#╙🖇mods-making-discussion
1 messages · Page 3 of 1
cum mod
-gives you the ability to fill up empty plastic jars and turn them to greade filled jars
-restores small bit of psy health and thirst
-significantly increase in tiredness
-when in line of sight of a stalker they get hostile towards you
would be a funny silly little goofy mod thatd be realistic
also making the playboys readable would add to the immersion and atmosphere


What even...

our world

post nut clarity buff
the zone attracts alot of ppl,you cant tell me that none of them would do that
or worse
anyways,point stands,it makes perfect sense since we allready got 2 playboy magazines ingame
How to finally push Grok over the edge
was even tested this thing in the real world?
where is the poop management mod
if you don't wipe it spawns mutant bounty squads on you
eventually you start losing goodwill and relation points with everyone
Cooking skill check or diarrhea
how does touching the zombies setting mess up your spawns?
@neat stone @whole grail @still meteor New stable release just dropped
@tidal elbow
I'll try it when I'll be back
gonna test this out once i'm done implementing scopes on the thing™️
If you used the zombie specific setting in zcp's mcm menu it replaces most spawns with zombies it's meant to be used if playing survival mode every other setting is fine to tweak just don't touch the option in the zcp mcm menu called zombies
fixed in 1.5 tho
pinnacle of mod making
Holy damn hahaha. Honestly this interface could be used to:
- Buy stashes info from the STALKER Net
- Access traders for distant selling with stuff that will be deposited to a designated stash (delay of few hours + increased prices). The idea is to make a remote base, buy stuff through this system, sleep, start crafting your shit with the deposited items.
- Finish contracts buy taking a photo of the target body

i need to visit treasure manager again to check if i can just put my own stash into the table and let it handle the rest
shiping items is also in consideration for extra price ;] but hard, coz need to calculate what price would be when actor buys in person (+compatibility with a few addons)
and as for photo i dont think its possible xd
standing near the body instead of a photo can be another way?
then its unrelated to pda and messages ;]
nvm then
it's possible, just make the player press print screen key next to the target (15m radius)
maximum immersion 
it could actually be a mod by itself, now how to convey this information to the player is the hardest part
in the PDA description I guess
but how to display the photo in game
Includes a photographic system that is often used by stalkers to take photos of their dead target, use Print Screen key to automatically take a photo and send it to the appropriate contacts
you don't
print screen next to target > quest finished
wouldn't this fill up your folder with 100's of pictures though?
only need to add another small condition into all 30 task scripts ;p
Is it possible to make a script that would delete pictures from your screenshots folder?
the what?
its even possible to shut down ur pc and format disk with game script ;]
if you can then I guess there is no risk of your screenshots folder getting clogged then
why they should be screenshots at the first place if player dont need them? xd
why not just add a photo item in inventory
I mean for taking the pictures of targets ha ha
yes i dont see why ;]
becuase if you had to press prnt screen it would put photos in your folder ha ha
set it to another button and play photo sound
yes fair enough
Feedback on 1.7
Minor issue: there is elusive message about upcoming blowout right after any save loaded. Most likely it will not be displayed on screen, but will stay in message log in PDA. It happens regardless of actual blowout status, you can wait/debug initiate one, save right after, reload that save and check message log. At the same time, message about actual event displayed properly as expected, so this thing is mostly harmless.
And I still can't see any messages about enemy stalkers, like, going into monolith defence point for engagement and nothing about their presence. Fast travelling right into their campfire point in the forest results in immediate mess and still no messages. But comments about mutants running nearby shows up as we shooting each other.
Good stuff:
Injury spam is no more even with more than one companion in squad.
Anomaly comments are working again, and delay slider is affecting them properly. Thanks for the option to disable them completely too!
@woven mountain translated MCM file
Since we now have vehicles, and military tanks exist in play for Lukash's mission, could tanks as enemies be an option for the distant future?
Well rockets are not very easy to get so probably not a good idea
muh gunslinger
This question comes from someone who does not understand modding at all, Im sure many have heard of the mod Ray Of Hope (I do not closely follow myself, but know it uses the engine (from what i can tell) to create a multiplayer experience). How difficult is it to create a co-op experience on Stalker
yes
last time i heard about ray of hope, they decided to build an entirely new engine from scratch, no?
i feel like xray would just blow up if someone tried
I always thought of using a third party program to handle the multiplayer and just sync things like how that one mod that lets viewers interact with twitch streamers games work
I really want to sponsor a team to make a co-op mod and make it work with Gamma xD
and like pay them to do it xD
Last time the Ray of Hope Twitter was active was 4 years ago, so sounds like: pretty hard
Oh shit? That’s exciting
yeah but its SO disappointing that they choose to make their own creation instead of sticking to the plan and making Stalker Co-Op
It was a meme when I first started playing Anomaly in 2019, so I assumed that was still the case
Probably best to wait for stalker 2 as it uses unreal
Stalker 2 will 100% have Coop, they already making a multiplayer so it will be easier
i just REALLY hope its STALKER 2, and not Metro|Stalker 2
as a mod probably
but officially they confirmed that it wont have coop
you lie
I think I posted in the wrong area. This isnt directly related to "mods" but it is a performance question. When I turn off vsync, my game runs at 110-120 fps but when I turn it on it drops to 72 and never reaches 120 again. I am obviously performing under my refresh rate (144hz) but I just dont understand why it would end up limiting the fps and if this is specific to this game or others.
Not the right channel, but to answer your question v-sync is honestly not good. Double check your refresh rate is showing at 144 in windows, just because your monitor is doesnt mean windows isnt trying to use it as a different refresh rate. Otherwise try looking for info on your monitor and refresh rate in google.
could be a skill issue but i'm not sure
72 - that should mean you are using adaptive
as it halves the 144Hz you should get
check if that's on in your NVIDIA panel
How do i stop bolt action weapons from "buffering" inputs. As in i shoot 1 round and if i click while it is cycling a round, as soon as it is done, it instantly fires another one
mannnnn, I cannot get these channels right. In the future if I have a question that isnt directly related to anomaly but kinda is, where should I go? My windows is set for 144hz so I guess I need to do more digging. Its not a big deal but its bugs me because I want to know why lol. Thanks for correcting me with the channels
Probably #╟❓general-offtopic
How do i increase icon resolution without increasing size?
@woven mountain Poltergeists cause this to appear. They're commenting on anomalies again but nothing when fighting enemy stalkers.
woah there orei you just doxxed dark's discord
LOL
i am once again reminding to add a cum mod
Please stop, thanks
Next time it will be a mute
sadge but understandable
An add on that safely remove upgrade from the weapon without disassemble it exist?
baby mode
Skill issue mode
I also want this
I can't decide if that would be super difficult or not that bad to be honest. I guess the questions are: does it give you back the upgrades or are they gone? And remove all upgrades or only specific ones.
Honestly most of the needed functions already exist in wpo, collect upgrades function get those, then repurpose fieldstrip functions to make a remove upgrade menu, the hard part would honestly be specific upgrades and if you are only removing certain upgrades as technically you're spawning a new gun. Probably easier ways to do it, but my thoughts.
can i contribute some models gun spfc.
most likely a modernized look to some metallic parts
You know texturing / bump maps in stalker ?
