16:20:52 31 March 2007 |
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655321
(Senior) On forum: 04/07/2004
 Message edited by: Don Reba 02/10/2008 11:59:16
Messages: 77
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How to mod Stalker (most questions answered)
Introduction: I am not very skilled at modifying Stalker. Just like almost everyone else who is modding I am just beginning to understand the files, and there is much more to do than what I've posted. As you look through the files yourself, you'll notice many things you can change to great effect that were too insignificant for me to get into individually within this file. Have fun, and do the right thing when you release a mod and explain how your mod works to others so the modding community can grow quickly. I apologize for the sloppiness of this file. I wrote it in one sitting because people are in desperate need of this information.
Disclaimer: I am not responsible for any damage done to your hardware or software as a result of following the guidelines within this file. That said, I SERIOUSLY doubt anything will go wrong.
Everything you ever wanted to know about Stalker modding but were too afraid to ask. (not really)
1. Getting Started
2. Editing Zone behavior
2A Editing weapons.
2B Editing spawn levels.
2C Making stealth easier.
2D Editing traders.
2E Making anomalies invisible.
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1. GETTING STARTED
Step 1. Patch the game.
Step 2. Get the db extractor
[link]http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=SmartModManager&ReleaseId=10596[/link]
Step 3. Extract any file that looks interesting.
Step 4. Choose "open with" > notepad CONGRATS!!! You can now edit the variables yourself and make all of those super awesome mods you've been asking everyone else to make for you! Note: .ogf files, .ogg files, .dds files, .graph files, .xr files, and most level files cannot be edited with notepad. .dds is a image file format for the graphics of the game. Look up any tutorial on .dds editing. You should be able to edit them with photoshop, paintshop, and perhaps eventhe always powerful and free GIMP editor, among other image editing programs. I'm guessing all of the other file formats excluding .ogg are meant for the xray engine, and we will be able to open and edit them when the sdk comes out.
Step 5. Once any of the extracted gamedata files have been altered to your satisfaction, put them in the THQ/S.T.A.L.K.E.R. - Shadow of Chernobyl/gamedata directory.
Step 6. Change 'gamedata = false' into 'gamedata = true' in the fsgame.ltx. This gives your edited files a higher precedence than the gamedata.db files when the engine is referencing them. (Thanks to LaidBackNinja)
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2A EDITING WEAPONS
Files to be edited: gamedate/config/weapons
Variables:
cost: change the price of the item
ammo_mag_size: Amount of bullets per magazine/clip
ammo_class: compatible ammo types
misfire_probability: chance of jamming
condition_shot_dec: I assume this is the amount the gun's condition decreases per shot.
flame_particles: The flame particles emitted from the muzzle during fire.
smoke_particles : The smoke particles emitted from the muzzle during fire.
hit_power = w,x,y,z : The amount of damage the gun does per bullet. I assume w is hit while walking damage and z is hit while double crouching, but I haven't tested this.
hit_impulse: The strength of the physics push from the bullet. It's cool watching a ragdoll collapse straight down when you set a gun's impulse to 0. Might be perfect for silenced pistol.
hit_type: The damage type. I haven't tested this, but I bet seting the hit type to "radiation" would create a radiation gun.
fire_distance: Maximum distance a bullet can travel.
bullet_speed: Initial speed of bullet
rpm: rounds per minute
ph_mass: Physics mass
For the following, 0 means no addon, 1 means permanent, and 2 means attachable
scope_status=0 (or 1 or 2)
silencer_status=0 (or 1 or 2)
grenade_launcher_status=0 (or 1 or 2)
scope_zoom_factor:I assume the number you enter is the amount of meters or feet zoomed forward, not a multiplication factor of your target.
There are a LOT more variables for weapons, but that should be plenty to get you started. The more you putz around with the gamedata files, the more familiar you get with them.
2B EDITING SPAWN LEVELS
Files to be edited: gamedata/scripts/se_respawn.script
Starting at simMaxCount...
[human] may stand for a stalker, monolith, military, ecolog (I'm guessing those are scientists), killer, dolg (guessing that's duty), freedom, bandit, and zombified stalkers in the zone.
[human]_novice is the maximum amount of novices of that type in the zone. [human]_regular is the maximum amount of average humans of that type in the zone.
[mutant] may stand for a rat, tushkano, flesh, boar, dog, pseudodog, psydog, zombie, snork, poltergeist, pseudogiant, controller, burer, or bloodsucker. [mutant]_weak, [mutant]_normal, and so on are the mutant equivelants to the [human]_novice and so on.
To edit the frequency of spawning, alter these lines
local idle_spawn_preset = {
seldom = 300,
medium = 300,
often = 300
}
I can only assume that 300 = 300 seconds. I do know that the higher the numbers, the more infrequent the spawning.
