#โ๐mods-making-discussion
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found something interesting
I'm thinking of adding a few new backpacks, but I'm not sure what would be useful besides "more space"
I think Mags-specific sidegrades would be nice, bags with only certain kinds of slots.
Need to see if backpacks can add other stats to the player
They're just another "armor" I think?
nah it's more like an artefact
sure you can add more properties to it
something like a meme armored backpack would be funny and useful
Just changed in that way, yes
And I know it should be mod making discussion, it was like that
But since people use this channel for other stuff...
xcvb confirmed
Like an exo backpack for the high end, even more capacity than a tourist, then a magazine pack with low weight/high slots.
hell, Dead Air oxygen tank with high radiation/chemical resist but little carry weight boost 
I know we have the camelback belt slot but maybe something like that would be cool if you can add other stats?
probably been mentioned a million times but some alternative layouts for the health and status bars would be great
Wanted to try something for personal use, but may God have mercy on me so I can try getting this to work lmao
85k+ linesto sift through
Gonna be a long night
In what coding language are mods for this game usually made?
the scripting's in a form of Lua
Cool, i was thinking of trying to make a mod for an mpx and mcx
Wish i knew how to do models tho
Hi there, I'm trying to edit the amount of points you get for your loadout with Gamma, I assume it's tied to some config file, but can't, for the life of me find where it is, does anyone have any ideas of where to look?
Probably should've asked this sooner but oh well:
Is there any way to setup "DLTXify" to use your "Virtual Folder" from your MO2 load order vs only using the base unpacked Anomaly files?
I don't think there is. What are you trying to dltx?
why u guys xray wizards xd
@urban egret If you pack that into a zip with the proper folder structure people can just install it through MO without modifying a GAMMA mod.
Make the top folder gamedata and put that in a zip 
Alrighty, I put it all together nicely and in a convienent package for MO2
Lmao, I'd resigned myself to solidmodeling those 7.62 50 rounders, meshing them & reimporting to blender. Guess I gotta go poking thru the new BaS models now
it's actually from a desolation mod >>
theres also an rsass m1a chassis but EFP is gonna have an RSASS m1a in it's weapons pack when it updates to 4.0
does anyone have a full outfit upgrade mod?
Anyone know where are the weapon stats are kept, I've searched everywhere but can only find them using the unpacker, but edititing those and placing them in Anomaly doesn't do anything, so the game is getting it's stats for weapons and such from somewhere else
theyre controlled by the gun's w_.ltx
you arent seeing a change because youre placing them in the root anomaly folder and theyre getting overwritten by gamma
Alright so where do I place them to see the changes? sorry if this is pepega I'm unfamiliar with stalker modding
find the weapon you want to modify in MO2 and then make a new mod for those ltx files. if you save it in the mod then the changes will get overwritten next time you update the game
mo2 has this window that lets you search for a file. just copy the folder structure to that file into a new mod folder
Thank you so much, this has been eating away at me for days
Does anybody tried to change light duration from Hideout Furniture? I made some changes in items_placeables.ltx file but without effect in-game.
Does anyone knows what causes this problem? It's like the mesh is not catching shadows from lights. I thought it could be a mesh problem but I opened one of them in Blender and they seem fine?
A really bad idea:
Provaks Pack just for the hell of it (and to mess around with the new guns in there). It has a damn crossbow in it when I was dtarting to go through it before cleaning up any unnecessary files out of it.
youd probably have an easier time ripping out whatever you want from provaks. ive already looked through it. it doesnt really have anything thats not already better elsewhere
the crossbow probably have its own ammo so youre gonna have to dltx the ammo for it
Yeah, I kinda figured that one out REALLY late as I finished cleaning up the mod_system file for it. Would've been easier to pull stuff.
The pack also allows suppressors on some guns that didn't have them so I thought that was pretty neat.
one of the most effective ways that I know to tweak things in GAMMA or more complex mods is to go to the virtual folder that offers MO2 and copy the script and configs folder to a new aislated folder and compare things with beyondcompare or winmerge to have a general grasp of the original intended structure of the modpack and the changes that you need to do.
ive been meaning to extract the revolvers from TAZ. now that i know how to change animations i wanted to fix them using the new mp rex animations
nice
what program you use to fix animations? or u only edit the .ltx?
I fucking found the problem! It's the "material weight" attribute on the thm file. The problematic parts had values over 0. 
wow what
@undone lily I'm so sorry to tag you boss but this might be worth checking out. It's mostly with BAS weapons I think. I'll start editing some thms and create a separate patch for it. I'll share when I have some done. There's probably a smarter way of maybe batch editing the thms? 
that means going over each individual mesh for each weapon and its scopes
not necessarily
yeah, but since it's the thm files, maybe there's a way to just set the whole folder to 0?
since material weight is handled in .thm files
which are shared between unscoped and scoped variants
ah. youd probably have to do it by file then
i havent touched anything texture related so i dont really know
yeah still the thm editor is stupid easy to use
in arx toolset?
the fal sa58 had values of 0.5 or something crazy. I'm going to fix the whole weapon
So I just tested with the hexagon silencer, it looks just like the other parts that work
sa58 my beloved! 
the silencer have a different name so that's why it's not fixed. The good thing is that a lot of textures are shared between models so that makes a tiny bit easier
I already fixed the most jarring issues like Toz and RPK
Good catch !
Sounds hella dope.
Also my God does Provak's Pack havs a ton of weapons (but probs a lot of overlap). What I've gone through so far when adding their parts seems like I might end up gutting some in there if there is way too much overlap.
If you're gonna fix these post them in #๐old-mods-posting 
Will do, I'm already going through the list and I'll def need people to test it out to see if that didn't explode anything. 
just posted, let me know if you find anything weird, I'm not sure if it fucks something like lenses or sights. XD
@small tartan I understand you love everything in #๐old-mods-posting but don't post in there, the channel is only for posting mods
is there a way to make sortingplus not so stuttery?