So I was asking earlier in #🔨base-gamma-support about the Quick Release, and it was confirmed working correctly by others. As these are the only few additional mods I have enabled I'm guessing it's going to be something in Ghillie Suit Overhaul that is conflicting. So I'm hoping someone in the know could point me to which files I should start looking at to look at patching the two. I've been creating mods for other games for years now, so happy to put in the work, but as with anything could do with a helping hand to get started on the right path.
if we’re going that far, we might as well design a shitting and functioning toilet mod
where depending on what you eat
you need to find outhouses located in strategic locations around the map
No we're not
LMAO
Stop this stupid train of thoughts please, before we take actions
my apologies, I was just joking around
I know you were, don't worry
Since we have loot claim to make npc loot body and all,how difficult it is to make companion loot body they kill , maybe creating a script to loot only meds,food, ammo and component so they don't clog their inventory, or creating a script to take only weapon that are better of the one they have at that moment, this way you don't have to micromanage them and they help you with looting
Addon suggestion: reduce player speed when going throught water
Doesn't ASS mod does smth like this ? (i mean advanced stamina system
)
well actually it reduce your stamina depending on the material, and stamina, as it decrease, limit your speed
Don't know, never used it, it is in GAMMA optional mods? Im gonna check here
Seems like its not on the modlist, and it overwrites some files from GAMMA
ass does that
it's a nice addon
surely it needs some tweaking unless you want to run out of stamina running out of the village
alil bit
hello, to make a custom spawn location i would need the coordinate right?
maybe he fixed it since he deleted the post
looks neat
anything more winter related included?
since i saw dux's prada stalkers
i want to do a graupel run
Hmmm i think the most winter stuff i've planned is the Vatnik jacket. I don't pretend to add too much outfits since we have dozens in Anomaly, but i want to create Gorka varieties, so a winter version can be done, using a KLMK winter. Suggestions are welcome
i heard u guys are writing texts here, somebody want to write me some? 
@civic oxide Hi! Do you mind if I upload a more compatible version of your addon? In my walkthrough I recently repaired the w_usp_tac. So I was very motivated and now made it just for myself.
ok if anyone gonna read and willing to help i need different phrases for 4 type of messages:
- squad sends message and says they are ready to join for price
- squad is joining
- npc says that he has info about what we are looking for
- npc says the info (saw <who> at <location>)
I'd be down for that but am still stuck at work for another 6 hours at least, sry
didnt mean i need it right now ;p
- npc says that he has info about what we are looking for
- npc says the info (saw <who> at <location>)
https://youtu.be/uxviBxaSjyc?t=40
Leslie Nielsen in his best comedy.
yo @undone lily what about adding unique weapons to story boss characters
or unique drops
not as in farmable drops since they don't respawn
gauss and rpg confirmed?
Rpg drops at the end of monolith defense
mini nuke launcher lol
M82a1 doesnt drop normally right?
flamethrower given to heavy and tanky as hell exo enemy ,we have gasoline and kerosene
Or the m134 minigun
this idea is born from the concept of class, giving stalker some type of archetype, commando have more heavy weapon, grenadier light weapon and a variety of grenade, medic more healing item and give passive on healing, now that I think about it is a bad idea too many RPG lol but we have skill system so I don't know
welp, that's like, removing actual guns from the loot pool to make them unique and 100% sure to get....
I don't like it much 😦
if we had a surplus of well animated guns, why not, but it's not the case
fair point
Yo guys.. With this addon for positions by grok is possible spawn even guns like random loot its not working somehow for me.
In dynamic loot table i defined for test "pistol" here and added it like this : [pistol]
wpn_aps = 2
wpn_beretta = 2
wpn_desert_eagle = 1
wpn_desert_eagle_custom = 1
wpn_usp = 2
and added coords to pripyat like this :
wep_pri_1 = pistol, 134.42373657227, 6.8734068870544, -194.28237915039, 362873, 4922
wep_pri_2 = pistol, 132.798828125, 4.8747825622559, -184.36585998535, 362023, 4922
wep_pri_3 = pistol, 145.03378295898, 5.1851758956909, -176.70582580566, 374296, 4922
wep_pri_4 = pistol, 148.39764404297, 5.4962258338928, -172.1248626709, 377173, 4922
wep_pri_5 = pistol, 180.27478027344, -0.29221278429031, -193.35171508789, 408563, 4922
wep_pri_6 = pistol, 189.08464050293, -0.29552072286606, -193.40321350098, 419042, 4922
So i need new game or this just dont work or did I misunderstand how it works? 🙂
I have just experiences of modding dayz with stalker now just starting everyday understand more and more.. And where even learn more about stalker modding ? 🙂 Its not enfusion so its different 😄
there was a debug command to respawn dynamic loot
addon to integrate trap tool like bear trap( causing huge bleed damage for a long time) to use against mutant using the same hideout placement, for a more tactical hunting experience???
Okey nice i will try it tonight
feature request. can someone make a mod, where you can give a order to your companions - to seat and relax near the campfire)
it will be very immersive)
Can someone make veresk be able to use acog and elcan?
Any update?
So far just the psg1. I tried the saiga 12 bullpup but the reload is a little messy looking
I have a few pulled out and testing them. I was with family this week so I didn't get to do much gaming
psg1 is export ready as it's compatible with blindside's g3 anims
and the weapon looks just fine as is
the other ones from those packs are dubious
the aa12 has a complete set of anims tho
I just wanted a tacticool psg1

So I made it myself
Yeah a lot of the guns are rough though
I can't get the sdk to work on my pc either so I'm stuck for anims
Actually I'd been meaning to ask: where'd you learn the workflow for exporting/importing models? Is there some guide out there I can delve into? I've got a 4 day weekend coming up & I know just enough to be dangerous in Blender
Kinda want to fuck around & see how hard adding new scope/sight options is
I literally started from 0 with blender so you're already way ahead of me
Most of what I pieced together was off the modding book that's been thrown together by the guys on the main anomaly discord, then fucking around until things worked when I couldn't find the answer
I only know the modeling side, I usually do all of my texturing/rendering in Keyshot
You need an xray plug in to i/e stalker meshes
Then arx tool to fix textures
Basically the work flow is import gun, find other guns you want to steal scopes from, move them to the model you want, export. Fix the config and test
Ooh, shiny
Getting the xray blender plug in is the first step. I think it only works on 2.9.x
Oof, though granted 3.0 doesn't have much that'd directly benefit weapon models
No guarantee that I don't get sucked back into my playthrough instead of modding, but I'll definitely give that book a read-through tomorrow
As far as what I'm doing goes, I just mash existing meshes together and do some trimming where necessary. Scopes are the same thing. If you can do actual model work you can do far more than I can
If you decide to try it lmk. If you can do a discord stream or something I'll walk you through it fast
It's been on my radar since I saw your tacticool Groza. Last time I modded Anomaly I burnt myself out on the game, so if I do anything I'm gonna start real small
I'll definitely take you up on that if I do
is it easy to add dynamic zoom and get the spectre scope ironsights working on a custom weapon? I wanted to know if this is something I could do myself is it as simple as adding the weapon and options to mod_system_basdynzoom.ltx in Maid's and Grok's Bas Dynamic Zoom Enabler or is it more complicated than this?
