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09:51:28  17 November 2007
Decane
Senior Resident

On forum: 04/04/2007

Message edited by:
Decane
11/17/2007 9:52:29
Messages: 1690
Guys, can someone please test this Hunter's family rifle (shotgun) fix?

Hey!

If somebody here has a savegame before taking on Hunter's family rifle quest, I'd really appreciate it if you could test this quick fix for it. Basically, the things you'd be looking for are:

a) Whether or not the inventory icon is the one for the sawn-off dbl-brl or the Tos 34 (not featured in the vanilla game)

b) If its external appearance (on the ground) is that of the bm16 or the Tos 34.

c) If the name is correctly defined as, "Hunting Shotgun".

Make sure to create a separate savegame for the quest because this fix *might* mess something up (though in all probability, it won't).

08:59:19  18 November 2007
(Resident)

On forum: 11/14/2007

Message edited by:
11/18/2007 9:07:21
Messages: 1420
@hey Decane
I have managed to successfully merge this mod with aliVe 1.6. I can also confirm that it does work with patch 1.0005, by using Natvacs advice in the alive thread:

---QUOTATION---

Open gamedataconfigsystem.ltx. At line 568, after [script], you'll see "current_server_entity_version = 6". Change the 6 into a 7 and save.

Open gamedatascriptsxr_motivator.script in a text editor. Find this line in the function motivator_binder:load(reader), line 352:

Replace it with these two lines:

self.npc_script_version = alife() bject(self.object:id()).script_version
---END QUOTATION---

I have tested your new unique_items file, it works. When you put the reticle over the wpn it shows the icon of the Toz34, when you pick it up it's called the "Hunter's Rifle" and has the appropriate description and shows the Toz34 icon in the inventory.

However, as stated above, due to the fact that I'm using the alive1.6 all.spawn file, it still shows the model of the bm16 on the ground, so I haven't tested your all.spawn file tho. I'm not even going to try merging these files, so could you please explain what your mod has changed in this file, so I can try and incorporate it another way if poss?

This is the code from your unique_items file (which works):

[hunters_toz]:wpn_toz34
$spawn = "devicesuniqhunters_toz"; option for Level Editor inv_name = Hunting Shotgun inv_name_short = Hunting Shotgun inv_grid_x = 12 inv_grid_y = 2 This is the code from another unique_items file (I have no idea from which mod I found this code in, maybe ABC, maybe alive, maybe another), I 've tested it and it also works just as well. (note the quest item line, this means that the wpn can't be dropped or sold) [hunters_toz]:wpn_toz34$spawn = "weaponstoz-34"; option for Level Editor
inv_name = Hunting Shotgun
inv_name_short = Hunting Shotgun
;enable/disable this to hide/show the weapon in the grid on searches and trades
quest_item = true

edit: the appropriate slash or back-slash symbol may or may not be displayed by this forum, but I think that you get the idea.
10:09:18  18 November 2007
Decane
Senior Resident

On forum: 04/04/2007

Message edited by:
Decane
11/18/2007 10:11:42
Messages: 1690

---QUOTATION---
I have tested your new unique_items file, it works. When you put the reticle over the wpn it shows the icon of the Toz34, when you pick it up it's called the "Hunter's Rifle" and has the appropriate description and shows the Toz34 icon in the inventory.

However, as stated above, due to the fact that I'm using the alive1.6 all.spawn file, it still shows the model of the bm16 on the ground, so I haven't tested your all.spawn file tho. I'm not even going to try merging these files, so could you please explain what your mod has changed in this file, so I can try and incorporate it another way if poss?
---END QUOTATION---

It isn't my all.spawn file, it's the one used by bardak's bug fix attempt for patch 1.0004. I merged this mod with the bug fix attempt because of the poker quest fix, among some other quest fixes. I kind of saw this coming though, with the model on the ground I mean... I have no idea how to get it showing correctly without editing the all.spawn file, so it seems that's what I'll need to do next. *Sighs* I've tried avoiding editing the all.spawn file because it requires a new game for changes to be effective, but I guess I now have no choice.

Thanks for the quest_item tip by the way, I've also added the line now.

EDIT: About the quest_item parameter... Isn't it already enough to just have

hunters_toz = true

under [keep_items] in death_generic.ltx?
10:56:41  18 November 2007
Decane
Senior Resident

On forum: 04/04/2007

Message edited by:
Decane
11/18/2007 10:59:03
Messages: 1690
UPDATE: I managed to change the BM16 to a TOS 34 via all.spawn!

Ok, I found the line which determines the external appearance of Hunter's TOZ in alife_l06_rostok.

Here's the *edited* section data. I bolded the edited part.

[3849]
; cse_abstract properties
section_name = hunters_toz
name = bar_hunters_toz
position = -255.459365844727,-5.87324857711792,90.0955123901367
direction = 0,0,-1.52099931240082

; cse_alife_object properties
game_vertex_id = 1308
distance = 0
level_vertex_id = 67569
object_flags = 0xffffff03
story_id = 502

; cse_visual properties
[b]visual_name = weapons/toz34/wpn_toz34[/b]

; cse_alife_item properties
condition = 0.999999582767487

upd:num_items = 0

; cse_alife_item_weapon properties
ammo_current = 90

upd:condition = 255
upd:weapon_flags = 0
upd:ammo_elapsed = 0
upd:ammo_type = 0
upd:weapon_state = 0
upd:weapon_zoom = 0

upd:current_fire_mode = 0

upd:ammo_ids = 0

I'll release v0.4 with the fixed model soon enough. Note that you'll need to start a new game for the change to be effective.
11:34:10  18 November 2007
(Resident)

On forum: 11/14/2007

Message edited by:
11/18/2007 19:03:41
Messages: 1420

---QUOTATION---

It isn't my all.spawn file, it's the one used by bardak's bug fix attempt for patch 1.0004.
---END QUOTATION---

Ok, seen, correct me if I'm wrong, but I'm pretty sure that aliVe1.6 is also based on BFA, that's prolly why a number of the files were exactly the same, and others very similar.

