How to alter Weapon/Armor upgrade path conditions? -1 reply

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Servalion

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6th July 2008

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#1 10 years ago

Someone demonstrated an example of this in some other thread, but I'm having trouble locating it again so I thought I'd ask here.

Basically, I'm trying to make a mod of sorts that loosens up the upgrade paths so you can upgrade any weapon/armor with almost anything. Usually you're forced down one of two paths to fully upgrade to the end, but I think the example showed that with some work, that restriction can be mostly removed. I've also made some upgrades much more effective, and reduced or eliminated some of the bigger penalties some might bring. In return, I've made NPCs & armor substantially stronger to balance things out.

So, can anyone show me an example of how this is done? For instance, most guns at the very top two upgrade choices allow me to increase the fire rate (the Assault path), or the accuracy (the Precision path). You can choose one or the other, but not both. How can the restriction be removed so I can pick both if I wish?

I'm studying certain weapon types that have no restrictions (Shotguns, Sniper Rifles, PKM) so maybe I can figure this out before long. Also, once I have fully working examples of 100% Twinked guns, I'll also alter their respective .ltxs so that they'll be perhaps slightly better than Vanilla, but as good as can be when fully modded (unlike some times where the base dispersion is set so low, upgrading for less recoil forces it into the negatives, causing weapon kickback to push the gun downwards.)




blaktek

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23rd September 2008

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#2 10 years ago

The lost thread : http://forums.filefront.com/s-t-l-k-e-r-cs-modding-editing/379319-editing-upgrades.html

This is a good start to remove mods restrictions. I say a start, because it doesn't work as it is. At least for me.

I modified every file I found containing info about mods (in the configs folder, that is). weapon_upgrades.ltx, w_*weapon*.ltx, w_*weapon*_up.ltx.

When I try to suppress the exclusions, the game just CTDs. Must do something wrong, or the implementation is deeper than I thought.

I tried another approach. Making both "paths" to do the same : mods A and B both apply the changes of A and B. This way can work, though quite clunkily. Icons, displayed values (ie recoil -20%) and applications of different natures of variables (RPM / bullet speed) in the same mod "pod" are an issue.

There must be an "easy" way around these restrictions, but i didn't find it. Good luck. :Puzzled:




blaktek

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23rd September 2008

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#3 10 years ago

Damn, we're too late. Somebody has it done and working.

GSC Game World - Official Site

I'm gonna look at these very closely.




Servalion

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6th July 2008

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#4 10 years ago

Shoulda known someone had this idea already. Just when I was gonna set aside a few hours to take a full crack at it.

Ahh well (looks it over)