#╙🖇mods-making-discussion
1 messages · Page 4 of 1
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Oh, lol.
been trying to expose the most i can of gboobs into something like mcm
but as real feedback
talk seems nice overall
i would like to see more accentuated faction lingo
like mercs talking in cryptic tacticool slang
or bandits treating everything as trash
and sometimes text is way too long
I'm planning to eventually make templates that will apply to companions from different factions as development continues. I've been noting down ideas for Monolith. Duty, Mercs, and Military will be getting a more tactical dialog set. I'm eventually planning for Ecos, and Bandits to have their own unique dialog set at some point.
The length of the dialog was something that I was a little worried about throughout the process. I wasn't exactly sure how certain things would look, since a lot of it is comprised randomly from tables and circumstances. I've ideas for how we could minimize the issue moving forward.
Part of the plan was to see what people liked/hated and then move from there. Quality of the lines was also a concern and I'll probably edit them or change stuff at some point because I feel like I could do better.
The slang bit is particularly tricky, the reason being that I don't want it to come off as cheesy.
imo it could be cheesy
it just has to be some heavy slang that isn't cheesy if you just LOOK at it
y'know
that you have to read it carefully to get the cheese
only thing gun nuts will notice wrong is bad use of the tacticool alphabet
Just wanted to say good shit @woven mountain @bold gyro 
Anyone knows is there is any posibility to add an audio modifyer when you use the gasmask to sound more like gasmask should sound?
something im thinking of working on (not my model btw i just found one on sketchfab and downloaded it)
that's ugly as sin and i cant decide if i like it or hate it
too blocky
does the model look ok with textures on? I was looking through sf but anything free was roblox level
ill check
and good look doing anims for it
eh im not too bothered by the model atm this is gonna be the first animation ive ever done
based
here it is rendered
camo gun
also this animation is gonna be a assignment for my digital technology class
if you can animate it i'd be more worried about how it looks in game, regardless it'll be a good intro to porting stuff into the game if you can get it to work
animations for that will be extremely unique
i mean reload animations would be fairly simple im assuming
heres the charging handle side of it
im thinking for the reload (Its gonna be right handed) the left arm keeps its grip on the front grip and uses the hand on the trigger to reload and use the charging handle
this is gonna be a hell of a experience cause if i do decide to make this a weapon mod im also gonna have to learn to code
whatever you do dont choose ADHD as a trait in the character creation menu worst mistake of my life
Holy hell it’s an Owen Gun
yep
truly an australian cunt
the best part of all of this? i have no fucking clue how to use blender or any animation software so prepare to see some weird shit
all i know is the basic movement keys thats about it
But we already have way too many 9x19 smg's
thats why im gonna make it 9X19 but have a unique .45 variant or maybe 9X18 idk yet
or maybe 5.56
9x39 
done
alright i got it ill make 4 variants
9X18
9X19 (default)
.45
and make a 9X39 variant as a lottery prize i guess
it would somewhat make sense since the owen is pretty much a sten but less horizontally long and since both the owen and sten are fairly cheap to make and to maintain it would make sense that people over the years have made different caliber versions of it
the owen was literally made by a teenager in his shed
oh fuck i just realized something
the model is a left handed one not a right handed
looks like im gonna have to get a different model then
im looking and all the models ive seen so far are either left handed or dont have iron sights at all
looks like im using a different gun then
@undone lily Excuse me , is there any plans to update https://www.moddb.com/mods/stalker-anomaly/addons/100-groks-doom-like-weapons-inspection ?, i like this addon but seems like some guns are bugged and you can hear the sound but the animation doesn't work, and other pistols dosn't work neither i love this adon and i was just wondering if you have consider to update
I fixed what could be fixed in gamma
this is mostly a gun dependent thing
oh i see, well thanks anyway the mod is awesome
if you have issues with specific guns, please tell me
yea sure i will try and tell you
The major issue are with the shotguns, i've tested alot of guns and when they not work its just dont do nothing but shotgun make the load sounds or magazine change sound without doing anithing
this I fixed
did you try it in gamma ?
that addon is already in gamma and I patched some gun files so it works better in gamma
oh i see thanks i will check it
alright nevermind i just remembered i can just do what CS 1.6 did and mirror the animations
Sorry for bother youy again but im wondering if i can make it work with only the mod from the modpack or should i patch the weapons 1 by 1?
you mean extracting the changes I made for gamma to apply it outside of gamma ?
yea the mod file itself
or did you change each weapon on gamma?
the changes aren't necessarily in the addon files
iirc it's part of the fixes from GAMMA Weapons Pack
check the mod_system ltx from there
thank u!
I have edited the ak 12 2016 to have a 2 round burst mode as it does in real life I could post this if anyone is interested
the final production model yes
ok thank you yours will probably be better than my edit as I had to guess
well the ak 12 2016 fires at 1000 rpm with its 2 round burst mode in real life I added a line to reflect this like the an 94
well I want to keep that feature to the AN94
made it relatively rare because AN94 is so good
the an94 is 1800 its faster
well I'm experimenting with the 1000 rpm but I'm not sure if something else needs to be added to make it somewhat accurate
650 rpm is probably good enough anyway I just wanted the 2 round burst
I edited this file:78- EFT Reposition BAS JSRS patch - sneaky as this file overwrites the bas file
I don't know if anyone mentioned this but the fn57 pistol is being changed by both bas and ppp I fixed it to use bas only sometime ago I could also post this with your permission
You could just mirror it, but seeing as it was originally made in Google SketchUp where 'round' & 'smooth' do not exist, you're better off finding a real model.
@regal bolt You might want to take a look at the Rising Storm Vietnam animations for the owen
Any tips? Basically the weapon is stuck. as far as i remember this has something to do with "the game not finding the motion" but i have the OMF files from MP40
In both directories
so im using the svu file as the base for my new gun but i'm not getting any recoil strength appearing in the tool tip. all my other guns had a recoil strength appear so i'm not sure whats going on here
Idk if this is the right channel but why can i use any of the custom sights for guns
which custom sights for which guns?
also no, #🔨modded-gamma-support or #🔨base-gamma-support / #old-bugs
Like the Aimpoints sights and spectre wont go on any rifle
Certain guns only take certain sights. You can see what attachments a gun can take it it's details window
Nvm I figured it out
Sights don't just work on guns by default, modders need to create combined models and code the gun sighting to work properly
So if that hasn't been done, then they don't work
Hey, can u give a link for downloading this UI thing with HPs of ur limbs when ur inventory is open? Thanks
You can change it in mcm
It won't be the same as mine though, I edited mine to look a bit different
edit the enhanced recoil LTX ?
Yup lol. I hadn't noticed it before so I was Confused when it was missing
Didn't realize it doesn't appear without enhanced recoil ltx
@undone lily
DXML is aggravating a bug in BHS.
local function HUDUpdate()
if showtexthud>=1 then --text
local staticname="body_health_system_text"
if showtexthud==1 then
staticname="body_health_system_text"
elseif showtexthud==2 then
staticname="cop_debug"
end
local hud = get_hud()
local hud_d = hud:GetCustomStatic(staticname)
local wnd
if not healthstatus or show_hud_type~=2 then --not show
if (hud_d ~= nil) then
hud:RemoveCustomStatic(staticname)
hud_d = nil
end
return
end
```
every update it adds a static and then removes it.
```lua
local function HUDUpdate()
if showtexthud>=1 then --text
local staticname="body_health_system_text"
if showtexthud==1 then
staticname="body_health_system_text"
elseif showtexthud==2 then
staticname="cop_debug"
end
local hud = get_hud()
local hud_d
local wnd
if not healthstatus or show_hud_type~=2 then --not show
if (hud_d ~= nil) then
hud:RemoveCustomStatic(staticname)
hud_d = nil
end
return
end
hud_d = hud:GetCustomStatic(staticname)
```
there "fixed" not that that function isn't still broken, but it won't be trying to read an xml every frame when hidden. That UI code needs to be replaced, custom statics are for things like scope vinyets and quick save messages. Simple fast short lived things, not a constantly updating UI.
ayayay i smell troubles in paraguay
I bet this stuff is what kills FPS when you check your inventory
Shit goes from 60 to 40, it's not even a stable framerate
Thanks I will check it out and make a lighter version
Moving the whole BHS UI to something else would be a major pain I'm not ready to take
And it would most likely disappear in the event of inventory being opened
The mod is far beyond being broken and can't be fixed
why not trying to make vanilla system more challenging
so we can get rid of meme tarkov like health system
based
still bhs is kinda synonimous with anomaly at this point
you can't just get rid of it
i'm sure people will still have a hard time understanding that you double click a medkit to regain health
i don't like it either
because vanilla system is too easy
for a game like anomaly
for vanilla games, okay
please enlighten me on how making medic items interesting and health system interesting
other than "oh my health > medkit"
then don't suggest dumb shit 
It's like "how about making graphics better eh"
"make AI better"
just make multithreading
I'm all hears to modify stuff
here it is
in fact I already changed the BHS system a lot so it's more streamlined and less an excel spreadsheet with tons of items
make multithreading and solve anomaly
the real anomaly is the friends we made along the way
you controle that with a proper hud class. i'd hide it, then reshow if inventory mode is backpack.
