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Hello. I like to mod video games. │ Twitter: ModdersPlaygro1 │ YouTube: Modder's Playground │ As for any of the mods that I release, feel free to adapt them to your liking or tweak them to make them better. I just want the modding community to thrive for as long as possible. That's what keeps many of our favourite games alive. All of my mods are only released in English; translations and adaptations are welcome. DM's open.

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Self-reminder. Pic resolution is 600x338 for the typical 1280x720 image (or a multiple of this resolution). Centre the pic and you've got an image in your article or blog that isn't cropped. Voila!

**Now I can stop prying through my notes and trying to figure out where I got this number from.

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))

snd_draw = weapons\generic_draw, 1.0, 1.0

Poked around through .ltx files for a few weapons and found this info.

**very short memo; made a note of it here as I learnt this today :D

***EDIT: the above shows how they are structured and what the additional numbers after the sound file names mean.

Design document for S.T.A.L.K.E.R.: Eisenkrieg, a mod for S.T.A.L.K.E.R.: Call of Chernobyl (1.4.22). Produced by Jacob_MP.

--- STANDARD-ISSUE WEAPONS LIST ---

**Weapons and variants tagged with "###" are not used in S.T.A.L.K.E.R.: Eisenkrieg.
**Document created during mod's development, some info may be subject to change. Such info is marked with "~~~" after it (without the quotation marks).
; Partisans
ADDED DP-28 (Standard) == 7.62x54mmR
ADDED SVT-40 == (Standard) 7.62x54mmR
ADDED SVT-40 === (Upgraded) - added scope
ADDED Mosin-Nagant == (Standard) 7.62x54mmR
ADDED Mosin-Nagant === (Upgraded) - added scope
ADDED PPSh-41 '42 == (Standard) 7.62x25mm Tokarev (stick magazine)
ADDED PPSh-41 '43 == (Standard) 7.62x25mm Tokarev (drum magazine)
ADDED PTRS-41 == (Standard) 14.5x114mm
ADDED TT-33 == (Standard) 7.62x25mm Tokarev
ADDED TT-33 === (Upgraded) - added suppressor
; Axis
ADDED MG 42 = (Standard) 7.92x57mm Mauser
ADDED Gewehr 43 == (Standard) 7.92x57mm Mauser
ADDED Gewehr 43 === (Upgraded) - added scope
ADDED Karabiner 98k == (Standard) 7.92x57mm Mauser
ADDED Karabiner 98k === (Upgraded) - added scope
ADDED Mauser C96 == (Standard) 7.63x25mm Mauser
ADDED Walther P38 == (Standard) 9x19mm FMJ & 9x19mm PB1s
ADDED MP 40 == (Standard) 9x19mm FMJ & 9x19mm PB1s
ADDED StG 44 == (Standard) 7.92x33mm Kurz
ADDED Luger P08 == (Standard) 9x19mm FMJ & 9x19mm PB1s
--- UNUSED WEAPONS LIST ---
### ADDED StG 44 === (Upgraded) - added suppressor
### ADDED PTRD-41 == (Standard) 14.5x114mm
### ADDED Mauser C96 === (Upgraded) - converted to 9x19mm FMJ & 9x19mm PB1s

