Added, Updated and Removed Mods

Added:
- HUD Offsets Editor
- NPC Wounded Redone

Updated:
- Stealth Overhaul
- Redone Pripyat + Jupiter
- Redone Limansk and Hospital
- Outfit Animations
- Modded Executables

Removed:
- Arrival
This commit is contained in:
2024-04-06 19:17:40 -04:00
parent 6f19f2c70f
commit 3098b9f051
1720 changed files with 4928 additions and 113776 deletions
@@ -41,6 +41,7 @@ surge = 1
army = 3
dolg = 3
zombied = 1
isg = 1
lair = 1
territory = 1
zoo_monster = 0
@@ -94,16 +95,16 @@ sim_avail = {+jup_scientist_hermann_dead +jup_scientist_ozersky_dea
surge = 1
stalker = 0
bandit = 0
csky = 3
csky = 0
dolg = 0
freedom = 0
killer = 1
ecolog = 1
killer = 0
ecolog = 5
monolith = 0
![jup_b46]:default
sim_avail = false
territory = 1
sim_avail = true
zombied = 1
![jup_b47]:default_territory
sim_avail = true
@@ -117,13 +118,33 @@ bandit = 1
csky = 1
freedom = 1
dolg = 1
monolith = 1
monolith = 2
greh = 1
![jup_b200_tushkan_smart_terrain]:default_lair
sim_avail = true
sim_avail = true
surge = 0
territory = 0
stalker = 0
bandit = 0
csky = 0
freedom = 0
dolg = 0
monolith = 0
greh = 0
![jup_b202]:weak_lair
sim_avail = true
surge = 1
stalker = 1
bandit = 1
csky = 1
freedom = 1
bandit = 1
renegade = 1
monolith = 1
greh = 1
zombied = 1
![jup_b203]:weak_lair
sim_avail = {+jup_b16_complete_end} true, false
@@ -138,8 +159,8 @@ stalker = 1
csky = 1
freedom = 1
dolg = 1
bandit = 5
renegade = 5
bandit = 2
renegade = 1
![jup_b205_smart_terrain]:weak_lair
sim_avail = true
@@ -154,8 +175,10 @@ sim_avail = true
![jup_b207]:default_base
sim_avail = true
stalker = 2
freedom = 3
stalker = 1
csky = 1
freedom = 1
monolith = 2
![jup_b207_depot_attack]:default_territory
sim_avail = false
@@ -253,9 +276,9 @@ sim_avail = true
![jup_sim_13]:weak_lair
sim_avail = true
freedom = 1
monolith = 1
greh = 1
freedom = 0
monolith = 0
greh = 0
![jup_sim_14]:weak_lair
sim_avail = false
@@ -32,18 +32,9 @@ sim_avail = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pr
territory = 1
surge = 1
![pri_smart_controler_lair1]:default_lair
![pri_smart_controler_lair1]:default
sim_avail = true
lair = 1
territory = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 5
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 5
surge = 1
![pri_smart_controler_lair2]:default_lair
sim_avail = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} true, false
@@ -224,9 +215,19 @@ surge = 1
army = 1
dolg = 1
![pri_b302]:default_resource
![pri_b302]:default_lair
sim_avail = true
zombied = 2
zombied = 1
lair = 1
territory = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![pri_b303]:default
sim_avail = {+pri_b303_complete_end} true, false
@@ -329,7 +330,7 @@ monster_predatory_night = 5
monster_vegetarian = 5
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 0
monster_special = 5
![pri_sim_7]:default_base
sim_avail = true
@@ -31,8 +31,7 @@ monolith_sim_squad_advanced = 0
monolith_sim_squad_novice = 0
monolith_sim_squad_veteran = 0
![pri_b303]
pri_b301_snork_squad
![pri_b303]
![pri_sim_1]
;monolith_sim_squad_advanced = 0
@@ -1,3 +1,9 @@
[jup_smart_terrain_base_radio_mlr]
type = 3d
path = mlr\marsh\marsh_radio_
shuffle = loop
idle = 5,15,100
[jup_blowout_siren]
type = 3d
path = ambient\blowout\blowout_siren_jup
@@ -10,4 +10,18 @@ type = 3d
path = ambient\background\pripyat\monolith_antenna_1
shuffle = rnd
idle = 5,15,100
levels = pripyat
[pri_door_open_start]
type = 3d
