#╙🖇mods-making-discussion
1 messages · Page 7 of 1
Are there any mods which allow someone playing as a faction hostile to loners, to be able to open Sidorovich's door and speak to him, take quests, etc
no
It turns out there actually is
I found this mod and tested it
I was looking for one for a while but I found it, I went to rookie village as military and quickly killed everyone and the door remained open to me
cool
I thought so
Are there any mods that change the gear and outfits look more modern? They all kind of look silly to me lol
What would be the appropriate channel to ask about this, then?
Thanks
anyone know where the script for aim punch is?
xr_facer
So a random question, but what do the new BaS exe's enable exactly? 🤔
where exactly is o_exoskeleton located in Gammas files? I wanna try some minor editing and i can't seem to find it. I've unpacked anomaly if that helps but I'm not sure where to put those files.
The unpacked files are references.
If you want to edit that outfit you make a copy of the file and put it in the right path in your actual gamedata folder.
Look in configs/items/outfits
they also been modified by several dltx edits(icons, weight, armor class etc) so some strings in the outfit .ltx files being overwritten and do not affects game
as in the actual Anomaly folder or Gammas jungle?
make a new mod folder and paste it there
I have the same question
anims and other..
"b" version support dltx, screenspace shaders and shader based 2d scopes
DO NOT use the BAS exes if you want to try new bas update
Use these instead. They're the closest to gamma's exes and have the animation changes GitHub - themrdemonized/STALKER-Anomaly-modded-exes: STALKER Anomal...
aim in / aim out animations, shotgun first shell in the receiver animation, stuff for machine guns such as properly displaying remaining ammo in belt feed
is there any documentation for scripting? All of this is greyed out
I know a bit of lua and c++ and thought it'd be cool to get into modding
the classic copy others to understand what's going on situation
anyone have a good minimap Addon (A Round one) for Gamma ? Dont like the Squared one.
I didn't really see any aim in and out animations.
Are they only with certain weapons?
the example
Okay that's more like it :0
Here's hoping every weapon will get this treatment.
wonder if i could just rip a bunch of gun packs from gmod and import them into stalker
or the mw2019 guns n anims
Where the heck do you think stcop got most of its weapons?
I'm pretty sure a good chunk of stalker mods used to use old call of duty animations.
LIKE & SUBSCRIBE!
AK-47
Assault Rifle
Fully automatic with high power. Effective at medium range.
https://youtu.be/d06evqaSrHY?t=384 Time stamped
Hi, in this video i'll show all the weapons reload animations on STALKER Anomaly, a stand-alone game, derived from a mod of S.T.A.L.K.E.R series. Check out how they managed to make very realistic and well made animations. Anomaly is simply incredible and immersive, it is very difficult not to be addicted to this game, because everything is so we...
Obviously the animations were tweaked since then, but I believe one version of a weapon pack used the exact same animation as in Modern Warfare from 2007
m16a2 animations are almost the same as old modern warfare 1/2/3 m4 animation
@still meteor hey fam! I've imported all the files you shared here #🖇old-mods-posting message
I wanted to know if I also need to install any mods to activate them?
I can recognize like half of them
most likely old ass CS 1.6 or CSS custom weapon animations
its done by an animator who basically recreated the animations by hand with a few liberties taken
Would anyone have direction for me if I wanted to change the minimum condition for weapon repair kits and items (gun lubes, sprays etc)?
I wanted to increase the values to vanilla anomaly values (weapon repair/part replacement kits at 50% requirement, lubes/sprays at 70-95%)
items_repair.ltx
thank you ill take a look
yep, thats expected
iirc ImBrokeRU did them, its been a long time actually
but yeah, much if not a lot of STCOP uses old as fuck CS 1.6 or CSS (especially the latter) custom weapon mod animations
Nevermind. I found it. Thank you
are there any mods or things i can change to get merchants to repair the parts inside the gun as well as the overall gun condition
to break progression?
also wrong channel
this is for mod making
while modders make then
alright thanks
No should be enough
When did the baS update come out in this build?
When it’s ready
mich styling on the eventual gamma 1.0 release
Working on fixing and then optimizing this code. And I get a "attempt to index a nil value" upon doing rnd_npc[2]. help plz
local campfire_obj = bind_campfire.get_nearby_campfire(campfire_radius, false)
m = 1
level.iterate_nearest(campfire_obj:position(), campfire_radius, iterate_function_campfire)
if #near_campfire_table == 1 then
return
end
local rnd_npc = {}
local rnd_number = nil
near_campfire_table_copy = dup_table(near_campfire_table)
for i = 1, #near_campfire_table do
rnd_number = math.random(#near_campfire_table - i + 1)
rnd_npc[i] = level.object_by_id(near_campfire_table_copy[rnd_number])
table.remove(near_campfire_table_copy, rnd_number)
end
for index, value in pairs(rnd_npc) do
if rnd_npc[index] == db.actor:id() then
table.remove(rnd_npc, index)
end
end
function iterate_function_campfire(obj)
if obj and IsStalker(obj) then
near_campfire_table[m] = obj:id()
m = m + 1
end
end```
What code does
- Store list of npc's near a campfire.
- Randomly assign them as obj in rnd_npc[index]
- Remove the actor
why would you remove the player
Because I want the random NPC's huddled around the campfire
isn't that what xr_campfire_point and sr_camp do?
Honestly did not know will investigate
crash on rnd_npc[2] where exactly?
also npcs hanging around the campfire is ai logic, with states and animations, this one is hella hard to make and overwrite the logic they already use.... very hard
CreateTimeEvent("CC", "Campfire_1_2", 10.6, function()
message = clr_g .. rnd_npc[2]:character_name() .. ": " .. clr_w .. gt("st_darkasleif_campfire_1_2")
news_manager.send_tip(db.actor, message, msg_delay*1000, rnd_npc[2], show_time*1000)
message = nil
return true
end)
Are you familiar with sr_camp.get_current_camp()?
function get_current_camp(position)
for k,v in pairs(bind_camp.camps) do
if v.object:inside(position) then
return v.camp
end
end
return nil
end
4th argument here is object, not id
its gotta crash on
elseif is_npc_stalker(sender:clsid()) then
because it will be number:clsid()
Got it, I can't save obj like a variable in a table and pull it back out
if u pass it instantly u can, in time event - no, i wouldnt suggest
just get an object from id and check it again like:
local npcx = alife_object(rnd_npc[2])
if npcx and IsStalker(npcx) and npcx:alive() then
news_manager.send_tip(...
return true has to be outside of this if ;p
Can I do something like this?
CreateTimeEvent("CC", "Campfire_1_2", 10.6, function()
message = clr_g .. level.object_by_id(id):character_name() .. ": " .. clr_w .. gt("st_darkasleif_campfire_1_2")
news_manager.send_tip(db.actor, message, msg_delay*1000, level.object_by_id(id), show_time*1000)
message = nil
return true
end)
if id wont exist or object will be offline this is gonna crash, coz of nil:character_name()
Got it, could you clarify the output (and input I suppose) of sr_camp.get_current_camp() if you're familiar with it?
not really. i am doing a deep dive in stalker ai this week and rembered glancing thru those. starting with combat, will get back to the ides later
no, i tried to understand beh and smart logic for a few times, but its way above my skills... or rather, my patience ;p
I'm this close to pinging an anomaly dev 🤏
Can someone tell me if the ammo_type value for NPC loadouts is linked to the position of the ammo in the ammo_wheel? I looked into the script but could not decipher the ammo_type section with my lacking knowledge of scripts.
it is linked to the position in the list of ammo for the gun. i think 0 referanced
but if you don't see any 0 in the loadout then probably 1 referanced. xray is random about that at times
Thanks! I was not sure and it is somewhat hard to test it out in my install.
the position on the ammo wheel is derived from that same list, so you were not far off, but the wheel can skip and omit ammo types under some conditions. better to go to the source of truth, the weapons ammo list.
well i do know what that code is doing. it is looping thru the list of camps in the bind_camp script and seeing if position is inside of it.
bind_camp is a binder similar to bind_campfire, but runs on camps instead of campfires. i belive camps are a kind of space restrictor. SR are objects that define a volume of the map with special behaviors.
so when you see a group of stalker hanging out around a campfire they are doing so inside a camp space restrictor acording to this script
but that is about all i know. i don't really know how to use that stuff yet.
looking at NPC logic is about to melt my brain
hardest part i think is to understand how and when logic is overwritten (+ how to cancel it correctly without bugging anything xd), for that need to learn basically how all of it works ;[
i'd try to ask Arszi about it
I still don't quite understand what binders do
Hey, I don’t make mods, but I’m curious if anyone has made a mod that adjusts what NPCs can and can’t hear.
