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How to mod Stalker (most questions answered)

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  13:34:57  27 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
You can try add the line :

dont_change_job = true
  14:21:40  27 January 2011
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highmega3
(Novice)
 
On forum: 01/03/2011
Messages: 18
I tried it.
But I failed.
Is this impossible that I make them follow me?
Without walking for a long time...

By the way, where did you find this?
dont_change_job = true

I searched this word to look for related words in S.T.A.L.K.E.R. MOD portal.
But I couldn't find with search box.
  14:27:00  27 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
 

Message edited by:
Vintar
01/27/2011 14:34:48
Messages: 6349
It is possible that your follower and yourself go into "meet" state when getting too close. Then try add :

meet = no_meet
distance = 3

EDIT: or "meet_enabled = false"
  15:15:35  27 January 2011
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highmega3
(Novice)
 
On forum: 01/03/2011
Messages: 18
I failed with that way.

When I stop somewhere, NPC run for me and run around me for a seconds.
Soon, it stop somewhere, where near from here...

Hmm...
Must I construct logic like that it works "follower" ?
  15:33:20  27 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Check this thread and maybe just use this mod or get ideas from it:

[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20099&sec_id=17#327634[/link]
  16:01:19  27 January 2011
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highmega3
(Novice)
 
On forum: 01/03/2011
Messages: 18
Thank you for your information!
I'll examine these script files.

But I haven't learned yet how to edit script files.
I feel like it is very difficult to learn that...
  16:52:04  27 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349

---QUOTATION---
Thank you for your information!
I'll examine these script files.

But I haven't learned yet how to edit script files.
I feel like it is very difficult to learn that...
---END QUOTATION---


i dont think you need to edit any script. From my (very little) understanding you would just add to your npc logic :
[logic]
active = companion@my_stalker_one

then add your custom data.
  13:20:49  31 January 2011
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highmega3
(Novice)
 
On forum: 01/03/2011
Messages: 18
I found a .script file about companion in Build2205. So I try to use it.

Then I copied and pasted some scripts it is related, and I edited gameplay\dialogs file to work scripts.
But when I run this, it out this error.

Arguments : LUA error: ... shadow of chernobyl\gamedata\scripts\dialogs.script:306: attempt to index field 'companion' (a nil value)

I wrote like this.
db.storage[npc:id()].companion.enabled = true

I thought it said "there is not "companion."
Where is this "companion" or "storage" from?
  13:31:14  31 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
 

Message edited by:
Vintar
01/31/2011 13:58:39
Messages: 6349
I think there error is because "companion" is not initialised as a table.
Perhaps you need to initialise like EG:
if not db.storage[npc:id()].companion then
        db.storage[npc:id()].companion = {}



EDIT: still think you should use the companion mod as a base.
  17:00:44  31 January 2011
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gannebamm
has abondened XRay and uses Unity3D now
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On forum: 05/02/2007
 

Message edited by:
gannebamm
01/31/2011 17:01:48
Messages: 1077
I think the companion related db (database) table entry would be controlled by se_stalker.script which sets it as a save/load boolean value into the packets which will be written for this npc. Like a updated boolean in db.storage table which is set in se_stalker.script.
At least it should be done like this, since otherwise you will loose your companion after reloading (since db storage is cleared and reset).

I echo vintars thoughs about getting the feature from the allready written companion AI scheme! To get it done via scheme is much better to handle like a logic section for one npc.
And with the first info given vintar is correct about a not initialized table you try to read from db.storage.
 
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