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 Final Warrior You didn't create a description and name for it in string_table_enc_weapons.xml. -- Griffinhart I did ...

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  #81  
Old April 18th, 2007
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Default Re: Basic Modding with Playable Examples

Quote:
Originally Posted by Final Warrior View Post
You didn't create a description and name for it in string_table_enc_weapons.xml.

-- Griffinhart
I did create a text file for it, but it doesn't seem to be using it.
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  #82  
Old April 22nd, 2007
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Default Re: Basic Modding with Playable Examples

hey all im just trying to get a modded weapon in and ive followed all the instructions in the tutorial by the gifted niphty but its not doing anything for me, im running the trader mod at the same time too dont know if that should mess things up. ive put the " wpn_niphty_m1 = 1, 3" after the weapons in the supplies start area and its copy pasted from browse into the unique items and string table, im sure its something small any help would be appreciated
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  #83  
Old April 22nd, 2007
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Default Re: Basic Modding with Playable Examples

nevermind guys i figured it out, wrong text in the tutorial
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  #84  
Old April 23rd, 2007
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Default Re: Basic Modding with Playable Examples

Does anyone know how to make it possible to encounter any mutant in any area and change thier individual spawn rates. I think I have the general idea how to do it but I could do with some experienced guidance as i havn't modded before
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  #85  
Old April 23rd, 2007
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Default Re: Basic Modding with Playable Examples

@TheGreyKnight: Are you sure you used your tags and names right? It should look something like this:

Code:
<string id="{ID for the text}">
<text>{Description or Name}</text>
</string>
@subzeroplainzero: 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.

-- Griffinhart
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  #86  
Old April 24th, 2007
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Default Re: Basic Modding with Playable Examples

hay niphty love that pick of all the guns and Eq-. if its not out of your way is there any way you con post another 1 with all the guns and the ether items in the game ??? pleas that wood be so cool . not all the suits just the items.
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  #87  
Old April 25th, 2007
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Default Re: Basic Modding with Playable Examples

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.
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  #88  
Old April 25th, 2007
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Question Re: Basic Modding with Playable Examples

Ok, I've been trying to make a ridiculous shotgun, just for fun, but so far I can't get it to work. The game crashes during the "CLIENT: SYNCHRONIZING" part of the loading sequence. =(

I used the basics from the Gauss rifle and edited it to suit, any advice on making this work?

Unique Items Code:
Code:
[wpn_Fyn_m1]:wpn_BM16
$spawn = "weapons\bm16"
description = enc_weapons1_wpn-Fyn_m1
inv_name = wpn-Fyn_m1
inv_name_short = wpn-Fyn_m1
cost = 10
fire_modes = 1
ammo_limit = 1000
ammo_current = 500
ammo_mag_size = 40
ammo_class = ammo_12x70_buck,ammo_12x76_zhekan,ammo_12x76_dart
inv_weight       = 0.1
sprint_allowed = true
misfire_probability = 0.0
condition_shot_dec = 0.0
hit_power = 10.10, 10.10, 10.10, 16.60
hit_impulse = 6000
fire_distance = 10000
bullet_speed = 150000
rpm = 500
scope_zoom_factor = 7.5
Trader Code:
Code:
wpn_Fyn_m1 = 1, 3
table_enc_weapon Code:
Code:
<string id="enc_weapons1_wpn-Fyn_m1">
<text>A modified shotgun with hax.</text>
</string>
<string id="wpn-Fyn_m1">
<text>Fyndir's Shotgun</text>
</string>
With all of these taken out the game works fine (and it still has the gauss rifle of yours that I added, which seems to work fine).

Help?
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  #89  
Old April 25th, 2007
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Default Re: Basic Modding with Playable Examples

When the game crashes, open notepad and press "Ctrl+V", it will copy/past a log. Post it on here.
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  #90  
Old April 25th, 2007
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Default Re: Basic Modding with Playable Examples

Quote:
Originally Posted by Novosibirsk View Post
When the game crashes, open notepad and press "Ctrl+V", it will copy/past a log. Post it on here.
The log file from the stalker-shoc folder is empty, it reads as 0kb and there's NOTHING inside it, and Ctrl+V still held my copy-paste of some of the code, so it doesn't seem to be generating a crash log with this problem.

I should have mentioned that in the original post, sorry.
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