In example, you melee an injured enemy, and in the PDA is a message saying: “I just heard a melee west of (location).”
u can find it all in xr_danger.ltx
keep in mind that its super scuffed and devs are already aware of it (fkn finally after 1 year of my report)
danger_inertion section is time in miliseconds,
danger_object section is distance in meters ^2
wait i have a better explanation somewhere
right column is how they are named there, middle column (2nd left) is their explanation ;p
(looking at it now, thats actually doesnt look very helpful xD)
Heyhey, sorry possibly a silly question. I have an application that listens to an external call, and when that happens, is it at all possible to run a custom script inside the game? A very simple example would be: my application gets the call, and it would run a command inside the already running game to trigger an emission. I didn't find a lot of info about scripting the game anywhere so I'd just look at other mods to figure out that part, but I'm not sure how to run a script inside the game from another application.
this may sound weird but theres a buttplug addon that is probably a best example xD
hm maybe the online chat (dont remember abbreviation name) also doing something similar
yeah is grok curated addon
jk
lmfao
Does it seem like the devs are adjusting it?
it seems like devs dont really care about bugs that nobody notice xd
and im just one small man ;[
they are now just "aware" of it, doesnt mean they'll fix it
Yeah it’s weird that it even passed through the first time. Pretty obvious catch when someone hears a melee
Welp, thank you, time to dive deep in 
Kills my immersion when a bandit hears my stab a flesh from a mile away
All these complaints about muh immersion over bullet damage but every gopnik in the zone has superman hearing

such is life in the zone
ngl that buttplug addon introduced me to modding stalker, thank you. It's a bit hard to deal with Lua after working with C# for several years
lua is ugly
It's different enough that it took me an hour to make a simple counter that just counted stuff in the PDA. I didn't know about THIS value += value <-- crash
So, I need to ask, I swear I looked around for an answer. What could possibly be the reason for a script not running as soon as it has a "require" at the top?
I'm still using the same mod as a guide / example and even that doesn't work. Oh, and for reference, I don't really use the imported stuff, I just simply require it, and do nothing with it for now, but the rest of the script SHOULD run, but doesn't when that require is at the top.
maybe try linking external functions like local do_something = other_script.do_something
One more thing, I'm trying to link a .lua file, not a .script file
maybe that has a lot to do with your issue
The buttplug addon does the same tho
Yea me neither was just using that as reference
Right, in case anyone will have this issue in the future, I found the solution, I was trying to include using this method
package.path = package.path .. ';gamedata\\scripts\\?.lua'
twitch = require("tibintegration")
This is not good, instead, this works:
package.path = package.path .. string.format("%s?.lua;", getFS():update_path("$fs_root$", ""))
twitch = require "gamedata\\scripts\\tibintegration"
What are you trying to get working?
I want to make my own twitch integration stuff. For example, 5k channel points redeem will trigger a psy storm, or 3k points to have someone's message appear on my pda in my game
Oh
Ya I had some ideas for redeems and such, will be fun once I make it all work!
sounds very pog indeed
the xrayFS can get weird about the scripts folder. it might be a good idea to put your package in the the gamedata folder. require won't care. xray might flake about the scripts folder eventually. it might not. it refuses to let me iterate thru subfolders of scripts tho.
Thank you! I'll look at it later, it's 6 in the morning 
Any advice for a
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: ...5.2/bin/..\gamedata\scripts\optimized_time_events.script:248: attempt to call field 'f' (a nil value)
stack trace:
tf is optimized_time_events
wont work anyway, why u never follow structure of examples people give and change it all the time ;p
theres a reason why i have this, urs gonna crash with num being nil
I looked into GAMMA loadout files and some weapons for the monolith use the number "6" which for 5.45x39 weapons is the high damage low pen ammo. Since monolith should only use AP isnt that wrong then?
Answering here, the index is 0 based, 6 is thus the 7th ammo type, which is AP rounds
update. That's because there's a time event which is launching a function over a nil value
what texts or material do you use for learning LUA? I mean, a good book or something. Hopefully links with propositional logic because that shit I know o.o

love your installer Grok
that I was thinking last night getting pissed off figuring out an autodownloader
reverse engineer other scripts
Thanks, it sucks though
It barely works and does the job
I mean, is reliable, that's awesome
until it overloads moddb servers 

but in a normal use, yes it's fine.
Bloody is making a new installer from scratch and it will be awesome 💚
new aesthetics 
indeed
more like, actual aesthetics instead of my CoD MW keygen looking installer

I'm working in a modpack and I fucking hate doing a repack instead of supporting modders with downloads
keygen for Photoshop
I has the aesthetics of early weird installers in Windows xp
Is there a github for it?
no
and the new installer is gonna be like a classic one or the UI gonna be more spicy? I imagine like a nvidia installer kinda vibe
reverse engineer sounds like a friendly way to say copy until you learn
please make the installer have the old keygens vibe
nothing more awesome than midi keygen music
I never heard a single bad tune coming from a keygen
keygen to my own developed programs obviously 
Chiptune and ascii logo or bust
Well, it only took me like half a day but I got it working
Now I just need to figure out why the script stops executing as soon as someone sends a questionmark 
Why not take a look at the irc chat script?
umu do a function if ('?) reload again (?
someone should make a slot dedicated to either knife/pistol so we can carry 2 guns, pistol and knife at same time and dont have to switch knife and pistol around for harvesting
also would like to see a mod fixing ai pathing to not make them stand under doorways, don't know if that is doable have no idea how to coding works in the game engine and if doorways have their own entity
The anomaly devs have to fix that. It requires map edits that no one wants to do because it's the biggest pain in the ass
And you can already put your pistol and knife in the melee and vision slots interchangeably
oh i did not know they could go in vision slot thanks for the tip
does it break if i send
⠀⣞⢽⢪⢣⢣⢣⢫⡺⡵⣝⡮⣗⢷⢽⢽⢽⣮⡷⡽⣜⣜⢮⢺⣜⢷⢽⢝⡽⣝
⠸⡸⠜⠕⠕⠁⢁⢇⢏⢽⢺⣪⡳⡝⣎⣏⢯⢞⡿⣟⣷⣳⢯⡷⣽⢽⢯⣳⣫⠇
⠀⠀⢀⢀⢄⢬⢪⡪⡎⣆⡈⠚⠜⠕⠇⠗⠝⢕⢯⢫⣞⣯⣿⣻⡽⣏⢗⣗⠏⠀
⠀⠪⡪⡪⣪⢪⢺⢸⢢⢓⢆⢤⢀⠀⠀⠀⠀⠈⢊⢞⡾⣿⡯⣏⢮⠷⠁⠀⠀
⠀⠀⠀⠈⠊⠆⡃⠕⢕⢇⢇⢇⢇⢇⢏⢎⢎⢆⢄⠀⢑⣽⣿⢝⠲⠉⠀⠀⠀⠀
⠀⠀⠀⠀⠀⡿⠂⠠⠀⡇⢇⠕⢈⣀⠀⠁⠡⠣⡣⡫⣂⣿⠯⢪⠰⠂⠀⠀⠀⠀
⠀⠀⠀⠀⡦⡙⡂⢀⢤⢣⠣⡈⣾⡃⠠⠄⠀⡄⢱⣌⣶⢏⢊⠂⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⢝⡲⣜⡮⡏⢎⢌⢂⠙⠢⠐⢀⢘⢵⣽⣿⡿⠁⠁⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠨⣺⡺⡕⡕⡱⡑⡆⡕⡅⡕⡜⡼⢽⡻⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⣼⣳⣫⣾⣵⣗⡵⡱⡡⢣⢑⢕⢜⢕⡝⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⣴⣿⣾⣿⣿⣿⡿⡽⡑⢌⠪⡢⡣⣣⡟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⡟⡾⣿⢿⢿⢵⣽⣾⣼⣘⢸⢸⣞⡟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠁⠇⠡⠩⡫⢿⣝⡻⡮⣒⢽⠋⠀⠀⠀⠀
Okay I actually wanna check that
It doesn't crash it but it won't display in the PDA
lol, can you limit charactesr on a message?
I probably should tbh
Also I figured out what was wrong, it wasn't the questionmark, I just messed up my regex so as soon as a user had a number in their name, it messed up
That's how I learned it. 90% of stalker LUA coding is knowing the callbacks and various stalker specific stuff. A LUA professional won't code shit in stalker without actual knowledge of all the engine specific stuff 
It will be cleaner x)
@regal bolt Alternative UI 
midi keygen stalker music
I've been using Lua for uh, 18 hours.
Tbh aside from a few weird quirks, it's very similar to any other programming language, and I actually find it really fun to hunt down function names and signatures
you do character escaping right
I know this is probably not the right place but
do you guys remember the addon 2k upscaled weapon textures ?
and if anyone does, is there a place I can download it from
Yea I mentioned just a bit ago, the problem was my regex, I didn't expect usernames to have numbers for some reason, it works now
hey guys so,i had a idea to add some sound tracks to the pda radio,is it as easy as making a folder called
,,gamedata/sounds/radio" amd placing a mp3 there?
lua is a lot of fun ngl, i am very interested in learning it, potentially to even contribute some mods on my end! any of you know of some good resources/sites/etc to get started?
