#╙🖇mods-making-discussion
1 messages · Page 2 of 1
Hi there. So I have an possible idea: there are a lot of different materials in different suits, but one suit has only one set of them. If it possible to make armor more tuneble by allowing to use all of them? For example we can make slots with categories: bullet protection, inner layer, outer layer, some slots for anomaly protection.
Smth like that
Or just parametes tweaking
I can call it Desolation mod, but for armor
probably never
imagine all of the outfits you'd have to define
for all of the combinations
not only that but balance would be thrown out the window
it's not like slapping a scope in different picatinny slots
artis already provide rough but enough outfit customization anyways
Not really no. parts are hardcoded in the item properties
Is there anything in the files I can edit to make companion weapon barrels not degrade? There's already a ton of micromanagement to deal with in the game and I shouldn't have to babysit Duty vets in cleaning their guns...
their guns are not affected by weapon part condition or any weapon parts overhaul mechanics
companions and npcs dont care about part condition
O
Hello , is there a mod that adds furniture items like tables , fridges and tv?
have you like, played gamma?
I have but the furniture options provided seem kinda lacking
there's a tutorial hanging around here to add new furniture
iirc it was really easy
By that you mean making them placeable like the ones in the hideout furniture mod?
I was using debug mode earlier haha so this would be a godsend
Would you know where this tutorial is?
Nevermind it is included with the download of the mod on moddb
Reading it now it seems kinda hard
idk what decorative props are available to convert, but if you get some stuff you're happy with post it down in #🖇old-mods-posting & ping me. If not I'll probably mess around with it sometime tomorrow once I wake up
first time implementing new textures and bumpmap myself in 8k. proceed to burn gpu
8K aka unnoticeable performance destroyer aka let's burn this engine
I think I'll redo my grounds with those kind of texture in 2k
Yeah, you should definitely not go over 2K aside of very large textures
Yep I tried in 2k, theres really no need to go higher unless close up "artistics" screenshots xd
gpu saved 
well it was not bad at all in 1080p. Just useless. Will keep that for screenshots
main source of stutter is squad spawns in my case, but isn't that an x-ray thing ?
8k textures are useless
2k or 4k but even 4k is overkill
Hey, how would I write some generic and situational PDA messages and stuff them into a mod/patch? Is it a hard thing to do if you're not used to xray?
I need something productive to do in my spare time anyways :V
generic as in what
Take a look at this https://www.moddb.com/mods/stalker-anomaly/addons/dialogue-expanded-v4
You know the stuff you see that says like
[Anonymous]
Where are you guys? They said you'd be here two hours ago by now.
aalso oohh I will thank you
Is there any mod that buffs the KS-23 to be more efficient?
and im looking also for more magazine slots on armor
you can change them in 207- Mags Redux (Disable G.A.M.M.A. Unjam Reload) - RavenAscendant\gamedata\configs\magazines\outfitloadouts
thx mate
i'm working on a buff to the thing
but it's a slippery slope
can't get values right
like, it's either too weak or too strong
i heard a rumor somewhere that the slug is not a slug at all. Datawise it is something like 3 bullets? ist that right?
it's a slug
then it was just a rumor^^
I've decided to put a mod together, it's not very complex but... it does involve quite a lot of .ltx file editing and nolifing lul
and what is it about
Making an alternate lore thing where some weapons do manage to slip by, with very low chances of any particular one showing up
Also low chances as a way to not blast the trader menu
I did manage to get it working in a test at least, but that wasn't too bad
I'm trying to base it on what I imagine are the real life possibilities of something showing up, such as a PMM being way more likely than a German police pistol etc
You can make pistols in general more common since lore wise it should be easier to smuggle in than say a AWM / Remington
Yeah, I'm trying to think of some angles here, any ideas are of course appreciated tho :V
Would pricing be cheaper for certain factions?
I'll try to make stuff relevant to their respective factions/traders: For example, Sidorovich is mostly gonna sell WW2 stuff with very low chances of anything showing up
More like a "huh neat" thing when you pop over there to look after doing some bandit hunt mission
The Monolith trader is gonna be somewhat nuts in variety, but not so much in supply for example
Whereas Sidorovich would probably not sell much at all other than "psst take a look at this ;-)" because of his proximity to the Cordon
Or well, basically your starter gear with some additions
You hit the nail on the head! lol
I set it to 0.99 because I want to make a version that people can mess around with (also haven't figured out yet)
So you can just hit ctrl - h and replace 0.99 with whatever u feel like
eventually
Cus I gotta edit every single trader and figure this out, I don't just wanna slap 300 guns into tier 1 for them
cursed_gamma
It'll be made as a patch for the regular Gamma Economy mod once it's done
I don't know how to change what prices traders ask for, but I'll possibly work on that for them selling you weapons
But yeah it'll be way less "Time to change all of Gamma bby" and way more like a little extra thing where you can go "I'VE BEEN LOOKING FOR ONE OF THESE FOR 8 HOURS AND IT JUST RANDOMLY POPS UP?!?!?!?!"
Okay so it does work and all the weapons show up, neat, I'll have to continue tomorrow tho since me sleepy
And the prices to sell the guns are terrible, can't make money that way at least
(18500 to buy ppsh, 4400 to sell)
Might be too much work for 1 mod but you could add a trade in system for weapons
like 3 aks for one 50% hp M4
Oh, sorry I don't know scripting at all, I'm just making edits to already existing files
Oh my bad i don't know much about modding 😄
Yeah I'm basically just editing config files, not writing scripts that do cool stuff :V
Its cool stuff nonetheless bro 👍
Thank you! Well 80% of it is just... Theorizing, I guess? And the rest is adding the values to the trader stock files
I am playing another modpack and I noticed that some outfits there are quite unbalanced compared to what I used to play in gamma. For instance voyager stalker suit has 65kg carry weight. Are these vanilla anomaly values? And if I want to make some adjustment were would I need to go to change these outfit settings, is there a ltx file related to outfit carry weight?
Guys i wanna ask about BnS Addon in the game it has a file right?, it has a patch about quick knife right whats the hotkey for it
i think the default keybind might be mouse5, or mouse4, you can change it either in keybinds or mcm keybinds
Mouse3, middle mouse button
For lore reasons, what supply level would most likely be associated with "Alright, we know you're not a shitter now, let's do some real business"
Three?
3
I missed this!
I'm in the middle of a busy work project but in a few days I can get you dialogue
Do you want precanned dialogue for each type of human faction or will you dynamically add the faction to the string?
I think premade strings for each faction is a given , would not make sense for a dog to get the same reaction as a chimera.
stop right there u criminal bandit
Part 1 (Generic): "Boss I am engaging"
Part 2 (Faction Specific): "a Bandit", "a filthy thief"
I want a series of generic part ones and a series of part 2's for each faction ideally
I can stitch them up in the code
STOP! You violated the law. Pay the court a fine or serve your sentence. Your stolen goods are now forfeit.
whacha guys doing? ;]
Trying to make a mod that has the ai spit out a message saying what they are engaging so you can decide to run off or not
Was planning on using the on danger eval callback
dont make it like that tarkov audio when the player states the obvious, like fighting dog 1v1 and then yell to idk who "Ah my gun jammed!!11"
More like companion saying "look, over there, bandits boss. I am engaging"
sounds hard to do correctly, so many things to consider ;[
u want it for companions only?
Yeah to fix the problem of companions firing at who knows what in the distance leaving you guessing
is it a bandit? is it a rat? is it a cimera? 🙂
i dont think u can trigger it, i dont see how companion can engage combat or react to something if this something isnt already in combat with actor ;]
ok u can check the distance to object and manually make them say something, but they wont engage this target until u do first (or enemy does)
hmm but hold on
wasn't it a problem that companions would shoot their enemies even if those enemies were not an enemy to you?
so a mod fixed that?
what mod, i dont remember this ;[
Anyone know how much work would making a syatem similar to the one of crafting ammo but for meds?
this makes other npcs to not shoot ur companion iirc
ur companion shouldnt engage combat unless ur in it
depends, u can try to copypaste, maybe not too long that way
Companions will not attack NPCs that are neutral or friendly to the player, and those NPCs will not attack companions.
