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How to mod Stalker (most questions answered)

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  23:02:09  24 February 2008
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pgeek
(Senior)
 
On forum: 02/21/2008
Messages: 75
everytime when some stalkers sitting around a campfire and they are talking or play the guitar, i can hear them even when i'm 100 meters away from them. i think it's not very realistic. the same with other creatures in the zone. at the moment i'm playing with the 1.1 unofficial freeplay patch(with some mods) and there is noone on my radar and i don't not have this indicator when using the binoculars... i like it very much this way, because i have to find them by myself. but the only thing that i really don't like is that sound "bug".

is there a way to set the distance to a lower value, from where i can hear the creatures/stalkers? i do not want to edit the soundfiles. there must be a solution by editing the scripts.
  13:20:25  25 February 2008
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deruhl
(Novice)
 
On forum: 02/25/2008
Messages: 1
Fixing "floating weapons"; flashing/vanishing models

First, thanks for all the useful info in this thread.

Now to my problem: I'm new to Stalker and I get the "floating" weapons problem, that some people with outdated hardware complain about.

I fixed it by editing the "orientation" value of those weapons. The good thing is, NPCs that carry those weapons now hold them correctly. So do I, so I am now theoretically able to use the iron sights.
The bad news: after selecting one of those weapons, it will start flashing/getting transparent which is really annoying.

Does anyone have an idea how to fix this? Should I experiment with those weapons' textures?
All the weapons that have this problem are lacking this value:
normal = 0, 1, 0
All the other weapons that work correctly have this value somewhere near the offset/orientation part of the file. Does anyone know what this does? If someone can help me I woul appreciate it.

Also if anyone else still has this problem:

orientation = 90, 90, 0

will flip the abakan and ak74u to be held the right way, but not the ak74. I have not bothered to find the right values for the ak74 yet, because the weird flashing distracted me.
  01:01:11  26 February 2008
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WeenFan
(Senior)
 
On forum: 01/11/2008
Messages: 57
Armor mod

Quick question (that wasn't previously addressed that I could see):

In order to provide 100% protection (or greater) against bullets, what ltx file needs to be altered ASIDE FROM unique_items.ltx? I'm running Rebalanced 1.02 and my customized armor settings suck.

You see, in unique_items.ltx, I've changed all the *_protection values to greater than 1.0 and they've all worked. All except for "fire_wound_protection" which is, I believe, the bulletproofing. In fact, they're all currently set at 10000.00 which results in something like a million percent protection.

For dogs, boars, flesh and other beasties, this custom armor setting works great! I can stand there, surrounded by dozens of ravenous dogs, and they never touch me.

Bullets, however, find their way to my actor's skin with relative ease.

Should something be done to *_immunity as well? Currently, all the immunities in unique_items.ltx are set at 0.0

So what am I missing? Could there be another setting in another ltx file that's overruling the "fire_wound_protection"? Something specific to Rebalanced maybe?

Here's why I'm asking: I am making a movie/music video using all Stalker footage and I'd like to be able to film as much footage without having to worry about applying bandages or medkits to my actor.

Thanks!!
  03:02:57  26 February 2008
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Nightwatch
Senior Resident
 

 
On forum: 08/13/2007
Messages: 952

---QUOTATION---
Armor mod

Quick question (that wasn't previously addressed that I could see):
In order to provide 100% protection (or greater) against bullets, what ltx file needs to be altered ASIDE FROM unique_items.ltx? I'm running Rebalanced 1.02 and my customized armor settings suck.
---END QUOTATION---



I haven't looked at Rebalanced 1.02 mod yet, but in general terms, the "armors" are in config>misc>oufits.ltx. You can go there there and see the settings. The armors in the unique_items.ltx file are the "unique and further modified" armors (and other items) as the name of the file suggests.

immunities defines, in a way of saying, the longevity, durability of the armors. Lower the number, longer the lifespan of that particular immunity; say, explosion_immunity = 0.0 means that that armor would not lose its anti-explosion properties at all.
  17:05:07  26 February 2008
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WeenFan
(Senior)
 
On forum: 01/11/2008
Messages: 57

---QUOTATION---
I haven't looked at Rebalanced 1.02 mod yet, but in general terms, the "armors" are in config>misc>oufits.ltx. You can go there there and see the settings. The armors in the unique_items.ltx file are the "unique and further modified" armors (and other items) as the name of the file suggests.

immunities defines, in a way of saying, the longevity, durability of the armors. Lower the number, longer the lifespan of that particular immunity; say, explosion_immunity = 0.0 means that that armor would not lose its anti-explosion properties at all.
---END QUOTATION---



Thanks Nightwatch. I've done some testing with 2 armor mods (Jin-Roh and X-46) on vanilla 1.005 and the conclusion I've reached is that no armor mod can stop bullets completely. They can only reduce the damage done by the ones that hit you.

The outfits.ltx file generally contains protection and immunity values for whole classes of armor, not individual suits. In fact, in both armor mods, these protection and immunity values were present in unique_items.ltx only.

I've not tried these mods on versions prior to 1.005 because I've got 2 dozen game saves (locations for my shoot) in Rebalanced and I'm not about to re-do all of them in another version.

