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How to mod Stalker (most questions answered)

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  20:48:47  18 April 2018
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StoleitfromKilgore
(Senior)
 
On forum: 10/27/2010
Messages: 129
Hi everyone, I was wondering if anybody might be able to help me with two specific problems. A few years back I was editing my game files based on the Complete-mod and at times there were things for which I simply had no good solutions.

For instance, I consider the Repair Kits added by Complete to be an unnecessary handout and wouldn't mind getting rid of them. I mean, personally I can just throw them away, but if I ever want to upload my balance-mod, well, I don't want to add a dozen points to the Readme-file, telling people how they are supposed to play.

The second main issue I had while changing files and testing changes concerns ammo. I changed the LR-300 to have a very high rate of fire and consequently thought that it might be a good idea to change the type of ammo to the more plentiful 9x19mm. The issue here is that not all NPCs that use LR-300s have both 5.56x45- and 9x19-ammo in their inventories so that they run out of ammo. My provisional solution for this was to simply allow my LR-300-version to be able to use both ammo-types. It's fine for me, but again, I don't want to have to tell people in the Readme that they are not supposed to use the 5,56-option. Is there a good way to make sure NPCs with LR-300s have 9x19mm in their inventories? Or maybe some other way to solve this issue?
  11:35:14  2 July 2017
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PsiEmitter
(Novice)
 
On forum: 06/29/2017
Messages: 7
SDK PROBLEM

Dear Members!

Please somebody help me in the following problem.

I want to make a new mod. The SDK I can use was made for Lost Alpha, but I want to make mod for Lost Alpha - Developers Cut, which obviously have a bit different files, than original Lost Alpha.

So the first step would be, to create a level file, that I can load into Level Editor. Original Lost Alpha SDK contains some older levels, so I see, that the converted level folders in SDK contain a *level file (1 Kb) and a folder containing PART files.

I would really appreciate, if anybody could tell me, what to do now, how to get a level file using a Developers Cut level folder in order to make it open in Level Editor?

Thank you!
  14:28:46  22 May 2014
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Shidentora
(Senior)
 
On forum: 05/12/2014
 

Message edited by:
Shidentora
05/24/2014 14:08:44
Messages: 131
Thanks


---QUOTATION---
How to increase frequency of lootable monster parts?

I would like to earn for my ammo by hunting mutants, but I just cannot find enough of all those jaws, tails, hands...
How do I fix this to find more? Which files do I change and how?
Please, help.

look in /gamedata/config/creatures/

open m_boar.ltx

change the following line:
Spawn_Inventory_Item_Probability = 0.2 (20% Chance)
to
Spawn_Inventory_Item_Probability = 1.0 (100% Chance)

do this for each mutant file
---END QUOTATION---



Very good to know, but this 'll never work with the Lost World origin mod.
  13:52:05  20 May 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
How to increase frequency of lootable monster parts?

I would like to earn for my ammo by hunting mutants, but I just cannot find enough of all those jaws, tails, hands...
How do I fix this to find more? Which files do I change and how?
Please, help.
---END QUOTATION---



look in /gamedata/config/creatures/

open m_boar.ltx

change the following line:
Spawn_Inventory_Item_Probability = 0.2 (20% Chance)
to
Spawn_Inventory_Item_Probability = 1.0 (100% Chance)

do this for each mutant file
  12:38:35  19 May 2014
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Shidentora
(Senior)
 
On forum: 05/12/2014
Messages: 131
How to increase frequency of lootable monster parts?

I would like to earn for my ammo by hunting mutants, but I just cannot find enough of all those jaws, tails, hands...
How do I fix this to find more? Which files do I change and how?
Please, help.
  02:34:41  18 May 2014
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KTAnjel
(Novice)
 
On forum: 12/14/2012
Messages: 2
Help! I can't unpack static object meshes

Sorry for stupid question.
I want to edit static objects. For example, a car that was abandoned.
So I unpacked all DB files use DB extractor.
Dynamic objects are unpacked, but static objects are not unpacked.
Why?
  12:20:52  18 March 2014
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qqqsd467
(Novice)
 
On forum: 08/27/2013
Messages: 3
Thank you angry dog. It completely worked!

Also, I have one more question.
Where can I find sound files to set remark logic parameter?
I set some sounds on "snd" command. But some of them didn't worked (NPC didn't say anything). How can I choose right work one? (I want groan sound).
  17:30:16  13 March 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
 

Message edited by:
angrydog
03/13/2014 19:38:27
Messages: 3341

---QUOTATION---
Start in different level.

Excuse me, stalkers.

Could you tell me the way to spawn actor in other levels when I start new game? I mean, I want to start in not cordon but yanter, redforest or other maps.
And can it be used in CS/CoP?
---END QUOTATION---



you would have to edit the actor start position in the all.spawn.

you'll need the fol:
acdc tool to decompile/compile the all.spawn
position tool to get the LV, GV and position coordinates for new start position

decompile the all.spawn
open up the alife_l01_escape.ltx

search for:
section_name = actor
name = level_prefix_actor_0001

change the following to reflect new position:
position
game_vertex_id
level_vertex_id
upd:position 


save the alife_l01_escape.ltx

recompile the all.spawn (the actor section will be moved to the appropriate alife_LEVELNAME.ltx automatically, i.e. if you move start position from Escape to Yantar, then the new all.spawn will insert the actor section in the alife_l08_yantar.ltx)

copy the new all.spawn into your gamedata\spawns folder
start a new game

same process for SOC/CS/COP
  06:08:01  13 March 2014
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qqqsd467
(Novice)
 
On forum: 08/27/2013
Messages: 3
Start in different level.

Excuse me, stalkers.

Could you tell me the way to spawn actor in other levels when I start new game? I mean, I want to start in not cordon but yanter, redforest or other maps.
And can it be used in CS/CoP?
  19:47:47  7 March 2014
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pierrefv
(Novice)
 
On forum: 08/19/2012
Messages: 45

---QUOTATION---
HeadBob or Swaying

Good Morning Don Reba
Could you please inform me as to how I can reduce or eliminate Head Bob or Swaying effects when aiming as well as where to modify outfits strength and properties.
Many Thanks

HEAD BOB
gamedata\configs\misc\effectors.ltx

[bobbing_effector]
run_amplitude = 0 ; 0.0075
walk_amplitude = 0 ; 0.005
limp_amplitude = 0 ; 0.011

http://stalker.filefront.com/file/No_Head_Bob;93968

SUITS
gamedata\configs\misc\outfit.ltx

http://forums.filefront.com/s-t-l-k-e-r-soc-modding-mapping-editing/307191-basic-modding-playable-examples.html

scroll down the page till you get to "Part 2: Armor Modding"
---END QUOTATION---



Hi angrydog
Thank you for responding to my request this will prevent me from chucking it all up and going back to Age Of Empires for relaxation!!
Many thanks once again
 
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