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Anomalies spawning Artifacts

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  14:43:35  18 December 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
12/18/2011 14:47:38
Messages: 1890

---QUOTATION---
Okay, I think I figured out a compromise.

artefacts = af_vyvert, 0.02, af_gravi, 0.0125, af_gold_fish, 0.0075
BirthProbability = 1.0
artefact_spawn_probability = 1.0
min_artefact_count = 0
max_artefact_count = 2
artefact_spawn_idle = 24
artefact_spawn_rnd = 0
spawn_blowout_artefacts = off
Since BirthProbability, artefact_spawn_probability and artefact_spawn_rnd appears to do nothing, and setting max_artefact_count to 2 actually makes things spawn, I instead chose to adjust the chance variables in the "artefacts" line.
As you can see, af_vyvert has a 2% chance of spawning, af_gravi has a 1.25% chance and goldfish is at 0.75% chance. This appears to have gotten the results I wanted.

Thanks for your help, LoNer1.
---END QUOTATION---



Like i explained, you need to combine the effects for them to work out, you forgot:

min_artefact_count = 1 ;0

and

max_artefact_count = 3 ;1

if you change the BirthProbability to 1.0, but dont specify how many artefacts can be spawned, than it will not spawn an artefact if the min_artefact_count is on "0". I dont know why the game does this, but you need to set it to 1, or higher, and put the max_artefact_count on something higher than the min_artefact_count

And to add another thing, i saw you set the artefact_spawn_idle to 24 but the artefact_spawn_rnd to 0... why? the artefact_spawn_rnd is used for the spawning, i dont know the exact use of the tag, but setting the artefact_spawn_idle to 24 means you have to set artefact_spawn_rnd to 35 as the standard values are for artefact_spawn_idle "48" and artefact_spawn_rnd "70". i do think the 24 and 48 are hours, so vanilla it spawns artefacts every 2 days, and if you set it to every day, you have the take half of the numbers from both to work

Hope this will do it for you, if not, i will make a file with explanations added to it and send it over
  01:54:34  20 December 2011
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Panzerdraco
(Senior)
 
On forum: 02/05/2008
 

Message edited by:
Panzerdraco
12/20/2011 1:54:52
Messages: 67

---QUOTATION---
artefacts = af_medusa, 0.7, af_cristall_flower, 0.2, af_night_star, 0.1
BirthProbability = 0.02
artefact_spawn_probability = 0.0
min_artefact_count = 1
max_artefact_count = 3
artefact_spawn_idle = 24
artefact_spawn_rnd = 35
spawn_blowout_artefacts = off
---END QUOTATION---



This is the code I tried after reading what you wrote. From what I understand, this would make anomalies have a 2% chance to spawn artifacts.
This was the result.

http://i.imgur.com/2bBo4.jpg

So obviously it doesn't quite work.
  15:36:39  20 December 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
artefacts = af_medusa, 0.7, af_cristall_flower, 0.2, af_night_star, 0.1
BirthProbability = 0.02
artefact_spawn_probability = 0.0
min_artefact_count = 1
max_artefact_count = 3
artefact_spawn_idle = 24
artefact_spawn_rnd = 35
spawn_blowout_artefacts = off

This is the code I tried after reading what you wrote. From what I understand, this would make anomalies have a 2% chance to spawn artifacts.
This was the result.

http://i.imgur.com/2bBo4.jpg

So obviously it doesn't quite work.
---END QUOTATION---



It does work mate, you just want to leave

artefact_spawn_idle = 24
artefact_spawn_rnd = 35

on vanilla, so 48 and 70, and "max_artefact_count = 2"

and, if you really want it to be harder, put a 0 in front of each artefact probability number, so af_medusa, 0.7 becomes af_medusa, 0.07
  19:32:26  22 April 2012
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Heinzfaust
Senior Resident
 

 
On forum: 04/07/2007
Messages: 201
Hi,

I tried playing with the settings you guys mentioned, but I can't get any new artefacts to appear.

Is there another file that needs to be edited in order for artefact birth to work? Normally anomalies don't create artefacts anyway, right? (I'm playing Complete 2009 mod).

Is there a stand-alone micro mod available for this?


Thank you very much!
  20:03:21  26 April 2012
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eversor
(Novice)
 
On forum: 04/26/2012
Messages: 2
Here is the answer!!!


---QUOTATION---
artefacts = af_medusa, 0.7, af_cristall_flower, 0.2, af_night_star, 0.1
BirthProbability = 0.02
artefact_spawn_probability = 0.0
min_artefact_count = 1
max_artefact_count = 3
artefact_spawn_idle = 24
artefact_spawn_rnd = 35
spawn_blowout_artefacts = off

This is the code I tried after reading what you wrote. From what I understand, this would make anomalies have a 2% chance to spawn artifacts.
This was the result.

http://i.imgur.com/2bBo4.jpg

So obviously it doesn't quite work.
---END QUOTATION---



I know this is a dead topic, but I write it down for those people will discover this theme.

artefact_spawn_probability = x.xx is a 'mirrored' value, like the player basic immunities in different difficulties. So if you set the value to 0 it's mean 100% probability, if you set it to 1 it's mean nothing.

Above that a lot of value have influence on the spawn.
eg.
-the artefact sefl spawn probability (if 0, it's mean the anomaly can't born the artefact),
-the birth probability(if 0 you f*ck3d),
-the spawn probability(if 1 you lose again)
and the min(if 0 won't get any artefact) and max artefact count values
I hope this will help: the whole script is a big multiplication!!!

Sry for my English.

Good hunting! The script may be with you!
  20:30:06  29 April 2012
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eversor
(Novice)
 
On forum: 04/26/2012
Messages: 2
More info, sry I didn't find the edit button!


---QUOTATION---
Here is the answer!!!

artefacts = af_medusa, 0.7, af_cristall_flower, 0.2, af_night_star, 0.1
BirthProbability = 0.02
artefact_spawn_probability = 0.0
min_artefact_count = 1
max_artefact_count = 3
artefact_spawn_idle = 24
artefact_spawn_rnd = 35
spawn_blowout_artefacts = off

This is the code I tried after reading what you wrote. From what I understand, this would make anomalies have a 2% chance to spawn artifacts.
This was the result.

http://i.imgur.com/2bBo4.jpg

So obviously it doesn't quite work.

I know this is a dead topic, but I write it down for those people will discover this theme.

artefact_spawn_probability = x.xx is a 'mirrored' value, like the player basic immunities in different difficulties. So if you set the value to 0 it's mean 100% probability, if you set it to 1 it's mean nothing.

Above that a lot of value have influence on the spawn.
eg.
-the artefact sefl spawn probability (if 0, it's mean the anomaly can't born the artefact),
-the birth probability(if 0 you f*ck3d),
-the spawn probability(if 1 you lose again)
and the min(if 0 won't get any artefact) and max artefact count values
I hope this will help: the whole script is a big multiplication!!!


And one more interesting thing: if you use an advanced text editor (eg.notepad ++), you can set the encoding to Cyrillic/macintosh. It will cause the text become russian, and you can translate it!!!

And also, this value is really misunderstanded: artefact_spawn_rnd = this mean a random number based on the value ratio of 1% chance to spawn.
So, don't touch it!



Sry for my English.

Good hunting! The script may be with you!
---END QUOTATION---

 
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