But yeah proper UI class would be grand, but I don't have time for this currently 😢
also, i'm not like an expert in UI, more like a damn UI hacker
wasnt arti doing it
hoping and waiting someone makes Arti's BHS
or Demonized's BHS
or whatever fucking else's BHS

🌺 arti's and demonized's and grok's and cr3pis' best body health system mod for anomaly 1.5.2 🌺
which will basically be the same because u cant change core aspects of the game (like hitbox)
if someone change player's hitbox from a pixel to full body model that'd be great
what about gross hacking coordinate ranges for hitboxes
instead of bone positions
how
new health system 0.1. xd
Anyone knows is there is a way to edit the vfx https://www.moddb.com/mods/stalker-anomaly/addons/cinemavfx3-7, i want to get the vanilla fire but idk how to do it, anyone can give me some advice pls
there are a handful, maybe a dozzen now, of us that could redo that UI as a proper hud, you included. it's just anoying to try and convert it. might be easier to start from scratch, recycling the art.
use SDK and edit particles.xr
you included
you mean you?
i've never actually made an interactive GUI from scratch. just huds. My GUI's are all rip offs of game UIs. So you have that on me.
feels like u did this one ;p
same for me, copy pasted existing UIs and frankensteined them
@tidal elbow Does that description make more sense for how to pick it up, any changes?
I could do the code, i am confident of that, but custom UI requires custom art and i am not good at art and havn't had an idea worth asking to colab.
too busy fixing keybindings
put the game related text in its own line
like warning
but not in the same paragraph as in the "in universe" flavor text
Can do, I left it there because it was replacing the original, but you are correct that actually makes more sense.
Looks good
@random fulcrum like this?
Ill do it as a property real quick and then let me know which looks better
thanks
since 1.5.2 particles can be edited outside particles.xr
i don't know how i just know you can
@random fulcrum This or the one before?
@azure basin what program are you using to edit xmls? Notepad++ keeps corrupting bullet points for me
Notepad++ because im lazy, just do a find/replace of : • • all
once you do that once per xml its fine.
I feel the pick up thing should be highlighted
bullet points get messed up when creating files in notepad++
god knows why
it just happens
why is that a thing
So you want the pickup line brighter?
better make an xml node with a circle and link from script
Hey Grok excuse me i’ve try to remove the fireplace effect with the sdk of the particle.xr and i’m getting a crash maybe there is a merge calling thoose particles i wonder if there is any posibility to make that particle look as vanilla without deleting, like some default option or something like that on sdk particles editor
mm, you could try loading the particles.xr vanilla of anomaly
then extract the effects in a folder, search for the vanilla effects group/particles and load only those folders in MO2 as a mod, since 1.5.2 can load particles effect/group outside of .xr
Just reduce the effect
Or remove particles from the particle group
Keep the group though
Does anyone know if GAR only available now by a torrent?
Mmmmm i would try that 
I would try that too 
How do I save as the correct encoding?
Hope it works
gar?
because this game is old and unicode is new. need to change the encoding to windows-1251 the text encoding MS created cyrillic before unicode was a thing.
using notepad++ set to windows-1251 encoding.
always use windows-1251 encoding and you have no problems.
Yup, or just be too lazy to click 2 buttons and instead fix the errors manually, which is frankly more work. But what can I say 😄
not reliable. not every charecter plays that nice. better to just use the correct format
xml is still the best, notepad likes to change encoding by itself (still not sure what it depends on)
you still need to have the xml in the right encoding. of course if you start by copying an existing one then it should be fine.
i just check. at least for any script manipulating text
ye i mean u set encoding in xml by writing it down ;p
notepad to me always says its 1251 even after saving, then i reopen and ... its utf8 again (in script i mean) xd
not all editors respect that line. there can be a miss match.
notepad++ has never randomly changed an encoding on me
I have Raven's experience, I set encoding in notepad++ and its fine.
technology doesnt like me
Never have I related to you more, than this moment.
Anyone by chance understand how horizontal recoil is induced? I understand how vertical works. But for instance an akm_isg has only vertical recoil, where as an akm has both horizontal and vertical dispersion. Is this solely based off step horizontal and base dispersion, or other factors?
only step horizontal
_inc and _frac
i usually make them super high values
90+
anything less is BARELY noticeable
then there's gbo's enhanced recoil
Thank you. I will do some testing with that then. Most likely why I noticed no change as I was going too light with them. I dont want the gun just being worthless, but if all recoil is straight vertical I can just pull down and mag dump at range with anything that is low base disp.
_inc should be pretty low as it's seemingly a flat amount added after every shot
_frac i don't have no clue what it does but it's there
and i also keep it kinda low
Yeah frac I didnt touch because I have literally no idea what that does XD
you could try bumping it to sky high values to see how it affects the gun
Yeah I probably will when testing. At the least I got the guns that had no recoil whatsoever fixed via dltx, and now I can experiment and work on the ones that have recoil, just not horizontally.
i was thinking of doing more enhanced recoil profiles
since as of now there are like 15
give or take
like, most 5.56 guns use the aug profile
That would be cool actually.
Thats more effort than I honestly have time for, but I will happily test for you and provide feedback if you want.
did that for my hk416
initially made it kick like a mule because it felt powerful
Yes more nuance would be interesting for sure
Golden Autumn Redux 🙂
goofy ass retexture
IMHO it should be brighter, yes
Brighter, highlighted, bold, whatever you want, as long as it catches the eye 
Something like "oh this looks important let me read it"
They still wont read it. But I did check it and it does draw attention, but it makes the rest look weird honestly.
Even caps would be good
gigachad anomaly retext
Is there any way to import particles from one particles.xr to another particles.xr? i'm triying to import fireplaces particles but i dont know how to do it
when you load the .xr file in sdk, click on file
then 'save .xr' or smt like that
then go to your current sdk folder and search for one called 'rawdata', inside that you will find the various particles group/effect with their folders
i just save the vanilla particles as you say but this folder looks empty maybe should i save on specific folder? or with specific name¿? i name it particles.xr
What sdk you using
gimme a second i have a link for another sdk, i had the same problem as you using the one from cop sdk moddb
download the full one
Gonna post one more mod in a sec, I need to unpack Shadow of Chernobyl and copy it's head bob values 😎
thank u so much i will try with this!
A patch is required for the Kar 98. When modded to accept Nato 7.62 or Russian 7.62, then the mod kit is attached to it, the gun becomes unusable if using MAGS REDUX. The game inserts a 7.92 mag into it, and the mag type cannot be retooled.
mags being mags
Honest question has anyone reported that to mags?
we just found out, so not from our end
Its a very specific uh... Conflict? In the modpack. So its not a suprise it was overlooked.
I meant the users. Thats not just a conflict with GAMMA though the k98 is a BAS weapon. So its a conflict for any BAS and MAGS together
I mean people here can fix it but it would be good to report it to mags in case
No actually its a conflict involving all three. I explained it in general I'll explain it again here. First there is BaS. This introduces the Kar 98 Forrester, which in is natural state cannot be modded to accept 7.62. Then you put in Mags Redux. This adds mags that fit its natural caliber of 7.92. Finally Grok's modifications turns the Kar 98 Forrester into a Modkit. This modkit can be applied to a Kar 98 that has been modded to take 7.62. This results in a Kar 98 Forrester that is in 7.62 but only can accept 7.92 mags.
Its a bit of a thing to wrap your head around.
Nah its not that bad. I am just so used to BaS upgrades changing things that I honestly assumed that was where caliber changed.
Carry on then.
I would but my gun broke :V
But I like mags redux. It means I might actually have to use my melee or find cover and reload my magazines.
Just get rpg
Again apologies @dull zodiac hadn't seen your other posts. And often I see there is a problem with x mod. Great have you told the author before you ask someone else to change their work is often my first thought. I'm all for fixing stuff but I don't want to just change someone else's work without reason.
Sorry I was told to post here first.