I feel like
I've had times where companions are shooting at enemies over a hill I can't see over, so im not sure
might be good to look at this mod's script and see whats going on
--[[
Companion aggro fix Script
28/11/2020
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
Author: RavenAscendant
--]]
function escorteval(obj,enemy,flags)
if not (obj:has_info("npcx_is_companion") or enemy:has_info("npcx_is_companion")) then --no companions then do nothing
return
end
local isenemy = false
isenemy = (enemy:relation(db.actor) >= game_object.enemy) or (obj:relation(db.actor ) >= game_object.enemy) --companions shouldn't be your enemy, if they are this will result in letting the game act like normal
if not isenemy then -- if no one is the enemy of the player then they shouldn't be enemys of the companions.
flags.override = true
flags.result = false
end
end
function on_game_start()
RegisterScriptCallback("on_enemy_eval",escorteval)
end
this is the full script
This looks to be a generic function called on any pre combat evaluation that does check if the attacker (and defender) is a companion
@woven mountain honestly just tweaking this script could be a good start
could u test it? ;] i cant atm
no hehe on linux atm
i feel like companions wont attack npcs regardless
ah yeah they go to fight with each other ;[
it's been a thing since vanilla
sometimes they just aggro on someone super far away
using quick compaion teleport fixes this issue
as it clears their aggro when moving them
then ye, u can try with this addon
Hey if you need some extra help with writing that sorta thing just lemme know
@remote pewter @bronze linden Progress
:0
the legendary elseif block
i wish lua had a switch(case) thingy
elseifs kinda irk me
I just really wanted to write all the factions so I put else return at the end
@little hound you could improve the animations and get feedback from animating experts from the Testudo Cohort server. Let me see if I can get you an invite
I could try, thanks for the vote of confidence
❤️
Hello. I've had this idea for awhile and wanted to share with you. What if someone made an addon that makes your character a wandering zombie after an emission. Like you start a new game and then you come across that zombie somewhere in the zone. With the gear and armor that you had previously. Is it possible to do so ?
I am think it should be something like Rogue like Ironmna addon. You die, but your stash stays the same even the new game is started.
The code should be somehow familiar. Idk, don't make fun of me I aint a coder.
yes, thats the main feature of 2.0.0, a small scale sub mod or a winter npc pack, can be installed to replace all vanilla anomaly models or alongside dick
Surprise: ruined

Alongside portrait update, so it will be a while before i get everything done
done with about 1/3 of winter model factions
That actually sounds like a good idea, but i think some major stuff has to be changed
First of all Saves have to be completly reworked to support this
But it can be also abused, have an Endgame character, put all your stuff into a chest right ontop of a faction spawn, and just get Invictus really easily (you'd still have to grind the skills tho)
Woooow! Will this include models for the actor as well?
oh thats me 2 years ago
on_enemy_eval checks if obj-enemy are enemies at each update i believe (even if they are already enemies)
i suggest making different sound file names for different factions and go with something like this:
function on_enemy_eval(obj, enemy)
local obj_is_comp = obj and obj:alive() and obj:has_info("npcx_is_companion")
if not (obj_is_comp) then return end
local enemy_is_comp = enemy and enemy:alive() and enemy:has_info("npcx_is_companion")
if enemy_is_comp then return end
local enemy_comm = enemy:character_community()
if not (enemy_comm) then return end
local snd = sound_object("folder\\folder\\companion_sound_" .. enemy_comm)
if not snd then return end
snd:play_at_pos(obj, obj:position(), 0, sound_object.s2d)
end
also to what i said about on enemy eval, u will probably need some kind of cooldown
i dont really like this approach with this callback ;p
I won't be changing outfit files for compatibility reasons but people are free to make outfit mods with my models
Why would I want sounds?
@remote pewter @bronze linden More Progress
didnt u want them to say something?
or u mean in dynamic news
i think the whole idea was to speak through news as the loot banter
alright
local cl_t = { "bandit", "bloodsucker" }
function on_enemy_eval(obj, enemy)
local obj_is_comp = obj and obj:alive() and obj:has_info("npcx_is_companion")
if not (obj_is_comp) then return end
local enemy_is_comp = enemy and enemy:alive() and enemy:has_info("npcx_is_companion")
if enemy_is_comp then return end
local enemy_sec
for i = 1, #cl_t do
if string.find(enemy:section(), cl_t[i]) then
enemy_sec = cl_t[i]
break
end
end
if not enemy_sec then return end
local msg = "I see a " .. enemy_sec
local msg_delay = 0
local show_time = 4000
news_manager.send_tip(db.actor, msg, msg_delay, obj, show_time)
end
Yes
Never
@bronze linden If you're not doing anything could you make some of these?
I could soon, but not quite now. What sort of personality do you want the companion(s) to give off? Just a generic STALKER one kinda?
Yeah, sounds good. Thanks for this, I'm trash at writing anything that is supposed to have any semblance of a personality.
You want me to slap em into a google doc or smth?
Also do you want American slang in there? It might help since it's for the English translation, but...
Also do you want some "Ignore combat" specific ones too?
Also any specifics for stalker ranks? In terms of professionalism or w/e
You can just message me
Sure
Sure
Not yet at least
No function lookup table?
local actions = {
["army"] = function() return "Army says hi!" end,
["bandit"] = function() end,
["csky"] = function() end,
["dolg"] = function() end,
["ecolog"] = function() end,
["freedom"] = function() end,
["greh"] = function() end,
["killer"] = function() end,
["isg"] = function() end,
["monolith"] = function() end,
["stalker"] = function() end,
["zombied"] = "braaaaaainzzz",
}
...
faction = enemy:character_community()
local action = type(actions[faction]) == "function" and actions[faction]() or return actions[faction];
Not that the else-if in this scenario generates much overhead, if any.
@remote pewter @bronze linden It works! Currently she fucking spams messages until the thing fucking dies though. Will need to fix
I see a Boar
Does she see a Boar?
maybe
Questions science doesn't have an answer to
She needs to stop doing drugs, these hallucinations are out of control
That was my plan. Put it and the time it was scanned into a table and if x time hasnt passed then skip
What's that?
some variable outside of function
the downside is that u cant turn it off within on_enemy_eval because its a bad callback for ur idea
Then what's a better callback?
actually, can u check if on_enemy_eval runs if theres no enemy?
or at least if enemy is not alive
if callback allows u to get something even when enemy is dead then it could work ;] npc_on_update fits better (coz idk on_enemy_eval that well)
I tested it, on_enemy_eval runs only if there's an enemy. It runs repeatedly and then stops when the enemy dies
Seems decent for my purposes
does it print anything in this when enemy is dead?
function on_enemy_eval(obj, enemy)
local comp = obj and obj:alive() and obj:has_info("npcx_is_companion")
if not comp then return end
if enemy then
if enemy:alive() then
printf("- enemy alive")
else
printf("! enemy ded")
end
end
end
if not then u'll need npc_on_update
u killed them afterwards and it doesnt print anything in red ;]?
Second picture is right after the boar died
Why? Not trying to print anything when an enemy dies, at least not at the moment
coz i dont see a way to control and then disable message spamming
Oh, that's simple
must pass second pic before third pic
Here, only put it on the boar
u can disable spamming with this, but how u gonna reset when enemy dies
if function wont run on this ;]
Then on npc death if in table remove
in the same function? i think we figured that it doesnt run if enemy dead ;p
monster_on_death_callback or npc_on_death_callback
ye, that can work
Are mutants counted as NPC's in the npc_on_death_callback?
no
Okay cool then I need both
u'll need to add some flag above regardless, else each companion is gonna send message for each enemy
and id will stay in table if u have enemy and flee, like change map
(i think u dont even need a table but idk im already lost by the choice of such a long way around xd)
The line becomes longer
Is it not a global table? If you had 3 companions, the first would call out the boar, add the boar to the table and then the next 2 companions would skip calling it out.
