Simbion artefact features

Discussions on Modding of S.T.A.L.K.E.R. SoC & Clear Sky

Simbion artefact features

Postby DARK TEMPLAR on 07 Mar 2013 16:08

So,
Q nr.1 What mods do you know of that contain that, aside from the obvious one on this site?
Q nr.2 How difficult would it be to separate that feature alone?
Q nr.3 How difficult might it be to apply it to another mod?
THE DEDICATED, CERTIFIED RESIDENT MADMAN
There is no such thing as innocence in the ZONE, only degrees of guilt.
CAN YOU FEEL THE TRANQUILLITY OF THE ZONE
Knowledge is power. Guard it well.
We are shaped by fate, just as we shape it
You should never be in the company of anyone with whom you would not want to die.
Akir man yamut malak al-mut
User avatar
DARK TEMPLAR
Senior Resident
 
Posts: 1151
Joined: 16 Sep 2008 07:26
Location: Drifting in an endless haze

Re: Simbion artefact features

Postby Nightwatch on 10 Mar 2013 16:02

If simply put, those are some wide-ranging and (significantly) highly developed features, most of which run on proprietary AMK and ABC scripts and carry tight organic connections -in particular- with ongoing events and various complex set conditions, and -in general- with the whole game in a single body, and along the way, at various extents, they may also carry additional (some may be tricky) work done by original SIMBION and then NEWSA projects.
Even from a seasoned programmer's viewpoint, unraveling all the necessary ties, power sources (scripts, conditions, etc) would be a short of a nightmare, if not impossible of course, let alone reconstruct them in meaningful way.
NEWSA.SIMBION_TWEAK 3.0
Mod Website= Features, Video, Tips & Download Link: NEWSA.SIMBION_Tweak

Watch the Trailer: http://www.youtube.com/watch?v=1Ajw_f8K ... re=channel
Please Do Not download and install any files from links other than those on the Mod's Website
User avatar
Nightwatch
Site Admin
 
Posts: 2676
Joined: 13 Apr 2007 05:42
Location: London, United Kingdom

Re: Simbion artefact features

Postby ket on 11 Mar 2013 01:41

Grab the Dexx & dezowave merged blowout mod, it gives a large scale of artefact spawn flexibility with a whole hoast of other useful stuff. Easy to mod and implement in general.
Mobo: MSI X570 Tomahawk
CPU: R7 3700X @ 4.4GHz 1.3v
RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
GPU: Powercolor 6800XT Red Devil
Sound: Asus Xonar DX 7.1 PCI-E, Realtek ALC1200
HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
Opticals: DVD-RW, Blu-Ray
PSU: eVGA 1000w G2 Supernova
Case: NZXT Phantom 530

STALKER: Singularity (SIN) homepage
User avatar
ket
Senior Resident
 
Posts: 1262
Joined: 14 Sep 2008 11:57
Location: The solar system


Return to Modding Techniques

Who is online

Users browsing this forum: No registered users and 20 guests