23:58:32 4 April 2007 |
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655321
(Senior) On forum: 04/07/2004
 Message edited by: 655321 04/05/2007 0:03:14
Messages: 77
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---QUOTATION--- Im very noobish to this, so go on easy on me
When exstracting the gamedata.db files, do i make em go into seperate folders or can i dump them all into 1 folder even tho it ask if i want to overwrite a file by the same name? (i want to be able to use some mods!).
Thanks!. ---END QUOTATION---
[EDIT]Wow. What I just suggested was very stupid.
Move your gamedata folder that contains your mods to your desktop. Create a new empty gamedata folder where the old one was. extract all of the .db files into the new gamedata folder. Move this gamedata folder to C:/stalker data. Move your desktop gamedata folder back to where it was.
Now open the gamedata folder in "stalker data" and crack those files open! Eviscerate them. Split them wide open and dig deep. Absorb as much knowledge as possible. When you want to test a mod, drag your edited file into your thq/stalker/gamedata folder.
Be sure to back up every file you edit so you can start fresh if you mess something up. |
18:48:27 4 April 2007 |
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Astaroth
(Senior) On forum: 04/01/2007
 Message edited by: Astaroth 04/04/2007 18:51:48
Messages: 65
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---QUOTATION--- Aye, first time in GSC forum 'ere. A very simple question though:
I have followed all of the instructions in the this forum (and the related ones) about modding.
So, I decided to create my little mod... just a small addition of weapon add-ons i.e silencer, scopes, and GLs.
I tweaked barman's and trader's .ltx files, correcting the " ;ADDONS " in 'supplies' and 'sell' sections.
Done tweaking, placing 'em to the /gamedata directory, and started playing.
What da.... where are they? There's no silencer, GL, and scope in Barman's inventory.....
Did I miss something critical? ---END QUOTATION---
I'm gonna assume you have edited fsgame.ltx to check gamedata folder before .db files. You have to add them to these groups: supplies start/after and sell start/after group. Hope this clears up things for you. If you edit the lines in only one group the trader in question either won't have the item or won't sell it I guess. And also make sure it's present at all "after" groups. I don't think it will inherit. So if a trader starts out with it. For example Sidorovich, and you don't edit the text "after fabric" and the rest. He will only sell them before you start wolf's mission. Hope this helps. |
18:23:10 4 April 2007 |
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655321
(Senior) On forum: 04/07/2004
Messages: 77
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Sorry for my absence. I got a nasty case of alcohol poisoning and am just beginning to recover.
Maade: Great info! I'll be sure to add it to this thread.
NaNT: Do you mind if I edit your weapon modding post to be a general tutorial instead of specifically helping Final Warrior/Griffinhart, and adding it to the guide? It was very informative. |
18:04:49 4 April 2007 |
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Angga
(Novice) On forum: 04/04/2007
Messages: 2
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Aye, first time in GSC forum 'ere. A very simple question though:
I have followed all of the instructions in the this forum (and the related ones) about modding.
So, I decided to create my little mod... just a small addition of weapon add-ons i.e silencer, scopes, and GLs.
I tweaked barman's and trader's .ltx files, correcting the " ;ADDONS " in 'supplies' and 'sell' sections.
Done tweaking, placing 'em to the /gamedata directory, and started playing.
What da.... where are they? There's no silencer, GL, and scope in Barman's inventory.....
Did I miss something critical? |
17:56:08 4 April 2007 |
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Final Warrior
(Novice) On forum: 04/01/2007
Messages: 26
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@NaNT: Thanks for the info! I found that out just a bit ago from a different source, but your input helped as well.
Thanks again!
-- Griffinhart
"My word is my honor. my honor is my life."
-- Demonchild, Angelkin, Death Incarnate, the Final Warrior
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00:18:33 4 April 2007 |
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NaNT
(Novice) On forum: 04/03/2007
 Message edited by: NaNT 04/04/2007 0:31:26
Messages: 4
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---QUOTATION--- Quick question about modding weapons:
How does one mod a new weapon into the game?
What I've done so far is this:
1. Copied w_lr300.ltx
2. Renamed it as w_cqcar24.ltx
3. Tweaked some values (ammo type, RPM, that kind of stuff)
4. Changed "inv_name = wpn-lr300" to "inv_name = wpn-cqcar24"
4. Changed "inv_name_short = wpn-lr300" to "inv_name_short = wpn-cqcar24"
5. Opened trader_barman.ltx
6. Added "wpn_cqcar24 = 0.3, 0.1" to the bottom of the list of weapons (";Îðóæèå"
7. Saved and closed everything
The game runs fine; however, a problem arises when I attempt to acquire the qeapon itself from the trader; it is not seen in his inventory.
I know I did something wrong; what was it?
-- Griffinhart ---END QUOTATION---
IMHO it's simpler to mod gamedata/config/misc/unique_items.ltx
- copy the section from an existing weapon-mod of ur 'base weapon' (in your case: [wpn_lr300_m1]:wpn_lr300)
- rename the section to: [wpn_lr300_m2[/b]]:wpn_lr300 (or whatever you like... the part :wpn_lr300 is important! it's something like a 'parent object' in oop speech; your new weapon will inherit it's properties from the named one)
- change the existing properties and/or add further ones (from w_lr300.ltx)
- add an entry to the traders .ltx
- dont forget to add the new id (in this example wpn_lr300_m2) to gamedata/config/text/<your language>/string_table_enc_weapons.xml
[/pre]
HTH |
19:43:43 3 April 2007 |
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Arziel
(Novice) On forum: 04/02/2007
 Message edited by: Arziel 04/03/2007 23:52:36
Messages: 5
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OK, it's the max_weight setting in the system.ltx file that determines when you lose endurance due to burden. I can't figure out how to apply this to the outfit.ltx file though. |
18:58:41 3 April 2007 |
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Arziel
(Novice) On forum: 04/02/2007
Messages: 5
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Thanks Astaroth, I've been messing with these for a few days now and do know about them. Does anyone know if these can be used in outfit.ltx to be specific for each suit? |
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