#╙🖇mods-making-discussion

1 messages · Page 2 of 1

still meteor
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maybe this week i will try to see if i can change it

low jasper
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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.

random fulcrum
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wdym

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free form craftable suits?

low jasper
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Or just parametes tweaking

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I can call it Desolation mod, but for armor

random fulcrum
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probably never

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imagine all of the outfits you'd have to define

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for all of the combinations

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not only that but balance would be thrown out the window

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it's not like slapping a scope in different picatinny slots

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artis already provide rough but enough outfit customization anyways

undone lily
hoary abyss
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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...

brave prism
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companions and npcs dont care about part condition

hoary abyss
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O

still meteor
gloomy sequoia
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Hello , is there a mod that adds furniture items like tables , fridges and tv?

random fulcrum
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have you like, played gamma?

gloomy sequoia
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I have but the furniture options provided seem kinda lacking

random fulcrum
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there's a tutorial hanging around here to add new furniture

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iirc it was really easy

gloomy sequoia
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By that you mean making them placeable like the ones in the hideout furniture mod?

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I was using debug mode earlier haha so this would be a godsend

gloomy sequoia
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Nevermind it is included with the download of the mod on moddb

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Reading it now it seems kinda hard

lethal jolt
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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

glass umbra
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first time implementing new textures and bumpmap myself in 8k. proceed to burn gpu

vague sphinx
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8K aka unnoticeable performance destroyer aka let's burn this engine

glass umbra
#

I think I'll redo my grounds with those kind of texture in 2k

vague sphinx
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Yeah, you should definitely not go over 2K aside of very large textures

glass umbra
edgy tendon
#

gpu saved keksweat

glass umbra
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main source of stutter is squad spawns in my case, but isn't that an x-ray thing ?

undone lily
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2k or 4k but even 4k is overkill

bronze linden
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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?

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I need something productive to do in my spare time anyways :V

woven mountain
woven mountain
bronze linden
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aalso oohh I will thank you

random fulcrum
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maybe inside an actor_on_update function

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idk

knotty sierra
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Is there any mod that buffs the KS-23 to be more efficient?

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and im looking also for more magazine slots on armor

simple wigeon
knotty sierra
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thx mate

random fulcrum
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but it's a slippery slope

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can't get values right

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like, it's either too weak or too strong

knotty sierra
random fulcrum
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it's a slug

knotty sierra
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then it was just a rumor^^

bronze linden
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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

random fulcrum
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and what is it about

bronze linden
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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

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I did manage to get it working in a test at least, but that wasn't too bad

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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

gloomy sequoia
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You can make pistols in general more common since lore wise it should be easier to smuggle in than say a AWM / Remington

bronze linden
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Yeah, I'm trying to think of some angles here, any ideas are of course appreciated tho :V

gloomy sequoia
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Would pricing be cheaper for certain factions?

bronze linden
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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

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More like a "huh neat" thing when you pop over there to look after doing some bandit hunt mission

gloomy sequoia
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Ahh

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I see

bronze linden
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The Monolith trader is gonna be somewhat nuts in variety, but not so much in supply for example

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Whereas Sidorovich would probably not sell much at all other than "psst take a look at this ;-)" because of his proximity to the Cordon

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Or well, basically your starter gear with some additions

gloomy sequoia
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I guess

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At most i think he'll have some old german ww2 rifles or pistols

bronze linden
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You hit the nail on the head! lol

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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)

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So you can just hit ctrl - h and replace 0.99 with whatever u feel like

gloomy sequoia
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Thats nice

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Looking forward to your mod

bronze linden
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Thank you, it's going to take 3 years tho

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but eventually™️

gloomy sequoia
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eventually

bronze linden
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Cus I gotta edit every single trader and figure this out, I don't just wanna slap 300 guns into tier 1 for them

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cursed_gamma

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It'll be made as a patch for the regular Gamma Economy mod once it's done

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I don't know how to change what prices traders ask for, but I'll possibly work on that for them selling you weapons

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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?!?!?!?!"

bronze linden
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Okay so it does work and all the weapons show up, neat, I'll have to continue tomorrow tho since me sleepy

