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Stalker call of Pripyat new artifacts. Modifications for the S.T.A.L.K.E.R game series Section categories

I'm not the author!
I started working on this mod for Clear skies, but after the release of Call of Pripyat, the work was naturally interrupted, and it so happened that on New Year’s Eve I can offer you the alpha version of the mod.

The main idea of ​​the mod is to hunt for Artifacts that are scattered throughout all locations by emissions. Now not only the GG can find and select artifacts, but also all NPCs who have a detector. This mod is an attempt to make Stalker at least a little more similar to “the same Stalker,” which, of course, is different for everyone.

The mod was mainly intended for freeplay and may make some quests impossible.

Most Stalkers walk alone (*)
- After emissions, artifacts will spawn outside the anomalies, in random places
- Artifacts and their quantity vary depending on the location, the most valuable artifacts are in Pripyat
- Some already sleepy artifacts are irretrievably carried away by the next ejection
- Artifacts “Moonlight”, “Flash”, “Sparkler” as well as “Compass” and “Heart of Oasis” are shown by the detector only in the dead of night
- Artifacts will also spawn in those locations where the GG is not currently located
- The likelihood of artifacts spawning in anomalies has been significantly reduced
- Added a scheme for searching and picking up artifacts using non-scripts
All NPCs who have a detector now walk around with a detector and hide it during battle
- After the death of an NPC, all artifacts he picked up remain in his inventory and can be taken by other NPCs
- Added a scheme for robbing and trading bandits with the GG:
Bandits can sell the GG swag they find cheaply, or they can rob
- The stronger the group of bandits, the greater the chance of being killed and robbed
- Bandits are unceremonious and in case of any danger or disobedience they can open fire
- Added batteries for flashlight and night vision device:
- Both devices operate on the same battery, so turning on both devices at the same time will drain the battery faster
- Added experimental scheme for dodging headshot"a:
- NPCs get offended when the GG aims at their head and try to evade the weapon pointed at them
- Wounded enemies can be treated with first aid kits
- Increased alife distance
- Increased the radius in which NPCs react to monsters
- The pause between bursts has been reduced and the number of shots in one burst has been increased
- Slightly changed the relationship of factions to each other

Fixed bugs and shortcomings original game:
- An additional limitation on the vigilance of NPCs has been removed, due to which NPCs were not able to fight with enemies who were more than 30 meters away from them
- The animation for searching dead NPCs has been replaced with a more appropriate one
- Killed NPCs do not disappear longer
- The Compass artifact can now be manifested using the Svarog detector

(*) New game it is not necessary to start, but if this is not done, then existing groups of Stalkers will not begin to walk alone until they are replaced by new ones

Known bugs
The batteries don't have a model yet, so if you throw the battery out of your inventory on the ground, a PDA will appear.

Installation
1. Delete the "gamedata" folder in the game root directory
2. Extract the contents of the mod archive to the root directory of the game

IN Lately There are only rumors circulating throughout the Zone about three amazing and previously unseen artifacts. They say that one stalker discovered unusual meat near the Carousel anomaly, even the smallest piece of which can fill you up to your fill. Another said that he found two protective artifacts that, when put together, reliably protect its owner from all types of physical influence.

We'll open it for you little secret: These artifacts can actually be found in the Zone using our new modification. In the Autopsy the year before, we made basic necessities for our stalker (we strongly recommend that you re-read that article - it will be easier for you to navigate the current one). Now it's time for the artifacts.

Resources

All artifacts are described in the file artefacts.ltx, which is located in the directory \config\misc(archive gamedata.db0). Since we have already brought to light all the contents of this archive (in <Каталог игры>\temp) by using STALKER Data Unpacker(located on our DVD in the “Igrostroy” section), look for artefacts.ltx in the same folder as items.ltx - <Каталог игры>\temp\config\misc(we talked in detail about what this file is in the previous opening of “Stalker”).

