script you did?

Sorry for slightly OT
  13:45:15  21 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/21/2009 14:08:48
Messages: 1868

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Hey Romulous. I sent you an email, dont know if its the wrong address or you just ignored me as spam

Any chance of emailing me the "kill controllers on level" script you did?

Sorry for slightly OT
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Heh - no problems. The email would be correct as far as I know - my internet provider does have a spam filter (actually, quite a good one), but it is probably me being lazy. I haven't actually checked my emails in about two days

I was going to get onto my main PC tomorrow and check them (I'll make sure yours didn't end up in the spam folder, it is fairly unlikely, I think it will be sitting in my inbox!), but in the meantime, you can download it here:
http://www.users.on.net/~romulous/ui_main_menu.zip

The below is what I posted to the ZSG thread:
"Make sure your SHOC is mod ready (fsgame.ltx has been changed and you have a gamedata folder), then extract the file from the zip archive to ...\gamedata\scripts\
If you already have a mod that uses ui_main_menu.script, some merging will be required.

Anyway, start SHOC, find a Controller, and then hit ESC D K, and it should drop dead. Actually, every Controller on the level should drop dead no matter where on the level they may be. So in other words, you don't have to have a Controller in view to kill it, just being on a level with one present (AW for example) will be enough (having one in sight though will obviously provide graphic proof of the function working, in addition to the message stating how many Controller's you killed). If there are no Controller's on the level, a message will pop up to this effect.

Now, this is quite ugly in how I managed to get it to work. NatVac had nicely - for ease of code reading purposes - put the Controller function into a separate file from the main menu. I on the other hand - not being familiar with how you pass variables from one file to another, that being the cause of the nil value errors - have stuffed all the necessary functions from _z.script into ui_main_menu.script. This means you only need one file, but syntax wise (and 'try to follow this code' wise) - it is ugly. Still, it should *fingers crossed* work, and if someone wants a prettier version (and properly done), I'd post a quick note in the Mods forum asking NatVac to pop over to this thread. Oh, and all thanks to NatVac for coming up with the function in the first place!"

Let me know how it goes

*Edit: Question. Still on my latest ZRP run through, Entered DV to get some last stashes, and as soon as I did, I got the 'help Duty defend from Bandit attack' task. I've never been able to complete this task, as I've never seen any Bandit attack whatsoever. Anyway, I got sick of waiting for the Bandits after a while, so I went stash hunting. Couple down near the farmhouse, one near where you kill the Bloodsucker (I got that task too upon entering DV), and finally, one behind the Bandit camp where you rescue Shaggy. As I was running down the road towards the camp, I came across a large group of Bandits, all just standing right outside the gate. I managed to get them all (just), and then the 'task completed' message popped up. I then realised that this was the 'Bandit attack' on Duty. So, has anyone ever actually had the Bandits make their way to Duty and attack, or is this how the task is meant to be. In that you are meant to go to the Bandit base for a second time and kill them as they all stand in a little circle?
  16:09:05  21 October 2009
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6347
Thanks Romulous, got it.

BTW the code looks fine to me, being an "untidy" coder myself LOL
  16:40:26  21 October 2009
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Racemate
Loner
(Resident)

 

 
On forum: 02/11/2009
Messages: 1252
Hi everybody,

I'm playing OL 2.2 There is a small issue which is really annoying. Some times when I drop an artifact in an anomaly to transmute it, it appears after expected time for a moment, and then hides underground.

romulous told me that this problem was solved already here in ZPR mod. Could anyone tell me which part of ZRP I should install to fix it? Is it compatible with OL 2.2? Thanks in advance.
  03:53:47  22 October 2009
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Hannibal Rex
(Novice)
 
On forum: 10/14/2009
Messages: 4
bleeding_restore_speed

I haven't been through this thread, so forgive me if this has already been addressed in some form;

AFAIK, there was a bug in the early versions of Stalker regarding the bleeding artifacts, slime, mica, thorn, crystal, etc. The values were reversed in the game data, so they had the opposite effect of what they should.

That bug was fixed.

However, two of the unique armors (skinner anomaly and healing beril) also affect bleeding, and those still seem to have the incorrect (negative) entries.
  11:24:29  22 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

---QUOTATION---
Hi everybody,

I'm playing OL 2.2 There is a small issue which is really annoying. Some times when I drop an artifact in an anomaly to transmute it, it appears after expected time for a moment, and then hides underground.

romulous told me that this problem was solved already here in ZPR mod. Could anyone tell me which part of ZRP I should install to fix it? Is it compatible with OL 2.2? Thanks in advance.
---END QUOTATION---



Ah, that romulous - always getting up to mischief (lol)

I'm back on my STALKER PC now, and the file you want I believe is xr_box.script. This is the file the contains the fix for the items falling through the floor when you break a box. In the downloaded ZRP installation archive - ZRP homepage is http://www.metacognix.com/stlkrsoc/index.html and you need the version with the MonoMartyr's demo included - you will find the file in ZRP_MM_AS_Demo\gamedata\scripts\xr_box.script.

Now I'm not sure which file in OL is responsible for the artifact spawning (someone else here may have OL installed and may know), but hopefully if you point this file out to Kany, he can adapt it to OL so the artifacts stay above ground. xr_box includes more than the item fix, so likely the whole file will not be needed. I'm sure NatVac will be able to provide more detail when he next drops by.
  11:27:46  22 October 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
10/22/2009 11:30:27
Messages: 1868

---QUOTATION---

You're in luck. As the increase in toughness wasn't done via mesh editing, it is easy enough to change. I'm not on my STALKER PC at the very moment, so I don't have access to the LTX files, but when I get back on it, I'll check out which is the LTX responsible. Of course, if NatVac pops along before I do, he will no doubt post the answer before I do!
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I'm back on my STALKER PC, and from Tweakables.txt (in the ZRP download archive):

"For a tougher game:

config\weapons\weapons.ltx:

Increase the distance within which the NPCs are most accurate when shooting at you by adjusting "hit_probability_max_dist". See the "Weapons" entry in Experimental.cfg.

config\creatures\m_stalker.ltx:

Make the NPCs tougher by reducing the damage they take when they are hurt. The <hit_scale> values in the [stalker_damage] section are multipliers for the damage.

Here's the set of values for the MonoMartyrs:

[stalker_damage_tough]
;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
default = 0.1, -1, 0.02 ;smaller is harder ;1.0, -1, 1.0
bip01_head = 0.5, 0, 0.5, 1.0
eyelid_1 = 0.5, 0, 0.5, 1.0
eye_left = 0.5, 0, 0.5, 3.0
eye_right = 0.5, 0, 0.5, 3.0

Their body is about ten times tougher than the normal stalker for a given armor mesh. You can quickly see that their head is the soft spot."

So, m_stalker.ltx is the file you want. I know there is info scattered around on what each of those values do (you'll probably need to hit google a bit though), or you can experiment with changing the values and see what happens, or you can hold off until NatVac pops by, and hopefully he can explain them.
 
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