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And the prices to sell the guns are terrible, can't make money that way at least
(18500 to buy ppsh, 4400 to sell)

gloomy sequoia
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Might be too much work for 1 mod but you could add a trade in system for weapons

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like 3 aks for one 50% hp M4

bronze linden
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Oh, sorry I don't know scripting at all, I'm just making edits to already existing files

gloomy sequoia
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Oh my bad i don't know much about modding 😄

bronze linden
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Yeah I'm basically just editing config files, not writing scripts that do cool stuff :V

gloomy sequoia
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Its cool stuff nonetheless bro 👍

bronze linden
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Thank you! Well 80% of it is just... Theorizing, I guess? And the rest is adding the values to the trader stock files

thorn stratus
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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?

dusk crest
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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

simple wigeon
bronze linden
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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"

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Three?

random fulcrum
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3

remote pewter
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I missed this!

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I'm in the middle of a busy work project but in a few days I can get you dialogue

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Do you want precanned dialogue for each type of human faction or will you dynamically add the faction to the string?

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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.

lunar nimbus
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stop right there u criminal bandit

woven mountain
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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

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I can stitch them up in the code

woven mountain
lunar nimbus
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whacha guys doing? ;]

woven mountain
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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

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Was planning on using the on danger eval callback

lunar nimbus
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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"

woven mountain
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More like companion saying "look, over there, bandits boss. I am engaging"

lunar nimbus
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sounds hard to do correctly, so many things to consider ;[

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u want it for companions only?

remote pewter
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Yeah to fix the problem of companions firing at who knows what in the distance leaving you guessing

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is it a bandit? is it a rat? is it a cimera? 🙂

lunar nimbus
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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 ;]

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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)

remote pewter
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hmm but hold on

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wasn't it a problem that companions would shoot their enemies even if those enemies were not an enemy to you?

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so a mod fixed that?

lunar nimbus
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what mod, i dont remember this ;[

quaint needle
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Anyone know how much work would making a syatem similar to the one of crafting ammo but for meds?

remote pewter
lunar nimbus
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this makes other npcs to not shoot ur companion iirc

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ur companion shouldnt engage combat unless ur in it

lunar nimbus
remote pewter
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Companions will not attack NPCs that are neutral or friendly to the player, and those NPCs will not attack companions.

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I feel like

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I've had times where companions are shooting at enemies over a hill I can't see over, so im not sure

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might be good to look at this mod's script and see whats going on

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--[[
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
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this is the full script

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This looks to be a generic function called on any pre combat evaluation that does check if the attacker (and defender) is a companion

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@woven mountain honestly just tweaking this script could be a good start

lunar nimbus
remote pewter
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no hehe on linux atm

lunar nimbus
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i feel like companions wont attack npcs regardless
ah yeah they go to fight with each other ;[

random fulcrum
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sometimes they just aggro on someone super far away

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using quick compaion teleport fixes this issue

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as it clears their aggro when moving them

lunar nimbus
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then ye, u can try with this addon

bronze linden
woven mountain
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@remote pewter @bronze linden Progress

bronze linden
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:0

random fulcrum
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the legendary elseif block

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i wish lua had a switch(case) thingy

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elseifs kinda irk me

woven mountain
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I just really wanted to write all the factions so I put else return at the end

undone lily
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@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

little hound
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I could try, thanks for the vote of confidence

thin kelp
unborn sorrel
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verynice ❤️

wispy timber
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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 ?

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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.

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The code should be somehow familiar. Idk, don't make fun of me I aint a coder.

tidal elbow
thin kelp
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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

thin kelp
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Alongside portrait update, so it will be a while before i get everything done

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done with about 1/3 of winter model factions

faint sand
edgy tendon
wide estuary
lunar nimbus
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on_enemy_eval checks if obj-enemy are enemies at each update i believe (even if they are already enemies)

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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

thin kelp
woven mountain
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@remote pewter @bronze linden More Progress

lunar nimbus
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or u mean in dynamic news

random fulcrum
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i think the whole idea was to speak through news as the loot banter

lunar nimbus
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alright

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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
woven mountain
woven mountain
woven mountain
bronze linden
woven mountain
bronze linden
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You want me to slap em into a google doc or smth?

