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Adding other Monsters

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  17:02:10  27 December 2011
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gatopardo
Gato
(Resident)

 

 
On forum: 11/08/2011
Messages: 823
Adding other Monsters

Vanilla COP has 3 monsters class already registered but it not uses them..

they are

Cats, fractures and zombies

You can see them in the _g.script or in config/creatutes/games_relations.ltx

It's not hard to get them (attacking the Major) in game, just adding a couple of textures, sounds and meshes that maybe you already have if you have played mods like SMRTER or GEONEZIS add-on

In the file games_relations.ltx there is also another class of monsters.. This is the Rats. (I got attacked by on playing pripayant arms mod time ago). Also easy to add, this class need to be registered which is done by a small change to a script (class_registrator.script)

If somebody is interesting on this, I could give more detail
  18:38:53  31 December 2011
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Jet Odessa
Zone Cat Owner and Zombie Hunter Extraordinaire
(Resident)

 

 
On forum: 08/03/2011
Messages: 704

---QUOTATION---
Adding other Monsters If somebody is interesting on this, I could give more detail
---END QUOTATION---



yes pls. I would love to know how to do it properly!
  21:31:56  31 December 2011
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gatopardo
Gato
(Resident)

 

 
On forum: 11/08/2011
 

Message edited by:
gatopardo
12/31/2011 21:36:04
Messages: 823

---QUOTATION---
Adding other Monsters If somebody is interesting on this, I could give more detail

yes pls. I would love to know how to do it properly!
---END QUOTATION---



Ok, good..here we go

First add the new monsters files, for their AI and behavior
m_cat.ltx
m_fracture.ltx
m_rat.ltx
m_zombie.ltx

to
...\gamedata\configs\creatures

and edit monsters.ltx adding inside it the lines for the new monsters, like
#include "m_zombie.ltx"
#include "m_fracture.ltx"
#include "m_cat.ltx"
#include "m_rat.ltx"

In configs\models\capture
cat_captures.ltx
izlom_captures.ltx
rat_captures.ltx
zombi_captures.ltx

Now the new squads lines in \configs\misc\squad_descr.ltx

[simulation_cat] nline_offline_group
faction = monster_predatory_day
npc_random = cat_weak, cat_normal, cat_test
npc_in_squad = 2, 3

[simulation_zombie] nline_offline_group
faction = monster_predatory_night
npc_random = zombie_weak, zombie_normal, zombie_strong, zombie_ghost, zombie_fake
npc_in_squad = 3, 6

[simulation_fracture] nline_offline_group
faction = monster_predatory_day
npc_random = fracture_normal
npc_in_squad = 2, 4

[simulation_rat] nline_offline_group
faction = monster_predatory_day
npc_random = rat_weak, rat_normal, rat_strong
npc_in_squad = 4, 6

You can add them to GOTZ table too

Now a new folders for each new monster in meshes\monsters
cat
izlom
rat
zombi

Vanilla Cop has already sounds for izlom (fractures) and zombies so only cats and rats folders sounds will be needed inside sounds\monsters

Textures

All the textures needed go inside textures\act

For Rats a line must be added to class_registrator.script


thats all, except that maybe you would like to make the file game-relations.ltx a bit more realistic as you know that dog-cat is not a good one.. same for cat-rats, vanilla relations get them neutral (0).


With this, you can now spawn them by using GOTZ..but the point is to add them to smart-terrain places by editing the files inside the folders
\configs\scripts\(level)\smart wich are a lot in zaton, jupiter and prip, but be careful editing that as you could get pissed off with a lot of monsters inside the stalkers-bases

I know you may need the files, meshes, textures and sounds but maybe you already have some..let me know
  00:53:08  1 January 2012
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Jet Odessa
Zone Cat Owner and Zombie Hunter Extraordinaire
(Resident)

 

 
On forum: 08/03/2011
Messages: 704
thanx! I'll try see how it goes after I recover from this damn cold I got at the mo.

you wouldn't happen to know how to add new food items, would you?
  12:57:04  7 January 2012
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greentimallen
(Senior)
 
On forum: 12/07/2011
 

Message edited by:
greentimallen
01/07/2012 13:05:03
Messages: 126
Hello, gatopardo.

Many thanks for this Tutorial.
I have cat, zombies, and fracture mutants with data smrter 041. in the Sigerous 1.7 built-in.

However, I have some problems.
They write, which the textures must be copied in gamedata/textures/act, however, all mutants have no textures. They are blue everybody.

Also I always got an Error log, as soon as to kill them I tried.
In gamedata/configs/creatures of the Sigerous 1.7 there is a SGM_monsters.ltx with entries like here:
...
[chimera_dead_body]:chimera_normal
$spawn = "respawn\chimera_dead_body"
entwine yourselves = 50
custom_data = scripts\SGM\generic\monster_dead_body.ltx

[boar_dead_body]:boar_normal
$spawn = "respawn\boar_dead_body"
entwine yourselves = 50
custom_data = scripts\SGM\generic\monster_dead_body.ltx
...
Now in this.ltx I have added cat, zombie and fracture.
However, I still agree with cat and fracture a CtD.
With the zombies it has worked.