If you already know a different programming language just do what I did and look at other code from either the game or other mods, and experiment, experiment and experiment. If you need a quick reference for a basic LUA function, look at lua's docs
i learned a tiny bit of java in high school
but otherwise im a complete noob. knowing that though i could fumble around and see what i can do. nothing like starting with a classic hello world function 🙂
I highly recommend learning at least the very basics of any programming language, it'll be much easier to dive in.
as someone who dove into it without learning anything i can confirm it will be much easier if u learn some xd
hey uhm sooo
how do you add a playlist to your pda radio?
cuz i just slapped a bunch of mp3s into "modtestname/gamedata/sounds/ _playlist_2"
and it aint doing anything,went through all of the pdas playlists and none of the tracks there
I could be wrong but I think it needs to be ogg
aight ima try that,am probably gonna look rly stupid cuz i checked the sounds of other mods in gamma and theyre all .oggs
ogg 44100
does the frequency matter as much?
ah,okay
thanksies
but then if i have the ogg files,do i just place tem in ,, _playlist_2 " or can i add my own playlist like " _raccsbullshit_1" ?
without needing to write a script for it
i THINK the pda radios extended mod has documentation on how to add more songs
either in the mod or in moddb
👍
anyone have a link to the larger test map? i cant find it
It seems mcm has a lot of potential for custom keybinds. how would I go about making my own "mod" to simply implement modifiers to bind to keys and map actions to them
I just downloaded DEVICE SELECTOR KEY and noticed it uses the simple, double, long press as well as modifiers
my question is, those are mapped to items, is it possible to do it for normal keybinds like free look and quick melee?
ye u only need to call the mcm option with a keybind in the script where the action is triggered
Won't work because I need a customizable amount of people
who
well cant understand anything from only the small part of the code u give 🤷♂️ and the function is gonna crash without last argument like in my snippet
Sorry, I just don't want to give 300 lines and overwhelm people
I can give you the whole thing if need be
You should do a news manager thing instead of printf
Would be perfect
Ah yea I only did that to help myself with debugging, those lines are already commented out, I don't like having the console cluttered either
It's just easier to see if I messed up something or twitch servers decided to tell me to f off haha
The current mod I'm working on is entirely based on news_manager so let me know if want advice/help since this is my very specific area of expertise
Thank you! I'll definitely keep that in mind. Right now I had an idea for making the other half of my mod much easier to write. The redeems would normally require oauth but after talking to someone they gave me an idea. Just get a bot that sends a message in chat after a redeem, and listen to messages from that specific bot and trigger the appropriate action in-game. No need for oauth tokens, better security and easier to code.
Any reason why this wouldn't work? I think it's causing my issues.
local campfire_obj = bind_campfire.get_nearby_campfire(campfire_radius, false)
m = 1
level.iterate_nearest(campfire_obj:position(), 3, iterate_function_campfire)
function iterate_function_campfire(obj)
if obj and IsStalker(obj) and sr_camp.get_current_camp(obj:position()) then
near_campfire_table[m] = obj:id()
m = m + 1
end
end```
Hey guys, how would you go if you wanted to remove an object in a current save? Being more specific, I wanted to know if I can remove those duplicated lights in Rostok.
only way is to debug remove the lights and then shut off the mod that adds them
I'll give that a try, thank you!
in the general case this can remove any object you know the section_name of from the entier world. good for uninstalling addons.
#501410797092864020 message
not the best answer to duplicate lights tho. just giving it for referance
Oh this is also really helpful, I appreciate it, thank you! 🙂
Seeing that there is indeed a suppressed version of a Model 1894 might get me to learn how to add attachments to weapons (Simple Weapons DLTX Pack as a '94 in it)
Ofc Teddy Roosevelt owned this lmao
There was a 1894 that someone took out of the simple weapons pack and posted in #🖇old-mods-posting but they didn't feel it was good enough. I still have it and tweaked it a bit plus did some ai uprezzed textures though they're not the best
I'd be interested to see it. The main downside of the SW and MW packs are that they are pretty barebones. But it is always to nice to have more weapons even if they are limited in usage.
I know you added Lasers to pistols (been loving using them btw) and was wondering if you knew where I could look into learning how to do that.
Honestly most of what I figured out is self taught by looking at how other people had done it and asking a few questions and then realizing that could apply to other things
I know it's vague but that's how I learned to mess with weapons. A bit of trial and error in blender
Gotcha. Guess I'll try to carve out some time for it after this month when I am done with my physics course. Just looking to chill/tweak a few mods for the meantime.
That's how I got into it. Find some small mods I wanted to do for myself and then just dump models in blender and hope for the best
just got this thing working after i learned how to transfer animations
On top of the suppressor, gonna wanna add a scope for the 1894. Make it a bit more useful. Might just make it a kit once I get around to it.
I think some you'll be interested on this cancelled project. SWP weapon reanimation mod for clear sky, pretty much has the quality of Gunslinger but it has it's own style to it. Mod's cancelled unfortunately due to the lack of support and it's pretty much unknown to the stalker community. https://www.youtube.com/watch?v=Bbyc9LA2DeQ
Форум на AMK Team: https://www.amk-team.ru/forum/topic/13690-swp-mod-cs/
0:07 ПМ
0:37 Форт-12
01:09 Walther P99
01:41 HK MP5
02:18 Обрез
02:43 ТОЗ-34
03:07 Winchester 1300
03:40 SPAS-12
04:19 АК-74М
04:59 АН-94 «Абакан»
05:47 ОЦ-14 «Гроза»
06:20 АС «Вал»
07:00 LR-300
07:35 SA80/L85
08:11 SIG SG 55...
Animations for the entire weapon roster (except for the RPG, nade launchers, and the Gauss) looks to be all complete, only aiming down sights, weapon audio, and attachments are unfinished. The og download's been deleted but here's an archive if any of you wanna use it or give it another chance. https://web.archive.org/web/20210909175121/https://doc-0g-3o-docs.googleusercontent.com/docs/securesc/s3gej0pfabj9qs24fjbhg0uk72n6r0q1/n1lre5574h5blntgbg8qlb0foa4vqamg/1631209875000/01864073619015377037/15503841146212038133Z/1QAFmXZaJ_hCR-E3nMekHYWYx4xAj1UMS?e=download
I figured out that the Boomsticks and Sharpsticks mod is broken
The scopes in weapon_scopes.ltx should be defined more like how the scopes in weapon_addons.ltx from GAMMA Weapon Pack
As it is right now, you can't take the scopes from the Boomsticks mod off of weapons
Also one on them just has completely the wrong name and texture
Does extra characters in files like ";" "-" or just empty space cause more loading time or any other problems?
I ask because I like to order and describe stuff in files ^^
need help scripting. I dont know where to find tutorial so I just kinda bushido it atm
where do I look at source code? like all available RegisterScriptCallback() event list etc.
as long as you use the correct comment format for each file extension it will not cause problems. the core MCM script has a 73 line header and 500 lines of comments at the end. as well as many comments in and amongst the functions.
u will probably see the impact if u have a 1gb of whitespaces/comments xd
callbacks are listed in axr_main (you will need to search for where they are sent or used in other scripts to understand them), globals utilities in _g.script. the scripts that start with utils have many tools in them. the ui scripts describe varius gui's and huds.
yes
Okay, that I will not reach 😄
sad times for geforce fx5200 users
I'm trying to iterate through a weapon's parts list but not sure how to do so. Goal is to up a part's condition when looting if it is underneath a certain threshold in my edit/balance of Anomaly RPG. However, it doesn't seem to be working as when I pick up a weapon, any part underneath the threshold is still the same.
Anomaly RPG already had a section for just changing the gun's base condition using the same threshold and it works. So I am a little confused as to why it is not working. Here is the code for the function:
arpg_m.mrdr is a certain skill's level, skill_req(4) is the amount of points needed to unlock this skill (which is 14). I haven't messed too much with its code until now (I already did a balance pass on the bonus value but may re-do the min. condition criteria)
maybe because gamma has wpo
Yeah that is why I have been trying to get it to work with weapon parts as well on a gun. But it can't seem to do the same increase in condition for parts like it does for the base condition.
I really need to re-do this skill though b/c reading the original logic before trying to add the parts' condition is kinda funky
Might've figured out why it is doing that. Big goof trying to use math.floor() on a value that is b/w 0 and 1 lol
Nvm gonna have to take a good look on WPO to see how I can make it work.
@maiden dune might be able to help
Just realized what time it is. Got too absorbed. Gonna need to give this a rest until tomorrow. For any help while I am sleeping, thanks in advance. 
