#╙🖇mods-making-discussion

1 messages · Page 4 of 1

random fulcrum
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all i see is random dudes doxxing dark's discord

bold gyro
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?

random fulcrum
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hopefully it's fixed now

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haven't actually played the game in a while

bold gyro
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Oh, lol.

random fulcrum
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been trying to expose the most i can of gboobs into something like mcm

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but as real feedback

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talk seems nice overall

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i would like to see more accentuated faction lingo

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like mercs talking in cryptic tacticool slang

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or bandits treating everything as trash

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and sometimes text is way too long

bold gyro
# random fulcrum i would like to see more accentuated faction lingo

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.

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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.

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The slang bit is particularly tricky, the reason being that I don't want it to come off as cheesy.

random fulcrum
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imo it could be cheesy

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it just has to be some heavy slang that isn't cheesy if you just LOOK at it

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y'know

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that you have to read it carefully to get the cheese

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only thing gun nuts will notice wrong is bad use of the tacticool alphabet

remote pewter
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Just wanted to say good shit @woven mountain @bold gyro chefskiss

narrow stirrup
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Anyone knows is there is any posibility to add an audio modifyer when you use the gasmask to sound more like gasmask should sound?

regal bolt
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something im thinking of working on (not my model btw i just found one on sketchfab and downloaded it)

fair canopy
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that's ugly as sin and i cant decide if i like it or hate it

random fulcrum
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too blocky

fair canopy
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does the model look ok with textures on? I was looking through sf but anything free was roblox level

regal bolt
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ill check

random fulcrum
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and good look doing anims for it

regal bolt
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eh im not too bothered by the model atm this is gonna be the first animation ive ever done

random fulcrum
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based

regal bolt
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camo gun

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also this animation is gonna be a assignment for my digital technology class

fair canopy
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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

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animations for that will be extremely unique

regal bolt
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i mean reload animations would be fairly simple im assuming

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heres the charging handle side of it

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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

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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

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whatever you do dont choose ADHD as a trait in the character creation menu worst mistake of my lifetired

cloud glade
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Holy hell it’s an Owen Gun

regal bolt
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yep

cloud glade
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It would sure be a shame if Activision got their hands on it

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One drum mag later…

steady apex
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You can ping jurkonov, he loves this stuff

random fulcrum
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truly an australian cunt

regal bolt
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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

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all i know is the basic movement keys thats about it

woven mountain
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But we already have way too many 9x19 smg's

regal bolt
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thats why im gonna make it 9X19 but have a unique .45 variant or maybe 9X18 idk yet

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or maybe 5.56kekw

woven mountain
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9x39 kekw

regal bolt
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done

random fulcrum
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make it shoot tokarevs

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the gun

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not the ammo

regal bolt
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alright i got it ill make 4 variants
9X18
9X19 (default)
.45
and make a 9X39 variant as a lottery prize i guess

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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

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the owen was literally made by a teenager in his shedkekw

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oh fuck i just realized something

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the model is a left handed one not a right handed

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looks like im gonna have to get a different model then

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im looking and all the models ive seen so far are either left handed or dont have iron sights at all

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looks like im using a different gun then

narrow stirrup
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@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

Mod DB

When you equip a weapon model for the first time, plays inspection / reload animations and sounds, as well as optionals guitar riff and voicelines. Works with any weapon. Compatible with BaS and Blindsides Animations.

undone lily
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this is mostly a gun dependent thing

narrow stirrup
undone lily
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if you have issues with specific guns, please tell me

narrow stirrup
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yea sure i will try and tell you

narrow stirrup
undone lily
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did you try it in gamma ?

narrow stirrup
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no i just downloaded on the modb page

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is it outdated?

undone lily
narrow stirrup
regal bolt
narrow stirrup
undone lily
narrow stirrup
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or did you change each weapon on gamma?

undone lily
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the changes aren't necessarily in the addon files

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iirc it's part of the fixes from GAMMA Weapons Pack

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check the mod_system ltx from there

narrow stirrup
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thank u!

lilac compass
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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

undone lily
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oh it has a 2 rounds burst ?

