Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

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Some modding question (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R.: Call of Chernobyl : Forum : Addons : Some modding question) Locked
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Sep 9 2019 Anchor

Hello,

Similarly to most people i guess i tweak files and addons on my Call of Chernobyl to fit my need and fun.

But sometime things continue to elude me, so i have a few questions for Call of Chernobyl 1.4.22 :

- NPC groups often spend a certain (often long) amount of time around special location in towns, bar, campfire etc... before moving
What file to edit so can i make this waiting time shorter and so have them moving around more often ?

- DoctorX Questlines unfortunately remove the very convenient ability to ask for another task or cancel the task, is there any way to re-implement them without removing that addon (as it's required for the Lost in the Zone and Lost in the Zone questlines) ?

- Is there any way to edit the spawn density option (where you can have stalkers and mutants spawn down to 0.25 ) so i could add more entries (like 0.1 by example) ?

- quest distance, how to force quests to only happen in only the map where the quest giver can be found, or only the map and its immediate neighbourg maps ? basically i want to get rid of the "hey go fetch this item in the other side of the world" annoyances.



Edited by: Sanctuary

Sep 10 2019 Anchor

1.Not sure, can be in scripts, "sim_squad_scripted.script":

local STAY_POINT_IDLE_MIN = 2*60*60
local STAY_POINT_IDLE_MAX = 8*60*60

2.No easy way to do this, technically possible, but you will be need to change a lot of staff.

3.Yes, in configs, "axr_options.ltx":

alife_mutant_pop = 1
alife_stalker_pop = 1

4.This was actually done in 1.5 version. You will need to export some of the changes from 1.5 scripts: "xr_conditions.script" and "xr_effects.script" to these exact scripts in 1.4.22 to achieve that.

Edited by: melighos

Sep 11 2019 Anchor

Thank you very much, your informations are super useful to me.

In addition for trying to make things more lively, i spotted this in ...\configs\creatures\ the file m_stalker.ltx

smart_terrain_choose_interval = 00:15:00

that may control how often the AI is able to decide to do something else than camping in the smart terrains, this could also help in making the zone more lively.

I also noticed that increasing in \configs\ for the alife.ltx the setting

objects_per_update = 20

to something higher had me noticing more ai squads walking around (i usually played with less than 20 as it improved performance, but setting it to 25 didn't impacted much but enabled more AI reaction), i think it's probably because it increase the amount of npc that become active between each of those engine updates during gameplay, so if you lower the number there are less AI doing something (less AI also reacting to mutants/gunfights) but if you have performance problem it can help.

of course if in \script\ _g.ltx file

if

DEACTIVATE_SIM_ON_NON_LINKED_LEVELS = true

is turned to false, you enable the alife on every maps of the game , increasing also the amount of ai doing things (and impact performance a lot more)

So much things to try until i can get the game atmosphere like i want , that's the fun of modding :)

But at least thanks to your suggestion i can know better where to look.

And i wonder if changing

time_to_search_for_artefacts = 0 ; in milliseconds


distance_to_search_for_artefacts= 0.0 ; in meters

will allow the AI to actively hunt for artifact

Maybe this can be of use to someone else.

I was trying to tweak quests but was very annoyed to have most of the time NPC telling that they don't have anything when asked for a work. Looking around i found the reason.

In the tm_locationname.ltx (locationname being bar, escape, etc...) files , for each quest you have a

repeat_timeout = ...

that is in soncds how many time a quest can be re-given by a npc

So as i noticed on some quest repeat_timeout = 259200 , that is 72 hours , meaning said quest would not be regiven before 3 days were elapsed. So in the case of an NPC that does not have much different quests , if you do several on a row, after that you're going to have "i don't have anything" for 3 days , meaning no quest.

Confirmed also when looking on bitbucket :

Bitbucket.org

Lowering (a lot) that repeat_timeout setting can allow then for a quest giver to give quests without that much waiting, a value of 3600 is a hour (good enough for most quests as they're never really close enough that you can do it under a hour).

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As a Loner i completed Operation Afertglow from the Lost to the Zone Storylines addon (for CoC 1.4.22) but it looks like the 2 possible ending i had are bugged

(Degtyarev not turning hostile or Strelok and his friends not leaving after the campaign end and being permanently companion impossible to dismiss)

To fix at least the endings i could have, look into
\gamedata\configs\scripts\pripyat\
open pri_a16_sr_noweap.ltx

change

on_info3 = {+strelok_choice_fight +strelok_team_respawn =dist_to_actor_le(100)} sr_idle@lttz_oa_finale2 %=set_squad_enemy_to_actor(army_degtyarev) =set_squad_enemy_to_actor(tarasov_pri_b35_squad)%

into

on_info3 = {+strelok_choice_fight} sr_idle@lttz_oa_finale2 %=set_squad_enemy_to_actor(army_degtyarev) =set_squad_enemy_to_actor(tarasov_pri_b35_squad)%

(this allowed Degtyarev and his squad to turn hostile)

then change

on_info = {+strelok_finale_fight_dialogue} sr_idle@ending_credits %=remove_special_task_squad(stalker_rogue) =remove_special_task_squad(stalker_stitch) +operation_afterglow_complete%


into

on_info = {+strelok_finale_fight_dialogue} sr_idle@ending_credits %=remove_special_task_squad(stalker_rogue) =remove_special_task_squad(stalker_stitch) =remove_special_task_squad(lost_stalker_strelok) +operation_afterglow_complete%

(this allow Strelok to leave you after the farewell after killing Degtyarev as they intented)

Change

on_info = {+strelok_finale_negotiator_dialogue} sr_idle@ending_credits %=remove_special_task_squad(stalker_rogue) =remove_special_task_squad(stalker_stitch) =complete_task_inc_goodwill(50:stalker) +operation_afterglow_complete%

into

on_info = {+strelok_finale_negotiator_dialogue} sr_idle@ending_credits %=remove_special_task_squad(stalker_rogue) =remove_special_task_squad(stalker_stitch) =remove_special_task_squad(lost_stalker_strelok) =complete_task_inc_goodwill(50:stalker) +operation_afterglow_complete%


(so Strelok can leave as he intended after the farewell once the negociation are done)

Still the end credits do no launch in the "kill Degtyarev" route but at least the storyline is still ended without bugging anything after that.

Edited by: Sanctuary

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