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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Yasti's Gameplay Tweak Compendium | Post Reply | |
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Aug 25 2013 Anchor | ||
UPDATE: MOST OF THE FIXES HERE ALREADY INCLUDED IN THE 2.1 BETA. THESE FILES HERE SHOULD ONLY CURRENTLY BE USED IN 2.0.2, WITH SOME EXCEPTIONS. PLEASE SEE Moddb.com FOR WHAT THESE EXCEPTIONS ARE User.ltx tweaks: r2_sun_lumscale_amb 0.4 ; original 0.1 Allow Backpacks to be dropped in base: file: itms_manager.ltx Under [backpack_stash], adjust the value of "allow_in_base" from false to true Closed Suit\Mask Breathing Tweak File: actor_effects.script actor_effects.script Vanilla Misery Code:(Starts at line 433)
Tweaked actor_effects_script:
Code Explanation: Helmet Condition HUD Degradation Tweak File: actor_effects.script
tweaked actor_effects code:
Code Explanation: Then @ line 417 it sets another variable (cond), which basically converts the float value of the helmets current condition (for 95% it calculates 11*(1.10-0.95)) into an integer value rounded down ( 11*(1.10-.95) = 1.65 = 1). So for example if you are using battle helmet and it is @ 85% condition: The if statements where added because it would cause the game to crash if you set the value used in "cond" to lower then 1.10, because math floor rounds to 0 if the helmets condition is at 100% (E.g 1.09 - 1 = .09 * 11 = 0.99 = 0). If the "cond" calculation ends up lower then 0 (which can happen if you adjust the value to < 1) it converts the negative number to a positive (math.abs).The second if statement checks if the value is less then 1, and converts it to 1 if it is. You can tweak the 1.17/1.09 value to whatever you like. The lower it gets the more of a beating your helmet can take before the HUD changes. Yasti's Main Menu Quick-Hard Save 4/9/2013 File: ui_main_menu.scriptLocation: gamedata\scripts
tweaked code:
This can be used in any current version of Misery 2.0+. While this file is included in every patch, the only thing it updates currently is the version number that is displayed on the main menu. The file i've included in the download is from Quickfix 2.02 B but again it will work no matter which version atm "One Shot" Mission Dialog Crash Fix 25/9/2013 -Okay firstly I'd try going back to saves prior and doing the mission again. From the looks of it something didn't go right there or didn't trigger properly -If that fails you can go open gamedata\configs\gameplay\dialogs_pripyat.xml (preferrably using Notepad++), finding "pri_b35_task_end" (should be line 1568) and changing "hasinfo" on the front and back to "giveinfo" (BACKUP THE FILE FIRST). That will get the dialog to continue without crashing NOTE: While this will allow the game to continue i'm not 100% certain if this causes problems with alife not spawning down the track (zombies i believe spawn there when the task is finished) Edited by: Yastiandrie |
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Aug 25 2013 Anchor | ||
I love you, man The backback at bases and helmet degradation fixes are godsent! |
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Aug 25 2013 Anchor | |
Great work Yestiandrei!! I'll be using these for sure |
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Aug 25 2013 Anchor | ||
Note to self..fix the grammatical errors I made |
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Aug 25 2013 Anchor | ||
When I press F1 I get a crash. |
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Aug 25 2013 Anchor | ||
Are you trying it before you have a character loaded and playing? I'm not at home atm but will take a look at it when I can |
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Aug 25 2013 Anchor | ||
Sorry,my fault,forgot to extract the second folder into the game directory,Thank you for this!! Only one thing,I can't find the functional Head Lamp in the spawn menu. |
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Aug 25 2013 Anchor | ||
The spawn mod was done by Measly_Twerp and is from this thread. I suspect that the headlamp's name itself was changed in a patch. I'll have a look into it EDIT: Open ui_mm_spawn_dialog.script (in gamedata\script's) and search for "device_torch_dummy". Remove the "--" from in front of it but make sure it is still in its original column. That's the proper headlamp. Edited by: Yastiandrie |
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Aug 26 2013 Anchor | ||
Great job Yastian, these mods should be integrated into Misery officially. |
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Aug 27 2013 Anchor | ||
Wow thanks, Yastiandrie. These tweaks and fixes are awesome. Thanks for also sharing the code in the forum. I made the changes directly to the source file, you know trying to understand modding instead of just replacing the files. |