No you're good
that is wrong.
fix is move
xml:ParseFile("ui_body_health.xml")
``` to above the function they are in, not in a funciton just the body of the script
but i have to to find bugs to fix

Gamma introduced the upgrade kit
So I learned
Wait what ?
I was wrong about the source of the lag.
Those lines get called every update.
they should be a script global
So move them from where they are to the tip of the script
For my own learning about Lua and Xray: effectively its parsing the xml every tick, which is basically going to massively increase load of that script. Correct?
Yes
Add in dxml which adds a callback to allow editing of the xml at parse time and it gets worse
Oh. Interesting. My only other question if you know: would it be re allocated to the same memory, or would that memory not release fast enough essentially creating a pseudo memory leak in long playtimes
Idk. Lua has GC but that isn't a pure Lua object so..... 🤷
Fair. I wasn't sure either tbh. But it's a good opportunity to learn, thanks!
How does DLTX deal with conflicts? Say you've got two files that both change the same entry.
My assumption would be load order. But I'm fairly new.
They're all just in one folder, it's probably alphabetical but I guess I should look up the documentation
MO is cool 
Lol
thought it would make me do the "this package wasn't setup for installation" but it automatically merges their folders into one gamedata.
name of the file iirc
it can be tricky when patches need to be installed in a specific order though, it's usually at the author discretion to not do bullshit
that makes sense. 
For what I can see on the picture, there is the reputation editor on moddb which allows to edit any relation between you and factions or between factions themselves
True, I've seen that. This is just a quick enable and it's permanent
This comment broke my phone discord and now it jumps to it every time i open it
Is there a mod that adds item names as text over/under the item icons without having to hover?
If you could hold a key, and all item names would show, or something like that. Wasn't there something like that in the original game?
no
I can only find a mod that adds an overlay for the item weight, perhaps it could be edited with other values like item name?
Ui_item_count_back is the value for weight?
most likely will make the whole thing impossible to see
just learn the icons, it's part of the learning curve
Sure but would be a nice qol add-on
Make the item bloat less intimidating for newcomers I think
The problem is item size in inventory vs name length
have fun displaying repair parts names in a 1x1 icon
Yes, indeed. If it could perhaps be truncated to like first few letters
what I use
<weight x="-1" y="-1" width="27" height="11" stretch="1">
<texture a="200">ui_item_count_back</texture>
<text x="0" y="0" width="27" height="11" font="arial_14" color="ui_2" align="c" vert_align="c"/>
it just adds this to inventory_16
how difficult would it be to create a mod that gives the dialogue option on important NPCs to buy a temporary cease fire w/ faction xyz for 123 days for abc money ?
Check this out maybe
https://www.moddb.com/mods/stalker-anomaly/addons/bribe-faction-fix
sweet
thanks
would be cooler to have it included in gamma but for the time being i am happy if it does what its supposed to
Hey, I'm having some troubles with the vanilla m16 animation, i know this is due to ar pack dltx mod and i wonder what kind of file can affect the animation of the m16 vanilla could be the actor effects? or maybe the animations merged? im looking on the conflicts and didn't see any file with this weapon model name, where should i start looking to fix this?
Seems like this issue only happen on idle position, if youre aiming the issue didn't happen
that is very odd, but the weapon moving when you're near cover is from the 235- Weapon Cover Tilt - Demonized mod
hope you'll be able to fix that because I'd love a useable M16
the weapon cover tilt works fine with the m16a2 if i unistall the ar pack weapon mod but i love thoose weapons
it should be some file conflict
interesting idea.
Would that be doable
Can bed and tent use the placing feature of hideout to place theme where you want and not inside the wall? 😢 I HAVE AN HEART ATTACK EVERY TIME THE TENT CLIP IN THE WALL
might work might break. I can't test it now. it will place a tiny white dot next to the text because i can't remember the name of the empty texture file.
Sorry but how to load it? Says not valid in mo2. Tried moving the folder manually and enabling it this way, game crashes when I open the inventory
@lunar nimbus love the weapon sway mod. Deserves to be added in the mod pack. But I'm not getting breathe sounds
look at other addons, already had reports like this
i saw in gamma countless errors with wrong sample rate on ogg files
Just a thought but map annotations / custom markers would be cool
i have no idea how to place markers wherever u want, i believe its not even possible
oh u mean a tracker for task specifically that differs from vanilla ones?
Like being able to write down notes, but on the map
You could mark your stashes (non backpack ones), or areas you would like to explore later, etc
yeah dont know how to do it distantly
The campfires visited marked on the map mod adds extra markers
coz they objects, i can place tracker if i know an object, not on random map spot (especially through pda)
the log from that would be useful. like i said i didn't test it. i probably missed something trying to whip a script on break.
Did you find or debug it ?
Campfires. I found one of those annoying its inside but it still cares that its raining outside fires. From looking at the binder the rain_pass basically checks the rain_factor of the level as a whole. I assumed as some fires do work in rain if inside a building there was in essence an exclusion list of certain campfires, but I do not see a check for that in the binder anywhere, nor is there a base LTX.
Is this actually coded and Im not looking hard enough? Or is this a level editing thing?
tl;dr: Campfires checking if they can ignore rain, is this a level editing thing, or is this coded somewhere?
Its the weapon from the first loadout of mercs i have
Awesome !!!!!
Ah in easy
I guess I need to replace it
This would be amazing to fix. I hate wasting matchsticks cause an indoor campfire is just wet according to the game
no no, is not on your modpack
and the issue were due to another weapon mod , the ar weapon pack was causing this issue
Yeah that was kind of the goal, I mean it should work either one way or the other in my opinion. And either is explainable, its not like we can say these buildings are truly weather proofed in most cases lol. But it is frustrating at it works on some and not others. I figured there was either a property or a global table of "weather proof" fires. However I cant find anything that would let a fire ignore rain. Either I am missing it, or its literally a level design thing, where they stop the rain.
Ah ok 
I have to add in your actor pos capture mod manually correct? Or is it built in now?
?
The Left Alt to capture coords
You need to add it manually to gamma
do u want to turn them off when raining?
No, basically just trying to standardize them. Either you can not light any fires in rain, or all the ones in a building are lightable.
try to check if campfire is inside with this
function campfire_is_inside(obj)
if (not obj) or (not obj:position()) then return end
local pick = ray_pick()
pick:set_position(obj:position())
pick:set_direction(vector():set(0, 1, 0))
pick:set_flags(2)
pick:set_range(200)
pick:query()
return pick:get_distance() > 0 and pick:get_distance() < 200
end
function campfire_go_on in bind_campfire is good for calling this one
add some prints maybe it will struck into the model, u will then need to change
pick:set_position(obj:position())
to something like
local pos = obj:position()
pick:set_position(vector():set(pos.x, pos.y + 0.5, pos.z))
I will give that a shot. Im confused as to how some work like this though if its not built in already XD
Are the first-person arm models part of a mod or vanilla? More importantly does anyone know where the diffuse textures for them are located?
gamma uses thap rework
That explains why I couldn't find it looking thru the mod list. Thanks
Aw fuck, apparently the exo arm-computer screen is global rather than defined per suit texture. Also the contents of the screen don't seem to match any of the textures in that mod
This in-game:
Vs. this in the files:
yep i'm dumb. and that approach didn't work. i was over thinking things. here see if this is ok
What would you name this addon. i'm boring and come up with boring names.
just a simple descriptive title idk, 'Inventory Item Names'
it's also compatible with the weight mod
now it's a bit crowded lol but at least I don't need to hover every time when looking for something
i use the text slot that the repair system uses to put condition in.
if I can be more annoying: could it be made toggle? like when you press right ctrl
that would require actual logic not just hitching a ride on a script from another project. maybe in the future.
thanks!
jesus
i'm hijacking part of the existing UI, blame Tronex 😛
Please no offense, its a great idea but I found it funny nontheless
none taken. 🙂
would a pure text inventory even be doable with xray?
if the text could be placed under the icon instead of overlaid in the middle, would be clearer. or maybe a silly hackish method could be to make the icons invisible, so only text would show
yes. be a bunch of work. and things like the drag and drop features would be awkward
this is great of course, but is it possible to make the text smaller or move it?
Exactly fits my expectations. Props to Raven still 
What ui are you using (thx)
I wonder if one could make the Radiation bar and radiation icons not appear if you don't have a charged dosimeter in your inventory 🤔
Make it an actual silent threat that will kill you if you're not careful.
Also is there a mod that stops the random radiation ticking that happens when you're irradiated? I noticed they appear even when you don't have a dosimeter on you.
You can go into the script and make it fewer letters pretty easy.
