• S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
    3,237 replies, posted
[QUOTE=Bloodshot12;53145176]Can you make multiple spawn possibilities for the same quest? Or if not, multiple quests that are a variation of the same thing? For instance, somebody tells you his friend disappeared in x area. The first possibility is he was killed by some bloodsuckers. The second quest is the same setup, but when you get there you find it's a trap and bandits come up and steal your equipment like CS. The third is again the same, except the friend is alive and he wants to follow you back, but then it turns out he's wanted from a random faction, and there's a chance for a squad to spawn and offer to pay you if you turn him over to them. Depending on the faction they may or may not fight if you refuse, but handing him over would increase your rep with that faction. Or you might never run into them I've no idea if this is possible in stalker but a random element like that would go a long way towards making taking random quests more fleshed out and interesting (my source for this is some of the random quests for daggerfall) and would help them feel less like fetch/escort to do lists in CoC[/QUOTE] I can actually do this with just what I know at the current moment, which isn't that much. I'd probably do something like, if the person you're resucing is Duty, the faction that would come to claim a stake would be Freedom, etc. The only thing that sucks is all the tutorials are in Russian, because this system actually has a ton of depth and really cool things I'm excited to make but in base CoC it really only scratches the surface. For example, I can actually make it so that after a player clears out the area, friendly NPCs will then start to move and inhabit that area. In which case, on a timer, more enemies could possibly spawn, wiping them out. Rinse and repeat. Sort of like the Fallout 4 system.
[QUOTE=Spectre1406;53140735]moving on to call of pripyat not sure if i like the current setting being around pripyat, but is it just me or the artifacts keep spawning here?[/QUOTE] have fun trying to pick up the artifacts in the FUCKING TUNNELS under the FUCKING FARMSTEAD most irritating fucking artifact spawns
[QUOTE=Doneeh;53144142]Nice name you got there.[/QUOTE] Thank you, you also have a nice name.
[video=youtube;FhdEtJ6jRPs]https://www.youtube.com/watch?v=FhdEtJ6jRPs&feature=youtu.be[/video] While still a simple fetch quest, it is still definitely less boring than 'bring back X amount of items' since you're only given a general location and still have to find the body. Though I do plan to get more complex than this. On a sidenote, I completely re-did the PDA brokering system. With the current one in CoC, you can actually tell the rarity of the PDA you have based on whether or not it does or does not stack with a PDA of a differing rarity (since theyre technically different items). I went ahead and combined them all into one single item, meaning you cant tell anymore, and also increased the going rate for: PDA drops, PDA worth, bonus stash chance, and the bonus from infopreneur
[QUOTE=Araknid;53145395]have fun trying to pick up the artifacts in the FUCKING TUNNELS under the FUCKING FARMSTEAD most irritating fucking artifact spawns[/QUOTE] vortex already killed me 3 times in there
Anyone know with xml file is responsible for drawing loading screen graphic from textures/intro? Im preparing new graphic that will be tad taller than default one, and I need to put them few pixels higher than normal to fit them to new graphic.
[QUOTE=Wepl123;53145479][video=youtube;FhdEtJ6jRPs]https://www.youtube.com/watch?v=FhdEtJ6jRPs&feature=youtu.be[/video] While still a simple fetch quest, it is still definitely less boring than 'bring back X amount of items' since you're only given a general location and still have to find the body. Though I do plan to get more complex than this. On a sidenote, I completely re-did the PDA brokering system. With the current one in CoC, you can actually tell the rarity of the PDA you have based on whether or not it does or does not stack with a PDA of a differing rarity (since theyre technically different items). I went ahead and combined them all into one single item, meaning you cant tell anymore, and also increased the going rate for: PDA drops, PDA worth, bonus stash chance, and the bonus from infopreneur[/QUOTE] Man this is exactly what CoC needs. Now I'm thinking since STALKER's quest system has more capabilities than I expected rolling with the random elements is a good way to expand CoC into a much more engaging freeplay experience. How about for this quest maybe have a chance to have a friendly STALKER spawn who loots him, and you have the option of splitting the loot or killing him and taking all of it? Kinda like how in CoP there was that artifact quest where someone is already there trying to get it. EDIT: I hope somebody takes the time to translate these tutorials you are using eventually, STALKER modding could use more documentation for stuff like this to get more english communities into doing this stuff.
