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; Originally Posted by kormath Just downloaded patch 1.0005, and it killed all the mods, instant crash when game started. So ...

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  #301  
Old November 20th, 2007
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Quote:
Originally Posted by kormath View Post
Just downloaded patch 1.0005, and it killed all the mods, instant crash when game started. So i moved the game data folder out, extracted a new gamedata folder and am in the process of making my own adjustments to the existing files. I know i've seen this mentioned somehwere in this thread (or thought i did) but what do the numbers in the trade_trader file signify?

For example:
Code:
ammo_11.43x23_hydro   = 1, 3
Does the 1,3 mean 1 box, 3 weight, or?
The meaning of the numbers is differ and depending on the section where you are.
The files of trade are divided into 3 sections (with 1 or more than 1 subsections)

The sections are:

Quote:
[trader_generic_buy]
What the trader buy and the numbers main the range of price that you can give if you sell the object. For example:

Quote:
wpn_pm = 0.3, 0.1
if you sell a Makarov pm to Sidorovich you'll have the 20% of price of the pistol (0.3+0.1/2=0.2)

Quote:
[supplies_xxxxx]
This section defines what the trader has in store. Instead of X you will find the definition of the moment. In fact, the conditions of sale (price, quantity and objects) may vary with the progress of the game. In this section the numbers main the quantity of objects you can find (first the higher and second the lowest). For example:
Quote:
[supplies_start]
;Аммуниция
ammo_5.45x39_fmj = 1, 0.1
in this case, you can find at the start of game (or at the first meeting with trader, before the game reach a determined poit and the conditions of trade change) 1 pack of ammo 5.45x39 or 0.1. Is the same thing of above... the game make an average. more higher will be the number and more higher will be the probability to find the object that you want.

Quote:
[trader_start_sell]
this is the section that define the cost of all the objects that you want buy. the number identify the range of cost...
Quote:
ammo_5.45x39_fmj = 1, 3
betweene 1 (100%) and 3 (300%), or different if you change them. is again the same thing of above... if you put 1 and 3 you'll pay the 200% of object cost (established in .ltx object file under voice cost).





Quote:
okay i think i got it figured out why the game is crashing, but i dunno how to fix it. So hopefull someone here can show me where i messed up. After a fresh install of the game and patched with 1.0004, the only files i've edited at this time is the unique_items.ltx file, and the trade_trader.ltx where i added outfit_kormath_m1 = 1, 3 and wpn_kormath_m1 in each section.

suit of armor:
Quote:
[outfit_kormath_m1]:exo_outfit
$spawn = "outfit\uniq\outfit_exo_m1
inv_name = outfit_kormath_m1
inv_name_short = outfit_kormath_m1
description = outfit_kormath_m1
inv_grid_x = 14
inv_grid_y = 24
nightvision_sect = effector_nightvision_good
cost = 5
additional_inventory_weight = 500
power_loss = 0.0
sprint_allowed = true
immunities_sect = sect_outfit_kormath_m1_immunities
burn_protection = 1.0
strike_protection = 1.0
shock_protection = 1.0
wound_protection = 1.0
radiation_protection = 1.0
telepatic_protection = 1.0
chemical_burn_protection = 1.0
explosion_protection = 1.0
fire_wound_protection = 1.0
[sect_outfit_kormath_m1_immunities]
burn_immunity = -1.0
strike_immunity = -1.0
shock_immunity = -1.0
wound_immunity = -1.0
radiation_immunity = -1.0
telepatic_immunity = -1.0
chemical_burn_immunity = -1.0
explosion_immunity = -1.0
fire_wound_immunity = -1.0
Description i just put some junk in to test with but i'll put it here just in case i goofed there too.
Code:
<string id="outfit_kormath_m1">
<text>Test testing testing test</text>
</string>
<string id="kormath_outfit_m1">
<text>Exo-Kormath</text>
</string>
weapon:
Quote:
[wpn_kormath_m1]:wpn_gauss
$spawn = "weapons\wpn-gauss"
description = enc_weapons1_wpn-gauss
inv_name = wpn-kormath_m1
inv_name_short = wpn-kormath_m1
cost = 5
fire_modes = 1, 3
ammo_limit = 1000
ammo_current = 500
ammo_mag_size = 750
ammo_class = ammo_7.62x54_7h14, ammo_7.62x54_ap
sprint_allowed = true
misfire_probability = 0.0
condition_shot_dec = 0.0
hit_power = 12.0, 13.0, 14.0, 15.0
hit_impulse = 6000
fire_distance = 10000
bullet_speed = 15000
rpm = 400
scope_status = 1
scope_zoom_factor = 6
scope_texture = wpn\wpn_crosshair
fire_dispersion_base = 0.005
control_inertion_factor = 1.0f
cam_relax_speed = 0.65
cam_dispersion = 0.002
cam_dispersion_inc = 0.0005
cam_dispertion_frac = 0.004
cam_max_angle = 0.06
cam_max_angle_horz = 0.09
cam_step_angle_horz = 0.005
startup_ammo = 1000
scope_name = wpn_addon_scope_susat
I didn't add a description, mainly because i couldn't find the:
Quote:
string_table_enc_weapons.xml" in the text/eng folder
My text folder only has a map_desc subfolder and the string_table_xxxx.xml files go in order
  1. string_table_enc_equipment
  2. string_table_enc_mutants
  3. string_table_enc_social
  4. string_table_enc_vehicles
  5. string_table_enc_zone
I don't have a weapons.xml in the text folder at all, could that be why it's crashing? i'm not putting in the description for it to look up?

