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  22:23:14  23 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
05/23/2020 23:16:55
Messages: 1701

---QUOTATION---
PSO 3.3

Been testing, and tweaking the last bits.

I am going to make the telepathic damage of the blowout a bit less. With the current settings it will kill you instantly.

Keep in mind that this version is very different from the Original Priboi Story, and somewhat different from PSO 3.2.5.

It is more harsher, and the Zone is more unforgiving, firefights are harder, resources are more limited.


The Cordon will not be easy, and you will not be able to leave right away.

I have not heard from anyone playing the test version. So either it is working for them, or no one is playing it

Save games from PSO3.3 Test-version will not work in the final version, since I modify the all.spawn in this final tweak/test.


I guess you didnt see my post on the downloads page, probably should have posted here... Anyway, I edited the script file so I could at least finish the quest. Made no difference, still no open paths out of the cordon.
What now?

Thanks for the feedback, it makes the last tweaking, a bit easier when I get some feedback on how the choices I made in the mod, affects players .

Once you complete the task, and deliver the 20 bottles, you will have to save, and reload the last save, then the level changers appear.
I am looking into how to get the script executed once you deliver the 20 bottles.

Edit: I saw your question on the download page

You should be able to scrounge up 20 bottles, it will just take some time I did it in my testing. I could add some more bottles to some boxes, and stashes around Cordon. Nimble the trader always has one in stock. The traders always restock, when you get out of range (when they go offline, and online again), or if you reload a save.


2 quick things I want to throw at you:
I have a personal flash drive that will load into an artifact slot.
Does it really need to be there for my character?
You gave us so few slots, I need all I can for artifacts.
You should have it work from within my main inventory.

When I remove any armor, my inventory icon shows a picture of me in a Military Assault suit (SKAT-9 maybe)
When I first saw it I was like, wow!, when did I get this Armor!?
It should be a plain shirt or something.

Not a fan of the one-shot-one-kill, so I am pondering so manual edits.
I blew away an NPC from 40ft with a cheap shotgun...

Mod is stable so far, off to pripyat for the 4th document
---END QUOTATION---



Thanks for the feedback

The flash drive is just something that they put in the mod originally.
I do not know the function, I do not think it serves any purpose, other than just being there, I have never used it. You do not need it in your artifact belt.

Yes the inventory picture when you remove the armor has been bugging me since the beginning of the overhaul.
I have not yet found a way to restore the old vanilla icon that shows you in pants and a sweater when you are not wearing an armor.

It is something I am trying to change

Shotguns are pretty brutal at close range, they have been gimped at a certain range.
The sawn-off shotguns have a very limited range.

It might need some tweaking, but in regards to weapons, and weapon damage, it is quite difficult to please all. People want different things.

I will look them over, people/players can take it as it is, or change them to their liking.
The Overhaul is my vision of the mod, and how I like it to be, and some people might disagree.

But again change what you feel you need to change. I am no master over the mod once it is released.
  23:07:57  23 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
05/23/2020 23:11:04
Messages: 1701

---QUOTATION---
I may have to tweak the script for the level changers in Cordon. After completing the vodka quest, the game has to be saved, and reloaded for the LC's to become active.
100RadsBar, that says that the level_tasks.script function add_lchanger_location() has the level.map_add_object_spot() call for that level changer, but you probably need to check the one at the place where the level changer is created.

Look in zlc.script at the add_fp_level_changers() function. Right after the call to write_levelchanger_struct(lcs, pckt, lc_obj) it has this call:

level.map_add_object_spot(lc_obj.id, "level_changer", lk)

That lk is the hint that appears (after localization, if any) on the tooltip when you hover over the level changer marker. It probably says something like "to_garbage". It is the key or index for the level changer data (story_id, progress requirement, location, destination location, etc.) in the table of level changers to be added.

Check to make sure that key in the table is the same as the hint in the level_tasks.script file that works.
---END QUOTATION---



I have this in my zlc.script, not sure if the 2 lines that are commented out are the culprit here, programming, and coding are not my strong sides
I may have to take a look at it, when I am a little more well rested



function add_fp_level_changers()
	for k,v in pairs(fp_lcs) do -- iterate over freeplay lc level entries
		for lk,lv in pairs(v) do -- iterate over freeplay lcs for each level
			if has_alife_info(lv.req_info) then
				local obj = alife():story_object(lv.sid)
				if obj == nil then -- okay to create this one
					local lc_obj = alife():create("level_changer", lv.pos, lv.lid, lv.gid)
					if lc_obj then
						local lcs, pckt = read_levelchanger_struct(lc_obj)
						if lcs ~= nil then
							lcs.story_id = lv.sid
							lcs.dest_game_vertex_id = lv.dest_gid
							lcs.dest_level_vertex_id = lv.dest_lid
							lcs.dest_position = lv.dest_pos
							lcs.dest_direction = lv.dest_dir
							lcs.dest_level_name = lv.dest_lname
							--lcs.dest_graph_point = ""
							lcs.silent_mode = 0 -- 1 = no choice
							write_levelchanger_struct(lcs, pckt, lc_obj)
							level.map_add_object_spot(lc_obj.id, "level_changer", lk)
							--dbglog(k.." to "..lv.dest_lname.." level_changer added")
						end
					end
				end
			end
		end
	end
end


  08:01:22  24 May 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285
Those two lines should be commented out for your purposes.

