In 1986, the world's worst nuclear disaster occurred at the Chernobyl power station. Soviet authorities established a 30km 'Exclusion Zone' around this nuclear wasteland, but in 2006 a second explosion rocked the stricken reactor, obliterating all living things and causing the Zone's boundaries to ripple outwards. From this epicenter came waves of mutated creatures, deadly radiation, and a strange, anomalous energy. The Zone was cordoned off by the military, who would shoot on sight anyone foolish enough to brave the horrors within.

Post tutorial Report RSS How To: Alter weapon ltx files

Another guide for wannabe stalker modders describing how to edit weapon ltx files.

Posted by on - Basic Other

Perhaps I should of started off with this instead of the level changer tutorial, but adding level changers seemed more useful. Anyway, this guide as you have no doubt gathered is going to tell you how to adjust the most significant weapon paramaters. Its all self explanatory stuff really.

Class - This paramater defines how "good" the weapon is to NPCs. The higher the class, the more likely a NPC is to pick the weapon up. Example: the worst class for handguns is WP_PM, whereas the best class for handguns is WP_USP45.

Cost - Defines the price of the item at traders.

ammo_mag_size - Another obvious one, defines the amount of bullets each clip holds.

ammo_class - Defines the type of ammunition the weapon uses.

wm_size - How big the bullet hole is.

fire_dispersion_base - Effects the weapon accuracy. Lower numbers increase accuracy and higher numbers decrease it. Eg; more accurate 0.01, less accurate 0.1

misfire_probability - How often the weapon will jam.

condition_shot_dec - How fast the weapon deteriorates.

hit_power - Determines the weapons damage. Higher numbers increase damage.

rpm - Effects the weapons fire rate.

silencer_hit_power - Determines the firepower of the weapon with a silencer attached.

snd_ paramaters - These individual paramaters can be tweaked in conjunction with other changes in other files to reduce how much noise is made when you draw / reload / fire the weapon with a silencer attached. Eg; snd_silncer_shot = weapons\silencer4a, 0.338. The weapon is 33% of its maximum volume with a silencer attached.

;addons
scope_status - Options are 0, 1, 2
silencer_status - Options are 0, 1, 2
grenade_launcher_status - Options are 0, 1, 2

0 = no attachment allowed, 1 = always attached (non-removable), 2 = attachment can be attached and removed. Note you cant do daft things like attach a PSO-1 scope to a Makarov PM. The mesh doesn't have the bones so attempting to attach a scope will result in a CTD.

Ok! Well that covers the main paramaters within the weapon ltx files.

Post comment Comments
Flippons
Flippons - - 14 comments

Very useful - thanks!

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TheDishonouredWolf
TheDishonouredWolf - - 2 comments

How do I do this through the Steam version? I can't seem to find the files...

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bhelen
bhelen - - 525 comments

schmink

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Mr_Hamfi
Mr_Hamfi - - 1,357 comments

thank you

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technocricket
technocricket - - 1 comments

To change the handling of any weapon open the weapon file. Example: Assault rifle
file name is w_mp5.ltx.

look for a line called
control inertion factor 1.07f
the value is 1.07f that you change.
The part you change is "1.07f" or whatever might be there.The higher the number the worse the handling is. The lower the number the better the handling. Example: High number (1.35f) Low Number (1.0f) The letter f is also needed at the end of it.

Thanks
Viper

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Guest
Guest - - 690,651 comments

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UMP45_GFL
UMP45_GFL - - 3 comments

Because it isnt listed,to change the fire modes do the following:

Open your desired weapon.ltx file
I'll use w_abakan.ltx

use CTRL + F and search for:
"fire_modes"
it will list something like "fire_modes = 1, 2, -1"
1 is semi-auto
2 is double burst
3 is triple burst
-1 is full auto

then change the number(s) to your desired mode, then save.

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Guest
Guest - - 690,651 comments

What are the four numbers of hit_power?

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Rico_Heart
Rico_Heart - - 59 comments

Specifies a value for the level of difficulty in descending order, i.e. from master to beginner

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Rico_Heart
Rico_Heart - - 59 comments

I've read that shots after the first shot (automatic fire) do less damage. Where can this be disabled?

(I've already set time_to_aim to zero but that only affects the first shot.)

EDIT: I was told that the first shot (after time_to_aim) is a "super bullet", which can be disabled in the individual weapons' files with use_aim_bullet = false

I did that, now I'll test full auto on some exo-suits and up the damage of all weapons to counter the lack of super bullet.

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