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Also do you want American slang in there? It might help since it's for the English translation, but...

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Also do you want some "Ignore combat" specific ones too?

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Also any specifics for stalker ranks? In terms of professionalism or w/e

woven mountain
bronze linden
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Sure

fossil tendon
# woven mountain <@226874843503525889> <@967102110938329190> Progress

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];
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Not that the else-if in this scenario generates much overhead, if any.

woven mountain
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@remote pewter @bronze linden It works! Currently she fucking spams messages until the thing fucking dies though. Will need to fix

little hound
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I see a Boar

bronze linden
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Does she see a Boar?

little hound
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maybe

random fulcrum
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uhh

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maybe ignore the id?

regal bolt
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Hips don't lie

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the boars do be seen

woven mountain
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Questions science doesn't have an answer to

random fulcrum
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get the id of the thing the npc scanned

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add it to a table linked to the npc id

little hound
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She needs to stop doing drugs, these hallucinations are out of control

random fulcrum
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and check if the id of the thing is already registered

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and if so, skip

woven mountain
lunar nimbus
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add a local toggler

woven mountain
lunar nimbus
#

some variable outside of function

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the downside is that u cant turn it off within on_enemy_eval because its a bad callback for ur idea

woven mountain
lunar nimbus
#

actually, can u check if on_enemy_eval runs if theres no enemy?

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or at least if enemy is not alive

woven mountain
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Like this?

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Misread your point. Read half of it and thought I was brilliant

lunar nimbus
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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)

woven mountain
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Seems decent for my purposes

lunar nimbus
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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
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if not then u'll need npc_on_update

woven mountain
lunar nimbus
#

u killed them afterwards and it doesnt print anything in red ;]?

woven mountain
lunar nimbus
#

that sucks sadge

woven mountain
lunar nimbus
#

coz i dont see a way to control and then disable message spamming

woven mountain
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must pass second pic before third pic

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Here, only put it on the boar

lunar nimbus
#

u can disable spamming with this, but how u gonna reset when enemy dies

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if function wont run on this ;]

woven mountain
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Then on npc death if in table remove

lunar nimbus
#

in the same function? i think we figured that it doesnt run if enemy dead ;p

woven mountain
#

monster_on_death_callback or npc_on_death_callback

lunar nimbus
#

ye, that can work

woven mountain
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Are mutants counted as NPC's in the npc_on_death_callback?

lunar nimbus
#

no

woven mountain
#

Okay cool then I need both

lunar nimbus
#

u'll need to add some flag above regardless, else each companion is gonna send message for each enemy

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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)

woven mountain
#

The line becomes longer

fossil tendon
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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.

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As for map change, just wipe the table.

lunar nimbus
#

well not map change, i mean whenever u leave combat with an alive enemy ;p

lunar nimbus
fossil tendon
#

Yeah but then you open yourself up to crashes if either obj or enemy is nil (for whatever reason)

lunar nimbus
#

no, it has all the the necessary checks where callback is sent

fossil tendon
#

Ahhhh

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My b. Haven’t looked through the code at all.

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Is most modding done in lua?

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For stalker/anomaly I should clarify

lunar nimbus
lunar nimbus
fossil tendon
#

Maybe I’ll give it a shot this weekend

paper oxide
#

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

hard vector
#

I always wondered why actor doesn’t use npc walking animations when weapon is lowered

regal bolt
#

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

paper oxide
#

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

glass umbra
paper oxide
#

I just need the "anm_" lines for move, sprint and crouch when lowered

bronze linden
#

I want that mod too :0

undone lily
#

I used the lower position for consistency

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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

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Easy but long to do 😭

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(Time that I don’t have atm)

regal bolt
#

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

regal bolt
#

alright thank you

knotty prawn
#

pinned messages are one hell of a drug

regal bolt
#

pinned messages are a abstract concept made up by the government to control you more effectively

paper oxide
woven mountain
regal bolt
#

Yea but not rn its like 1:30 AM I'm gonna sleep

undone lily
paper oxide
#

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.

lunar nimbus
#

i dont really see the difference between two of ur videos xd

regal bolt
woven mountain
#

@tidal elbow @remote pewter

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@undone lily Thoughts?

tidal elbow
#

Not bad

woven mountain
#

Best part, these are randomly generated for variety

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What do you think Hammershaft?

uneven gorge
#

that would be so fucking cool

#

hearing them talk

vague sphinx
#

I like it as well

remote pewter
#

Do you still want writing? I could work on writing tomorrow.