When I say "key", I'm talking about the value on the left of the equal sign in the example below:
__________
	l01_escape = {
		["to_agroprom"] = {req_info="agr_factory_heli_start", --"agroprom_military_case_have",
			sid=10240,pos=vector():set(-157.849991,16.177803,230.396179),
			dir=vector():set(0,0,0),lid=92451,gid=167,
			dest_lname="l03_agroprom",dest_pos=vector():set(50.212753,13.699740,-283.708099),
			dest_dir=vector():set(0,0.479536,0),dest_lid=286948,dest_gid=450},
		["to_darkvalley"] = {req_info="val_x18_door_open", --"val_raid_start",
			sid=10241,pos=vector():set(371.762451,19.958951,-41.645695),
			dir=vector():set(0,0,0),lid=594453,gid=0,
			dest_lname="l04_darkvalley",dest_pos=vector():set(-44.382774,0.434771,-541.465698),
			dest_dir=vector():set(0,0,0),dest_lid=122613,dest_gid=815}
	},

__________

The outer for loop looks at all the levels and the inner for loop looks at the level changers for each one. The keys for the outer loop are the names used by the game for the levels. For each level there is a table containing key/value pairs. The keys on the left side in the example above are "to_agroprom" and "to_darkvalley". These keys must correspond to the level changer mapspot hints given in level_tasks.script (which work, as we already know).

We know the LCs are created properly. Just check to see if the keys are valid hint names.
  23:47:40  24 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1701

---QUOTATION---
Those two lines should be commented out for your purposes.

When I say "key", I'm talking about the value on the left of the equal sign in the example below:
__________
	l01_escape = {
		["to_agroprom"] = {req_info="agr_factory_heli_start", --"agroprom_military_case_have",
			sid=10240,pos=vector():set(-157.849991,16.177803,230.396179),
			dir=vector():set(0,0,0),lid=92451,gid=167,
			dest_lname="l03_agroprom",dest_pos=vector():set(50.212753,13.699740,-283.708099),
			dest_dir=vector():set(0,0.479536,0),dest_lid=286948,dest_gid=450},
		["to_darkvalley"] = {req_info="val_x18_door_open", --"val_raid_start",
			sid=10241,pos=vector():set(371.762451,19.958951,-41.645695),
			dir=vector():set(0,0,0),lid=594453,gid=0,
			dest_lname="l04_darkvalley",dest_pos=vector():set(-44.382774,0.434771,-541.465698),
			dest_dir=vector():set(0,0,0),dest_lid=122613,dest_gid=815}
	},

__________

The outer for loop looks at all the levels and the inner for loop looks at the level changers for each one. The keys for the outer loop are the names used by the game for the levels. For each level there is a table containing key/value pairs. The keys on the left side in the example above are "to_agroprom" and "to_darkvalley". These keys must correspond to the level changer mapspot hints given in level_tasks.script (which work, as we already know).

We know the LCs are created properly. Just check to see if the keys are valid hint names.
---END QUOTATION---



Thank again for your help .

I have been looking at it, but I have stared myself blind I think.
From what I can see it looks OK.

If you at some point have time to take a peak at the scripts, I would appreciate it very much

https://semak.dk/onewebmedia/Scripts.7z

There is no rush, I still have a number of things to attend to for the final version
  05:35:22  25 May 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285
It looks okay to me, too, other than the level and game vertex ids should be the ones for that position in the game, not the ones for the LC to Agroprom.

I didn't see the place where zlc.add_fp_level_changers() is called. It might not be called until you load the save. You might want to output some debug info to see what is going on.

If you can't find the location of that line above and determine how it is being invoked, you can put it safely after this line in priboy_tasks.script:

db.actor:give_info_portion("priboy_vodka_task_done")


so that it looks like this:
	if (has_alife_info("priboy_vodka_found") and has_alife_info("priboy_vodka_brought")
		and not has_alife_info("priboy_vodka_task_done"))
	then
		db.actor:give_info_portion("priboy_vodka_task_done")
		zlc.add_fp_level_changers()
	end

There is no guarantee that this will work; the game may need to "breathe" before the given info_portion is seen, but it is worth a try. It doesn't hurt to run the function twice as the routine checks to see if the level changer was already added.

Alternatively, you can call it there, but change the req_info's info_portion to one you received prior to completing the task, perhaps one that is in the game at the beginning (since you will be calling this function for the first time when the vodka task is done).
  17:01:57  25 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
05/25/2020 17:02:18
Messages: 1701

---QUOTATION---
It looks okay to me, too, other than the level and game vertex ids should be the ones for that position in the game, not the ones for the LC to Agroprom.