path = device\wood_large_close_start
shuffle = rnd
idle = 1,1,100
levels = pripyat
[pri_door_close_start]
type = 3d
path = device\wood_large_close_stop
shuffle = rnd
idle = 1,1,100
levels = pripyat
@@ -0,0 +1,21 @@
[dynamic_object_configs]
smart = pri_sim_12
condlist_0 = true
[exclusive]
door_4 = pri_house_door_3 | -51.10,-0.22,231.67 | 0,90,0 | condlist_0
door_5 = pri_house_door_4 | -51.10,-0.22,230.17 | 0,90,0 | condlist_0
door_6 = pri_basements_door_2 | -44.95,-2.25,239.34 | 0,0,0 | condlist_0
house_misc_2 = pri_house_misc_2 | -51.14,2.01,229.94 | 0,90,0 | condlist_0
misc_1 = pri_street_misc_1 | -157.11,-1.13,186.32 | 90,86,0 | condlist_0
misc_2 = pri_street_misc_2 | -158.09,-1.03,194.36 | 0,-79,0 | condlist_0
misc_5 = pri_street_misc_5 | -222.05,-0.48,182.14 | 90,-38,0 | condlist_0
misc_6 = pri_street_misc_6 | -219.16,-0.48,184.66 | 90,99,0 | condlist_0
box_1 = pri_street_box_1 | -149.60,-1.13,192.49 | 0,-23,0 | condlist_0
box_2 = pri_street_box_2 | -150.83,-1.12,188.72 | 0,12,0 | condlist_0
box_3 = pri_street_box_3 | -149.78,-1.14,189.89 | 0,37,0 | condlist_0
box_6 = pri_street_box_6 | -225.40,-0.50,164.32 | 0,12,0 | condlist_0
box_7 = pri_street_box_7 | -225.29,-0.50,165.11 | 0,37,0 | condlist_0
vehicles_1 = pri_street_veh_1 | -116.64,-0.49,179.21 | 0,-65,0 | condlist_0
vehicles_3 = pri_street_veh_3 | -238.07,-0.50,187.69 | 0,37,0 | condlist_0
vehicles_4 = pri_street_veh_4 | -143.06,-0.52,242.56 | 0,93,0 | condlist_0
@@ -0,0 +1,15 @@
[dynamic_object_configs]
smart = pri_sim_7
condlist_0 = true
[exclusive]
door_1 = pri_house_door_1 | -241.39,-0.18,12.33 | 0,90,0 | condlist_0
door_2 = pri_house_door_2 | -241.39,-0.18,10.83 | 0,90,0 | condlist_0
door_3 = pri_basements_door_1 | -246.15,-2.25,20.00 | 0,0,0 | condlist_0
house_misc_1 = pri_house_misc_1 | -241.39,2.01,10.55 | 0,90,0 | condlist_0
misc_3 = pri_street_misc_3 | -173.06,-0.03,103.19 | 0,-43,0 | condlist_0
misc_4 = pri_street_misc_4 | -216.65,-0.43,100.02 | 0,38,0 | condlist_0
box_4 = pri_street_box_4 | -200.64,-0.14,94.86 | 0,-23,0 | condlist_0
box_5 = pri_street_box_5 | -198.67,-0.10,95.40 | 0,12,0 | condlist_0
vehicles_2 = pri_street_veh_2 | -214.89,-0.48,93.55 | 0,-30,0 | condlist_0
@@ -190,8 +190,8 @@ always_arrived = true
[jup_b205_monster_07_squad]:online_offline_group
faction = monster_special
sympathy = 0
npc_random = bibliotekar_weak, bibliotekar_strong
npc_in_squad = 1, 1
npc_random = snork_strong4
npc_in_squad = 2, 3
target_smart = jup_b205_smart_terrain
spawn_point = jup_b205_monster_01_spawn_point
story_id = jup_b205_monster_07_squad
@@ -200,8 +200,8 @@ always_arrived = true
[jup_b205_monster_08_squad]:online_offline_group
faction = monster_special
sympathy = 0
npc_random = borya_normal
npc_in_squad = 2, 3
npc_random = m_controller_normal888
npc_in_squad = 1, 1
target_smart = jup_b205_smart_terrain
spawn_point = jup_b205_monster_01_spawn_point
story_id = jup_b205_monster_08_squad
@@ -6,6 +6,8 @@ target_smart = pri_a16
story_id = start_prachka_squad
always_arrived = true
;------------------------------------------------------------------------
![merc_sim_squad_pri_a18_mlr]:online_offline_group
faction = killer
relationship = friend
@@ -61,7 +63,7 @@ story_id = pri_b306_military_squad_base
[pri_b306_military_mlr_2_squad]:online_offline_group
faction = military
npc_random = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3