Found this in redux discord, adds special stash to technician's vice items in which can be used for repairs without need of them being in your inventory
Also it detects player's stashes in radius, using their contents in crafting
Ooof it crashes upon opening toolkit from inventory
you just enable dynamic zoom in the weapon ltx and for ironsights you adjust the alt hud view
what do you adjust the alt hud to?
thats how you get the iron sights
do you mean scope_zoom_factor_alt?
alt aim hud is set to true but it doesn't use iron sights
you have to adjust it in game
how do you do that?
use the gl button to get to the alt aim then adjust it via the hud editor in game
use this too. it makes life easier
ok thank you I'll give it a go so all I have to do is adjust the alt aim until I see the iron sights? It's currently adjusted to use an rmr right? it just doesn't have rmr as an option
Depends on whatever gun you're working on. It may or may not have an rmr
it's the groza custom I beleive it is currently oriented to the side but since it can't equip spectre or leopold rmr I need to orient it to use the iron sight instead
I have it set to the side since it has a laser you can use for alt aiming but if you prefer the iron sight on the specter you have to adjust that aim
it's probably fine you are right I just needed to turn on dynamic zoom I love the work you have done on it model looks great
Thanks!
The weapon is amazing it's better than my previous 7.62.39 and I love the integral suppressor
not enough scopes for you to choose from already....? cmon
Like it's just weird that you can slap top tier 1 and 3 scopes (with eots being t4) but not t2 scopes like acog, spectr and susat
Remove cqbss support for consistency then
Ump on other hand got acog support
tread lightly when thinking of adding scopes
Dunno why but whoever made the SR2 decided that it needed long-range scopes
It could really use midrange ones
anyone know where i'd look to adjust gun recoil? looking to rebalance the SV98 and 7.62x51 bolt actions besides the m700 around them being army rifle repair kit guns
gboobs recoil plugin
from what i remember, in the e parameter
it was fov pull, up force, down force
4 and 5 numbers i don't remember
and the 6 number is camera roll
4 and 5 SHOULD be maybe left and right
maybe ask the man himself
@undone lily any documentation on what exactly is going on in the gboobs recoil plugin?
Adding scopes isn’t really something short to do
Applies camera affects when shooting based on a ltx file
I know, it requires new model
And new position
It can be done… but I would rather add support for guns that don’t have any sights or so
About the parameters I don’t have them all in mind 😦
Every time I want to touch it I have to recheck it xD
can relate
OZK is good to go, unfortunetly i had to make a Frankstein between third person and first person
looks about fine to me
maybe make the folds in the arms stand out more via bump mapping?
Tks, i'm gonna learn how to make them
I checked the real life sr2 veresk and it has an effective range of 200 m so these long range scopes sort of make sense acog would probaly make more sense but the scopes it has are fine
@tender marsh Hi, tried your TaZ adaptation, Lee-enfield's shots always sound like if it's near your ear not depending on distance
Ill take a look at it when i get back
I don't know if this has been fixed already but when I downloaded the Lee Enfield it was called Thompson M1A1 in game I have fixed it myself but it may still be miss named in your current file
Hi, it should be possible that npcs need to have ammo in their inventory and of they run out go to buy it?
This implies that npcs are persisted, and more things that will enable more realism in the zone
explain further
@random fulcrum
NPCs should need to have an item in the inventory in order to use it.
If they needs to shoot they need the ammo, and the gun (ofc)
If they run out of something they need to resupply somewhere.
This will be a basic mod that will enable more dynamic behaviors of npcs
companions do have ammo in their inventory but it keeps replenishing by itself also if npcs were able to buy ammo that would mean the player would be able to get a lot of ammo for free
So on top of the spaghetti code that barely makes npcs function and causes fps drops when they "wake up", you want to add a layer that tells npcs to keep track of how much ammo they have, go buy ammo and supplies, and direct them back to the spots where they were?
While on a "realism" level that might look cool, from a gameplay perspective that would be awful for balance. And then on a system level thet would probably cause npcs to stop functioning more than they already do
yeah plus the ai is not very good at conserving ammo they would burn through it like crazy
Imagine 3 freedomer, 2 duties and 5 Mono's all forming a line at a trader, buying ammo and then shooting each other again
It isn't good for gameplay or system logic
Xd
I would imagine there would be a ton of stalkers running around with no ammo as the ai likes to dump rounds on full auto
The name is corrected in the file but maybe not in the .7z file. Try recompressing the gamedata folder.
I have fixed it already you just have to rename the weapon in the english text file it was named incorrectly it was called Thompson M1A1 I renamed it to Lee Enfield just letting you know there was a typo
I think i fixed that in the latest update. Alongside other things. Check on the github
I didn't see the github posted
okay thanks I will bookmark it
Any gun actually worth salvaging ?
Like Good model and well animated ?
Lee Enfield and Thompson M1A1 seem pretty good haven't tested the other two yet
aa12 also has a full set of nice anims
psg1 has a very nice model with the rigging ready for blindside's g3 anims
Lee enfield and m1a1 is pretty good. Need some fixing up before proper use though. Uzi and gewehr are also nice but need more work
I think there is a Karabiner 43 in game already this is the same as the gewehr 43
It’s so low quality I removed it
ah okay the gewehr 43 is a better name anyway karabiner means carbine hook it is not a great name
Hmm, so now that I've found & repaired a Merc ACE I want to copy it's stats over to the Loner Wastelander so that I actually look cool in end-game. However, even after copying over everything & putting the o_explorer.ltx into a new top-level mod, when I compare the two in-game I still get this:
Here are the relevant sections of o_explorer.ltx & o_seva.ltx diffed:
Not sure what's going on
In this tutorial we'll see how to create the Green_Bump-Map.
Background Music by Danny Kross.
Danny is a friend of mine who makes awesome music with few equipments.
Check out his youtube channel, He makes some great content not just music.
Link:
https://www.youtube.com/DannyKross/videos
@random fulcrum how did you do the bones for your 416?
im sure some outfit stats are in DLTX files
thus overwriting always the o_x.ltx outfit files
you will have to do a DLTX file that changes the outfit stats
so it doesn't get overwritten
Hmm, I assumed that MO2's conflict detector would show me if it was being overwritten anywhere
no, because it's a dltx file
you could have 2 dltx files modifying the same stat but with different name
mod_system_outfit
mod_system_lautatweaks
and they both could modify the same line but mo2 won't detect them because they are not named the same
How would I go about making a dltx file of my own?
name it mod_system_yourfilename.ltx and make sure it's in the root config directory. then do ![armor_name] with only your edits and load it far down
you can make a new folder in the gamma mods folder and do modname/gamedata/configs/yourltx
Hmm, this is what I've got & the game crashes on startup, so I've definitely got something wrong. 😅
Gotta run for a few hours, so I’ll be back to bang my head against this then 
copied and pasted m4 tac's bones over to the new model
just pick the lines that you 'really' need
and do ![outfit_name]
for example the one i did for actor visuals
![wastelander_outfit]
actor_visual = actors\stalker_neutral\stalker_wast_1
no idea if you need to include the $spawn and other things
this is a gamma file
wait a second
if you inherit from another class with ! do you inherit from the already edited one?
that's huge
! Means discard inheriting from this class
But yea if you change properties of parent section, it will retroactively apply to any sections that inherit from it
In this example the wastelands suit won't have properties of outfit restrictions 1 to be clear
👍
chad belt
It still isn't perfectly matched, but it's good enough for me. Thanks so much for the help y'all 🙏 (DLTX stuff is still wizardry to me)
Working on fixing silencers....hope this is right channel...How does the pistol and rifle look? Going to move on to others if they look ok.
Seems pretty good to me. Is there any way to move the sight on the pistol icon as well?
Ty! Yea it can moved
Seems like something to clean up if you're planning on tackling all the other suppressors. I know that one of the SR1MP kits has a similar issue with its sights
Yea im gonna spend some time on fixing what i can since im off work.
@fair canopy I saw the upgrade addon for stimpacks, I may have missed it but is there the equivalent for army to scientific ?
