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Is there any possible way to MOD these?

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  00:50:37  7 August 2014
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Firekiss
(Novice)
 
On forum: 08/07/2014
 

Message edited by:
Firekiss
08/07/2014 1:00:23
Messages: 11
Is there any possible way to MOD these?

1. Create particular suits that completely or briefly silences any produced sounds when running [note: not by 'sprinting'], walking, or changing both primary and secondary weapons?
[I like being a sniper myself, taking down enemies from long range, but also like to bring down most enemies with weapons equipped with silencers at close range...]

2. Create new type of night-visions that are soundless to few select suits?
[While I don't mind of having the sound loop as you hear it in-game, the NV also produces some more sounds, which makes it highly inefficient when trying to play 'stealth-and-kill'...]

3. Creating new unique items WITHOUT having resorted to changing and editing vanilla unique items?
[I like the Viper-5, as well as the SVDm 2, therefor in my limited knowledge, I only MOD-ded these two to have no or briefly-silenced sound, despite of it might have been used by other NPCs, whom I currently do not know of...]

4. Repair equipments, or any alternative of making stronger items' conditions?
[Having witnessed that my Guardian of Freedom suit has been successfully damaged by enemy Monolith stalkers firing Gauss Guns...]

How to use these?
1. The 'mods' directory, and its primary functions?
[Before I went to SoC version 1.0005, I use the very first 1.0000 version before I set foot in some dreaded quests that cannot be completed in 'Veteran' difficulty. After I've updated the SoC game, I noticed that there is a new game's path-finding module called '$mod_dir$' with destination being searched in 'mods\' folder. This folder was present in version 1.0005, but currently don't know the nature of how to use this [or, is it even usable?]...]

Thanks for your attentions!
I'm quite new to STALKER SoC MOD-ding community, with only successfully ended the game 2 times in 'Novice' and 'Stalker' difficulty, while I've got terrifyingly difficult when trying for 'Veteran'...


Sincerely,
Firekiss
  10:53:26  7 August 2014
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SacriPan
Senior Resident
 

 
On forum: 09/20/2009
 

Message edited by:
SacriPan
08/07/2014 10:54:26
Messages: 319
Hi,

For 1) and 2), you can re-comment the sounds to make less noise for NPC by using SAVant from Natvac.
However, I doubt it is possible to bind those sounds only to a specific suit.

For 3), see the 2 first sticky threads on the mod discussion page.

For 4), same as 3), or you could directly install a repair mod (that adds repair dialogs to traders for example).



off-topic (or not...)

I don't quite get why new modders don't read the sticky threads about "how to mod this game" before asking how to edit a text file.
(no offense, we've all been new to modding one day )
  10:32:47  10 August 2014
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Firekiss
(Novice)
 
On forum: 08/07/2014
Messages: 11

---QUOTATION---

I don't quite get why new modders don't read the sticky threads about "how to mod this game" before asking how to edit a text file.
(no offense, we've all been new to modding one day )

---END QUOTATION---



Oh, I can take that, and the reasons are actually simple as you would think...

Before even asking these, I have taken a look to that thread, all the way to the end 66 pages, just to look for a single word named 'unique'. I don't really that worked up if only adding new weapons via '*.ltx' files [feasibly done, I've done that before].

However, that is not quite the real problem I'm actually asking...

As for adding new unique items, I assume that when adding something new to the file, it must corresponds to the '$spawn' parameter, of which I haven't able to locate where it is exactly in the game. My recent MOD has happened like this:

Looking for some sniper suit, I looked over the SEVA suit of which already has dark texture to both the equipment as well as the actor model itself. In response to this little knowledge, I've started to MOD the game little by little, and found [based from that very thread] that adding new items based in 'unique_items.ltx' file is much more easier than adding through the 'outfits.ltx' itself. So, I've taken the required files, looked over and over of how it works, and finally make my new, unique sniper suit:

[outfit_sniper_m1]:scientific_outfit
$spawn = "outfit\scientific_outfit"

I also found out that the icon used is heavily based on '$spawn' parameter, so when I try in-game, the new Sniper suit display 'Exoskeleton' icon, rather than actual SEVA Suit icon [except the 'actor_visual' parameter directly controls the actor's visuals]. Plus, I've built 2 new suits to boot, for snipers and for full assault, and both uses 'Exoskeleton' icon, so its both ridiculous and confusing to switch between the 2 in battle. That's why, right now, I'm using both 'outfit_stalker_m2' and 'outfit_exo_m1' just to differentiate between the two, while also enables me to switch between suits in battle [sniper for stealth missions, while assault for complete combat awareness].

Also, I've found out the you can't have completely unique items under completely new names. In my case, my game won't even let me play when I use 'outfit_sniper_XRT', nor 'wpn_svd_XRT' [except adding new weapons directly to 'weapons' folder, which I've never tried yet]. For new unique suits, it must starts with 'outfit_' and ends with '_m*', same thing as weapons, starts with 'wpn_' and ends with '_m*'.

So, the REAL questions are: "How to add new unique items [preferably suits], complete with its new icons?"

That's all the reasons of why I've posted the thread. If it generally just adding new things directly [based on that very thread as well as other people's suggestions], even I can do it. However, adding new things from the 'unique_items.ltx', now that's a real 'how-to' I want to know...


