潜行者2:切尔诺贝利之心

潜行者2:切尔诺贝利之心

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Spawn Tools
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9 月 23 日 下午 2:25
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Spawn Tools

描述
Requires patch 1.6 or later

DESCRIPTION
Spawn Mutants, NPCs, Weapons, Ammo, Artifacts and more. Also provides ability to Pause AI actions if you want to stage a custom encounter or scenario. Setup Team v Team battles of mixed units.

VIDEO DEMO
https://youtu.be/mcOlfG3T_zE

USAGE

Key Mappings
KEYBOARD
[ Backspace ] Open SpawnTools UI Window
[ Backslash ( \ ) ]  Spawn last selected when UI window is closed

UI Options
CATEGORIES:
  • Other - Mostly non-quest related keys and items
  • Weapon - Pistols, Shotguns, SMGs, Assault Rifles, Sniper Rifles, RPG and Gauss Rifles
  • Ammo - Weapon Ammo as well as Grenades
  • Armor - Helmets, Body Armor, Suits and Exoskeletons
  • Consumable - Food, Drink, Healthkits and Medicine
  • Attachment - Weapon Attachments such as Silencer, Suppressor, Magazines and Scopes
  • Artifact - Regular Artifacts and Arch-Artifacts
  • Detector - Anomaly Detectors such as Echo, Bear, Gilka and Veles
  • Human - Human NPCs such as Traders, Stalkers, Faction and Zombies
  • Mutant - Mutant NPCs such as Blinddogs, Bloodsuckers, Fleshs and Chimeras
  • Blueprint - Upgrade Blueprint USB sticks
  • QuestItem - Items specific to main and side quests. Such as MutantLoot, Topaz Scanner, Quest PDAs and keys
* Note that picking up QuestItems will mean they will remain in your inventory until the quest is completed.
 You will not be able to drop it without another mod such as Quest Items No More

SPAWN OPTIONS:
  • QTY - the quantity to spawn for a single request. Only enabled for certain categories.
  • RANK - The rank of the Human or Mutant to be spawned from Newbie (weakest) to Master (strongest)
  • SPAWN - Button which initiates the Spawn Request
  • Kill All - kills all non-protected Humans and Mutants within 100 meters
  • Despawn Dead - Removes dead bodies from the game within 100 meters
  • Pause AI - Disables the ability for Humans and Mutants to move and enter combat
  • Ignore - disables the ability for Humans (and some mutants) to attack the player with any non-melee attack ability
  • Advanced - show advanced AI Options (details in next section)

ADVANCED AI OPTIONS:
When any of the AI Options are toggled to True (checked), that AI feature will be disabled for all humans and creatures that subscribe to it.
These are features which provide stimulus that drives the AI decision making.
In Short -- checking any of these features will disable said feature globally.
  • Tick - Override the ability for AI characters to change their AI state.
  • Update Decision - Prevents AI from changing state for any Decision-Based AI Actions
  • Threat - Can not perceive threats
  • Combat - Can not enter or remain in combat
  • Update Sensors - Bypass Vision, hearing, motion detection, etc.
  • Vision - Can not change AI state based on the available vision radius.
  • Hearing - Can not hear player footsteps or gunfire
  • Hit - Can not percieve being hit
  • Flare - Can not alert ally units to threat or changes
  • Emission Threat - Ignores the presence of an active or pending emmision
  • Sanity - Ignore Psy accumulation -- should prevent humans becoming zombies but I have not verified this.
  • Movement Detection - similar to vision
  • ALife Director - ALife Driven Scenarios can not be spawned
  • Restricted Area - Mutants and Enemies ignore restricted areas such as Towns and bases
  • Wounded Weapon - Unsure
  • ALife Population - Bypass ALife population limits and despawn actions
  • See Player - disables vision and movement detection of the player
  • Flashlight Usage - prevents NPC Humans from using Flashlights.

SUPPORT
Nothing I make, share or design will ever be sold and I will never enable or allow any ads to the extent that I can prevent them.

If you would like to support my efforts here then consider buying me a coffee (energy drink):

BuyMeACoffee[coff.ee]
14 条留言
evilernie 10 月 1 日 上午 4:57 
thank you
rbwadle  [作者] 9 月 30 日 下午 5:01 
@gamergod - there shouldnt be any conflicts between OXA and this mod. If you are wanting to spawn items specific to OXA then you can type their SID value into the search bar and press ENTER. Then press the SPAWN button to spawn it into the world. If it is a valid Item SID then it will be spawned.

@evilernie, use the search bar and type in ZOM and you should see a bunch of different types of Zombie units you could spawn in.

@Fluchi, That has been in the works for about a month. Still waiting on a missing piece of the equation that GSC will be adding in in a future SDK update.

@WingmaN, @Warmish <3
gamergod365 9 月 30 日 下午 3:41 
will this work with OXA Expanded Armory from Nexus Mods or is it incompatible?
evilernie 9 月 30 日 下午 12:45 
how about a spawner for zombies ?
▪ V K 1 ▪ 9 月 28 日 下午 3:58 
@\ в первой версии да, во второй просто спавнер
WingmaN 9 月 27 日 上午 7:53 
👍👍👍
\ 9 月 27 日 上午 12:02 
повелитель зоны?
FluchiOnkel 9 月 26 日 下午 12:10 
Can u add a npc follower/companion function?
WarmishHalo2.0 STALKER2 9 月 26 日 上午 8:34 
Honestly this is amazing, I use GFN and unable to download mods outside of steam workshop. This is amazing for testing stuff I never got/found on previous playthroughs. 10/10, keep up the great work
rbwadle  [作者] 9 月 26 日 上午 8:07 
@Najdris00, Anything that is not universally available will not have an item entry in spawntools. This is to prevent issues with trying to spawn non-existent assets which may cause a CTD. However, if you know the SID of the item you can just type it into the search field and press enter.
It should then show up just below the search results panel and then you can use the Spawn button or INV to place it in your inventory. Essentially any SID can be typed in that box followed by ENTER if you want to attempt to spawn something that is not in the SpawnTools default database.