Basic Modding with Playable Examples

This is a discussion on Basic Modding with Playable Examples within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; Quad-Post Brtusher?...

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  #131  
Old May 8th, 2007
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Quad-Post Brtusher?
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  #132  
Old May 8th, 2007
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Is there a post limit?
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  #133  
Old May 8th, 2007
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I posted a reply. But it errored and went up above his posts. Look up a bit for it :P
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  #134  
Old May 10th, 2007
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Niphty! Your my only hope!

Code:
[wpn_Paladin_m1]:wpn_ak74u    
$spawn = "weapons\wpn-ak74u"
description = enc_weapons1_wpn-Paladin_m1
inv_name = wpn-Paldin_m1
inv_name_short = wpn-Paladin_m1
cost = 25
fire_modes = 3
ammo_limit = 1000
ammo_current = 500
ammo_mag_size = 30
ammo_class = ammo_9x39_sp5, ammo_9x39_ap, ammo_9x39_pab9
condition_shot_dec = 0.00003
inv_grid_x = 5
inv_grid_y = 20
inv_grid_width = 5
hit_power           = 0.58, 0.62, 0.65, 0.68
hit_impulse             = 150
hit_type             = fire_wound
fire_distance               = 400
bullet_speed            = 340    ;начальная скорость пули
rpm                            = 750
What did I do wrong here? I'm just trying to make an ak74u shoot Groza ammo, but clearly I'm failing(the game won't stop crashing, and I can't get Novo's method of getting an error report to work!).

Where exactly do I put my wpn_Paladin_m1 text in the trade_trade file? And do I put = 1, 0.3 or what?

Finally, does this look right for the string_table_enc_weapons file:

Code:
<string id="enc_weapons1_wpn-Paladin_m1">
        <text>This weapon has taken a long ass time to make. And it Niphty makes it look so easy.\n Ammunition:\n Standard 9x39mm PAB-9\n Armor-Piercing 9x39mm SP-6\n Sniper 9x39mm SP-5</text>
    </string>
    <string id="wpn_Paladin_m1">
    <text>Paladin's Hammer</text>
    </string>
Its driving me absolutely crazy! I've been working on such a seemingly simple modification for like, three days and I have nothing to show for it!

I beg you good sir! Help!
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  #135  
Old May 10th, 2007
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Quote:
Originally Posted by Paladin_Hammer View Post
Niphty! Your my only hope!

Code:
[wpn_Paladin_m1]:wpn_ak74u    
$spawn = "weapons\wpn-ak74u"
description = enc_weapons1_wpn-Paladin_m1
inv_name = wpn-Paldin_m1
inv_name_short = wpn-Paladin_m1
cost = 25
fire_modes = 3
ammo_limit = 1000
ammo_current = 500
ammo_mag_size = 30
ammo_class = ammo_9x39_sp5, ammo_9x39_ap, ammo_9x39_pab9
condition_shot_dec = 0.00003
inv_grid_x = 5
inv_grid_y = 20
inv_grid_width = 5
hit_power           = 0.58, 0.62, 0.65, 0.68
hit_impulse             = 150
hit_type             = fire_wound
fire_distance               = 400
bullet_speed            = 340    ;начальная скорость пули
rpm                            = 750
What did I do wrong here? I'm just trying to make an ak74u shoot Groza ammo, but clearly I'm failing(the game won't stop crashing, and I can't get Novo's method of getting an error report to work!).

Where exactly do I put my wpn_Paladin_m1 text in the trade_trade file? And do I put = 1, 0.3 or what?

Finally, does this look right for the string_table_enc_weapons file:

Code:
<string id="enc_weapons1_wpn-Paladin_m1">
        <text>This weapon has taken a long ass time to make. And it Niphty makes it look so easy.\n Ammunition:\n Standard 9x39mm PAB-9\n Armor-Piercing 9x39mm SP-6\n Sniper 9x39mm SP-5</text>
    </string>
    <string id="wpn_Paladin_m1">
    <text>Paladin's Hammer</text>
    </string>
Its driving me absolutely crazy! I've been working on such a seemingly simple modification for like, three days and I have nothing to show for it!