"Oh damn it's already this late??" the sure sign of having fun while modding
Yo is there any good non bas ar15 animations ?
to get the table of item parts do item_parts.get_parts_con(obj)
internally it calls se_load_var(id, "parts"), but the item_parts function also wraps evaluation of parts (eg if there are no parts defined, create them)
the format of weapon parts is a table where keys are parts (or the weapon itself, used for vanilla part recalculation) and value is condition (0-99)
So my main problem was I was calculating parts' condition like I would the weapon itself (0-1.0), when it should be 0-99. Would that be safe to say?
And get_parts_con() only needs the object? It doesn't need the other parameters?
parts in a weapon don't exist, when you field strip it checks that table to determine what the condition of created parts should be
so when you have the physical part it's from 0-1, but for the stored value it's 0-100
Gotcha. I'll get around to fixing after work. Thanks for the explanation.
anyone here who has Project Inverno? cuz its no longer available on ModDB
oh sry^^
hi could someone guide me to where to go exactly if i want to change the main menu background?
sorry, new to the channel, umm real quick where exactly are those files located? gamma directory is a bit different for me
you want to add your own? or searching for a different menu
Adding my own, im just trying to figure how to change the logo to default
ui_mm_main_16
That's for the logo?
no, inside that file is a lot of configs for the main menu
for example the gamma logo appears declared there
Oh OK, gotcha sorry 1 last question, bc gamma has a different directory than Anomaly, where do I locate that gamedata
if you plan to edit gamma existing ifles, it should be searched in MO2, gamedata is a folder in root anomaly folder
Ohhh so I do that in Anomaly root?
if you plan on editing a vanilla game file, and you don't have any gamedata files, you need to use the db unpacker tool, inside 'tools' folder
db_unpacker.bat? for cfg files
and _all for textures/sounds
Perffffff
@random fulcrum The 2d fix you did is slated for deployment in next update. Thank you again.
fuck i forgot to sneak in a patch to disable the recoil display
@undone lily Got a real puzzler here, know the problem though. So I collect the NPC's sitting around a campfire with this
level.iterate_nearest(campfire_obj:position(), 3, iterate_function_campfire)
function iterate_function_campfire(obj)
if obj and IsStalker(obj) and sr_camp.get_current_camp(obj:position()) and obj:id() ~= 0 and not obj:has_info("npcx_is_companion") then
table.insert(near_campfire_table, obj:id())
end
end```
I then test it for the right size
```lua
if #near_campfire_table == 1 then
return
end```
Then, when I try to get the ID out, I can't. near_campfire_table[1] returns nil even though I know something is there by printing the whole table. Please help
near_campfire_table[1] yeah that's normal
you need like near_campfire_table["stalker121314"]
which is obj:id()
What do you mean? The index is 1,2,3... and the values are the id's
Honestly thats where I was confused last night if you remember. And frankly I see both sides. To me near_campfire_table[1] is referencing the table index which yes it DOES = the value, but for some reason it stands out to me as wrong. I just chalked it up to honestly me not being very knowledgable on tables yet. They way I am used to seeing it done is creating a variable to hold that value temporarily, and ensuring that it is formatted in a string. Because IDs are strings.
do a for k,v anyways
why do you need to use the index in the first place

for k,v in pairs near_campfire_table do
if v == whatyouwant then
do stuff
end
end
IDs are numbers
sim_default_stalker12387 is a number?
thats not id
Oh shit. yes Im using name, not ID. you are correct
yeh
in my silly protect I got nights fucking screaming at the log and at the same time when everything begins to work is awesome
Even if just for RP reasons, I think adding more radio chatter to random frequencies on the RF Receiver is a nice idea. Could just rip real radio chatter off the internet and implement it somehow, but, I'm full of ideas and no know-how so just a suggestion
Somehow finding ways to add more use to the tools we already have in the game
is there a list of global variables for keybinds within stalker? trying to figure out what they are named so I can call them in a script
free look for example
Quick question, if my mod needs to do a bit of cleaning up before the game quits (eg: Closing a WebSocket connection) what's the most reliable way that will FOR SURE run before the game quits?
global table key_bindings so the binding for reload is key_bindings.kWPN_RELOAD
the callbacks give you dik values.
if dik_to_bind(key) == key_bindings.kWPN_RELOAD then will detect the reload key being pressed.
alternatively you can do if key == bind_to_dik(key_bindings.kWPN_RELOAD) then
keybindings and DIK_keys are both in lua help. do not use the numbers from the table directly. always referance them by name. key_bindings.kWPN_RELOAD or key_bindings["kWPN_RELOAD"] same for DIK_keys.DIK_T
free look in particular tho isn't in lua_help since lua_help is a bit out of date. it is key_bindings.kFREELOOK
is Golden Autumn compatible?
The deaaturated one is. The normal one is too but there are a few things that don't play nicely with gamma's shaders because it's packaged as a db file
Err nvm got that backwards
Regular golden autumn totally is, deaaturated one has a few issues
ohhh ok sweet, do i need to do anything else if i add Golden?
Disable dead bushes and the other zone retuxture mod, forgot what it's called
And turn on npcs can't see through bushes
simple autmumn and garderner of the zone?
Yeah
actor_on_net_destroy callback fires on level transitions, loading the save while in game, quitting to the main menu while in game and quit to desktop as well.
Can anybody send me their 'Turn this on if sttutering' addon? i deleted mine by mistake.
Danke
I assume you didn't want to do the full install via the installer
yep
but that's a install gamma addons thing lmao
Does anyone knows, how to add a hand animation to turn off night vision, i used to use Beef's nigh vision addon, but there's no hand animation to turn it off....
Can someone tell me where the to find the function for the cleaning and repair kits can be used for guns maintenance for parts by right clicking?
nvm found it ^^
I am trying to create a skill for Anomaly RPG that increases the Artefact Spawn chance (ui_options.get("gameplay/economy_diff/arty_chance")) variable. Is there a way to do that?
Or at least find a way to increase Artefact spawn chance in another way?
maybe search for another way
since modifying that would instantly kill invictus
look at dao's code
Yeah I guess changing the setting would be a bad idea.
it has a lot of code for artefact spawning shenanigans
same but with set
value will be 2nd argument
Wanted an opinion on something for Anomaly RPG. Thinking of changing Arte-finder from the Looter tree:
Would you rather have a very small but increasing chance of looting an artefact on an enemy NPC, or have the chance for artefacts spawning in the wild increase slightly as you level up?
Thinking from a balance perspective as well. Currently have Arte-finder at 1% + (0.5 * Looter Level after acquiring the perk)% for finding an artefact when looting an enemy.
I imagine the loot chance would lead to more artifacts than a spawn chance increase
Is there a mod or a way to make it so that important characters who are killed by me or by other NPCs will show up in my PDA guide under characters? I like having as much information about them (including hostile characters) as possible
get good
I've never felt happier to see a simple message in game haha I guess the integration works now, I just need to implement all the rewards I had set up.
whats this about
Twitch integration for Stalker. Basically, I have a bunch of redeems like "Summon an emission" or "jam my gun" which people can redeem for channel points and it'll happen in my game
With like... a 1 second delay cuz I didn't wanna spam Twitch servers too often
I use EFT Weapon Sounds + Bullet Casings mod and the weapons sound so quiet. Would anyone be interested if I went through and made all weapons 125% volume? Don't wanna go through every gun if nobody wants it I'll just edit for myself if not lol
He redid almost all BaS weapon sounds and they're really good. Plus it's the only mod I've found where you can actually hear the bullet casings fall. But the weapon firing sounds are so quiet. So I've been amplifying them to 125% like 4db
Well not only BaS pretty much every weapon
still not as stylish or as unique sounding as jsrs v5
v5 still isn't in GAMMA, right?
Grok preference
Honestly gunshots don't need to be ear-blistering lol
Do you need help working on it? MCM integration maybe?
I was actually about to test what little I made for it! I was hunting some simple functions left and right for a few redeems, but for the more ambitious ones I'll definitely appreciate the help! I'm gonna do a short test stream, maybe an hour or two, to see if anything crashes the game
Alright well let me know if I can help in any way. I think the project is really cool and has lots of potential!
The test was more or less a success, the redeems I have in place atm work, but apparently at one point I get an invalid json from twitch which crashes my game after X minutes (I think 5), so I need to figure that out. Also I'd absolutely love some help with making this more user friendly because as it stands right now, you need to manually get a token generated and put it in the source code, which is... not ideal for anyone but me because I just wanted something quick that worked.
Sweet
Looks fun ! Iirc there’s already something very similar though
Quick question: does Nvm found that it adds the amount to your healthdb.actor:change_health(amount) change your health to equal the amount, or will it add the amount to your health?
Hasn't been updated in 3 years, Anomaly version 1.5.0, and doesn't seem to be MCM configurable. I'd say there's room for improvement/work
considering that MCM isn't 2 years old yet and neither is 1.5.1 i think there is a bit of redundancy here
it's written into bind_stalker.... doesn't need to be. could be it's own script with and actor_first_update and actor update callbacks that's all it would need to work now.