As for the font and location that was picked by maid and haru in your case. It is set by the UI not my addon
Like many of my addons this one will likely eventually receive an MCM pass with added user control.
Right now tho it is 9 lines plus a library script I made a year ago. And that is cool in it's own right
totally. Wrapping a key around it to display the text or not would be awesome because considering the number of smalli cons this can quickly make the inventory hard to read
Yeah. That is just more than goes into a lunch break addon.
I will come back to it. I'm running it myself right now so I will be reminded. Although it is less annoying with the vanilla UI than with some of the modded ones
Cross hairs and cost in tool tip are getting a refinement pass right now. These things come in cycles
what's planned for cost in tooltip ?
Actual price you will get selling that item to last three vendors you visited.
Maybe a configurable list of I can work some MCM wizardry. Or you know add a new feature to MCM just for my own addons.
ooooh take care of the performance hit
like, I don't know how will that work for stacks of ammo parts for instance where you can easily reach 1000 items
Oh I'm not showing the stack price.
It will be top of stack item. With individual viewable in the center picker thing
And it will be able to be turned off. Leaving just the very fast and caching current section based behavior it has now
Seems to be quick enough but in the words of BAN I have a "NASA computer"
hahaha. Well, heavy inventory lags for everyone though

I can't fix that. This won't affect the open inventory lag, this will make the tooltip lag if anything.
And will be fast enough unless someone has it list every trader or something.
aah true it's only launched on tooltip right ?
should be fine then
Are there any mods for Anomaly that add in artifact transmutation/recipes?
Either dropping them in physically or having certain artifacts on belt (sort of like the Knot’s transformation)
efp is working on that. nothing for anomaly afaik
I had an idea for artifact transmutation with little to no RNG so I was wondering how hard it would be to create
What about the Knot? How does it transform to Lucifer when equipped?
Like is there a specific area to look code/behavior wise? It’s been a really really long time since I worked with X-Ray engine in any capacity
Look how bat artefact work in pba
Basically it's a fancy way of removing two artefacts and spawning one
the wall of text
Alright
@fair canopy The AK-105 irons are just slightly misaligned in your mod.
Well shit
I have already done this, but how can I move the text?
Gamma does this with the melter through a UI with 0 rng so you know what creates what
Yeah I know, what I had in mind was something to work on top of that
The melter is cool but when mentioning artifacts that the melter can't create itself/artifacts that cannot be created in lab conditions due to their rarity and complexity, I had the idea of essentially an extra tier of artifacts
The idea would be that certain combinations of artifacts can be transmuted into a single artifact when under certain conditions (in the Miracle Machine room, in a heat anomaly, etc), but only the rarest ones. Essentially the Artifact Hybridization from SOUP/EFP, but only for the highest tier artifacts (tier 3).
There'd be no extra RNG involved, since the Melter can already work its way up to the 'ingredients'. It would just be a way to add a final 'tier' without it just being an addition in the crafting menu (since it'd also fit with the whole idea of finding the artifacts that the Melter cannot craft directly, but can help in getting to), and the extra bit of actually putting them in a specific anomaly formation or psy region would be cool from a lore perspective due to the aforementioned limitations on the Melter.
tl;dr basically an extra tier of artifacts that the melter can help get to, without using the melter interface for both variety and lore reasons.
Wouldn't even need RNG recipes so no instance of finding it off some dead body randomly. I'd imagine that the scientists would either have dialogue options to tell you the 'theories' they have regarding artifact formation, or (in order to not limit the player if they're playing Monolith or Bandits) just be in a readily accessible document in one of the Labs. The document could be in one of the regular ones, or maybe placed somewhere in Generators, and they could be split up into pieces (although I think one, single document to unlock all of the info would be enough).
Alternatively the info could just be gained immediately after obtaining the Melter, skipping all that. That removes any difficulty in gaining the info, but personally I like the idea of actually finding where they are without having to suffer any RNG in the process. Either works though.
However I don't think something like Knot would work, specifically because it would become a problem if a player has several artifacts equipped and accidentally wears the right combo in an anomaly field
So I'll just see if EFP has anything to read up on how they did it
in anomaly that is, since I doubt Soup will be much help here
I don’t see the point of making an extra system for a kind of artefact when the player already engages in a specific system. Also, how would you convey what will create what to the player and what are the conditions. Imo this pushes « meta » knowledge of the game, which I don’t like
The main reasoning for creating it would be to add a final layer to artifacts. The Melter is cool, but unknown artifacts were already mentioned, and I think having some artifacts that cannot be directly crafted by the Melter, but can have their components crafted, fits with the overall theme of it helping Stalkers hunt after the rarest artifacts
As for conveying the knowledge, it could either be directly told to the player by the scientists after purchasing the Melter, or alternatively the knowledge could be found in the Labs (rediscovering lost Zone knowledge), after being given a tipoff by the scientists upon acquiring the Melter. Either solution doesn't use any RNG, and provides a clear in universe reasoning, with the latter being related to the Document quests that occur already.
Personally I think something like that being in the Generators map would give it some more purpose but I digress
I asked in EFP about any info, could not find anything after perusing around initially
The goal wouldn't be a system to replace the melter or add a bunch of useless artifacts. More just an endgame addition to be used in conjunction with the melter, similar to the repair system and attachments and the upgrade system for firearms
However I can't find anything right now for actually 'doing' the transmutation. Not to mention balancing the extra artifacts, as artifacts are already pretty strong endgame and there would have to be some reason to use the new ones without being too OP, beyond the prohibitive cost
Honestly that might be the biggest issue, since it'd be easier to add new artifacts balanced around the tier system, with maybe a few special ones (like how AFAIK the Oasis is not craftable)
nvm I got that mixed up
Sat 1 hour to fix the craft UI tooltip staying on issue.... It's definitely tied to zz_ui_workshop_keep_crafting_window_open. script ui_workshop.UIWorkshopCraft.Close... and most likely ui_workshop.script UIWorkshop:InitControls() 😦
How to reproduce the bug: open a craft window, move over item, press escape, re-open a craft window
Someone knows where I can unlock hudfov for knives?
That bug has been a thing since anomaly itself
I know... And it's not fixed by 1.5.2
Doesn't surprise me seems like they just wanted to concentrate on making it more stable and fixing crashing issues
Where can I find the file responsible for loading menu tips?
@fair canopy and weapon tilt does this, depends on armor.
?
weapon tilt pos depends on armor you wear, what?
He's talking about a modded weapon in particular not part of vanilla gamma
ah
you need to adjust the parameters for that specific gun in weapon tilt scripts
Yeah, it's the latest mod in #🖇old-mods-posting
the new positioning throws off weapon tilt since it's a separate mod. some armors have more sleeve than others
weapon tilt and armors aren't related
I mean it's more noticeable if the first person arm model has less sleeve
I'm not saying they're related
postprocess.ltx IIRC
One of the xmls in your your UI mod. Utils_16.xml I think.
Idk what the node name is tho. Probably has "cell" and "text" or "txt" in it's name
4 or 5 dds files
ah i didnt do a plugin for weapontilt. i dont use it 
Yeah neither do I don't need more reasons to give the ai advantage 😛
scratch that. in the script you can send more arguments Add_CustomText(txt, align_h, align_v, clr, fnt)
put nil in for align_h to keep it on the left
align_v 0=top 1=center and 2 = bottom
clr needs to be an ARGB so enter GetARGB(255,255,255,255) where the numbers are alpha,red,green,blue
for fnt enter a valid stalker font.
if you don't want to change one of these enter nil
are there any stalker model tools for blender around? I want to try and model and texture some new character models
listed in the resources channel on the anomaly discord: #501410797092864020 message
ask questions in the modding-arts channel in that discord would be your best bet.
gotcha, thanks
Where exactly do you add this line, in the script? There's already other stuff in there
Add_customtext(game.translate_string.....)
the only thing I am passing to that function is the first parameter, the txt. add a , right before the last ) on that line and start listing the other 4
cell:Add_CustomText(game.translate_string(SYS_GetParam(0,cell.section,"inv_name_short","")):sub(1, 9) , nil, 1 ,nil, nil)
like that to make it align_v to 1 center
Thank you
Still looks weird at 2
Much nicer at 0 except for items with multiple entries (x2, x3...), the x2 pushes the name to the side so only 3 letters show
yall did see this new thing of MWarfare 2?
it's interesting tbh. would be nice if the new Stalker adds this
don't know if it could be made in Anomaly

Have fun managing animation transitions with X-ray for that
thought as much
just a flat mesh whipping out of my face
What's your schedule look like for the next 3 days? I might take you up on this tomorrow/whenever you have time
i work until 5 est but i work from home so i'll be available right after work most likely. otherwise im open all weekend
How do you setup a sleep/wait in a .script I thought it was gonna be LUA method but it crashed my game?