I beg you good sir! Help!
to start, this is wrong <string id="wpn_Paladin_m1">, should be <string id="wpn-Paladin_m1">

and the trader files you must use:
wpn_Paladin_m1
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  #136  
Old May 10th, 2007
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Quote:
Originally Posted by subzeroplainzero View Post
Spawn locations, AFAIK, can't be changed through the .ltx files. Spawn rates are controlled by, I presume, all.spawn, though I don't know how you would alter that, nor what program to use to do so.
I beg to differ. I've managed to make a bloodsucker spawn in cordon and also a snork in garbage. I'ts actually a very simple process but it seems to be completely up to the Alife when it decides to spawn them if ever. I think you need to be quite far into the game cos the Alife only really seems to spring into action when you revisit an area long after you've done the relevent missions. I dont think this is true for all areas though, I could be wrong.
its "easy" to edit spawn files, if you dont have any "extra" tools, just open it using MSDOS editor in binary mode and alter the "conditions"("cond="), capacity and mutant names, but for every change you must keep the same number of stryings, to remove a condition just add a comment before it, i.e.
"cond = {etc..."
replace with ";cond ={etc..."

you see this ";" make the game skip the condition, also notice that i deleted a space between = and {, if i didnt the file you have one more string, you can basicly replace some stuffs, bloodsuckers and others dont spawn in cordon, because a condition hold them and you must keep the file with the same size, if you edit anything you will need to start a new game, its danger to edit this file, it may result in crash

its more easy to spawn mutants via script with alife():create("npc_type", etc...), there may be others way, but i didnt test, right now im trying to make my unique weapon with a new texture, thread if anyone can help me: http://forums.filefront.com/s-t-l-k-...eapon-mod.html
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  #137  
Old May 10th, 2007
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Quote:
Originally Posted by Paladin_Hammer View Post
All I want is to make a AK74SU shoot the same ammo as the Groza (with all the same firing, range, etc etc, specs of the Groza).

I get that I have to make a unique_items.ltx file, but where do I put it?

Here was my try in case your wondering:

[wpn_akpaladin_m1]:wpn_ak74su
$spawn = "weapons\wpn-ak47su"
description = enc_weapons1_wpn-akpaladin_m1
inv_name = wpn-ak_m1
inv_name_short = wpn-ak_m1
cost = 25
fire_modes = 3
ammo_limit = 5000
ammo_current = 30
ammo_mag_size = 30
ammo_class = ammo_9x39 mm
sprint_allowed = true
misfire_probability = 0.0
condition_shot_dec = 0.5
hit_power = 1.9, 1.1, 1.1, 1.60
hit_impulse = 100
fire_distance = 285
bullet_speed = 2000
rpm = 4000
scope_zoom_factor = 4.0
I know I'm abit late in replying (been away for awhile)... but to me, all you need to do is just:

Quote:
[wpn_akpaladin_m1]:wpn_groza <--- just this word
$spawn = "weapons\wpn-ak47su" <--- keep this line to spawn an AK47 graphic in-game
description = enc_weapons1_wpn-akpaladin_m1
inv_name = wpn-ak_m1
inv_name_short = wpn-ak_m1
cost = 25
fire_modes = 3
I did the same for armours... worked the same way. Your weapon LOOKS like an AK47 but it's actually a Groza in disguise.... exactly what you wanted right?
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  #138  
Old May 10th, 2007
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your Method worked FoxTwo! It got me a gun, but not an AK74u with the groza stats, it just got me a Groza .

I'll see what I can do here. Maybe some tweeking will fix it.
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  #139  
Old May 11th, 2007
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The weapon you see is controlled by the HUD sections, FoxTwo, not just the $spawn. So all you'd have to do is what Fox Said, AND change the weapon's hud to the AK74u's. I don't remember the lines off hand, but the hud details come at the end of the weapons files - [wpn_ak74u_hud] for example. You'd just need to find the line that looks something like weapon_hud = wpn_groza_hud and change that to the 74's.


Also, you said something about not knowing where to put unique_items.ltx.. that's a file that SHOULD be extracted from the DB files before you add to it. Don't make a fresh one, because the game calls to a lot of weapons in it already =D
There are ways around having to extract, but it's a bit complicated to explain. =D It involves editing a custom includes file.. something I recommended a few of the regular modders take advantage of over on the Stalker Modding Community. Which reminds me, if someone is interested in making a mod manager.. I could tell you a pretty efficient way to do it that's a lot easier than you might think. =D
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  #140  
Old May 12th, 2007
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Is there any way at all to make non-automatic weapons have a fire mode for automatic? The SVU has a model that is selective fire and I'd like that myself for those sticky situations. Also, how do you mod a weapon so that it's more accurate without aiming through the scope/sights. The sniper rifles are almost ridiculously inaccurate when unscoped.

Last edited by Kholt; May 12th, 2007 at 12:16 AM..
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