Изменение баланса в S.T.A.L.K.E.R. ЗОВ ПРИПЯТИ
Практически год назад вышла игра S.T.A.L.K.E.R. ЗОВ ПРИПЯТИ, все мы были счастливы.
Однако скоро все бюреры были изрезаны ножом, псевдогиганты убиты из именной пукалки товарища Дегтярёва, а вороны перестреляны из гаусс-пушки. И мы начали терять интерес к игре, тогда за дело взялись модостроители, вскоре вышло множество модов и мы все такие радостные скачивали их. Но каково было наше удивление, ведь все арты были изменены, оружие стало не настолько убойным, а ГГ стал вдруг каким-то хилым. Данный пост поможет исправить это недоразумение. Здесь я написал как изменить арты и сделать глав героя сильнее (стволы менять не будем, но если надо напишите в коменнтах).
Начнём с артефактов. Открываем папку gamedata, затем папку configs, затем папку misc, затем папку artefacts.ltx.Если у вас нет установленных модов, то создаём все выше указанные папки вручную, но я бы покоремендовал скачать какой-нибудь небольшой модик и оттуда взять всё что надо.
Делаем следующее:
Ищем нужный нам арт, ориентируемся по табличкам типа-< Артефакты для гравитационной аномалии> и т.д. Я выбрал fireball (огненный шар) И делаем следующее (это можно применить к любому из артов) Но для начала посмотрим как всё выглядит до:
[af_fireball]:af_base
$spawn = "artefacts\thermal_2_fireball"
class = ARTEFACT
visual = dynamics\artefacts\af_fireball.ogf
description = st_af_fireball_descr
inv_name = st_af_fireball_name
inv_name_short = st_af_fireball_name
inv_weight = 0.5
inv_grid_x = 13
inv_grid_y = 4
cost = 4000
impulse_threshold = 10
radius = 10
strike_impulse = 20
particles = artefact\af_thermal_idle
det_show_particles = artefact\af_thermal_show
det_hide_particles = artefact\af_thermal_hide
af_rank = 1
lights_enabled = true
trail_light_color = 0.9,0.4,0.2
trail_light_range = 2.0
health_restore_speed = 0
radiation_restore_speed = 0.002
satiety_restore_speed = 0
power_restore_speed = 0
bleeding_restore_speed = 0
additional_inventory_weight = 1
additional_inventory_weight2 = 1
hit_absorbation_sect = af_fireball_absorbation
[af_fireball_absorbation]
burn_immunity = 0.06
strike_immunity = 0
shock_immunity = 0
wound_immunity = 0
radiation_immunity = 0
telepatic_immunity = 0
chemical_burn_immunity = 0
explosion_immunity = 0
fire_wound_immunity = 0
И ИЗМЕНЯЕМ НА СЛЕДУЮЩЕЕ:
[af_fireball]:af_base
$spawn = "artefacts\thermal_2_fireball"
class = ARTEFACT
visual = dynamics\artefacts\af_fireball.ogf
description = st_af_fireball_descr
inv_name = st_af_fireball_name
inv_name_short = st_af_fireball_name
inv_weight = 0.5
inv_grid_x = 2
inv_grid_y = 7
cost = 300000
impulse_threshold = 10
radius = 10
strike_impulse = 20
particles = artefact\af_thermal_idle
det_show_particles = artefact\af_thermal_show
det_hide_particles = artefact\af_thermal_hide
af_rank = 1
lights_enabled = true
trail_light_color = 0.9,0.4,0.2
trail_light_range = 2.0
health_restore_speed = 100
radiation_restore_speed = -100
satiety_restore_speed = 100
power_restore_speed = 100
bleeding_restore_speed = 100
additional_inventory_weight = 100
additional_inventory_weight2 = 100
hit_absorbation_sect = af_fireball_absorbation
[af_fireball_absorbation]
burn_immunity = 100