That's interesting! I didn't find this when I was looking around, but I wanted to make something to learn how this works anyway, been wanting to mod this game for a while now, just never had the time yet. Now that I work from home... I have time. 
Also I really need to start looking into this magical MCM
Thanks. Btw did you see my message concerning the Headlamp Animation Fix thing ?
That's cool 😄 ! Yeah I just wanted to point you that some people use that I think
But I guess a complete rewrite could be better
yeah. idk what is going on there. i will look at it eventualy
is not magic. it is simply an addon that does all the hard work of making a settings UI and tracking/saving settings
Ive been thinking of weapons to add that might be in Ukraine in the 90's-10's
like, the
MTS-255 Revolving Shotgun
Or a C96 one that you can clip a stock onto, one with an integrated stock
or even Sweetheart grips from WW2, where people put photos of loved ones inside of them
chemical and radioactive fallout weather
similar to psi storms or emissions,they pop up,do a bunch of damage and then go
would add variety to the weather
saw it in a soc mod,could be good in here too
theres (on moddb) toxic rain already but i dont think lot of people liked it ;p
#Fallout4 #Fallout4Mods #fallout4gameplay
MWGS - Modern Warfare Gun Sounds
https://www.nexusmods.com/fallout4/mods/64395
Call of Duty Weapon Mod Deposit
https://www.nexusmods.com/fallout4/mods/64819
My YouTube Channel: https://www.youtube.com/channel/UC0l3VpENZH7Sv59dc1HuJUw
My Discord server: https://discord.gg/SMHYqJmwY7
My Modlist: https:/...
Is it me or Modded Anomaly looks and feels much better ?

I absolutely hate mods or games that think tinnitus is a good "gameplay" "feature"
For very rare cases like very big explosions that don't happen often? Sure. But for normal damage? Come on..
I enjoy modded Fallout, the gun customization can be real good.
def not stalker though
If only it was as easy to add areas 
This is a dumb mod idea but does anyone know if the game accepts any string as an input for the PDA random chat?
like can I use a discord bot to take in strings people type in a channel and continually pass them to the PDA?
Should be, @flat glen just made a Twitch addon
for me, I love fallouts customization but the animations are kindof crap. GAMMA has amazing animations but the gun customization, leaves something to be desired. i know they might fix customization in the future, and thats what i hope for
Yeh, I just used a WebSocket, used a DLL which adds WS and general web requests to lua, if you need help feel free to ask, although I never made a Discord bot before, only used their webhooks
still would be a cool thing to consider during a test build,i mean we allready got extra anomalys,why not add some more enviroment danger
Only thing I enjoy from modded FO4 is the weapon and armor customization. I like the wide customization options a lot of mods give you, even if some are wacky.
i think the difference here is is that fallout is funny post apocalypse and stalker is sad post apocalypse
Correct me if I'm wrong, but we don't have any guns that utilize artefacts or can be kitted "using" an artefact, correct? Outside of the Gauss Rifle and the Sandstone artefact via Perk Artefacts
Yeah I can see what you mean. Gives off a different vibe.
Grok said gamma is fast-paced gameplay, people dont wana wait doing nothing while waiting for toxic rain end
speaking for Grok here, but i'm sure thats what he will answer anyway ;]
good point,would still be maybe cool as one of the optional mods or buggy features
u can install on top of gamma ;] its gotta be compatible with everything
aight ima try that,tho have been having a little trouble on the new gamma uodate with crashing upon new game,probably enabled some mods i shouldnt
yeah you wish
Gotta wish for something
there's a reason why desolation hasn't been integrated to anything
and a reason it hasn't been completed
Touche
besides, customization is good as it is
i don't really see a point to doing more stuff other than slapping scopes and a suppressor
would remove the need for gun variety if you could just mod an x51 into oblivion and make it the ultimate weapom
also, see the recoil meta i inadvertedly created
I've like 2 people talking about the recoil stat
I recently began to up gamma during the day in-game because it looks better and I can see, then at night I turn gamma down to make the nights dark. Is there any way yo tie gamma setting to a keybind or a automated script? I know nothing about scripting
yes i do play stalker gamma indeed
anyway to script a loadout and have it pull from a stash?
I spend far too much time getting my loadout together, and its always the same
just want to dump loot, run a script and get back on the road
I just realized the DLTX version of that Friendly Fleshes mod I made doesn't actually seem to work 
Try messing with the Dynamic Tonemap MCM
I'd like to see some type of Weapon Crafting where you can augment weapons using certain artefacts. I know Perk Artefacts basically supplements this, but I liked the idea of the Combat Chaser from SoC (using fragments of "Gravi" to increase the shotgun's bullet velocity)
I do not know if someone mentioned something like this but I have seen many people have problem with seeing weapon/outfit parts condition inside guns/armor because it is "only" displayed in the picture of the parts.
Would it be possible to display the parts condition in % for weapon parts in the description on the Status of part on top of the guns description? something like "[%] functional/dirty/worn/broken PART"
Quick question, if I wanted to add more weight to the combat backpack, which ltx file should I edit?
It's not only displayed. Also that was patched out in gamma.
When parts are in a gun you can only see their % condition on the pictures in the part section when in details or hover over the gun, I just noticed that many new people have problems to see what condition their weapon parts in because they do not look for the % value on the weapon part icon and the description "functional/dirty/worn/broken" on the top does not say much
Oh I misread your post.
I thought you were discussing an old bug
But imo they should be looking at the parts regardless because that's how they know what the part is. And also the text is color coded to match the condition
They actually look at them but they oversee the % on the picture 😅
I have even seen one which though his barrel is at the % there is displayed on the top for DMG and AP even so it is stated as such there
Hey do not ask me, I can only say I had to tell 6 different streamers where they can see the condition of the parts inside their gun 🤷♂️ . I think it is pretty obvious too
I mean I have to tell them there is a guide for gamma inside their pda even so the game tells them right at a new game 😅
That one I can at least understand XD
Idk if this is the correct place to ask this.
where is the secure container thing from hip's quest located?
like, i've searched debug, searched ltx's, seaeched dds'
and i CAN'T find any reference to the item
No idea XD. That was a screenshot someone posted to report the encoding error
oh lmao
that item is a ghost
maybe the S.T.A.L.K.E.R. Anomaly was really just those 3 boxes hip wanted you to carry
after inspecting a sound pack i noticed that some material sfx have 6, 4 or only 2 files, does that mean if i want to add new sounds related to X material all i have to do is add more of them or theres a limit to the number of sounds per material in the game's file system?
I need a mod that only leaves pistols in the game and maybe certain mps.. I'm sure one would need a new game for it, but I want to do a pistol knife only run.
i guess thats a no
Just don’t use other guns. You don’t need a mod to enforce that for you
does anyone know which mods in the modpack overwrite tasks_*.script files? ive added rostok to the map blacklist, but quests still target stalkers there
Mo2 should show on the right what mod what files have
Are you loading your changes as a new mod in MO2 or just editing existing files?
Pack that file into a mod & load it last in MO2. Go to conflicts & see what mod(s) its overwriting
ive tweaked a few things in the configs folder and they worked, so i presumed that i didnt need to do this. will try this, thanks
There can also be mods that overwrite sections of your configs folder with DLTX edits. That’s beyond my pay grade & harder to track down, just know it’s a possibility
I'm gonna finish a PHP project I have a deadline on this week, but after that I'd very much like to take you up on this offer because apparently, a couple of people are already very much interested in this mod.
I'll also create a github repo soon in case my pc goes up in flames
hey lads, I've a dumb question - how did you learn to mod stalker? just dive into the files and screw around, or does somewhere exist a nice bunch of documentation to spoonfeed me? and, is modding anomaly different that modding the base games?
this also goes for working with the engine itself - does it have documentation or is it just "dive into the code and figure it out"
if you use the search feature in this thread you'll find links to modding books
i'm still waiting for this section
I don't know, I am not a modder myself. I just did the search for him 😄
sadly no scripting documentation in english
better off asking pointed questions rather than waiting for someone to spend time writing documentation, in regards to scripting anyways
I remember seeing Idlework's modding book using AI to figure out the lua code, though I can't speak to how accurate it is
skill 
Normal’yes
i think thats the dx8 nvg overlay mod
yes, it works on all renders
context is king
Think about a project, start looking other mods close to what you want to do , start learning LUA, read _g.script and lua_help.script, learn the different callbacks relevant to your project by reverse engineering other people addons scripts, ask nicely for very specific help
Sounds good
Asking lots and lots of questions. Swallow your pride if you want to learn
i didnt learn anything i just move with the flow
be water
i just stole demonized's code until i figured out what was going on and started doing my own thing
sorry not sorry
@fair canopy Are you around? And if so, do you mind if I DM you?