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I'll edit it then

lilac compass
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the final production model yes

lilac compass
undone lily
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well it's just fire_modes = 1, 2, -1

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will be added to next patch as DLTX format

lilac compass
undone lily
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well I want to keep that feature to the AN94

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made it relatively rare because AN94 is so good

lilac compass
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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

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650 rpm is probably good enough anyway I just wanted the 2 round burst

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I edited this file:78- EFT Reposition BAS JSRS patch - sneaky as this file overwrites the bas file

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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

lethal jolt
woven mountain
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@regal bolt You might want to take a look at the Rising Storm Vietnam animations for the owen

thick loom
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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

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In both directories

fair canopy
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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

quick galleon
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Idk if this is the right channel but why can i use any of the custom sights for guns

regal bolt
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which custom sights for which guns?

quick galleon
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Like the Aimpoints sights and spectre wont go on any rifle

fair canopy
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Certain guns only take certain sights. You can see what attachments a gun can take it it's details window

quick galleon
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Yeah I saw that

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I got the M4 with the 40 rounder to work right

bold mural
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So if that hasn't been done, then they don't work

calm kernel
fair canopy
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You can change it in mcm

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It won't be the same as mine though, I edited mine to look a bit different

calm kernel
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I cant change it in MCM 😦

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Oh, or maybe i can...

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Yeah, i had to reboot game

undone lily
fair canopy
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Yup lol. I hadn't noticed it before so I was Confused when it was missing

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Didn't realize it doesn't appear without enhanced recoil ltx

simple scaffold
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@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.
stoic zephyr
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ayayay i smell troubles in paraguay

tidal elbow
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I bet this stuff is what kills FPS when you check your inventory

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Shit goes from 60 to 40, it's not even a stable framerate

undone lily
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Moving the whole BHS UI to something else would be a major pain I'm not ready to take

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And it would most likely disappear in the event of inventory being opened

stoic zephyr
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The mod is far beyond being broken and can't be fixed

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why not trying to make vanilla system more challenging

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so we can get rid of meme tarkov like health system

random fulcrum
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based

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still bhs is kinda synonimous with anomaly at this point

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you can't just get rid of it

stoic zephyr
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what about no

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lots of people don't use it

random fulcrum
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i'm sure people will still have a hard time understanding that you double click a medkit to regain health

stoic zephyr
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because they find it a meme

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i just use it out of desperation

random fulcrum
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i don't like it either

stoic zephyr
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because vanilla system is too easy

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for a game like anomaly

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for vanilla games, okay

undone lily
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other than "oh my health > medkit"

stoic zephyr
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wheeze i don't fucking know

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you're the balance expert not me

undone lily
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then don't suggest dumb shit wheeze

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It's like "how about making graphics better eh"

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"make AI better"

lunar nimbus
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just make multithreading

undone lily
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I'm all hears to modify stuff

stoic zephyr
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here it is

undone lily
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in fact I already changed the BHS system a lot so it's more streamlined and less an excel spreadsheet with tons of items

random fulcrum
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make multithreading and solve anomaly

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the real anomaly is the friends we made along the way

simple scaffold
undone lily
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But yeah proper UI class would be grand, but I don't have time for this currently 😢

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also, i'm not like an expert in UI, more like a damn UI hacker

lunar nimbus
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wasnt arti doing it

stoic zephyr
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hoping and waiting someone makes Arti's BHS

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or Demonized's BHS

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or whatever fucking else's BHS

random fulcrum
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🌺 arti's and demonized's and grok's and cr3pis' best body health system mod for anomaly 1.5.2 🌺

lunar nimbus
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which will basically be the same because u cant change core aspects of the game (like hitbox)

undone lily
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the limb stuff makes sense in such a game

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now it can take many forms and balancing

lunar nimbus
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if someone change player's hitbox from a pixel to full body model that'd be great

random fulcrum
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what about gross hacking coordinate ranges for hitboxes

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instead of bone positions

lunar nimbus
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how

random fulcrum
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uhhhhh

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i don't know

stoic zephyr
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new health system 0.1. xd

vague sphinx
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Simple, god mode for everyone, no need for any medicine and health system

narrow stirrup
simple scaffold
# lunar nimbus wasnt arti doing it

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.

lunar nimbus
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you included
you mean you?

simple scaffold
lunar nimbus
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feels like u did this one ;p

undone lily
azure basin
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@tidal elbow Does that description make more sense for how to pick it up, any changes?

simple scaffold
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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

random fulcrum
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put the game related text in its own line