Nope, that's the nature of that mod
Is there a way to edit the gamma economy mods so that traders only buy guns and armors, not sell them while keeping the economy mods enabled?
nah
Possible but "hard", "long" and tedious to do
"hard" and "long" 
There's a mod already that makes them buy guns at low prices
So I have a question, what would I need to make a custom radio station?
its pain me to see that even tho GAMMA fixed the broken M98 upgrade still didnt fix the missing silencer model
there only 2 mods on ModDB and they have very outdated
anyone know a solution for this? swapping model perhaps even tho i would need to get a new model if it actually missing from the data files
just add a silencer to the model
Shut up. I can thank ppl for their hard work if I want to. Go bother someone else.
p!mute @small tartan 3d Shut up? How about you shut up and do as you told? That channel is FOR MODS ONLY. It's to keep the channel clean of everything that isn't a mod. It's in the title of the channel. Learn how to be respectful.
@small tartan has been muted for 3 days.
.
he coulda made a thread even ๐
Ah yeah I mixed up people
The other dude was Escobar (people and nicknames what are you gonna do)

Ah well he's gonna live with that original message I guess
Trolls gonna troll I guess
Or even if he wasn't trolling, I guess he likes to see people tilt or whatever, it's the usual
What do you gain by acting like a complete ass? I'll never understand this
Actually isn't too hard. I made it to where traders who used to sell guns can buy guns from you. Small tweaks to the trade_presets.ltx. GAMMA's other econ files take care of making sure weapons aren't sold.
They also obey economy rates and condition parameters.
On Survivalist economy, a weapon sells for roughly 1/7th of its value at full durability.
Could do the same for armors, but personally don't see them selling armors. The armor trade-in mechanic is a good enough alternative for me.
Only reason I see them buying weapons is to get a kickback from the UN for "cleaning up the Zone" lol
Hey guys the horror overhaul mod changes the psi storm siren but i find it kind of clownish, would deleting the sound file in the mod folder change it back to default?
it's also mostly garbage stuff 
Poor animations, bad models, poor sounds, bad selection of attachments, etc
I'm just curious to see if I can get it working. I already know this might be a waste of time but I have already come too far to quit now 
That pack is full of bugs, inconsistency and crashes
Oh yeah I definitely know the inconsistencies after going through the mod_system file after DLTXify'ing it
I might try to pull some weapons I like from it though or wanted to use. Ofc only if I like them (if I can get them to work ofc)
I couldn't complete even one playthrough with provak's it kept crashing on an area load eventually was such a waste of time
I knew this was a bad idea from the start, but, like I said, too far gone at this point 
It was an experiment mostly but yeah I knew it was a bad idea form the start.
I finally asked on anomaly discord about provak's and they told me it was trash and I should try efp I eventually tried gamma later and I prefer it going to try efp 4.0 but will probably go back to gamma
My main goal with this was to see if I could get the new/non-GAMMA weapons from Provaks to work via DLTX cuz some of the guns are ones I wanted to use in Anomaly in general. From there, it comes down to gutting all the trash (which might end up being all of it tbh lol)
well the weapons could be cool if you can get them to work
I might have to look in EFP to see what weapons they have as well and see about DLTX'ing them for personal use in my GAMMA mod load order (which is already modded to high hell lol)
Some of the weapons while going through the files (of Provak's) really do look like a lot of fat that needs to be trimmed. Lot of redundancies from the looks of it.
I like efp's systems but there are some cursed weapons in it you can fit all sorts of sights on a fal for example that's not how the original fal works in real life it has a specific scope that needed heavy modification in order to work not to mention said scope made the fal a lot heavier
I personally love freedom like that for gun customization. That is where I can suspend some disbelief for gun realism. To me, customization/a litany of choices is a lot of fun to me. I like having options.
I think gamma does it well you need to use a kit to convert a fal this is more realistic
Definitely is a great way to incorporate choice for sure. But, for now, I only have time to do code-based/dirty edits via DLTX until I get to try my hand and 3D modelling and animation when I get time off from college classes in a few months.
Well, got GAMMA to load and got to try out some of the guns so far. Time to do clean up and start pruning the useless crap of Provaks
Holy hell there is a lot of trash and unworking guns in Provaks lmao
And it gave some weapons suppressor options that didn't have any but doesn't even give them a suppressor at all. Just makes the gun sound suppressed lmao
Yeah peovaks isn't great overall
The time I went through it I literally ripped everything out except weapons config, textures, and meshes. I went down the list and deleted anything that I had seen already and elft anything unfamiliar then just opened it in blender to see what I liked
The one that I was kinda excited about was seeing the Mosin revolver (since it is one of the revolvers that can actually make use of a suppressor). But it doesn't have that suppressor option. Pretty disappointed lol
Which one?
It was the wpn_swm19. It had a real close resemblance to the Mosin revolver.
told you
I honestly can't believe someone would put together a modpack like that and not even check it lmao
Even going through the pistols alone has been a process lmao
Gotta say only 2 or 3 pistols are staying so far. Rest are trash quality or not working.
This is ADS on Provak's extra Gauss Rifle. I kinda like this view. Would be good in a more stylized FPS where the ADS with scopes still gives good peripheral vision.
Also the crossbow doesn't use a custom ammo type
It is just a "test weapon" so not surprised in the slightest
Ah it's a pip scope
I just like the aim position. Feels like it would be a good idea in a fast-movement FPS for scoped weapons
having to move your eyes off-center would be disorienting in something fast-paced, probably.


Was there a mod for a controller support somewhere? i swear i saw something like that
that aint gonna happen in this modpack
so many different buttons for shit good luck mapping that
Which only makes me more curious if there actually was one somewhere
for vanilla anomaly? probably
PIP scope on a Quake 3 looking gun, awesome

Any content creators you would recommend for mod making in this game? 
???