Edit the “artifact” file, just like items.ltx, you can do it in Notepad. After the comment “Artifacts for the anomaly “Mosquito baldness””, the main sections of the file begin, corresponding to individual artifacts. Two adjacent blocks are dedicated to each miracle item: the second one is called exactly the same as the first, only the combination is added to the end of the name _absorption(For example: af_medusa And af_medusa_absorption).

Since some of the artifacts are related in their occurrence (located near the same types of anomalies), they can conditionally be combined into one category (each with three artifacts). This is clearly evidenced by the comments, which are followed by sections related to the artifacts of this group.

Let's study the settings of the first two blocks:

inv_name- name of the artifact.

description- description. The values ​​of this and the previous indicators are set by analogy with the parameters of the same name from the file items.ltx, only in this case the link goes to a block from the file string_table_enc_zone.xml. Thus, to determine the real name of the artifact, look at that section of this xml-file whose name matches the attribute value inv_name- name of the artifact;

inv_weight- weight of the artifact;

cost- price;

lights_enabled- light effect around the artifact ( true- present, false- absent);

trail_light_color- the color of light emitted by an object. Set using the RGB system (red, green, blue);

trail_light_range- the distance over which the light from the artifact spreads.

The following five settings determine the speed of various processes in the hero’s body after activating the artifact. With a value of 0 there is no effect, with negative values ​​the effect will be exactly the opposite.

health_restore_speed- health recovery;

radiation_restore_speed- removal of radiation from the body. A negative value in this case eliminates radiation (the lower the value, the faster the stalker will recover);

satiety_restore_speed- saturation;

power_restore_speed- restoration of strength (energy);

bleeding_restore_speed- stop bleeding.

Second of two blocks, with postfix _absorption, consists of nine identical characteristics. Each of them determines the degree of protection that the artifact provides from one or another type of physical impact. Please note that the higher the number, the weaker the immunity. Standard value is 100% - 1.0 . Numbers below one provide additional protection, and numbers above one, on the contrary, provide vulnerability.

burn_immunity- burn;

strike_immunity- hit;

shock_immunity- electric shock;

wound_immunity- gap;

radiation_immunity- radiation;

telepathic_immunity- telepathy;

chemical_burn_immunity- chemical burn;

explosion_immunity- explosion;

fire_wound_immunity- bullet resistance.

Unusual features

Now that you are familiar with the basic parameters, it's time to start creating artifacts. There are much more opportunities for creativity here than with ordinary objects. Many different parameters will help you create the most unusual artifacts.

To add to the game new artifact, you will have to remove one of the old ones. However, there is nothing wrong with that. After all, in fact, each subsequent artifact within the anomaly is only an improved version of the previous one (this is achieved by simply enhancing the basic properties of the object). Therefore, one thing in each category can be safely replaced with a new product.

We will make the first artifact based on a “chunk of meat”. All you need to do this is change in the section af_mincer_meat the values ​​of the indicators are as follows: inv_weight - 2.0 , cost - 6000 , health_restore_speed - 0 , satiety_restore_speed- 0.0006 , radiation_restore_speed - 0.0002 , fire_wound_immunity - 1.0 . As a result, we got meat that satisfies hunger almost instantly. True, it makes you a little more susceptible to blows (including edged weapons), and in addition, it emits radiation in small doses. So, if you do not have an artifact that can compensate for this damage, it is better to wash down such food with vodka, it will reduce the damaging effect.

This artifact is the most expensive in the game so far, and it weighs four times more than any other magical trinket. But with this miracle product you no longer need regular food. It makes sense to use the artifact when your hero is hungry and there are no enemies nearby. Once you’re full, it’s better to put it back in your backpack so that its radiation doesn’t affect you.