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I think this could be a big improvement for the companion experience

woven mountain
bold gyro
#

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."

woven mountain
#

Like this just screams environmentalist to me

bold gyro
#

I have one line referring to them as "doves" because of the birds on their patch - meant like an insult.

woven mountain
#

Are they doves? To me they look a little more like geese now that I get another look at the emblem

random fulcrum
#

ogres

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look out! they come in layers!

bold gyro
#

Ogres seems too meme-ish.

bold gyro
random fulcrum
#

clear sky is a meme

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fuck clear sky

bold gyro
#

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.

woven mountain
bold gyro
#

True, but you could also argue that the military fulfills the same role, only way more corrupt and not good at their job.

woven mountain
bold gyro
#

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.

woven mountain
undone lily
# woven mountain

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

woven mountain
undone lily
#

Could be annoying if the player already saw the enemy imo

grim forge
#

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!"

woven mountain
wide estuary
#

Is there a way to make recruiting companions cost money?

undone lily
#

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

wide estuary
#

Hmm ok, I just recruited two master from rookie camp in cordon, and it feels OP to walk around with these guys for free

undone lily
#

Yea

#

This will be removed entirely

wide estuary
#

Ok, thanks Grok

undone lily
#

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

wide estuary
#

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.

lunar nimbus
#

well, not hard but certainly takes time

brave prism
#

its only "easy" in the end game where your reputation and goodwill are high with a few factions

#

thonk you cant easily recruit master+ npcs before that, if at all

lunar nimbus
#

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

brave prism
#

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

tidal elbow
#

I agree with cat

#

Gate them beyond money is stupid

lunar nimbus
#

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

tidal elbow
#

They're literally glorified backpacks, nothing else

lunar nimbus
tidal elbow
lunar nimbus
#

or is it my imagination...

tidal elbow
#

It's your imagination but I do love The Sopranos

wide estuary
lunar nimbus
#

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 🤷‍♂️

undone lily
#

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

lunar nimbus
#

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

bold gyro
#

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.

lunar nimbus
#

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

bold gyro
lunar nimbus
#

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

lunar nimbus
#

this is quite easy to do tbh ;] im just tired of modding a bit

undone lily
#

Able to buy ammo for rifles you can’t use

lunar nimbus
#

we were talking about people hiring masters earlier

#

and it depends on reputation and goodwill ;p

undone lily
#

Like rank /2

#

And goodwill is also slower + spanned over 2000 points for the last rewards

lunar nimbus
#

no clue then how they are able to hire highest ranks for free... requirements for this (implying this wasnt changed) is also quite high

undone lily
#

Farming 2000 goodwill is long in survivalist

undone lily
lunar nimbus
#

its based on personal relation which isnt displayed anywhere ;]

undone lily
#

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

lunar nimbus
#

should work i guess ;]

undone lily
#

So highest rank stalkers will be almost impossible to recruit

#

Yea

wide estuary
#

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

fair canopy
woven mountain
woven mountain
real vine
#

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

random fulcrum
#

now that's an actual good concept

bold gyro
#

Could even reduce goodwill received based on companions? As a result, they get a few more points to their rank.

undone lily
ornate spade
tacit berry
#

@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:

woven mountain
woven mountain
tacit berry
tacit berry
#

Nice

woven mountain
tacit berry
# woven mountain 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.

jaunty nova
#

Just dropping this here as a token of goodwill and to help everyone move past recent events.

undone lily
#

Thanks @jaunty nova , added your custom role btw PepeHappy , welcome around

lime yew
#

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.

