Basic Modding with Playable Examples -1 reply

Please wait...

Xarian_Prime

Lost in the Zone

50 XP

13th March 2010

0 Uploads

12 Posts

0 Threads

#451 9 years ago

Cant edit.. so Dbl post it is...

Oh and patch ye game to "patch_1_0005"... most 04 mods will work with 05 np. and you'll save a few drama's latter on if you decide to patch.. 06 is just for mp & wont affect a mod either (so they say).

I have a question.... Where are all the peeps??? & why don't the ones left reply? was there some mass modders migration i wasn't aware of.. Its of my opinion that the longer a game survives.. the more interest there is in modding set game.. conceptions smashed, new ways found.. extensions released.. and so forth.

So... where are you all??




Guest

I didn't make it!

0 XP

 
#452 9 years ago

my crash log with OL U.L.T.I.M.A.T.E.

Expression : e_entity Function : xrServer::Process_event_reject File : E:\stalker\patch_1_0004\xr_3da\xrGame\xrServer_process_event_reject.cpp Line : 12 Description : entity not found. id_parent=40704 id_entity=49921 frame=25373




Xarian_Prime

Lost in the Zone

50 XP

13th March 2010

0 Uploads

12 Posts

0 Threads

#453 9 years ago

Having stumbled across Complete 2009 before trying the newer OL.. i have no clue m8.. as i've never seen or had to fix that one..

Im kinda stuck on SC now.. as i've gone & extended the hell outa it lol.

From the looks of it though.. Its calling a NPC, object or other reference that is missing.. either b'cuz of the 10004 or the mod makers fudged a spawn ( i noticed there's a ton of patches for Ultimate..) If i can recall i gave up on altering OL (2.2+As) a year ago.. due to so many different cross references that can cause such things if you mod something else.. its a good mod.. just not good to work from (lol)

where & when is this happening??.. might shed some light on the problem




Guest

I didn't make it!

0 XP

 
#454 9 years ago

it was at the near the bridge in cordon when i was at the shooter's stash




Xarian_Prime

Lost in the Zone

50 XP

13th March 2010

0 Uploads

12 Posts

0 Threads

#455 9 years ago

Some possibilities.. based on standard game at that point..

Stash is corrupt - (this would normaly tell you what item though) Millitary guys are fudged up somehow.. Bad mutant condition being called as your "noticed" same as above but related to military guys below the bridge

or.. if after dark valley.. bloodsucker's fudged

Its calling an entity either way.. try patching your game to 1005.. they say it don't matter.. but i does! 1005 is a big patch compared to the other 5 patches.. just move your gamedata out 1st (not needed but just to be safe) patch.. them move gamedata back in, saves should be compatible.

This is all pure speculation though.. as ive never seen that error :)




NatVac

of the ZRP

50 XP

10th August 2008

0 Uploads

124 Posts

0 Threads

#456 9 years ago

For the "entity not found" error, a dead NPC's weapon was destroyed before the nearby NPCs could finish evaluating it. You can probably thank the 1.0004 update to add multi-core support, as the problem didn't exist before then. Just reload the last save.

For more on crash log errors, including some mod errors like the "cannot find rank for [weapon]" error, this link might help:

Crashes in the STALKER-SoC Game




Guest

I didn't make it!

0 XP

 
#457 9 years ago

i got everything done and i decided tomake my own mod it's called WAABALOM but i think it nver get's to somebody else's hands because it's hard for me to upload it and so on




Dead-Eye

>.>; Tucker did it...

50 XP

22nd January 2009

0 Uploads

12 Posts

0 Threads

#458 8 years ago

Awesomesauce, tried it out for myself and came up with a pair of epic weapons.