2C MAKING STEALTH EASIER
Files to be edited gamedata/config/creatures
There are several ways to edit the perception of creatures in the game.
eye_fov affects how broad a human or mutant's peception is. A creature with a fov of 170 would be able to see 85 degrees to the left and right while looking straight ahead.
eye_range is the distance a creature can see to detect another creature. Once the creature has been detected, I'm pretty sure this range is thrown out the window.
min_view_distance_free
max_view_distance_free
min_view_distance_danger
max_view_distance_danger
I'm not sure exactly how these variables work, but I can tell you that max_view_distance_free is a number which affects a creature's vision range when he's unalert, and max_view_distance_danger is used to give a creature increased vision while alert. stian.hoiland of the official Stalker forums argues that in the heat of combat, max vision should be decreased due to confusion, fear, and adrenaline. It's up to you what to do with the variables.
Natace from the oblivion-lost.de forums (best stalker site in my opinion, including the official one) has found that decreasing the stalker_sound_perceive npc variable from 1 to 0.2 makes it much easier to sneak up on stalkers. Works with all humans? Not sure. Too easy? You be the judge.
2D EDITING TRADERS
Files to be edited gamedata/config/misc/trade_[trader's name]
I think trade_generic is used for trading between the player and random stalkers. trade_freedom relates to trade between the player and Freedom faction members. I assume trade_dolg is trade between the player and Duty faction members.
I believe near the top of the file is the fraction of an item's value the trader will be willing to pay you for. After that the file is broken up into sections of what the trader will have to sell after certain events in the game. I think if the value is under one, it's the percentage chance that the trader has the item. If it's one or over, I believe it's how many of the item the trader has. I'm not sure what the difference between the first and second number in the variables are.
2E MAKING ANOMALIES INVISIBLE
Files to be edited gamedata/config/misc/zone_[anomaly name]
This is an easy one. Just remove the idle_particles line from the anomaly's file.
I hope this is helpful to you all. I think I covered most of the main requests for mods. If you have any suggestions, PM me with them. If you have and questions, please post in this thread so myself and others can clarify. |
19:55:08 31 March 2007 |
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Tonedef
(Novice) On forum: 03/31/2007
 Message edited by: Tonedef 03/31/2007 22:15:30
Messages: 7
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After unloading all of the DB files and moving them my game will not launch...any idea why this may be?
Edit: Nevermind, I just had to start a new game, old saves didn't want to work. |
10:54:49 1 April 2007 |
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Vetis
(Senior) On forum: 03/31/2007
Messages: 71
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---QUOTATION--- Quick question about modding weapons:
How does one mod a new weapon into the game?
What I've done so far is this:
1. Copied w_lr300.ltx
2. Renamed it as w_cqcar24.ltx
3. Tweaked some values (ammo type, RPM, that kind of stuff)
4. Changed "inv_name = wpn-lr300" to "inv_name = wpn-cqcar24"
4. Changed "inv_name_short = wpn-lr300" to "inv_name_short = wpn-cqcar24"
5. Opened trader_barman.ltx
6. Added "wpn_cqcar24 = 0.3, 0.1" to the bottom of the list of weapons (";Îðóæèå"
7. Saved and closed everything
The game runs fine; however, a problem arises when I attempt to acquire the qeapon itself from the trader; it is not seen in his inventory.
I know I did something wrong; what was it?
-- Griffinhart ---END QUOTATION---
Did you forget to add it to this file :string_table_enc_weapons ?
there you can add a description for the weapon also. |
14:20:40 1 April 2007 |
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655321
(Senior) On forum: 04/07/2004
Messages: 77
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I've added information regarding spawning and have replaced "Getting Started" with a much easier way of getting started. |
14:48:20 1 April 2007 |
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eshati
(Novice) On forum: 04/01/2007
Messages: 2
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can you help with fixing fov in widescreen with the new patch (1001)? |
23:59:59 1 April 2007 |
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655321
(Senior) On forum: 04/07/2004
 Message edited by: 655321 04/02/2007 13:47:56
Messages: 77
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---QUOTATION--- Thank You very much for such valuable "ABC for modders"
But what about weight restrictions? That question was asked many times in forum and it appears nobody knows for sure... ---END QUOTATION---
gamedata/config/system.ltx
Change the variable...
"max_weight" from 50 to whatever you want. I know less works, I'm not sure if more works, because of the 60 weight cap.
Try upping the map weight. If the number you entered plus 10 keeps you from moving, let me know and I will add it to the list.
[EDIT]
Also, according to vetis, you have to change max_item_mass from 50 to whatever you want the max weight to be.
max_item_mass = 200.0
[EDIT] Heh, woops. max_item_mass is in actor.ltx |
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