still meteor
lime yew
#

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

tacit berry
#

Any feedback so far

real vine
#

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

undone lily
#

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

real vine
#

True

#

Just idea

#

I have other but the more I think about them the more strange they becomes lol

dark hemlock
real vine
#

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........

undone lily
#

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

real vine
#

that's why we love you lol, the dedication man

faint sand
real vine
#

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???

lunar nimbus
quick light
#

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

random fulcrum
#

cringe take

quick light
#

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...

fair canopy
quick light
#

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?

fair canopy
#

What's your crash report?

quick light
#

nothing, just closes the game

fair canopy
#

Search for log in the files in mo2

dark hemlock
woven mountain
fair canopy
woven mountain
fair canopy
#

Maybe monkaS

woven mountain
# fair canopy Maybe <:monkaS:919973000374263830>

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

fair canopy
#

I have a similar list of what I wanted to pull out. Hmmm

random fulcrum
#

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

fair canopy
#

oooh

#

i love me some psg1

faint linden
#

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

random fulcrum
#

monolith doesn't have it worse, they are literally the biggest faction in the zone

#

you end up having more allies than enemies

faint linden
random fulcrum
#

don't think so

#

besides eden is working on implementing lttz for everyone

faint linden
random fulcrum
#

i'd hope not

still meteor
faint linden
random fulcrum
#

imagine spawning in as a renegade, starting lttz and literally walking to the backyard to progress

still meteor
#

so you would have to remove it

random fulcrum
#

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

still meteor
#

some generic task iirc

#

like kill x stalker and sometimes is there

random fulcrum
#

oh generic tasks

#

it happens for everyone tho

#

i've gotten contract kills on rostok

#

or the bandit castle

lunar nimbus
#

nvm

undone lily
#

If you remove that they are just swamp bandits

faint linden
undone lily
#

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

lunar nimbus
#

add these

random fulcrum
#

brigada che

undone lily
lunar nimbus
undone lily
#

Btw Arti is working on a proper barter UI

bold gyro
#

That is so fucking cool.

undone lily
bold gyro
#

I'm helping Dark write out companion dialogue and it's been going pretty nice so far.

undone lily
#

This will be huge for gamma economy

random fulcrum
#

what's this

lunar nimbus
#

what what

random fulcrum
lunar nimbus
#

i dont know yet

random fulcrum
#

based

lunar nimbus
#

im just doing what brain says, it didnt explain the whole plan

undone lily
lunar nimbus
#

well tldr its for player interaction with world via pda xd

undone lily
#

Order trader stuff at your base through pda

#

Amazon delivery

lunar nimbus
#

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

undone lily
#

For real though, I would like a way to contact specific traders from the hideout

#

This would be *so good *

lunar nimbus
undone lily
#

Sadge

stoic oar
#

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 ?)

random fulcrum
#

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

undone lily
#

notepad++ has an easy to use compare tool

#

so you can compare two files and find the difference

random fulcrum
#

wait what

#

really?

#

big if true

#

i've been bruteforcing my way through stuff that needed comparing

tidal elbow
#

You need to install the plugin

#

You can do it from the program

#

It's much better than WinMerge

stoic oar
#

Thanks for the advice, messing with stuff in progress also i found that sublime text has a way to compare too, no plugin needed

undone lily
#

but yeah text files comparison is the basis

#

that's how I verified all 1.5.2 files in one evening gamma

undone lily
#

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

woven mountain
tidal elbow
#

Used that for ages

#

Notepad++ is the future

tidal elbow
#

Even for me and you since we have a 3070

tidal elbow
#

It really is shit

#

It's not good for comparing mod lists

stoic oar
#

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)

random fulcrum
stoic oar
#

Oh ok i will thanks (just gotta get out of wild territory real quick)

honest wasp
#

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

random fulcrum
#

oh like what

#

like selling guns?

honest wasp
#

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

woven mountain
#

@undone lily Fluid aim seems to need to be updated

real vine
#

how about using item to save the game away from campfire instead of waiting 5 minute??

undone lily
#

I like the dark souls feeling of campfires

real vine
#

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???

brave prism
#

some undergrounds dont have campfires at all

#

have fun getting through those if you are new....