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Aug 27 2013 Anchor | ||
No probs. I hope the explanations made sense |
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Aug 27 2013 Anchor | ||
Do you happen to know the code to change the repair price. Like cardan's repair price. I had not long ago but deleted the game and re-installed v2.2 Found it!! on old stiivais repair price tweak... modifying the files now. gamedata\configs\misc\inventory_upgrades.ltx (cost_factor) Ok, made the changes from: to new changes of: *Always back up your original files prior to editing. Edited by: mrburke |
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Aug 28 2013 Anchor | ||
*UPDATE* 28/8/2013 Added Misery 2.0.2 QF Trader Optimization Lite
I'm not really dealing with those sorts of changes |
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Aug 28 2013 Anchor | |
Wow, thx for that Yasti. This will be included by default in next update. -- |
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Aug 28 2013 Anchor | ||
Oh I forgot to mention I only changed the traders, trade_general is still vanilla. I was worried it might delete the inventory of normal stalkers..(damn autocorrect on phone) Edited by: Yastiandrie |
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Aug 28 2013 Anchor | |
I'm not sure I understand this and how it's a good thing - you mean if I sold some ammo to Beard, all the rest of the ammo would disappear from his inventory? Since trojanuch is clearly impressed by it, I think I must be missing something... |
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Aug 28 2013 Anchor | ||
Depends on if that particular ammo is listed in Beards supply list in his trader file It works like this: Currently everything you sell gets stuck in a traders inventory until the game goes through its predetermined trader update cycle. What i've done is gone through every traders ltx file and set it not to trade anything you sell to them that they don't actually stock, which removes the items immediately from their inventory. If it is in the file that the trader sells a particular item at any point in the game, it doesn't get removed. E.g Beard only ever sells rusty and worn type weapons. If you come back from a raid hauling 20 odd guns to sell, any of them that aren't classed as rusty or worn get automatically removed from his inventory when you sell them. Same goes for anything else. It also removes things like faction patches, junk, mutant parts, rubles, wet underwear, etc. Edited by: Yastiandrie |
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Aug 28 2013 Anchor | |
I'm with you, nicely done once again |
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Aug 28 2013 Anchor | |
That's could be solution. Making Beard to not sell any kind of weapon, just he should be able to buy all crapy weapons from you. Also thanks for this "Yasti's Main Menu Quick-Hard Save" - it should be included in the next release so you will not have to wory about versions in file Edited by: kcs123 -- |
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Aug 28 2013 Anchor | ||
DISREGARD POST. Edited by: terminator6267 |
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Aug 28 2013 Anchor | |
kcs123,... Edit : P.S : can you please answer my other post ? :-) ^^^^^ Edited by: mp5lng -- Due to continuous support we've given you the "Forum Dolphin" title! - [TZP] LoNer1 Misery : The Armed Zone Misery's Official website Misery's Moddb page |
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Aug 29 2013 Anchor | ||
It would have to be a script and i'd say its certainly possible. Off the top of my head and some quick half-pseudocode it would look something like this:
gamedata\configs\misc\trade\trade_zat_b30_stalker_trader.ltx --(owl) under [trade_generic_sell] change the value of wpn_vsk94 so it reads 1, 1 under [supplies_generic] add wpn_vsk94 = 1, 0.66 Edited by: Yastiandrie |
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Aug 29 2013 Anchor | |
Yastiandrie,...... -- Due to continuous support we've given you the "Forum Dolphin" title! - [TZP] LoNer1 Misery : The Armed Zone Misery's Official website Misery's Moddb page |
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Aug 29 2013 Anchor | ||
No new game required mate |
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Aug 29 2013 Anchor | |
@mp5lng , sorry, I'm just come home, couldn't answer earlier, but Yastiandrie did it instead. Actualy, you do not need to change values under [trade_generic_sell] , all items are already included there. Under [trade_generic_sell] section you have to add lines only if they are not already included Btw, I'm glad that you like my modifications. I did'nt altered it much last time, just provided more info about them. Edited by: kcs123 -- |
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