Well I meant if there is some youtuber that covers modding for anomaly but if there isnt I guess its documentation time
not really, there is the modding book that covers some things, but i gues it would be better to grab a already existing addon that's close or similar to what you want to do and see how it does it
ye fair thats what I thought. Was just wondering if there was anything regarding that. Thanks ๐
Could there be a relatively easy way to simply shrink the size the UI is rendered too? I'm tinkering with VorpX (VR) and would mainly love to prevent the inventory, dialog and looting screens from being fullscreen. Additionally being able to move the other HUD elements closer-in would also be grand, but not sure where to start...
basically making the max HUD position/size 50% smaller would be a great dirty fix for me ๐
does stalker anomaly / gamma have a co-op mod like skyrim or fallout has.
assuming the channel you're in i'd guess you are planning on making one?
no
no , my friend is being a little bitch and refuses to even look at stalker let alone play it non co op
going to try make a modified version of the RF receiver tasks mod that gives GAMMA upgrade items instead of base game ones and has a failsafe for when the game glitches and removes the package
cos currently the game glitching like that makes the area the package spawned, or tried to spawn in, unenterable as it crashes due to a bit of code that tries to compare your position to the package's and throws up null reference exceptions
might also look into making tiered packages dependant on player rep with the faction you get the package from
to the point where at high rep it's approaching aslan lottery rewards
that's based
now make it scale with the times you have opened packages
the more rf packages you open, the better the loot
well tiered packages according to faction rep would kinda work that way anyway
hey, which config file do I edit to change random stalkers trade stock? I want to play without traders but to be able to trade with random npcs, so I would like to make their inventories little bit more interesting / varied
uhhhh maybe through trader_autoinject?
oh so they are driven through script? damn, that will be the death of me
welp, done the easy bit in making it give gamma upgrade kits instead of vanilla
time to work on the harder stuff
no but that library ensures maximum compatibility
don't they have an ltx config like the rest of the traders? friend told me "trade_generic.ltx" could be it but it doesn't exist in gamma
wdym doesn't exist in gamma lmfao
well the file? ๐
i need to figure out where the script that controls the loot from packages is for gamma... seems like there's something overriding the base game's one...
Even when you put your new one last in the load-order?
no as in, i tried modifying the base game one because it looked like it was the thing dictating it and i couldn't find any scripts that overwrote it but it didn't change anything
Done most of the trimming of the DLTX Provak file
85k+ lines down to just to 16k after removing either non-functional weapons/bunch of useless or redundant weapons
Is there a way to fix the off-center red dot via changing its .ltx file or is this a modeling issue?
provak's is a fucking mess
there are some nice looking guns tho
would need some rigging to better anims
yeah if youre gonna adjust that sight youre better off switching it to a bas shader
man, where the fuck is the script that does these package contents
This one is pretty nice, but man only limited it to an ACOG and suppressor. Which means it works at the bare minimum for kitting purposes lol
ugh acog not my favourite optic
Gun is functional and somewhat viable, but definitely not a choice over other guns you might end up getting from the same tier of enemies or stashes
Mostly due to lack of support for anything else
acog is not fun to use at anything but medium range beyond that the chevron is just too small
Yup.
Also get a load of this:
I know some shooters hold by the mag instead of the grip
But looks funny nevertheless
this is not gammas fault as this is how the acog is in real life the chevron is far too small a pso-1 is more comfortable
Gonna have to gut the AK5 and its variants from the pack. A shame since I liked the extra camo options. But they are bland and don't work with the freezoom funciton.
A lot of the bas ak 100s are held by the mag
I know, it just looks kinda funny in-game. That's all.
But yeah the guns aren't working with free zoom. Either nothing happens or the gun itself gets closer while ADS
personally I think being able to free zoom with collimator sights is a bit cheaty
Weird. It should work regardless
That's what I thought so too. Might have to see if I left a file in Provaks that is messing with its guns.
Cuz all non-Provak guns work (base, GAMMA, and other modded)
I wouldn't be surprised if something is messed up in provaks
Oh the whole thing is messed up that's a fact lmao
Just gotta see what magic is causing it to not work with free zoom
Have you checked out the lewd mods? It has an interesting sight one that can go from a 4x scope to a red dot which is how the specter sight is meant to work I heard
@lethal jolt i finally finished porting efpwp for gamma
I think provaks has some revolvers but I don't remember

It does, but I didn't really keep any with what I have currently.
nice efpwp has some pretty cool weapons
The impact grenades they managed to get working are awesome
They also have a mutant which saves me from having to do one
Provaks not working with Free Zoom is wack. Was actually looking forward to using the Ruger Mk.3 pistol
yeah that mp 155-ultima looks pretty cool as well has a graphical display
chad efpwp enjoyer
So that is just you playing EFP, correct?
no its just my custom gamma modlist
Oh damn. And you are using weapons from EFP, I assume?
yea i was testing some to see if they work properly for me
I figured out why weapons weren't working with free zoom. At least in the case of the Ruger, it had its scope_zoom_factor set to 95 for some ungodly reason lmao
Setting it to 0 makes free zoom work.
I like it, I like it. How hard was it to get them working?
@azure basin sorry to bother you but any chance you might know where gamma is pulling package contents from? i can't for the life of me figure it out
Like the tb packages? Or like normal ones
tb packages convert to normal ones in your inventory, the only difference is the "hidden loot" stuff which is handled by the script in the mod
Most likely one of the gamma or grok stash overhauls then. I'm not at pc so I can't check and just going off my gut XD
Hmmm send me a dm and I'll look in the morning for you
will do
@random fulcrum Checked wildkin's svarog patch items_devices, it's got the broken bits of the PDA entry commented out so it shouldn't be causing them to get eaten 
I'll still delete the lines entirely to see if that does anything
Oh, those are the new slot lines from 1.5.2
is it feasible within the game engine to make a helmet toggle/swap kinda like the scope switching mod?
reason being is i tend to roam the zone with 2 helmets; a ballistic helmet and a gas mask, and itโs a pain to pull out my bag, swap them over every few minutes
Should be easy, it's new released stuff, you can find them in the EFP server, it's all public
will the weapons from efpwp that ppl convert be available on the mods-only-posting?
same; everything works except for the grenades
A wonderful thing to hear after the nightmare I have been going through with picking apart Provaks 
damn all of them even replacers?