I didn't add one for army to scientific 
Pistol looks good Rifle looks pretty good nice work so far
Oh, no worries it seemed like the next logical step from army ones, hence my question but I can understand though
It looks perfect. Be sure to check out how it looks like when horizontal in your Inventory

just a suggestion. adding a secret renegade trader in the swamps, perhaps in a train car somewhere close to the doctor that allows for deeper gameplay as renegades, and the ability to access renegade exo and armors unlike base game where it is restricted to farming renegades for their armor.
Renegades are fun only because they don’t have traders
I have now tested the Uzi and the Gewehr 43 and they both have pretty good models and animations as far as reloading
Hey, quick question: what are the specific things controlled by the visual actor_visual npc_visual & player_hud_section parameters? I thought that player_hud_section controlled both the arms and body visible in the first person view model, but it seems to only be affecting the arms.
mm no idea
the player hud section has a file that defines the path for the ogf
dont remember where is It
Huh, well as far as I can tell I've defined both the Nomad & Wastelander armors with identical visual parameters & the bodies in first-person are somehow different 😅
Nomad top, Wastelander bottom
Ah
Yeah the first person legs are a vompletely diferent thing
You need to search for body awareness files
And search for the visuals on fp legs
Since they have their own meshes
Oh the legs are entirely mod controlled? 
yeah they are not vanilla files
Thank you, I was just about to swap over all the stat edits to the Nomad suit
Hell yeah, that was the last missing piece of the puzzle. Now I've got the stats to match the drip. Definitely didn't think that the pursuit of aesthetics would be this complex, but thank you all for guiding me through it 
everyone knows the Zone respects the drip, so going for fashion is important
add a third emission like thing that drip checks everyone in the zone
normal emission already counts as a vibe check
doing god's work
You have the patience of a saint.
Shoot as long as my silencers aren't attached to a fake barrel or worse when it's basically on the sight...
This you won’t be able to fix, unless you move the silencer to the bottom right corner of the guns…
Which isn’t good imo 
You are doing god’s work mate
Had my share of tedious stuff so I can feel you
They don't need to be perfect just do the best you can they are looking good from what I've just seen
what setting in sun.ltx does affect this big sun? I want to reduce it
trying to figure out whether this sun size or effect depends on the sun.ltx settings, weather type ltx setting, the type of anamflares texture used or the shader used for the flares or the sun
bro ran into some sort of time anomaly and got time travelled back to 6th august 1945 
and this one was on the 9th of august 1945 
Sun ltx flare stuff
Can I change the visual of a weapons mag? Like SA-58 have a regular mags and I want to see if I can switch to another mag
you mean the item in inventory?
Nah I'm already dealing with the inventory, like when i got the gun in my hand
but I guess it's impossible kinda kek
Thanks I'll look into changing some of the variables there and see what happens
yea you can, but you will have to edit the base model of the gun + all scope variants and change the mag visual model
then i guess, make a script to detect? the new mag and assign the visuals
Enjoy the +15Gb of models on your hardrive
Yeah won't be worth the time I'll put in anyway, I'll stick with my custom mags and rip the model
in sun.ltx the flare radius property seems to be an array, e.g. flare_radius = 1, 1, 2, 4
what is the purpose of the various values?
Does anyone have a image of the full anomaly map, that they would be okay with me using. I would like to make a little visual aid of where each toolkit can be found in terms of section, and minimum armor and weapon caliber level you really want before attempting certain regions for new players to reference.
guys how do I make the crows crackle few seconds prior to an emission begins like it was before npc_dies_on_emission_forreal addon was added? now the do at the same time of the first boom sound which I don't like it to be honest
dont u have unpacked textures, its called global something
Honestly I do, I just didnt think of that because im dumb sometimes lol.
Thanks
OZK after bumpmaps, tks Momoplate for sharing me that video from ICHICROW
ok i'll change my nick to momoplate now
So I'm back on my bullshit. I now have this thing waiting for me once I get around to fixing up the Merc Nosorog I found a few days ago. Did this one a bit more properly by creating a new o_loner_nosorog.ltx file & adding it rather than overwriting an existing piece of armor (something I probably should've done for the Wastelander to avoid the DLTX issues.)
It's dumb, but my enjoyment of the game is substantially increased by not being forced to wear dreary blue Merc clothes in end-game, so thank you all again for your help & guidance 
brother use dltx
also a loner noso is much needed imo
there's too few of them and all are basically the same
it could easily be a worse noso that's way cheaper to mantain
Hey can you look at this script real quick, and just tell me how to avoid the parent var being a nil crash on start. Ive tried using an if db.actor:active_item() ~= nil then but it just tells me to get fucked.
Or if someone knows a way to strip the alife id off obj:name()
Bold of you to assume I know what any of this code does. I just find a mod that does what I want, copy/paste, and change the names 😅
I'm an artist not a CS major
Hope this helps a bit <3 https://youtu.be/yI3h08MxBSI
Sorry for the terrible audio quality, I got some financially induced technical difficulties but I hope this video helps!
DLTX (Made by MerelyMezz): https://www.moddb.com/mods/stalker-anomaly/addons/dltx-differential-ltx-loading
DLTXify By Right Click (Made by TheMrDemonized): https://www.moddb.com/mods/stalker-anomaly/addons/dltxify-by-right-cl...
i too am an artist but currently struggling with trauma and maybe artist's block
modding is a cope mechanism
The best way to get passed any kind of block is to not think so hard about it and do other things it's like with anything you think about it too much it will just get worse
Wonder if this has been attempted, but has anyone tried to see if the "Donate" feature for vendors could increase that faction's rep?
@solemn brook I tried to download EXPEDITION 2.0 shaders with gamma and when create a new save it just loads the game but textures are all black and only see sun glow.
delete shader_cache folder in anomaly/appdata
oh my god i swear i did that, but it works now lul thank you thank you
Does anyone know where the various values for bones_koeff_protection are defined? That's the last thing I've been trying to set to no avail. My alt versions of the Merc ACE & Merc Nosorog both have ~10 less BR Class & I can't figure out why
snd_release:play_no_feedback(db.actor, sound_object.s2d, 0, VEC_ZERO, 1.0, 1.0) Does anyone know what I would need to add or change to make this sound louder? Or would I need to go it in the ogg?
@lethal jolt \gamedata\configs\creatures\damages.ltx contains armor protection profiles
I was mistaken bones_koeff_protection isn't the armor's BR Class. Turns out I needed to grab the values from GAMMA RC3\mods\G.A.M.M.A. Actor Damage Balancer\gamedata\configs\mod_system_items_armors_br_class_rework.ltx & copy them over to my new armors.
1.0 before last one
it could be that 1.0 is max tho
dang
@lunar nimbus planning on making a task gatherer function in the PDA ?
already did .... and its beyond broken
check how many scripts and configs there are for tasks, 90% of it is just for setting it up
and thats exactly what i need, so im not gonna try to replicate all of that xd i'll try to make my own mini tasks, this is much easier but not now ;[
Does anyone know what dds options I need to use for HUD textures when saving from PS with the Nvidia dds plugin? Trying to make a new compass overlay for Raven's compass.
Black background is obviously not part of it, just to make the preview easier to see
use paint.NET to save to DDS
honestly easier
but otherwise, save DXT5 if you want a light texture
or save without any compression
usually, save without any mipmap
Thank you. Never used paint.NET. Can I open the .psd with it and save to DDS or do I need to save as png in Photoshop first and use that?