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like warning

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but not in the same paragraph as in the "in universe" flavor text

azure basin
azure basin
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@random fulcrum like this?

random fulcrum
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what about properties

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it looks good tho

azure basin
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Ill do it as a property real quick and then let me know which looks better

narrow stirrup
random fulcrum
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since 1.5.2 particles can be edited outside particles.xr

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i don't know how i just know you can

azure basin
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@random fulcrum This or the one before?

fair canopy
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@azure basin what program are you using to edit xmls? Notepad++ keeps corrupting bullet points for me

azure basin
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once you do that once per xml its fine.

tidal elbow
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I feel the pick up thing should be highlighted

random fulcrum
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bullet points get messed up when creating files in notepad++

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god knows why

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it just happens

undone lily
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save in the correct format

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encoding sorry

random fulcrum
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why is that a thing

azure basin
lunar nimbus
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better make an xml node with a circle and link from script

narrow stirrup
# undone lily use SDK and edit particles.xr

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

still meteor
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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

undone lily
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Or remove particles from the particle group

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Keep the group though

normal eagle
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Does anyone know if GAR only available now by a torrent?

narrow stirrup
fair canopy
narrow stirrup
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Hope it works

simple scaffold
# random fulcrum why is that a thing

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.

simple scaffold
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always use windows-1251 encoding and you have no problems.

azure basin
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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 😄

simple scaffold
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not reliable. not every charecter plays that nice. better to just use the correct format

lunar nimbus
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xml is still the best, notepad likes to change encoding by itself (still not sure what it depends on)

simple scaffold
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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

lunar nimbus
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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

simple scaffold
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not all editors respect that line. there can be a miss match.

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notepad++ has never randomly changed an encoding on me

azure basin
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I have Raven's experience, I set encoding in notepad++ and its fine.

lunar nimbus
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technology doesnt like me

azure basin
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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?

random fulcrum
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only step horizontal

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_inc and _frac

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i usually make them super high values

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90+

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anything less is BARELY noticeable

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then there's gbo's enhanced recoil

azure basin
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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.

random fulcrum
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_inc should be pretty low as it's seemingly a flat amount added after every shot

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_frac i don't have no clue what it does but it's there

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and i also keep it kinda low

azure basin
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Yeah frac I didnt touch because I have literally no idea what that does XD

random fulcrum
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you could try bumping it to sky high values to see how it affects the gun

azure basin
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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.

random fulcrum
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i was thinking of doing more enhanced recoil profiles

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since as of now there are like 15

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give or take

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like, most 5.56 guns use the aug profile

azure basin
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That would be cool actually.

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Thats more effort than I honestly have time for, but I will happily test for you and provide feedback if you want.

random fulcrum
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did that for my hk416

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initially made it kick like a mule because it felt powerful

undone lily
normal eagle
random fulcrum
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goofy ass retexture

tidal elbow
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Brighter, highlighted, bold, whatever you want, as long as it catches the eye kekw

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Something like "oh this looks important let me read it"

azure basin
tidal elbow
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Even caps would be good

normal eagle
narrow stirrup
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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

still meteor
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then 'save .xr' or smt like that

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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

narrow stirrup
still meteor
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gimme a second i have a link for another sdk, i had the same problem as you using the one from cop sdk moddb

worthy mortar
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Gonna post one more mod in a sec, I need to unpack Shadow of Chernobyl and copy it's head bob values 😎

narrow stirrup
dull zodiac
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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.

random fulcrum
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mags being mags

azure basin
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Honest question has anyone reported that to mags?

unborn sorrel
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we just found out, so not from our end

dull zodiac
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Its a very specific uh... Conflict? In the modpack. So its not a suprise it was overlooked.

azure basin
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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

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I mean people here can fix it but it would be good to report it to mags in case

dull zodiac
# azure basin I meant the users. Thats not just a conflict with GAMMA though the k98 is a BAS ...

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.

