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creature *.ltx files

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  06:51:12  24 June 2017
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GlassDeviant
(Novice)
 
On forum: 10/20/2011
Messages: 7
creature *.ltx files

In the unpacked gamedata\config\creatrues folder, there are several creature files that I used to edit to change the drop rate of special mutant items, for example:

Spawn_Inventory_Item_Section = mutant_dog_tail
Spawn_Inventory_Item_Probability = 1.0

With the new version, these settings do not appear to work (I don't usually make them 1.0, but I have done so to test and even at 1.0 or 100% drop rate none of the mutants are dropping anything at all).

So for the 1.4002 version, where do I now set the drop rates?

Also, not too impressed with the guy at the entrance of Sidorovich's bunker whose quest you cannot refuse.
  11:34:14  24 June 2017
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
 

Message edited by:
Byte Me
06/24/2017 11:35:32
Messages: 256
1.4002 gamefiles


---QUOTATION---
creature *.ltx files

In the unpacked gamedata\config\creatrues folder, there are several creature files that I used to edit to change the drop rate of special mutant items, for example:

Spawn_Inventory_Item_Section = mutant_dog_tail
Spawn_Inventory_Item_Probability = 1.0

With the new version, these settings do not appear to work (I don't usually make them 1.0, but I have done so to test and even at 1.0 or 100% drop rate none of the mutants are dropping anything at all).

So for the 1.4002 version, where do I now set the drop rates?

Also, not too impressed with the guy at the entrance of Sidorovich's bunker whose quest you cannot refuse.
---END QUOTATION---



Well under gamedata->config->creatures there still seems to be a file for each mutant. This is the first part of the Pseudogiant ltx file:


---QUOTATION---

Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 2;4.5 ; option for ALife Simulator
current_level_going_speed = 1;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
visual = monsters\psevdogigant\psevdogigant
corpse_visual = monsters\psevdogigant\psevdogigant_dead
icon = ui_npc_monster_psevdogigant
MaxHealthValue = 200 ; range [0..200]
DynamicObjectsCount = 32
smart_terrain_choose_interval = 00:15:00

carbody_name = Pseudogiant

Spawn_Inventory_Item_Section = mutant_giant_eye
Spawn_Inventory_Item_Probability = 0.9


ef_creature_type = 19 ; option for evaluation functions
ef_weapon_type = 3
ef_detector_type = 1
panic_threshold = 0.1

cform = skeleton ; collision class
class = SM_GIANT ; AI class

script_binding = bind_monster.bind

bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean

---END QUOTATION---



And I have highlighted the relevant text that is of interest. Should work "flawlessly"...
There was an issue with some trophy parts not being coded in 1.3003 and I posted something in community fixes about 2 years ago. They seem to work in 1.4002 IME. That being said, I managed to go through my first game - killing 23 snorks - and getting ZERO "boots" for my troubles. I have checked, and the spawn prob IS still 0.2 - from which you can calculate the probability of 23 failed consecutive spawns as 0.8 exp23...

Which is a wholly unrealistic likelihood and cause for a great deal of teeth gnashing.

For my money, the subroutine used for randomization has 'issues'.

But this is all pretty moot. There are much bigger problems with DC than this.
  11:48:38  24 June 2017
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256
Creature parts addendum

Nearly forgot:

Even if you tweak the spawn probs, it WILL NOT affect the drop probs for EXISTING mutants that you stiff. Those are all controlled by the "all.sav" file that is created at game setup.

Similarly, if you fix the 'Burner Bug' so that burner arts other than Droplets and Green parasites are spawned - you only see the effects after starting a new game.

The Artifact Field bug is different, in that you can 'fix' that, and just restart the game to see results.
  16:31:46  13 July 2017
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GlassDeviant
(Novice)
 
On forum: 10/20/2011
Messages: 7

---QUOTATION---
1.4002 gamefiles
There was an issue with some trophy parts not being coded in 1.3003 and I posted something in community fixes about 2 years ago. They seem to work in 1.4002 IME. That being said, I managed to go through my first game - killing 23 snorks - and getting ZERO "boots" for my troubles. I have checked, and the spawn prob IS still 0.2 - from which you can calculate the probability of 23 failed consecutive spawns as 0.8 exp23...

Which is a wholly unrealistic likelihood and cause for a great deal of teeth gnashing.

For my money, the subroutine used for randomization has 'issues'.

But this is all pretty moot. There are much bigger problems with DC than this.
---END QUOTATION---



That's odd, I had all the trophy parts working perfectly in 1.3003, iirc, but the same edits are not working in 1.4002 for me. Tested it by setting everything to 1.0 and sure enough every single mutant dropped its part. Or maybe it was an earlier version of 1.300something.

Anyhow I will try again with a completely new from-scratch save file and see how it goes.
  17:08:23  13 July 2017
profilee-mailreply Message URLTo the Top
Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256

---QUOTATION---
1.4002 gamefiles
There was an issue with some trophy parts not being coded in 1.3003 and I posted something in community fixes about 2 years ago. They seem to work in 1.4002 IME. That being said, I managed to go through my first game - killing 23 snorks - and getting ZERO "boots" for my troubles. I have checked, and the spawn prob IS still 0.2 - from which you can calculate the probability of 23 failed consecutive spawns as 0.8 exp23...

Which is a wholly unrealistic likelihood and cause for a great deal of teeth gnashing.

For my money, the subroutine used for randomization has 'issues'.

But this is all pretty moot. There are much bigger problems with DC than this.

That's odd, I had all the trophy parts working perfectly in 1.3003, iirc, but the same edits are not working in 1.4002 for me. Tested it by setting everything to 1.0 and sure enough every single mutant dropped its part. Or maybe it was an earlier version of 1.300something.

Anyhow I will try again with a completely new from-scratch save file and see how it goes.
---END QUOTATION---



You can't be half-assed about this
all.sav will determine your trophy and rock spawns for the game on an a priori basis.

That's how the game WORKS.

If you can exterminate a later respawn - that may differ.
BASICALLY. All LADC monsters have a trophy (except PyroPillocks)
 
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