--- INFANTRY LOADOUTS ---

; Partisans
-- Assaulter
SVT-40 == (Standard) 7.62x54mmR
TT-33 == (Standard) 7.62x25mm Tokarev OR SVT-40 === (Upgraded) - added scope
TT-33 == (Standard) 7.62x25mm Tokarev
-- Specialist
PPSh-41 '43 == (Standard) 7.62x25mm Tokarev (drum magazine)
TT-33 == (Standard) 7.62x25mm Tokarev
-- Heavy
DP-28 (Standard) == 7.62x54mmR
PPSh-41 '42 == (Standard) 7.62x25mm Tokarev (stick magazine)
-- Sniper
Mosin-Nagant == (Standard) 7.62x54mmR
TT-33 === (Upgraded) - added suppressor OR Mosin-Nagant === (Upgraded) - added scope
TT-33 == (Standard) 7.62x25mm Tokarev
; Axis
-- Assaulter
StG 44 == (Standard) 7.92x33mm Kurz
Luger P08 == (Standard) 9x19mm FMJ & 9x19mm PB1s OR Gewehr 43 == (Standard) 7.92x57mm Mauser Walther P38 == (Standard) 9x19mm FMJ & 9x19mm PB1s
-- Specialist
MP 40 == (Standard) 9x19mm FMJ & 9x19mm PB1s
Walther P38 == (Standard) 9x19mm FMJ & 9x19mm PB1s
-- Heavy
MG 42 = (Standard) 7.92x57mm Mauser
Mauser C96 == (Standard) 7.63x25mm Mauser
-- Sniper
Karabiner 98k == (Standard) 7.92x57mm Mauser
Walther P38 == (Standard) 9x19mm FMJ & 9x19mm PB1s OR Karabiner 98k === (Upgraded) - added scope Luger P08 == (Standard) 9x19mm FMJ & 9x19mm PB1s

##################################################################
--- PLAYER LOADOUTS ---
##################################################################
; Partisans
-- Assaulter
SVT-40 == (Standard) 7.62x54mmR
TT-33 == (Standard) 7.62x25mm Tokarev
-- Specialist
PPSh-41 '43 == (Standard) 7.62x25mm Tokarev (drum magazine)
TT-33 == (Standard) 7.62x25mm Tokarev
-- Heavy
DP-28 (Standard) == 7.62x54mmR
PPSh-41 '42 == (Standard) 7.62x25mm Tokarev (stick magazine)
-- Sniper
Mosin-Nagant === (Upgraded) - added scope
TT-33 === (Upgraded) - added suppressor
; Axis
-- Assaulter
StG 44 == (Standard) 7.92x33mm Kurz
Gewehr 43 == (Standard) 7.92x57mm Mauser
Walther P38 == (Standard) 9x19mm FMJ & 9x19mm PB1s
-- Specialist
MP 40 == (Standard) 9x19mm FMJ & 9x19mm PB1s
Walther P38 == (Standard) 9x19mm FMJ & 9x19mm PB1s
-- Heavy
MG 42 = (Standard) 7.92x57mm Mauser
Mauser C96 == (Standard) 7.63x25mm Mauser
-- Sniper
Karabiner 98k === (Upgraded) - added scope
Luger P08 == (Standard) 9x19mm FMJ & 9x19mm PB1s

##################################################################
--- STORY MODE NOTES ---
##################################################################
- Starting the Story Mode gives an alternate cutscene that instructs you to assist your allies. This starts you out on the Axis side with the Assaulter class. ~~~
- After five minutes, you will receive a PDA transmission from a mercenary outside the Dead City, prompting the spawn of a special squad of Partisans. One of them is equipped with a PTRS-41. ~~~
- After all members of this squad have been eliminated, you will receive a second PDA message stating that they are making a move towards the Dead City. This spawns a small squad of dead mercenaries where the player can loot a PDA with a map on it. The map itself details a safe route to Limansk, which is where the player is teleported shortly after picking up the PDA. ~~~
- Once the player reaches Limansk, they will be able to fight their way to the CNPP via the streets of Limansk and the Abandoned Hospital. Once they reach the CNPP (which is only a trigger near the end of the Abandoned Hospital), an ending cutscene plays.

##################################################################
--- OTHER NOTES ---
##################################################################
- Most player classes have an upgraded variant of their starting weapon near their spawn point. ~~~
- Two difficulty modes; Casual and Hardcore. Casual is the default Rookie difficulty from the S.T.A.L.K.E.R. games while Hardcore puts player damage immunity on the same level as all NPCs (which is very low).
- Player can freeze to death if they do not wear any clothing.
- Four classes are available to choose from the character creation screen, including a short Story Mode and an option to play as a mercenary (access the latter by pressing "Z").

