The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.
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Invincincle Story NPCs | Locked | |
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Nov 7 2009 Anchor | ||
Holden, it's getting kind of obnoxious having to reload my save thousands of times because Kruglov or whoever the hell else gets killed by a stray shot to his head. I think it would really benefit the mod if the story-essential NPCs were invincible. Edited by: YeOldeHobo |
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Nov 7 2009 Anchor | ||
THey unfortunately dont give too much response in this forum but they seem to take sugestions into account as some things mentioned here are in the 1.1 changelist. He is not storyessential though... |
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Nov 8 2009 Anchor | ||
Nobody story-essential dying actually matters. |
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Nov 9 2009 Anchor | ||
Please, please, don't make them invincible.That's not what the zone is all about. This mod is meant to enhance the realism somewhat, no? I've spent many hours saving people I wanted to stay alive but i know i could have progressed in the game just fine without them. Keeping people alive is part of the fun, they can't reload game like you can.If someone has a crappy pistol or a unquestionable worse gun, then if you throw a gun at them they will pick it up. Sometimes they just make poor decisions, like I tried to give a great assault rifle to a stalker with an over-under shotgun and he didn't want it. It's easy to trade someone a medpack or whatever. |
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Nov 9 2009 Anchor | ||
If you have a hex-editor and some patience, you can make certain unique NPCs extra tough or invincible. I can write up some directions if you're up for it. |
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Nov 9 2009 Anchor | ||
I wouldn't mind those instructions, would be fun to mess with things. |
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Nov 10 2009 Anchor | ||
Seriously? Wow, thought he was. |
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Nov 11 2009 Anchor | ||
If the guide dies and his quest comes up, you an just go to Sidorovich and buy the information (the trigger for the "meet in agropom underground with doc"-quest). |
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Nov 17 2009 Anchor | ||
Ok, assuming gamedata is root (/):
Stalker is a little odd, the NPC resistance information is pretty intertwined in an annoying way, requiring a hex editor to easily/properly change. Resistance information is actually stored in model files (ogf), at the very end of the file. You'll have to extract the game's database files in order to properly edit NPC resistances, look elsewhere for information on unpacking the files. The model file points to a capture file, which points to an immunity section... and each level loads a specific model file... you'll see:
**Note: braces { } denote < >, since phpBB or whatever this forum is reads < >'s as html code! 1. edit /config/creatures/immunities.ltx to include this section:
[invulnerable]
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
Examine the other sections to get an idea of what you're adding. The values essentially multiply against the damage being delt toward an NPC (recall math: anything x zero = zero). In general, NPCs have immunity to burning and radiation or other anomalies (wouldn't that be annoying otherwise? corpses everywhere).
This section will be used later to allow specific NPCs to be invulnerable.
2. check /config/gameplay/. for *.xml files particular to where the NPC you wish to make invulnerable resides (level).
I will use "character_desc_escape.xml" as the example. "Escape" is what the english version refers to as "Cordon". There are only so many levels, so check each one if you're confused by the naming scheme. Guide is in Cordon:
Viewing this file with a text editor yeilds information about unique and generic NPCs spawned in this level. Scrolling down the file you may notice trader, wolf, fox, fanat, etc.
At the bottom, you should find an entry entitled "esc_provodnik" ("guide" in russian, spelled phonetically... mostly). In this section you will see a {visual} tag section, this points to the *.ogf file which is the model being used for guide ingame.
This is where you'll probably have to unpack the game files, since L.U.R.K. mod doesn't include changes (and subsequently files) related to most character models-- you can't edit files that don't exist.
Leave this window open and move to the next step.
step 3 in next post
3. check the corresponding model file located in /meshes/actors/. in our case for "guide" it's /meshes/actors/neytral/stalker_neytral_rukzak_1.ogf
**Note: the {visual} section does NOT include the /meshes folder in the location name, it is assumed that the model is located in /meshes (as are all models), don't include it in the path!
Copy and rename the *.ogf of interest to something different. In our case for "guide" it's /meshes/actors/neytral/stalker_neytral_rukzak_1.ogf, I renamed it "stalker_neytral_guide_1.ogf".
When you rename the model file, return to the corresponding *.xml file in /config/gameplay/. and rename the model file location in the {visual} tags to your new model. e.g. actors\neytral\stalker_neytral_guide_1
Next, use a hex editor (or possibly notepad.exe, haven't tested it) to open your copied *.ogf file, scrolling all the way to the bottom you should find a #include like this:
#include "models\capture\gilet_mask_damage_low.ltx" 4 actors\stalker_animation,actors\critical_hit_grup_4.
We are interested in the first part, gilet_mask_damage_low.ltx.
For the sake of understanding what we're editing, open /config/models/capture/gilet_mask_damage_low.ltx with a text editor. In the immunities section you'll see this:
[immunities]
immunities_sect = low_resistance
We want the NPC to have invulnerable, rather than low_resistance.
Now, using your hex/text editor on the *.ogf of interest, change the gilet_mask_damage_low.ltx to something else-- you must not change the number of characters in the name! use something like "gilet_mask_damage_inv.ltx". Save and close the file after this change. Remember the name for the next step.
4. Now that we have an immunities section set up for invulnerability, and the *.ogf file for the particular NPC has been modified, we change the corresponding *.ltx file in /config/models/capture/. folder.
In our case, it's as simple as finding gilet_mask_damage_low.ltx, copying and renaming it gilet_mask_damage_inv.ltx (same as what we changed in the *.ogf file) and changing the immunities section to read:
[immunities]
immunities_sect = invulnerable
This should make guide (or any NPC if the process is used the same way) invulnerable. I recommend against making generic stalkers or duty/freedom faction members invulnerable for the sake of gameplay. Feel free to add your own immunities.ltx sections and change which ever NPCs you want though. Let me know if anything is totally wrong, I haven't edited game files in many months and only recall this process from memory. Edited by: marbai |
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Nov 27 2009 Anchor | ||
I was playing yesterday and after desperately trying to keep Guide+Fox alive and failing repeatedly, I had an idea. Why are they both sitting out in the rain in that indefensible position, when there's a perfectly good house right there? If they just went in there they'd have a much better chance of surviving (and staying warm, or at least dry, I imagine.) As it is any group of wild dogs or bandits can easily take them out, even bandits with pistols can kill them both from across the main road. I also wondered why the Stalkers a bit east of that location hang out in the grass occasionally shooting the wild dogs rather than joining Guide+Fox around the fire (giving everyone a better chance of survival)...I guess they just don't get along. |
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