Sincerely,
Firekiss
  11:46:18  15 August 2014
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SacriPan
Senior Resident
 

 
On forum: 09/20/2009
 

Message edited by:
SacriPan
08/15/2014 11:49:57
Messages: 319
Adding items is really easy, but you have to know how it works first.

All items/objects must have a unique section throughout the config files (a section is: [section_name]).

See how a unique novice outfit is already done in the game (unique_items.ltx):
[outfit_novice_m1]:novice_outfit
$spawn              	= "outfit\uniq\outfit_novice_m1"
inv_name		= novice_outfit_name_m
inv_name_short		= novice_outfit_name_m
description		= novice_outfit_description_m
health_restore_speed	= 0.0006
satiety_restore_speed	= 0.001
bleeding_restore_speed	= -0.006
power_restore_speed	= 0.003
inv_grid_x		= 12
inv_grid_y		= 21

As you can see, it is based on "novice_outfit" and it's been renamed as "outfit_novice_m1", as all sections must be unique throughout the config files.
Then, all that didn't need to be altered is removed from this section, as those properties are inherited from the original item, therefore there is no need to repeat them.

The "$spawn" line is mandatory when you define a section, but the value itself is irrelevant. I think it's SDK related, I could be wrong though. But anyway, don't bother with this value.
The values edited in this example are:
- the name and description of the suit ("inv_name", "inv_name_short" and "description"), defined in "gamedata\config\text\string_table_outfit.xml"
- some characteristics ("health_restore_speed", "satiety_restore_speed", "bleeding_restore_speed" and "power_restore_speed")
- the coordinates ("inv_grid_x" and "inv_grid_x") on the texture "gamedata\textures\ui\ui_icon_equipment.dds" to point to the icon that will show up in you inventory or when you're close enough to the item in the game world

Now, let's take a look at what you've done so far:
[outfit_sniper_m1]:scientific_outfit
$spawn = "outfit\scientific_outfit"

Based on what I wrote above, this means you will have a new unique suit that will inherit all the properties from the original (inventory icon, model, texture, characteristics) and have absolutely no particularity over the original.

First, if you want to be able to identify it within your inventory, then you need to make a unique icon for it (texture editing --> "gamedata/textures/ui/ui_icon_equipment.dds" )
Then, the coordinates where you will draw it in the texture file will have to be set your config file, so the section will look like this:
[outfit_sniper_m1]:scientific_outfit
$spawn = "outfit\scientific_outfit"

inv_grid_width	= 2  -- width of the icon
inv_grid_height	= 2  -- height of the icon
inv_grid_x	= 0  -- coordinate of the icon
inv_grid_y	= 18  -- coordinate of the icon

Now, you've edited the icon, but when you put the suit on, it will still look as if you were wearing the original suit.

To change this, you have to edit the texture of the suit. The textures of items are referenced in the models themselves, for this novice suit, it is in "gamedata\meshes\actors\hero\stalker_novice.ogf".

As you don't want to modify the original suit, duplicate the model file and rename it to "novice_outfit2.ogf", for example.

You then have to HEX edit it (with Notepad++ and the HEX plugin, for example), then look for the "model" string. You will find the texture path and name. In this case it's "act\act_green_stalker1".

It means that the original texture is located here: "gamedata\textures\act\act_green_stalker1.dds"

Modify the name of the texture as "act\my_test_n_stalker1", for example (it MUST have the same length). Save the .ogf file.

Now, duplicate the texture and modify it to your taste. Save the file with the name that you referenced in the model (in our example, it would be "my_test_n_stalker1.dds" )


So, you have modified a texture, referenced it in a new model, now, you need to reference this new model. Modify the suit section so it will look like this:
[outfit_sniper_m1]:scientific_outfit
$spawn = "outfit\scientific_outfit"

actor_visual	= actors\hero\stalker_novice2.ogf

inv_grid_width	= 2  -- width of the icon
inv_grid_height	= 2  -- height of the icon
inv_grid_x	= 0  -- coordinate of the icon
inv_grid_y	= 18  -- coordinate of the icon

The name and description of the suit are still the same as the original. Alter the file "gamedata\config\text\string_table_outfit.xml" and add new markups that will contains the suit name and description, like this:
<string id="novice_outfit2_name">
	<text>Name of your new outfit</text>
</string>
<string id="novice_outfit2_description">
	<text>Description of the new outfit</text>
</string>

Then modify the section of your suit so it looks like this:
[outfit_sniper_m1]:scientific_outfit
$spawn = "outfit\scientific_outfit"

actor_visual	= actors\hero\stalker_novice2.ogf

inv_name	= novice_outfit2_name
inv_name_short	= novice_outfit2_name
description	= novice_outfit2_description

inv_grid_width	= 2  -- width of the icon
inv_grid_height	= 2  -- height of the icon
inv_grid_x	= 0  -- coordinate of the icon
inv_grid_y	= 18  -- coordinate of the icon

You now have a working unique suit, feel free to modify its properties like cost, weight or bullet protection to make it really unique.

If you are going for a combat suit and a sniper suit, here is what I would do:
Combat suit based on the Exoskeleton suit:
- heavy
- good bullet protection
- expensive
- bad nightvision/no nigthvision

Sniper suit based on the bandit suit:
- light
- poor bullet protection
- cheap
- good nightvision





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