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How to mod Stalker (most questions answered)

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  06:08:01  13 March 2014
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qqqsd467
(Novice)
 
On forum: 08/27/2013
Messages: 3
Start in different level.

Excuse me, stalkers.

Could you tell me the way to spawn actor in other levels when I start new game? I mean, I want to start in not cordon but yanter, redforest or other maps.
And can it be used in CS/CoP?
  17:30:16  13 March 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
 

Message edited by:
angrydog
03/13/2014 19:38:27
Messages: 3341

---QUOTATION---
Start in different level.

Excuse me, stalkers.

Could you tell me the way to spawn actor in other levels when I start new game? I mean, I want to start in not cordon but yanter, redforest or other maps.
And can it be used in CS/CoP?
---END QUOTATION---



you would have to edit the actor start position in the all.spawn.

you'll need the fol:
acdc tool to decompile/compile the all.spawn
position tool to get the LV, GV and position coordinates for new start position

decompile the all.spawn
open up the alife_l01_escape.ltx

search for:
section_name = actor
name = level_prefix_actor_0001

change the following to reflect new position:
position
game_vertex_id
level_vertex_id
upd:position 


save the alife_l01_escape.ltx

recompile the all.spawn (the actor section will be moved to the appropriate alife_LEVELNAME.ltx automatically, i.e. if you move start position from Escape to Yantar, then the new all.spawn will insert the actor section in the alife_l08_yantar.ltx)

copy the new all.spawn into your gamedata\spawns folder
start a new game

same process for SOC/CS/COP
  12:20:52  18 March 2014
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qqqsd467
(Novice)
 
On forum: 08/27/2013
Messages: 3
Thank you angry dog. It completely worked!

Also, I have one more question.
Where can I find sound files to set remark logic parameter?
I set some sounds on "snd" command. But some of them didn't worked (NPC didn't say anything). How can I choose right work one? (I want groan sound).
  02:34:41  18 May 2014
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KTAnjel
(Novice)
 
On forum: 12/14/2012
Messages: 2
Help! I can't unpack static object meshes

Sorry for stupid question.
I want to edit static objects. For example, a car that was abandoned.
So I unpacked all DB files use DB extractor.
Dynamic objects are unpacked, but static objects are not unpacked.
Why?
  12:38:35  19 May 2014
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Shidentora
(Senior)
 
On forum: 05/12/2014
Messages: 131
How to increase frequency of lootable monster parts?

I would like to earn for my ammo by hunting mutants, but I just cannot find enough of all those jaws, tails, hands...
How do I fix this to find more? Which files do I change and how?
Please, help.
  13:52:05  20 May 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
How to increase frequency of lootable monster parts?

I would like to earn for my ammo by hunting mutants, but I just cannot find enough of all those jaws, tails, hands...
How do I fix this to find more? Which files do I change and how?
Please, help.
---END QUOTATION---



look in /gamedata/config/creatures/

open m_boar.ltx

change the following line:
Spawn_Inventory_Item_Probability = 0.2 (20% Chance)
to
Spawn_Inventory_Item_Probability = 1.0 (100% Chance)

do this for each mutant file
  14:28:46  22 May 2014
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Shidentora
(Senior)
 
On forum: 05/12/2014
 

Message edited by:
Shidentora
05/24/2014 14:08:44
Messages: 131
Thanks


---QUOTATION---
How to increase frequency of lootable monster parts?

I would like to earn for my ammo by hunting mutants, but I just cannot find enough of all those jaws, tails, hands...
How do I fix this to find more? Which files do I change and how?
Please, help.

look in /gamedata/config/creatures/

open m_boar.ltx

change the following line:
Spawn_Inventory_Item_Probability = 0.2 (20% Chance)
to
Spawn_Inventory_Item_Probability = 1.0 (100% Chance)

do this for each mutant file
---END QUOTATION---



Very good to know, but this 'll never work with the Lost World origin mod.
 
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