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Its a bit of a thing to wrap your head around.

azure basin
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Carry on then.

dull zodiac
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I would but my gun broke :V

still meteor
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don't use mags redux

dull zodiac
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But I like mags redux. It means I might actually have to use my melee or find cover and reload my magazines.

faint sable
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Just get rpg

azure basin
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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.

dull zodiac
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Sorry I was told to post here first.

azure basin
simple scaffold
simple scaffold
still meteor
undone lily
azure basin
simple scaffold
# undone lily 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

azure basin
#

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?

simple scaffold
azure basin
#

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

simple scaffold
azure basin
#

Fair. I wasn't sure either tbh. But it's a good opportunity to learn, thanks!

fluid idol
#

How does DLTX deal with conflicts? Say you've got two files that both change the same entry.

azure basin
#

My assumption would be load order. But I'm fairly new.

fluid idol
#

They're all just in one folder, it's probably alphabetical but I guess I should look up the documentation

fluid idol
#

MO is cool peepoBless

azure basin
#

Lol

fluid idol
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thought it would make me do the "this package wasn't setup for installation" but it automatically merges their folders into one gamedata.

undone lily
fluid idol
#

that makes sense. hmmyes

vague sphinx
fluid idol
#

True, I've seen that. This is just a quick enable and it's permanent

bold mural
#

This comment broke my phone discord and now it jumps to it every time i open it

steep compass
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Is there a mod that adds item names as text over/under the item icons without having to hover?

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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?

undone lily
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no

steep compass
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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?

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Ui_item_count_back is the value for weight?

undone lily
#

most likely will make the whole thing impossible to see

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just learn the icons, it's part of the learning curve

steep compass
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Sure but would be a nice qol add-on

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Make the item bloat less intimidating for newcomers I think

undone lily
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The problem is item size in inventory vs name length

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have fun displaying repair parts names in a 1x1 icon

steep compass
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Yes, indeed. If it could perhaps be truncated to like first few letters

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what I use

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<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"/>

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it just adds this to inventory_16

thorn pollen
#

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 ?

steep compass
thorn pollen
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sweet

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thanks

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would be cooler to have it included in gamma but for the time being i am happy if it does what its supposed to

narrow stirrup
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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?

regal bolt
#

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

narrow stirrup
#

it should be some file conflict

steep compass
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Would that be doable

real vine
#

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

lunar nimbus
#

getting out of menu space with all ur requests ;[

simple scaffold
steep compass
#

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

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@lunar nimbus love the weapon sway mod. Deserves to be added in the mod pack. But I'm not getting breathe sounds

lunar nimbus
#

look at other addons, already had reports like this

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i saw in gamma countless errors with wrong sample rate on ogg files

steep compass
# lunar nimbus

Just a thought but map annotations / custom markers would be cool

lunar nimbus
#

i have no idea how to place markers wherever u want, i believe its not even possible

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oh u mean a tracker for task specifically that differs from vanilla ones?

steep compass
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Like being able to write down notes, but on the map

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You could mark your stashes (non backpack ones), or areas you would like to explore later, etc

lunar nimbus
#

yeah dont know how to do it distantly

steep compass
#

The campfires visited marked on the map mod adds extra markers

lunar nimbus
#

coz they objects, i can place tracker if i know an object, not on random map spot (especially through pda)

simple scaffold
azure basin
#

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?

narrow stirrup
undone lily
undone lily
#

I guess I need to replace it

fair canopy
narrow stirrup
narrow stirrup
azure basin
# fair canopy This would be amazing to fix. I hate wasting matchsticks cause an indoor campfir...

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.

undone lily
#

Ah ok JoJ

azure basin
azure basin
undone lily
lunar nimbus
azure basin
lunar nimbus
#

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))
azure basin
lethal jolt
#

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?

lethal jolt
#

That explains why I couldn't find it looking thru the mod list. Thanks

lethal jolt
#

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:

simple scaffold
#

yep i'm dumb. and that approach didn't work. i was over thinking things. here see if this is ok

simple scaffold
steep compass
#

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

simple scaffold
#

i use the text slot that the repair system uses to put condition in.

steep compass
#

if I can be more annoying: could it be made toggle? like when you press right ctrl

simple scaffold
#

that would require actual logic not just hitching a ride on a script from another project. maybe in the future.

steep compass
#

thanks!

simple scaffold
unborn sorrel
#

Please no offense, its a great idea but I found it funny nontheless

simple scaffold
steep compass
#

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

simple scaffold
light urchin
undone lily
worthy mortar
#

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.

simple scaffold
simple scaffold
undone lily
simple scaffold
#

Cross hairs and cost in tool tip are getting a refinement pass right now. These things come in cycles

undone lily
simple scaffold
undone lily
#

like, I don't know how will that work for stacks of ammo parts for instance where you can easily reach 1000 items

simple scaffold
#

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"

undone lily
simple scaffold
#

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.