Is this what I'm after?
yes
Not seeing A8BR8 as an option here? What am I missing?
uhm why does it cost money
https://getpaint.net/ it was always free on official website and still is
@regal bolt you were posting in #🖇old-mods-posting, next time double check before you post something
That thing about vanilla is old
!vanilla
If you want to be able to buy and sell guns/armors again: #╭📖faq message

damn sorry LOL
aight but
there was an XM8 resound in #🖇old-mods-posting
is there a mod where you can actually use it?
wdym

for roleplay, u can press sleep in game but then write "spent a warm night with hip <insert details>"
jk i dont know why people asked for it
the XM8 rifle in the debug menu
it doesnt work in-game like a regular gun
is there a mod that allows you to use it? I saw a resound up above
The animations are bad
ah
that game had some BAAAAD animations
reinstall dltx minimod repository
and tick xm8 reenabler
the xm8 has an ass model and ass anims
ass sounds too
probably
wheres that?
I mean as in they don't work. I rebeabled it before. Any time an npc had it they'd get stuck in an equip loop
but can you the player use it?
If it's broken for them it's broken for everyone
@tender marsh You ported the M1A1 thompson earlier right?
it doesnt seem to work with mags redux, just a heads up
add mags yourself
Hi, @boreal dust I have some questions about your addon (https://www.moddb.com/mods/stalker-anomaly/addons/anomalys-name-update-for-stalkers-anus) . Is it possible to remove unusual names (for ex: Abily, Adrik etc.). I think these name dont fit in stalker setting
I havent made any of the guns mags redux compatible. I will once i fix the major issues first
the G43 has a mag?
they are unusual, Stalkers are mostly misfits, goons and the weirdest of people. Who would willingly go to a place like the Zone without immense greed and/or disregard for their own life?
but still, I wanna be able to make some names. Walter White the mercenary here we go
merc name combinations allow for solid snake to exist in the zone
maybe big smoke too
seems to not work at all, companions don't comment on anything.
but Zone is a closed place. I dont think, that people from India, Greece or Africa can enter the Zone and seat near Ukrainian, Russian... and speak with them
Can you send me your log?
Yep
sorry but since the un got into the zone they enforced an ukranian learning program rule in it
similar to the gun ban
@woven mountain
nope, its worldwide news now
and the mercs speak english, what about them?
the UN and the RA and the EU and the UAF are there too
so what about it?
nononono not the muh realism thing again
wait
didnt the ukrainian government do that IRL?
all schools teach only ukrainian, and you can only use ukrainian in the workplace?
like Latvia did that too
Relevance to #╙🖇mods-making-discussion ?
Next time im just pinging aldo and making popcorn
can you read the above?
i was commenting on what a guy said about it not being "realistic" how some people have weird names
and then momo said something about how everyone speaks ukrainian in response
@serene smelt
and then I said "they do that IRL dont they?"
sorry but since the un got into the zone they enforced a on-topic only rule in it
similar to the gun ban
whats going on in the frames department? my stashes are full of crap and its lagging my game immensely
is there a fix for that? so that it doesnt load my stashes until I open them or?
that aint a vanilla issue im using a bunch more mods
p!mute @regal bolt 4h Multiple warnings form multiple mods to stay on topic
@regal bolt has been muted for 4 hours.
I was just waiting for right moment
New + still adjusting + I honestly try to be nice, and approach in friendly manner explaining hey dont do this.
why do i read this like a "l + seethe + cope + mald" thing
anyways how would a configurable gboobs feel like
Hmmmm, I mean what configuration options? And via menu or editable cfg type file?
via menu
like, i.e. adjustable body parts multiplier
modular tweaks to mutants i.e. making snorks have armor idk
also easier customization of particle effects via editing the script itself
hmmmmm I think that would actually be pretty cool, my only thing I would want (yes pain, but eh) would be in addition to just changing each setting, a couple of presets (i.e. A default, maybe like a hardcore, and maybe a easy mode) I like the mutant idea, and I have no input on effects because I no understand fancy art things.
that's exactly what i'm thinking
because in gamma difficulty really only matters for elemental damage
That would honestly be super cool. I love it as is, but the ability to adjust things would be awesome. For instance, I dont like that endgame even a nos will go down with a head shot from anything 545 and up. If I could simply set a slider of body part damage or armor value that would be super cool.
hello, how do i add the Sin forcefield thingy to say, Monolith?
General lua question: How do I prevent a variable from being test on script load? In cpp or something similar If I put a variable in a function it doesnt matter if its nil until that function is actually called, and the variable activated.
via gboobs
god i want this
grok_bo.script right?
People don’t understand the formulas, hence they will do fucking garbage
The best I can do is provide a pen boost based on difficulty
Hence if you don’t want to care much about AP, play in easy
maybe make easy/gamma default/hard/nightmare presets
rubs hands Nightmare sounds delicious
hehe time to add forcefield to every factions 
Var = 0
Function bla()
Var = « i like potato »
end
On game start
Callback (actor on bar, bla)
end
Until the callback triggers the variable will be 0
The script is loaded once after each loading in game
Thats so simple. I didnt think of just assigning it a value in initial declaration and overriding it later. I feel like in ye olden days there was a reason we couldnt do that. Or my brain just thought that lol
Plus we just didnt have to, compiling magic
just return variable from function 🤔
That was what I was trying but I kept running into the issue where on script load it was trying to pull an obj:parent but as game wasnt actually loaded, there was no parent value
nvm actually
Oh I ended up fixing it, I just did it in a whole other method.
But I was just curious how to avoid in the future, because it took me a while to patch a workaround to how I wanted it to work.
had to see first coz i didnt understand anything xd
but usually everyone go with a delay, createtimeevent maybe
Yeah, I gotta do some research on those, I thought about it, but wasnt confident in time events or delays. Its very new to me coming from the older style languages how different it goes. Lua is pretty cool though, but I wish it would just give me normal arrays instead of one object to rule them all. Table is very cool im sure, once I get more experience, but I miss simple arrays.
were arrays simplier than that? xd
and isnt table basically an object in other languages, which shouldnt really be new to anyone ;p
honestly I went to explain what I mean and literally started writing a short example showing why its difficult but really what I think I am getting so hung up on is the diffrence in syntax and keywords that are the same but operate diffrently that is just throwing me off and giving mental block.
just drop ur code here (whenever u need help) and tell what u want it to do, this will be easier ;]
As in bla = {a, b, c, d } ?
That works as well
bla[1] should return a
It didnt for me. I honestly probably missed some odd syntax thing, but it refused to return the value when I tried that. shrugs Ill get better at it with time
PS now that im not sick and half awake. I think I realized what I was doing wrong. I think I assumed when I did: bla = {a, b, c, d } that A would be the index (honestly IDK why Im gonna blame fatigue and illness) and that the actual index i.e. 1 would be the value. Honestly the reason i probably got it to work was because when I wrote it out instead of creating it in the one line short syntax I could more visually see Left side index Right side value. oh man I feel dumb now.
Are there anyways to print the class names for attachments on a gun?
Only four hours? I'd put him away for several days.
Yeah, I pinged you so I could watch the dark voiding, but I just wanted to solve it until someone more experienced arrived.