As for map change, just wipe the table.
well not map change, i mean whenever u leave combat with an alive enemy ;p
i believe it has some checks already, maybe u dont need obj, enemy and alive in the statement
Yeah but then you open yourself up to crashes if either obj or enemy is nil (for whatever reason)
no, it has all the the necessary checks where callback is sent
Ahhhh
My b. Haven’t looked through the code at all.
Is most modding done in lua?
For stalker/anomaly I should clarify
me too, till now ;p
yea
Maybe I’ll give it a shot this weekend
I wanna try and implement this if possible, I find the running and walking animations of the lowered weapons a bit static. I want to place in some animations for it, there's a bug that does this. First go to third person - walk/run - whilst doing this, lower your weapon - and go back to first person without stopping. This is the result
Comparison to default animations
I always wondered why actor doesn’t use npc walking animations when weapon is lowered
I cannot replicate your bug, simply because my first person viewmodel disappears when switching from third person to first person
tested to see if that is just the Mosin's default animation if one is not using the lowered weapon sprint animation though, but that was not the case
I do not know what causes the larger amount of viewmodel bob when sprinting when doing what you did
This is in my own personal mod list, though mostly disabled for load time convenience 'cause I'm doing a new reposition. And I'm pretty sure those are the mosin's running animations, forgot to mention that I'm using blindeside's reanimation
Bro this looks great I want this
I just need the "anm_" lines for move, sprint and crouch when lowered
I want that mod too :0
A better option would be to allow some guns to keep their walking animations since they are cool
I used the lower position for consistency
But the ultimate solution would be to screen all guns kept in gamma and see which ones have suitable running animations and keep them by adding a Boolean in the lower weapon running script

Easy but long to do 😭
(Time that I don’t have atm)
hey grok this is my first time modding anything really i was thinking of modding in a revolver into anomaly ive grabbed a free model i found and im gonna use that for the time being until i can figure out how to make models myself im onto animating the gun would you happen to know where i can find some sort of stalker anomaly rig to use? since i know theres that addon in gamma that makes the outfit affect the arms of your character. i was also wondering if that would somehow fuck up the animations in anyway im not entirely sure who to ask about this kind of stuff since its my first time doing anything like this so i thought the first person to ask about this stuff would be you
alright thank you
pinned messages are one hell of a drug
pinned messages are a abstract concept made up by the government to control you more effectively
I intend to implement this for the guys who downloaded lowered weapon sprint addon. I only need to know what "anm_" line the lowered hud uses, unless scripting needs to be involved that's gonna be out of my league.
You want to do animations yeah?
Yea but not rn its like 1:30 AM I'm gonna sleep
It needs scripting but it’s basic
Well I dunno how to script, but at least I now know there's a modding guide. I'll take a look when I've got the time.
i dont really see the difference between two of ur videos xd
im awake now so yea i guess i was gonna download a couple of free models fuck around with blender and see how i do
Not bad
Best part, these are randomly generated for variety
What do you think Hammershaft?
I like it as well
Amazing!
Do you still want writing? I could work on writing tomorrow.
I think this could be a big improvement for the companion experience
Yeah, @bold gyro has been doing the writing so far so maybe ask him what he needs
Hey! What's up Hammer.
I gave Dark a bunch of samples I wrote up on the spot, but I'm going back and editing them because they sound a little stiff. The initial response sometimes is a little clunky when strung together with an enemy faction tag. Looking at the table, I've been trying to find ways to make the lines feel like natural responses - all while providing some variety and character.
One of the biggest challenges I'm encountering right now is figuring out variations for how companions identify certain factions. For instance, there are only a handful of ways to identify Clear Sky without it sounding really redundant because the faction (to me) doesn't have much of a personality unlike, say, bandits.
[bandit1]="a bandit."
[bandit2]="some punk looking for an easy score.”
[bandit3]=”a thieving cutthroat.”
[bandit4]="one of Sultan’s bastards."
[bandit5]="a rat from Dark Valley."
One way I thought was calling them tree huggers or something similar
Like this just screams environmentalist to me
I have one line referring to them as "doves" because of the birds on their patch - meant like an insult.
Are they doves? To me they look a little more like geese now that I get another look at the emblem
Ogres seems too meme-ish.
Either or could work, I'm just looking for something that doesn't sound super cheesy.
I'm having the same sort of issue with Duty and Freedom. Neither faction of which I'm particularly a fan of, but Freedom has been a little easier to figure out because of the jokes at their expense.
Duty are cops of the zone/paramilitary larpers
True, but you could also argue that the military fulfills the same role, only way more corrupt and not good at their job.
The way I see it is the military has soldiers and duty has wannabe soldiers
Most of the members from Duty are ex-military and actually wanted to do something about the Zone when they were stranded. Despite the fact that they are abrasive, they are skilled and geared enough to take on most major threats in the Zone.
Fair enough, just trying to think of how freedom would see them
Ah, gotcha.
This looks cool and should give companions more character. Now when does that happen ?
I took measures so npcs don’t spot everything for you, unless you play very slowly and carefully, on purpose
When the companion determines there is an enemy
Could be annoying if the player already saw the enemy imo
I tend to agree with the last commentary.
Arma bots come to mind, but that is too complex for this.
Any visual hint also feels too gamey (in-game or mini-map spotting marker)
All in all wouldn't it be interesting to use (what's supposed to be) the directional damage indicator for this?
It would give you a directional clue, and the text could serve as detailed report when more thinking is needed.
Or/and just a few variations depending on npc type, of a short whispered sound: "there!"
My understanding is that they spot stuff pretty far away (Could you confirm @remote pewter?) but I could tweak it somewhat
Is there a way to make recruiting companions cost money?
There’s already a system where you pay to get companions
For a set duration
My goal is to only provide such a system
And remove the “hey join me ~ ok” system
Hmm ok, I just recruited two master from rookie camp in cordon, and it feels OP to walk around with these guys for free
Ok, thanks Grok
Hip will soon be harder to recruit
There will still be the Loner abuse with fanatic that you can keep forever by not completing his quest
Yea, saw that in #📎to-do, whic gave me the idea for this 😄
But good to hear it will be balanced further
Another solution could be that you’re only able to recruit stalkers that your own rank and below.
u can only hire them for free if object is friend to u, which is quite hard to achive in vanilla
well, not hard but certainly takes time
its only "easy" in the end game where your reputation and goodwill are high with a few factions
you cant easily recruit master+ npcs before that, if at all
the guy presented it like he just started the game and took 2 masters at the very start xd
doing so at the point when u already have everything is not OP in my opinion
with how stupid companions are and how much of an annoyance more than anything they are, i dont think they need to be gated behind anything other than reputation and goodwill with their specific faction
high ranking ones might tank more and hit more of their shots, but they arent much better. you will only count on them to carry shit around
if anything, change it to recruit only npcs from ur true faction and restrict from them being friend unless something specific happened, like u healed them+ur reputation is high+ur goodwill high
They're literally glorified backpacks, nothing else
i see what u did there
What?