EISENKRIEG NOTES 02/05/2023:

*The gamedata folder for demo or release must be individually placed in the S.T.A.L.K.E.R.: Call of Chernobyl (version 1.4.22) directory to run S.T.A.L.K.E.R.: Eisenkrieg (demo or release). No files are encrypted, so players are immediately able to look through the mod's files and tinker their experience right out of the box. Players would only have to unzip the files of the mod (using WinRAR, 7-Zip or any feature equivalents) to access and play S.T.A.L.K.E.R.: Eisenkrieg.

PHASE SYSTEM:

*A gameplay trailer will be released along with an update of the phase system (detailed below).

Phase One: Demo will be released. Lightly mimics the features of the full release to give players a taste of S.T.A.L.K.E.R.: Eisenkrieg and what is to come. Demo will be released one month before launch.

Phase Two: The full release. All design documents will also be released.

RELEASE:

ADD PDA OBJECTIVES FOR STORY: "Survive the fighting in Dead City", "Progress north to the rendezvous point".
*ADD NOTEBOOK TO PLAYER'S INVENTORY WITH DETAILS ON RENDEZVOUS POINT: "Head north, passing Mercenary camps. Once in Limansk, progress north again, passing through the square. Be cautious of Monolith presence. After reaching the sunken hospital building, keep going. Some of our friends have holed up near Jupiter."

DEMO:

Limits to one class per side. Very limited supply of weapons. No story.

Demo will be limited to only the Assaulter class for each of the two sides (Partisans and Axis).

Demo will still include Iron Man mode.

Demo will not have a time limit.

Demo will include exclusive weapon skins that can be used in the full release (as an optional install that includes backups for original weapon skins)
*This is a golden weapon skin pack that'll be included with the demo as an exclusive extra for users to play around with. Screenshots for each of these will be included in a preview image on the S.T.A.L.K.E.R.: Eisenkrieg mod page.

Demo does not have option to play as a Mercenary. Pressing Z on the character creation screen will play a gameplay demonstration of the full release (will go back to the main menu upon finishing.

===== FUNCTIONS FOR STALKER .LTX SCRIPTS =====

Current version dated 21/07/2023. Originally created 17/05/2021.

**at present, most of these are compatible across all three of the original S.T.A.L.K.E.R. games. Be aware that some may not be compatible with SoC (not yet found via testing, only through past recollection).

------------------------------------------------------
PLAYER/SQUAD RELATIONS:
------------------------------------------------------

Make a squad to be friends with the player: %=set_squad_goodwill(squad_name_1:friend)%

Set a squad to be enemies with the player: %=set_squad_enemy_to_actor(squad_name_1)%

Set two different squads to be enemies with each other: %=set_squads_enemies(squad_name_1:squad_name_2)%

Sets faction attitude towards player: %=set_faction_community_to_actor(bandit:enemy)%

%=set_factions_community(killer:renegade:enemy)%

Triggers a function with "on_info = " if the player is in a certain faction: {=actor_community(actor_monolith)}

**"actor_monolith" has been used as an example.

Triggers a function with "on_info = " if the player is an enemy to a certain NPC/squad: {=actor_enemy}

Examples of changes in faction goodwill if a player is in a particular faction (below):

on_info = {=actor_community(actor_freedom)} sr_idle %=inc_faction_goodwill_to_actor(freedom:5000)%

on_info2 = {=actor_community(actor_freedom)} sr_idle %=dec_faction_goodwill_to_actor(dolg:5000)%

**only use on_info2, on_info3, on_info4, etc. if there is more than one on_info variable under a section of script (i.e. under anything with a [ and a ] between them, such as [sr_idle] - you'll see [sr_idle] a lot in the games' .ltx files).