Ah well, we'll see if he's learned his lesson first.
what class
the one that says "class" in ltx?
uhh in the file it says scopes
so like I have the monolith upgrades AK12 and I'm trying to get the scopes name so I can make it not have the Focus Zoom, it seems like the only scope that has it so it's a lil glitchy
section?
uh what I'm confused? the parent_section is wpn_ak12_custom_mono_kit
im confused aswell ;]
My bad never worked with STALKER modding lol, I'm using The Focus Zoom addon and it disable the focus zoom on the 2D scopes because it messes things up, but the 2D scope on the monolith AK12 still has it so I'm trying to get the scope names to fix it
all the scopes that can be attached to this weapon?
umm let me check actually, I've only been checking the Monolith kit that adds a ACOG
XD
Okay so the AK12 Custom with the ACOG is fine
but the AK12 Custom with the monolith kit messes it up
ACOG RMR works fine too
no idea what monolith kit is, or if thats a scope, or what do u need xd
It's a kit you can get for the AK12 with BAS
so the Focus zoom has a section in weapon_fov_values.ltx and it has this ```[bad_scopes]
acog = true
susat = true
So I thought adding the name mono_kit = true but it does not seem to work but I could be missunderstanding something
🤷♂️ maybe its an upgrade and not attachment
i'd just report it into bugs ;]
oke it's not an included mod so maybe i'll post it on the forum post
local cancel = false
local upg_a = utils_item.get_upgrades_installed(db.actor:active_item())
for i = 1, #upg_a do
if string.find(upg_a[i], "mono_kit") then
cancel = true
break
end
end
🤷♂️ cancel will become true if "mono_kit" upgrade is installed then u need to put cancel somewhere
if it doesnt work then idk how boomsticks did it
@dusky scarab You want the objID that is controlling the scope, yes?
on the mono ak-12?
I think so lol
but looking at the mono ak12 it has no scope in the ltx
scopes = none
Yeah its weird, hang on and let me take a look. Which LTX file are you looking at btw?
w_ak12_custom.ltx
Right but which one XD
In gamma typically there will be many of those file names in fact we have 5 of those
Easiest way, search the file in MO2 and it will tell you which mod is providing the one we actually use
hmm okay EFT Repostion BAS JSRS Patch is the one that is being used I'll check it
What confuses me is this has mono_kit in it scopes = acog, eot, specter, c-more, 0kp2, ac10632, d0cter, leupold, aimpoint, aim_low, point_aimpro, e0t2, pn23, gauss_sight, rmr, deltapoint, susat, compm4s, rakurs, marchf, kemper, triji, mark8_rmr, spec_alt, mono_kit, mepro, ekp8_18 scope_status = 0 scope_zoom_factor = 0
This file also says skope none
It does. Search this: [wpn_ak12_custom_mono_kit]:wpn_ak12_custom
Make sure its the mod 78 file
yep it is
PS scopes = none isnt what you want
you want this part (at least I think this is what you are looking for)
;scope_status = 1
scope_texture = wpn_crosshair_acog_rmr
scope_zoom_factor = 25
zoom_rotate_time = 0.25
scope_dynamic_zoom = off
hmm I thought I was looking for whatever scope attachment is on the gun, the Focus Zoom mod has a thing that disables focus on zoomed scopes [bad_scopes] acog = true susat = true
I think atleast It's very confusing to me lol
Sorta. You were almost there
Yes you need to know the scope. That does not mean we need the scope field however. we just need to know the name of the scope.
so would that be wpn_crosshair_acog_rmr ?
mm, this is gamma?
or your own modlist
cuz im sure the zoom bug with canted sights was fixed in 1.5.2
you could try comparing the .ltx file of any canted sight weapon which works fine with the one you have problem
GAMMA with a few added mods, I'm using Focus zoom instead of the other zoom though
Close, thats the crosshair name. But we can use that to get the name (which is probably acog_rmr)
hmmm okay I'll try that, I really should just ask the dev to fix it but it seemed so easy 
This is the mod it makes it so it only works on red dots and stuff and it takes stamina it's pretty neat https://www.moddb.com/mods/stalker-anomaly/addons/focus-zoom
wait you know about it you've told others about it
I found it from your message LOL
Has anybody ever tried making a mod where the minimap is a GPS watch u can buy from the traders?
Just thought about it and maybe this is the place where it has a chance to become a reality?
I have no develloping skills whatsoever actually pretty new to this "installing mods" thing
wdym gps watch?
probably means that minimap appear only when ur wearing item
You stalkers will never cease to impress me
Easy install guide?
Well imma just not touch the mono AK12 my OCD is just making me want to find a fix for it but I need to play game, ty for the helps 🙂
Yup so u gotta work for it and when u get it it doesn't ruin immersion
quite easy to do honestly... for someone ;p
Lol have a good time!
Here is the name you need to use mono_kit
hmm I tried that but I'll try again it made the most sense
Let me see though if something is overwriting that name
okay ty 🙂
I've always wanted a way to hold your PDA out with a weapon like you can do with detectors. Get a vertical aspect-ratio mini map for when you're out trying to hunt down a particular stash location. Sounds way too complex for me to figure out tho
Should I just put it in mods folder and activate it through Mo2?
Once you make it, sure
That would be lit
should be mono kit
Isn't that a mod?
wdym = what do you mean
hmm still doing it very confusing to me
whats the file you are looking at?
weapon_fov_values.ltx
Ok, so in your mo2 search that file. Is it the one being used in your load order (i.e. from that mod)
Ya
is it a mod that came with gamma or no?
I mean an item that when u have it in your inventory it appears on your arm model as watch that displays the minimap
No it is not, also I can see it is changing something because the ADS fov is way lower than before, but the focus zoom goes nuts
FYI something like what your talking about needs artists and coders.
There could be an animation too focus on it like the pda
Im assuming whatever you are using is overriding mod 72?
Just had the idea and wanted to check if it didn't already exist
Yes weird too since it suggests using mod 72 lol
Or if people would like the idea enough to actually work on it cuz I obviously can't
is it overriding this file? scope_mcm_fov.script?
Kk 1 second
let me move the mod order and see how it changes just for the fun of it
do me a favor and once or before you make the changes send me a screen shot of mcm right box after typing weapon_fov_values.ltx
aight one sec changed the mod order still the same thing but I'll keep it this way because it seems to still work fine on other scopes
it goes to an import that has the same Acog = true stuff has the focus zoom
search for an file that is #include "fov_*.ltx" because it will import any values that match that
file search
so you have to make sure that nothing is happening that shouldnt
yeah its either mono_kit or trijicon_rmr but it should be mono_kit
hmm ya I'm trying it with trijicon this time mono_kit did not work with this way
last try and then I wanna just play and just never touch the AK12 Custom LOL
So confusing lol it's weird that the alternative site does it too but I guess they are connect
it's such a big zoom to idek why it does that lol
maybe the default FOV for bad_scope is wrong? local zoom_bad_scope = 0.2 -- hud_fov for fake 3d scopes like the vanilla SUSAT, ACOG, and AUG Scope -- Default is 0.2
idk what the FOV is by default for those
and why it works with every other gun perfectly fine I tried like 10 with different attachments and stuff lol
ah.... looking into the logic with the focused_zoom_mcm.script it seems something there is making it do that because it thinks the scope on the mono is iron sights I think
It shouldnt be, the ltx for weapon_addons defines it as a scope
@woven mountain would it be possible to add the 6 shot GL to nimble's trade list?
Sure
Do I need to modify all the files to add it to his list? I guess the trade script controls what he'll take?