strike_immunity = 100
shock_immunity = 100
wound_immunity = 100
radiation_immunity = 100
telepatic_immunity = 100
chemical_burn_immunity = 100
explosion_immunity = 100
fire_wound_immunity = 100
Запускаем игру, находим арт и наслаждаемся!!!=))))))
Теперь возьмёмся за ГГ открываем папку configs, в ней открываем папку creatures, а вней в свою очередь папку actor.ltx, если нету создаём в выше указанном порядке. Видим там такое:
---==================================================================================================---
--------------------------------------------------------------------------------------------------------
-------------------------------------------(Главный герой)----------------------------------------------
--------------------------------------------------------------------------------------------------------
---==================================================================================================---
[actor_terrain]
255,255,000,255
[actor]:common_ph_friction_params_on_npc_death
GroupControlSection = spawn_group
$spawn = "actor"
$ed_icon = ed\ed_actor
$player = on
$prefetch = 16
cform = skeleton
class = S_ACTOR
money = 15000
rank = 3
script_binding = bind_stalker.actor_init
visual = actors\stalker_hero\stalker_hero_1.ogf
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
player_hud_section = actor_hud
terrain = actor_terrain
max_item_mass = 50
jump_speed = 10 ;--/Высота прыжков
crouch_coef = 0.30
climb_coef = 0.7
run_coef = 5
sprint_koef = 2.2
run_back_coef = 1.5
walk_back_coef = 0.8
air_control_param = 0.1
walk_accel = 17
show_corpses_dist = 10
pickup_info_radius = 5
feel_grenade_radius = 10.0
feel_grenade_time = 0.5
ef_creature_type = 17
attachable_items = device_torch,attachable_item,hand_radio
ph_box0_center = 0.0,0.9,0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.75, 0.0
ph_box1_size = 0.35, 0.75, 0.35
ph_box2_center = 0.0, 0.6, 0.0
ph_box2_size = 0.35, 0.6, 0.35
stalker_restrictor_radius = 0.1
stalker_small_restrictor_radius = .1
medium_monster_restrictor_radius = 0.1
ph_crash_speed_min = 17
ph_crash_speed_max = 30
ph_collision_damage_factor = 1.0
ph_mass = 80
weapon_bone0 = bip01_r_finger1
weapon_bone1 = bip01_l_finger1
weapon_bone2 = bip01_r_finger11
damage = actor_damage
hit_probability_gd_novice = 0.10
hit_probability_gd_stalker = 0.15
hit_probability_gd_veteran = 0.25
hit_probability_gd_master = 1.00
hit_sounds = actor_hit_snds
immunities_sect = actor_immunities_gd_novice
condition_sect = actor_condition
heavy_breath_snd = actor\breath_1
heavy_blood_snd = affects\heartbeat; heart\8
heavy_danger_snd = affects\heartbeat
material = creatures\actor
camera_height_factor = 0.92
disp_base = 0.9
disp_aim = 0.0
disp_vel_factor = 1.6
disp_accel_factor = 0.0
disp_crouch_factor = -0.7
disp_crouch_no_acc_factor = -0.8
disp_jump_factor = 2.0
body_remove_time = 60000
sleep_time_factor = 1000
max_sleep_hours = 12
species = actor
LegsCount = 2
step_params = stalker_step_manager
foot_bones = stalker_foot_bones
memory_update_time = 100
DynamicObjectsCount = 32
min_view_distance = 1.0
max_view_distance = 1.0
visibility_threshold = 1.0
always_visible_distance = 1.0
time_quant = 0.005