undone lily
#

should be fine then

inner ravine
#

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)

fair canopy
#

efp is working on that. nothing for anomaly afaik

inner ravine
#

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

steady apex
#

Look how bat artefact work in pba

#

Basically it's a fancy way of removing two artefacts and spawning one

random fulcrum
#

the wall of text

inner ravine
#

Alright

still meteor
#

where tf is the radiation grain effet from

fluid idol
#

@fair canopy The AK-105 irons are just slightly misaligned in your mod.

fair canopy
#

Well shit

light urchin
fluid idol
#

I'm mad that I even noticed, it's so minor

undone lily
inner ravine
#

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

undone lily
#

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

inner ravine
#

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

inner ravine
#

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

undone lily
#

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

unique pike
#

Someone knows where I can unlock hudfov for knives?

lilac compass
undone lily
lilac compass
bold wasp
#

Where can I find the file responsible for loading menu tips?

fluid idol
#

@fair canopy and weapon tilt does this, depends on armor.

undone lily
#

weapon tilt pos depends on armor you wear, what?

lilac compass
undone lily
#

ah

undone lily
fluid idol
#

the new positioning throws off weapon tilt since it's a separate mod. some armors have more sleeve than others

undone lily
#

weapon tilt and armors aren't related

fluid idol
#

I mean it's more noticeable if the first person arm model has less sleeve

#

I'm not saying they're related

lethal jolt
simple scaffold
undone lily
fair canopy
#

ah i didnt do a plugin for weapontilt. i dont use it kekw

lilac compass
simple scaffold
# light urchin I have already done this, but how can I move the text?

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

minor parcel
#

are there any stalker model tools for blender around? I want to try and model and texture some new character models

simple scaffold
minor parcel
#

gotcha, thanks

steep compass
simple scaffold
#

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

steep compass
#

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

brittle vessel
#

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

brave prism
brittle vessel
#

it's realistic i guess

#

i think that's why a lot of guns have straps

undone lily
brittle vessel
#

thought as much

fair canopy
#

just a flat mesh whipping out of my face

lethal jolt
#

What's your schedule look like for the next 3 days? I might take you up on this tomorrow/whenever you have time

fair canopy
dusky scarab
#

How do you setup a sleep/wait in a .script I thought it was gonna be LUA method but it crashed my game?

lethal jolt
lethal jolt
#

Can't wait to realize there was some incredibly obvious bit of documentation that I missed kekw

#

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

fair canopy
#

huh i had to downgrade to 2.9.x

#

couldn't load it on anything higher

lethal jolt
#

All I did was import an .ogf w/out textures, but all the options are present

fair canopy
#

that's all you really need honestly

#

i havent touched any of the other options. no idea what they do

#

just i/e lmao

lethal jolt
#

If it ends up breaking downgrading is still an option

fair canopy
#

see if you're able to export

#

those are the only functions you need from that plugin

wild wing
#

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?

still meteor
#

just drag the Zip on mo2

#

and install as a new mod

wild wing
#

sorry for the really early ping, okay, any special loadorder?

still meteor
#

Latest

#

New mods go latest

wild wing
#

okay, thanks! and sorry for bothering

regal bolt
#

How do you make the pause menu play the menu music?

random fulcrum
#

maybe a script

regal bolt
#

Thanks

undone lily
still meteor
#

im on mybed now xd

undone lily
#

@lunar nimbus -sama

still meteor
#

its from xcvb tho

fair canopy
#

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

fair canopy
#

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

lilac compass
#

might be nice to see impact resistance as well as that is very important for certain mutants

fair canopy
#

I think that would be the same problem. Either or. I'd just like more useful information.

lunar nimbus
#

i dont even remember doing anything like this

fair canopy
#

Look at this shit. I found this on the anomaly mod channel

lilac compass
#

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 😛

fair canopy
#

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

brave prism
#

air rads / water rads ?

