A low-effort mod for learning basic modding adding a nice treat to the game.
This is a very lazy mod that adds an item that I believe fits perfectly in S.T.A.L.K.E.R., and that is Scho-Ka-Kola. It also utilizes DLTX for the sake of it being as conflict free and easy to install as possible.
As I've said, it is really low effort, therefore it does not have it's own model, and it hasn't been well tested to see if it's not too OP, the stats were just loosely picked by me. The most realistic part is the calorie count, as I've taken it directly off of the original can.
The item can be bought at any trader that sells food and can be found in stashes and on dead bodies. The text is available only for the English translation.
It also includes a patch with tweaked stats to match Banjaji's Realistic Body Needs balance.
- Mod Organizer 2 is needed for installation since Update 1 (unless you know how to install FOMOD packages manually).
- DLTX is required for the mod to work in the first place.
Installation instructions:
- Open the archive through Mod Organizer 2 through the Install Mod button
- Select the desired icon style and stat balance
- Click Install
Changelog:
v1 - Added FOMOD installation
- Added icon type selection
- Added item to loot tables
- Added item to stash tables
- Added item to more traders
- Tweaked price and stats
v0 - Initial release.
I know this is a rather useless addon, but it's mainly made for fun, and perhaps I could challenge myself and create a model for the can in Blender, but for that I'd need to know how to deal with S.T.A.L.K.E.R.'s model formats, and all I really know is how to edit text files and textures. Hell, maybe it can inspire someone more talented than me to make something even better. :P
More damn chocolate to strengthen up my character's morale while stuck in an anomaly field...
Perfect!
Not only that, but chocolate with so much caffeine in it that one piece is on par with a cup of coffee if I recall correctly. Like if you ate a whole tin you'd actually be in physical danger.
Just like small medkit pack in Call of Duty 1! (I know it was this chocolate, but with white cross)
I have tried to make a basic in-game model for the item in Blender, but after trying to load the item with the changed .ogf the game crashes. If anyone knows how to make a new item model and properly add it to the game, please let me know how to do it, since that's the one thing that this mod really misses from being a complete package. :)
might still be a helpful reply.
Export bone skeleton from any vanilla item with a similar design, do that using GUI converter or any tool that allows such a thing, than load said file through sdk onto your new object.
Dear author) Tell me how to create dltx mods. Do you have videos/screenshots?
The way I do it is that I make a standard LTX mod using extracted files and then run it through DLTXify, which is a tool given by the creator of DLTX to convert standard LTX mods into DLTX ones. I have set up a simple PowerShell script that resides in the Mod Organizer 2 folder, which takes a name of a standard mod, finds the folder with that name, and turns that mod into a DLTX one. This can also be used to turn existing mods into DLTX ones, or at least their LTX part.
This is the script and the tool with all the default 1.5.1 configs. Extract the .LTXDiff folder into your Mod Organizer 2 mods folder, the one in which MO2 actually installs the mods. Then you run the ltxdiff.ps1 script and enter the name of the mod you want to DLTXify. Dropbox.com
Thank you, friend, for clarifying and providing your tool.
But I got a problem:
C:\Users\tvova> .\ltxdiff.exe dltxify $root "..\$str" "$str2"
.\ltxdiff.exe :The name '.ltxdiff.exe' is not recognized as the name of a cmdlet, function, script file, or executable program
. Check the spelling of the name and the presence and correctness of the path, then try again.
string:1 character:1
+ .\ltxdiff.exe dltxify $root "..\$str" "$str2"
+ ~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (.\ltxdiff.exe:String) [], CommandNotFoundException
+ FullyQualifiedErrorId : CommandNotFoundException
Sounds like the script isn't finding the file that's supposed to be in the same directory as the script. Check if everything is extracted, if it matches the following tree hierarchy, and also check if the script's working directory is the same as the folder in which you're running the script. The folder "Anomaly" is the Base directory as stated in Mod Organizer 2.
Dl.dropboxusercontent.com
Is there any difference where MO2 should be installed? Maybe there is a special version for Anomaly MO2? I have MO2 2.4.4 installed in C: directory but mods folder in E:Game
The script worked, I just ran it in the wrong place. Only question now - where does the dltx mod data appear after running the script?
PS E:GameAnomaly 1.5.1mod.LTXDiff> $root = 'Anomaly Configs'
PS E:GameAnomaly 1.5.1mod.LTXDiff> Write-Host ' LTXDiff DLTXify ' -ForegroundColor Green -BackgroundColor DarkGreen
LTX Diff DLTXify
PS E:GameAnomaly 1.5.1mod.LTXDiff>Write-Host
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str = read-host 'Artefact_renovation_1_5_1_v2_1'
Artefact_renovation_1_5_1_v2_1: $str2 = $str.ToLower()
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str2 = $str2 -replace ' ', '_'
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str2 = $str2 -replace '-', '_'
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str2 = $str2 -replace '', '
PS E:GameAnomaly 1.5.1mod.LTXDiff> .ltxdiff.exe dltxify $root '..$str' '$str2'
LTXDiff diff [base directory] [mod directory] [relative path to root file] [options]
Prints a list of differences between the base and the mod directory, formatted to be ready to be used by DLTX
LTXDiff findroot [base directory] [mod directory] [relative path to file]
Determines the root ltx file that a given file belongs to
LTXDiff dltxify [base directory] [mod directory] [mod name] [options]
Writes a fully usable DLTX-usable version of a mod
LTXDiff parse [directory] [options]
Checks the formatting of every LTX file in the directory and prints errors when mistakes are found
options:
[dltxify] --force-overwrite, -f: If files that need to be written are already present, overwrite them without warning.
[dltxify] --copy-all, -c: Copies Non-LTX files into the output mod folder aswell.
[diff, dltxify, parse] --no-typo-tolerance, -t: Typos in LTX files will not be corrected
PS E:GameAnomaly 1.5.1mod.LTXDiff> Write-Host -NoNewLine 'Press any key to exit...';
Press any key to exit...
PS E:GameAnomaly 1.5.1mod.LTXDiff> $null = $Host.UI.RawUI.ReadKey('NoEcho,IncludeKeyDown');
I only showed a relative example of how my MO2 instance is set up. The base directory in MO2 in my case is D:/Games/Utilities/Mod Organizer 2/Anomaly. You'll have to navigate to the one which you've specified yourself, and in it you should have folders like downloads, mods, overwrite. Extract the .LTXDiff folder to the mods folder, as the script is designed to run from that directory and operate on folders in that directory. Basically extract the .LTXDiff folder as if it was an addon folder. After you run the script and it ends up running properly, the DLTXified mod should show up in a folder with the same name, but with "_DLTX" added to the end of it. Oh yeah, and don't turn the .LTXDiff folder on in MO2, it's not meant to be used in MO2. Drop it at the very end of the list and ignore it.
Finally, I got off the brakes and realized what I was doing wrong))) Thank you very much for the wonderful script
Russian please?
Извините, я из Польши и мой российский очень плохой.