npc_random = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2
npc_in_squad = 4, 4
target_smart = {-pri_b306_military_attacked} pri_b306, nil
spawn_point = pri_b306_mercs_spawn
@@ -80,17 +82,18 @@ story_id = pri_b306_monolith_squad
[pri_b306_monolith_squad_strong]:pri_b306_monolith_squad_light
npc = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
;------------------------------------------------------------------------
[monolith_depot_mlr_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_monolith_sniper
npc_in_squad = 6, 6
npc_in_squad = 5, 5
target_smart = pri_depot
always_arrived = true
[monolith_base_sniper_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_2, sim_monolith_sniper, sim_monolith_sniper, sim_monolith_sniper
npc_in_squad = 4, 4
npc = sim_monolith_sniper, sim_monolith_sniper, sim_monolith_sniper
target_smart = monolith_snipers_smart_1_mlr
always_arrived = true
@@ -104,28 +107,28 @@ always_arrived = true
![monolith_base_mlr_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 6, 6
npc_in_squad = 4, 4
target_smart = pri_monolith
always_arrived = true
![monolith_base_mlr2_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 6, 6
npc_in_squad = 4, 4
target_smart = pri_monolith
always_arrived = true
[monolith_base_mlr3_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 6, 6
npc_in_squad = 4, 4
target_smart = pri_monolith
always_arrived = true
[monolith_base_mlr4_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 6, 6
npc_in_squad = 4, 4
target_smart = mlr_terrain
always_arrived = true
@@ -142,6 +145,8 @@ npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolit
npc_in_squad = 4, 4
target_smart = mlr_terrain
;------------------------------------------------------------------------
[military_base_sniper_squad]:online_offline_group
faction = army
npc = sim_default_military_2, sim_default_military_2, sim_military_sniper, sim_military_sniper, sim_military_sniper
@@ -170,6 +175,8 @@ npc_in_squad = 12, 12
target_smart = pri_monolith
always_arrived = true
;------------------------------------------------------------------------
[pri_a17_monolith_ambusher_squad]:online_offline_group
faction = monolith
npc = pri_a17_monolith_ambusher_1, pri_a17_monolith_ambusher_2, pri_a17_monolith_ambusher_3, pri_a17_monolith_ambusher_4, pri_a17_monolith_ambusher_5, pri_a17_monolith_ambusher_6, pri_a17_monolith_ambusher_7,pri_a17_monolith_ambusher_8, pri_a17_monolith_ambusher_9, pri_a17_monolith_ambusher_10 ;pri_a17_monolith_sniper_1, pri_a17_monolith_sniper_2, pri_a17_monolith_sniper_3, pri_a17_monolith_sniper_4
@@ -235,11 +242,13 @@ target_smart = pri_sim_1 ;{=is_dark_night} pri_a28_arch,
story_id = pri_chimera_pripyat_squad
[pri_a21_kontroler_squad]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc = m_controller_normal888
target_smart = pri_a21_smart_terrain
story_id = pri_a21_kontroler_squad
;------------------------------------------------------------------------
[pri_a25_monster_boss_squad]:online_offline_group
faction = monster_special
npc = bibliotekar_strong
@@ -275,8 +284,10 @@ spawn_point = pri_a25_smart_terrain_pri_a25_poltergeist_2_spawn_point
target_smart = pri_a25_smart_terrain
story_id = pri_a25_poltergeist_4_squad
;------------------------------------------------------------------------
[pri_b301_snork_squad]:online_offline_group
faction = monster_zombied_day
faction = monster_zombied_night
npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 5, 5
target_smart = pri_b301
@@ -284,7 +295,7 @@ story_id = pri_b301_snork
always_arrived = true
[pri_b301_snork_squad2]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 5, 5
target_smart = pri_b301
@@ -292,42 +303,42 @@ story_id = pri_b301_snork2
always_arrived = true
[pri_b301_snork_1a]:online_offline_group
faction = monster_zombied_day
faction = monster_zombied_night
npc = snork_strong
target_smart = pri_b301
story_id = pri_b301_snork_1a
always_arrived = true
[pri_b301_snork_2a]:online_offline_group
faction = monster_zombied_day
faction = monster_zombied_night
npc = snork_strong2
target_smart = pri_b301
story_id = pri_b301_snork_2a
always_arrived = true
[pri_b301_snork_3a]:online_offline_group
faction = monster_zombied_day
faction = monster_zombied_night
npc = snork_strong3
target_smart = pri_b301
story_id = pri_b301_snork_3a
always_arrived = true
[pri_b301_snork_4a]:online_offline_group
faction = monster_zombied_day
faction = monster_zombied_night
npc = snork_strong4
target_smart = pri_b301
story_id = pri_b301_snork_4a
always_arrived = true
[pri_b301_snork_5a]:online_offline_group
faction = monster_zombied_day
faction = monster_zombied_night
npc = snork_strong4
target_smart = pri_b301
story_id = pri_b301_snork_5a
always_arrived = true
[pri_b301_snork_1b]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc = snork_strong
spawn_point = pri_b301_spawn_point_1a
target_smart = pri_b301
@@ -335,7 +346,7 @@ story_id = pri_b301_snork_1b
always_arrived = true
[pri_b301_snork_2b]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc = snork_strong2
spawn_point = pri_b301_spawn_point_1a
target_smart = pri_b301
@@ -343,7 +354,7 @@ story_id = pri_b301_snork_2b
always_arrived = true
[pri_b301_snork_3b]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc = snork_strong3
spawn_point = pri_b301_spawn_point_1a
target_smart = pri_b301
@@ -351,7 +362,7 @@ story_id = pri_b301_snork_3b
always_arrived = true
[pri_b301_snork_4b]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc = snork_strong4
spawn_point = pri_b301_spawn_point_1a
target_smart = pri_b301
@@ -359,15 +370,17 @@ story_id = pri_b301_snork_4b
always_arrived = true
[pri_b301_snork_5b]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc = snork_strong4
spawn_point = pri_b301_spawn_point_1a
target_smart = pri_b301
story_id = pri_b301_snork_5b
always_arrived = true
;------------------------------------------------------------------------
![pri_b303_burer_squad]:online_offline_group
faction = monster_special
faction = monster_zombied_night
npc = burer_normal
target_smart = pri_b303
spawn_point = pri_b303_save_home
@@ -375,10 +388,12 @@ story_id = pri_b303_burer_squad
always_arrived = true
on_death = %+pri_b303_burer_dead%
;------------------------------------------------------------------------
[pri_borya_lair_squad]:online_offline_group
faction = monster_special
npc_random = borya_normal
npc_in_squad = 3, 4
faction = monster_zombied_night
npc_random = simulation_karlik
npc_in_squad = 2, 3
target_smart = pri_smart_controler_lair1
always_arrived = true
@@ -391,8 +406,8 @@ always_arrived = true
[pri_bibliotekar_lair_squad]:online_offline_group
faction = monster_special
npc_random = bibliotekar_weak, bibliotekar_strong
npc_in_squad = 1, 1
npc_random = simulation_fracture
npc_in_squad = 1, 2
target_smart = pri_smart_controler_lair1
always_arrived = true