Probably won't have time tomorrow night, but I'll be free almost all of Saturday 👍
sounds good, just lmk
Can't wait to realize there was some incredibly obvious bit of documentation that I missed 
I work four ten hour days per week, so I'll be fucking around with the plugin a bunch tomorrow, but as far as I can tell it's working on the latest Blender release
All I did was import an .ogf w/out textures, but all the options are present
that's all you really need honestly
i havent touched any of the other options. no idea what they do
just i/e lmao
If it ends up breaking downgrading is still an option
hey @still meteor, really dumb question, how do i install the cvfx/hollywoodfx mods you posted some time ago? like drag and drop? Or do i load via Modloader?
sorry for the really early ping, okay, any special loadorder?
okay, thanks! and sorry for bothering
How do you make the pause menu play the menu music?
maybe a script
Thanks
Oh nice !!! Would you be so kind and share the script please
? Didn’t know this existed
im on mybed now xd
@lunar nimbus -sama
its from xcvb tho
is explosive resistance treated differently than other resistances? I'm trying to add it to the stat bars but i cant seem to get it to work
so i'm trying to get explosive resistance to show up on the bars. that's what that empty bar on the right side is. don't mid the texture i have to clean it up, this was just to get alignment right. I added an explosion entry into ui_inventory.script for each setting but it still doesn't want to show me explosion resistance. At least it doesn't crash the game but i'd rather displace that than an endurance level
might be nice to see impact resistance as well as that is very important for certain mutants
I think that would be the same problem. Either or. I'd just like more useful information.
what script
i dont even remember doing anything like this
Look at this shit. I found this on the anomaly mod channel
so this just puts enemy health bars near your gun? I did see there was an option in anomaly to turn enemy health bars on but I never touched it 😛
that option wont do this
@undone lily i'm not 100% sure this is working correctly. Outfit stats work fine but im not sure if hunger, thirst, and sleep are going down correctly. I have to play with it some more but it looks like it is. Chowing down on meds didnt bring my stats down fast enough for a real test
Also there's an empty spot for another resistance if I can figure out how to expose it. I didn't want to return endurance since that dealt with editing a lot more files
I wanted to put impact or explosive resistance to keep in line with the other suit stats. That would just be covered under radiation resistance I think
i completely forgot about those 2
cause you never see them as bars lmao. not like it really matters with explosive as much but it would look more thematically correct to have that exposed imo
i just cant figure out how to clamp it
i have 0 script knowledge 
explosive res is a meme, wouldn't bother with it tbh
its too specific i guess
you literally can't die to grenades unless you get carpet bombed
and rpg mobs kinda don't exist
impact is useful since even with high BR but low impact you will take kinetic damage (slugs for example)
impact would be better since it measures fall damage
Oh I've got an explosive enhancing mod by grulag so they actually fuck me up, but also work against them
Hmm maybe I'll take a look at trying to expose impact
yeah those damn polter and burer barrel throws
they do...
even walls cant stop them
haven't seen one since like late rc1
barrier defense
I see them at the end of mono defense
and grok gave it to sin
Granted I haven't seen a barrier defense in a while
yeah I only just recently got a mono barrier defense but im in jupiter
yes impact is very useful
to resist from thrown objects etc
These bars are so sexy already. What is the issue with Impact res ? Need some help ?
theres definitely an issue with genshin impact
Huh, didn't realize it was so easy to add new magazines to Mags
This .357 Colt needs an extended mag 
yeah. i tried to setup the strike clamp like the other damage types but it didn't seem to work. i have it setup in ui_inventory_16 and ui_inventory.script. I tried searching other files for something i may have missed but no luck
i tried editing the better stat bars script as i'm pretty sure thats where the problem lies but now i'm getting a crash
Did you edit some scripts ?
yeah
Most likely there's a monkey patch somewhere that you missed
better stats and ui_inventory
look for ui_inventory. in the GAMMA RC3/mods folder
use stuff to search through text files
it should give you the monkey patches scripts
and make your edits there rather than in the base script
i didnt find any monkey patches for it but i am working off the gamma ui script
attempt to perform arithmetic on field 'max' (a nil value) is the crash i get
though i set it up like the rest of the stats
coming from which script ?
ah yes because it monkey patches the function
send me the better stats bar script I'll take a look (the one you edited)
sure give me a minute
@dreamy cliff One is purely autumn settings, so brown colored, right before winter (ASR), while the other is much more colorful (GAR)
Dynamic 4 seasons mod when 
Question
if show_hud_type==0 then show_hud_type=1 show_hud_change_time=time_global()
elseif show_hud_type==1 then show_hud_type=2 show_hud_change_time=time_global()
elseif show_hud_type==2 then show_hud_type=0 show_hud_change_time=time_global()
Default is type 2 right?
@undone lily sorry ended up getting side tracked by the icons. I included two files. one crashes and the other doesn't. the one that doesn't crash doesn't have any modification to better stat bars script
Best you can do is have 4 different seasons to check in MO2 for cycling I guess ?
from what i could figure and based on what the hint tip says, rupture resistance includes strike resistance. you might have to remove that from the rupture calculations to make it it's own thing
slightly nicer
this channel is for discussing making addons for gamma or anomaly
not literally every stalker game or similar out there

and got permission from GSC
ah yes, arguing with mods
@undone lily ive been playing with it and it seems hunger is broken with the new mod. I suspect it has something to do with how "hunger" is changed to "power" and the way that's calculated
Oddly enough hunger goes down but eating doesn't increase it
Rads may also be broken? 
video showing the toz-66 animation being edited to remove the hammer cock & fix the misaligned shells during the reload for use on the izh-58
am looking for the script that enables shift clicking to transfer loot, wanna mod that does alt left click to break down ammo (or any key,) does that exist already?
no
@fair canopy Still a bit trepidatious about being able to properly reinstate the textures, but I've got all the scopes properly positioned on the base model at least
Hello everyone, someone have any idea wich parameter in the weapon ltx controls this zoom? Tks for future answers
scope_zoom_factor maybe
Gonna try here, tks
I was going to update this but I wasn't a fan of the animations
The kiparis also had like a really jank recoil animation that made it impossible to aim iirc
Yeah, im porting a few of them (my favorites or the ones with good animation) to release as a addon here
porting and doing the proccess to make them look good (reposition, retexture sometimes...)
i commonly i don't like bullpull rifles, but this vepr got my attention
The psg1 is nice. That's where I got the model for the one I did, and the saiga BP did what I didn't it to do, most of the animations are hidden by eft position 
Hmm I didn't look at the veprs, mostly cause I had just done the groza
If I could figure out animations I'd finish my vepr 762x54
@tidal elbow @neat stone @cinder ivy @regal bolt @tacit berry @remote pewter
woah 1.0?
More like 0.9 but I need to feel progress is being made 
Anything of note in terms of changes, or just bug fixes?
Companions say stuff when other companions die, companions say stuff when the player dies, companions say stuff when you reload (in progress)
Cheers!
..Crashes on start-up for me, right after the gamma splash screen, not even in to the main menu.
oh nice, will test
B1.8.1 had had no bugs on my end, though I did not encounter any poltergeists last I played
yup, same crash on my end, [error]Description : XML file:text\eng\st_darkasleif_messages.xml value: errDescr:Error reading end tag.
All Some of your new texts seem to have the <text> instead of </text> at the end of 'em, woops.
There, fixed that for ya.
was going to do that same thing, but you got done faster
and with that it works, or rather, it now does launch
will test further
Randomly started crashing upon entering Outskirts.