I didn't see the place where zlc.add_fp_level_changers() is called. It might not be called until you load the save. You might want to output some debug info to see what is going on.

If you can't find the location of that line above and determine how it is being invoked, you can put it safely after this line in priboy_tasks.script:

db.actor:give_info_portion("priboy_vodka_task_done")


so that it looks like this:
	if (has_alife_info("priboy_vodka_found") and has_alife_info("priboy_vodka_brought")
		and not has_alife_info("priboy_vodka_task_done"))
	then
		db.actor:give_info_portion("priboy_vodka_task_done")
		zlc.add_fp_level_changers()
	end

There is no guarantee that this will work; the game may need to "breathe" before the given info_portion is seen, but it is worth a try. It doesn't hurt to run the function twice as the routine checks to see if the level changer was already added.

Alternatively, you can call it there, but change the req_info's info_portion to one you received prior to completing the task, perhaps one that is in the game at the beginning (since you will be calling this function for the first time when the vodka task is done).
---END QUOTATION---



As always you come to the rescue

adding the line zlc.add_fp_level_changers() did the trick. Now it is working.

You sir are my hero
  15:06:28  27 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
05/27/2020 15:08:50
Messages: 1701
PSO4.0, or PSO2020

A little bit undecided here.

When the final Priboi Story Overhaul is going to be released.
Should I call it Priboi Story Overhaul 4.0, Or Priboi Story 2020?

If I decide to use PSO4.0 it is because this installment differs very much from the 3.2.5 version.

Otherwise PSO2020 has a ring to it
It is almost 13 years ago (in September) that Dez0Wave announced fine mod.
How time flies
I have actually just finished reading this thread from start to finish.
Quite a ride.
  22:34:05  28 May 2020
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Capt.Host
Senior Resident
 

 
On forum: 06/25/2014
Messages: 199
I'd go wih PSO2020
  18:18:55  29 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1701

---QUOTATION---
I'd go wih PSO2020
---END QUOTATION---





That one vote for it
  17:30:11  30 May 2020
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kdragon
(Novice)
 
On forum: 05/03/2013
Messages: 32

---QUOTATION---
PSO 3.3

Been testing, and tweaking the last bits.

I am going to make the telepathic damage of the blowout a bit less. With the current settings it will kill you instantly.

Keep in mind that this version is very different from the Original Priboi Story, and somewhat different from PSO 3.2.5.

It is more harsher, and the Zone is more unforgiving, firefights are harder, resources are more limited.


The Cordon will not be easy, and you will not be able to leave right away.

I have not heard from anyone playing the test version. So either it is working for them, or no one is playing it

Save games from PSO3.3 Test-version will not work in the final version, since I modify the all.spawn in this final tweak/test.


I guess you didnt see my post on the downloads page, probably should have posted here... Anyway, I edited the script file so I could at least finish the quest. Made no difference, still no open paths out of the cordon.
What now?

Thanks for the feedback, it makes the last tweaking, a bit easier when I get some feedback on how the choices I made in the mod, affects players .

Once you complete the task, and deliver the 20 bottles, you will have to save, and reload the last save, then the level changers appear.
I am looking into how to get the script executed once you deliver the 20 bottles.

Edit: I saw your question on the download page

You should be able to scrounge up 20 bottles, it will just take some time I did it in my testing. I could add some more bottles to some boxes, and stashes around Cordon. Nimble the trader always has one in stock. The traders always restock, when you get out of range (when they go offline, and online again), or if you reload a save.


2 quick things I want to throw at you:
I have a personal flash drive that will load into an artifact slot.
Does it really need to be there for my character?
You gave us so few slots, I need all I can for artifacts.
You should have it work from within my main inventory.

When I remove any armor, my inventory icon shows a picture of me in a Military Assault suit (SKAT-9 maybe)
When I first saw it I was like, wow!, when did I get this Armor!?
It should be a plain shirt or something.

Not a fan of the one-shot-one-kill, so I am pondering so manual edits.
I blew away an NPC from 40ft with a cheap shotgun...

Mod is stable so far, off to pripyat for the 4th document

Thanks for the feedback

The flash drive is just something that they put in the mod originally.
I do not know the function, I do not think it serves any purpose, other than just being there, I have never used it. You do not need it in your artifact belt.

Yes the inventory picture when you remove the armor has been bugging me since the beginning of the overhaul.
I have not yet found a way to restore the old vanilla icon that shows you in pants and a sweater when you are not wearing an armor.

It is something I am trying to change

Shotguns are pretty brutal at close range, they have been gimped at a certain range.
The sawn-off shotguns have a very limited range.

It might need some tweaking, but in regards to weapons, and weapon damage, it is quite difficult to please all. People want different things.

I will look them over, people/players can take it as it is, or change them to their liking.
The Overhaul is my vision of the mod, and how I like it to be, and some people might disagree.

But again change what you feel you need to change. I am no master over the mod once it is released.
---END QUOTATION---




Got the code for door 1 of X18 from the stash in the sarcophagus, but I am now stuck at the CNPP, the Level changer to Pripyat is missing, no way to leave...
 
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