[QUOTE=Bloodshot12;53146247]Man this is exactly what CoC needs. Now I'm thinking since STALKER's quest system has more capabilities than I expected rolling with the random elements is a good way to expand CoC into a much more engaging freeplay experience. How about for this quest maybe have a chance to have a friendly STALKER spawn who loots him, and you have the option of splitting the loot or killing him and taking all of it? Kinda like how in CoP there was that artifact quest where someone is already there trying to get it. EDIT: I hope somebody takes the time to translate these tutorials you are using eventually, STALKER modding could use more documentation for stuff like this to get more english communities into doing this stuff.[/QUOTE] This is definitely possible. How do you think they did it in CoP? Another possibility is a quest similar to the one in (i forget what game exactly) where you have the military documents and you can choose who to turn them in to different people for different rewards. So maybe there could be a quest where you have someone with a bounty on his head, and you could either turn him into the people hunting him for the bounty, kill the people hunting him for a reward, or turn him into his friends for a reward as well, or just kill him. Also, about the tutorials, I get the general feeling that people don't seem to care about the English modding community as much. I might actually right some tutorials on how to do some of this stuff since it took me hours of searching through really outdated documentation and archived Russian forums with google translate to figure out just how some of this stuff works. It's really odd but when you get the hang of it you kind've understand why they did it and why it makes Stalker such a unique game.
[QUOTE=paranoiia;53145992]Anyone know with xml file is responsible for drawing loading screen graphic from textures/intro? Im preparing new graphic that will be tad taller than default one, and I need to put them few pixels higher than normal to fit them to new graphic.[/QUOTE] None; load screen layout is hardcoded into the engine because fuck you.
[QUOTE=TKGP;53146812]None; load screen layout is hardcoded into the engine because fuck you.[/QUOTE] Is this the same for texture sizes? Since I really wonder how TWIST3D is going at this: [url]http://www.moddb.com/mods/new-ordnance/images/hd-inventory-update-project-news#imagebox[/url]
[QUOTE=LoNer1;53147195]Is this the same for texture sizes? Since I really wonder how TWIST3D is going at this: [url]http://www.moddb.com/mods/new-ordnance/images/hd-inventory-update-project-news#imagebox[/url][/QUOTE] Inventory layout is in xml, you can do whatever you want. AFAIK load screens are pretty much the only hardcoded UI.
[QUOTE=TKGP;53146812]None; load screen layout is hardcoded into the engine because fuck you.[/QUOTE] god damn... I knew that Stalker pull such crap on me after I finished all graphics :/ Now I need to find another way to use them...
[QUOTE=Wepl123;53145368]I can actually do this with just what I know at the current moment, which isn't that much. I'd probably do something like, if the person you're resucing is Duty, the faction that would come to claim a stake would be Freedom, etc. The only thing that sucks is all the tutorials are in Russian, because this system actually has a ton of depth and really cool things I'm excited to make but in base CoC it really only scratches the surface. For example, I can actually make it so that after a player clears out the area, friendly NPCs will then start to move and inhabit that area. In which case, on a timer, more enemies could possibly spawn, wiping them out. Rinse and repeat. Sort of like the Fallout 4 system.[/QUOTE] can you make it so if you don't clear mutants out of areas, mutants eventually over run the place and less npcs go through there? conversely there would be less and less mutants if you wiped them out every time you came through the area (always having at least a few that respawn to allow them to populate again). [editline]21st February 2018[/editline] maybe even more in depth versions of the "clear out the pack of dogs in wild territory" missions, where a member of a faction (or loner) asks you to clear out some area. then slowly over time that faction moves into that area (which could open up more missions).
wow i just knew you can equip 2 primary weapons in cop
Got a link for any of those tutorials, wepl? I might take a crack at translating some if I get bored. I need to work on my Russian anyway, and might as well be productive.