The second artifact - the “protective field” - will reduce damage to the hero’s health from several types of attacks at once. We will create it using the “moonlight” material, which corresponds to the block af_electra_moonlight. It is necessary to carry out the following transformations: inv_weight - 1.5 , cost - 7000 , trail_light_color - 0.1,0.2,0.8 , trail_light_range - 5.0 , health_restore_speed - -0.00015 , burn_immunity - 0.75 , radiation_immunity - 0.75 , explosion_immunity - 0.75 , chemical_burn_immunity - 0.75 . The “protective field” mitigates damage from four types of damage (including from radioactive radiation), but slowly sucks the life out of the main character, and in addition, makes him a little more vulnerable to electric shock. These two disadvantages, however, can be more than overcome with some other artifacts.

Our next artifact - “molecular armor” - will perfectly complement the “protective field”. We will put the new product in place of the “night star”, the characteristics of which are described in the section af_night_star. Make the following changes to it: inv_weight - 1.2 , cost - 7000 , trail_light_color - 0.8,0.2,0.3 , trail_light_range - 6.0 , radiation_restore_speed - 0.0001 , burn_immunity - 1.1 , strike_immunity - 0.7 , shock_immunity - 0.7 , wound_immunity - 0.7 , radiation_immunity - 1.1 , telepathic_immunity - 0.9 , explosion_immunity - 1.15 , fire_wound_immunity - 0.75 . The artifact provides excellent protection against some types of attacks, but at the same time makes the stalker more sensitive to others, plus it radiates a little.

After working on the file artefacts.ltx is completed, copy it to <Каталог игры>\gamedata\config\misc.

Appearance

We have endowed new artifacts with a number of useful properties, without forgetting about side effects. Now our task is to rename the resulting things so that no one confuses them with the original artifacts.

All that remains is to find appropriate descriptions for the new artifacts. “A piece of meat” corresponds to a block enc_zone_artifact_af-mincer-meat. You can leave the first sentence inside it, and replace the subsequent ones with, for example, the following text: “ Relieves hunger, but emits radiation" The descriptions of the other two artifacts, in principle, can be left unchanged, but for those who want to add something to them: “ Moonlight» described in the section enc_zone_artifact_af-electra-moonlight, "night star" - in enc_zone_artifact_af-night-star. After all operations with the text are completed, the file string_table_enc_zone.xml need to be copied to <Каталог игры>\gamedata\config\text\rus.

In addition to rewriting texts, it is highly desirable to change appearance artifacts in inventory. You will find the corresponding pictures in the same file. ui_icon_equipment.dds(folder <Каталог игры>\gamedata\textures\ui).

Translate each picture using DXT Tools into tga format and open in Photoshop. Images of artifacts are scattered throughout the image contained in the file, but most of them are concentrated in the upper right corner. Of course, it is not necessary to completely redraw all these icons; it is enough to add some details.

* * *

We have added three new artifacts to the game. Each is unique in its own way, with its own advantages and disadvantages. But the most important thing is that, guided by the principles described in the article, you can create your own artifacts that will weaken the main character (if the game is too simple for you) or, conversely, help you pass the most dangerous locations (if you are a hardcore gamer and a “Stalker” for you are too simple).

Despite the low ratings here - on PG, I continued working.
Background. In general, yes. I played AMK. I saw a bunch of new artifacts. And this is my favorite in the zone (it’s not for nothing that I became a scientist).
I tried to add these same (not only AMK) artifacts to SGM. It seems to have worked out.

Version 2.8 Changes: Conducted a complete rebalance of Artifact Spawn. I made changes to the search using the detector (now everything is no problem). Artifacts will now spawn in corpses. Fixed the Gauss artifact. Added 2 new artifacts. Made minor adjustments to the balance and descriptions, as well as all critical crashes.

Version 2.1 Changes: Mod, as such, to get rid of the BETA signature. Some artifacts can be found from the Merchant in the Bunker (the one on Jupiter), the rest are either in caches or in the Zone (I specially removed many of the arts to make it interesting to look for them). Artifacts spawn in Anomalies. Artifacts from the mod will be added to SGM caches. Compared to Version 1.0, ALL ARTIFACTS (including standard ones) have been completely rebalanced from scratch. Added selection of some artifacts.