---QUOTATION---
Thanks for the quest_item tip by the way, I've also added the line now.

EDIT: About the quest_item parameter... Isn't it already enough to just have

hunters_toz = true

under [keep_items] in death_generic.ltx?
---END QUOTATION---

I don't know anything at all about this file, except that I'm using the same one as you and only the quest_item command seams to do that.

---QUOTATION---
Ok, I found the line which determines the external appearance of Hunter's TOZ in alife_l06_rostok.
---END QUOTATION---

Awesome, sounds wicked. @ DC would you be able to also include this all.spawn fix into the next version on aliVe please, if it's not to much trouble, and you happen to read this.

Cheers all.
11:46:02  18 November 2007
Decane
Senior Resident

On forum: 04/04/2007
Messages: 1690
Here's v0.4 for those interested...

http://www.mediafire.com/?9jttmn1wlih
03:34:29  19 November 2007
NatVac
Senior Resident

On forum: 06/15/2007
Messages: 4254
Shadow State, that code was likely from the aliVe 1.6 mod which uses a few of the ZRP bug fixes, and that comment line identifies it.

For additional info about a lot of what is being discussed here, see my first post on the second page of Decane's "Extra Missions Mini Mod Discussion Thread" thread:

Look at item 2. The quest_item hides the weapon to prevent it from appearing in the Marked One's inventory during searches and trades, but not during regular inventory examination.

The [keep_item] entry in death_generic.ltx prevents the item from disappearing from the game. If the item (e.g., a flash drive) is in a body, that body won't vanish. However, what keeps an item from being traded if it is visible is whether or not there is an entry for the weapon with ";NO TRADE" in the trade_*.ltx file for the trader.

This means the Hunter's TOZ is normally visible, but reddened to show that you can't trade it. The problem with this is that if you don't change the name and you don't use "quest_item = true", then you can stash it on a body because it looks just like a regular shotgun. And I've heard you can lose stuff if a mutant drags the body of interest into certain kinds of anomalies.

The situation is worse for the Dutyer's Obokan (wpn_abakan_m2) with the integral grenade launcher. The traders will buy it from you, but they won't sell it back according to the trade files. The problem with using "quest_item = true" here is that the gun is heavy. You can't drop quest items; you can only toss them (if equipped as a weapon) or have them transferred in the quest completion dialog.

By the way: Note the asterisk remark for item 2, after I mention that the Hunter's TOZ "really should be a TOZ-34, fixed in the all.spawn.*" Nobody bit then on the all.spawn resource idea...

If someone can play the game without using the changed all.spawn file (that is, they don't start from scratch) and it doesn't cause a crash, then this should be in the next ZRP all.spawn update.
10:19:18  19 November 2007
(Resident)

On forum: 11/14/2007
Messages: 1420
@Natvac, yes I remember reading that thread when Decane was working on that mini-mod, I just thought that it would've already been implemented by now. Hopefully it is used in the next ZRP or BFA and DC uses that in the next alive aswell.

I had another idea, and tested it, it works. Decane, I don't know how this will fit into your philosophy's for this mod tho. Remember in Oblivion how all quest items were weightless, that way you could never became over encumbered by completing quests. This could be implemented in stalker, simply by adding the line inv_weight = 0.0 into the [hunters_toz], abakan_m1, etc, what do you think? (obviously, only for once-off type items)

@Decane, I've had a crash. I don't know if it's a bug other uses of this mod have experienced, or if it's just because of all the merging I've done. When I accept the "find the unique suit" quest from the Scientist (the one for outfit_stalker_m1) I get CTD with this error:

Expression : no_assert
Function : CXML_IdToIndex<class CEncyclopediaArticle>::GetById
Line : 112
Arguments : ecolog_find_item_1_descr

Any ideas? I first thought it was to do with not having the correct stable_task_manager.xml file, but I do, so now I'm stumped?
11:34:13  19 November 2007
NatVac
Senior Resident

On forum: 06/15/2007
Messages: 4254
I think this will work. Even though it is ecolog_find_item_1, make sure ecolog_find_item_?_descr matches in all three locations:

;---------ecolog--------
<text>ecolog_find_item_2_descr</text>
</article>

description = ecolog_find_item_2_descr

	<string id="ecolog_find_item_1">
<text>Bring the unique bodysuit</text>
</string>
<string id="ecolog_find_item_2_descr">
<text>Bring the unusual bodysuit ... X16.</text>
</string>
<string id="ecolog_find_item_1_text">

If you are missing one of the files, use ecolog_find_item_2_descr.

It may be that ecolog_find_item_1_descr is not part of the system, normally, but ecolog_find_item_2_descr is. Maybe cloning the "ecolog_find_item_2_descr" section as "ecolog_find_item_1_descr" in storyline_info_taskmanager.xml is enough.
10:42:37  20 November 2007
(Resident)

On forum: 11/14/2007
Messages: 1420
@Decane,

Natvac is right, I've just tested all of his advice, however their is a much simpler method. It appears for some reason that the naming of that task has been mixed up in a number of files. There is only one ecolog_find_item task, all you need to do is to change the line in task_manager.ltx back to it's vanilla setting of:

[ecolog_find_item_1]
description = ecolog_find_item_2_descr

I don't know why some files refer to it as 1 and others as 2, but this method works and only requires the editing of one file that is already included in this mod.

Each word should be at least 3 characters long.
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