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All Monster Parts mod

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  02:54:23  8 January 2014
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Kyojinmaru
(Senior)
 
On forum: 01/17/2010
Messages: 63
All Monster Parts mod

Hi guys, I can't find this mod, can someone reupload it please?
  15:05:10  8 January 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
01/08/2014 15:06:20
Messages: 1975
I know a monster pack for Clearsky by Ceano :

_______________________________________________
S.T.A.L.K.E.R. Monster Hunter v2.0 - FINAL
-----------------------------------------------
Author: Ceano
Contact: ceano@home.se
Mod Acquire: Clear Sky
Game version: 1.5.05 (English)
_______________________________________________
Thanks to:
-----------------------------------------------
LuLu, that implemented the description text.
(some of the text changed by me to fit the mod)
_______________________________________________
About:
-----------------------------------------------
This mod adds back the monster body parts that
you can sell to some traders, you can also eat
the Boar Leg and Flesh Eye (see below).

"Boar legs can be used to produce a number of
drugs, including an anti radiation serum. It is
possible to eat the meat and it reduces
radiation and restore stamina, but it also gives
you a slight dizziness."

"The mutated, swollen eye of the Flesh acquired
a number of strange characteristics.
It is possible to eat the eye and it has some
healing possibility and restoration of stamina,
but it also gives you some radiation poisoning."

Mutant body parts loot chance percentage:
Dog = 50% (price 100 RU)
Flesh = 50% (price 200 RU)
Boar = 50% (price 300 RU)
Pseudo Dog = 60% (price 400 RU)
Snork = 70% (price 600 RU)
BloodSucker = 80% (price 800 RU)

Following traders is buying:

Clear Sky Trader
Bandit Trader
Duty Trader
Sharov (Yantar)
Trader in the mine/cave (Red Forest)

Only 9 files .ltx to merge and adapt in soc + st_item_equipment.xml to update.
So I think it will be good in SoC.
Not tested yet.
Upload the files if you want ...
  15:25:16  8 January 2014
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Kyojinmaru
(Senior)
 
On forum: 01/17/2010
Messages: 63
Well, it may be good as a reference to separate the SoC version from bigger mods.
  19:49:46  8 January 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
https://www.dropbox.com/s/xs8xv6f27nrczlq/S.T.A.L.K.E.R.Monster.Hunter-v2.0.FINAL.rar
  21:33:28  8 January 2014
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Kyojinmaru
(Senior)
 
On forum: 01/17/2010
Messages: 63

---QUOTATION---
https://www.dropbox.com/s/xs8xv6f27nrczlq/S.T.A.L.K.E.R.Monster.Hunter-v2.0.FINAL.rar
---END QUOTATION---


Thank you!
  19:06:02  9 January 2014
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Kyojinmaru
(Senior)
 
On forum: 01/17/2010
Messages: 63

---QUOTATION---
https://www.dropbox.com/s/xs8xv6f27nrczlq/S.T.A.L.K.E.R.Monster.Hunter-v2.0.FINAL.rar
---END QUOTATION---


This mod only has the original parts, so it isn't useful for me. I've tried to add the new mutant parts on my own but I can't get it to show up on the dead monsters. I added the correspondent lines in "monster_items.ltx" and the "Spawn_Inventory_Item_Section/Probability" in each monster's ltx, but no luck. Is there any other file I need to edit?
  20:40:27  9 January 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
https://www.dropbox.com/s/xs8xv6f27nrczlq/S.T.A.L.K.E.R.Monster.Hunter-v2.0.FINAL.rar
This mod only has the original parts, so it isn't useful for me. I've tried to add the new mutant parts on my own but I can't get it to show up on the dead monsters. I added the correspondent lines in "monster_items.ltx" and the "Spawn_Inventory_Item_Section/Probability" in each monster's ltx, but no luck. Is there any other file I need to edit?
---END QUOTATION---



have you added the 'new' monster part icons into the ui_icon_equipment.dds?

they need to match up with the inv_grid coordinates in the monster_items.ltx
  23:44:44  9 January 2014
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Kyojinmaru
(Senior)
 
On forum: 01/17/2010
Messages: 63

---QUOTATION---
have you added the 'new' monster part icons into the ui_icon_equipment.dds?

they need to match up with the inv_grid coordinates in the monster_items.ltx
---END QUOTATION---


No, I didn't, but how that has something to do with the items appearing in game or not?, the items have a dummy icon for the moment, I want to fix this before editing the ui_icon_equipment.
  02:54:06  10 January 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
have you added the 'new' monster part icons into the ui_icon_equipment.dds?

they need to match up with the inv_grid coordinates in the monster_items.ltx
No, I didn't, but how that has something to do with the items appearing in game or not?, the items have a dummy icon for the moment, I want to fix this before editing the ui_icon_equipment.
---END QUOTATION---



I'm not following what the exact problem is; so the dummy icon shows up in the mutant inventory screen or not?

perhaps some more info would help.
  03:44:20  10 January 2014
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Kyojinmaru
(Senior)
 
On forum: 01/17/2010
Messages: 63

---QUOTATION---
I'm not following what the exact problem is; so the dummy icon shows up in the mutant inventory screen or not?

perhaps some more info would help.
---END QUOTATION---


OK, let's take Chimera as an example. I have this in monster_items.ltx

---QUOTATION---
[mutant_chimera_kogot]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\monster_items\mutant_chimera_kogot"
;$prefetch = 32
class = II_ATTCH
cform = skeleton
visual = equipments\item_chimera_kogot.ogf
radius = 1
;script_binding = stalker.object_init

inv_name = mutant_chimera_kogot
inv_name_short = mutant_chimera_kogot
description = mutant_chimera_kogot_description
inv_weight = 0.2
can_trade = on
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 19
cost = 3000
---END QUOTATION---


And this in m_chimera.ltx

---QUOTATION---
Spawn_Inventory_Item_Section = mutant_chimera_kogot
Spawn_Inventory_Item_Probability = 0.9
---END QUOTATION---


I put 0.9 just for testing, but I killed tons of chimeras and the item doesn't want to appear.
 
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