The Gecko Armaments XAR-G300 Zero-Point Impulse Rifle (The rate of fire was originally 50000, but my computer crashed every time I fired it on full auto! =p)

{unique_items.ltx} [wpn_xar_g300_m1]:wpn_fn2000 $spawn = "weapons\uniq\wpn_xar_g300_m1" description = enc_weapons1_wpn_xar_g300_m1 inv_name = wpn_xar_g300_m1 inv_name_short = wpn_xar_g300_m1 cost = 1 fire_modes = 3, -1 ammo_limit = 40000 ammo_current = 10000 ammo_mag_size = 20000 ammo_class = ammo_gauss sprint_allowed = true misfire_probability = 0.0 condition_shot_dec = 0.0 hit_power = 10.10, 10.10, 10.10, 20.20 hit_impulse = 10000 fire_distance = 10000 bullet_speed = 150000 rpm = 5000 rpm_empty_click = 5000 scope_zoom_factor = 7.5 scope_texture = wpn\wpn_crosshair_fn2000_p silencer_status = 0 snd_shoot = weapons\gauss_shoot flame_particles = weapons\generic_weapon_gauss smoke_particles = weapons\generic_weapon07
{string_table_enc_weapons.xml} XAR G300 Impulse RifleA highly experimental assault rifle that utilizes a Zero-Point Energy Mass Driver as its primary firing mechanism, allowing for a ridiculously high muzzle velocity and rate of fire.

The Gecko Armaments XRPG-2100 Explosive Ordnance Delivery System (which doesn't actually work yet)

{unique_items.ltx} [wpn_xrpg_2100_m1]:wpn_fn2000 $spawn = "weapons\uniq\wpn_xrpg_2100_m1" description = enc_weapons1_wpn_xrpg_2100_m1 inv_name = wpn_xrpg_2100_m1 inv_name_short = wpn_xrpg_2100_m1 cost = 1 fire_modes = 1, 2, -1 ammo_limit = 36 ammo_current = 6 ammo_mag_size = 6 ammo_class = ammo_xrpg launch_speed = 10 sprint_allowed = false misfire_probability = 0.0 condition_shot_dec = 0.0 hit_power = 15.00 hit_impulse = 300 hit_type = explosion fire_distance = 10000 bullet_speed = 1000 rpm = 100 ;200 rpm_empty_click = 100 ;200 scope_zoom_factor = 10 ;2 scope_texture = wpn\wpn_crosshair_rpg silencer_status = 0 grenade_launcher_status = 0 snd_shoot = weapons\t_rpg7_explosion snd_explode = weapons\rpg7_explode snd_reload = weapons\rpg7_reload, 1.0, 0.8 flame_particles = weapons\generic_weapon08 smoke_particles = weapons\generic_shoot_00
{string_table_enc_weapons.xml} XRPG-2100 Explosive Delivery SystemA highly experimental squad support weapon intended to replace the standard single-shot RPG-7.

{weapons.ltx} [ammo_xrpg]:ammo_base GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\ammo\ammo_xrpg" ; option for Level Editor class = A_M209 cform = skeleton visual = weapons\ammo\ammo_m209.ogf description = enc_weapons1_ammo_ammo-xrpg $prefetch = 64

cost = 1

box_size = 60

inv_name = ammo-xrpg inv_name_short = ammo-xrpg_s inv_weight = .001

inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 5 inv_grid_y = 13

kill_msg_x = 61 kill_msg_y = 232 kill_msg_width = 19 kill_msg_height = 22

k_dist = 1 k_disp = 1 k_hit = 1 k_impulse = 1 k_pierce = 1.25 impair = 1 buck_shot = 0 tracer = off wm_size = 0.05

fake_grenade_name = wpn_fake_missile2

;ìîãóò ëè áîåïðèïàñû áûòü íåîãðàíè÷åííûìè : 1 - ìîãóò, 0 - íå ìîãóò can_be_unlimited = true ;false

Any advice?




NatVac

of the ZRP

50 XP

10th August 2008

0 Uploads

124 Posts

0 Threads

#459 8 years ago

Change the class of the rifle, Dead-Eye. It probably needs to be an RPG launcher to fire RPGs. And you will need to emulate the RPG-7, including specifying the missile to be launched, etc.

You will still have trouble in this life, and I would spare you this. You might have trouble reloading the weapon and dealing with animation differences and such. Kudos on trying new stuff, though.*

Serving suggestion: Color the rocket's flare.

__________ *Yes, it's been done before. That's not the point. It's new to Dead-Eye.




Dead-Eye

>.>; Tucker did it...

50 XP

22nd January 2009

0 Uploads

12 Posts

0 Threads

#460 8 years ago

Thanks! I'll give that a try.