Edit:
almost forgot. My game is crashing while it's loading. I get the THQ grafics at first, then it runs around the gray tunnels/letters and shows that logo, then my screen flickers and i get a small "please wait" window and then the error window. i hit ctrl+c to copy the error, this is what i got:

Expression : xml_doc.NavigateToNode(path,index)
Function : CUIXmlInit::InitStatic
File : E:\stalker\patch_1_0004\xr_3da\xrGame\ui\UIXmlInit .cpp
Line : 172
Description : XML node not found
Arguments : static_version
have you insert the weapon in the ammo.ltx file?
the string_table_enc_weapons.xml is in dbb\config\text\eng.
If you have insert the descriptions link in the ltx file of suit and weapon is possible that the crash depend from lack of the xml file.
Insert the string_table_enc_weapons.xml and make another try, if the game crash again copy and paste here the crash log.

I hope to be helpful
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Last edited by Marco M.; November 20th, 2007 at 07:11 PM..
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  #302  
Old December 18th, 2007
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Default Re: Basic Modding with Playable Examples

what do yoe poeple mean whit .ltx
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  #303  
Old December 22nd, 2007
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Default Re: Basic Modding with Playable Examples

Why is it any time I change something that I have extracted or downloaded that is inside the gamedata folder inside my STALKER folder, the game crashes during loading a new or saved game? This is driving me insane! I try to make my own custom sound effects or change the amount of kilograms I can carry, and run the game and load or start a new one, the game crashes?!?!?!?! Please help me!
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  #304  
Old January 26th, 2008
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Default Re: Basic Modding with Playable Examples

Hey, I know this thread is probably old, but I have quite a few problems that I hope someone can help me with.

I followed the tutorials exactly and made a unique gun, it works fine, the trader sells it and there is nothing wrong with it at all. BUT if I try and make a unique suit, or another unique weapon, the game crashes when I load a saved game. I've tried every, but it seems I can only have one change to the Unique Items thing .

I hope someone can help me with this problem, thanks.
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  #305  
Old January 27th, 2008
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Default Re: Basic Modding with Playable Examples

Ah (sorry for Double Post)

It looks like the Trader has some kind of problem with more than one custom Unique Item being sold, if I don't put the item into his inventory, nothing happens (I think).
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  #306  
Old January 28th, 2008
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Default Re: Basic Modding with Playable Examples

Chickenfeed, the trader won't have any problem selling as many unique items, suits , weapons, ammo, etc. you want. If your modded stuff is causing a crash then you simply have something wrong in your coding, or the way you have it placed in your trader files. If you want, copy and paste your modded weapon or suit here and I'll see if I can help.
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  #307  
Old January 28th, 2008
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Default Re: Basic Modding with Playable Examples