------------------------------------------------------
ITEM SPAWNING/OWNERSHIP:
------------------------------------------------------

Spawns item in player's inventory: %=give_item(item_name)%

Removes item from player's inventory: %=remove_item(item_name)%

Spawns an item in a container: %=spawn_object_in(item_name:container_name)%

Spawns item in non-smart_terrain type area (i.e. walk/look-defined): %=spawn_object(item_name:jup_b207_depot_cover)%

Triggers a function with "on_info = " if the player has an item in their inventory: {=actor_has_item(item_name)}


------------------------------------------------------
PLAYER/SQUAD POSITION:
------------------------------------------------------

Teleports player to walk/look-defined area: %=teleport_actor(zat_b7_actor_teleport_walk:zat_b7_actor_teleport_look)%

Teleports a squad to a walk/look-defined area: %=teleport_squad(squad_name:walk/look_area)%

Function that checks if the player is in a certain area: {=actor_in_zone(lim_space_restrictor_0008)}

Function that checks if the player is on a certain level: {=actor_on_level(k00_marsh)}


------------------------------------------------------
SQUAD SPAWNING/DE-SPAWNING:
------------------------------------------------------

Spawns a squad in smart_terrain area: %=create_squad(squad_name_1:smart_terrain_name)%

Add an NPC to a squad: %=create_squad_member(zat_b5_npc_name:squad_name_1)%

Removes existing squad based on squad name: %=remove_squad(squad_name_1)%

Clear a defined smart_terrain area of existing NPC's: %=clear_smart_terrain(smart_terrain_name)%


------------------------------------------------------
KILLING ENTITIES/SPAWNING DEAD NPC'S:
------------------------------------------------------

Kill the player: %=kill_actor%

Kills an existing squad(s): %=kill_squad(squad_name_1)%

Spawns a dead NPC in a walk/look-defined area: %=spawn_corpse(zat_b5_npc_name:walk/look_area)%

Function that checks if the player is alive: {=actor_alive}


------------------------------------------------------
GIVING/SHOWING/REMOVING INFO:
------------------------------------------------------

Gives PDA message to the player: %=send_tip (st_pda_message_string_name)%

Gives info: %+info_name%

Removes info: %-info_name%

Triggers function if actor has certain info portion(s): {+info_name}

Triggers function if actor does not have certain info portion(s): {-info_name}


---------------------------
SAVING YOUR GAME:
---------------------------

Autosaves the game: %=scenario_autosave(st_save_name)%


------------------------------------------------------
IN-GAME TIMER:
------------------------------------------------------

Value; 1000 = 1 second, start_value is in milliseconds


[sr_timer]

type = dec

start_value = 30000 (milliseconds)

on_value = 0 | sr_idle@check_death

Copy and paste the mod page's URL into the URL box (i.e. "https://www.moddb.com/mods/stalker-eisenkrieg", without the quotation marks).

Add "/addons" onto the end of the above URL (i.e. so it says "https://www.moddb.com/mods/stalker-eisenkrieg/addons", also without any quotations).

Click the "+" symbol on your screen to add an addon to your mod page. Once added, it'll add the addons section to your mod page for all to see and publish their addons to.

**Side note: make sure to go to "Edit mod" on your mod's profile page (basically the mod's main page, or summary) and ensure that the box next to downloads is ticked off as this will allow users to publish their own addons to your mod's page.

oooo mod stuff

**Dated 10/07/2023.

Basically, this sums up what I can and cannot do when it comes to S.T.A.L.K.E.R. modding, as of the date above.

Can do:

- Adjusting/creating scripts (some .script files, a lot of .ltx files).
- Adjusting and creating textures (.dds files). Anything from UI to other textures (just the textures).
- Importing/exporting and editing models (mostly weapon and prop models, with some NPC model edits).
- Adjusting UI elements (some main menu options, via .xml files, and some in-game elements such as health bars, etc.).
- Import and export sounds from the game, as well as making custom ones (see below "can't do" heading for more info).
- Port animations between S.T.A.L.K.E.R. modifications (as seen via my weapon mods).