real vine
#

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

brave prism
#

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

real vine
#

magic

brave prism
#

its not a gamma thing. just stalker

#

limiting people to campfire saves by default is already too much for a lot of regular players

azure basin
fair canopy
#

@random fulcrum would you happen to know what file i would need to edit to get the comparison stats closer to the actual stats?

fair canopy
#

@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

scarlet prairie
fair canopy
#

yeah i like the changes so far

scarlet prairie
still meteor
fair canopy
# random fulcrum wdym

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

random fulcrum
#

oh that

#

no idea

#

maybe check ui_inventory

lean mural
#

@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.

scarlet prairie
gloomy sequoia
#

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

random fulcrum
#

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

gloomy sequoia
#

ohhh my bad

#

seems like a lot of work

#

someday someday

quaint ridge
#

need to add female stalker voices for Hip xD

regal bolt
#

Hey so it's kinda a mod thing but all the mods in M02 are out of there categories

#

Anyway I can fix that

regal bolt
#

Oh

#

Ok

#

Thanks

tidal elbow
#

Put it at the end of your mod list and learn how to use channels, please

simple wigeon
#

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

still meteor
#

@woven mountain

faint sable
#

yea I just tested it out and my companions have spammed me continuously with the messages

#

this is also a brand new save

still meteor
#

smh my head bad mod

tidal elbow
#

I guess something went wrong

#

He released the mod at 4:30AM

#

The previous version is working fine

faint sable
#

Yea idk it scared me when it first happened lmao

hybrid mountain
#

! [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

faint sable
#

Safe to say it isn't working rn lol

woven mountain
tidal elbow
woven mountain
tidal elbow
#

Blame Grok

rocky tide
woven mountain
random fulcrum
#

heh that's why i always stress test the fuck out of the stuff i code

#

still unavoidable that something will slip through

woven mountain
simple wigeon
# woven mountain Did you load in on that spot?

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

woven mountain
#

You're killing me with the suspense

simple wigeon
# woven mountain 1. Were the bandit messages spammed? 2. Yes, that's correct and good it wasnt sp...

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

random fulcrum
#

yo @woven mountain 1.1 still has some message spam

woven mountain
#

Please send pics

random fulcrum
#

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

woven mountain
random fulcrum
#

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

faint sable
#

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

random fulcrum
#

turns out there were fleshes

#

but far away from me and my guys

#

like, really far away

simple wigeon
#

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

regal bolt
bold gyro
# random fulcrum

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.

lime yew
#

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

bold gyro
#

Oh, hey. I'm glad you like it 👍

lime yew
#

( playing as a monolith with two companions. I’m loading my game right now so I can collect screenshots of which voicelines get spammed )

bold gyro
#

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.

lime yew
#

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 “

bold gyro
#

Yep. That's the idea at the moment.

tender marsh
#

Is there any addon which allows body parts to heal when next to a campfire?

still meteor
tender marsh
#

Hmm. Does anyone know how to heal a limb through script?

lethal jolt
#

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

tender marsh
#

Thank you

narrow coyote
#

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

Mod DB

Anomaly has a basic Anomaly Detector, which is not available for the player by default. Arszi felt that anomalies were too easy with the setting "Anomaly detector sound" enabled, but he was in situations several times, where it would've been nice to...

fair canopy
#

@undone lily what program do you use to modify
Xr files? I've looked around but haven't been able to find the answer

azure basin
#

Anyone seen Dark around? I know he badly needed some sleep so dont want to ping the poor guy.

lethal jolt
#

@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

fair canopy
#

use paint.net. never had any problems saving dds

lethal jolt
#

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. kek

#

Apologies for the ping Minor

hoary abyss
#

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

hoary abyss
random fulcrum
#

change item_visual in the hud definition for the frasier

#

you'll have to do the same for the scope hud definitions too

woven mountain
#

@random fulcrum Would you mind taking a look at the script to see if you spot anything wrong?