On that note, I've whipped up a few more that sorta work, but I could use some help with.

All are coded for use with the STALKER: Oblivion Lost ULTIMATE mod All code is placed in Unique Items.ltx No weapons have unique 3d models yet. Inventory icons are currently unavailable, but are in the works. Descriptions will be added once I know the weapons will at least work.

S100 Wyvern Semi-Auto Shotgun (Needs Tweaking) [wpn_wyvern_s100_m1]:wpn_sayga12k_sk1 ;wpn_benelli_short $spawn = "weapons\uniq\wpn_wyvern_s100_m1" description = enc_weapons1_wpn_wyvern_s100_m1 inv_name = wpn_wyvern_s100_m1 inv_name_short = wpn_wyvern_s100_m1 inv_grid_x = 36 ;36 inv_grid_y = 30 ;31 inv_grid_width = 4 inv_grid_height = 1 cost = 1 tri_state_reload = on inv_weight = 1.7 snd_draw = weapons\generic_draw, 0.5 snd_holster = weapons\generic_holster, 0.5 snd_shoot = weapons\sayga12_shot snd_empty = weapons\generic_empty, 0.5 snd_reload = weapons\toz34_reload, 0.8 snd_open_weapon = weapons\w1300_open, 0.5 snd_add_cartridge = weapons\w1300_load, 0.8 snd_close_weapon = weapons\w1300_close, 0.5

S200 Basilisk Belt-Fed Auto Shotgun (Needs Tweaking) [wpn_basilisk_s200]:wpn_pkm $spawn = "weapons\uniq\wpn_basilisk_s200" description = enc_weapons1_wpn_basilisk_s200 inv_name = wpn_basilisk_s200 inv_name_short = wpn_basilisk_s200 inv_grid_x = 31 inv_grid_y = 30 inv_grid_width = 5 inv_grid_height = 1 cost = 1 weapon_class = assault_rifle ammo_limit = 210 ammo_current = 30 ammo_mag_size = 30 ammo_class = ammo_12x70_buck,ammo_12x76_zhekan,ammo_12x76_dart fire_modes = 1, -1 sprint_allowed = true hit_power = 1.15 ; size of damage by bullet hit_impulse = 140 ; size of physic impulse by bullet hit_type = fire_wound ; [] type of the wound fire_distance = 100 ; maximum fire distance that bullet can fly bullet_speed = 300 ; starting bullet speed rpm = 300 ; max round per minute rpm_empty_click = 200 snd_draw = weapons\generic_draw snd_holster = weapons\generic_holster snd_shoot = weapons\sayga12_shot snd_shoot1 = weapons\sayga12_shot snd_shoot2 = weapons\sayga12_shot snd_shoot3 = weapons\sayga12_shot snd_empty = weapons\gen_empty, 0.5

RG3900 Hephaestus Man-Portable Railgun System (FUBAR) [wpn_hephaestus]:wpn_gauss $spawn = "weapons\uniq\wpn_hephaestus" description = enc_weapons1_wpn_hephaestus class = WP_RPG7 inv_name = wpn_hephaestus inv_name_short = wpn_hephaestus inv_grid_x = 30 inv_grid_y = 26 inv_grid_width = 4 inv_grid_height = 2 cost = 1 fire_modes = 1 ammo_limit = 30 ammo_current = 5 ammo_mag_size = 5 ammo_class = ammo_m209 ;ammo_railgun sprint_allowed = false misfire_probability = 0.0 condition_shot_dec = 0.0 hit_power = 10.10, 10.10, 10.10, 20.20 hit_impulse = 10000 hit_type = explosion fire_distance = 10000 bullet_speed = 150000 rpm = 50 rpm_empty_click = 100 scope_zoom_factor = 2 scope_texture = wpn\wpn_crosshair_rpg silencer_status = 0 grenade_launcher_status = 0 snd_shoot = weapons\gauss_shoot flame_particles = weapons\generic_weapon_gauss smoke_particles = weapons\generic_weapon07