For those who said that I was clinging to SGM. The mod will work without SGM. This version adapted for SGM 1.7
The mod is developing further thanks to praise on the SGM forum... I will be glad to listen to suggestions.


All the ideas I have planned.

Many mysteries and rumors give rise to great legends in the game Stalker. Some of them turn out to be just fiction, while others are true. One of these legends is the Klondike artifacts, and below we will tell you whether such places exist and where to look for them. Almost from the very beginning of the passage, in dialogues with stalkers, you can now and then come across mentions of the Klondike and new stalkers setting off in search of a place that has become a legend.

However, if we consider the Klondike to be a place where expensive and rare artifacts accumulate, then in the game Stalker Call of Pripyat you are unlikely to be able to find rare art; rather, it will be quite common, which can be found without much effort throughout the zone.

The appearance of Klondike in mods for Stalker.

Before you find Klondike artifacts in Stalker Call of Pripyat, you need to know that some places can only appear after installing a certain mod (Klondike). For example, for the game Stalker Shadow of Chernobyl, such a mod is Secret Paths 2. To search for the Klondike you will need an artifact called “Snake Eyes”. You can find him at the Radar location, near a gap in the barbed wire fence. After this, go to the Dark Valley, in this location you need to go along the edge of the map. By hanging the Snake Eyes artifact on your belt, you will be able to see a scattering of about 10 different artifacts that are scattered over a radius of several square meters.

IN official version There is also a place where there are supposedly Klondike artifacts. To do this, go to the Avangard stadium, located in Pripyat. There you will encounter serious resistance, stalkers with RPGs will be sitting in the stands, and the field will be teeming with various monsters. After destroying the opponents, go to the field, below, be extremely careful and beware of the funnel anomalies. Carefully bypassing the anomalies, you will reach a small safe area in the middle of the field, where you will see it in all its glory, treasured Klondike Artifacts.

Let's summarize the search:

First of all, it is worth noting that you will probably not be able to find the place exactly described in the stalker legends in the game and it will still remain a legend in the original version of the game. However, after completing the game in one of the endings (you must successfully complete all of St. John's wort's quests), the developers described in some detail a place called the Klondike of artifacts - it was Yanov and its environs.

Now you know how to find Klondike artifacts in Stalker Call of Pripyat. Despite all sorts of references and stories of various stalkers, the Klondike may not be in these places. But these places have been shown on numerous videos, and therefore this issue simply cannot be ignored. Good luck finding the artifacts!

Background. In general, this is true. I played AMK. I saw a bunch of new artifacts. And this is my favorite in the zone (it’s not for nothing that I became a scientist).
I tried to add these same (not only AMK) artifacts to SGM. It seems to have worked out.

Version 2.8 Changes: Completely rebalanced the Spawn of artifacts. I made changes to the search using the detector (now everything is no problem). Artifacts will now spawn in corpses. Fixed the Gauss artifact. Added 2 new artifacts. Made minor adjustments to the balance and descriptions, as well as all critical crashes.

Version 2.1 Changes: Mod, as such, to get rid of the BETA signature. Some artifacts can be found from the Merchant in the Bunker (the one on Jupiter), the rest are either in caches or in the Zone (I specially removed many of the arts to make it interesting to look for them). Artifacts spawn in Anomalies. Artifacts from the mod will be added to SGM caches. Compared to Version 1.0, ALL ARTIFACTS (including standard ones) have been completely rebalanced from scratch. Added selection of some artifacts.





For those who said that I was clinging to SGM. The mod will work without SGM. This version is adapted for SGM 1.7
The mod is developing further thanks to praise on the SGM forum... I will be glad to listen to suggestions.


- all the ideas that I have planned.