* Register UI: UIInventory
Time continual is:208894
* Unregister UI: UIInventory
! [LUA] CharacterName available only for InventoryOwner
! [LUA] 0 : [C ] character_name
! [LUA] 1 : [Lua] c:/games/anomaly\gamedata\scripts\chatter.script(397) : func_or_userdata
! [LUA] 2 : [Lua] c:/games/anomaly\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(1281) : OG_CZone_Touch
! [LUA] 5 : [Lua] c:/games/anomaly\gamedata\scripts\ish_geiger_hush.script(27) :
! [LUA] 0 : [C ] __concat
! [LUA] 1 : [Lua] c:/games/anomaly\gamedata\scripts\chatter.script(397) : func_or_userdata
! [LUA] 2 : [Lua] c:/games/anomaly\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(1281) : OG_CZone_Touch
! [LUA] 5 : [Lua] c:/games/anomaly\gamedata\scripts\ish_geiger_hush.script(27) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C ] __concat
! [LUA] 1 : [Lua] c:/games/anomaly\gamedata\scripts\chatter.script(397) : func_or_userdata
! [LUA] 2 : [Lua] c:/games/anomaly\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(1281) : OG_CZone_Touch
! [LUA] 5 : [Lua] c:/games/anomaly\gamedata\scripts\ish_geiger_hush.script(27) :
! [LUA] c:/games/anomaly\gamedata\scripts\chatter.script:397: attempt to concatenate a nil value
! [LUA] 0 : [C ] __concat
! [LUA] 1 : [Lua] c:/games/anomaly\gamedata\scripts\chatter.script(397) : func_or_userdata
! [LUA] 2 : [Lua] c:/games/anomaly\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/games/anomaly\gamedata\scripts\_g.script(1281) : OG_CZone_Touch
! [LUA] 5 : [Lua] c:/games/anomaly\gamedata\scripts\ish_geiger_hush.script(27) :
! [SCRIPT ERROR]: c:/games/anomaly\gamedata\scripts\chatter.script:397: attempt to concatenate 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: c:/games/anomaly\gamedata\scripts\chatter.script:397: attempt to concatenate a nil value
stack trace:
Crashed once during loading the autosave and twice just roaming around.

anyone considered making the Kochevnik Zenitco AK Bullpup?
cursed
Find a 3D model first

I would love the Kord 6P67 to be in gamma but I know it would be too over powered
what u need is less guns, not more
actually if I had this weapon I would be using only this as my 545
imo it's less clones or similars, more unique looking stuff
but still you reach a point of over bloating the loot pool
the kord is not a clone it's an updated aek 971
wasn't the kord the laser looking lmg
nah that's the cord lightmachine gun a kord 6p67 is an updated aek it would be too op for obvious reasons
Expression : false
Function : CXml::Load
File : xrXMLParser.cpp
Line : 138
Description : XML file:text\eng\st_darkasleif_messages.xml value: errDescr:Error reading end tag.
stack trace:
@woven mountain

Using the latest release, literally first time, just started the game from MO2, CTD
Yeah they reported it last night. There is a patch someone made to fix that: #╙🖇mods-making-discussion message
smh bad modmaker
@worthy mortar I'll post the feedback in here since the other channel is "full" and here it's more appropriate
Great mod, I love it, I'm glad Grok will add it "officially" in GAMMA
Unfortunately axes and knives still have the animation problem, are you aware of this?
Fucking Clyde
@woven mountain feedback on the mod now that I have a patch for it
- You miss one ' in that "Ive" (check pic, thanks Clyde)
- Hip (because I have Hip) shouldn't tell you to "go look for artifacts" within anomalies that don't have artifacts within them, and I mean anomalies that by default can't spawn artifacts
What problem? :v
The detector that gets too close to your face
The problem you fixed when you use a bolt or a pistol
Oh, lol
That's because of the hud_fov lock. You just have to remove it from the knives file :V
That will let them be affected by hud_fov
I didn't get that issue since I don't use the "SUPER TACTICOOL SPINNY KNIFE" animation.
I use Blindsides. Since it looks like I'm a normal person. 
Yeah I need to disable that one
Let me try with Blinside
I use that one as well
The damn super tacticool one is enabled by default
I wonder who asked for it to be default in GAMMA 
It completely doesn't fit.
When I pulled it out I felt like someone took that animation from fucking CS GO
I don't know who asked but I know for a fact that Grok made that one enabled by default 
The author took inspiration from that
I mean it's obvious
The cool thing of the mod is that the animation is made from scratch
But still
I mean the holster animation is decent.
It's the fucking twirling and flipping the knife all over the place that gets me.
Okay, Blindside knife = works fine
And (for I don't know what reason) axes are good too
So (I guess) the problem is (literally) using the "SUPER TACTICOOL SPINNY KNIFE"
With Blindsides you wont get the axe issues
Yeah now I'm using Blindside, I always use Blindside
Virgin I am a gamer in the Zone knife animations:
https://www.youtube.com/watch?v=RZ9-vbV8WMc
Short Preview Clip Made For My CS Style Knive Mod's Moddb Page:
https://www.moddb.com/mods/stalker-anomaly/addons/barrys-better-knives
Disclaimer: I am not a real animator, Im just learning and like messing around in blender. these are the first melee animations ive ever done.
Vs
I am trying to survive in a dangerous exclusion area filled with deadly anomalies and mutants that want to rip my guts out
https://www.youtube.com/watch?v=IwmFUX81hs4
Stabby
You can find more details and a download link to my mod here:
Mod Link: https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-weapon-reanimation-and-rebalance-loner
JSRS compatibility patch: https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-weapon-reanimation-and-rebalance-jsrs-patch
If you would like to help suppo...
Poor Barry 
It's an incredible job because (again) it's all made from scratch... but still
Tbh I have no idea what caused it. Were you walking near anomalies?
Vs
Completely Unbiased Pro stalker being in the zone for years.
https://www.youtube.com/watch?v=fvRQLnSoFj8

I had to turn the mod off though and didn't crash once afterwards.
Please send me crash logs in the future
Like all of them
Will do!
You ping me for feedback, I give you feedback
You ignore me
Do you think this is funny?
Yes
Smh, uninstalling your mod rn
@woven mountain
I was shooting that black anomaly orb, don't remember the name right now
Fixed
#1 Fixed
#2 Either no anomalies mention artefacts or they all might. Which do you prefer?
Are there any situations you want a comment on that arent already there?
No anomalies mention
It just happened in that situation, for now
I'm pinging you in every problem I'm encountering
No I mean do you want any new additions to when comments will trigger
Okay now the question is more clear, yeah
My only nitpick is that there is too much flavour text
For now every situation seems covered
The nitpick in question is that, from my POV
I would prefer something like this:
<enemy> - <flavour text>
Right now is the contrary
Like too long, too frequently, or in too many situations
Too long, yes, and it's basically for every battle
If I have to fight, I can't stand there reading "I'm with you my sworn brother I hope my wounds won't stop right now it's a zombie!!! We're outnumbered!!!"
From my POV, it should be like this:
"It's a zombie!!! We're outnumbered!!! I'm with you blablabla my wounds blablabla I can't die here blablabla"
This way you know what you have "in front" of you the instant your companion spot them
See what I mean?
<flavour text> - <actual enemy>
For anomalies is okay, because anomaly can't shoot you 
You can take the time to read the thing
But when you have dogs/cats/bullets thrown at you, it's difficult to read all that stuff to finally know that "ah it's Monolith, ah it's a dog, ah it's a Fracture"
@bold gyro
I can switch the flavor text and identification text in the code but it might create situations like "Monolith! Guess what I found."
You're the modder, I'm the one who bust your balls, figure it out 
In few words, I believe the thing should be shorter and concise
If you want flavour text, it shouldn't be the first thing
I have to know in 0.5 seconds what I'm fighting, otherwise the mod is useless, I can figure it out myself
It shoots? Okay
It doesn't? Fine
Because the moment I can finally read "Monolith", a bullet it's already inside of me
You mean you rely on Hip to callout enemies and can't look around yourself? 
No I can look around myself
But the mod is useless if I have to read all that flavour text before knowing what's there
Fine fine, just busting your balls
This, of course, if the whole point of the mod is knowing what's in front of me
Also the point of the mod is to make companions feel more lifelike and interesting. Combat is just a big part of the mod since it's a big part of stalker
@tidal elbow @woven mountain I was worried about the dialogue being too long when writing everything out, but I also didn't have any to test the flow of the lines at the time. It's something I knew we would likely address when people started playing. Momo also noted that the text was too long. One of the more glaring problems I could anticipate encountering is the frequency with which the messages occurred, which should happen sparingly imo. Too many messages in a short period of time would be very annoying and it's likely why they don't occur more in the game as is.
As for the text, I'm pretty sure I can rewrite a bunch of the tables to address the enemy first and then apply flavor text. This is good because I've not started working on the faction-specific dialog. We can iron out the main issues to get everything working before adding in more of a mess on top of it.
I can reorder the text, just need you to make sure there's nothing like "Monolith! Guess what I found." (Less work for you)
Sure. It also gives me a chance to look over the flavor text and adjust it accordingly. Looking back, I cranked out the lines within the span of a few days. Some of the lines make me cringe seeing Falco's screenshot.
Yeah fixed that
Do I need to delete your mod if I need to use this one?
Yeah just swap it out
It's why testing is extremely valuable, particularly with this mod What seemed like a good idea in my head at the time appears to have not really applied well in-game.