Slowly making progress on the things I left from Provaks being useable. But man some of these sounds are atroicous. Hoh boy...
I'm attempting to create a version of the "Predator" Sunrise armor suit for the Clear Skies faction and then to add it to the armor exchange list that some merchants have.
I've already edited the texture, changed the texture path in the model, and added a new section to the o_csky.ltx with a unique item name and model path. Is there an easy way to spawn it in game to test?
Thanks, that's an easy change. The debugger mode doesnt appear to work in Gamma. Is there another way to spawn items?
debug definitely works in GAMMA
either run the Anomaly Launcher through MO2 or do something like this
I want to keep this for the camo but god these sights are awful
Didn't even have sight options in the pack. What a letdown.
Thanks. Got it working perfectly
Hey folks, I want to edit some icons, does anyone knows the font used on the texts?
very noob modding question for ya, how can I load this test scene? Do I need sdk?
No. Just have debug mode on. Once the game is in the main menu (with no save game loaded), press F2.
Perfect, thank you! Can you reload changes you do to config files?
I'm fixing some silencer/weapon addons icons and been brute forcing 
Not too sure. Only things I have tested are changes to .script files do show up on reload. However, if you notice a script isn't firing, it means it skipped the script due to an error. From there, you want to close the game and consult the log to see what the problem may be.
Changes to weapon settings may not reload. It is a hassle for sure
cool, I'm making the changes to icons position using dltx, will see if I can reload
Yeah see if small stuff like that might work. Worst comes to worst, at least you have a faster way into the game.
Yeah for sure! I appreciate the help! 
They straight ripped the M4A1 from MW3 in Provaks lmao
It has a tacitcool reload though...
Screw it, I'm keeping it lmao
Nostalgia won today
Not necessarily.
There is a lot wrong with Provak's pack. I wanted to DLTXify it and edit to get a better understanding of modding in general.
At this point, I am taking what is mostly working and keeping it and patching it for GAMMA.
Currently still in the trimming phase of getting a lot of junk out and fixing inconsistencies and errors in the remaining weapons.
For instance, nearly all red dots/reflex sights that aren't baked into the guns are non-functional due to the dots' positioning on the sights.
#โ๐mods-making-discussion message
If I had the knowledge (and the time to learn how to model lol), I would look into fixing these. But, it is way too much for weapons that are mostly throwaways and "filler" in a sense.
At the very least, once I get around to toying with 3D modeling, I'll go back to the ones I kept and fix those sights if they need it, as well as add sight options they didn't have before.
You could remove attachments and use those from BAS for instance, already functional
But yeah, that would require jumping into blender
Yeah that was the plan once I get the time to.
That probably won't happen for another month though.
Just sticking to simple code/DLTX mods and editing for now as it isn't that hard to follow with some coding background.
Nvm wrong files format lol
That's a good plan. I'm a 3d artist by trade but for now I'm mostly making small nit pick mods for myself, I want to move to cooler stuff eventually
If you are a 3D artist by trade, I have no doubt you will move on to make some really nice stuff.
The thing is, I really want to play the game in my spare time lmao, but yeah, I want to fuck with some things in the near future. Adding new attachments to existing weapons is something I was thinking about
Oh yeah that is the big problem that comes to modding:
Finding time to play the game for fun
I haven't played for about a week at this point due to this Provak BS I got myself into lmao
hahaha the modding trap
That looks oddly horrendous, looks like bubba (bandit) did a number on it attaching some random scarp on it. Kinda fits the zone
I got re-capture the reload. File format was wrong and my old version of VEGAS doesn't use that format lol
The scale of the model seems off doesn't it? bigger than it should
I thought it was a Gauss rifle at first glance
It is but it is also an awkward gun to aim. So "fixing" it would be a bit weird to me.
I will say it disgusted me at first glance once I ADS'd lmao
Also (finally) that MW3 M4A1 reload
Ignore the guns on the floor
Was in the middle of testing more Provaks guns
it's so dramatic 
It is dramatically goofy and I love it for that

I am really hating a lot of the sounds Provak is using for a lot of these guns.
I am having to resort to finding a decent enough substitute in the game already and setting most of the sounds to that.
Correct me if I'm wrong, but I don't see the ejection port
You are totally right 
I mean it is from MW3 so accuracy isn't expected but I laughed when noticing that too lmao
That's fucking cursed, fuck it tag it as an experimental assault rifle version of the gauss, make it fire lasers, remove the casings, and give it to monolith troops
They should have ported BO2 guns 
But not its M1911 cuz goddamn that one is bad
I loved BO2's FAL
full auto upgrade 
I think BaS has that one though.
Probably, the x51 guns are pretty rare
Btw kudos for you trying to trim down that 10gb mess
ah yeah. Not quite the same without wooden furniture.
It ended up being about 20GB after throwing away outfits and items
I think after I am done checking all the weapons and what I want to keep, I go on to trimming down the redundant files. Will be much smaller for sure.
The Scar from the previous versions' a keeper
luckily we seem to be getting EFPWP stuff unofficially soon, and then the official BaS update 
I should've kept a few of the like 10 FALs that Provaks had. They all looked scaled incorrectly though. Small like toy guns.
No attachments either so kinda pointless
EFP WP? Where are you getting this news? Just heard about it a few hours ago
ATHI is porting it 
The one for CoP?
This is probably the coolest gun in Provak's pack. Too bad the other sights didn't work properly. At least I could've fixed the ACOG like shown here.
Apparently the EFP Discord has the weapon files for download. Probably how people are porting it currently
Damn video file is too big lmao
Shit I'm out of the loop with EFP, they've got their own weapon pack now?