You know, I was wondering. Is it possible to mod the game to dual-wield? Not in the sense they become one weapon when it happens, more so that it works like CoP's system of having two primaries. Like an individual weapon in each hand, an example being an RPG in one and a PMm in another or something. Is this possible or just wishful thinking?
I kind of wonder that myself given how detectors work Also anybody with STALKER modding knowledge, since dynamic news is a thing, is it possible to somehow put a "last message" in the PDA description when you hover over it and have it display those random messages that pop up in dynamic news? It would be kinda cool to be like "oh i just saw that guy send a message a minute ago, now i found him"
[QUOTE=Bloodshot12;53149272]I kind of wonder that myself given how detectors work Also anybody with STALKER modding knowledge, since dynamic news is a thing, is it possible to somehow put a "last message" in the PDA description when you hover over it and have it display those random messages that pop up in dynamic news? It would be kinda cool to be like "oh i just saw that guy send a message a minute ago, now i found him"[/QUOTE] Isn't that what CoC offers in messages tab already? either that or i misunderstood what you're trying to say.
I mean in the pda that's physically on the corpse though
[QUOTE=Doneeh;53149234]You know, I was wondering. Is it possible to mod the game to dual-wield? Not in the sense they become one weapon when it happens, more so that it works like CoP's system of having two primaries. Like an individual weapon in each hand, an example being an RPG in one and a PMm in another or something. Is this possible or just wishful thinking?[/QUOTE] Had me thinking of this as well [video=youtube;1p67_8IHSxc]http://www.youtube.com/watch?v=1p67_8IHSxc[/video] [video=youtube;MVR-W9_N9Kc]http://www.youtube.com/watch?v=MVR-W9_N9Kc[/video]
Dual wielding is awful and impractical and has no use in the zone.
is it normal to finish call of pripyat in 18 hours?
[QUOTE=Spectre1406;53150985]is it normal to finish call of pripyat in 18 hours?[/QUOTE] Ehh, if you skip a lot of the side missions. What guys did you have for the tunnel under Jupiter?
[QUOTE=download;53151005]Ehh, if you skip a lot of the side missions. What guys did you have for the tunnel under Jupiter?[/QUOTE] every single available one, had to do several restarts bc zulu and strider kept dying against snorks also, i got every single available best slides, but i missed "someone's" stashes
[QUOTE=Calkkuna;53149948]Dual wielding is awful and impractical and has no use in the zone.[/QUOTE] rule of cool, man
[QUOTE=Spectre1406;53151015]every single available one, had to do several restarts bc zulu and strider kept dying against snorks[/QUOTE] Worth it just to witness Strider deliver the best line in the series when reaching Pripyat.
i still remember having one playthrough where Strider and Sokolov kept attacking eachother
[QUOTE=Pat.Lithium;53148269]can you make it so if you don't clear mutants out of areas, mutants eventually over run the place and less npcs go through there? conversely there would be less and less mutants if you wiped them out every time you came through the area (always having at least a few that respawn to allow them to populate again). [editline]21st February 2018[/editline] maybe even more in depth versions of the "clear out the pack of dogs in wild territory" missions, where a member of a faction (or loner) asks you to clear out some area. then slowly over time that faction moves into that area (which could open up more missions).[/QUOTE] Yeah, actually. Basically the area with the mutant squad has an "on_death" function, so unless you wipe out an entire area of mutants, I could make it so certain NPCs (with missions) would never spawn in the area.
[QUOTE=LoNer1;53149910]Had me thinking of this as well[/QUOTE] Nice. Now how about dual sawn-offs? [QUOTE=Calkkuna;53149948]Dual wielding is awful and impractical and has no use in the zone.[/QUOTE] I imagine Freedom or Monolith would try something like this. Monolith especially because they don't fight conventionally anyway.
[QUOTE=Calkkuna;53149948]Dual wielding is awful and impractical and has no use in the zone.[/QUOTE] The two most impractical weapons that are already in stalker is the bulldog and the rpg 7 but both are ridiculously satisfying. Did one of those quests when you have to kill a loner merchant for sidorovich and I used the rpg 7 to blow the loner a long way. It's fun!
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