Release: 'Generix' mod for CS -1 reply

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ciox

Slightly cooler than a n00b

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23rd September 2008

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#1 10 years ago

Here's a generic tweak mod I made for CS, alters a few things though it has an emphasis on fixing/balancing/expanding armors (and there was a lot to fix trust me), with no weapon changes since there's plenty of other mods for that. Click 'spoiler' to reveal readme with all the changes etc.

Spoiler: Show
------------------------- General: Doors to the Duty base and Yantar bunker start unlocked to prevent annoying linearity. The random (non-trader) stalkers have much more random items (no longer bread, salami, vodka all the time), can even have scientific medkits or weapon addons rarely, they will also sell you some of their ammo. Prices are pretty high though. Clear Sky stalkers have a small amount of weapon randomization (no more 6 clear skiers around a campfire each with the identical outfit and toz-34) Dutyers are more likely to have launchers on their rifles. On death, stalker chances of having the weakest artifacts are approx. one in a hundred, for the stronger artifacts it is one in five hundred. (old chance was one in a thousand for ALL artifacts) - Creatures carry lootable parts once more, chance is around 40% Ecologists buy for good price, Clear Sky buys for moderate price, others don't buy or buy for low price with few exceptions Animals are slightly stronger, don't die in one pointblank buckshot blast anymore. ------------------------- Armor tweaks: Reintroduced Merc, Monolith and Ecologist suits from SOC with slightly altered stats + upgrades. Exosuit's (and now also ecologist's) 'Life Support System' upgrade actually made your bleeding WORSE, now it slowly cures bleeding. (half as quick as mama's beads) Corrected description for 'Leather Inserts' upgrade, was "Softens bullet impacts", changed so it reflects that it really just increases protection against falls, monster attacks and explosions. (impact, rupture, explosion) The same for 'Polymer Thickener' which is the analogue of Leather Inserts for later armors. SEVA suit had wrong nightvision upgrade description (said it was installing 'bad nightvision' on a suit that already had bad nightvision to begin with, the upgrade giving it good nightvision) More corrections/additions to wrong/contradictory/stupid-sounding descriptions that I forgot. !Armors mention in the description whether they start with nightvision, how many artifact slots they have and how they can be modded for more. --------Merc Decent early suit, good bullet/rad/chem proofing but bad everything else, slightly cheaper to modify than equivalents, already has gasmask packed in but can still be modified for nightvision. Buyable from Sidorovich, bandit trader; found in Dark Valley stash. --------Monolith Oddball suit with an unusual upgrade, good against bullets, not so great against most everything else, more vulnerable to psy by default. Three artifact slots. Buyable from red forest underground trader; found in random Limansk stash; found in Agroprom Underground stash (given by Duty soldier in the 'zoo') --------Ecologist Typical scientist suit with high resistances to everything except monster attacks and bullets. Five artifact slots though. Has unusual upgrades, like picking what kind of bulletproofing you want and the exo life support system. (only advanced mechanics can install the system) Starts with 'good' nightvision. Buyable from Sakharov. --------Duty Flipped around and fixed headache-inducing Duty suits' descriptions (timeline, saying the weak suit is the stronger one, wrong PSZ etc 'production codes', false claims that they couldn't be modded to have artifact slots) Light Duty suit has more bulletproof so it's at least slightly better than the common stalker suit in that department. (11 -> 15) Modding artifact slots into a Duty suit is more expensive than most since Duty apparently was supposed to hamper artifact use in their ranks (and it's a contrast to Freedom) Duty suits are very resistant to degradation (especially in comparison to freedom suits) in order to counterbalance their lack of starting artifact slots and high artifact slot installation cost. Light Duty suit doesn't have bad nightvision by default anymore, nightvision that it didn't mention anywhere and that made you waste money if you tried to get the bad nightvision upgrade without knowing. -------Freedom Freedom suits are a bit less resistant to degradation and a bit less resistant to psy or they'd easily be way too good. ----------------------------Artifact tweaks All artifacts that used to give damage resistances give twice as much resistance as they did before, fireball etc (generally they will give 5%-10% rather than 2%-4%) Note that the displayed numbers (+1, +2 etc) don't actually change but the real values do. 'Flame' artifact modified so instead of providing an unnecessary 0.6 bleeding reduction (even the weakest bleed-reduction artifact that gives 0.2 is more than sufficient) it increases the wearer's Rupture protection by 10%. (updated description) Fireball, Flame and Mama's Beads now also spawn inside thermal anomalies, not just Crystal. (that is if artifacts aren't 100% scripted now, which might be a possibility) ---------------------------Trader tweaks Clear Sky trader offers AKSU and the light Clear Sky outfit for sale from the start. (if you play well, sell an artifact and some monster bodyparts you'll afford them before having to leave swamps too) Attachable grenade launchers show up at traders earlier/faster in general, and the grenades for them are more widely available Sakharov doesn't sell you any military suits except the main exosuit prototype. Cordon stalker trader had scopes set to show up in his stock but was forbidden from selling to the player by faulty scripting Addition No. 420: Ganja, Freedom's bartender, now sells shrooms -----------------------------Item tweaks Bandage costs 100 instead of 200. Medkit heals 33% bleeding instead of 10% Army Medkit heals 66% bleeding and restores 25% stamina Scientist Medkit unchanged Energy drinks can make you drowsy like alcohol if you chug too many fart

