Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
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[Misery 2.1] Stiivais' misc tweaks. | Post Reply | |
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Mar 25 2014 Anchor | ||
As usually, there are some aspects of the current balancing of the mod that i dislike, so i set out to alter the files and tweak the gameplay to my likings. I will post my results here, but please keep in mind that i play as a sniper mostly and that some of the files will be of the specific class related files, which might adjust the balance slightly. One way is to change the parameters for all of the classes, but this can be a nearly impossible task for just one person. However, i'd like to eventually create my own, custom class, that would be decent at using all of the weapons and would act as a middle ground between all of the available specializations, but such a feature is still pretty far from where i currently am, because i really don't feel inclined to rush anywhere... ARMOR REWORK [v1] - 25.03.2014 NPC VISION TWEAK [v1] - 4.04.2014 NPC VISION TWEAK + ACCURACY TWEAK [test1] - 4.04.2014 MUTANT BALANCE TWEAK [v1] - 4.04.2014 more tweaks to come eventually... Edited by: Stiivais -- Author of a bunch of tweaks and stuff:
Lost all my files - goodbye... : / |
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Mar 26 2014 Anchor | ||
I was wondering if there was any point in paying more to get the sunrise suit instead of the heavy overcoat Thanks for all your hard work, especially the texture pack |
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Mar 26 2014 Anchor | ||
IIRC sunrise bodysuit offered better protection in regards to environmental hazards (which is what stalkers would need), whereas the heavy overcoat was more combat oriented (what bandits would need), but it indeed always felt kind of wrong to me, as combat is what you will be doing most of the time, and therefore a dedicated suit for artifact collection shouldn't be more expensive, compared to the combat one. The tweak attempts to balance this out, although they still remain specialized for their own tasks. -- Author of a bunch of tweaks and stuff:
Lost all my files - goodbye... : / |
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Mar 26 2014 Anchor | ||
Have you added some upgrades to SSP-99? |
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Mar 26 2014 Anchor | ||
Not yet, i am yet to play the mod more extensively. Update: Oh boy, the thread got stickied. Now i know how i will have to spend my weekend - delivering. Edited by: Stiivais -- Author of a bunch of tweaks and stuff:
Lost all my files - goodbye... : / |
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Mar 27 2014 Anchor | ||
Would you take kindly to (unobnoxious) suggestions here? : ))) I've been trying to tweak some things on my own and I think I got somewhere with enemy detection and vision distance, amongst other things. |
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Mar 28 2014 Anchor | ||
Of course, but i have to warn you that i probably won't be able to implement some of them (e.g. new features, you'd have to look for the main dev team's help for that, but most have personal matters that need their attention atm, from what i've heard), or my progress of doing so will be slow, so please keep your expectations not too high. Either way, vision distances for both mutants and stalkers is on my to-do list, but if you'd like to try your hand at doing this yourself in the mean time, then a while back i did a tutorial on the topic, which might be of some use to you. What i intend to do for the new version would be making the mutants sight worse than humans' (except for perhaps chimeras and bloodsuckers, e.g. the stronger mutants), but be able to detect humans at close distances better, such as through bushes and the like, possibly in darkness too, simulating their increased sense of smell compared to their two legged foes. As for humans, i'd like to slightly decrease their reaction times in regards to spotting players over great distances, so firefights like what we currently see can happen, but a bit more rarely (a small bit, from the feedback i gathered). Also, people seemed to appreciate the old accuracy tweak, so i will have a look at that. Lastly, i will probably also implement helmets in the armor tweak, because it makes no sense for some of them to have the durability they do. If there's anything else you'd like done in the following weeks, please let me know and i will see what i can do. Update: Oh, and another thing - grenades. While people say that the insane accuracy is hard-coded, some said that the accuracy tweak had some effect on AI's insane trajectory prediction ability. Then again, it might just be placebo. However, i have to wonder if the AI uses the default weapon's stats (which seems to be the case for other firearms). If so, then i could simply make the grenade throw more inaccurate for both player and the AI, thus making it a bit more tolerable, but this would probably introduce other problems, such as the inability to throw your grenades through narrow doorways or windows reliably... Edited by: Stiivais -- Author of a bunch of tweaks and stuff:
Lost all my files - goodbye... : / |
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Mar 28 2014 Anchor | ||
Going by the numbers in the description, the heavy overcoat is better for environmental hazards than the sunrise suit, and the medium overcoat is about the same (slightly better for electric i think) I don't know if this is just the description, i haven't checked in the config files |
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Mar 28 2014 Anchor | |
Stiivais, I am currently working on slimming down the 2.1 config files (5-25% decrease in file size), with zero negative effect, thought I am unsure if what I think I am seeing is genuine improvement or placebo. Anyway, 60K/+ lines is a LOT to trim. |
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Mar 29 2014 Anchor | ||
