After experimenting with various scripts and data files I have made some discoveries that may be of interest to people on this forum. If these are old news then sorry for the redundancy.
1. Less perfect grenade accuracy:
This was pretty easy. Just add the lines hit_probability_gd_[difficulty] = 0.50 to the w_f1.ltx and w_rgd5.ltx files. I believe that without this info being defined the game defaults to perfect accuracy. I experimented with accuracy of 0.2 but squads would blow themselves up on occation :lol:
2. No more dead stalker rookies after the rescue missions:
There are two script files you need to edit to make this change. They are located in the gamedata\configs\scripts\escape folder. esc_novice_stalker.ltx and esc_wolf_brother.ltx. Find the line on_actor_dist_ge_nvis = 100 | walker@death %+esc_stalker_novice_fail =kill_npc% or +esc_wolf_brother_fail and comment it out or delete it. This bit of code was intended to kill the npc if the player leaves the 100 radius while escorting them, but it never stops taking effect. After this change they will not die when you leave them alone but they can still get killed by the enemy.
3. Making changes to the fire_wound or "bulletproof" absorption of armors:
As many of you already know the game no longer uses the values defined in the armor or artifact files regarding fire_wound_immunity. If you wish to make changes the effectiveness of armors on bullets you will need to find and alter the bones_koeff_protection. Alternately you can open damages.ltx and look for the corresponding values. Those values are the ones the game uses to determine resistance. For instance you will find [actor_light_armor]:actor_damage_2 (used for light cs armor). You can then locate actor_damage_2 and will see bip01_pelvis = 1.0, 0.11 immediately below it. The value 0.11 is the resistance used by the armor for that specific hit location.
Thats it, I also changed that blowout insta-death effect, but I cant make the player damaged during this time. If anyone wants to play with it, you can find the location in the script task_objects.script just search for xr_effects.kill_actor() that is the exact command used to kill the player during a blowout.
Sorry if I have not explained this very clearly, its mostly intended for modders who are more or less already familiar with the stalker file system and variables. If anyone want to use anything I have listed here feel free. No need to attribute, credit or anything like that.
Good luck with the modding stalkers.
I will find 1&2 helpful, thanks mate!
if you do change the values in the damages.ltx... wich way should you change them for better protection? higher number = higher protection?
I haven't tried modding SoC or CS yet like presented above.. so consider me a n00b, and I probably deserve a big slap in my face, or a grenade in my pants, for asking the obvious; but do you just use notepad to worm your way into these .ltx files for these types of modifications... or?
The higher the number the better the protection. A value of 0.11 (light armor) will be displayed as "11" in game, while a value of 0.6 (heavy armor) will show up as "60". The way it is set up you could technically modify an outfit to provide varying protection for different hit locations (although none of them do this)
As long as you have the LTX files available any text editor program should work (even VI har har). However if by worm into you mean extract the data from the resources.db* files then no, you will need to extract the LTX files first, or simply use an LTX file someone else already extracted (say from someone elses mod).
Just one more thing, I have been testing the gd5 smoke grenade as a type of flash bang weapon. If you assign a blast damage and radius and set the damage type to telepatic it creates a pretty good flash bang effect. It works on enemy soldiers as well, but it helps to make them a little more susceptible to psi damage first (set psy_health_v in m_stalker.ltx a little lower).
Sorry all but I may have spoken too soon about the grenade accuracy fix. When testing I was not using the most objective measures (clear sky and bandit factions fighting with me in the middle). As a result it looks like I may be all kinds of wrong here. I hope someone can confirm my stoopidness but Im pretty sure that it is in fact all over for Skeeter.
A fix for that damn Yantar door
Thx for these tips. I've actually already made extensive use of #3.
And yes, the higher the protection rating of the bip01_pelvis = 1.0, --> 0.11 <-- setting, The more effective it is against gunfire. This should only affect gunfire. As one might be able to guess, armor isn't really too effective in the game, and thats because although Exo suits get as good as like 0.60 resistance as in SoC, this isn't nearly as effective in CS. Also, tuning it up to 1.00 is not immunity, not by far.
You really gotta get the numbers up there to make armor do its damned job. Since this is by all means a more action oriented game that throws tons of ammo your way, enemy NPCs that drop on a dime no longer do the job for me. So I wanna make them hella tough, depending on their armor.
Each NPC type is assigned a setting for body damage and head damage type. This is their core resistance before armor is factored. The 11 Actor_armor ratings below those are the ratings the game's armors will use, depending on which armor type each is (this can be found among suit statistics in the outfit.ltx in gamedata/configs/misc). Personally, I made the CS Light Suit (actor_damage_2) have a rating of 1.25 to have a noticable difference over that leather jacket. Also remember that upgrading your suits with kevlar/composite plates actually works by upgrading the suit to the next armor_damage setting up, and since most suits allow for this upgrade twice, it becomes by far the most valuable option.
Fully upgraded CS Light suit for me = 205 Bullet protection. Real solid start against 9mm rounds and substantial against 5.45 rounds, but not AP rounds, as it should be. And thats just the tip of the iceberg. Heavy armor's around 3.10-4.25, while Exosuits top out at a sick 6.00. At that point, all I have to fear are the high caliber AP rounds, sniper rifles & PKMs, and point blank F1s. Virtually nothing else phases the suit, unless there's at least half a dozen foes on you at once, and even then. Everyone in your way at NPP is an Exo-using Monolith, and despite doubling the PKM's damage, they were all talking 30-40 rounds each to down.
It's quite a bit to alter, but this rating can change gameplay substantially. Just make sure you dont take it too far. Vanilla weapon hitpower's only HALF of what it should be as it is.