I was literally at day 6, loner start. Recruited them the first time I went to the swamp. So pretty much at the start, yes
considering how everyone is playing this game, tryna speedrun in the sandbox, constantly sprinting, i'd say day 6 is the end game xd
i've seen people buying all they want and finishing storylines in 1-2 in game weeks averagely, then they start all over again
this is my observation of vanilla, in 6 days u can get goodwill, reputation at max and high enough rank to recruit masters.. according to changes in gamma it casualize some aspects of the game even more which i assume also plays the role here 🤷♂️
Eh not really in gamma
When you know everything really well and depending on rng, it’s possible
Like rush the 30k and psy helmet and rush expert tools and red forest
But still, considering the rads it will be hard
Usually even after 10 days you still have upgrades to do
hm from that point of view... ye then only farming rep/goodwill/rank is very easy even on cordon
it this (rep/goodwill) mostly stayed vanilla? i'd assume lowering down rep u get from tasks or increase tasks cooldown, idk how else they were able to get it high enough to recruit masters just by doing tasks on cordon ;p
I had an idea for a companion system that seemed like it would be interesting. I don't know if it's even remotely possible with the xray engine, but I thought it would be cool if there was a sort of a "companion progression" mod. Players could recruit trainees at the beginning of the game and bring them along for quests or journeying across the Zone. They would no longer automatically heal and, instead, you'd actually have to give them medical supplies or hang out at campfires to heal them. It could be a means to address the complaints of companions being too "useful" or "broken", even though their AI is janky. Aside from improving companion AI, as companion rank increases so do their weapons and equipment when you are near a trader that they are also neutral with. I'd also consider removing or adjusting the option of using companions as pack mules and being able to give them weapons and armor on the off-chance the player gets lucky with stashes or loot drop.
You could also half the points the player receives from killing enemies or doing quests to prevent them from skyrocketing their rank and recruiting really good companions. From my experience in Gamma, I feel like my rank does not accurately correlate with my in-game progress anyways - far exceeding my progress. Though, you could introduce a system where you have to pay higher-ranking stalkers to stick around.
in almost every game u have to babysit companion, give them weapons and armor, because system where they do it on their own is hard to make, but not impossible in a simple form
Do you intend to apply that same system Monolith? It'd be the one faction where that would be really odd, given that they are fanatics and they get a rough start.
i had an idea to make more player-world interaction via pda, increase requirement for being "friend" (when u can hire them for free), remove hiring for money dialogue completely and instead make an ability to throw a message in global chat, like "looking for brave idiots to raid X, price is Y", depends on location and price some stalkers will come to ur place and will have a dialogue to join, when they join some of ur money is reduced and they become companions for certain time, idk something like this
That would be badass.
this is quite easy to do tbh ;] im just tired of modding a bit
Farming rep and goodwill will not give you anything to progress with
Able to buy ammo for rifles you can’t use

we were talking about people hiring masters earlier
and it depends on reputation and goodwill ;p
Everything is slower in gamma
Like rank /2
And goodwill is also slower + spanned over 2000 points for the last rewards
no clue then how they are able to hire highest ranks for free... requirements for this (implying this wasnt changed) is also quite high
Farming 2000 goodwill is long in survivalist
It’s because it’s based on rank
its based on personal relation which isnt displayed anywhere ;]
Yes yes sorry
I have made a system in beta
Where you need your rank to be above theirs
And I plan on adding a multiplier
Like 1.3 or 1.4 more rank points
should work i guess ;]
I play a very specific way to prolong the hobo phase “hardcore mode” so I grind Gordon tasks a lot. So much so that I had to up the goodwill of traders to 4000. So maybe that’s why I am able to hire masters for free..? Idk
cant balance the game for people who grind too much
Should I add a check to only do that to enemies that are not engaged in combat with the actor?
@remote pewter What do you think?
how about making so ,when you have more companion you get less money as reward because you need to split the money, this way you prevent the use of more than one companion because the reward get less and less? true hardcore shit lol
now that's an actual good concept
Could even reduce goodwill received based on companions? As a result, they get a few more points to their rank.
yep 😉
That's a very good idea 😮
i actually written code for this some time ago, based on the idea of pirate shares
@woven mountain On the first spot I get, Hip sees a group of zombified stalkers and I crashed.
! [SCRIPT ERROR]: ...a.l.k.e.r. anomaly/bin/..\gamedata\scripts\notifs.script:125: attempt to index a nil value
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...a.l.k.e.r. anomaly/bin/..\gamedata\scripts\notifs.script:125: attempt to index a nil value
stack trace:
Alright looking into it now
Do you have a save right before it that I can check?
Have a sleep save that was about 20min before, I have mags on and several of my own personal changes so you might just crash on load. just a zip of the DSS, SCOC, SCOP files or how?
Found the bug and fixed it
Nice
Any feedback so far?
Just a little bit, was having some crashes unrelated to your mod and got tired so haven't played much but there is one thing I noticed, Hip would sometimes repeat the same "spotting" several times, only with mutants tho, example; there were several zombies and she mention them twice (no delay, maybe two groups?) and a bunch of dog but mentioned them only once, but there was one psy-dog and she counted it like 4-5 times instantly (maybe coz of the phantoms?), perhaps adding something that would prevent calling out the same type of thing for a bit would help with that? but otherwise really cool, makes the companions more lively.
Only had the heavy multi spotting once, but then again haven't played with it much, had around 6 encounters one with a Monolith hit squad and that was nice, was looking away from them when I got shot for 1/4 my hp and just ran for cover, she called out it was Monolith and with that info I could react accordingly, which is one of the things I like about this idea, gives me info that I can act on, sorry if this isn't a huge help, but going back in now, hopefully without crashing, sorry for the wall of text.
Just dropping this here as a token of goodwill and to help everyone move past recent events.
Thanks @jaunty nova , added your custom role btw
, welcome around
Hello, I haven’t played Gamma in a while and now that I’m back, I wanted to have my game set in winter. I have noticed Project I.N.V.E.R.N.O. was removed from moddb or something.
I’m just wondering if Just Another Winter Mod is still up to date and compatible with Gamma and if not, if there’s any good alternative to these two mods. If INVERNO is still on GitHub or something please let me know. Thanks.
graupel would be the current 'best' winter mod
Thanks
Wait graupel is the inverno mod right
I found another version on moddb that’s called dead air edition but it’s a call of prypiat mod
Oh thank you
Any feedback so far
Hey boss, I kown you didn't use the army kettle in the game, how about making it an infinite use artifact powered prototype from the ecologist like the exo support battery, only available with an expensive recipe or make a little quest given by ecologist to make this type of prototype with a one of a kind artifact spawned only by this quest, is an idea to implement more item powered by artefact, like the weapon used by the mercenary assaulting rookie village in SoC
Hum, I like the fact that you need to manage your cooking tools to cook basic recipes which then transitions to managing your fuel with the endgame stove for strong recipes, makes both thing useful
Making something infinite would almost invalidate both current tools
Artefacts powered guns, hum why not, but that’s a lot of work and hard to balance to not be outright broken
Check the gauss for instance…
And making fire toxic etc imbued artefacts mean you need to start managing and balancing these defence values for npcs….
Which is a lot of work for a small feature imo
True
Just idea
I have other but the more I think about them the more strange they becomes lol
give them a small chance to blow up in your face with each individual shot
or make them useful on armor type like fire and castic/acid useful against mutant and light armor, electric against heavy metal armored enemy kind to borderland
I remember a mod for 1.5.0 were ammo were strange, butwith huge variety, i still remember the chimera killer ammo for the pistol or the explosive sniper round, fire breath shotgun ammo and split ammo to convert pistol in small shotgun but using more condition from the weapon, I forgot the name of the mod........
Yes, Arti retook these ideas for his ballistic addon.
I don't like too much ammo variety imo. People are already struggling with current system, imagine when adding toxic, fire and whatever rounds....