Can't do:

- Properly integrate sounds into the game to the point where they play according to player's distance from the source. For instance, a weapon being fired would not be as loud from a distance as it would be if one was closer to the weapon itself. Tried SAVandT, but had no luck: Metacognix.com
- Creating animations; due to pick this up, but haven't done so yet.
- Creating and editing levels; a major one that I've been trying to do on-and-off for a while, haven't been successful with the exception of one instance (removed a couple of boxes from Lab X-18 in the CoC mod, if I recall correctly). Consulted these links, followed the steps but to no avail (Level Editor keeps crashing when adding, dragging or moving any objects - currently crashes as a whole whenever I try to load any level).
Moddb.com
Moddb.com

- Editing all.spawn files via ACDC tool. Tried this tutorial, but to no avail. Not a huge priority, but may pick up on it again. Indiedb.com

Will update (hopefully) if anything changes.

Steps to change your FOV in-game.

1) Press the ` key to open the in-game console (or keyboard equivalent). It's normally the key that's sitting just below the Esc key.

2) Type "fov [INSERT NUMBER HERE]", without the quotation marks. For example, I almost always type "fov 70" as this is the default FOV that all of my weapon mods are compatible with and made for.

3) Enjoy your new FOV.

Can also be changed via the game settings in most mods.

From personal experience, I usually use a FOV of 70 when playing the game normally (i.e. CoC), though I can sometimes use a FOV of 100 for that "CoD Promod" feel, or even a FOV of 120 if I haven't taken my meds that day.

Doing this for the three original S.T.A.L.K.E.R. games requires modding the games' files (not included here, a quick Google search should do the trick).

To replicate thick fog:

gamedata > configs > environment > weathers > indoor.ltx

Change the fog_density and fog_distance values to the ones below all throughout the indoor.ltx file (like below):

fog_density = 0.900000

fog_distance = 130.000000

To get the fog to pop up in-game, go to gamedata > configs > game_levels.ltx and game_maps_single.ltx

Change the weathers variable to indoor (i.e. "weathers = indoor" instead of "weathers = atmosfear", without quotations) for any levels where you wish to have the fog to appear in.

**May be edited in the future. Notes placed here for modding and future reference (and others' use, of course).

EDIT (02/04/2023): Mod has now been patched to show upgrade options and prices at technicians as well as brush up a few text strings. Download the mod (link in text below) and copy and paste the "1st_april_patch_2023" folder over your install of this mod. Compatible with existing saves (no, this is not an April Fools' joke, otherwise that'd make me an even bigger fool).

Design document (amended and up-to-date as of 01/04/2023) for the World War II Weapons Pack, compatible for S.T.A.L.K.E.R.: Call of Chernobyl (1.4.22). Does not have info on Signature (one-of-a-kind) weapons included in this mod, though I may publish this info separately if there is demand for it. Signature weapons cannot be upgraded.

Also includes prices of upgrades for weapons in this mod, as well as what weapons can be upgraded. Planning on adding a simple (and optional) patch to the mod (link to the mod here) to better communicate weapon upgrade info to the player.

Also released a post prior to releasing this mod with background info here.

Weapons can be upgraded at any technician. Upgrade options will only pop up in technicians' dialog once you have enough money in-game (prices below). Upgraded weapons can also be found on dead stalkers.

Used & to add the & symbol to text strings.

--- STANDARD-ISSUE WEAPONS LIST ---

DP-28 == (Standard) 7.62x54mmR

SVT-40 == (Standard) 7.62x54mmR
SVT-40 === (Upgraded) - added scope (cost = 5,500 RU)

Mosin-Nagant == (Standard) 7.62x54mmR
Mosin-Nagant === (Upgraded) - added scope (cost = 3,500 RU)

MG 42 = (Standard) 7.92x57mm Mauser

Gewehr 43 == (Standard) 7.92x57mm Mauser
Gewehr 43 === (Upgraded) - added scope (cost = 3,000 RU)

Karabiner 98k == (Standard) 7.92x57mm Mauser
Karabiner 98k === (Upgraded) - added scope (cost = 3,500 RU)