generix.rar - FileFront.com




ciox

Slightly cooler than a n00b

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23rd September 2008

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#2 10 years ago

new download link: generix.rar - FileFront.com




ciox

Slightly cooler than a n00b

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23rd September 2008

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#3 10 years ago

ffffff




Servalion

I want to be like the Admins

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6th July 2008

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#4 10 years ago

Heya, I like the general gist of this mod and was trying it out until I ran into some new crashes. These crashes occur after I did the base quests at the Neutral stalker base in Cordon. After roaming around a bit to do the Retrieval quests, the game now crashes as I try to approach the neutral base. This is the cause:

FATAL ERROR [error]Expression : fatal error [error]Function : CModelPool::Instance_Load [error]File : E:\priquel\sources\engine\Layers\xrRende\ModelPool.cpp [error]Line : 113 [error]Description : [error]Arguments : Can't find model file 'dynamics\outfit\stalker_killer_suit.ogf'.

Not exactly sure what this is, but whatever it is, its missing, and I dont think its in the generix.rar. Is this the graphic file of the suit? Cause this sounds like one of the stalkers at the base is now wearing this suit or something, and its failing to find the graphic to render.

There was a previous issue as well, I'd be getting crashes when I tried zoning from the Swamp to the Cordon. Something to do with "Cannot find variable hud in [wpn_abakan]". Deleting the abakan.ltx solved it, as no abakan.ltx I conjured up or altered would resolve the crash.

Any clue about the Merc suit issue, though?




Amraam

I follow teh Moo!

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30th April 2008

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#5 10 years ago

Downloaded!

I see you have edited the alife.txt. Will that require a new game?




ciox

Slightly cooler than a n00b

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23rd September 2008

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#6 10 years ago

Nope, nearly all changes don't require a new game in fact, except the one that gives the stalkers more randomized items.




Amraam

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30th April 2008

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#7 10 years ago

Cool!

It's installed, and I'll test it tomorrow when I get my GTX260 :D




true_blue

I post to get attention

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24th September 2008

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#8 10 years ago

Cheers, looks like a good all round mod. Will try this in a new game start. :)




Kidslovesatan

The Internet ends at GF

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23rd April 2008

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#9 10 years ago

How would I install the change to unlock the Yantar door without installing the whole mod?




ciox

Slightly cooler than a n00b

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23rd September 2008

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#10 10 years ago

that feature was cut lol, but this forum won't let you edit posts after 5 minutes so it will remain there forever, unless someone helps me out with making it work (yan_door_metal_large_scientist.ltx)




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