I am obviously not the guy whom you should ask about this, but it seems to me that in regards to the actual time in which the scripts are executed, there should be relatively little difference, as the comments probably aren't parsed past checking where they start, however, you most likely could free up some RAM, because the files loaded into the memory would be smaller. Either way, while +60 thousand lines (many of which have comments and some of which are entirely redundant) may seem a lot to most people, the actual size of all this data probably is somewhere just around a couple of megabytes, which really isn't a whole lot. If i were you, i'd find something less frustrating to do, as running through a whole folder of text just to find out that there is an error somewhere would really be something that nobody deserves to experience. -- Author of a bunch of tweaks and stuff:
Lost all my files - goodbye... : / |
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Mar 29 2014 Anchor | ||
Thanks Stiivais, I was using your tutorial on vision distance and detection in the first place - it was immensely helpful. |
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Mar 29 2014 Anchor | |
My goal was to fix errors/ redundancies (Such as the snork's "jump akata"), improve formatting, and reduce size. Anyway, it was late, and I forgot an important question to place: do you want these to merge with your work, or no? |
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Mar 29 2014 Anchor | |
Thanks. I like your "Armor Rework"! -- Freedom member TWCenter Thread - MISERY mod for STALKER: Call of Pripyat |
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Mar 29 2014 Anchor | ||
300 is the radius in meters in which NPCs are rendered in real time, so you can see them ingame. Everything outside 300m radius is invisible to you and is computed by your CPU and stored in RAM. |
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Mar 30 2014 Anchor | ||
In regards to NPC vision/detection, mercs at the processing plant are able to detect you on the bridge AT NIGHT and open fire, even if you are sneaking around and, say, attempting to recover a certain item on the bridge needed to complete a certain quest. (I think I'm being overly careful with the spoilers.) Of the twenty-plus times I've attempted to do this (with all three classes, not a single time have I not been spotted and shot at -and most of the time hit.) So that might be one good location to use for testing/benchmarking. That's currently the main place I'm using for testing, as well as closer ranges to the mercs, to alter vision. Edited by: shavedllama |
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Mar 30 2014 Anchor | ||
I may be wrong, but I think he is talking about the actual number of squads (bandit, stalker, merc, duty, freedom, etc.) groups actually patrolling. As in instead of running into maybe 1 or 2 merc/bandit groups in one day in Zanton you run into 3-5. Sorry if I'm wrong :X |
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Mar 30 2014 Anchor | |
You're right! In the installation process I could choose among different values such as 300, 350, 400, ecc. I would to increase that value... How can I do it ? -- Freedom member TWCenter Thread - MISERY mod for STALKER: Call of Pripyat |
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Mar 30 2014 Anchor | ||
This value won't increase the number of NPCs per se but you will see more of them. The only advantage of this is that you can see more NPCs without moving from place. With lower alife value you would need to move around map more often to "uncover/render" the NPCs. Stiivais do you know a mod for adding helmet view in the third person perspective? I would love to have that. |
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Apr 3 2014 Anchor | ||
To increase the activity going on in zone, you could try editing the following 2 files: As for the helmet view - no, sadly i don't, you'd probably have to ask some of the guys who know how the scripting works a bit better than i do. But why would someone want this kind of evades me - isn't such a view a bit too immersion breaking? Either way, consider this a shameless bump, i put together something in the last hour (during this week i had other things to attend to) and updated the main post. I'd like to hear your opinions of the new tweak, because it should make the experience at least slightly better. Edited by: Stiivais -- Author of a bunch of tweaks and stuff:
Lost all my files - goodbye... : / |
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Apr 3 2014 Anchor | ||
Thanks for your great tweaks, they make a huge difference to gameplay. Do you know a way of turning off the invisible zombies (or at least making them visible)? |
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Apr 3 2014 Anchor | ||
Invisible zombies? I don't think that there's such creatures, as the files only mention bloosuckers using those invisibility shaders. Do you mean poltergeists, by any chance? Am i missing something (still haven't played the mod extensively)? :/ Edited by: Stiivais -- Author of a bunch of tweaks and stuff:
Lost all my files - goodbye... : / |
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Apr 3 2014 Anchor | ||
Yeah i have something like that too!. Some zombies have very transparent models and textures, don't know what is causing that. |
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Apr 3 2014 Anchor | |
I noticed after the armor rework my freedom suit has a decrease in stamina when wearing as a recon compared to before, is that normal? -- Avoid using autosaves, use hard saves only. Logs are located in "C:\Users\Public\Documents\S.T.A.L.K.E.R. - Call of Pripyat\logs\xray_....log" |
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Apr 8 2014 Anchor | ||
Loading screens switched to sniper ones, I'm assaulter. How do I revert them back? |
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Apr 8 2014 Anchor | ||
----- Edited by: PassiveAggressive |
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