The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

This is a mod for modders who want to modify disassembly recipes and/or weapon/armor components with slightly less conflicts.

Preview
[1.5.1] Banjaji's Modular parts directory for modders [ARCHIVED]
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Banjaji Author
Banjaji - - 389 comments

[Notice board]
If you use DLTX then this mod is redundant.

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PRinceBhai
PRinceBhai - - 501 comments

There should've been in a system within the engine something like "data\script\part*.ltx" Any file named parts*.ltx will be loaded so people could've just made hundreds of files. Like How custom content is loaded in Source Engine based games, or even the recent GTA Trilogy release which have this kind of function.

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Banjaji Author
Banjaji - - 389 comments

Ideally yes, practically no. I thought of diving into the script like I did with my similar crafting mod: Moddb.com. Although it's still not exactly what you meant it gives the possibility to add unlimited amount of new (not modify old) crafting recipes by adding unlimited amount of files.

Now for new crafting recipes it's straightforward: you make a new section (square brackets) and simply add new recipes. However as soon as you want to edit existing recipes (applies to disassembly too) I can't see a way to make it work with multiple files. The problem being which file of lets say 3 files that modify hammer's recipe gets the priority? Since filenames can be anything then even if the last loaded one gets the priority then it's still random (a lot of bugs).

That's why in this mod I simply broke original file with 4 sections into 4 files each with 1 section. You'll have conflicts but slightly less than before. You can overwrite previous section but not have multiple sections that converge into the same original section because otherwise you would still have 3 different recipes for the hammer.

I think that in order to have multiple recipes and to have the correct one picked out then a base script that reads files and sections (itms_manager.script?) would have to be modified. That would mean a rework of all existing LTX files. And then there would still be the problem that every modder wants to get the priority so eventually it's still random since everyone sets their priority to 1.

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Banjaji Author
Banjaji - - 389 comments

If you use DLTX then this mod is redundant.

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]{oNtrAst
]{oNtrAst - - 261 comments

Is this and compatible mod with Moddb.com ?
And also, what is the difference between both of your mods? This one and v2?

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Banjaji Author
Banjaji - - 389 comments

It actually seems that the mods don't conflict. Although I advise to use DLTX instead of my mod. Also if you're not a modder (adding/modifying the content yourself) this mod is pointless. I made it before I learned about DLTX and the mod assumes other people make their item parts mods based on this. Now it's more for guiding people towards DLTX.

By the way, DLTX is here: Moddb.com

I'm not sure what you mean by the difference of both of our (my?) mods. Neither this or Grok's craft is v2. If you mean "Banjaji's modular crafting directory for modders v2" then it touches a different thing. However, both are meant for modders and unless they are a requirement for something else then a player doesn't get anything from them.

This one separates parts file (eg. what you get when you disassemble a toolkit or what are the parts of a weapon) but again, DLTX is better. The other one touches the concept of crafting new stuff. In short even if you use DLTX the other one also adds new features (ability to craft without a toolkit, ability to craft with only 1 component, add new crafting sections more easily).

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Banjaji Author
Banjaji - - 389 comments

I'm archiving the mod because it actually makes more conflicts between mods when compared to just using DLTX.

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