If they could maybe help me.
Excuse for my bad English.
Thank you very much!

mfg
  16:07:37  7 January 2012
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gatopardo
Gato
(Resident)

 

 
On forum: 11/08/2011
Messages: 823

---QUOTATION---
Hello, gatopardo.

Many thanks for this Tutorial.
I have cat, zombies, and fracture mutants with data smrter 041. in the Sigerous 1.7 built-in.

However, I have some problems.
They write, which the textures must be copied in gamedata/textures/act, however, all mutants have no textures. They are blue everybody.

Also I always got an Error log, as soon as to kill them I tried.
In gamedata/configs/creatures of the Sigerous 1.7 there is a SGM_monsters.ltx with entries like here:
...
[chimera_dead_body]:chimera_normal
$spawn = "respawn\chimera_dead_body"
entwine yourselves = 50
custom_data = scripts\SGM\generic\monster_dead_body.ltx

[boar_dead_body]:boar_normal
$spawn = "respawn\boar_dead_body"
entwine yourselves = 50
custom_data = scripts\SGM\generic\monster_dead_body.ltx
...
Now in this.ltx I have added cat, zombie and fracture.
However, I still agree with cat and fracture a CtD.
With the zombies it has worked.

If they could maybe help me.
Excuse for my bad English.
Thank you very much!

mfg
---END QUOTATION---



well, well..that tut is for Vanilla..however the textures should not be a prob on SGM..

they are

act_ca1.dds
act_ca1_bump.dds
act_ca2.dds
act_ca2_bump.dds
act_ca4.dds
act_izlam.dds
act_izlem.dds
act_izlim.dds
act_izlo1.dds
act_izlom_2.dds
act_izlom_bak.dds
act_izlom_bump#.dds
act_izlom_bump.dds
act_izlum.dds
act_Rat.dds
act_rat01.dds
act_Rat2.dds
act_zombie_1.dds
act_zombie_1_bump#.dds
act_zombie_1_bump.dds
act_zombie_2.dds
act_zombie_2_bump#.dds
act_zombie_2_bump.dds
act_zombie_4.dds
act_zombie_4_bump#.dds
act_zombie_4_bump.dds
act_zombie_5.dds
act_zombie_6.dds

( all have the prefix "act"

For SGM Additional stuff is needed.

Yes, killing a monster on SGM means that your rank must be update. So a couple of files have to be edited..

they are (\gamedata\scripts\)

sgm_ranks.script
sgm_save.script
ui_mod_pda.script
xr_statistic.script


and add these lines to the section [rank_params] in the file gamedata\configs\mod_parameters\mod_params.ltx


cat_point = 1.2
rat_point = 0.3
fracture_point = 0.8
zombie_point = 0.6

I will edit this to post a link to download all those files

BTW. an advise -- use SGM 2 instead of 1.7, as it runs a lot better
  16:29:54  7 January 2012
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Jet Odessa
Zone Cat Owner and Zombie Hunter Extraordinaire
(Resident)

 

 
On forum: 08/03/2011
Messages: 704
@gatopardo: It would be great if you could upload a file with the cut out monsters compatible with davideverett sgm2 repacak va2 (the sgm2 + geonezis +af3 in this section) since the only thing I think sgm is missing, for my liking, is the cut out mutties from smrter.

Thanx!
  16:56:55  7 January 2012
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gatopardo
Gato
(Resident)

 

 
On forum: 11/08/2011
Messages: 823

---QUOTATION---
@gatopardo: It would be great if you could upload a file with the cut out monsters compatible with davideverett sgm2 repacak va2 (the sgm2 + geonezis +af3 in this section) since the only thing I think sgm is missing, for my liking, is the cut out mutties from smrter.

Thanx!
---END QUOTATION---



I will, but be carefull sgm2 repack va2 has not Geonezis. As david said they are not compatible..Geonezis use other artifacts and already has cats, fractures and zombies..just that (for both) the maps are still poor populated (just my opinion as I've played Cop mods lot of times)

And about graphics mods like the great atmosfear, Absolut Nature or Absolut Structures there is not probs with them at all
  18:54:18  7 January 2012
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gatopardo
Gato
(Resident)

 

 
On forum: 11/08/2011
Messages: 823
Ok..here the files to add cats, rats, fractures and zombies to Vanilla Cop, and to SGM2

http://www.fileserve.com/file/bVAQw7z/Adding-monsters.rar
  19:19:03  7 January 2012
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 7666

---QUOTATION---
Ok..here the files to add cats, rats, fractures and zombies to Vanilla Cop, and to SGM2

http://www.fileserve.com/file/bVAQw7z/Adding-monsters.rar
---END QUOTATION---

Gatapardo, hello, so this can be added straight on top of SGM 2.0 Repack?
If yes I will have to try it out and if its okay is it okay to use it as I am putting an add-on together with some other new bits that this could compliment. So if you fine with that then it can be a part of it.
 
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