I decided to start a topic here to ask if anyone has made, or could make, a stand alone rat mod to bring back the rats in STALKER. Just the rats. No jumping, or easy traders, or better guns. Just rats.
I read in an interview they were only removed at the request of the marketing team, and it seems odd the game doesn't have any. Surely they'd be the most common creature?
Anyway, I'm really annoyed at this and can't bring myself to play the game anymore, it feels like something important is missing.
I don't want to use a mod like oblivion since it changes things too much, and I've tried editing the spawn.ltx files, and other game files which I extracted, but none of them do anything.
This topic had a really good debate (pages 1 and 2): http://forums.filefront.com/s-t-l-k-e-r-modding-editing/309603-release-olmod.html
They said you can't bring the rats back simply by changing numbers. I also tried fooling around with the M_BCCF file thing which is used by most modders, but it just made my game crash.
Is it possible for there to be just a normal, regular RAT MOD which does nothing more than bring back the rats? Because from what I can tell, there are none in the vanilla game. I want to see these swarms people talk about, I want to play the game like the developers intended (in one interview a guy spoke about how the Flesh like to hunt the rats).
Other people have also asked for rat mods (like in the topic linked above), and I think it would be popular.
I apologise if requesting mods isn't the done thing in this community, but I am at my wits end, and am very frustrated. :(
Ok... just to clarify.... there are 2 types of rodents in the game... the Tuskano which you occasionally see and the actual rats. Which one are you talking about? The Tuskano are easy to put in.... the rats take a bit of work.
Thanks for such a quick reply.
I did not realise there were 2 such enemies.
My assumption was that the rat enemy still existed within the game's data, and that it had simply been switched off. I had assumed it was simply a case of switching it back on.
Back to your question, I'd like the Tushkano to be a lot more abundant, and I'd like to tweak it to my tastes. Is it a case of fiddling with the se-respawn file? Or do I need another file?
As for bringing the rats back, I'd love to see that. But if it's too much work, and increasing the Tushkano is fairly easy, I'll do that. I've got this Friday off and want to play, so a quick easy solution would be great. I'd love to see the fields of Chernobyle crawling with rodent-like enemies.
How does one go about increasing the Tushkano attacks, and how difficult is bringing back the rats?
Sorry for the double post, but I wanted to ask.
Would the following idea work?
Opening the Tushkano.lx file, replacing all the copy inside it with that of the rat.lx file, and then bumping up the number of tushkano you encounter in the respawn file?
Tushkano seem to be seldomly seen (these are the rodent type enemies with white markings, right?), so replacing their data with rats and bumping up the number should put lots of rats in. Or am I just rambling?
Is there a rat polygon model and textures on the stalker disc/datafiles?
How could I quickly test this? I've added a few other mods and currently have a save game in dark valley. If I bump up the parameters, will I see the results right away?
I can't test the game, since I need to buy a new monitor tomorrow (the computer I'm net surfing with a cruddy old laptop).
Addicted to GF
5th June 2007
Hey Zagger, that should work if you follow my first post in that thread. What that would do is hack the game into creating a tushkano in place of another mutant. So it would not need all.spawn editing, but would replace all mutants of a certain type. So choose something you hate, like dogs and replace them with tushkano. As for results, it should work with all new spawns, so if you did it for dogs for example, when you killed a pack of them they would be replaced with tushkano. As for the other rats, there is a texture, mesh and config file for the original rats... they look like the one in the bunker in Yantar. I will have a play around and see if I can do it.
I think that there is some severe problems with the rats.... almost everyone who has messed with it has given up. My last hope was the SRP Mod team... and i think that they might have stalled out! Anyhow, take a peek at this mod:
If you will look at the escape_tasks.script file, you can see how the mutants were added in via scripting. Just replace the other mutants with tushkano_normal (and maybe add a few more lines) and you have an instant rat (tuskano) mod. I think that is a 1.0003 mod.... so if you get stuck, send me an email!
Addicted to GF
5th June 2007
The wrinkled one is correct (as usual). I cannot get the normal rats working, but interestingly it seems the original intention was that you could eat them!! According to the values in the ltx.... Anyway, might be possible to re-insert them as food, but not live ones running around. Maybe just stick with the tushkanos.... if I ever get rats working will let you know.
Cool. Cheers for the replies. I will try this out once I've got my new monitor. Looks like my best bet would be to up the tushkanos and try that quick-fix mod you mentioned. Many thanks!
The Internet ends at GF
19th June 2006
Surely adding rats to the game would cause a large FPS hit (if you put them in swarms... lets say of 10-15+ rats?)
I tried the shotgun mod fatrap, but it just made my game crash, even without editing it (maybe because I've patched to V4?).
I think for simplicity and easiness, I just want something that will make me more likely to run into the Tushkano during the normal course of my game.
On a side note, I saw a youtube video where some guy fought the controller and some rats ran after him. Is this with a mod, or can that happen normally?