More ammo means harder to balance
And I've been balancing my ballistic stuff for over a year now and it's still not perfect


did someone have the same problem i have with RF signal, i made so i can use it just by equip it in the MCM option, I receive the signal from mission task but not from the anonymus package if it's not in the hand even if I am in top of it,it's intended or a bug???
can i have custom role with name color of discord background? ;[
Guys do you know any mod that makes the groza better, for example removing the horrendous grenade launcher under it or perhaps adding suppressor compatibility
cringe take
i only know this mod, but there are various problems with some models as i experienced and some of them are horrible
also nobody really cared about the groza, not even bas made a groza sigh...
Check #🖇old-mods-posting
Thanks a lot
ok i'm feeling so dumb, but why when i installed it, it crashes when i shoot? do i have to put it into the dltx section of mo2?
What's your crash report?
nothing, just closes the game
oh the prospect of having dragon's breath shells
Some of these would actually be really good additions to GAMMA imo
I was actually looking at some of these weapons to see what I could do for more variety
Are you asking me for my opinion? lmao
Maybe 
Alright my list of guns that I think should be ported/remodeled
- MAC 10/11 (SMG)
- AEK-919K (SMG)
- VBR PDW (Pistol)
- Taurus Judge 20ga (Shotgun Revolver)
- RGM-40 Kastet (GL)
- CBJ PDW (SMG)
- OTs-33 7.62x25 (Pistol)
- MK48 (LMG)
I think they add to areas that have few guns
I have a similar list of what I wanted to pull out. Hmmm
mk48 looks fine tho
aside from that, i don't remember if it was simple or misc
but there was this psg1a1 that was like, ready to use
i've been using it since a while ago
model's good, animations are from blindside's g3 anims
Suggestion
A Renegade trader and mission giver?
At least the trader.
With GAMMA having them be mercenaries would like some.sort of support for them, it's pretty old getting shot at by everything in the Zone.
I know Monolith have it worse off but they have actual base etc
Renegades only have Bandit resourced which doesn't match their identity as alternate mercenaries in GAMMA
monolith doesn't have it worse, they are literally the biggest faction in the zone
you end up having more allies than enemies
Mmm yes so having some support for renegades would be nice
thatll be ok cause that would involve renegades trucing with loners
i'd hope not
but where would their base be?
Perhaps their spawn point left upper corner of swamps in the hut
imagine spawning in as a renegade, starting lttz and literally walking to the backyard to progress
could be, thing is it's so far from everything haha, also there is some CS generic task that requires you to clean up that place
so you would have to remove it
you don't have to raid tuzla
in last dawn
you raid the pump station, the southern cordon exit village and the machine yard
but not the tuzla encampment
there still is
some generic task iirc
like kill x stalker and sometimes is there
oh generic tasks
it happens for everyone tho
i've gotten contract kills on rostok
or the bandit castle
nvm
That’s the thing about Renegades
If you remove that they are just swamp bandits
So do you think adding a renegade trader would be viable? Cause currently there's no real way to get renegade gear without looting it off dead renegades which makes the playstyle be swamp bandit
You won’t anyways even with a trader
And do you know how many renegade armors are there anyways
3 iirc

Renegade is half backed faction in Anomaly sadly enough
add these
brigada che

look we almost there
Btw Arti is working on a proper barter UI
That is so fucking cool.

I'm helping Dark write out companion dialogue and it's been going pretty nice so far.
This will be huge for gamma economy
what's this
what what
this
i dont know yet
based
im just doing what brain says, it didnt explain the whole plan
well tldr its for player interaction with world via pda xd
i dont have any ideas except my first menu which sends a message to global chat and then stalker squads who interested in joining u appear in the lower half of ui, then u can choose them, pay them and they'll become companions for some time
For real though, I would like a way to contact specific traders from the hideout
This would be *so good *
i wanted to do a menu where u could ask "if anyone has <choosen item>" and then traders would send u messages
but fkn this ruined everything
#490609782881779732 message
Sadge
Hey I'm thinking of trying to make No Player Marker (disable player's position on the map) compatible with the modpack, it seems to only be xml files so does anyone have a tutorial link on the subject ? (also this is the right channel for that right ?)
yes it's the right channel
and there's no real tutorial for this
but the easy way out, and frankly a good way to learn
is to just enable the mod
and check which mod is being overwritten
then read conflicting files and stary merging them
notepad++ has an easy to use compare tool
so you can compare two files and find the difference
wait what
really?
big if true
i've been bruteforcing my way through stuff that needed comparing
Yes
You need to install the plugin
You can do it from the program
It's much better than WinMerge
Thanks for the advice, messing with stuff in progress also i found that sublime text has a way to compare too, no plugin needed
otherwise Visual Studio Code has one implemented
but yeah text files comparison is the basis
that's how I verified all 1.5.2 files in one evening 
no_ram on apparently avoids the textures to be duplicated in the ram by reserving more VRAM in the GPU
Ability to use more GPU memory to reduce redundant CPU usage. (#585)
To use it, enable `r__no_ram_textures` console command and restart the game.
r__no_ram_textures off certainly frees up VRAM, but I think it could be overall detrimental
Just use winmerge
It's shit
Used that for ages
Notepad++ is the future
So it's a good thing for everyone
Even for me and you since we have a 3070
For anyone who is still interested, i got No Player Marker working with Campfires on Map : all you need to do is delete the value of <texture></texture> in the <actor_location> tags (line 487) do this in both map_spots_16.xml and map_spots_.xml in Campfires on Map's config files and you'll be good to go (there's probably a cleaner way to do this but i'm new to this)
post the patched thing on #🖇old-mods-posting
Oh ok i will thanks (just gotta get out of wild territory real quick)
actually hard to believe nobody did a mod on the flea market
would be really nice to have a mod that reworks it considering how useless it feels
not necessarily, but maybe find used artis or weapon parts of all kinds
legit someting to make the flea stand out since it's basically useless as it is right now, especially in gamma
@undone lily Fluid aim seems to need to be updated
how about using item to save the game away from campfire instead of waiting 5 minute??
I like the dark souls feeling of campfires
than you should make so you can't save every second in underground if you are away from campfire
or is the fault of the sanctuary option that I am allowed to do it???
some undergrounds dont have campfires at all
have fun getting through those if you are new....
hardcore to the bone, you can bring firewood to make them right?
giving you incentive to buy them and not use them to make only furniture lol
you can try to achieve that if you really want, but underground labs can be absolutely unstable and crash every few seconds. a few people over my time here reported random crashes in MM with a log that has no error and the crashes kept happening until they finally got through the place
magic
its not a gamma thing. just stalker
limiting people to campfire saves by default is already too much for a lot of regular players
Ha me included and running a default list but !defaulting still fixed. Underground is no place for no saves, if you want that ironman.
@random fulcrum would you happen to know what file i would need to edit to get the comparison stats closer to the actual stats?
@scarlet prairie are you able to modify the blur in beefs nvgs as well? I've tried myself but can't seem to get it right
Can't say right away. I just posted small changes to the shader that make me feel glad, maybe they will satisfy you as well. In general, I'm not very experienced in editing shader files, to be honest.
yeah i like the changes so far
wdym
Nice to hear!
I want to move the white numbers closer to the original numbers. I'm sure it has something to do with the bar that used to be there instead but I'm. Ot sure where to find the numbers to change that
@scarlet prairie Is your Gear Condition mod also affecting the other loot in NPC inventories? I seem to be getting an awful lot more toolkits/repair stuff/materials/meds than before since enabling it.