BTW @woven mountain
I've changed my mind
Leave in the "hey, anomaly, watch out"
Remove the "fish artifacts"
Forgot to change that, will include in next one
This way the "watch out" thing is still in
And nobody can complain about what anomaly actually can have artifacts or not
@woven mountain Do we have any means for people to submit feedback for the mod?
remove rads bubbles from the anomaly detection pool to avoid everyone yapping about running up the cordon highway
Other than chatting in here and DMs?
Not really
Can't
Hmm. Well, I'd like to document the feedback so we can address it. It's better than sifting through Discord trying to find things. Especially with how active this server can be.
Instead of removing it, is there a way to create a table specifically for radiation?
Could also look into implementing a percentage based system so players' PDAs aren't spammed with messages.
yes you can buddy
Not sure how to program it, but the companions could have a 10% chance to "react" to a situation when something relevant occurs (anomalies, enemies, mutants, etc).
math.random your way out of the issue
Nvm I'll need to look into it but I may be able to spit out different messages or none at all based on anomaly type
That would be legit. Could even be interesting if there was a small chance they spotted a burner before you did.
How fun, more work for you
Let's be fair. I knew this was going to be a lot of work if we really fleshed it out in its entirety.
yeah, turns out you could indeed
function actor_on_feeling_anomaly(obj, flags)
if obj and obj:section() and string.find(obj:section(), "_radioactive") then
return
end
if actor_on_feeling_anomaly_state then
local time_current = time_global()
if not time_previous then
time_previous = time_global()
end
local rnd_k = random_key_table(axr_companions.non_task_companions)
local rnd_companion = rnd_k and level.object_by_id(rnd_k)
if rnd_companion and ((time_current >= time_previous + anomaly_timer*1000) or FirstTime) then
message = clr_g .. rnd_companion:character_name() .. ": " .. clr_w .. gt("st_darkasleif_actor_on_feeling_anomaly" .. math.random(anomaly_part_1_number) .. "_1") .. " " .. gt("st_darkasleif_actor_on_feeling_anomaly" .. math.random(anomaly_part_2_number) .. "_2")
news_manager.send_tip(db.actor, message, msg_delay*1000, rnd_companion, show_time*1000)
message = nil
FirstTime = false
end
time_previous = time_global()
end
end```
and now with the obj thing you can potentially have different messages for different anomalies
with that patch dudes will ignore rads bubbles
Also, thanks for the feedback Falco and Momo 👍
momo deez nuts
@woven mountain @bold gyro Another option is to have a configurable "concise callouts" option in MCM at some point that draws from a limited pool of curt callouts.
very basic callouts like "Taking on Monolith to the north" or "Taking on a Bloodsucker near the Sawmill"
Could you elaborate? I'm not sure I understand what you're suggesting.
I donno if its a good suggestion tbh, need to think about it. I was thinking of an option that when toggled would change the combat callouts used to very simple curt callouts
responding basically to this
The good news is I have more free time!
Hmm. That seems a bit odd? But maybe Dark can work something out. Falco's feedback on wanting an immediate identifier (and confirming multiple enemies) before the fluff makes complete sense. It could solve the issue entirely and I can definitely write around it.
Like I said I'm okay with the flavour text but there's simply too much as of now
I understand. It's something that I also think is a problem looking at the screenshots. I'm going to work on downsizing the fluff text and making the [stalker/mutant] [multiple] identifiers brief/immediate so everyone can quickly identify the situation and worry about the fluff later (if need be). That way people shouldn't have to worry too much about getting shot or trampled in the middle of reading.
something like [faction]. [squad size] of them, at your [clock based direction]. [some comment about the situation randomly displayed].
"Fanatic: Bandits! A whole zerg of them, at your 3 o' clock. Let's show Sultan's boys what we're made of!"
Clock-based direction text seems like something that would be really tricky to implement or confusing for the player.
yeah, very likely
could be replaced by how the task manager gets it's directions
like when you get sent south of the farm
only that instead of looking around the smart in question the scripts looks around you
True. That could work. But I'd imagine that most players would just immediately look to see where their companion is facing/aiming their gun.
also true
but i'd imagine (at least i would) people would just look at which faction is aggroed on you, and how many guys are there
or at least an estimate
anything more than that is basically flavor text
What does upgrade scheme define?
try changing it to see what's different
Oh, mighty @undone lily, I call upon thee for thine infinite wisdom and counsel. I, Hammershaft, and Darkasleif were talking about ideas for how to better execute the chatty companion mod. During the discussion, we had another idea for a mod but Dark suggested I discuss the concept with you.
The gist of it is this: If players crouch near a campfire for a set amount of time, and if there is another NPC stalker at the campfire, they could tell a story that may or may not pertain to their faction. After that, a randomized cooldown timer will be set before they will tell another story. However, the main problem is writing such a sheer number of tales that I had in mind. For a long while, I've had this idea of creating some sort of moddb page where the community could submit stories with a faction tag, which could then be implemented in the game in some form. The stories would have to be screened and edited, but once that was done they could be implemented in the "community-driven" mod - where the writers would be credited as storytellers. It would be a neat little way to kill time while healing at a campfire.
Overall, the focus would be on immersion and world-building. The community could, imho, provide a crazy amount of variety where the perspective of creativity is concerned. I know how passionate the fanbase is and thought of it as a sort of way to really bring them together in the process. What are your thoughts on the matter?
check #931238326172794881
Eh, not exactly looking for PDA style entries.
you can post the mod in mod only posting and start a thread from there? people will feedback in the thread
could companion also crouch at campfires? they just stand there
the "stories" could also be flavor text from the regular "what's going in the zone" dialogues, since not everyone exhausts all dialogues from all npcs, they're pretty good dialogues but a lot of players might not even see them so that would give them more exposure
It’s interesting. There was an addon that collected many stories and added them as unique letters items (in their description). It’s removed from moddb but it could be a good start
letters found on corpses?
From none other than Levi
sounds like a neat idea, is there a backup of the file
Yes
The implementation was horrible
I don’t have that mod downloaded though
sounds neat, i always did like SoCs "folklore" section that would get random stories about the zone from people you looted, sorta like if you found a letter or entry on their pda.
@steady apex There’s an issue with parts in tooltips 4 and WPO. Parts get randomised after every loading. Wasn’t happening with v3:
item_parts.clear_parts_con(se_obj.id)
local m_data = alife_storage_manager.get_state()
if m_data.se_object[se_obj.id] then
m_data.se_object[se_obj.id].parts = nil
end
end
function on_game_start()
RegisterScriptCallback("server_entity_on_register", clear_parts_for_good)
RegisterScriptCallback("server_entity_on_unregister", clear_parts_for_good)
end```
i removed this shit in the latest update 5, uploaded now
it was in update 3, in an attempt to fix displaying wrong parts of items or items with parts that shouldnt have them
@undone lily
Hey, aren't you the person who made Perk based artefacts? I've got a question about it in GAMMA specifically
yep, im listening
It seems that the Miser's Skull artefact just refuses to work for some reason in GAMMA, I've had someone report that on vanilla Anomaly it works just fine
I only noticed it when I was trying to use it to recharge my Lucifer, and it wasn't doing anything.
just tested, works fine on my install (not gamma)
Cool thanks 🙏
Yeah, so it's something in Gamma that interferes with it most likely
About this I think the easiest is checking items parts when moved to actor bag. If a gun has armor parts, remove it and respawn one with the same condition
That was what you tried to fix right ?
It’s a gamma thing and I’ll fix it
Because of gbo and actor res modifier scripts, it replaces most calculation and as such some stuff gets broken
not really, i tried to remove stale data on each server object register and unregister event, unfortunately it fired at the start of the game or on level changing. i think fixing it for good should be a part of other new mod
Is there a modders resource somewhere with tutorials on adding new items to the game? I'm considering taking a crack at adding a handheld compass as an additional device.
Actually interestingly his code would work for that, it simply needs to be gated to check the parts against weapon part list or armor part list, and if not correct just clear the obj parts. Because the code he had in practice was actually doing just that. But it was running on every load and every item.
If you are not working on a mod to fix the armor parts in guns, would you mind if I borrowed that function from version 4 to make one?
Awesome 👍 I'm all for finding ways to bring more life into the game. I'll talk to Hammershaft and Darkasleif and work from there.