#

since grok added back water radiation

fair canopy
#

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

brave prism
#

kekwait i completely forgot about those 2

fair canopy
#

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 PepeHands

random fulcrum
#

explosive res is a meme, wouldn't bother with it tbh

brave prism
#

its too specific i guess

random fulcrum
#

you literally can't die to grenades unless you get carpet bombed

#

and rpg mobs kinda don't exist

brave prism
#

impact is useful since even with high BR but low impact you will take kinetic damage (slugs for example)

random fulcrum
#

impact would be better since it measures fall damage

fair canopy
#

Oh I've got an explosive enhancing mod by grulag so they actually fuck me up, but also work against them

random fulcrum
#

and springboards

#

burer and polter throws

fair canopy
#

Hmm maybe I'll take a look at trying to expose impact

lilac compass
#

yeah those damn polter and burer barrel throws

brave prism
random fulcrum
#

haven't seen one since like late rc1

brave prism
#

barrier defense

fair canopy
#

I see them at the end of mono defense

brave prism
#

and grok gave it to sin

fair canopy
#

Granted I haven't seen a barrier defense in a while

lilac compass
#

yeah I only just recently got a mono barrier defense but im in jupiter

undone lily
#

to resist from thrown objects etc

undone lily
# fair canopy

These bars are so sexy already. What is the issue with Impact res ? Need some help ?

lunar nimbus
#

theres definitely an issue with genshin impact

fluid idol
#

Huh, didn't realize it was so easy to add new magazines to Mags
This .357 Colt needs an extended mag yup

fair canopy
fair canopy
fair canopy
#

yeah

undone lily
#

Most likely there's a monkey patch somewhere that you missed

fair canopy
#

better stats and ui_inventory

undone lily
#

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

fair canopy
#

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

undone lily
fair canopy
#

it says ui_inventory

#

even though it crashed after i made changes to better bars PepeHands

undone lily
#

ah yes because it monkey patches the function

#

send me the better stats bar script I'll take a look (the one you edited)

fair canopy
#

sure give me a minute

vague sphinx
#

@dreamy cliff One is purely autumn settings, so brown colored, right before winter (ASR), while the other is much more colorful (GAR)

steep compass
#

Dynamic 4 seasons mod when stalkerpeepohappy

worthy mortar
#

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?

fair canopy
#

@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

vague sphinx
fair canopy
#

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

brave prism
#

this channel is for discussing making addons for gamma or anomaly kekwait not literally every stalker game or similar out there

regal bolt
#

well its TECHNICALLY a mod

#

since it uses assets from anomaly

#

😉

brave prism
regal bolt
#

and got permission from GSC

unborn sorrel
#

ah yes, arguing with mods

regal bolt
#

ah yes, taking it too serious

#

its a joke chill xD

brave prism
fair canopy
#

@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? monkaS

undone lily
undone lily
glacial canopy
#

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?

random fulcrum
#

no

lethal jolt
#

@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

fair canopy
#

Ayy

#

Use arx toolset to fix the textures

thick loom
lunar nimbus
#

scope_zoom_factor maybe

thick loom
#

Gonna try here, tks

fair canopy
#

The kiparis also had like a really jank recoil animation that made it impossible to aim iirc

thick loom
#

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...)

fair canopy
#

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 kekleo

#

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

random fulcrum
woven mountain
random fulcrum
#

woah 1.0?

woven mountain
cinder ivy
woven mountain
cinder ivy
#

Cheers!

cinder ivy
regal bolt
#

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.

cinder ivy
#

All Some of your new texts seem to have the <text> instead of </text> at the end of 'em, woops.

regal bolt
#

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

cinder ivy
# woven mountain Companions say stuff when other companions die, companions say stuff when the pl...

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.

lunar nimbus
glad jacinth
#

anyone considered making the Kochevnik Zenitco AK Bullpup?

astral dome
#

cursed

undone lily
lilac compass
#

I would love the Kord 6P67 to be in gamma but I know it would be too over powered

lunar nimbus
#

what u need is less guns, not more

lilac compass
#

actually if I had this weapon I would be using only this as my 545

random fulcrum
#

imo it's less clones or similars, more unique looking stuff

#

but still you reach a point of over bloating the loot pool

lilac compass
#

the kord is not a clone it's an updated aek 971

random fulcrum
#

wasn't the kord the laser looking lmg

lilac compass
lunar nimbus
#

camo ak is also updated ak

#

coz we painted it... u know

tidal elbow
#

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

azure basin
still meteor
#

smh bad modmaker

tidal elbow
#

@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

  1. You miss one ' in that "Ive" (check pic, thanks Clyde)
  2. 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
tidal elbow
#

The problem you fixed when you use a bolt or a pistol

worthy mortar
#

Oh, lol

worthy mortar
#

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. kork

tidal elbow
#

Let me try with Blinside

#

I use that one as well

#

The damn super tacticool one is enabled by default

worthy mortar
#

I wonder who asked for it to be default in GAMMA kork
It completely doesn't fit.