Thanks for bringing this to my attention, I've made a new, more compatible version that will not affect the drop of items, including those that you have listed: #🖇old-mods-posting message.
hello is there a mod that only adds these kinds of sights for weapons?
the ones where there is a red dot attached to the scope itself
the screenshot above is from desolation but i've heard that its buggy
so i was wondering if there is a mod solely for the scopes
no, also this channel is for mod making
besides, even if you have the scope model you'll still have to make new models for every single gun in the game
to include the scope
need to add female stalker voices for Hip xD
Hey so it's kinda a mod thing but all the mods in M02 are out of there categories
Anyway I can fix that
that very much qualifies for #🔨modded-gamma-support, since your list is in a "custom" order by being wrong
but if your mod count is correct ( #📍577-mods-in-mo2 ) then it should all work even if your modlist is ugly
post there or in #old-only-installer-support instead of in here, this is for making mods and giving feedback on mods people are making
Oh
Ok
Thanks
Put it at the end of your mod list and learn how to use channels, please
Thats what happens when my companion spots anyone, spamming that shit like theres no tommorrow, i installed it on an existing save with a companion, so i dont know if that may cause this issue
@woven mountain
yea I just tested it out and my companions have spammed me continuously with the messages
this is also a brand new save
smh my head bad mod
I guess something went wrong
He released the mod at 4:30AM
The previous version is working fine
Yea idk it scared me when it first happened lmao
! [SCRIPT ERROR]: f:/stalker anomaly/bin/..\gamedata\scripts\chatter.script:184: attempt to index a nil value
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: f:/stalker anomaly/bin/..\gamedata\scripts\chatter.script:184: attempt to index a nil value
crashed with companion chatter
Safe to say it isn't working rn lol
fixed
This is why I need people to test it
Blame Grok

He literally posted the mod in #📢announcements without saying anything

Did you load in on that spot?
heh that's why i always stress test the fuck out of the stuff i code
still unavoidable that something will slip through
Army warehouses? Are you hostile to freedom?
No, i started out in rostok, ran over here, spoke to the trader, and inside the trading menu the npcs got alerted to some bandits. And before that i also got one message that wasnt being spammed, it was something about the sky, im guessing that was about the psy-storm that happened a little bit afterwards
- Were the bandit messages spammed?
- Yes, that's correct and good it wasnt spammed
You're killing me with the suspense
The messages from the screenshot were those messages that were being spammed after the bandits got spotted, they also didnt stop after i killed the bandits, but i didnt check if there were any other bandits around so i dont know if that makes a difference. After i killed them he made either one or more messages about one being down, but continued spamming about the bandits. I also got attacked by an army squad later, but he didnt make any messages about them, he was still talking about the bandits
Reloading a save didnt help
yo @woven mountain 1.1 still has some message spam
I'm aware
I just fixed the crashes
Please send pics
damn i just closed the game
poor erik spectrum just wanted some company
i'll skim through the code and see if i can help later
Just to be clear there wasn't a flood of fleshes was there?
nah i was just getting away from the cordon tent
i'd assume they were registering the bandits from the car park?
i have a contract killer there
oh guy's mentioning fleshes
i haven't seen any tho
that's weird
I shot at a duty squad with a freedom companion squad I added to my team just before encountering them is all and it spammed me with the messages. I was also a freedomer
turns out there were fleshes
but far away from me and my guys
like, really far away
I enabled the mod again and it was fine, detected a bandit, cat, zombies and a burer no problem, but when i came across a merc he started going nuts again. Im guessing its happening since im Clear Sky and hes a Loner. When i ran away from that shack with an Ecologist in it to the Freedom base he stopped in the base, but after i ran back to that shack he started spamming again, even though i made him not aggresive
SSSSHHHHHHHHHHHHHH DO YOU HEAR SOMTHING?
That's... weird. Those sentences shouldn't be generated together. The first two sentences and the last sentence should be for stalkers only.
I need to go back and look over the lines I wrote. In retrospect, I feel like some of them need to be edited or rewritten.
This is a really good mod, the game feels a lot more alive with companions talking
But yeah the voiceline spam is a bit intense
Oh, hey. I'm glad you like it 👍
( playing as a monolith with two companions. I’m loading my game right now so I can collect screenshots of which voicelines get spammed )
I did the writing for Dark. I want to make sure that it feels natural. I think we're planning to expand on it once we get the issues ironed out. I've already told Dark that I'm up for writing different sets of dialogue for different factions. I think the plan is for Duty, Military, UNISG, and Mercenaries will be getting a set of dialogue that reflects their more militaristic background, while other more distinct factions will be getting their own individual sets, like Monolith, Ecologist, and Bandits/Renegades.
Yeah, I can imagine paramilitary factions using sharp tactical language ( especially unsig and merc ) like “contact 12 o’clock” while bandits and loners would be less formal and call you “dude”, “buddy” or “bro” and monolith would call you “brother” and say stuff like “purge this infidel “
Yep. That's the idea at the moment.
Is there any addon which allows body parts to heal when next to a campfire?
i don't think theres anything like that, only for main health
Hmm. Does anyone know how to heal a limb through script?
GAMMA RC3\mods\G.A.M.M.A. Medications Balance\gamedata\scripts\zzz_player_injuries.script
That'll do it on a timer
Your limbs only have 6hp, so make it a long timer if you don't want to invalidate the healing system
Thank you
Feature request:
Make "artefact detectors" to detect anomalies as well with beeping sound.
right now beeping sound appears even without any detector.
I think it should spot anomalies with sound only if u have detector in hands, and if it has working batteries inside.
I know that is similar mod, which adds new item "anomaly detector" but this mod is not working anymore. https://www.moddb.com/mods/stalker-anomaly/addons/arszis-anomaly-detector-restored-for-rc-betas
And I think make new item for anomaly spotting- is bad idea. Give such function to artefact detector is better
@undone lily what program do you use to modify
Xr files? I've looked around but haven't been able to find the answer
Anyone seen Dark around? I know he badly needed some sleep so dont want to ping the poor guy.
@scarlet prairie For ui_maid_devices.dds what compression format do you need to use? Exporting with Nvidia's .dds plugin in Photoshop makes it 350kb & crashes the game on load.
Did a quick recolor of the Gen3 NVGs since I'm not a tan fan
I threw it through an online .png to .dds converter & it no longer crashes, but the NVG icon in-game is still tan for some reason. Tried throwing it into it's own mod & loading it on top of GAMMA Icons, and still no dice
Oh wait. I'm dumb as a motherfucker. The actual icon is staring me right in the face in the second row. I recolored the wrong damn icon. 
Apologies for the ping Minor
Can someone give me the rundown on how to replace the MP5A3 Frasier model with that of the MP5SD?
the Frasier looks horrid with every single scope cuz of the tall claw mount
MP5SD doesn't have that issue
change item_visual in the hud definition for the frasier
you'll have to do the same for the scope hud definitions too
@random fulcrum Would you mind taking a look at the script to see if you spot anything wrong?
will do after i finish this funny thing i'm doing
how do u guys understand someone else's code
Hey I was reading that
i'll give the rest 70% of it when im done
yeah it's hard reading other people's code
that's why i hate case sensitive languages with a passion
i cant even read mine on the next day
This is why elseif blocks are superior
elseifs will be not readable by anyone

people in amomale discord taught by yelling to write something beautiful (and im grateful to them), dont u like it? xd
It's alright
What's the funny thing you're doing?
a 416 replacement
Here's the new version that may be fixed. Let me know if you see any problems. Going to bed
SDK
Depends on the xr file though
It already does that in DAO, and AFAIK DAO is included in Gamma. You played Gamma?
unless you enabled the anomaly sound option in the game settings, that should be the case 
anomalies by default dont make the anomaly sound in gamma unless you are using the anomalous measurement device
Np, I've used the MC Visual Studio. So, I didn't convert anything.
P.S. I'm not a tan fan too, tbh. But, I think it's better than the standard ones anyway.