I guess so
#โ๐mods-making-discussion message
I'll try and dig it up in there
Also probably the coolest gun from Provak I have seen so far. Could only get the ACOG working out of the other sight options it had.
I think the sniper HK might be in the newest BaS too, actually
That needs to replace the vanilla 416
Yeah the G28 is in
Provak hasn't updated his mod since like late last year. This seems to be from CW it seems.
Once we get that BaS official update, I am ready to find and use the new stuff
PROVAK 
What does the QR code link to..
Sorry but I'm not releasing it publicly for gamma
if you pull the decent ones out i might be able to do something about that
He won't be allowed to port it because it belongs to the efp team you would need to get their permission
You can literally load the thing in GAMMA and it will work, just disable everything related to UMP in the mod list
This obviously means that you won't find these weapons in the Zone, you'll need debug mode
Can someone point me to documentation how to create own difficulty preset? I am trying to make a game mode with specific settings for a different kind of ironman play that I would like to by able to set with a simple choice in difficulty menu at the start of game.
i have a patch for it with the loadouts i just need to disable selling to traders
You would need permission for an upload of a patch as well
yh, ill just keep it private, its not too hard to do
certain things crash the game but its easy enough to grab the scripts and throw them where they need to go
https://cdn.discordapp.com/attachments/604015646044323845/1031919399361327176/Capture.JPG Made a first person texture for the Predator suit that kinda sorta matches
the game has a way of making things look worse
Yeah it really fucks with the boot textures
Looks great otherwise. Definitely drop it down in #๐old-mods-posting when youโre happy with it. Iโd use the shit out of that
got it hooked up with the armor exchange mod
Where is the BR class for armor defined? I have a duplicate of a vanilla armor but they have different BRs.
Check one of the rebalance mods for gamma. It may be a dltx
Is anyone in here somewhat familiar with UI edits/changes?
I'm tinkering around with G.A.M.M.A. in VR, because of that i'd like to make some changes to how some parts of the UI are displayed.
I've already looked in the G.A.M.M.A. UI files to see what current modifications are made, but im not sure if i understand the workings of the xml's correctly.
To me it kind of appears the UI has been configured based on what appears to be a 1024x768 screen-resolution and for other sizes it will scale/stretch accordingly; Is that correct? (i.e. in Actor_menu i see they make a <main x="0" y="0" width="1024" height="768"> which appears to result in fullscreen/fullsize)
In essence i would like to make some edits that would basically add an offset to the outside of the UI, mainly to prevent the inventory screens and such from trying to take up the whole screen, as currently i'm applying semi-VR by basically having a huge floating display in front of my face at a static position (so i can look around freely while this is still seperated from aiming), adding in some margin/padding should allow me to see UI elements and/or screens without having to tilt my head all the way back and forth ๐
Might it be possible to adjust the main letterbox/viewspace the UI is rendered in? (i.e. making the base canvas double-sized so the UI is rendered at half the size) or might there be any other way which wouldn't require me to manually recalculate all changes on a 1024x768 grid for each and every existing element?
For general help I would suggest asking in the anomaly discord, you might get a better answer there. Dunno anyone else here using vr
If i would want to add to a weapon scope options would i need blender or just create new ogf files. I read a bit in the stalker modding book about ogf and such and i was thinking of playing arround trying to learn some of the ways of moding this game.
You have to make a new mesh for each scope you want to add
ok i see, then i will play a bit with that and see how i go
Appreciate it. There might not be a lot left after I'm done however 
MTAR has a world model, but has no first-person model. It is called correctly in the file. Just not showing anything.
Another gun I was excited about but alas another non-functioning weapon.
Yeah his icons are very inconsistent
Even the suppressor placement in the UI is so bad lmao
Well we're getting the mdr I worked on soon with gamma weapons, and I found a RFB via desolation

That was my original assumption but you never know 
hello efpwpfpwwpfpepffefp when
cwwp when
Coolest thing so far. Too bad it uses PKM ammo instead of a custom ammo type (forgot I had a video playing in the background lol)
Hit type is burn though so at least he got that right
It would probably need a custom script to actually make it work but I'm not sure
Refuel from kerosene or gas tanks and give it a condition bar repressing fuel
I was thinking of making a custom ammo type but you need to craft it from fuel sources. Would have to add crafting recipes and parts for the ammo I assume.
Also PKM parts as a placeholder for the parts_match.script for now
I know how to fix this though. Gonna change it to w_explosive to avoid needing weapon parts.
For ammo, I was also thinking of maybe including some artifacts as well as potential recipes.
Crafting recipe should be an easy part, I think you can just tag any item in the game
These recipes look sensible enough?
That won't work
You need at least two items per recipe
You could have be two of the same item though, so like 2 of half the total material you want
Gotcha I'll fix that real quick. Let me see if the setup is working for the ammo at least.
add some scrap metal to the recipe for the canister or something
It is going good
Made the ammo act like shotgun shells. Gave it I think 12 pellets.
Recipes are all there too
Considering the icon, you could just rip the tank off the flamer icon to make it the ammo icon
I'll keep that in mind. However, at least it is all working. Now to clean up any un-needed files.
I might nerf the damage on the Flamer though. What do you think?
Nvm I have to b/c of the pellet spreading out the damage lol
That flame effect is so mid-2000s, I love it
This thing needs some adjustment in damage but it is fun 
What do you use to record?
OBS. Used to use Streamlabs or the GeForce overlay but always had issues with them after a while.
Yeah GeForce has been giving me issues
Accidentally made a 65 gig movie the other night when it didn't stop recording
How's the reload animation for it?
I usually just use windows game bar and then compress using handbrake but it's pretty inefficient lol
The pellets don't mess with the effect?
Pretty clean.
Also it seems the pellets don't effect the flames either.
What kind of range does it have though? You aren't getting super far pellets?
Just used pellets to mimic the effects of spreading flames.
