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Increasing the damage done to npcs in Clear Sky Complete

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  10:45:57  2 May 2012
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Bondy
(Novice)
 
On forum: 05/02/2012
Messages: 1
Increasing the damage done to npcs in Clear Sky Complete

Hi guys,

I recently started playing Clear Sky Complete for the first time. I had just come off a play through of the first Stalker using the Oblivion Lost mod.

Everything is great except I want to tone down the damage I need to inflict on enemies to kill them. I fully upgraded the Vintorez and it still won't take out an unarmoured bandit with a clean headshot.

I basically want it to feel more like OL

I would like to fiddle with the values in the config files but I have no idea what I'm doing. Could anyone help me?

Thanks.
  00:11:54  6 May 2012
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Seeker_of_Strelok
Senior Resident
 

 
On forum: 05/02/2011
 

Message edited by:
Seeker_of_Strelok
05/06/2012 0:17:38
Messages: 279
More Damage Towards NPCs

Don't quote me on this, but I believe that when upgrading weapons in Clear Sky, it won't increase the damage done per scored hit on an enemy ( NPC or Mutant ).

You can do this yourself by fiddling around with the 'hit_power' section of the weapon's corresponding .ltx file ( w_vintorez.ltx for example ). I usually do this myself for most mods because a good deal of the weapons are generally too weak to kill from one headshot. You might want to try something in the range of 0.8 to 1.1 for this, making the section look like this : hit_power = 0.8, 0.8, 0.8, 0.8 . Any number higher than 1.0 will have increased damage, but the colored bar will only show up to that point, completely full. For weapons that can attach a silencer ( such as the LR-300 ), if you raise its base hit power by a certain percentage, you may also wish to increase 'silencer_hit_power', I think the reason for this might be fairly obvious. That is, unless you want the reduction in noise to come with a good reduction in bullet travel distance, speed and hit power. I generally give the silencer values a decrease by 25 - 30 percent, making it a bit more of a challenge.

I mentioned that there's two ways, the above posted I always found to be the easiest, but you might want to play around with the other files so the weapons are balanced. The other way you can try to get around NPCs being bullet sponges would be the ammo properties, though I advise against this. Ammo types and their penetration properties are listed in weapons.ltx; each has its inventory weight, count of rounds per box and the characteristics that determine how much damage each bullet will do when it hits a target.

Of course, any of the frequent modders for Clear Sky have a better knowledge of this than I do, I'm only trying to help push you in a hopefully desired direction.

Changing the hit_power to high numbers will make the game too easy, you can probably see why.

Maybe this will help you some with your question.

SoS
  00:39:19  6 May 2012
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341
upgrading flatness increases bullet_speed & hit_power.

for example the base hit_power on the abakan is 0.4

you can upgrade the flatness twice, increasing the hit_power to 0.45 & 0.5

I've always found fully upgraded weapons to be quite nice. as Seeker said, increasing the hit power too much can throw the gameplay out of balance.
  01:49:33  6 May 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
05/06/2012 1:51:15
Messages: 6340
Hang on, I think I have a file that fixes npc damage somewhere so they take damage like the actor does.
Letme find it first

EDIT:
Here: http://www.mediafire.com/?1k1a8cgmb9ht6ix
 
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