#

When I pulled it out I felt like someone took that animation from fucking CS GO

tidal elbow
#

I don't know who asked but I know for a fact that Grok made that one enabled by default kekleo

tidal elbow
#

I mean it's obvious

#

The cool thing of the mod is that the animation is made from scratch

#

But still

worthy mortar
#

I mean the holster animation is decent.
It's the fucking twirling and flipping the knife all over the place that gets me.

tidal elbow
#

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"

worthy mortar
#

With Blindsides you wont get the axe issues

tidal elbow
#

Yeah now I'm using Blindside, I always use Blindside

worthy mortar
#

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

tidal elbow
#

Poor Barry kekw

It's an incredible job because (again) it's all made from scratch... but still

woven mountain
cinder ivy
#

Guess there were a couple-few nearby, yeah.

#

Springboard was present every time

cinder ivy
#

I had to turn the mod off though and didn't crash once afterwards.

woven mountain
#

Like all of them

cinder ivy
#

Will do!

tidal elbow
tidal elbow
tidal elbow
#

@woven mountain

#

I was shooting that black anomaly orb, don't remember the name right now

woven mountain
woven mountain
woven mountain
tidal elbow
#

I'm pinging you in every problem I'm encountering

woven mountain
tidal elbow
#

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

woven mountain
tidal elbow
#

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 kekleo

#

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"

woven mountain
#

@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."

tidal elbow
#

You're the modder, I'm the one who bust your balls, figure it out kekw

#

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

woven mountain
tidal elbow
#

But the mod is useless if I have to read all that flavour text before knowing what's there

woven mountain
#

Fine fine, just busting your balls

tidal elbow
#

This, of course, if the whole point of the mod is knowing what's in front of me

woven mountain
bold gyro
#

@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.

woven mountain
bold gyro
tidal elbow
#

And this is a chill one

tidal elbow
#

A dude posted a "patch"

woven mountain
#

Yeah fixed that

tidal elbow
#

Do I need to delete your mod if I need to use this one?

woven mountain
#

Yeah just swap it out

bold gyro
#

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.

tidal elbow
#

BTW @woven mountain

#

I've changed my mind

#

Leave in the "hey, anomaly, watch out"

#

Remove the "fish artifacts"

woven mountain
tidal elbow
#

This way the "watch out" thing is still in

#

And nobody can complain about what anomaly actually can have artifacts or not

bold gyro
#

@woven mountain Do we have any means for people to submit feedback for the mod?

random fulcrum
#

remove rads bubbles from the anomaly detection pool to avoid everyone yapping about running up the cordon highway

bold gyro
#

Other than chatting in here and DMs?

woven mountain
bold gyro
#

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.

bold gyro
#

Could also look into implementing a percentage based system so players' PDAs aren't spammed with messages.

random fulcrum
#

yes you can buddy

bold gyro
#

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).

random fulcrum
#

math.random your way out of the issue

woven mountain
bold gyro
woven mountain
#

How fun, more work for you

bold gyro
#

Let's be fair. I knew this was going to be a lot of work if we really fleshed it out in its entirety.

random fulcrum
#

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

bold gyro
#

Also, thanks for the feedback Falco and Momo 👍

still meteor
#

momo deez nuts

remote pewter
#

very basic callouts like "Taking on Monolith to the north" or "Taking on a Bloodsucker near the Sawmill"

bold gyro
remote pewter
#

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

remote pewter
#

The good news is I have more free time!

bold gyro
#

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.

tidal elbow
#

Like I said I'm okay with the flavour text but there's simply too much as of now

bold gyro
# tidal elbow 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.

random fulcrum
#

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!"

bold gyro
#

Clock-based direction text seems like something that would be really tricky to implement or confusing for the player.

random fulcrum
#

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

bold gyro
#

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.

random fulcrum
#

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

fair canopy
#

What does upgrade scheme define?

random fulcrum
#

try changing it to see what's different

bold gyro
#

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?

