ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
Fixing some issues with Clear Sky complete mod.... need help.

Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  03:38:20  31 December 2012
profilee-mailreply Message URLTo the Top
Oddzball
(Senior)
 
On forum: 04/16/2008
Messages: 60
Fixing some issues with Clear Sky complete mod.... need help.

Well, I use to know where all this junk was at, but have forgotten.

A few things. I have Clear Sky patch all the way up.

I have the latest Clear Sky Complete mod installed.

There are a few problems I am noticing.

I never seem to need to eat.
Shouldn't I start limping at ~%30 health or so?

NPCs arent going into a wounded state hardly ever. I cant even remeber the last time I had someone go "Wounded"

Where do i need to go to change these values. I am using the steam version if that matters...

I would really like to fix these issues, I seem to remember fixing this before back when I did my own mods, but I have forgotten where the values are at.

Thanks for your help.
  04:46:34  31 December 2012
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Eating has been partially removed in CS. You can enable it, but you don't get warning icons telling you when you need to eat, resulting in you dropping dead at random intervals.

You start limping at 10% health, and stop at 20%.

For NPC's to fall into wounded, their health needs to be between a specific range. I'm not sure on what this range is, or where it is defined, but it is pretty small.
  06:02:16  31 December 2012
profilee-mailreply Message URLTo the Top
Oddzball
(Senior)
 
On forum: 04/16/2008
Messages: 60

---QUOTATION---
Eating has been partially removed in CS. You can enable it, but you don't get warning icons telling you when you need to eat, resulting in you dropping dead at random intervals.

You start limping at 10% health, and stop at 20%.

For NPC's to fall into wounded, their health needs to be between a specific range. I'm not sure on what this range is, or where it is defined, but it is pretty small.
---END QUOTATION---



I thought it was under config/creatures/m_stalker.ltx

but clear sky (Complete) doesnt have that file.

Something about "Critical wound threshold"

But i cant find it.

Also wouldnt it be relatively simple to create some kind of indicator when you hunger reaches bad levels?
  06:20:02  31 December 2012
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
12/31/2012 6:20:15
Messages: 6340
A 30% threshold (unmodded) should have npc's falling down wounded a fair bit, especially with pistol shootouts and shotguns at range in the marsh, yet this doesn't seem to occur very often. Even 50% doesn't seem to make a distance. I think the parameters are for something else.
Its either a different parameter, or hardcoded. I know it happened a fair bit in SoC, and a bit more often in CoP (compared to CS) but weapons in SoC/CoP are less powerful that in CS (config wise), so better chance of getting the npc's health into that magic threshold.

As for an indicator, yes, but it'll take some time to get it calibrated and adjusted correctly. It'll be easier to script an alternate hunger system than try to rig up an partially accurate indicator system for the existing one. CS is meant to be more action orientated than SoC/CoP, so its probably why they removed it.
  07:15:57  31 December 2012
profilee-mailreply Message URLTo the Top
Oddzball
(Senior)
 
On forum: 04/16/2008
Messages: 60

---QUOTATION---
A 30% threshold (unmodded) should have npc's falling down wounded a fair bit, especially with pistol shootouts and shotguns at range in the marsh, yet this doesn't seem to occur very often. Even 50% doesn't seem to make a distance. I think the parameters are for something else.
Its either a different parameter, or hardcoded. I know it happened a fair bit in SoC, and a bit more often in CoP (compared to CS) but weapons in SoC/CoP are less powerful that in CS (config wise), so better chance of getting the npc's health into that magic threshold.

As for an indicator, yes, but it'll take some time to get it calibrated and adjusted correctly. It'll be easier to script an alternate hunger system than try to rig up an partially accurate indicator system for the existing one. CS is meant to be more action orientated than SoC/CoP, so its probably why they removed it.
---END QUOTATION---



*Sigh* sometimes it feels like I am digging through a spiderweb of code that all ties together trying not to cut the wrong strand while changing another.

If m_stalker.ltx isnt in my config/creatures folder, and I add it, then add it to the #include wouldnt that let me monkey with the values?
  07:40:24  31 December 2012
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Its already included into the games files, no need to add it.

And welcome to the world of Stalker modding, where (it seems) only 10% of the stuff in a config actually seems to have a noticeable effect (if any) ingame, or can be figured out.

You can just get m_stalker.ltx from the unpacked files and monkey around with the values, just put it into the right folder and monkey away.
  07:58:34  31 December 2012
profilee-mailreply Message URLTo the Top
Oddzball
(Senior)
 
On forum: 04/16/2008
Messages: 60

---QUOTATION---
Its already included into the games files, no need to add it.

And welcome to the world of Stalker modding, where (it seems) only 10% of the stuff in a config actually seems to have a noticeable effect (if any) ingame, or can be figured out.

You can just get m_stalker.ltx from the unpacked files and monkey around with the values, just put it into the right folder and monkey away.
---END QUOTATION---



Which unpacker do you use?
  08:08:08  31 December 2012
profilee-mailreply Message URLTo the Top
Oddzball
(Senior)
 
On forum: 04/16/2008
Messages: 60
st.wounded_section = utils.to_str(section)

local def = {}
local npc_community = npc:character_community()
if npc_community == "monolith" then
local state = wounded_by_state[math.mod(npc:id(), 3)]
def.hp_state = "50|"..state.."@nil"
def.hp_state_see = "50|"..state.."@nil"
def.psy_state = ""
def.hp_victim = "50|nil"
def.hp_cover = "50|false"
def.hp_fight = "50|false"
def.syndata = ""
def.help_dialog = nil
def.help_start_dialog = nil
def.use_medkit = false
def.enable_talk = true

elseif npc_community == "zombied" then
def.hp_state = "50|wounded_zombie@nil"
def.hp_state_see = "50|wounded_zombie@nil"
def.psy_state = ""
def.hp_victim = "50|nil"
def.hp_cover = "50|false"
def.hp_fight = "50|false"
def.syndata = ""
def.help_dialog = nil
def.help_start_dialog = nil
def.use_medkit = false
def.enable_talk = true

else
local state = wounded_by_state[math.mod(npc:id(), 3)]
def.hp_state = "50|"..state.."@help_heavy"
def.hp_state_see = "50|"..state.."@help_heavy"
def.psy_state = "50|{=best_pistol}psy_armed,psy_pain@wounded_psy|20|{=best_pistol}psy_shoot,psy_pain@{=best_pistol}wounded_psy_shoot,wounded_psy"
def.hp_victim = "50|nil"
def.hp_cover = "50|false"
def.hp_fight = "50|false"
def.syndata = ""
def.help_dialog = "dm_help_wounded_medkit_dialog"
def.help_start_dialog = nil
def.use_medkit = true
def.enable_talk = true
end



HA! Thats gotta be it.
  09:14:54  31 December 2012
profilee-mailreply Message URLTo the Top
Oddzball
(Senior)
 
On forum: 04/16/2008
Messages: 60
Or.. i could be wrong... well, "stalkers" get wounded now, but not bandits. And it doesn't give me the option to give them a medical kit...

Bah!
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2020 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.