Zombies everywhere! -1 reply

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#1 10 years ago

Ok so here it is, I have the meshes for the original Zombies that where left out from the final release of the game.

I want to make it so that the only mutants in the game are zombies (with the exception of scripted encounters) and zombiefied stalkers (without guns). I also want to change things so that there are tons of these monsters in every section of of the map, I'm talking horde sized here. I also want to make it so they keep getting up until you shoot them in the brain case.

Now how do I do it? Which gamedata.db do I extract the files from and which values do I change?

Thanks in advance.




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#2 10 years ago

Hello there. Just found this post while looking for some help on making a zombie survival mod for STALKER. Here is my project: - Disable the original quest - Disable all monsters but zombies - Having a few working cars usable for the player - Removing weapon use from stalker zombies so they attack by hands like normal zombies - Continuously spawning everywhere large numbers of zombies, both loners and in groups - Modding zombies so that they can be killed ONLY if shot by the head - Removing bleeding and wounds from zombies: zombies don’t bleed nor can be wounded - Night being very dark - Often deep fog by day - Scarcity of food, weapons, ammunitions - Few food in stashes, few pistols, few ammunitions - Some bandit band here and there hostile to anyone I also have some ideas to create a whole story quest to follow. Will be a horror-zombie based story, with the Player being a survivor crossing the zone and escaping the zombies most of the time. The main story idea is the player will at first just try to survive and find other humans and a safe place, which will be Rostok. Then he will do missions to gain money and food and new weapons and eventually will be lead to work for the scientists in Yantar. With the missions for them the player will learn there are some weird radiations reanimating the dead all around. He will stop them one by one (in the labs) and the final mission will be to deactivate the main radiation source in the abandoned nuclear plant. I do have precise ideas for the specific main quest missions and also lots of side ones. No need to discuss them all here of course icon_smile.gif I’ve seen some other mods and I know most of the things I want to do are possible but I’m not sure how difficult it may be. For example I saw some mods with deep fog and others with very dark nights, I know there are mods where you can freely walk all areas, and there is at least one mod with a full new story to follow. Any good modder around likes the idea? If no modders would like to work on that, given I’m pretty new at modding stalker I’d be plenty grateful to anyone who would point me to the files and settings to mod for my needs – at least for the easier steps. Thanks in advance icon_smile.gif




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#3 10 years ago
krnell;4247770Hello there. Just found this post while looking for some help on making a zombie survival mod for STALKER. Here is my project: - Disable the original quest - Disable all monsters but zombies - Having a few working cars usable for the player - Removing weapon use from stalker zombies so they attack by hands like normal zombies - Continuously spawning everywhere large numbers of zombies, both loners and in groups - Modding zombies so that they can be killed ONLY if shot by the head - Removing bleeding and wounds from zombies: zombies don’t bleed nor can be wounded - Night being very dark - Often deep fog by day - Scarcity of food, weapons, ammunitions - Few food in stashes, few pistols, few ammunitions - Some bandit band here and there hostile to anyone I also have some ideas to create a whole story quest to follow. Will be a horror-zombie based story, with the Player being a survivor crossing the zone and escaping the zombies most of the time. The main story idea is the player will at first just try to survive and find other humans and a safe place, which will be Rostok. Then he will do missions to gain money and food and new weapons and eventually will be lead to work for the scientists in Yantar. With the missions for them the player will learn there are some weird radiations reanimating the dead all around. He will stop them one by one (in the labs) and the final mission will be to deactivate the main radiation source in the abandoned nuclear plant. I do have precise ideas for the specific main quest missions and also lots of side ones. No need to discuss them all here of course icon_smile.gif I’ve seen some other mods and I know most of the things I want to do are possible but I’m not sure how difficult it may be. For example I saw some mods with deep fog and others with very dark nights, I know there are mods where you can freely walk all areas, and there is at least one mod with a full new story to follow. Any good modder around likes the idea? If no modders would like to work on that, given I’m pretty new at modding stalker I’d be plenty grateful to anyone who would point me to the files and settings to mod for my needs – at least for the easier steps. Thanks in advance icon_smile.gif

Sounds like a neat idea, but my head hurts when i think about how much work that would take




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#4 10 years ago
rkteckt;4249074Sounds like a neat idea, but my head hurts when i think about how much work that would take

No pain no gain :) see how nice are terrain fog effects: YouTube - Stalker - Volumetric Fog & Smoke PreAlpha V0.3.3




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#5 10 years ago

hey krnell i can help you im doing something similar email me for help, im an expirienced modder

email: [email]fishy_joe666@hotmail.co.uk[/email]




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#6 10 years ago

Don't want to rain on anybody's parade, because its a nice idea!! However, Zombified Stalkers without guns just does not work. I tried it, they have no melee attack animations, which I doubt you could change without an SDK. When I tried it they walked towards me moaning, got to me, and just stood still staring into space!! Don't try making a normal zombie use a Stalker mesh either. When I tried this, instant crash, the game looks for a "monster foot bone" in the mesh and crashes because one is not present. Look at this thread where I gave someone help on swapping mutants.... http://forums.filefront.com/s-t-l-k-e-r-modding-editing/350745-how-remove-monsters-creatures.html Sorry to be the bringer of bad news!!




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#7 10 years ago
EggChen;4250376Don't want to rain on anybody's parade, because its a nice idea!! However, Zombified Stalkers without guns just does not work. I tried it, they have no melee attack animations, which I doubt you could change without an SDK. When I tried it they walked towards me moaning, got to me, and just stood still staring into space!! Don't try making a normal zombie use a Stalker mesh either. When I tried this, instant crash, the game looks for a "monster foot bone" in the mesh and crashes because one is not present.[/quote] What about having them attack with the knufe? does they have that chance? [quote=EggChen;4250376]Look at this thread where I gave someone help on swapping mutants.... http://forums.filefront.com/s-t-l-k-e-r-modding-editing/350745-how-remove-monsters-creatures.html Sorry to be the bringer of bad news!!

Thanks for the hint EggChen! A first and maybe easy step would be to put zombies insted of other mutants around. Again, we will surely need to deal with all.spawn or by scripts becasue we will need far more then the actual number of mutants around to make our mod.




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#8 10 years ago

Good idea Buzzard, the ones I tested it with had no weapons at all.... maybe if you created a second knife, possibly with a transparent texture.... worth a shot. Try removing all weapons from zombies as a start and giving them knives. See if they attack first before you start work on a "knife". If you want to script some zombie attacks, I suggest looking at Fatraps "run and gun" mods... he uses scripts to spawn serious numbers of mutants, and you could see how he does it. There is a thread on this forum with download links.




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#9 10 years ago

Hmm....the idea is great but its sounds a bit hard so i would like to help as much as possible i've been working a some weapons and on the flashlight if anyone is interested.