File: Actor.cfg This config file can be used to customize characteristics of the Marked One to your preferences. Click on items in the listbox to see what you can change. The choices for each item are presented on the right panel. * Install actor.ltx * The first item is "* Install actor.ltx *". You will need to select it if you do not already have actor.ltx and system.ltx extracted to the correct subdirectories. Be careful to select a compatible version -- although you can adjust the version with the Mod Compatibility entry. Steam users: STALKER SoC is pre-patched to 1.0005. You will want to use the 1.0005/1.0006 versions here. WARNING: This will overwrite any existing actor.ltx/system.ltx files. If you have already made changes to other entries in this configuration, they will be overwritten. Tip: First click on "Carry Weight". If you see an error message to the effect that it can't find something, then you first need to install the correct version via the "* Install actor.ltx *" item. Otherwise you don't need to install anything; just proceed to configuration. If any configuration file already exists, a backup will be created if possible, using the configuration filename concatenated with ".orig_bkup". This will only be done the first time. The source files and the backup are never modified, so you can always return to the original files. Once you have saved any changes, you can use the Revert button to restore the original file. Note: The Alt1 version has 1) improved default accuracy of the Marked One (not the default accuracy of the guns, just the component contributed by your aiming -- see the disp_* variables); 2) increased jump height; 3) increased carry weight (150 kg); 4) reduced hunger; 5) doubled the mini-map red marker view time of spotted enemies (10 sec); 6) increased ability to walk over low obstacles without having to jump (derived from info by hawk318); 7) increased pickup detection radius (shows object info at a greater distance when you press your "use" key) from 5 to 12 meters; 8) increased likelihood that NPCs will hit you with their shots (+20% at all difficulty levels); 9) a 10% longer reach; and 10) increased vulnerability of the Marked One's head. Items 1 through 9 are also currently adjustable directly in the Modifier program in other Actor.cfg entries. After installing actor.ltx and system.ltx if needed, you can then directly edit various parameters in those files. Also see the First-Person Shooter.cfg Modifier configuration. _Mod Compatibility The system.ltx file has an entry, current_server_entity_version, that varies depending on the patch version of the game that you are using. It must be 6 for patch 1.0004 and 7 for patches 1.0005 and 1.0006. You must make sure this value is correct BEFORE PLAYING -- otherwise you can play the game and even make saves, but those saves won't load. Camera Viewpoint You can specify a number up to 1.0 to position your viewpoint relative to the Marked One's height in the game. The default of 0.85 makes it seem as if your eyes are in Marked One's chest. If you raise the camera viewpoint, you should also extend your pickup reach (via Item Pickup's take_dist setting in this configuration), and maybe your knife reach as well (in _ZRP.cfg). Carry Weight You can change the weight that the Marked One can carry. Hover over the edit boxes and follow the advice of the tooltips here. The max_walk_weight should be greater than the the other two values; it is the value at which Marked One can no longer move. Climbing You can increase his ability to walk or climb over small obstacles, by increasing his climbing coefficient. Default is 0.7, Alt1 uses 1.0. This makes the player "sticky"; avoid too high a value or you will not be able to get off a ladder! Difficulty - Part 1 - Marked One's innate vulnerability health_hit_part - This factor adjusts how much you are hurt when damaged. This setting can range between 0.0 (no damage applied) and 1.0 (normal full damage to health). power_hit_part - When hurt, your stamina takes a beating as well. This value determines just how much. While the value can range from 0.0 to 1.0, the default is low. Difficulty - Part 2 - NPC accuracy NPC accuracy is straightforward but a bit complex. NPCs have a cone of fire when they shoot at you. At the distance you are from an NPC there will be a circle around you showing where his shots can hit. If the shot's trajectory is found to strike your hitbox, a calculation is made based on how far you are from the NPC. The probability that the shot that hits you is counted starts at 100% at point-blank range and drops to the value given by gamedata\config\defines.ltx's hit_probability_gd_novice at the hit_probability_max_dist distance value in gamedata\config\weapons\weapons.ltx and remains at those odds beyond that. View this with a fixed (non-proportional) font: ^ The chance a shot calculated to strike your hitbox will "hit" | | 100% . | |\ | | \ | | \ | * | \________________ | |____+_______________ --> distance of NPC from player * hit_probability_gd_novice (default 20%) + hit_probability_max_dist (default 10 meters) hit_probability_max_dist - At this distance from an NPC shooting you, the odds of shots striking your hitbox being counted has dropped to the value set for hit_probability_gd_novice. (Tip: use cover to hide as much of your hitbox as possible.) hit_probability_gd_novice - This is sets the lower limit of odds that the NPC's shots striking your hitbox will be counted, at and beyond the distance given by hit_probability_max_dist. Difficulty - Part 3 - Marked One's accuracy contribution You can use this to improve the default accuracy of the Marked One, by controlling the component contributed by your aiming. base_disp - Base accuracy factor. Default value is 0.8, Alt1 uses 0.4 (50% improvement in player contribution). disp_aim - Aiming Down the Sights (ADS) accuracy factor. Default value is 0.04 (95% improvement), Alt1 uses 0.001 (99.2%). disp_vel_factor - Movement accuracy factor. Your base accuracy is multiplied by this while you are moving or turning. Default value is 2.0, Alt1 increases that to 3.0. disp_crouch_factor - Crouching accuracy factor. This value is added to 1.0 and the result is multiplied by the base accuracy. Default value is -0.2 (result is 80% of base), Alt1 uses -0.4 (60%). disp_crouch_no_acc_factor - Low Crouching accuracy factor. This value is added to 1.0 and the result is multiplied by the base accuracy. Default value is -0.4 (result is 60% of base), Alt1 uses -0.9 (10%). Also see FirstPersonShooter.cfg and the associated config notes. Endurance - Part 1 The stand_power setting determines the speed of recovery while you stand still. The walk_power setting controls the rate at which your stamina decreases while walking, and the walk_weight_power controls the rate while you are over your nominal carry weight. Endurance - Part 2 Here you can set the trip points for running and walking exhaustion. Enemy on Radar Use this to increase or decrease the amount of time that the red marker persists on the mini-map after the enemy moves out of your sight. HUD Cursor (Crosshairs) You can determine the size of the crosshairs on your game if you have crosshairs displayed. (This change actually modifies system.ltx.) Hunger You can reduce how often Marked One gets hungry. The default is 0.000015. Lowering this value increases how long Marked One can go before he needs to eat. Item PickUp You can increase the distance at which Marked One will detect items lying in the ground. Default value is 5 meters, Alt1 uses 12. You can also control his reach when picking up objects. Default value is 2 meters, Alt1 uses 2.2. Jumping You can increase the height that he can jump, by increasing his initial speed. Six is the default value. Try 9 if you want to be able to climb up on a bus but not jump over it. You can also increase his direction control while airborne. Default value is 0.1, Alt1 uses 0.2. Radiation You can reduce (or increase) the speed of damage that radiation causes. A lot more items can be added to the Actor.cfg file to permit the manipulation of other characteristics. A REMINDER: The Revert button will restore the original versions of the modified files -- which will undo ALL OTHER CHANGES to those files as well. See the ZRP_ModdingNotes.txt file for more details on modifying STALKER.