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Supernatur4L

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#11 11 years ago
Godlik3;4618732FIXED! However, I can't seem to make it so that I start with more money. :(

Fixed the trader mod or everything? For the money thing here is a link to a post by Atro, it shows how you can make wolf give you cash when you first talk to him. And you have to anyways to get any weapons.

http://forums.filefront.com/s-t-l-k-e-r-soc-modding-editing/362105-tutorial-how-edit-trader-files.html#post4342413




Godlik3

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#12 11 years ago

OMG! When I do that everyone disappears. What's happening?




Supernatur4L

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#13 11 years ago
Godlik3;4621567OMG! When I do that everyone disappears. What's happening?

You did something wrong, this does not make everyone disappear. Did you do any other changes besides adding a line?




Godlik3

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#14 11 years ago

Nope, didn't do a thing.




Godlik3

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#15 11 years ago
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#16 11 years ago

Yeah lol, I seem to do.....




Supernatur4L

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#17 11 years ago

Unfortunately guys i dont have SoC installed anymore but you can try the following.

Go to \gamedata\scripts\ and open bind_stalker.script Fine the following lines:

-- added by xStream for AMK miniSDK amk.on_game_load(obj) -- end of addition return true endIts at the bottom of the function actor_binder:net_spawn(data) just above the fourth "dotted" line (-------)

Just before return true add the dialogs.relocate_money(actor, 5000, "in") line so it looks like so

-- added by xStream for AMK miniSDK amk.on_game_load(obj) -- end of addition dialogs.relocate_money(actor, 5000, "in") return true endSave the script and load the game (remove whatever changes caused wolf to disappear before starting). Now on game start your money should equal to whatever you set "5000" part to. The odd thing is sometimes it works and sometimes it does not. FYI it can also be done with weapons. Still not sure why it causes NPCs to disappear for you guys but ive never encountered that.




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#18 11 years ago

I can't seem to find that line under function actor_binder:net_spawn(data). This is what I have underneath that line: printf("actor net spawn") level.show_indicators() self.bCheckStart = true self.weapon_hide = false -- ñïðÿòàíî èëè íåò îðóæèå ïðè ðàçãîâîðå. weapon_hide = false -- óñòàíàâëèâàåì ãëîáàëüíûé äåôîëòîâûé ôëàã. if object_binder.net_spawn(self,data) == false then return false end db.add_actor(self.object) if self.st.disable_input_time == nil then level.enable_input() end self.weather_manager:reset() -- game_stats.initialize () if(actor_stats.add_to_ranking~=nil)then actor_stats.add_to_ranking(self.object:id()) end --' Çàãðóæàåì íàñòðîéêè äðîïà death_manager.init_drop_settings() return true end




Supernatur4L

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#19 11 years ago
apollo123;4626151I can't seem to find that line under function actor_binder:net_spawn(data). This is what I have underneath that line: printf("actor net spawn") level.show_indicators() self.bCheckStart = true self.weapon_hide = false -- ñïðÿòàíî èëè íåò îðóæèå ïðè ðàçãîâîðå. weapon_hide = false -- óñòàíàâëèâàåì ãëîáàëüíûé äåôîëòîâûé ôëàã. if object_binder.net_spawn(self,data) == false then return false end db.add_actor(self.object) if self.st.disable_input_time == nil then level.enable_input() end self.weather_manager:reset() -- game_stats.initialize () if(actor_stats.add_to_ranking~=nil)then actor_stats.add_to_ranking(self.object:id()) end --' Çàãðóæàåì íàñòðîéêè äðîïà death_manager.init_drop_settings() return true end

Not sure if its version dependent but my code is taken from OL2.2 gamedata you should still be able to put it just before return true and end.




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#20 11 years ago

Nope, did that and causes it to crash lol..