I played gamma. What is dao?) i found only option to disable biping sound completely
dynamic anomalies overhaul
Oh. I payed gamma before this add-on got included. But I red its description on moddb, and didnt find any mention about changing how you spot anomalies. So right now you need artifact detector in your hands,right?
the anomaly measurement device functionality was added in one of updates
it measures by sound and in display distance to anomalies
additionaly svarog does that as well
Ah, another device. Sad. But ok, will test it someday
Im trying to get limbs to regen while near a campfire but nothing happens
function actor_on_update()
if not (db.actor) then
return
end
if get_nearby_lit_campfire(10.0) then
db.actor:change_health(health_regen)
if zzz_player_injuries.regen == 0 then
zzz_player_injuries.regen = 90000
end
else
zzz_player_injuries.regen = 0
end
end
Here's the working recolor if you want it
how do I set a variable in my save file? something like "alife.set ah_vorobushkin_dead = false"
Thanks!
Any ideas why printf is not working?
Turn off this guy
You can pull from another file but not save to another file iirc
so what would be the best way of doing something like this
I set it to the localregen time 10000 to see if every 10 seconds 1 health would restore but its not functioning so I feel that I might be missing something something. This line is in the zzz_player_injuries.script for the body health system
did you save the change? sometimes i open scripts, make a change and forget to save it before closing
i have it set to every 15 minutes and it works, it might also have a floor
If you’re editing the Body Health mod’s files directly you need to make sure there isn’t another mod tuning or overwriting that file. By default the top level zzz_player_injuries.script is in GAMMA Medications Balance in the Economy and Craft section.
oh duh that too lmao
save it into a separate mod or it'll reset each time you update
ohhh ok, so I should change each file then? I am not to sure how to find which file is directly overwriting.
That’ll mean that your limbs can heal to full from empty in 50seconds though, no matter where you are, so I’d stick to only editing the files in Toxicfox’s mod if you want to increase the regen around campfires only
oh ok, I didnt even know about that mod. Ill just do that then. Thx
If you click a mod in MO2 it will highlight the mods that it is overwriting in green & the mods that are overwriting it in red. Double click it & look at the Conflicts tab to see what specific files are being overwritten & by which mod
ok perfect! The campfire mod is cozy_campfire.script right? I see that the value in that file is .000005.
IDK, I haven't actually downloaded the mod myself, but just poke around in there & I'm sure you can figure it out
@random fulcrum You busy? If not could you check the mod?
Yeah I did fix that
Hey, Dark. Do you know if there's a way to have companions say different lines based on their faction?
If not, we should probably ask about it.
Awesome. I can do that. Just wasn't sure where we were with the whole coding aspect of it.
i was also thinking about putting the dude's name where Message: goes
but i don't have no fucking clue as to how to do that
i've tried before but to no avail
That would be nifty for companions
so, what about doing something like {some green color}[Companion Name]: message
Well it is stored in object properties
i know but i can't get "Message" changed to the guy's name
@woven mountain what do you think about formatting it like this
so that you can easily know if the guy's your companion just by spotting the green text
It isn't possible to make it in line with the text?
wdym
@bold gyro
@whole grail Could you translate the new lines in this? They are marked with an asterisk
Could you forward me the code you added?
@random fulcrum Oh, yeah! That looks awesome!
Some of the lines only have adjusted punctuation.
Think I found a way to permanently fix the spam
Here you go. I've added all new lines and altered what's been marked. Asterisks are removed as well. Proceeding to sleep now
Thanks CV 👍
oh i forgor 💀
gt("st_darkasleif_basic_stalker" .. math.random(part_1_number)) .. " " ..
gt("st_darkasleif_short_".. faction .. math.random(stalker_responses[faction].short)) .. " " ..
gt("st_darkasleif_multiple"..math.random(part_3_number))```
local clr_w = utils_xml.get_color("d_white")```
i split the message code into separate lines for better reading for me
maybe replace obj:character_name() with a local variable as to avoid potential crashes?
like name = obj:character_name() and obj:character_name() or "Companion"
you know, JUST IN CASE something goes horribly wrong and you end up with a unnamed companion
I did this and put it at the bottom of my load order with file path gamedata>configs>items>weapons
I probably missed something though, it didn't change anything when I loaded up
no
since you're already replacing the hud definition
you could update the visual parameter
as to be consistent with the hud change
spawn another one
still showing the original
🤦
most dltx mods must be placed in the root configs\ folder
ok yeah that did it, thank you!
now I gotta deal with the hand clipping into the gun and the ads looking like this lol:
I guess I need to paste these over too?
not necesarilly
screw about in the hud editor
f7 > 5
poke around with values until you get the desired positions
just make sure to NEVER press apply
supposedly it was fixed in 1.5.2 but i'd still wouldn't risk a crash
use this to do repos
enable toggle aim hold in settings tho
and only save aim position values, if you save the hands without aiming it will mess the default repo
Thank you both!
Got it working nicely now
just kidding, now I need to edit Weapon Cover Tilt too 😢
the darn thing covers my entire screen sigh
I've got it looking like this after a restart...
looks fine to me
ah the frasier is set to offset y= 0.2 in the weapon cover tilt script file
Added a new weapon but it wont shoot?
The animation may be bad
every other animation works fine
yo @woven mountain got the new chatty companions version?
Yeah I can give you the most current version. I haven't got around to testing it though since I'm actively coding
Is that okay?
yeah, just getting the spam bug
Yeah that should be fixed. If it isn't then I have no idea how to fix it.
Please tell me your thoughts as you use it
will do
You might have left some debugging on
but like, in an annoying way
That's on the 1.4 beta.
Appreciate the bug report
Should be fixed
The current system is that there is an invisible timer while you are next to an anomaly and if you walk away for more than 5 seconds, another message is able to be played
Do you think that system will work?
Should I change it to 10 seconds?
30 seconds at least
should make it tunable in MCM
another message that hasn't been debug cleaned
Wait even in Beta 1.5?
nah that's 1.4
yeah, every dynamic anomaly you encounter in a short time is message saying lookout anomaly bla bla bla 20/30 second should be a good balance
in BHS evolution I did see artefact that cure bleeding work even as limb healer, the ration is 1 hp in 4/5 minutee
with stronger one requiring less time
Honestly I think it’s also about proximity rather than just timing. I was getting warnings about anomalies that I thought I was giving a wide berth to
Reducing proximity so that you have to be nearly walking into one would be my preference. Ideally, make the distance something you can control on an MCM slider. No idea how feasible that’d be to implement tho
Unfortunately the callback is already set up like that and I cant change it
Maybe have some categories of chatter that are toggleable then? (I know nothing about coding/scripting)
Yeah that's possible
@random fulcrum I modified your Barrel condition effects display to allow for field stripping in loot window, alright to post it here?
prefer #🖇old-mods-posting
also what does field stripping in loot window even means
stripping from a dead guy's backpack?
I meant #🖇old-mods-posting and yes you can strip while its in their backpack
kinda broken
How so? I can disassemble it in their bag, why does strip break balance?
not arguing, legit asking.
at least for me, taking the gun and stripping in your bag adds a whole new layer of risk reward
versus damaging your multitool for just one green piece
I can see that, I just usually take all weapons that have parts I want and then carry them until somewhere safe, so I guess I dont think about someone standing in the middle of a battlefield stripping
it's still a qol patch that lots of people want too
Yeah, im wondering how hard it would be to put a chance if you are doing it in the loot window to possibly damage the part (I.E. rushing it)
You could just up the chance to ruin a part from what it is
Kinda what I am thinking.
the weapon does not have a silencer so how do i stop it looking for it, if i add a silencer bone it breaks as the animation doesnt include a silencer
FATAL ERROR
[error]Expression : 0
[error]Function : attachable_hud_item::set_bone_visible
[error]File : player_hud.cpp
[error]Line : 137
[error]Description : model [dynamics\weapons\wpn_enfield\wpn_enfield_hud.ogf] has no bone [wpn_silencer]
stack trace:
you need to have the bone in the model
just have it lying around disconnected from everything
also is that a lee enfield? 👀
Any other feedback? Spam?
yes, its from TAZ so i take no credit but i wanted to fix some up for gamma
also what do you mean disconnected, i added it like this, is there something else i have to do
cause then i get the error
! error in model [dynamics\weapons\wpn_enfield\wpn_enfield_hud]. Unable to load motion file 'dynamics\weapons\wpn_toz106\wpn_toz106_hud_animation.omf'.
