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How to mod Stalker (most questions answered)

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  06:12:16  3 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263

---QUOTATION---
Then it"s strange because I"ve never mod any of those files. My first modification was just to the weight that The Marked One can transport, and to some names of the stalkers in the Zone, but none of those files.
There"s someplace where I can see wich files can"t be modded?
Thx for all you support, very helpful. Have a nice day,
Dade
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Dade, the default 1.0003 death_manger.script file will not work in 1.0004 -- even if you have not changed it. Remove it from the mod if it is there. The same applies to the other two files I mentioned.

I don't know of any guide which shows which files can't be modded. I think they all can be changed, but you need to know what works and what doesn't work. For example, keep_item() in death_manager.script is now expected to return a true or false value. In 1.0003, it didn't.

Sometimes there's a problem with the system.ltx file. The version changed from 1.0001 to 1.0003, although the 1.0003 system.ltx file should be compatible with 1.0004. You might check all the include files listed at the top of system.ltx.

---QUOTATION---
if i want to make the nights darker and the mornings too (because i hate that its almost daylight at 04:00) then what should i edit at a weather file? i guess i need to alter the hemi_color lmap_color sky color and the fog color and distance?
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Dezodor, I don't know about the items you mentioned, but have you tried to lower the ambient values to make everything darker? You might also try using ambient_env_night for env_ambient for hours before morning. Look at the 2 a.m. settings as an example.

Have you tried copying the 5 a.m. settings to 7 a.m., the 4 a.m. settings to 6 a.m., the 3 a.m. settings to 5 a.m., and the 2 a.m. settings to 3 a.m. and 4 a.m.? I know that's in a lot of the different weather files, but you can change the default as a start...
  18:45:19  21 November 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
11/21/2007 18:58:22
Messages: 2131
Question about modding the HUD:

I'm doing a new hud, and i'm a bit stuck with the xml editing. I want to remove the ammobox icon, but can't really figure out, what to change to get rid of it. Is is somewhere in the maingame.xml or somewhere else?
And i can't seem to figure out how the x/y thing works.
I've done some equipment icon editing and know that in that file it works as x=0 y=0 means topleft of the file. But how does the coordinates work for the hud?

I hope that made any sense at all.
  21:10:49  21 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Darius6, while this is more Victim's or silverpower's domain, I'll hazard a few thoughts.

If the engine expects the icon, you might have to change the engine. This might be a method of preventing a third party from releasing a new game based on the engine.

One workaround I've seen to hide a display feature is the relocation of the icon or image off-screen, by using negative numbers for the coordinates. Maybe looking at some mods that do this will show other ways.

I think the XML coordinates (for non-wide-screen, at least) are based on an internal 1024x768 screen that is then mapped to the player's resolution.
  22:35:51  21 November 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
11/22/2007 21:12:49
Messages: 2131

---QUOTATION---
Darius6, while this is more Victim's or silverpower's domain, I'll hazard a few thoughts.

If the engine expects the icon, you might have to change the engine. This might be a method of preventing a third party from releasing a new game based on the engine.

One workaround I've seen to hide a display feature is the relocation of the icon or image off-screen, by using negative numbers for the coordinates. Maybe looking at some mods that do this will show other ways.

I think the XML coordinates (for non-wide-screen, at least) are based on an internal 1024x768 screen that is then mapped to the player's resolution.
---END QUOTATION---



Thanks for the advice! Yeah, i actually took a peek into other hud mods, and came across some negative coordinate values. So, i'll try that and see where it goes. Just to hide the icon would be the solution, since i've noticed that it obstructs the numeric ammo counter in some cases. Plus, with the on-screen info about ammo type, i think the icon is just pointless.

EDIT:

Damn, can't seem to find how to remove it. I can't even find a refrence to where it pulls the texture (well, obviously from the ui_icon_equipment i think).

But it accidentally stumbled on a cool thing: In the motion_icon.xml i found out how to tweak the sensitivity of the sound meter. For some reason, the setting for max= is set to 400 when the visibility meter's is max=200. So, i tried setting that also to 200 and it works! The noise meter ingame is now more responsive to sound, ie it actually might peak
with loud noises. Now, just to find a way to make the meter register the gunshots being louder than footsteps...I mean come on, sprinting is as loud as firing a gun!?!
  19:32:18  29 November 2007
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Balious
Senior Resident
 

 
On forum: 06/17/2007
Messages: 211

---QUOTATION---
Balious and Tolga933, you can modify the character_desc_escape.xml and other confggameplaycharacter_desc_*.xml files to change the weapon load-out on NPCs. You can correlate the names in those files with the names in confgtextengstable_bio_name.xml. For example, "esc_shustryi" is Nimble.
---END QUOTATION---


thanks for the help.
another question (properly very obvious) but can you make a character? for example could i make a loner with my name? or make a bloodsucker with a weird name? if so how?
im properly one of the most noobish people at doing mods and i properly would ask someone to do a request but i would rather at least first try and do this stuff myself first.
  08:23:11  1 December 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Balious, I don't know about naming a mutant. You can rename specific NPCs, like Sidorovich, Fox or Wolf; go to the gamedata\config\text\eng\ directory and look in stable_bio_name.xml for their names to see what you can replace. "eng" is for English; your own directory might be different.

Many of the generic NPCs are named by combining a random first name together with a random last name pulled from lists found in stable_generate_fnames.xml and stable_generate_snames.xml in the same directory. You could replace names in these lists with ones of your own, and eventually they will appear in the game.
  12:19:11  1 December 2007
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Balious
Senior Resident
 

 
On forum: 06/17/2007
 

Message edited by:
Balious
12/01/2007 13:14:46
Messages: 211

---QUOTATION---
Balious, I don't know about naming a mutant. You can rename specific NPCs, like Sidorovich, Fox or Wolf; go to the gamedataconfigtexteng directory and look in stable_bio_name.xml for their names to see what you can replace. "eng" is for English; your own directory might be different.

Many of the generic NPCs are named by combining a random first name together with a random last name pulled from lists found in stable_generate_fnames.xml and stable_generate_snames.xml in the same directory. You could replace names in these lists with ones of your own, and eventually they will appear in the game.
---END QUOTATION---


thanks for the help natvac. i shall have a look at this and see if it works.
also can you add new names to those firstname and surname lists without removing the old ones?

Edit:
looking at the character_desc files confuse me abit. what lines in which files do i change for the loners to have better guns. mainly the ones like wolf, bes, nimble.
  22:53:39  24 December 2007
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PLR
Senior Resident
 

 
On forum: 05/01/2007
Messages: 300
Can "cam_relax_speed_ai" be added to the weapon modding section? This allows you to define a seperate recoil readjustment speed for the AI from the player. This is useful if you're setting your cam relax speed on your weapon very low and the AI can't handle it and fire into the air. It uses the same values as the normal "cam_relax_speed".
  18:45:43  29 December 2007
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11609
Changed the link to the DB extractor to my own. Not so much because of being evil, but to avoid the errors caused by unpacking the wrong databatase files or getting the order wrong.
  12:14:21  30 December 2007
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Allianxor
Senior Resident
 

 
On forum: 03/26/2007
 

Message edited by:
Allianxor
12/30/2007 18:34:05
Messages: 950
Could someone tell me how to remove the glow from artifacts, and it would also be nice if it gets added on the first page.

Thanks in advance!
 
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