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How to mod Stalker (most questions answered)

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  16:40:42  11 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4256

---QUOTATION---

    [b]Pliskin[/b], I don't know about "scheduled" -- it's off for all the weapons and on
    for the creatures and NPCs.  Maybe it has something to do with thread processing; that
    is, an "off" setting means it doesn't have to be updated on a scheduled basis.


Not quite sure I know what you mean --- could you be more specific?
---END QUOTATION---


Well, I could be more specific, Pliskin, but I was tired and mis-answered your question, confusing it with one from ket.* (So that's where the reply went!)

There is a Perl script called acdc.pl that is an All.spawn Compiler/De-Compiler. This will (with a Perl interpreter) permit you to edit the all.spawn data as a bunch of separate configuration files. Check out the "Latest Tools for modding" thread for details:

[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11328&sec_id=16[/link]

Maybe idle_spawn is what you want to change there. I don't know what it means. (I've just started to look at the all.spawn file myself.) I would not expect this to be that different from the 1.0003 all.spawn, though.

I would think that most of the stuff you want to change can be found in the *.script and *.ltx files that are external to the all.spawn file, in the gamedata.dbn files, extractable via the tool mentioned in the first post of this thread. The main file for this is gamedata.dbb.

The creatures have a going_speed parameter, now set to 2 (was 5 in 1.0001). There is also a smart_terrain_choose_interval that might apply; maybe making it a larger number will decrease the frequency of the spawns. Another factor is the presence of a sufficient number of targets for an auto-quest, when it becomes time for one to be given -- so specifying an extended idle_time on quests with an init_condition qualifier (which makes it an auto-quest) will reduce the spawns for those quests.

There are probably other factors. If you want to discuss what to mod stuff, I recommend making a separate thread in this forum section for that.

_______________
*ket wants more creatures running around..
  04:25:47  17 October 2007
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867
Making new ambient music

To contribute to the mod community (after much struggling), here is how to add new ambient music to the game. I'm assuming you'll be replacing ambient music in the game, as the HEX editing end of things might get messed up if you try and do that. If you extract the Stalker .db files, you'll find the ambient music in the db5/music folder. Notice how for each file there is a _l file and a _r file. These are audio files seperated into their left and right sound channels.

First of all, unlike other ogg files stalker uses, ambient music must be in mono format and there should be one file for the right sound channel, and one sound channel for the left sound channel.
It's a little more complicated than just modifying the HEX string for new added sounds.

First of all, a mono format OGG file is not standard. Most programs will only allow you to save it as a stereo (dual-channel) sound file.
There are some hard-to-find converters out there that works, but they're a pain in the ass.
The easiest way to go through this process is to download Audacity v1.3 Beta (NO OTHER VERSION WILL WORK!).
You can get it at http://audacity.sourceforge.net/

You will also need FIXOGGCS, which you can get at http://rapidshare.com/files/37273423/fixoggcs.zip

I also reccomend getting a different HEX editor than the one that comes with Fixoggcs. Personally, I feel the HEX editor and file-compare features of PSPad far surpass any other editor I've used. You can get that at http://www.pspad.com/index_en.html

Now onward.....

1) Whatever sound file you want to use for music needs to be in .wav format. Don't worry about bitrate, etc as we'll be changing all of that in Audacity. So, go import your wave file into Audacity by going to file>import>audio

2) When the file is in there, there should be a box in the corner giving the name of the sound file, as well as a drop-down menu. Go into the drop-down menu and change the sample format to 16-bit PCM, and the rate to 44100hz.

3) In the same drop down menu, select "split stereo track"

4) You'll now have two seperate files. One for the left channel, and one for the right. Now you need to go into the drop down-menu for both files and change them to mono.

5) Now they're good to go. Go to file>export multiple and export the files as .ogg files. You'll end up with two seperate files. The first file is the left channel, the second is the right sound channel. Rename these to the appropriate sound you wish to replace.

6) Now follow the OGG Comments tutorial at https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=28&thm_id=9731&sec_id=16&page=3
Only make sure you use PSPad as your hex editor rather than your default one. The default one messes my files up for some reason, but PSPad does everything beautifully (and it's in English )

7) Now after you've followed the little tutorial there your files should be working beautifully. In your mod extract your new files to your gamedata>sounds>music folder. You may also wish to modify the game_levels_music.ltx file in your config directory to what levels you want your sound played on, or if you've added a new one, etc.

Hope this helps someone. I had a real struggle doing this but now I have new ambient audio tracks for every level in the game
  22:10:21  17 October 2007
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Hi! I have a question: Which file controls the human npc's sounds,mainly the diffrent footstep sounds? I've reworked the sounds for the player,but for consistency, i'd like to apply them also to the human NPC's.
Any help would be appreciated, been digging around the files and just can't seem to find it...
  15:29:40  20 October 2007
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are
Senior Resident
 

 
On forum: 09/12/2007
 

Message edited by:
are
10/20/2007 15:30:18
Messages: 426
Hello i have a idea to add military APCs to bridge , military outpost, ... how can i edit it?


-- How can i edit weapons of NPC s? I will try to add different pistols to npcs.
  17:54:41  21 October 2007
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Balious
Senior Resident
 

 
On forum: 06/17/2007
Messages: 211
hello.
can i edit it so wolf, nimble etc start with better weapons, armour etc? if so how? they seem to die too easily on my game... in the camp you start at wolf was the first one out the lot to die from the enemy (which is how possible? he had good cover! and there were easier targets).
if not... then is there anyway to make them a little better?
  15:43:58  30 October 2007
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Dade
Senior Resident
 

 
On forum: 08/13/2007
Messages: 226
Hi all guys. I"m having troubles to mod Stalker in its version 1.0004.

The problem is that my community was doing a Mod in the version 1.0003, and when we update to 1.0004, the mod doesn"t work (as stalker). So the question is, what the hell we have to modify to make it works? Where I have to take care with when modding stalker on 1.0004?

Thx a lot for all the infos, very usefuls. Have all a nice day,
Dade
  08:21:36  1 November 2007
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are
Senior Resident
 

 
On forum: 09/12/2007
Messages: 426
Can you tell me how can i add items to traders?
  17:21:43  1 November 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4256
Dade, I recommend using a diff tool like WinMerge to compare the script files for both vanilla versions.

I don't remember all the differences, but the main differences with Stalker 1.0004 over 1.0003 is in death_manager.script (keep_item() returns a true/false value now, and the mark_item_dropped() function call is removed), as well as treasure_manager.script and bind_stalker.script, which have changes to what information is saved to and loaded from the save games. There are others, but I think these are the main changes.

Tolga933, why don't you look at mods that do what you want to do? There are a lot of vehicle mods around. As for trade stuff, I highly recommend a search (Google is good for searching this site). Here's a link that might help:

[link]https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=10986&sec_id=16[/link]

Balious and Tolga933, you can modify the character_desc_escape.xml and other confg\gameplay\character_desc_*.xml files to change the weapon load-out on NPCs. You can correlate the names in those files with the names in confg\text\eng\stable_bio_name.xml. For example, "esc_shustryi" is Nimble.
  03:16:47  3 November 2007
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Dade
Senior Resident
 

 
On forum: 08/13/2007
Messages: 226
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
  03:26:52  3 November 2007
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
11/03/2007 5:11:49
Messages: 3803
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?

id like to get this feeling: http://www.youtube.com/watch?v=O2qM8-kbyhM
without altering the brightness at the graphics settings :F (its 07:00 in game time when the video was captured)

well i edited it, the sky is dark, but the ground still looks like as in daylight...
 
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