Guide around *.ltx files -1 reply

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Bad_Motha

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10th May 2008

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#11 11 years ago

My file doesn't even have this line "inv_max_weight = " Did you add that on your own? I've never seen it in anyone elses weight mods either. Least the ones I checked, which I usually look through all the various files. I'm not saying you are wrong here, just saying some people complain of crashing cause of a simple weight mod, I've yet to have a crash with mine and I've been through the game various times in both US and Russian versions v1.5.04




LuxZg

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26th September 2008

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#12 11 years ago
Bad_Motha;4605116My file doesn't even have this line "inv_max_weight = " Did you add that on your own? I've never seen it in anyone elses weight mods either. Least the ones I checked, which I usually look through all the various files. I'm not saying you are wrong here, just saying some people complain of crashing cause of a simple weight mod, I've yet to have a crash with mine and I've been through the game various times in both US and Russian versions v1.5.04[/quote] Well, I'm not saying that your mod is wrong :D Just that there is easier way (as blaktek explained).
blaktek;4600873You can make a weight mod by using only one file. \gamedata\configs\creatures\actor.ltx Find the line max_item_mass and add inv_max_weight =xxx under it. Make this new line fit your needs, and don't forget to edit the max_walk_weight value a bit further down the file. The file actor.ltx is read after the system.ltx. The conflicting values are taken from the last file read. Just to keep mods tidy.
So yes, the inv_max_weight line was manualy added to the file.. I've just done one more addition to the above description, like I've said here: [quote=LuxZg;4601311]Blaktek - thanks for a tip! I've changed max_item_mass as well, I think that's how it was in old STALKER



Bad_Motha

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10th May 2008

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#13 11 years ago

Ok thanx. I see your point as it's only changing one file. Also makes it easier to tell those who don't know how to change anything or where to change it, that much easier. But I'm curious. What does the max_item_mass have to do with it? I'm only confused cause I'm thinking GSC should've just used max weight or max mass, not both. But you're saying changing one, then you should change the other as well too huh?




LuxZg

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26th September 2008

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#14 11 years ago

Well, in original STALKER SoC you had to change both. So I've changed both.. It works with just one, but I had crashes with mods that had it modded like that. I am not sure if I got crashes solved because I've put it all in one file (like blaktek suggested) or because I've changed all 3 values. I just know it works like this, and that's enough for me. I kinda see no point in testing different variations so I could say "these variations crash the game". It's enough for me to know at least one that DOESN'T crash the game, so I've published the way to do it. If you feel like testing, keep trying all the other ways. I just don't like to keep loading and reloading game just for the sake of testing every possible way how I SHOULD NOT do something. I hope you got what I wanted to state here :D




Guest

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#15 11 years ago

Anyone know where I find the fall damage in the ltx files?




true_blue

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24th September 2008

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#16 11 years ago

I think this is it mate; Gamedata>config>creatures>actor.ltx Find [actor_immunities_gd_veteran] burn_immunity = 0.8 strike_immunity = 0.8 shock_immunity = 0.8 wound_immunity = 0.8 radiation_immunity = 0.8 telepatic_immunity = 0.8 chemical_burn_immunity = 0.8 explosion_immunity = 0.8 fire_wound_immunity = 0.4 And I think Strike is the one for falling damage.. maybe Shock or Wound though. Have a play around with those 3. I do know Fire_wound is bullet dmg, the rest are self explanitary. I've not tried it but thats my best guess, hope it helps :)

flux420;4605309Anyone know where I find the fall damage in the ltx files?



blaktek

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23rd September 2008

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#17 11 years ago
Bad_Motha;4605146 But I'm curious. What does the max_item_mass have to do with it? I'm only confused cause I'm thinking GSC should've just used max weight or max mass, not both. But you're saying changing one, then you should change the other as well too huh?

This line is (me thinks) The maximum weight of any item you can pick up. The default value is 35 Kg. Just enough to drag a dead thing.

And no, a dead guy with 150 Kgs of loot stuffed in every possible cavity does not weigh 230 Kgs. The container's weight and it's conent's are two separate things.

I've edited this value up a bit to facilitate the dead thing dragging bit, but other than that, I see no issue/interest in this line, except if someone finds a way to make cars transportable (or launchable, either way).




LuxZg

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26th September 2008

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#18 11 years ago

Well, I was hoping someone would give you an exact answer, but since noone did I'll try to point you a bit.. In the past, I've been modifying armors so they give you better protection against falls. So you should look inside this file: \gamedata\configs\misc\outfit.ltx But you will have to experiment around a bit with the values, as I have seen reports from people telling that every value is caluclated diffrently. So it's NOT something like: fire = 0.5 bullet = 0.3 radiation = 0.75 which would mean 50% fire protection, 30% bullet protection and 75% radiation. Instead, you would get some seemingly random amount of protection because you would get more protection from bullets than from radiatuin, even if radiation's number is higher. If you (or anyone else) find out exact "formulas" which value gives how high protection - please post here! Some examples from outfit.ltx: ; LOW RESISTANCE burn_protection = 0.020 shock_protection = 0.020 radiation_protection = 0.020 chemical_burn_protection = 0.020 telepatic_protection = 0.0 strike_protection = 0.3 explosion_protection = 0.3 wound_protection = 0.3 fire_wound_protection = 0.3 physic_strike_wound_immunity = 0.35 #strike_protection SHOULD be fall protection; fire_wound is from bullets, physic_strike_wound SHOUD be agains animals, burn_protection is against fire, shock agains electricity, I'm not sure what a wound_protection would be.. rest should be quite obvious. But I have NOT tested these!# EDIT: If someone has some kind of "cheat" for traders, so you can buy all armors.. or if you can add them to your game somehow - could you please write down all the values that are shown for armors inside game. OK, I know there are more than few outfits, but at least 4-5 armors (non-modified ones).. Than we can compare these "real" values with those in outfit.ltx to know which number inside outfit.ltx represents which percentage once inside game..




ciox

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23rd September 2008

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#19 11 years ago

fire_wound is not used for armors bulletproof resistance, bones_koeff_protection is responsible for that, wound is rupture aka animal attacks, physic_strike is supposedly something like resistance to bleeding




LuxZg

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26th September 2008

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#20 11 years ago

Ummm... ok, thanks for info. But what is fire_wound than?