decrease_value = 0.1
velocity_factor = 0.5
luminocity_factor = 0.5
transparency_threshold = 0.4
still_visible_time = 5000
quick_item_1 = medkit
quick_item_2 = bandage
quick_item_3 = antirad
quick_item_4 = conserva
[actor_immunities_gd_novice]
burn_immunity = 0.3
strike_immunity = 0.3
shock_immunity = 0.3
wound_immunity = 0.05
radiation_immunity = 0.3
telepatic_immunity = 0.3
chemical_burn_immunity = 0.3
explosion_immunity = 0.05
fire_wound_immunity = 0.15
[actor_immunities_gd_stalker]
burn_immunity = 0.7
strike_immunity = 0.5
shock_immunity = 0.7
wound_immunity = 0.15
radiation_immunity = 0.7
telepatic_immunity = 0.7
chemical_burn_immunity = 0.7
explosion_immunity = 0.15
fire_wound_immunity = 0.5
[actor_immunities_gd_veteran]
burn_immunity = 0.85
strike_immunity = 0.75
shock_immunity = 0.85
wound_immunity = 0.5
radiation_immunity = 0.85
telepatic_immunity = 0.85
chemical_burn_immunity = 0.85
explosion_immunity = 0.5
fire_wound_immunity = 0.75
[actor_immunities_gd_master]
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.75
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0
[actor_condition]
satiety_v = 0.0000162
radiation_v = 0.0
satiety_power_v = 0.005
satiety_health_v = 0.0001
satiety_critical = 0.3
radiation_health_v = 0.002
morale_v = 0.0001
psy_health_v = 0.001
alcohol_v = -0.0003
health_hit_part = 1.0
power_hit_part = 0.1
max_power_leak_speed = 0.0
max_walk_weight = 60
bleeding_v = 0.019
wound_incarnation_v = 0.0005
min_wound_size = 0.0256
satiety_v_sleep = 0.00001
radiation_v_sleep = 0.0003
satiety_power_v_sleep = 0.0001
satiety_health_v_sleep = 0.00001
radiation_health_v_sleep = 0.001
morale_v_sleep = 0.0
psy_health_v_sleep = 0.0
alcohol_v_sleep = -0.0005
bleeding_v_sleep = 0.0
wound_incarnation_v_sleep = 0.0
max_power_leak_speed_sleep = -0.00001;
health_restore_v = 0.0001
jump_power = 0.01
jump_weight_power = 0.05
overweight_jump_k = 5
stand_power = -0.005
walk_power = 0.000008
walk_weight_power = 0.0001
overweight_walk_k = 5
accel_k = 3
sprint_k = 95
limping_health_begin = 0.1
limping_health_end = 0.2
limping_power_begin = 0.1
limping_power_end = 0.2
use_limping_state = on
cant_walk_power_begin = 0.01
cant_walk_power_end = 0.10
cant_sprint_power_begin = 0.10
cant_sprint_power_end = 0.20
can_sleep_callback = dream.can_sleep_callback
sleep_video_name_callback = dream.sleep_video_name_callback
radio_zone_max_power = 0.03
fire_zone_max_power = 0.2
acid_zone_max_power = 0.2
psi_zone_max_power = 0.1
electra_zone_max_power = 0.8
max_power_restore_speed = 0.020
max_fire_wound_protection = 1.45
max_wound_protection = 0.5
hud_health_blink = 0.05
[actor_thd_gd_novice]
killing_hit_treshold = 0.2
last_chance_health = 0.1
invulnerable_time = 500
[actor_thd_gd_stalker]
killing_hit_treshold = 0.2
last_chance_health = 0.1
invulnerable_time = 500
[actor_thd_gd_veteran]
killing_hit_treshold = 0.0
last_chance_health = 0.0
invulnerable_time = 0.0
[actor_thd_gd_master]
killing_hit_treshold = 0.0
last_chance_health = 0.0
invulnerable_time = 0.0
[actor_damage]
default = 1.0, -1, 1.0
bip01_pelvis = 1.0, 10, 1.0
bip01_spine = 1.0, 10, 1.0
bip01_spine1 = 1.0, 0, 1.0
bip01_spine2 = 1.0, 0, 1.0
bip01_neck = 1.0, 0, 1.0