Lemme check what the range is on this again
Bullet speed is at 230, Fire Distance/Range is 120.
Might cut down the range to 30 for sure
Even 30 is kinda pushing it.
The final list of guns after almost a week of weeding out the trash lmao
21 out of probably 90+ guns lmao
Most of them are old Bas or Taz guns lol
There are 2 SCARs in the mod_system file that I commented out. I like their models but their animations for reloads are all wrong.
Flamer is there too but ofc I made it not use any parts.
Man I love "modding" 
@azure basin look what you made me do
Bruh. You are the second bright spot of my day XD
You are a legend and a scholar
๐ฆ
From the Season 1 episode "Pilot" of The Office
https://www.nbc.com/the-office
All rights belong to NBCUniversal Television Distribution
http://www.nbcuni.com/broadcast/nbc-universal-domestic-television-distribution/
Did you see what the gun is XD.
hey all i have a little immersion/quality of life mod what do you guys think about a journal that we could carry around in game to write down which artifacts or mutant parts we have at base?
I've been tweaking the icons as part of my nit pick mod I'm working on, they are starting to look nice imho.
i meant to say i have an idea for a mod**
I believe there's a mod with a journal getting added eventually
The interactive PDA mod is adding something like that
awesome
can i use this with gamma?
what the fuck is going on here
@random fulcrum how did you do the textures for your m416?
damn this flamethrower model and animation is like 12 years old at this day, amk vibes
that's older than me
i figured out the texture part, do i just rename the normal as a .bump or do i have to run it through a converter? also how do i generate a thm?
ah you meant bumps
yeah, the normals i have are all dds
In this tutorial we'll see how to create the Green_Bump-Map.
Background Music by Danny Kross.
Danny is a friend of mine who makes awesome music with few equipments.
Check out his youtube channel, He makes some great content not just music.
Link:
https://www.youtube.com/DannyKross/videos
i followed this tutorial
i'd assume this is like the most basic approach to doing a bumpmap
but it worked
for a thm you need the thm editor
obv you need to save as dds, not as tga
wait so ur 416 is recoloured ingame? or the icon is recoloured
do u hab a pic maybe i missed it
looks coooool
oh that's the amazing gun from @fair canopy mod! ๐
putting some color on this boi. thanks momo
oh man how I wish xray had actual pbr
question for you guys, is there any know mod that tweaks pistol lowered position? or one that adds alt aim, like closer to the body?
I've got one
Someone made this recently too. Don't know if it touches exactly what you want though.
#๐old-mods-posting message
I'll take a look at that, thank you!
Did you made it available anywhere? ๐
Pretty much changed almost all of the weapon's viewmodels, it's in #๐old-mods-posting. Right here #๐old-mods-posting message
Amazing, thank you!
for vanilla gamma + this mod, do i tick everything when installing? or no
no, this is for next efpwp update
I don't use Gamma I don't know what the MO2 list looks like and I haven't organized the download yet with MO mod, sorry about that. But you should install this over the weapon mods, just install what Gamma has right now. So just get folders 01, 03-08, 12 if Gamma has the MP7 replacement, and 14
mmm, wouldn't it be better to DLTX the weapon position values?
Someone has suggested it, but I don't know how DLTX works yet. At this point I just want it to finish it, been working on this for a few months now
https://www.moddb.com/mods/stalker-anomaly/addons/dltxify-by-right-click-for-modders-tool
This makes it pretty easy to do.
Though enlighten me, they're just the base weapon ltx files why would I need to DLTXify them if they're not interfering much with anything?
https://www.youtube.com/watch?v=yI3h08MxBSI
And this video helps you get setup
Sorry for the terrible audio quality, I got some financially induced technical difficulties but I hope this video helps!
DLTX (Made by MerelyMezz): https://www.moddb.com/mods/stalker-anomaly/addons/dltx-differential-ltx-loading
DLTXify By Right Click (Made by TheMrDemonized): https://www.moddb.com/mods/stalker-anomaly/addons/dltxify-by-right-cl...
Any file that touches the base weapon files in any way that is NOT DLTX will completely overwrite any other mods that made adjustments to those same weapons that were also non-DLTX.
Does anyone know of a mod/the possibility of a mod that matches the First Person playermodel to the Third Person model?
Not that I am aware of.
Didn't really see much use for it since barely anyone except, to my knowledge at least, has made adjustments to the base weapon configs. But I'll consider it just not right now, gotta get it done first
yeye fair enuf, i think i was crashing with the mod loaded last but ill give it another try tn
I place it over the weapon mod that it affects, I don't stack them all at the bottom. See if it works if not well drop it for now
hi guys, is there a way to edit rpm of weapons via configs/others? for instance, I find some pistols a bit too slow.... thanks ! : )
Go to the configs, press ctrl+f and find rpm
Just be careful with your edits. If you edit the base file only, it may get overwritten by other mods that modify that file.
Look into DLTX format. Here is a mod that does what you want for certain guns using the DLTX formatting: https://www.moddb.com/mods/stalker-anomaly/addons/dltx-hellblaus-fire-rate-fix
thanks !
if u are porting RFB from RDAP i can send main model
not really a mod "making" question, but I wish there was a way to add your own music to the name
i know, I know "just have spotify"
but
emersion man
I got tired of dealing with Provak and the wack way he had animations and the like set up. These are the only things that are gonna be left when I am done lol
hello when complete provak merge

lee enfield though
A sturmgewehr 44?
Nah, Lord of War already had that and I DLTX'd that a while ago. Some of these guns rely on animations from different folders outside of its own weapon animations folder. I ain't dealing with that wack type of setup lol
I prefer this STG solely for the animations (though they're a bit stiff). LoW I presume uses the outdated Misery animations does it?