M1 Garand == (Standard) .30-06 Springfield

M1903 Springfield == (Standard) .30-06 Springfield

M1911 == (Standard) .45 ACP FMJ & .45 ACP Hydroshock
M1911 === (Upgraded) - added suppressor (cost = 1,500 RU)

Grease Gun == (Standard) .45 ACP FMJ & .45 ACP Hydroshock
Grease Gun === (Upgraded) - increased fire rate (cost = 1,000 RU)

M1A1 Thompson == (Standard) .45 ACP FMJ & .45 ACP Hydroshock (no foregrip or drum magazine)

M1928 Thompson == (Standard) .45 ACP FMJ & .45 ACP Hydroshock (no foregrip or drum magazine)

M1928A1 Thompson == (Standard) .45 ACP FMJ & .45 ACP Hydroshock (includes drum magazine)
M1928A1 Thompson === (Upgraded) .45 ACP FMJ & .45 ACP Hydroshock (includes integrated foregrip and drum magazine) (cost = 4,000 RU)

Mauser C96 == (Standard) 7.63x25mm Mauser
Mauser C96 === (Upgraded) - converted to 9x19mm FMJ & 9x19mm PB1s (cost = 3,000 RU)

PPSh-41 '42 == (Standard) 7.62x25mm Tokarev (stick magazine)

PPSh-41 '43 == (Standard) 7.62x25mm Tokarev (drum magazine)

Sten Mk II == (Standard) 9x19mm FMJ & 9x19mm PB1s
Sten Mk II === (Upgraded) - added suppressor (cost = 750 RU)

TT-33 == (Standard) 7.62x25mm Tokarev
TT-33 === (Upgraded) - added suppressor (cost = 1,500 RU)

Walther P38 == (Standard) 9x19mm FMJ & 9x19mm PB1s

MP 40 == (Standard) 9x19mm FMJ & 9x19mm PB1s

PTRD-41 == (Standard) 14.5x114mm
PTRD-41 === (Upgraded) 14.5x114mm ;added scope (cost = 8,500 RU)

PTRS-41 == (Standard) 14.5x114mm

StG 44 == (Standard) 7.92x33mm Kurz
StG 44 === (Upgraded) - added suppressor (cost = 5,500 RU)

M2 Browning == (Standard) .50 BMG
M2 Browning === (Upgraded) - increased magazine capacity from 200 rounds to 400 rounds (cost = 10,500 RU)

M1 Carbine == (Standard) .30 Carbine (7.62x33mm)

Welrod Mk I == (Standard) 9x19mm FMJ & 9x19mm PB1s

Carcano M91/38 == (Standard) 6.5x52mm Carcano, ammo also known as 6.5x52mm Carcano

Model 21 == (Standard) 12x70 Buckshot & 12x76 Slug

Model 1897 == (Standard) 12x70 Buckshot & 12x76 Slug

Model 1873 == (Standard) .44-40 Winchester

Arisaka == (Standard) 6.5x50mmSR Arisaka

Model 70 == (Standard) .30-06 Springfield

Luger P08 == (Standard) 9x19mm FMJ & 9x19mm PB1s

S&W Model 10 == (Standard) .38 Special
S&W Model 10 === (Upgraded) scope added (cost = 4,500 RU)

wz. 35 == (Standard) 7.92x107mm DS

Volkssturmgewehr == (Standard) 7.92x33mm Kurz

Panzerschreck == (Standard) RPzB. Gr. 4322 HEAT

Lee Enfield No. 4 == (Standard) .303 British a.k.a. 7.7x56mmR (No. 4 Mk I)

--- OTHER WEAPONS ---

Fairbairn-Sykes (Standard)

Type 30 (Standard)

6x4 Bayonet (Standard)

Fist (Standard)


Stielhandgranate

F-1 Grenade

--- VARIANT TAGS ---

(Standard)

(Upgraded)

(Signature)