So I'll just have to carry a lot of medkits and tread carefully. Thanks for the help.
  18:58:48  26 February 2008
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Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
Messages: 419
Thanks, Nightwatch!

Nightwatch

---QUOTATION---
If you decided to add something new, then, I believe that using the first available number after the already existing last number that you find is what is needed to do
---END QUOTATION---



That is it, I believe! Haven't got that far, but from the tutorials that I have read, it all points to just using a unique number and acdc.pl will do the rest. It's just a little tedious to place all the level_changers in as there are a lot of them.

Another question. I have been working on buying cars from a trader, but am not sure how to edit the spawn file to work with 1.0005. Would someone please be kind enough to at least briefly explain how to put working vehicles in the all.spawn?
  19:36:55  26 February 2008
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4266
I believe I saw a remark by bardak (who wrote the acdc.pl) that the identifiers don't even have to be numbers, just valid unique names (e.g., alphanumeric).

I've used [0_Pripyat], [0_ArmyWarehouses], [0_Rostok], etc. for level_changers that I put at the beginning of alife_l01_escape.ltx. They worked fine.

If you decompile the all.spawn after compiling it with the names, I think it will convert them to unique numbers again.
  22:03:52  26 February 2008
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Nightwatch
Senior Resident
 

 
On forum: 08/13/2007
Messages: 952

---QUOTATION---
Thanks, Nightwatch!
Nightwatch
---QUOTATION---
If you decided to add something new, then, I believe that using the first available number after the already existing last number that you find is what is needed to do
---END QUOTATION---
That is it, I believe! Haven't got that far, but from the tutorials that I have read, it all points to just using a unique number and acdc.pl will do the rest. It's just a little tedious to place all the level_changers in as there are a lot of them.

Another question. I have been working on buying cars from a trader, but am not sure how to edit the spawn file to work with 1.0005. Would someone please be kind enough to at least briefly explain how to put working vehicles in the all.spawn?
---END QUOTATION---



You're most welcome Spaceghost.
There is a recent thread on the forum about placement of level changers in all.spawn in which there are some good guides from Kanyhalos (author of Oblivion Lost mod), if you wish to have a glance at it, this is the link:

[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=2&thm_id=13562&sec_id=16[/link]

On the matter of "vehicles in all.spawn" and "buying vehicles from traders," first I can say that there are some vehicle mods currently available that may make your work easier, one of which is the Jeppa´s Vehicle-Mod V1.05 (reported working with 1.0004 patch game), this is the link:

[link]https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=8271&sec_id=17[/link]

Also, you don't need to put vehicles in all.spawn file, that unless you want to add some unique ones. There are aleady vehicles in the game, but not all of them finished and finished ones have some bugs; but, still, you can call and spawn them in the game without dealing with all.spawn file. but I think an already made vehicle mod (as above) may provide some answers.

On the issue of buying vehicles from a trader, I don't think that it could possibly work. Even if you create the proper icon and place it in ui_icon_equipment file and point to it with correct x/y coordinates, I would guess that, physics would not allow it to spawn in your inventory, the game would crash.
However, you can create cars in given coordinates in the game without the need of buying them from the trader or requiring work in all.spawn file. Still, theer are ready to go vehicles in vehicle mods. But, I agree, it's novel idea to buy it from a trader.
  22:34:46  26 February 2008
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527
buy vehicle from trader (f.e. sidorovich):
1. make a function to escape_dialogs.script & the gameplay & dialog xml files
2. make a unique entity for each vehicle
3. spawn it by applying the dialog with alife create

--in this way the vehicles will floating, because you can't add them section names, so you can't hit them with scripts

that's all
  00:22:32  27 February 2008
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Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
 

Message edited by:
Spaceghost
02/27/2008 0:23:14
Messages: 419

---QUOTATION---

I've used [0_Pripyat], [0_ArmyWarehouses], [0_Rostok], etc. for level_changers that I put at the beginning of alife_l01_escape.ltx. They worked fine.
---END QUOTATION---



Was starting at [9000], but your way is easier to remember. Awesome!


---QUOTATION---

On the matter of "vehicles in all.spawn" and "buying vehicles from traders," first I can say that there are some vehicle mods currently available that may make your work easier, one of which is the Jeppa´s Vehicle-Mod V1.05 (reported working with 1.0004 patch game)
---END QUOTATION---



This is what I have been looking at to be able to buy vehicles. Although, the way it would work is a little like how the Repair mod works. So instead you would purchase vehicles via the dialog, rather then the trade window.


---QUOTATION---
buy vehicle from trader (f.e. sidorovich):
1. make a function to escape_dialogs.script & the gameplay & dialog xml files
2. make a unique entity for each vehicle
3. spawn it by applying the dialog with alife create
--in this way the vehicles will floating, because you can't add them section names, so you can't hit them with scripts

that's all
---END QUOTATION---



Looks like I'm on the right track then. I have made a stable_vehicle_dialog.xml so far. I will examine the escape_dialogs and create unique entities. It is too bad you can't "hit" the vehicles as they spawn... but as you say, no section names.

Thanks for the help!
 
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