random fulcrum
#

will do after i finish this funny thing i'm doing

lunar nimbus
#

how do u guys understand someone else's code

tidal elbow
lunar nimbus
#

i'll give the rest 70% of it when im done

random fulcrum
#

yeah it's hard reading other people's code

#

that's why i hate case sensitive languages with a passion

lunar nimbus
#

i cant even read mine on the next day

woven mountain
lunar nimbus
#

elseifs will be not readable by anyone

woven mountain
lunar nimbus
woven mountain
random fulcrum
#

a 416 replacement

woven mountain
undone lily
#

Depends on the xr file though

steady apex
brave prism
#

unless you enabled the anomaly sound option in the game settings, that should be the case kekwait

#

anomalies by default dont make the anomaly sound in gamma unless you are using the anomalous measurement device

scarlet prairie
narrow coyote
steady apex
#

dynamic anomalies overhaul

narrow coyote
# steady apex 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?

steady apex
#

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

narrow coyote
#

Ah, another device. Sad. But ok, will test it someday

tender marsh
#

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
thorn stratus
#

how do I set a variable in my save file? something like "alife.set ah_vorobushkin_dead = false"

scarlet prairie
tender marsh
#

Any ideas why printf is not working?

woven mountain
tender marsh
#

thank you

#

how do you access vars from another script?

woven mountain
tender marsh
light delta
#

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

fair canopy
#

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

lethal jolt
fair canopy
#

oh duh that too lmao

#

save it into a separate mod or it'll reset each time you update

light delta
lethal jolt
#

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

light delta
lethal jolt
light delta
lethal jolt
#

IDK, I haven't actually downloaded the mod myself, but just poke around in there & I'm sure you can figure it out

woven mountain
#

@random fulcrum You busy? If not could you check the mod?

random fulcrum
#

seems to be working nicely now

#

no spam yet

#

however this happened

woven mountain
bold gyro
#

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.

random fulcrum
#

you'd just need to write more lines

#

they'll be easy to implement

bold gyro
#

Awesome. I can do that. Just wasn't sure where we were with the whole coding aspect of it.

random fulcrum
#

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

bold gyro
#

That would be nifty for companions

random fulcrum
#

so, what about doing something like {some green color}[Companion Name]: message

woven mountain
random fulcrum
#

i know but i can't get "Message" changed to the guy's name

random fulcrum
#

@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

woven mountain
random fulcrum
#

wdym

woven mountain
#

Nikola Trix: Text

#

As opposed to
Nikola Trix:
Text

random fulcrum
#

oh absolutely

#

it's just removing the \\n

woven mountain
#

@whole grail Could you translate the new lines in this? They are marked with an asterisk

woven mountain
bold gyro
bold gyro
#

Some of the lines only have adjusted punctuation.

woven mountain
whole grail
random fulcrum
#

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

random fulcrum
#

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

hoary abyss
#

I probably missed something though, it didn't change anything when I loaded up

random fulcrum
#

mod_system

#

not mod_w

hoary abyss
#

do I need to change this too?

random fulcrum
#

no

#

since you're already replacing the hud definition

#

you could update the visual parameter

#

as to be consistent with the hud change

hoary abyss
#

still nothing....

#

this is what I have right now

random fulcrum
#

spawn another one

hoary abyss
#

still showing the original

random fulcrum
#

then i don't know

#

where did you put the dltx file?=

hoary abyss
#

I zipped it and installed with MO2 to the bottom of my load order

random fulcrum
#

it should be in configs

#

not in configs\items\weapons

hoary abyss
#

🤦

random fulcrum
#

most dltx mods must be placed in the root configs\ folder

hoary abyss
#

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?

random fulcrum
#

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

still meteor
#

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

hoary abyss
#

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

random fulcrum
#

you don't have to do that

#

after a game restart wct just adapts itself

hoary abyss
#

I've got it looking like this after a restart...

random fulcrum
#

looks fine to me

hoary abyss
#

this is the actual mp5sd

hoary abyss
#

ah the frasier is set to offset y= 0.2 in the weapon cover tilt script file

tender marsh
#

Added a new weapon but it wont shoot?

fair canopy
#

The animation may be bad

tender marsh
#

every other animation works fine

bold mural
#

yo @woven mountain got the new chatty companions version?

woven mountain
#

Is that okay?

bold mural
#

yeah, just getting the spam bug

woven mountain
woven mountain
bold mural
#

will do

bold mural
#

hmmm, @woven mountain they're a bit too chatty about anomalies

#

not in a buggy way

cinder ivy
#

You might have left some debugging on

bold mural
#

but like, in an annoying way

cinder ivy
#

That's on the 1.4 beta.

woven mountain
woven mountain
woven mountain
#

Do you think that system will work?