FATAL ERROR
[error]Expression : m_Motions.size()
[error]Function : CKinematicsAnimated::Load
[error]File : ..\xrRender\SkeletonAnimated.cpp
[error]Line : 856
[error]Description : assertion failed
stack trace:
do i have to re-export the motion with the new bone?
maybe
i'm just guessing since i literally started yesterday messing with animations
You just gotta be more assertive 
you WILL load the motion
disassembly gives scraps + count towards the achievment
So it's useful early game, not so much in endgame
For autocomplete mod compatibility, do I just need to add the line '--autocomplete = true' under each task I want it for in the tm_escape and tm_dynamic ltx for hip and dynamic tasks mods
and then remove those ltx from the autocomplete mod?
@woven mountain finally got some time to actually play with the chatty companions, their hints about muts are very useful. But I would suggest (someone most likely already did) the MCM option to disable their anomaly comments completely since we have to assume that everyone in the group understands where the hell we're crawling and looking for magic rocks. This goes well with their ability to navigate through said anomalies on their own without our help. Also, this not-so-useful ramblings remind me of a situation from The Book, so the option could be called "Shorty Lyndon":
My greenhorns were in a great mood, of course. They were turning their heads every which way and their fear was almost all gone. They started gabbing. Tender was waving his arms around and threatening to come right back after dinner to lay the road to the garage. Kirill plucked at my sleeve and started explaining his graviconcentrate phenomenon to me -- that is, the mosquito mange spot. Well, I set them straight, but not right away. I calmly told them about all the jerks who blew it on the way back. Shut up, I told them, and keep your eyes peeled, or the same thing will happen to you that happened to Shorty Lyndon. That worked. They didn’t even ask what had happened to Shorty Lyndon.
ooh what about maybe rookies and trainees saying something like "What is going on there!?" or "That looks scary" when you walk near an anomaly
like they don't understand what they are
That can be cool too, yes. But scientists rookies should be taken into account, their comments about anomalies should probably be different.
Get arx toolset. I think the animations and bones don't match which is why you might be getting that error
Blender should tell you if you can load an animation onto a model. It might have been forced onto it via arx toolset
Also, do you know if that anim is being overwritten? It might not be compatible with the model anymore
I fixed it by re exporting the animation from blender with the new bone
Its printf to output to the log right? (Yes I disabled the mod)
printf prints in the console whatever is between the parenthesis
Hmmm That is what I thought, ok thanks
now to go right into the log there was another function
but i don't remember which one
Oh? Dang that would be convenient lol.
Yeah I was just shocked when not seeing the text come out of print f lol. Apparently I forgot to set the field strip to go into the npc inventory instead of player, so I am trying to fix that, but for some reason all I end up doing is breaking the whole damn thing.
printe
A legend
Just to make sure my logic is not totally off base:
When dealing with field stripping, I need the parent ID of the weapon to attach it to the NPC, once they become parts the parent ID will just link back to the weapon or disappear.
Once I have the parentID associated to the NPC, then I should be able to use that id to create the stripped parts in the npc inventory.
If someone wants to take a look at this. So the version in #🖇old-mods-posting is currently dumping the parts to the player inventory, I would like it to dump into the npc inventory as disassembly does. I have for hours tried different things and for some reason I can get the script to do literally everything except spawn the parts. I have probably tried 100 different variations of passing the variables required and non have worked, some just seem to stop the part message from going out. I am convinced at this point that I am missing something small and obvious and just convinced myself instead that its complicated.
this the latest version right?
not the one in #📢announcements
Latest with MCM support (experimental 1.6). Latest stable 1.5
ty
gonna try the 1.6 then
Please post in #🖇old-mods-posting
Looking for nitpickers that want to fix the silencers attachments icons position on all guns 🥹😅 . For instance on some rifles the silencer is below the barrel. This can be adjusted with the silencer icon y coordinates, a lot of guns are affected by I need to pack 1.0 currently rather than work on nitpick, but important stuff like this
Thats really tedious work 
looking for someone to sort my code, so at least i could understand it
someone needs to do it I don't envy them though
in chatty companions do they spam less now? I had a huge message log of the same message just recently this seems like a bit too much
Feedback?
gama testars have amomale 1.6?
it's chatty companions 1.6 mod not anomaly
can someone make me textures that look decent? xd
i need uhm, 15 square boxes where each will have a number from 1 to 15
MCM could use _desc strings for tooltip descriptions since they are overlapping on slider settings. Not a big issue for English version, but after translation this looks bad:
I've made necessary changes, here is the file. Actual gameplay feedback later.
what do the numbers on the end mean in NPC loadouts?
And feedback: it seems no matter the settings, the only thing companions are commenting now is mutants and being wounded, ignoring stalker fights (zero response about 3 monolith encounters at warehouse) and anomalies completely. Disabling FF for testing purposes and hitting companion till death results in barrage of messages until they recover some health. All of this goes for 1.6, as well as latest 1.5, but things seem to be more reliable on spam fix test release, except wounded status, same things happened back there.
So:
- Companions spam on low health
- MCM options don't change anything
- Comments aren't appearing
Cannot replicate #1
You might want to ask in the anomaly discord. I honestly have no clue so I just set them to a weapon with similar performance
i just set them all to 0 and they still seem to spawn with it
Yeah 0 doesn't seem to be a percentage
I downloaded 1.6 on a new save and also ran into the same issues; only thing I can tell is the NPC 1 second in instantly died so I'm not sure if that causes it.
Might have fixed it regardless, do you have a mod that enables companion bleeding?
not him but I don't
Only thing I've added on top is companions keep up and skills expansion.
Alright, I've got it: loading save from before first mod version installation worked and now injury spam is gone. Loading anything later provides this behaviour. But still no comments about being around anomalies and stalker fights.
Could you try replacing 1.6 with this?
can do 👍🏿
That is ... bizarre
Will try. About bleeding: nothing that's not in default Gamma about companions, but I've disabled friendly fire protection for tests reasons (not in MO2, but in MCM, player-npc protection checkmark)
@neat stone @whole grail Any update on the condition spam?
Nah haven't tried it yet, if anything happens later I'll let you know.
I've messed around with that, and think I found it: when there is more than one companion in squad, wounded status spam is reproducible. Exactly one companion is good. Example: loading save where only Hip present, she works fine. Debug add someone to the group (or not debug, if possible), and now they all be spammin on low health.
Yep, happened to me just now too
Single companion is a single line, but multiple results in the spam.
Can someone tell me if winmerging these two files will break anything?
first script is from ANUS, second one is from ZCP 1.4 Balanced Spawns
ZCP breaks ANUS's additional name generation in the character select screen due to it's duplicate faction select script, but I didn't really see anything that would even warrant ZCP having that script there

I see the problem
just make a copy of zcp 1.4 and copy changes from anus faction select script to zcp 1.4 faction select script and test it
Yeah I've done that, nothing blew up immediately but I was more concerned with stuff happening down the line through a playthrough cause of ZCP effecting enemy spawns (to my knowledge at least) and all that IIRC
I have merged changes in scripts myself it hasn't caused issues the scripts are doing what they are meant to do it's just that the last mod loaded is the one that wins a conflict
oh and you can edit zcp's enemy spawns in mcm menu to what you want it to be it's pretty easy it just won't take effect straight away it's probably fine where it is though oh and don't touch the setting that says zombies this will mess up your spawns
if you are interested i asked and they said the number mean:
attachments if the weapon has them available (i.e: grenade launcher, silencer, scopes)
and type of ammo