Deathfang, if my memory serves correctly, changing the weight you can carry shouldn't cause a crash, even when loading a saved gamed. If it does then you have a coding problem. Perhaps you deleted a comma, or something like that. This should be easy to do. As far as the sound files, be sure you save them in mono, and at the highest quality setting. I've heard some have had success at saving them in stereo but I would do mono just to be safe. Again, if done correctly, this shouldn't cause a crash when loading a saved game.
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  #308  
Old February 2nd, 2008
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Default Re: Basic Modding with Playable Examples

My two weapons are:

Code:
[wpn_ak74_m2]:wpn_ak74    ;Скорострельный АК-74
$spawn                             = "weapons\uniq\wpn_ak74_m2"    
description                        = enc_weapons1_wpn-ak74_m2
inv_name                        = wpn-ak74_m2
inv_name_short                    = wpn-ak74_m2
rpm                              = 150
condition_shot_dec                 = 0.0005
cam_dispersion                    = 0.01        
cam_dispersion_inc                = 0.1
inv_grid_x                        = 0
inv_grid_y                        = 30
fire_dispersion_base                =0.1
scope_status                    = 1
scope_zoom_factor                = 20
bullet_speed                                    = 9500
fire_distane                     = 2500

[wpn_mp5-chicken_m1]:wpn_mp5
$spawn = "weapons\uniq\wpn_mp5_m1"
description = enc_weapons1_wpn-mp5-chicken_m1
inv_name = wpn-mp5-chicken_m1
inv_name_short = wpn-mp5-chicken_m1
ammo_class = ammo_12x70_buck, ammo_12x76_zhekan, ammo_12x76_dart
inv_grid_x = 5
inv_grid_y = 33
cost = 10
ammo_mag_size = 15
slot = 1
animation_slot = 1
condition_shot_dec = 0.0
fire_dispersion_base = 0.005
control_inertion_factor        = 1.2f
cam_relax_speed             = 8.0
cam_dispersion              = 5.0
cam_dispersion_inc        = 0.5
cam_dispertion_frac        = 1.0
cam_max_angle            = 12.0
cam_max_angle_horz        = 30.0
cam_step_angle_horz        = 6.0
misfire_probability = 0.4
silencer_status = 0
snd_shoot = weapons\w_ak74_shot1
hit_power                = 0.8, 0.79, 0.85, 0.90
hit_impulse              = 240
hit_type             = fire_wound
flame_particles                   = weapons\generic_weapon05
smoke_particles                   = weapons\generic_shoot_00
rpm_empty_click                = 200
cost                            = 5
snd_draw                    = weapons\generic_draw
snd_holster                    = weapons\generic_holster
snd_shoot                    = weapons\tm_spas12_shot      ;toz34_shoot
snd_empty                    = weapons\generic_empty
fire_distance           = 50 ;1000
bullet_speed            = 320    ;начальная скорость пули
rpm                     = 150
Trader:

Code:
;Оружие
wpn_groza_m1            = 1,    1.4
wpn_toz34                       = 1,    1.7
wpn_ak74_m2                     = 1,    3
wpn_mp5-chicken_m1        = 1,    3
And the description (If needed):

Code:
    <string id="enc_weapons1_wpn-ak74_m2">
    <text>This AK74 has been modified to provide extra accuracy and firing distance.</text>
    </string>
    <string id="wpn-ak74_m2">
    <text>Ak74 Sniper Modification</text>
    </string>
    <string id="enc_weapons1_wpn-mp5-chicken_m1">
    <text>An expert gunsmith from deep within the zone has somehow managed to modify to MP5 to use shotgun ammunition. Using components from artifacts, the miniture shotgun uses shrunken rounds.</text>
    </string>
    <string id="wpn-mp5-chickn_m1">
    <text>"Sweeper"</text>
    </string>
If you can work out the problem, I'd be reeealy grateful
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  #309  
Old February 4th, 2008
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Default Re: Basic Modding with Playable Examples

hi
i hav some questions, i allready did some basic modding stuff like weapon/suit/artefact/spawning editing but ....:
1. i dont know how to make the nvg silent, cant find the right files/cant open them ... i think in faiakes mod nv were silent but dont know the exact files...
2. is it possible to add a silencer on a svd/svu? there are these x/y values for sd but game crashes when i put some in there....
3. i want to have a oicw-like weapon and already edited the fn2000 (new weapon file) a bit but it isnt shooting.... i dont know whats wrong so, please take a look:

[wpn_oicw]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\fn-2000
$prefetch = 8
scheduled = off ; option for ALife Simulator
cform = skeleton
class = WP_GROZA
min_radius = 1
max_radius = 100
description = enc_weapons1_wpn-oicw

ef_main_weapon_type = 4
ef_weapon_type = 9
--------------------------------------------------------------------

cost = 3000
weapon_class = heavy_weapon

ammo_limit = 180
ammo_current = 20
ammo_elapsed = 0

tri_state_reload = on

ammo_mag_size = 20

hand_dependence = 1
single_handed = 0

ammo_class = ammo_m3000, ammo_m209, ammo_vog-25, ammo_vog-25p
sprint_allowed = true
fire_modes = 1, -1
launch_speed = 0

slot = 2 ; // secondary
animation_slot = 2 ; type of the animation that will be used

inv_name = oicw
inv_name_short = oicw
inv_weight = 7

flame_particles = weapons\generic_weapon05
smoke_particles = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon05

; ttc
hit_power = 0.64, 0.68, 0.71, 0.74
hit_impulse = 120
hit_type = fire_wound

fire_distance = 150
bullet_speed = 100
rpm = 300
; end ttc

use_aim_bullet = true ;Поддерживается ли первая суппер пуля
time_to_aim = 1.0


startup_ammo = 100
visual = weapons\fn2000\wpn_fn2000_new.ogf

light_color = 0.6,0.5,0.3
light_range = 4
light_var_color = 0.05
light_var_range = 0.1
light_time = 0.2


ph_mass = 4

;addons
scope_status = 1
silencer_status = 0
grenade_launcher_status = 1
zoom_enabled = true

scope_texture = wpn\wpn_crosshair_g36
lens_texture = wpn\wpn_crosshair_g36_lens
lens_texture_x = 183
lens_texture_y = 75
lens_texture_w = 648
lens_texture_h = 648


zoom_enabled = true
scope_zoom_factor = 40 ;33.3 ;1.8X

snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 1.0
snd_shoot_duplet = weapons\toz34_shoot_both

snd_open_weapon = weapons\pistol_empty ;change me
snd_add_cartridge = weapons\w1300_load ;was gen_grenload
snd_close_weapon = weapons\pistol_empty ;change me

snd_switch = weapons\groza_switch, 1.0, 0.5

grenade_vel = 960

grenade_class = ammo_11.43x23_special

[wpn_oicw_hud]

(shortened a bit for the comment) i took most states from the rg6 grenade launcher and made custom grenades in the weapons.ltx :

[ammo_m3000]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_m209" ; option for Level Editor
class = A_M209
cform = skeleton
visual = weapons\ammo\ammo_m209.ogf
description = enc_weapons1_ammo_ammo-m3000
$prefetch = 64

cost = 1700

box_size = 20

inv_name = m3000
inv_name_short = m3000
inv_weight = .08

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13

kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22

k_dist = 1.3
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 0
tracer = on
wm_size = 0.1
explosive = on
jump_height = 1
fake_grenade_name = wpn_fake_missile3

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;

[wpn_fake_missile3]:identity_immunities
$prefetch = 32
visual = weapons\ammo\ammo_m209.ogf
cform = skeleton
class = G_FAKE

inv_weight = 0

cost = 150

blast = 50
blast_r = 4
blast_impulse = 950
;delete
blast_impulse_factor = 6


frags = 50
frags_r = 10
frag_hit = 2.20
frag_hit_impulse = 10

hit_type_blast = explosion
hit_type_frag = fire_wound

up_throw_factor = 0.7

;trail = weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles = explosions\explosion_01


light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85


ph_mass = 3
;engine_f = 530
;engine_u = 90

jump_height = 1

;трассы от осколков
fragment_speed = 900
;wallmarks
wallmark_section = explosion_marks
wm_size = 0.08 ;0.05

explode_duration = 4 ;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode

;свойства которые читаются, но не используются
inv_name = m3000
inv_name_short = "m3000"
inv_weight = .02

inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13

kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22

okay i dont understand completely the thing with the ammo/grenade but i think its not the wrong part.
so if anyone can help i would be very happy
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  #310  
Old February 4th, 2008
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Default Re: Basic Modding with Playable Examples

a short question: how can i open these damn .script-files????
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