Go ahead 
I have a slightly different approach then those above me, but they are all pretty valid. I came in with coding knowledge and experience. I wanted to add field strip to loot window, so I literally just started reading every script file associated with it, once I felt that I had a good knowledge of how they all work then I just started trying to do what I wanted. It probably took me a whole ass day to effectively write like 8 lines of code XD. But I learned. And thats basically what I do, before I write any code for something I study anything about it, or related to it until I am comfortable in that script or area, then I start trying to change it. XD. Not the most efficient way, but it worked for my brain.
thank you everyone for all the replies, really appreciate it 🙇♂️ 🙇♂️
Hey, just saw this, can you point me where the config files are? My OSD will gladly take on this task XD
Edit. Okay I did it for the ump silencer and c-more, the position change the weapon is in the equipment slot though so I need to find out why, I think removing the attachment name would help too. Not sure how to do that yet.
nice
No you don't get me. I want all npcs only to use pistols or maybe smgs.
you will probably need to edit all npc loadout and change them to only have the exact pistol/smg pool you want
why is everything blue
Oh that's probably my reshade, I have a colder tonemap going
That’s how I learned as well but from Arti, Arszi and Wepl
Hey guys!
I am looking to make an extremely simple mod that adds some loading text, and papers with text on it that you can find around the world.
I have been playing on this stalker roleplay DAYZ server for a long time, and have this character poet who has written tons of really high quality poetry about the zone.
It would be super simple, and super lore friendly.
What resources could I be pointed to to do this? I know something like this shouldnt be too insanely hard, and im pretty good with computer stuff.
Could anyone point me in the right direction?? ❤️
how difficult could be to change the guns green lasers to red? With night vision googles on, green lasers are pretty useless
check how in game notes work
like stalker journal 1 to 3 and monolith prayers 1 to 3
it unlocks articles in your PDA
OK - Can I find that in that book that is linked above
(sorry bout all the new influx by the way - bet its been nuts - Glad I got in months ago XD)
Thanks for the tip! ❤️
Just toying with the idea for personal taste - I am a huge fan of desmans horror overhaul/pre-blowout murder and made a pda_communication_lost sound file that plays a number station during blowouts and psy emissions. How would you go about making a script that would randomly select from a range of audio files so that I could have several different pda_communication_lost tracks?
yeah I made one that was a combo of two or three for it. Just more atmosphere layering
🙂
@undone lily I have searched the game files for "Notes" "Articles" "Journal" and "Prayer" and while I found some things, none of them seem to have anything to do with what you referenced.
for the items in the debug menu
you'll be able to get the items ID and look for this
ok thank you
I just now noticed that the mechanic can not repair Outfits, can someone give a hint which mod does that?


Found it
, sneaky one. Stumbled on it before but did not read it good enough.... thanks to your perfectly log of changes to the game I have found it and I must say it is a kinda hidden change 
gz on breaking progression 
My progression is vastly different to Gammas
I know in gamma this stuff is in place for a reason, but in mine things are different. And I think I will not have 200k rubles left to repair a somewhat good heavy suit right at the start 
and I play with OPO so is is different from the start
ah I see, homebrew pack with bits n pieces of other's
I am just a nutcase with his own pack yeah ^^
try xcvpack u wont be able to repair anything that cost 25k+ for 60 days
wheres pda i need more reports ;[
next update x)
Sorry last time I forgot XD
We need a mod that lets you sit down (like to chill at campfires)
...
ngl a dedicated button that lets you swap between campfire sitting animations and puts you in third person until you get up would be cool.
Hell, it could be connected with the instruments and let you sit by the campfire and play the guitar and actually see yourself do it.
now that would be nice
that'd be pretty nifty indeed
yes!
Wrong channel, this is for making mods, you want to ask here #🔨modded-gamma-support
whoops corect, sorry

Just learned Dynamic Tonemap lowers Lumscale hemi to min from 03-09 and 09-15 then increases it to max 15-19:30 to 19:30 to 00:00
I figured out how to raise Lumscale hemi between 03-09 and 09-15 but not how to lower it between 15-19:30 and 19:30 to 00:00
It should be the marked lines but I don't know what to change them to
Does anyone have the real ACOG reticle they can share?
The one with the red chevron reticle
If I want to do a simple texture edit of a weapon (I want to desaturate the BAS AK74M magazine and make it black), what should I do with the texture?
when I saved it and loaded into game, it messed with the whole texture and its detail is all screwed up, the gun is black, but its extremely dark
(what I mean to ask, is its a compression issue, im using paint.net)
this is what it ends up looking like
My addon already plays number stations during blowouts/psy storms! If you wanted more variation, you could replace some of the files already in the horror addon with the stations you like.
Right now I have all the files play the same horror track, namely because I haven't had the time to make variations.
part of my upcoming horror addon for Stalker Anomaly
this worked. thank you

Yeah I know, that is where I got the idea from as you need the RF receiver out to hear it. I wanted it to happen all the time so made my own, then replaced the pda_communication_lost. My hope is that I could have 5-6 differing ones with number stations/monolith prayers/calls for help etc (like doom 3 sounds but not in your face like that was) alternating randomly
THEY'RE COMING THROUGH THE WALLS
my nutsack when i go for a jog
Ha ha you should probably see a doctor then if part of it detaches like this monkey 😛
yes please
that would be so cool
it would also be super cool if NPCs could react to you playing the guitar or harmonica at a campfire and go "molodec!" when you finish a track
@fluid idol thanks for the backpack mod ❤️
i got some issues with the Mag redux mod .. Cant load any magazines into my gun.. its like, he unjamed it everytime.
report in #🔨modded-gamma-support please not here
thx.
!mags
In order to properly enable Mags Redux:
- Enable
Mags Redux (Disable G.A.M.M.A. Unjam Reload)(the mod under "Optional") - Disable
G.A.M.M.A. Unjam Reload on the same key(yes it's a mod, no it isn't a keybind) - Enable
Ammo Check(this is a mod as well) - While in game, check your keybinds for reload and unjam
- After successfully following all steps, you need to Left-Alt + left click the magazine to add to your loadout, before a reload can work
Bonus) You can also enableMags Buyable at Tradersif you want, it's a mod already inside your mod list
KEEP IN MIND that once you enable Mags Redux, you can't disable it in your current save file. The only safe way to do so, is by loading a save where you don't have the mod enabled or by starting a new game WITHOUT Mags Redux.
yo anyone able to give me a rundown on if the console is able to edit variables used in mod scripts?
it can't
but you hop on debug, edit stuff in the script and then f7 f5 ingame to reload scipts
could you walk me through how i'd go about editing the script?
i don't even know what you're trying to edit
the RF receiver bonus package script has bugged as something has removed the package unexpectedly
i'm trying to figure out if i can make it move me onto the next package
to un-bug it
idk never touched that script
@azure basin why does the parts match script crash when the gun has no parts?
make a quick patch to fix nil crashes
Because string.find doesn't get a string
😦
you know guns and BaS etc well, right?
Define well lol
one guy had a rex with a scope on, a red dot. he took it off and now cant re-attach it. any ideas? 
i never used them so no clue
Oh that's from the rex reanimation. It uses an interesting upgrade system to add scopes to the gun via either a rail or a straight attachment
hmmm so he needs to upgrade the gun first?
However I think the way it works it let's you detach the scope, but it probably isn't listed as one on the ltx
Nah it's from the upgrade itself
I'll take a look at the file later, but it probably only needs the name of thst scope added to the scopes section
he is happy already anyway - he now has a goal to repair and upgrade his new rex
and will never take it off again
appreciate the info
@vague sphinx Just tried downloading your Autumn Textures repack and the link seems to be dead, are they down for a reason?
sorry for the ping btw
no worries, I read through and found The Anomaly Seasons redux post, all sorted, thanks 🙂
hurry up and release this bro!!
it's already out lol
oh I guess I never had the FM receiver out lmao
Then make it
Yo someone told me to ask here instead of english support. How does the weapon stats editor work? I've dont everything the help menu told me to do. I unpacked the files, moved them into anomaly game data, tried changing values in the LTX files themselves, I tried the weapon stats editor in the debug menu, but so far everything I've done I can never get it to work so I think I must be missing something but i can't figure it out, I thought it was because the folders were "read-only" but changing it and trying again fixed nothing, any ideas?
grab the changed files you made, install them with ocrrect path as a mod in MO2, and also check if those exact values aren't getting overriden by a DLTX mod
Alright I'll give it a try
Hey can someone explain to me which property under weapons in .itx files, is the damage? Impulse?
Disp I assume is displacement?
Or is it listed under ammo types? Under the ammo .itx
Disp is dispersion, spread
want me to delete these suggestions as they dont belong?

