Decane
Senior Resident
On forum: 04/04/2007
 Message edited by: Decane 08/27/2018 13:08:17
Messages: 1705
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---QUOTATION--- SEVA world model is duty version. ---END QUOTATION---
Noted.
---QUOTATION--- Loner rookies at bus station did not request for help ---END QUOTATION---
Known intermittent issue.
---QUOTATION--- Box in Camp near Caper is unusable (Forester entrance) ---END QUOTATION---
The mesh and texture are properly aligned. The box is usable for me, but not through the shrub that shrouds it. Try accessing it from the top and not through the bush.
---QUOTATION--- Maybe you can add an optional map with names of locations? ---END QUOTATION---
That would swell the mod package size quite a bit. I recommend: https://www.nexusmods.com/stalkerclearsky/mods/218
---QUOTATION--- Is it me or do factions have a hard time gaining equipment points now? My newly spawned Freedomers occupy half the map but have mid tier weapons. ---END QUOTATION---
SRP faction resource tiers explained: https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=20140&page=147&sort=ASC&sec_id=22&lang=en#320665
---QUOTATION--- For some reason NPCs with FMJ or Zhekan or Buck somehow have AP and Dart rounds in their inventories when I kill em. ---END QUOTATION---
Works as GSC seems to have intended, for better or worse. Look in configs/misc/death_generic.ltx, section "item_dependence". There, you'll see ammo-to-weapon mappings. These mappings are parsed by create_release_item() in scripts/death_manager.script, which tries to spawn any ammo that is dependent on an item that the NPC has. Whether it actually succeeds in spawning the ammo is probabilistically determined according to the configs\misc\death_items_*.ltx files.
---QUOTATION--- Can you tell me the bone koeff of Bandit Merc armor, Freeedom_2, Duty Seva. ---END QUOTATION---
See configs\creatures\damages.ltx.
---QUOTATION--- Also I have model and texture from anomaly. A freedom Bulat. How do I implement it as Freeedom Veteran/Expert enemy? ---END QUOTATION---
Reference it inside a pair of <visual></visual> tags in the appropriate configs\gameplay\character_desc_*.xml file(s), ensuring the path you reference matches the path of the mesh relative to gamedata/meshes.
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP
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