What do you mean all the files? There should only be one. Also, the code is a fucking mess. I should actually rewrite it
The script and the dialog. I've never touched anything having to do with a dialog tree
which mod is responsible of the fav star position? They cover most ammo text
Sorting Plus
I would like to change it, hoping is not too hard. Before playing with mags I didn't even notice it but now that I have to manually load the magazine is a bit of pain
Yeahhhh lol
I know the pain
and having to drag ammo all the way up to the magazine in inventory and it lags out, some inventory mods are a bit wonky
sure you can look at the picture and understand which is which but being able to see ap, hp or fmj is faster lol
Yeah! I don't think the favorite icon is part of the native icons by Cr3pis so maybe you'd have luck moving it a bit?
yes is a bit buggy but minor things, otherwise is cool. I am liking it
I'd like to place the star a bit up from where it shows up
Oh yeah, haven't touched it in a while. You'll need to modify 3 of 4 files
@woven mountain did you pinged me somewhere?
In case you did, I'm not playing GAMMA right now, I don't even have the latest version of your mod, I used an old version because the new one was buggy
Finally OZK has all Bump maps
It looks a little odd
Suggestions? They are basically rubber/plastic, don't know exactly the material
crank up bump height in your thm editor
also, it's kinda hard to really see bump mapping in a screenshot
maybe try recording a video while spinning to show how light affects the surface
is it possible for an overdose mechanic?
maybe
Newest Stable Version
nice seems to be working good thumbs up
@woven mountain I think it's worth a mention
damn that's a nice screenshot ain't gonna lie
What enemies were near you?
look at my 5 or 6 screenies in here #╟📸screenshots message
Poltergeists and their variants cause the message yeah
i know its a meme tier ask but can we add tritium sights on teh dhamphr deagle too 🙂
all the other ones have them
yes we can
no we cant
It can be done, but will it be?
Is there any way to get an animation to play closer to the camera?
hawdy stalkers, need help with weapon textures. how do i find where are a gun's texture is exactly located? is it written down somewhere in a file like the weapons ltx file?
Ltx will have it yes. But go to mo2 and search that file to grab the one from the right mod
Honestly not at my pc. But there should be a texture line
Unless I was drunk the last time I looked at an ltx
damn bro slow down with devil juice lol
If you upload the ltx I can look at it quickly
Checking it
the name of the texture is wpn_svd.dds
i found this rifle's texture
i just want to know how to find others
Good news wasn't drunk bad news memory sucks. I forgot the icon part I front of texture lol. Upside I apparently have a coding editor on my phone I forgot about
Personally the way I would do its back trace which is how I find most shit: I want svd, I search in mo2 right panel go to the textures folder and find the one that matches the object name
Open mo2 bottom right side (above the watch log) where the directory tree is there is a box that says filter.
move the gun compared to the hands?
or move the arms compared to the camera in the animation
iirc you can also set specific FOV values for animations
textures are in ogf. You can edit them with the OGF Tool
is there a mod to bring back the bracketed... targeting... thing... for targets on 1.5.2? specifically for the eots 62 scope or however its called?
These two together needed
Also doesn't work for sr25 sadly
Don't know about other guns
But worked with vss savant and ak5c
i think this is what i need
can someone send me the dialog.script from 1.5.2 ?
this one?
thanks !

@undone lily gonna need some help brother. My fixes right now....the weapons overlap other weapons in the inventory horizonally. 2 options, either move all the weapons over one cell in the UI inventory and change the LTX files to 6x 2 accoridinly or change the UI inventory grid size.
wdym overlapping
as in the silencer getting on top of another icon?
gun icons don't get moved by attachment positions
and if you want to do the 6x2 thing you'd have to edit THE WHOLE icons dds
and also fix them in the ltx
also, do dltx
it's a better practice
Silenecer will overlap other weapons, yeap you explained everything i said
nothing you can do then
just push the silencer left some pixels
only dumb tarados will complain about the silencer not being pixel perfectly aligned with the threads
use dltx
No you can change the headroom for silenencers using a 6 x 2 ratio.
Im a perfectionist so seeing weapons with silencers overlap eachother is a real problem
Ive edited the pixels moving guns and silencers but its just a band aid.
Im old school, 6 x 2 is a must with weapon adding because it aligns everything.
The problem is that making them 6x2 will show the weapon next to the edited one on the gird
All the weapons are aligned in the dds via the grid but they're right next to each other
Question: is it possible to only add new lines to another mod's config.ltx file via DLTX, or can you just modify existing values?
I've found you can't add new scope attachments via dltx, unless I did it wrong
you can, i did that for the 416
How? I couldn't get the scope sections to work
I dont know wth DLTX means, Been modding since 2007 without all the new stuff.
just add them to scopes?
Dltx basically injects modified lines into the ltx file without having to override it completely
For the Body Awareness mod there's a config file that defines the torso/leg model for each outfit. I'm trying to add a brand new outfit via a new o_loner_nosorog.ltx file, so I'd like to add a new outfit block to the BA mod's config
tiniest fucking screenshot in the universe
There's a script for icon override such as what you did, but otherwise the whole file gets overwritten. Dltx makes it more friendly since it doesn't override the whole file
Lemme switch to my PC so I can grab code snippets
You should be able to do that via mod_system and place it in the config root
But DLTX isnt gonna fix a weapon mod thats 5 x 2 to 6 x2 and edit it inside a ui texture file
if it's a config file then maybe it should go into plugins
it won't but still brother just pull the thing a few pixels to the left
and use dltx
It won't but it'll make it so you don't override the whole file for better compatability
this
[wpn_hk416_gauss_sight]:wpn_hk416
$spawn = "weapons\hk416_gauss"
hud = wpn_hk416_iop_gauss_hud
visual = dynamics\weapons\wpn_hk416_iop\wpn_hk416_iop_gauss_world.ogf
1icon_layer = gauss_sight
1icon_layer_x = 48
1icon_layer_y = -5
scope_status = 1
scope_texture = wpn_crosshair_gauss
scope_zoom_factor = 12.5
zoom_rotate_time = 0.25
scope_dynamic_zoom = on
use_alt_aim_hud = true
inv_weight = 5.56
@fair canopy
this is a new scope for the gun
not a replacer
Dltx is basically using a surgical knife to cut out a tumor instead of cutting off the whole arm and replacing it with a new one
notice that it doesn't have the !
You cant pull a texture a few pixels left thats maxed out against its grid. Rifle needs a 6 x 2 grid
and that it has to be named [weapon name]_[scope name]
scope name has to be the exact same name as the scope's section
So yeah, Body Awareness uses a items_actor_legs.ltx file to define body model values. The most simplified way I can put this is: how do I tell my DLTX edit to change that file specifically?
and have scope_status = 1
Oh I was adding it with.!
Simply put....weapon UIs need a 6 x 2 grid. It all started with that. If it gets lower than that it needs inventory cells to accomitate for it
Yeah you still have to rearrange the dds but you can do the edits to the gun Config without overwriting the whole gun file
Yea but itll be right then
Yeah, we're not saying don't do that. We're saying do edits to the config via dltx
You still have to edit the dds to accommodate the extra grid space
The LTXs need changed to 6 X 2 for rifles ....pistols i beleieve are 3 x 2 . Then change the UI textures which would be easy. Would be one grid apart
and edit EVERY weapon that are to the right of the edited weapons' properties
so that the game reads the correct offset in the dds
Yea thats not real hard
nah it ain't hard but it should really be done in dltx
I dont know how to use that
just one google search away
Itll mess everything up
Wow im old school. Ill look into it
this literally being ALL the code needed for the fix to work
hell this screenshot weighs more than the mod itself
that's why dltx is such a good practice
and now we recently got dxml
I didnt get my first cell phone until i was 26! You young fellas should fix the weapons easy
times've changed
How does dxml work?
Why in the hell isnt this fixed then? Why is the silencers off in their own little world
no one took the time
Maids icons actually fix a lot of that
Well not adding extra space for no overlapping
Im waisting my time then!!