random fulcrum
bold gyro
#

Eh, not exactly looking for PDA style entries.

steep compass
steep compass
undone lily
steep compass
#

letters found on corpses?

steady apex
#

From none other than Levi

steep compass
#

sounds like a neat idea, is there a backup of the file

undone lily
#

The implementation was horrible

#

I don’t have that mod downloaded though

sullen dew
#

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.

undone lily
#

@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```
steady apex
#

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

steady apex
#

@undone lily

cinder ivy
steady apex
#

yep, im listening

cinder ivy
#

I only noticed it when I was trying to use it to recharge my Lucifer, and it wasn't doing anything.

steady apex
#

just tested, works fine on my install (not gamma)

undone lily
cinder ivy
#

Yeah, so it's something in Gamma that interferes with it most likely

undone lily
#

That was what you tried to fix right ?

undone lily
#

Because of gbo and actor res modifier scripts, it replaces most calculation and as such some stuff gets broken

steady apex
#

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

lean mural
#

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.

azure basin
azure basin
random fulcrum
#

ludicrous gibs

bold gyro
fathom dagger
#

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

bold gyro
fathom dagger
#

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

fathom dagger
bold gyro
#

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.

undone lily
#

FEAR moment

#

Gauss rifle one shots anything but turns the loot to gibs

random fulcrum
#

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

azure basin
steady apex
vague sphinx
#

Shotgun with incendiary shells when ?

undone lily
wild wing
#

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

honest wasp
#

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

azure basin
vague sphinx
#

Red Dead Redemption duel Stalker style

azure basin
#

PS not trying to pick on anyone lol, it just gets asked alot can this be done. And its the wrong question lol

random fulcrum
#

mfs complain about performance but want to feature creep everything from the latest shooter

drifting glade
#

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

random fulcrum
#

plop

wanton knot
#

Hey guys, I want to tweak the compass texture (make it darker). What's the dds export config used in the game?

lunar nimbus
#

yar welcam

#

ah u can still understand it from comments

random fulcrum
#

but what does each number in e do

#

all i see in that function is the string getting split

lunar nimbus
#

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

drifting glade
#

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).

Mod DB

The Warfighter Addon currently rebalances damage for both the player character and non-player characters in the world by realistically and equally increasing the severity of the wounds suffered in combat. It is highly compatible with other addons, incuding...

undone lily
#

It’s an interesting source still

lilac compass
#

if I wanted to change the scope on the aug a3 custom and also have variable zoom what lines would I need to modify?

azure basin
lilac compass
azure basin
lilac compass
azure basin
#

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.

lilac compass
azure basin
#

Yes, true, you need to the fov for it as well, which for a specter is 25 iirc

random fulcrum
#

specter is 25

#

same as the acog

#

but with dynamic zoom

azure basin
random fulcrum
#

made a thing

azure basin
lilac compass
random fulcrum
#

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

lilac compass
random fulcrum
#

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

azure basin
azure basin
lilac compass
random fulcrum
#

lmao

lilac compass
#

I have added the scope_dynamic_zoom = on but it does nothing

azure basin
#

That's how it would look if you dltx it

#

Which section did you put that under?

lilac compass
azure basin
random fulcrum
#

nooooo brother

azure basin
#

You have to have the section to edit it

azure basin
random fulcrum
#

the guy

lilac compass
azure basin
lilac compass
azure basin
#

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.

lilac compass
azure basin
#

And also no exclamation you're changing the ltx not writing a dltx

lilac compass
azure basin
#

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

lilac compass
azure basin
#

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

random fulcrum
#

any commonly used particles mods around here?

#

i want to add quick compatibility patches for other particle mods before i release the mod

azure basin
azure basin
lilac compass
#

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

azure basin
# lilac compass when you say paramaters you mean this section [wpn_aug_a3_custom_bas_hud]:hud_ba...
 [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

undone lily
fair canopy
#

That's the lewd Thompson

undone lily
#

oh ok thanks @fair canopy

lilac compass
random fulcrum
#

needed a deep mag .45 for testing

random fulcrum
undone lily
#

aaah understood

#

so, extra addon with a ltx to spawn particles on NPC group right ?

random fulcrum
#

the grok_bo patch i'm making

#

kinda making it more user friendly

undone lily
#

what could be interesting is to edit the base game particles so no blood is spawned at every bullets