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Invulnerability?

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  04:03:53  18 March 2014
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BegunValkery
Senior Resident
 

 
On forum: 02/23/2013
Messages: 221
Invulnerability?

How do I make the important npcs (like Wolf, Bes, Yurik, ect.) invulnerable? They keep on dying almost instantly to anything you can imagine: boars, dogs, bandits.
  12:19:07  18 March 2014
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647

---QUOTATION---
Invulnerability?

How do I make the important npcs (like Wolf, Bes, Yurik, ect.) invulnerable? They keep on dying almost instantly to anything you can imagine: boars, dogs, bandits.
---END QUOTATION---



Depends on the game/mod your playing, if you are playing a mod which has alife switched on while your on another map then you will still find your so called invulnerable npc's can be killed if you make them invulnerable through the way im about to describe and i dont know of a way to do so other than turning alife on on maps your not on (its only purpose is for realism), if your using a mod that allows npc's to change armor then they need to be added to that to prevent them from changing armor regardless will need to start a new game, if you dont already get yourself notepad ++ and a hex editor, unpack stalker to a remote location like your desktop you have all the files you need, find the npc you want to edit in the character_desc file which will tell you what mesh they use, locate that mesh and make a copy of it and rename it, so for yurik call the mesh yurik and drop it in the correct folder in your stalker directory, also update the character_desc file with the meshes new name, open the mesh in a hex editor and scroll to the end looking for something like kombez_antigas_damage_low.ltx change this to something unique but note the name must be exactly the same length so i would use in this example kombez_antigas_damage_god.ltx now locate the ltx copy it and rename that to kombez_antigas_damage_god.ltx edit the section that points to the immunities section to say [god] open up immunities.ltx and create an entry for your new npc's [god] you can describe who is covered by [god] by having
[god]
;bes, yurik etc
then the immunities

Hopefully not missed anything, the above is done from memory (having done this many times) as i havent reinstalled the tools on this pc yet but if you get stuck or have a question let me know
  00:21:47  19 March 2014
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BegunValkery
Senior Resident
 

 
On forum: 02/23/2013
Messages: 221

---QUOTATION---
Invulnerability?

How do I make the important npcs (like Wolf, Bes, Yurik, ect.) invulnerable? They keep on dying almost instantly to anything you can imagine: boars, dogs, bandits.

Depends on the game/mod your playing, if you are playing a mod which has alife switched on while your on another map then you will still find your so called invulnerable npc's can be killed if you make them invulnerable through the way im about to describe and i dont know of a way to do so other than turning alife on on maps your not on (its only purpose is for realism), if your using a mod that allows npc's to change armor then they need to be added to that to prevent them from changing armor regardless will need to start a new game, if you dont already get yourself notepad ++ and a hex editor, unpack stalker to a remote location like your desktop you have all the files you need, find the npc you want to edit in the character_desc file which will tell you what mesh they use, locate that mesh and make a copy of it and rename it, so for yurik call the mesh yurik and drop it in the correct folder in your stalker directory, also update the character_desc file with the meshes new name, open the mesh in a hex editor and scroll to the end looking for something like kombez_antigas_damage_low.ltx change this to something unique but note the name must be exactly the same length so i would use in this example kombez_antigas_damage_god.ltx now locate the ltx copy it and rename that to kombez_antigas_damage_god.ltx edit the section that points to the immunities section to say [god] open up immunities.ltx and create an entry for your new npc's [god] you can describe who is covered by [god] by having
[god]
;bes, yurik etc
then the immunities

Hopefully not missed anything, the above is done from memory (having done this many times) as i havent reinstalled the tools on this pc yet but if you get stuck or have a question let me know
---END QUOTATION---




That did it! I've tested it and it works just the way I want it. Does this also work towards editing the kill the stalker tasks, so I can change the stalker's faction to a separate sub-faction? Just so that the same faction doesn't turn hostile on me? I don't really think it would make sense to lose reputation for completing a task from a person who is part of the same faction that the person I have to kill is.
  02:10:30  19 March 2014
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647
No, for kill the staker tasks faction reputation is increased or decreased in task_manager.ltx (from memory) but tbh the vanilla values are pretty fair and you are not going to pi55 off all loners unless you killed a heck of a lot of them, being witnessed killing a loner by other loners can and often does turn them hostile though (i dislike killing loners personally and dont do these tasks) so long range silenced weapon should avoid turning nearby npc's hostile
  05:03:48  20 March 2014
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BegunValkery
Senior Resident
 

 
On forum: 02/23/2013
Messages: 221

---QUOTATION---
No, for kill the staker tasks faction reputation is increased or decreased in task_manager.ltx (from memory) but tbh the vanilla values are pretty fair and you are not going to pi55 off all loners unless you killed a heck of a lot of them, being witnessed killing a loner by other loners can and often does turn them hostile though (i dislike killing loners personally and dont do these tasks) so long range silenced weapon should avoid turning nearby npc's hostile
---END QUOTATION---



Ok, then. I asked because the Old LURK mod (I like it better than the new one) kind of screwed up the kill lager quests where you were told to kill bandits or zombies only to find out that they are loners. I know that Call of Pripyat has the sim_xxxx locations indicating the spawning of stalkers, as well as the spawn file listing the majority of the spawns, I can't find the sim files in Shadow of Chernobyl and unpacking the spawn file is really hard to do. I really don't want to use active perl, I don't want to install something that I don't know what it does to my computer or adds to it.
 
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