#

Should I change it to 10 seconds?

bold mural
#

30 seconds at least

#

should make it tunable in MCM

#

another message that hasn't been debug cleaned

woven mountain
bold mural
#

nah that's 1.4

real vine
# bold mural 30 seconds at least

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

real vine
#

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

lethal jolt
#

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

woven mountain
lethal jolt
#

sadge Maybe have some categories of chatter that are toggleable then? (I know nothing about coding/scripting)

azure basin
#

@random fulcrum I modified your Barrel condition effects display to allow for field stripping in loot window, alright to post it here?

random fulcrum
#

also what does field stripping in loot window even means

#

stripping from a dead guy's backpack?

azure basin
random fulcrum
#

kinda broken

azure basin
#

How so? I can disassemble it in their bag, why does strip break balance?

#

not arguing, legit asking.

random fulcrum
#

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

azure basin
#

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

random fulcrum
#

it's still a qol patch that lots of people want too

azure basin
#

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)

fair canopy
#

You could just up the chance to ruin a part from what it is

tidal elbow
#

@azure basin YES I WAS ASKING FOR THAT

#

Fucking finally

azure basin
tender marsh
#

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:
random fulcrum
#

you need to have the bone in the model

#

just have it lying around disconnected from everything

#

also is that a lee enfield? 👀

woven mountain
tender marsh
#

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?

random fulcrum
#

maybe

#

i'm just guessing since i literally started yesterday messing with animations

woven mountain
tender marsh
#

you WILL load the motion

undone lily
#

So it's useful early game, not so much in endgame

hoary abyss
#

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?

whole grail
#

@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.

random fulcrum
#

like they don't understand what they are

whole grail
#

That can be cool too, yes. But scientists rookies should be taken into account, their comments about anomalies should probably be different.

fair canopy
#

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

tender marsh
#

I fixed it by re exporting the animation from blender with the new bone

azure basin
#

Its printf to output to the log right? (Yes I disabled the mod)

random fulcrum
#

printf prints in the console whatever is between the parenthesis

azure basin
#

Hmmm That is what I thought, ok thanks

random fulcrum
#

now to go right into the log there was another function

#

but i don't remember which one

azure basin
random fulcrum
#

maybe check axr_main

#

or _g

#

those have all the inner workings of the game

azure basin
#

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.

azure basin
azure basin
#

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.

azure basin
#

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.

still meteor
woven mountain
still meteor
#

ty
gonna try the 1.6 then

undone lily
#

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

lunar nimbus
#

looking for someone to sort my code, so at least i could understand it

lilac compass
#

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

woven mountain
lunar nimbus
lilac compass
lunar nimbus
#

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

whole grail
# woven mountain Feedback?

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:

whole grail
tender marsh
#

what do the numbers on the end mean in NPC loadouts?

whole grail
# woven mountain Feedback?

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.

woven mountain
#

Cannot replicate #1

fair canopy
tender marsh
#

i just set them all to 0 and they still seem to spawn with it

fair canopy
#

Yeah 0 doesn't seem to be a percentage

neat stone
woven mountain
neat stone
#

not him but I don't

#

Only thing I've added on top is companions keep up and skills expansion.

whole grail
# woven mountain Cannot replicate #1

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.

woven mountain
neat stone
#

can do 👍🏿

whole grail
woven mountain
#

@neat stone @whole grail Any update on the condition spam?

neat stone
#

Nah haven't tried it yet, if anything happens later I'll let you know.

whole grail
neat stone
#

Yep, happened to me just now too

#

Single companion is a single line, but multiple results in the spam.

visual tendon
#

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

woven mountain
lilac compass
visual tendon
lilac compass
visual tendon
#

gotcha

lilac compass
# visual tendon gotcha

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

tender marsh