@fluid idol - so how do you adjust damage? I couldn't find damage except in multipliers, such as uh the sks has a .51 and the svd has a 1.
what is the grizzly detector id?
is it modded in?
this is code from device selector hotkey, and it doesnt work with the grizzly
detector_grizzly
worked thank you slimey
The very old one ?
Anyone have an idea on how to adjust damage?
Yeah turned out I was looking at an old one. Couldn't find links for your personal version so downloaded golden autumn redux
You can find it under the name Autumn Harmony in my Reshade's readme in #🖇old-mods-posting now
Ah gotcha, I'll have a read through it, gonna install the reshade tommorow I think 👍
Does anyone know of any mods that adjust dmg?
Whether up or down, so I can compare- I'm new to the stalker game and community. I've been staring at multiple game files, for almost 4 hours now.
I've done this before for other games, but I only see property damage, in the properties list; on all the firearms, the ammos, and stuff- it does not list anywhere damage or damage related text, unless I am overlooking some text regarding damage, or I'm missing something.
Anyone can point me in the right direction?
what are you trying to do?
I was going to do two things in a mod.
- Produce a new weapon, but add caliber changes, as like the sks.
In that journey, I wanted to do.... - Adjust the SKS 7.62x54 caliber change- because it only gets +6 dmg or a 20k mod, and the bullet cost triples/Doubles. It has a 45 dmg stat (Ingame at 100% barrel) vs the SVU's 86 (With 60% barrel)
The latter, is an easier thing (Or so I thought) to do, which was simply make a damage adjustment. Because +6 doesn't make sense, comparative to other firearms in it's calibers being around 75-85. While the SKS gets a measly 45 (Up from 39).
I can't find the damage stat anywhere. Except for in Grok's Damage Rebalance I assume it has to do with the multiplier "hit_power".
for damage changing you want to edit hit_power
as to how to get the magic number to display properly in the weapon card
But how does that formulate? Because, when I went to look at the firearm, it has a .55 modifier on hit power.
Right... But then when you look at the upgrade...
damage in the card is displayed through a formula: normalize( (k_hit * hit_power), 0, 1.5)
For the caliber change, it does not change the "hit_power" value whatsoever, so how does it determine the change?
that's the thing
it doesn't change the damage
it just changes the ammo type to x54
I went to stare at the ammo, and the ammo doesn't have hit-power.
I see, so it's named different, that makes sense.
you'll see why you have such a low damage
Thank you, I'll do the calculations to figure this shit out.
Because the sks went from fucking... 39 dmg per a shot, to a measly fucking 45 dmg... That's ridiculous.
20k-25k upgrade, for a 6 dmg, not even a quarter of a pistol dmg in diff.
yeah because hit_power stays the same since the upgrade doesn't modify it
I think that should change, am I the only one thinking this?
isnt Damage Rebalance only for what player receive
It's not balanced at all, you lose like 25k cash, then you lose x3 on ammo efficiency costs.
What are you asking, sorry @lunar nimbus ?
he's talking about the actor damage balancer
which is for uhh the actor
but that doesn't apply for the issue at hand
Btw thank you @random fulcrum
cost = 6880
value = "7.62x54"
condition_queue_shot_dec = +0.0003
condition_shot_dec = +0.0003
misfire_start_prob = 0.0006
misfire_end_prob = 0.008
bullet_speed = +90
ammo_class = ammo_7.62x54_7h1, ammo_7.62x54_7h1_bad, ammo_7.62x54_7h1_verybad, ammo_7.62x54_ap, ammo_7.62x54_ap_bad, ammo_7.62x54_ap_verybad, ammo_7.62x54_7h14, ammo_7.62x54_7h14_bad, ammo_7.62x54_7h14_verybad
inv_weight = +0.2```
this is the upgrade you're looking for
in gamedata\configs\items\weapons\upgrades\w_sks_up.ltx
Yeah I know where that is, I've been staring at them.
I just didn't know which property to change.
notice that nowhere in the section is hit_power modified
upgrades are treated as everything that's inside the section is applied into the gun
Either +6 (Like most games, just straight pump dmg stat flat).
Or, I should see some modifier mentioning damage if it's a scaling type system.
I didn't see either.
i cant find where he says he wants to change it for player... the dmg u see in UI is unlikely for player, more like the damage that comes from player
I just saw dmg change, recoil change, bullet speed. Etc.
I even looked over a bunch, I found a clue on Grok's damage rebalance mod. It has hit_power property in it.
that mod is for damage received by the actor
But I didn't know about the k_hit, where do I find that? I just checked ammo files.
it's in ammo
see the ammo_base class it's inheriting from
OHH 57. GOT IT.
k_hit is just 1 in vanilla
Reference, I'll look back.
yes but what u see in UI (the dmg hes talking about in integers) is for damage that comes to NPCs
that's what's he's asking about tho
he wants to buff the sks x54 upgrade
so why u look at UI that display dmg for NPC but check the formula in script that is for Actor? 🤔 im confused
Like it doesn't even feel stronger, tbh. I've been comparing shots for like a whole RL day.
Between the SVU and the fucking SKS.
Not even close.
I don't know shit, I'm asking GetGood.
When using the SKS with the x54 upgrade (I have two sks btw).
Comparing damage, the SVU outperforms the SKS by a long shot, remind you the SKS I have is 100% barrel, vs the svu I have is only 60% barrel.
It feels, and the data shows, double dmg.
So I'm unsure what I have to do to adjust the damage on the SKS.
On the upgrade.
I don't know if that further helps explains, or further complicates lol.
I have the SKS without the barrel upgrade x54, and the regular sks.
bruh i already told you to edit the upgrade section
Ok, that's it?
yeah?
it will be 0.20
It'll change the displayed ui damage as well, or is that changed elsewhere in like a description text.
it will change the damage in the card
via applying the corresponding formula
which i also mentioned above
Ok- cause what @lunar nimbus confused me, he was talking about how what we were discussing wouldn't change the damage appearance either(?)
its u confusing me by talking about two different things xd
This confused the shit out of me.
oh my god you're overcomplicating the shit out of the issue
I'm not, I was with you. I agreed, and was just about to do just that.
But then @lunar nimbus stepped in and started talking about referencing actors, and whatever...?
And whatever we were talking about was display damage, and not actual damage....?
What is dltx?
an in my opinion must do for everyone that wants to mod stalker
instead of making a mod and doing gamedata\configs\items\weapons\upgrades\w_sks_up.ltx
which will replace the file in its entirety
What is dltx?
thus complicating compatibility
Is that supposed to be the compressed modfile? I'm using a compressor program.
you do gamedata\configs\mod_item_upgrades_somethingsomething.ltx
Yeah, so produce a new file, right?
that's what you're supposed to do
Yeah I'm not replacing the SKS, I'm not new to this. I just didn't know k_hit was a property that meant damage.
And I wasn't familiar with the game's system, and wasn't sure- if like displayed damage vs actual damage was a different thing- because of what @lunar nimbus or whatever had said.
the tagging isn't needed come on
the actor vs npc damage is quite different in grok's modpack
Because some games, you have to manually type localization for damage, for whatever reason it isn't displayed automatically.
you tagged the poor guy like 300 times now
also, yes, i'll say it again
the magic number does correlate with the actual damage
Automatically displayed, I know that now, because you said it a moment ago and that clarified it for me.
So thank you.
Bro, the reality is... I got confused, because he thought I was talking about Grok's modpack, adjusting damage for actors, npcs, etc.
I was not trying to do that, I was merely asking for weapon damage change, and this dude butts in and starts talking- I only spoke about grok's modpack for damage rebalance, to see what values were in there (some call them properties); to adjust... For damage. I had to use something for reference.
Like I had to run around, for nearly 4 hours, to find this property value.
Don't mind Momopate (GET GOOD), he talks like that
My god, is it a pain, I dunno why they didn't just name it damage.
It's literally in TWO versions too.
k_hit.
And hit_power.
I only found hit_power in Grok's Files for damage rebalance.
which files
what damage balancer
there are like 400 damage balancers in the modlist
Groks, under Gamma, I'll find the exact name. I wasn't changing it.
I was only looking for the property, so I can add, remove, or adjust, the propety/value.
very specific bro, narrowed the search down to 1
And I think, because the other guy came out of nowhere.
He misread something about me mentioning grok's file, so he thought we were fucking with some actor dmg and rebalance shit, that applies diff damage for humanoid players vs monsters.
That's what I wrote earlier, I still have the folder open.
That's odd, because, I never mentioned rebalance, so I take my statement back about the other guy.
I never mentioned rebalance, now that I think about it.
Yeah I checked, I never mentioned balance, he mentioned balanced actually. And you tried to clarify to me that he's talking about sommething else. I don't know how he came up with rebalance in our topic we were discussing before he came in.
I'm just trying to figure out where the miscommunication came from, so I can... Better word myself next-time? But I'll chalk this up as a misread.
It helps develop communication skills to figure shit out, imo.