Hey guys, is there a technical reason why hd models is bad? Genuine question because I got curious and started taking a look at the models and they don't seem bad at all, hell, a rifle from BAS has like 3x the triangle count than the hd models nosorog character. 
currently they are not updated for 1.5.2
apparently they also cause performance issues for some pcs ? not sure
isn't it also a bit like "if we could give a proper technical reason, we wouldn't be having this conversation"
Oh no I understand that, I'm asking because I was thinking about doing a texture pass on a better npc pack, I was looking into the gunslinger pack too
last i heard they just broke shit for other mods for unknown reasons
people generally dont like them and some of the models can look really out of place in stalker
I see, that's why I ask, not here to argue about artistic preference tbh XD
That makes sense, some textures feels a bit too bland and clean, they are well made tho, just a bit boring
one last point: factions have weird camo pallets sometimes making them hard to tell from each other
Also the Hip replacement looks like an anime character and that's just off putting haha
That's a good point. Maybe a texture revamp trying to put things closer to lore visuals would be a good thing
Anyways, thank you! I'll do some testing here and see if it's worth doing a repack or something. 
The deed is done. And, like clockwork, I regret my time on this lmao
Provak's Pack is such a damn mess
lol don't regret, I'm sure you learned a lot going through the shit show 
I learned how NOT to structure a future mod that is for damn sure lmao
With how scattered everything is, I don't know how someone feels comfortable about that. I'd lose my mind trying to find or fix anything.
thats the thing, no one tried to fix it 
Man just threw everything in a blender and hoped it would actually run lmao
there is one that removes the egregious ones camo-wise
Oh nice, is that on moddb or something?
yisu, try a curosry google otherwise i can find it
imo, i like the DICK models for everyone over HD but the merc ones in HD are ๐ฅ๐ฅ
Yeah overall everything looks amazing but some npcs just look awful, seems so out of place lol. Got tired of looking at butchers 30 polygons face haha
I found this one on moddb HD Models - Uniformity 1.5.1
mite be this one
but ye i think still i like how alien the og models look for example on the loners/freedom/seva suits
cuz its like alt history etc
but mercs/NATO having that 70s vest aesthetic makes sense
but its also a diff art style so ๐ง
You can tell I went past my limit with my final files 
Only guns that survived the slaughter: Ruger Mk. 3 + Silenced Barrel variant I "made", Auto Mag .44, Beretta MX4 Storm (which I might delete due to animations) poor file structure was the death of it lmao, a digital camo MP5SD, and the Flamer + recipes for it custom ammo
the flamer looks really cool
It is fun, but, for balance reasons, I only made it available from Master/Legend Monolith and Sin members. The only factions I could see having no afterthought from setting people on fire.
Lab X18 is gonna be a shitshow if I roll unlucky with their loadouts lmao
There's a good pump shotty with a shell holder at the side, I think it's from CW Weapon pack
you guys know any way to play some freeplay/campaign mods multiplayer (p2p or anything)?
like any mod
except default deathmatch ofc
What's the ogg format that custom music should be? Or does the game accept all oggs equally?
only one thing, very WIP, and not compatible with Anomaly in any way
has a sort of horde shooter gamemode? open world and coop gamemodes are planned, but who knows how long it will take
https://www.moddb.com/mods/x-ray-multiplayer-extension
ah shi
oke
ayo, where do i re-enable the mutant skinning animations from FDDA? shits gone from the mcm menu 
found it, hope i dont break anything 
>break anything
probably your save, if you manage to invoke the dreaded busy hands bug
but it is the risk one takes if they want animation mods
Is there a way to turn down mouse aiming sens even more via making a config maybe ? , minimum of 0.5 is too high for my habits and doesn't quite fit me... thanks ๐
busy hands bug, is that the one where you gun just disappears and you cant pull it out anymore or is it the one where sometimes when you skin a mutant after your done skinning it the camera will auto lock on the mutant you skinned even if you turn your camera around? both of those are easily fixed by quick loading so if thats the only thing thats an issue i dont mind re-enabling fdda skin animations
hd models has many more models than there are stalkers spawned in most games. this means that it will take sever play thrus before you see them all. i have very good reasons to believe that one or two models are corrupted and cause crashes. will it affect you this play thru? probably not, will it affect you this year? maybe not. does it constantly cause crash reports to be sent to one of my addons? yes yes it does.
Also HDmodles edits way more files than it needs to. it also has identical models with diff names wasting hard drive space and ram.
no, that is the lower limit of the console command use to set that parameter: CMD4(CCC_Float, "mouse_sens_aim", &g_AimLookFactor, .5f, 2.f);
thanks ๐
If your mouse has adjustable DPI see if you can lower that instead
Write a mod
I'll keep those in mind if I ever move ahead with something. If you ever bother to look at those crashes again, let me know and I can try to check those models to see if there's anything funky, at least on the 3d side. I appreciate the reply!
The errors don't identify the model. You have to work with the save purging stalkers until the crash stops then figure out what model that stalker had. Most ppl are not that attached to their save. I have done it once it took an afternoon. I might be able to look up the model for that one.
Army mobilisation, literally
Playing warfare mode, is this ok? i feel team are getting bigger and bigger
sorry, wrong chat
Alright, the "Not-So-Pro-vak" project is done. Only things left that didn't make me want to punch a wall:
Ruger Mk.3 + Integrated Silencer variant, Auto Mag .44, MP5SD (digital camo), and the Flamer with its own ammo type and crafting recipes. Enhanced recoil and actor effects included. Added to NPC loadouts as well.
What does the gamma companion rework mod do?
It's off by default, just wondering if it makes them any better or more reliable or if it's a nerf or something
Makes them harder to hire (and nothing else from what I remember)
Don't enable it
If it is disabled by default, I'd keep it that way (usually due to either being a remnant of an older version of the pack or it caused too many problems/bugs). Only addons you can look into enabling that comes with GAMMA already are in the "Optional" or "Good addons with issues and bugs". But, as always, be mindful of what you turn on or add.