Only thing i have to say to all this is
Out of curiosity, I made a whole seperate gamma install for DLTX, did I need to?
Oh boy, vanilla shots sounds
They are so bad
I knew it did, but for some reason my brain went, eh should probably do that in a seperate directory. Thats why I was asking!
oh you made a dumdum
I was 90% I did and since there was a DLTX convo I was like, hey this is a great time to ask!
It just feels weird to be doing shit on a client if that makes sense. Im used to have a Prod server, and a seperate Dev server XD
I think a really good modding tool would be letting a modder move a weapon inside a 8 x 4 grid, All weapon textures could be in one UI texture 50 x 50 grid which is the standard. Just like a silencer you could move it to the right coordinates
You can move silencers, grenade launchers, scopes AND you can move a gun on a x or y grid.
If modders could create a tool like this to fit their UI inventory all the little things could be avoided like a silencer overlapping another gun
UI inventory is a problem sometimes. Your locked into this specific realm and everything has to be adjusted to it
Desolation has its own icons which are dynamic based on the attachments. That's probably what Gamma would need
Nice
@random fulcrum so the file I'm trying to add a new entry to is: GAMMA RC3\mods\236- Body Awareness - Wang_Laoshi\gamedata\configs\items\items\items_actor_legs.ltx Entries look like this:
[nomad_outfit_legs]:monster_base, actor_legs
visual = sm\actor_legs\nomad_outfit```
From what I've gathered so far: a `mod_system_bodyaware.ltx` file in the configs folder with the following code *might* work?
```;o_loner_survivalist.ltx
[survivalist_outfit_legs]:monster_base, actor_legs
visual = sm\actor_legs\nomad_outfit```
Like, that's the code block I want to add, I just don't know how to tell it to add it to items_actor_legs.ltx specifically
[;o_explorer.ltx] : ;o_loner_survivalist.ltx
[survivalist_outfit_legs]:monster_base, actor_legs
visual = sm\actor_legs\nomad_outfit
Well it's contained within it's own, new, outfit .ltx file since I didn't know how to DLTX-add a new entry to any of the existing ones. I just finished up copying over the custom icon code from the Merc ACE suit into the mod & threw it in my game for the first time. It appears to have worked somehow. DLTX is some advanced fucking witchcraft
Gonna study this DLTX. Peach i was chaining off a already inside LTX. If you included a new LTX then it would need chained to include a existing one like #include "new_outfit*.ltx" Modding is alot different know i see
Tell me about it. I still try to put brackets for functions and get angry that lua doesn't have normal ass arrays
I've heard some of those terms 
I was having an idea, I like using the ammo check mod but without disabling the busy hands fix it feels really odd to check mags, does anyone know if they could change the put gun away and pull it out again with weapon inspect animation or something maybe less busy hands inducing?
or maybe even add a ... checking ammo
Actually checking ammo in the model would be A LOT of work and new animations. And would still result in busy hands
Xray just doesn't like animations. You can risk it by enabling them again
is there a way/are there addons to sort inventory by weight or by price value?
What? I'm confused
A inspect animation like the one you have for gun jams
that would need new animations??
what's the deal with this busy hands bug exactly? does reloading a previous save fix it?
Oh I thought you were asking for new animations to check the mag itself
Regardless it's still going to cause busy hands
so weapon jams and cause busy hands?
Yeah
well fuck it idc then at this point
I've not had it happen and I save everytime I do something with a whole new name lol
Some things are more prone to it than others it seems
Just the engine getting caught in animation execution
i've enabled backpack animation, inspect on double tap f, etc. no problem so far, just curious if reloading an older save makes it ok again
!busyhands
DO NOT ENABLE any of the disabled animations. These are the root cause of multiple animation loops that can break the game, to the point where you have to delete the save.
This bug is called "busy hands", an animation loop that prevents the player from interacting with the action keys, except for movement.
If you are still unsure whether you have it or not, try to do any of the following: interact with objects or people, use a weapon, open your inventory, drink/eat/sleep and so on.
The only possible way to, maybe, remove it completely is to disable any extra activated animation that was previously disabled. You will also have to go back to a previous save where you are 100% sure that you don't have busy hands.
Animations that bring busy hands:
- Opening/closing backpack
- Skinning of mutants
- Disassembling objects with Left-Alt pressed
- Picking up objects
No problem so far > has busy hands > complains > has backpack animations
Does anyone know a way to increase the animation speed for the 3D PDA, I like the aspect of it being 3D and stuff just feel the animation is a lil too long
okay ty I'll see what I can do
can anyone help me locate the file for the Nomad suit? i dont see it in gamedata>configs>items>outfits
thank you
alright you guys are the tech wizards so i come here asking for help to find a file by the name of txr_routes.script cant find anything by that name
any software i would need to be able to open those files? or can i just use something like notepad?
Wait, have you unpacked the database files?
Anything works but if you want to make modifications would highly recommend Visual Studio Code. Free software by Microsoft
so what would i do when im done editing the code in that file? would i put it in the DB file?
uh gamedata folder is empty is it supposed to be like that? sorry if im saying anything that sounds dumb i have zero clue on how to mod or code
also dont mind that meme folder 
No, you gotta make a new folder somewhere and name it gamedata, then put a folder named scripts inside of it. Then put the script file in there and compress the gamedata folder. Then put the .zip file into MO2
What are you even trying to do?
making it so when accessible zone is disabled it makes all level transitions disabled until you discover a route for it like what T.H.E.Z.O.N.E modpack did
Good fucking luck lmao
theres a thread that has the code figured out so im just gonna copy paste that to see if that works
right that parts done time to test it
alright well thats interesting i get this error says its on line 204 the highlighted area is line 204
wait i think i forgot to save the edits i did thats why this happened 
yep thats why fuck im dumb
ha ha we've all done it before I have done it a few times always wondering why my changes didn't take affect 😛
I couldn't figure out why my outfit mod wasn't working. I had the .ltx saved in config\outfits rather than config\items\outfits 
I doublechecked the .ltx & launched the game like 4 or 5 times before I noticed the filepath was messed up
I know this gonna be a bit weird but do anyone made a mod that makes the bullet casing that came out from a firearm hd?
Or its already on the base anomaly?
hey, I want to put a song of mine, from an ep I made time ago, in prypiat or the CPP. It fits the vibe of Stalker gamma? someone has documentation for audio modding in Anomaly? do scripts and stuff.
^^
What enemy was nearby
Poltergeist
poltergeists are cursed
It's because the way they are spawned is funky
I haven't looked into adding audio myself, but I can tell you the mod you need to work with is ambient music pack mod 2 I believe in gamma
Will (hopefully) be fixed next version
Thanks! ^^"
Is there a more pratical way to reposition weapons?
I always did it manually, takes a long time, anyone knows if theres a alternative way
What i have
What i want
Download the draggable hud editor mod
Tks
Where can I find the VSS Merc HUD settings? I'd like to change the alt view for the SpectreDR to the laser canted instead
Note that level transition comments are not finished
nice; I've been enjoying your mod and the only problems I've been having is with the various poltergeists having that error message
very good to see a new version
If and when I'll play Anomaly again, I'll add it to my mod list
mutant_responses[poltergeist] this one is gonna be nil, key must be string/number (or variable that is string or number) i.e. mutant_responses["poltergeist"]
or
mutant_responses.poltergeist which is same as above but i dont like it ;]
(or it can be userdata which i dont recommend anyway xd)
Thank you