Bro, if it's that problematic to you, that you have to be so exasperated; you don't and aren't obligated to help me you know this right?
see in all the time you were rambling about xcvb misread i figured out the whole mod
i just don't want the channel to be clogged with mindless idiotic rambling about the most microscopic of errors

You're very condescending for someone attempting to help people; maybe other people are ok with it, but I think it's a very odd combination.
To blame me for the confusion, and call me stuff, and put titles on me is also very distasteful, when you know what I was asking of- some other dude interjects and makes it seem like you didn't know what you were talking about. I even explained why I got confused, to show you the possibility of Confusion to someone brand new to modding this game.
Some games, really do require localization to type out damage and etc.
You just click here bingle.
now please, can you post the script
Let me know if it worked.
is there a modb link for it
thats what i was asking
Ohhh, let me get it for you.
Well, I couldn't get a moddb link for it, so you'd have to do the full install, are you triyng to Gamma?
Or what bingle?
Oh, It's not on moddb.
could've started with that
thought you were looking for the mod
it's just a alife switch distance tweak
While typically, if it was another mod, it should show this instead....
increases the online radius a bit
alr
The other way you could obtain it, is if you actually download gamma, and run the whole installation process I would guess.
And get it.
it becomes chaotic wherever i come
@azure basin how do I add an exception to the sprint animation thing?
@paper oxide I saw your post in #🖇old-mods-posting may I ask what's your graphic setup on the pictures below ?
Just Graupel and Screen Space Shaders
Not the usual setup, but I do like to mix of Simple Autumn Retexture - Gardener of the Zone - Reborn Zone for a summer theme
Get Graupel right here #🖇old-mods-posting message
Add a new entry in there
anyone can help me? i have no idea of modding, but, what archives do i need to look at to modify green lasers to red? its a hard task?
you have to either replace textures or edit specific models
one by one editing the RGB of the laser gun by gun ? you mean? maybe is a dumb question. I guess the BAS files
sorry if im asking this question at wrong channel but, what is the name of the mod that gamma uses for heal items?
no, models
heal items are part of vanilla anomaly, which then gets edited by BHS? body health system, idk check that mod if it has any files getting ovewritten by another addon
Im using BHS at my other save with my own custom mods but i didnt see those med items at my game sadly
or maybe they are not available at the new game screen
F:\Stalker Anomaly\Gamma\mods\76- Boomsticks and Sharpsticks - Mich\gamedata\meshes\dynamics\weapons\wpn_ak74u_tac. This route?
lmfao did you install gamma inside your anomaly folder
me? no XD. Stalker anomaly folder is a separated one. Contains Anomaly vanilla and gamma
i mean like eschmarch or bandage items
@grim sinew - check #old-how-to-install .
thanks mate but i dont have problems with the installation. I want to edit the models of the guns to turn the green lasers into red. If im correct i need to change some models using blender. Dont know for sure
@grim sinew - do you have the tools to decompress and compress the files for the dbs? The other option is snagging a laser off another model and using it is another option.
You would just need to copy it, paste it elsewhere, rename it. Go to the file and direct it to it to use it as the colored laser you would want. Of course, if you intend to publish it publically, please ask for permissions and please give them credit.
I have to go cook, good luck! If you lack those two basic tools, besides the blender to fuck around- be sure to google for them or ask around for it.
No.. I do not have the tools. I need more study of how to do the task. My main issue is that using night vision googles the green lasers are pretty useless because the green dot turns into a giant blurry dot. So the idea is turn the green lasers to red to bypass this or seek for another solution
Google search debug console to spawn items - spawn some of the high end gears to find out which laser you like (For example) to figure out which model you like, and go to the appropriate mod pack or w/e to get the model.
That's what I would direct you too, besides getting the stalker anomaly db compressor and decompressor programs.
Then check the modpacks that you think it belongs too, easiest tip is to search "Weapon Pack" or something like that in the MO2/Mod Organizer.
oh! they are more laser colors/modules in the debug menu?
Well, no, but the varying different weapons might have them preconfigured onto them.
Such as... I think the AK 5C with ISG kit (I think in the files it's called AK 5C ISG
It has a green laser, for example.
If you wanted a green one.
uhh the laser beam isn't linked to the laser device
I hope that helps- I really need to go, guest coming over, swore I'd grill up some meaty steak. ttyl, hope to hear from your conquest
thought it was obvious enough
i wanted a red one to not interfere with the NVG
. Thanks for the info!! have a nice cooking
check textures\wpn\ under bas
replace wpn_pfx_laser_beam.dds and wpn_red_dot_reticle.dds
ooooh thank you!!!
that would mean that every gun that uses a laser would now be the color you chose
but it's way easier to do than going after every single variant of a model
that sounds easy enough.. or maybe not XD, but thank you very much. Im going to look it
also both of those textures are being replaced by gamma weapon pack
so i have to edit gamma weapons pack too?
no, just make a new mod with the file
ok! Thanks!!!
id like to clear something up, what controls the objects_per_update? im pretty confused rn, is it the alife config or set_obj_per_upd() function in bind_stalker? i read that some people did it via alife.ltx and apparently it worked
why do u need it?
personal tweaks. i set it via that function and i dont know if im getting placebod or not
script one must be same as alife.ltx
Idk if this is the correct chat for it, but does anyone know the possibility of differentiated helmet + armor combinations for third person? If there's a mod for it, I'd love to see it.
no, the actor un third person uses only a defined visual mesh
the only one that i remember that made'dynamic item visual' was area, which spawned floating item meshes and put them on top of actor? i dont remember
Always cool to hear the ideas people have for that stuff, hope it becomes a thing at some point, since I know it'd be nice to have a model that matches the armor i have in 3rd person
Anyone know if there is a Free Roam Camera Mod similar to ReplayMod for Minecraft? I would actually pay money for a mod that records your whole play session, and then let’s you take a free camera and move it wherever you want with key frames to make cinematic videos. Anyone know if there is already something like it? Or anyone who might be able to make it?? That would be world changing for me lol
I don't think anybody will
If you don't mind the absence of "recording your session", You can already do free camera movement with debug mode enabled and pressing num 0 or by typing in console 'demo_record 1',
Okay, Hear me out. I've been playing with mag redux and having to focus on mag and bullet count. Shit's legit. However... Spending the next 15 mins packing the mags is torment. Is there a way to have it be a right click to reload mags and eliminate the animation and clicks all together?
Yes, disable mag redux
har har
I like having to balance bullet and mag usage. I just don't like the mag packing feature
you can up the speed in the mag mods settings
and IIRC there is an instant load option too in there
just drag ammo onto the mag with that enabled and no more clicking needed
Yussss. That's what I'm talking about. What's IIRC? I'm smooth brain
If I Recall Correctly
I use it for plausible deniability
I'm stealing that lmao
Yeah, I would be happy to use that but the only problem is, I can’t set the camera where I want, and then control my character through first person at the same time
honestly XRay struggles with rendering one PoV at a time, I can't imagine trying to have an eye in the sky at the same time
Dang…
Mags redux should be default and I don't need to explain why
lmfao WHAT
oops this isn't general

Official audio of ”Dream On” by Aerosmith
Listen to Aerosmith: https://Aerosmith.lnk.to/listenYD
Watch more videos by Aerosmith: https://Aerosmith.lnk.to/listenYD/youtube
Subscribe to the official Aerosmith YouTube channel: https://Aerosmith.lnk.to/subscribeYD/youtube
Follow Aerosmith
Facebook: https://Aerosmith.lnk.to/followFI
Instagram: ...
Good song. There's an Eminem Mashup and it's insane
Jokes on you I can't watch it on the grounds of copyright!
I was making a joke, because i like the mod
I'm hear to report back my findings. Mag mod settings allows you to speed up mag packing but unfortunately you can't make it instant. Even just lowering the time it takes to pack them made a night and day difference though so thank you comrade
you can load it by box i think too
okay, this is a more sensible place
I have an idea to mashup the usage of free zoom and this mod, so that when you're free zooming ADS, it activates the hold breath and stamina consumption
just load them both into your game and bind hold breath and zoom to the same key
that's what i do
ah, dunno why I never thought of doing that
wont the two weapon sway settings multiply on top of each other? as its already in the modpack
body health system
yeah gotcha
wym?
By the box of ammo
A box is anywhere from 10-15 bullets
So it'll load thst many at a time
hmmm how does that work? I buy boxes from traders with 15 in them but when I drag the ammo to the mag it just loads one at a time... Granted now that I turned down the mag pack it's ridiculously fast, it'd be nice to have it instant like you say
i don't know why is this still going on in the mod creating channel

Partly because i can't read and thought this channel was called mod ddiscussion until you just mentioned it... 
has it always been "mod-discussion-making"? I just realized
should be mod-making-discussion
I'm new to modding and just want to make a sound mod to add a siren to blowouts instead of the crow murder mod, anyone have pointers?