Question. How hard would it be to make a mask "rain" effect with snow? When using Graupel or other Zone Winterizers the Wipe Mask feature becomes useless. The idea is to have ice or snow build up on the mask when it is snowing so one could wipe it off as if it were rain droplets. Perhaps an ice effect on the mask during the night time to signify a drop in temperature as well? Doesn't have to be tied into Winterizing mods themselves. I assume it may not be as simple as replacing those effects
To my knowledge this hasn't been done
Another thing you could consider adding is some sort of heat/steam buildup, where the moisture begins to collect on the visor. Misery kind of had a feature like that.
The Long Dark mod pack for Stalker
I really like the added pressure of wiping your mask clear in a fire fight. Only becomes useful during the post emmission/psy storm rain
Maybe instead of creating new particles just have rain droplets appear on the mask as condensation? I haven't worn a gas mask outdoors in the winter yet but I assume some form of foggery would occur
Yeah, I very much like the idea of equipment having advantages as well as disadvantages. I'd imagine you could make some sort of overlay and have it gradually fade in/out.
You can do it
Add this for the Gauss rifle
FEAR moment
Gauss rifle one shots anything but turns the loot to gibs

oh that would be funny
i just added particles to doing excessive damage
but the gauss always gibs on kill, no matter how much overkill damage it dealt
Thank you for the go ahead.
Dragon eye moment
Lol yeah exactly
hey @thorn stratus there is an issue with expedition and the HK USP Match Tactical -> everything is blue, but when i reload the gamma-expedition.ltx it works for a second and then gets blue again
just seen the new MW2 gameplay features and it got me thinking
would there be a way to implement pistol quickdraw in Stalker through some deep engine torture
The answer to can it be done, is almost always yes. The real questions are: Will it work well? Will anyone actually do it? What will the cost be?
Tree fiddy
Red Dead Redemption duel Stalker style
PS not trying to pick on anyone lol, it just gets asked alot can this be done. And its the wrong question lol
mfs complain about performance but want to feature creep everything from the latest shooter
BUT MUH REALISM
by the way, Grok, you remember more or less what the numbers do in gboobs plugin? example:
gonna test anyway plop
[wpn_ash12]
s = 1 ; 1, 1, 2, 2, 3
r = 1
e = 0.7:1, 1.2:1, 0.8:1, 1.3:0 ,2.1:0 ,0.6
p = grey=0.02, duality_v=0.02
plop
Hey guys, I want to tweak the compass texture (make it darker). What's the dds export config used in the game?
they do this
yar welcam
ah u can still understand it from comments
but what does each number in e do
all i see in that function is the string getting split
plays anim and ppe when weapon shoots
was more of a joke coz nobody understands it xd
but if ur into it actor_effects.shoot_effect is where the table values are being executed
I don't know if this text could be useful for editing damage and bleeding in models, specially taking in account the usage of DICK and models related mods. The text was in the description of WARFIGHTER, add-on in CoC moddb page. https://www.moddb.com/mods/call-of-chernobyl/addons/warfighter
The word file is my correction of grammar and redaction of the add-on's description (finally using my university superpowers).
Welp, I remade damage systems from scratch

It’s an interesting source still
if I wanted to change the scope on the aug a3 custom and also have variable zoom what lines would I need to modify?
As in add a scope that doesn't mount it currently?
I would settle for just changing the scope texture and allowing it to zoom it doesn't need to be complicated it's just an edit for myself I had the specter in mind for the scope I have already changed the scope texture just can't get it to zoom
So for the scope you would have to add models/textures than basically just add a new section in the ltx profile for it, adjust the scopes section in the base profile, if it is a variable zoom scope then you need to add the setup the alt zoom line in the ltx for that particular version. And probably a couple other things I'm forgetting/don't know
I believe I know what file to edit just don't know what section I am meant to edit and what infomation I need to put
Right the sections were: you need to edit the scopes line in the base weapon section, you need to add a new section for that gun/scope and you need to set the alt zoom settings for that scope to use the variable zoom.
so you mean the scope zoom factor alt?
Yes, true, you need to the fov for it as well, which for a specter is 25 iirc
Thank you I couldn't remember the exact wording and I kept saying alt zoom
I want the thing. Ohhhhhh interesting.
so I put these two under scope zoom factor: zoom_rotate_time=0.25 and scope_dynamic_zoom = on are these two necessary? Or should I remove them?
you can't imagine how surprised i am that the thing actually reads the ltx for displaying particles
so it's stupid easy to add particles to specific characters
without needing to edit grok_bo.script
or adding particles to factions
so my scope_zoom_factor_alt is 0 at the moment do I need to change this to 25?
scope_zoom_factor_alt is for the canted sight picture
you want it as 0 unless you have another telescopic sight as the alternate aim
or else focus zoom will not behave
With xray I can imagine a literal infinite amount of surprise at what it will do occasionally if you perform the right ritual with the knowledge and the stars align
No I meant dynamic and kept saying alt because it's late. Apologies
so I put these two under scope zoom factor: zoom_rotate_time=0.25 and scope_dynamic_zoom = on are these two necessary? Or should I remove them?
lmao
I have added the scope_dynamic_zoom = on but it does nothing
scope_dynamic_zoom = on
scope_zoom_factor = 25
scope_zoom_factor_alt = 0```
That's how it would look if you dltx it
Which section did you put that under?
Oh it's literally the text for the dynamic zoom mod
Yes but only if the weapon + scope exists as a section
nooooo brother
You have to have the section to edit it
Me no or him no?
the guy
I am in the section that has scope zoom factor alt,use alt aim hud and scope texture
Ok. That's not a section. That's a line. The sections are the things in the [] so which section
is this what you mean? [wpn_aug_a3_custom_bas]
Yes
That's the base weapon profile. The only thing you do there is add the scope to the scopes list.
Then you need to add a whole new section you write at the bottom of the .ltx file that would be something like wpn_aug_a3_custom_bas_specter
And then you have to fill in all the lines you see in the other ones for other scopes, but it needs to be the data for the scope you want to add
I swear I've said this twice this conversation already.
Yes I believe I get it now add scope name to scopes then add this to the bottom of the ltx: ![wpn_aug_a3_custom_bas_specter] and copy the rest of the scope information underneath like the dynamic zoom mod
Right but you also need all the other stuff. Which scope is it?
And also no exclamation you're changing the ltx not writing a dltx
It would would depend on if the aug has an rmr or not
Are they scopes that have variable zoom already?
Because if not, or if your adding a whole new scope then you need to either edit or add to the scopes ltx, and probably the w_addons ltx and where ever the fuck else that pulls from
There are two version of the specter the specter and the scpecter alt one has an rmr one does not
Ok it is the spectre
Easy. Then what you do, go copy the wpn_whichevergun_specter section from one of the guns, then modify it to match the parameters of the Aug you want to change then boom your done
Other than the texture and model stuff, but you said you got that handled
any commonly used particles mods around here?
i want to add quick compatibility patches for other particle mods before i release the mod
Idk I'm dumber than the rocks Falco eats for breakfast when it comes to anything visual.
The aug_modern in gamma mounts a specter you could use that section with minor tweaking needed
when you say paramaters you mean this section [wpn_aug_a3_custom_bas_hud]:hud_base and the lines like aim hud offset pos? As for the scope model did I need to change this? I was just going to change the scope reticle
[wpn_aug_modern_specter]:wpn_aug_modern
visual = dynamics\weapons\wpn_aug_modern\wpn_aug_a3_specter.ogf
hud = wpn_aug_modern_specter_hud
1icon_layer = specter
1icon_layer_x = 65
1icon_layer_y = -7
inv_weight = 3.620
scope_status = 1
scope_texture = wpn_crosshair_specter
scope_zoom_factor = 25
zoom_rotate_time = 0.25
scope_dynamic_zoom = off
use_alt_aim_hud = true
[wpn_aug_modern_specter_hud]:wpn_aug_modern_hud
item_visual = anomaly_weapons\wpn_aug_modern\wpn_aug_a3_specter_hud.ogf
aim_hud_offset_pos = -0.0535,-0.024,-0.1
aim_hud_offset_pos_16x9 = -0.060172, 0.021824, -0.015104
aim_hud_offset_rot = 0.0,0.00,0.001
aim_hud_offset_rot_16x9 = 0.0,0.00,0.001
aim_hud_offset_alt_pos_16x9 = -0.060188, -0.008509, -0.015104
aim_hud_offset_alt_rot_16x9 = 0.0024, -0.00032, 0.001
All of that has to be set to match your gun with you scope
which gun is that xD ?
That's the lewd Thompson
Alright I think I got it thank you very much I understand what I needed to change now hopefully I have done everything correctly sorry if I was a little slow to understand
the lewd thompson
needed a deep mag .45 for testing
no, i made it
what could be interesting is to edit the base game particles so no blood is spawned at every bullets


