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S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

This is a discussion on S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos) 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; How can i go about Enableing weapons in the Bar in duty? I was cleaning up a few area's west ...

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  #4031  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

How can i go about Enableing weapons in the Bar in duty?

I was cleaning up a few area's west of duty and on my way back a blowout began, i shot down a few guys who were duty (i thought they were the rest of the mercs at the time as they were occupied with the 3 bloodsuckers and like 10 dogs that had gotten in.)

So i annoyed duty and they all wanted to kill me, so i spent 30 minutes cleaning up duty with my L85 w/ silencer. but two guys are left in exo's in the bar and they've wasted all my remaining medkits.


@Supernatural, traders do have a money limit mate, its in the OL files. around 100k+ is the limit, the Barman has a 110k limit. if you encounter it just hit f6 and then f7.
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  #4032  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Depleted View Post
@Supernatural, traders do have a money limit mate, its in the OL files. around 100k+ is the limit, the Barman has a 110k limit. if you encounter it just hit f6 and then f7.
Yup i know ive looked at the files thats how i know the parameters and as ive mentioned before ive never had the privilege of encountering a problem like that myself. And my quick save/load keys are remapped to F5 and F8 to avoid any accidental saves instead of loads. So its not f6 and 7 for me mate.

As for the taking weapons out in bar it has something to do with space restrictors i believe however i think its just easier to make duty your friends again by reseting their stance towards you but you would have to search the forums as to how cuz i dont know the script for it
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  #4033  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Are you saying that I should try the same tweak in the bind.stalker.script but instead of (yan_kill_brain_task_st art), I should use the new text you quoted?
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  #4034  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Which file contains the trader's repair script, specifically the amount that they charge? When I modified the weapons costs and trader prices in my mod, I did not realize that the repair was not based off the base price of the item.
It should not cost 36K to repair a 16K (base price) weapon, even with a markup.
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  #4035  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Jay Ray View Post
Are you saying that I should try the same tweak in the bind.stalker.script but instead of (yan_kill_brain_task_st art), I should use the new text you quoted?
Yup replace that info_portion with "yan_find_vasilyev_start" see if that works but like i said for me it only gave me a diary entry, but maybe it only gives you a task after checking that you completed the previous info_portion

Quote:
Originally Posted by FourAces View Post
Which file contains the trader's repair script, specifically the amount that they charge? When I modified the weapons costs and trader prices in my mod, I did not realize that the repair was not based off the base price of the item.
It should not cost 36K to repair a 16K (base price) weapon, even with a markup.
I believe its \gamedata\scripts\bar_dialogs.script right at the top there are multipliers for repairs, try screwing around with those

local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * weapon_profit_margin

takes the weapon_profit_margin and sticks it in this formula to determine repair price
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Last edited by Supernatur4L; August 10th, 2008 at 05:35 PM.
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  #4036  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

For some reason, Freedom's taken a serious dislike to me, in the form of a shoot-on-sight order. Is there a way to edit the file to make them neutral to me again? I was friends with them, yet not a member of Freedom earlier in the game. If possible, I'd like to go back to that, as I wasn't an enemy of Duty, but I was green with Freedom.
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  #4037  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by FourAces View Post
Which file contains the trader's repair script, specifically the amount that they charge? When I modified the weapons costs and trader prices in my mod, I did not realize that the repair was not based off the base price of the item.
It should not cost 36K to repair a 16K (base price) weapon, even with a markup.
I think it makes perfect sense that way (I've edited the traders the same way), cuz it seems to me that as things degrade, it would get to a point where it's probably cheaper to just buy a new one then to repair your current one. It kinda gives you a damage limit at which point it's just not worth repairing anymore.

Quote:
Originally Posted by desaturate
For some reason, Freedom's taken a serious dislike to me, in the form of a shoot-on-sight order. Is there a way to edit the file to make them neutral to me again? I was friends with them, yet not a member of Freedom earlier in the game. If possible, I'd like to go back to that, as I wasn't an enemy of Duty, but I was green with Freedom.
Go back to page 264 and you'll find a post I made that'll tell you how to do this (third one down)
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  #4038  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Thanks mate.
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  #4039  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Supernatur4L View Post
I believe its \gamedata\scripts\bar_dialogs.script right at the top there are multipliers for repairs, try screwing around with those
Worked like a charm. Thanks!
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  #4040  
Old August 10th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Heh. Interesting. I tried this particular tweak in two different ways. Two different places rather. One on either side of the wild territory/yantar level changer.

The first way I was in Wild Territory. This caused a CTD which has never happened before. :P This next bunch of text ended up in my clipboard.

----
Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engi ne.cpp
Line : 73
Description : <no expression>
Arguments : LUA error: i:\stalker soc\gamedata\scripts\xr_logic.script:1210: attempt to index local 'obj' (a nil value)
---

The second way was just over the line in Yantar. It didn't CTD but the door to the scientists hut is locked. I can hear a door opening but the outer door stays shut.

Pox!
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