bip01_head = 1.0, 0, 1.0
eyelid_1 = 1.0, 0, 1.0
eye_left = 1.0, 0, 1.0
eye_right = 1.0, 0, 1.0
jaw_1 = 1.0, 0, 1.0
bip01_l_clavicle = 1.0, 4, 1.0
bip01_l_upperarm = 1.0, 4, 1.0
bip01_l_forearm = 1.0, 4, 1.0
bip01_l_hand = 1.0, 4, 3.0
bip01_l_finger0 = 0.0, 4, 0.0
bip01_l_finger01 = 0.0, 4, 0.0
bip01_l_finger02 = 0.0, 4, 0.0
bip01_l_finger1 = 0.0, 4, 0.0
bip01_l_finger11 = 0.0, 4, 0.0
bip01_l_finger12 = 0.0, 4, 0.0
bip01_l_finger2 = 0.0, 4, 0.0
bip01_l_finger21 = 0.0, 4, 0.0
bip01_l_finger22 = 0.0, 4, 0.0
bip01_r_clavicle = 1.0, 2, 1.0
bip01_r_upperarm = 1.0, 2, 1.0
bip01_r_forearm = 1.0, 2, 1.0
bip01_r_hand = 1.0, 2, 1.0
bip01_r_finger0 = 0.0, 2, 0.0
bip01_r_finger01 = 0.0, 2, 0.0
bip01_r_finger02 = 0.0, 2, 0.0
bip01_r_finger1 = 0.0, 2, 0.0
bip01_r_finger11 = 0.0, 2, 0.0
bip01_r_finger12 = 0.0, 2, 0.0
bip01_r_finger2 = 0.0, 2, 0.0
bip01_r_finger21 = 0.0, 2, 0.0
bip01_r_finger22 = 0.0, 2, 0.0
bip01_l_thigh = 1.0, 8, 1.0
bip01_l_calf = 1.0, 8, 1.0
bip01_l_foot = 1.0, 8, 1.0
bip01_l_toe0 = 1.0, 8, 1.0
bip01_r_thigh = 1.0, 6, 1.0
bip01_r_calf = 1.0, 6, 1.0
bip01_r_foot = 1.0, 6, 1.0
bip01_r_toe0 = 1.0, 6, 1.0
[actor_animation]
fwd_l_strafe_yaw = 45
back_l_strafe_yaw = 45
fwd_r_strafe_yaw = 45
back_r_strafe_yaw = 45
l_strafe_yaw = 0
r_strafe_yaw = 0
[actor_hit_snds]
burn = actor\pain1,actor\pain2,actor\pain3
shock = actor\pain1,actor\pain2,actor\pain3
strike = actor\pain1,actor\pain2,actor\pain3
wound = actor\pain1,actor\pain2,actor\pain3
radiation = monsters\biting\def_0
telepatic = actor\pain1,actor\pain2,actor\pain3
fire_wound = actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4
chemical_burn = actor\pain1,actor\pain2,actor\pain3
explosion = affects\tinnitus3a
wound_2 = actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
light_burn = actor\pain1,actor\pain2,actor\pain3
[actor_hud]
visual = dynamics\weapons\wpn_hand\wpn_hand_01
position = -0.044000,-0.156000,0.100000
orientation = -0.500000,1.000000,-2.000000
ancor_0 = lead_gun
ancor_1 = l_hand
[actor_hud_01]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_01
[actor_hud_02]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_02
[actor_hud_03]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_03
[actor_hud_04]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_04
[actor_hud_05]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_05
[actor_hud_06]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_06
[actor_hud_07]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_07
[actor_hud_exo]:actor_hud
visual = dynamics\weapons\wpn_hand\wpn_hand_exo
ВСЁ ЭТО НАС НЕ ИНТЕРЕСУЕТ (ВЫЛОЖИЛ ЦЕЛИКОМ СПЕЦИАЛЬНО ДЛЯ ТЕХ У КОГО ЭТОГО НЕТ), КРОМЕ ПЕРВЫХ ПОЛТОРЫ СТРАНИЦЫ, (ЕСЛИ ЧТО-ТО ИНТЕРЕСУЕТ НАПИШИТЕ В КОМЕННТАХ-ОТВЕЧУ).СЕЙЧАС НАПИШУ ТО, ЧТО НАДО ИЗМЕНИТЬ В ТЕКСТЕ САМИ НАЙДЁТЕ (ВСЁ ЭТО В САМОМ НАЧАЛЕ) А ИЗМЕНИМ ВОТ ЧТО:
max_item_mass = 500
jump_speed = 12 ;--/Высота прыжков
crouch_coef = 0.30
climb_coef = 0.7
run_coef = 6
sprint_koef = 2.2
run_back_coef = 1.5
walk_back_coef = 0.8
Скопируйте первый вариант и поизменяйте если хотите.
СКРИНЫ:
Это мой первый пост, сначала хотел написать про Singularity, но потом что-то сдулся=(
Спасибо что прочли этот пост, желаю удачи! Пока.