LR377 Skink Reconnaissance Rifle (Works, needs description and .ogf + exclusive silencer and scope) [wpn_skink_rlr]:wpn_g36k_sk1 $spawn = "weapons\uniq\wpn_skink_rlr" description = enc_weapons1_wpn_skink_rlr inv_name = wpn_skink_rlr inv_name_short = wpn_skink_rlr inv_grid_x = 30 inv_grid_y = 33 inv_grid_width = 6 inv_grid_height = 2 cost = 1 fire_modes = 1 ammo_limit = 200 ammo_current = 15 ammo_mag_size = 15 ammo_class = ammo_7.62x54_7h1, ammo_7.62x54_7h14, ammo_7.62x54_ap ;temporary ammo placeholder sprint_allowed = true scope_zoom_factor = 20 scope_texture = Arsenal_Mod\crosshairs\scope2 ;wpn_crosshair_ts9000 silencer_name = wpn_addon_sil_762_pms ;wpn_sil_m294 scope_status = 2 silencer_status = 2 grenade_launcher_status = 0

Steyr TPP [Semi-automatic Tactical Police Pistol related to the TMP] (Works, needs description and .ogf) [wpn_tpp]:wpn_smg_tmp $spawn = "wpn_tpp" description = enc_weapons1_wpn_tpp inv_name = wpn_tpp inv_name_short = wpn_tpp inv_grid_x = 37 inv_grid_y = 33 inv_grid_width = 2 inv_grid_height = 1 cost = 1 fire_modes = 1 ammo_elapsed = 15 ammo_mag_size = 15 rpm = 200 rpm_empty_click = 200

Hand Cannon (Works, needs description and .ogf) [wpn_hand_cannon]:wpn_desert_eagle $spawn = "weapons\uniq\wpn_hand_cannon" description = enc_weapons1_wpn_hand_cannon inv_name = wpn_hand_cannon inv_name_short = wpn_hand_cannon inv_grid_x = 33 inv_grid_y = 38 inv_grid_width = 2 inv_grid_height = 1 cost = 1 fire_modes = 1 ammo_limit = 30 ammo_current = 3 ammo_mag_size = 3 ammo_class = ammo_12x76_zhekan sprint_allowed = true misfire_probability = 0.0 condition_shot_dec = 0.0 hit_power = 1.15 hit_impulse = 140 hit_type = fire_wound fire_distance = 100 bullet_speed = 300 silencer_status = 0 snd_shoot = weapons\tm_winchester_shot flame_particles = weapons\generic_weapon05 smoke_particles = weapons\generic_shoot_00

Now with icons! MEGAUPLOAD - The leading online storage and file delivery service

XRPG M2100 Explosive Ordinance Deliveray System (Still FUBAR) [wpn_xrpg_2100_m1]:wpn_fn2000 $spawn = "weapons\uniq\wpn_xrpg_2100_m1" description = enc_weapons1_wpn_xrpg_2100_m1 class = WP_RPG7 ef_main_weapon_type = 4 ef_weapon_type = 9 weapon_class = heavy_weapon inv_name = wpn_xrpg_2100_m1 inv_name_short = wpn_xrpg_2100_m1 inv_grid_x = 30 ;34 inv_grid_y = 28 ;28 cost = 1 fire_modes = 1, 2, -1 ammo_limit = 36 ammo_current = 6 ammo_mag_size = 6 ammo_class = ammo_og-7b launch_speed = 10 sprint_allowed = false misfire_probability = 0.0 condition_shot_dec = 0.0 hit_power = 15.00 hit_impulse = 300 hit_type = explosion fire_distance = 10000 bullet_speed = 1000 rpm = 150 ;200 rpm_empty_click = 100 ;200 scope_zoom_factor = 10 ;2 scope_texture = wpn\wpn_crosshair_rpg silencer_status = 0 grenade_launcher_status = 0 snd_shoot = weapons\t_rpg7_explosion snd_shoot1 = weapons\t_rpg7_explosion snd_shoot2 = weapons\t_rpg7_explosion snd_explode = weapons\rpg7_explode snd_reload = weapons\rpg7_reload, 1.0, 0.8 flame_particles = weapons\generic_weapon08 smoke_particles = weapons\generic_shoot_00

Also, guess what I'm gonna try next? :evilgrin:

Spoiler: Show
ss_finnigan_03-03-11_18-58-50_l08_yantar.jpg