Can someone please make a metro/subway mod. So instead of fast travel we can pay for subway from Rostok to cordon and stuff for example. Fallout 4 lost world has a mod like that, its awesome and an immersive way of fast traveling
You can use travel guides as an alternative. There is also this that adds guides to nearly every area to allow you to travel immersively:
#๐old-mods-posting message
thank you
Besides, the metro/subways/tunnels are technically all either sealed, destroyed, or crawling with mutants (if I remember my STALKER lore correctly). So it wouldn't quite be "immersive" in the game world.
hey that would be awesome!
Oh this is gonna be fun
@azure basin i need to mess around with the textures a bit more
It looks fucking amazing even still being WIP
The important thing is I'm learning how to port fo4 guns ๐คฃ
ha, oh no
Fair, I strive to be educational content. But usually Im just dumb XD
i can promise you the icon is gonna look like absolute garbage though
I can work on that.
My question is: which guns? 
We talking modded FO4 guns or base FO4 guns?
Cuz if it is base FO4, those def need some new animations lol
modded of course, they have a bunch to choose from
animations are whatever i can find based on existing ones we have, until i figure out how to do my own
I used to mod the hell out of FO4 a while back and they have some good stuff.
I can hardly wait 
I might have to hit you up on how to get started on porting guns in the future. Once I get on my winter break in December, I am devoting my time to learning Blender and modding.
my ultimate goal is to get a neopup into stalker
This what you are talking about?
yeah
That definitely looks like something that would find its way to the Zone lol
I want to get the British EM-2 rifle, so that will be my ultimate goal.
Or make some crazy tesla gun in the vein of the Flamer from Provak.
here we go
more use for 12.7
you saiud provaks had an automag?
Yup. Have it all working, but the animation are pretty simple.
Lemme get a clip for you real quick.
@fair canopy
My game volume was really low so sounds are pretty quiet
not too bad honestly
Already have a few other guns in mind once I get the ball rolling:
New Vegas' 12.7mm SMG (FO4 mod), HK G11, the Makeshift Single Shotgun + Improvised GL (FO4 mod), and a new Gauss pistol as a joke weapon
I kinda want to add more good-looking makeshift weapons since it would add to the story of GAMMA. Guns being pulled out o the Zone and being unable to be sold, so stalkers have resorted to crafting makeshift weapons to make due with their situation.
Like the Duplet from the SW Pack is a great example.
idk, new vegas guns sounds more as a joke weapons for me
gauss pistol idea is pretty "famous", was in stalkersoup and OP mods
I think the SMG was more of "another weapon to use 12.7 cuz why not", but I guess that does fall in the line of a joke weapon 
Another thing I want to mess around with is using GAMMA's Artefact Melter as a way to create "anomalous" ammo types. Essentially would boil down to creating different ammunition types using artefacts (i.e. Dragon's Breath from fire-based artefacts). But I'd have to get around the ammo wheel being limited in the amount of ammo types it can show
I know PBA's Sandstone is essentially the same thing, but I want to have that act as a "jack of all trades" while the ammo is a more specialized and targeted effect.
you might wanna check out "arti ballistics" mod in EFP
it has exactly this
it doesn't use melter though, just you break artifacts into ammo supplements
Interesting. Thanks for that. I'll keep that in mind when I get around to messing with that.
and it replaces old variations of ammo
So basically getting around the ammo UI constraints. Cool deal.
My guess is that if you tried to force Arti's Ballistics in GAMMA, GAMMA's old ammo script would basically convert it to normal ammo.
I'll have some work to do to try and make it GAMMA compatible in some way. I want the extra options w/o messing too much with GAMMA's base.
But that is for another day 
i was trying to get just the effect ammo ported in but i couldnt figure it out
i send link to u check ur dm ๐

what mods are used for the gunplay?
boomstick and sharpsticks / blindside weapon reanim / firebreath / strogglet weapons addons
thanks
@azure basin internally suppressed cqb variant
I ran out of heart reactions.
this is looking so fcking sweet
What AR-15 variant is that?
it's the SIG Spear
Ah, at thumbnail sizes I didn't even register the side charging handle. Neato
Continuing the tradition of adding prototype weapons to stalker. Believe it or not this was intended to be added to the game
OTS 12 Tiss, AKS74U but 9x39
I believe the Simple Weapons (SW) Pack has that. Very simple (heh) version but it is included. Chambered correctly as well.
yeah the model doesn't look particularly bad
like, brutally honest
you can put that tiss in piarticular as an addon to the old world mod on moddb
the model looks really soc like
The one guy who put some of the MW and SW weapons for Old World probably had that same thinking as well.
Might give Old World a go once I calm down adding stuff to my GAMMA (prob never gonna happen lmao)
motherfucker you just went from taz into fucking PROVAK'S
i'd bet money you're a teacher
And all I got for my time was 3 guns 
Nah. Currently in an accel. bachelor's program for Game Dev. Done in a year from now 
The ones that survived my patience: Ruger Mk. 3 ("made" an integrated silencer option since he forgot to add a silencer model but had the bone for it lol), Auto Mag .44, the digital camo MP5SD, and the Flamer (made custom ammo and crafting recipes for it).
The rest of them were super botched in how their files (meshes, textures, animations, etc.) were not organized in any sort of way.
Or they straight-up didn't work at all.
I originally had about 21 guns that I thought would survive.
But, as you can tell, most of them died when I started cleaning out unnecessary files and folders. Either they stopped working or they did not have textures b/c they were in some obscure folder that had nothing to do with specific gun.
Honestly, cleaning out the folders broke my patience with just how disorganized it was. Don't know how a person is okay with having all that in one pack and NOT organizing the damn thing.
The only thing I might post is the Flamer and its ammo crafting since I incorporated the Artefact Melter for some of the recipes.
But who knows, someone might be able to try something with what I have left.
I tried DLTX'ing the damn thing, but when I went in for clean up of the generated file (so it wouldn't interfere with anything else in GAMMA), I realized I should've just went through the base files and ripped them out one by one. But I think I would've lost my patience must faster at that point. Would've seen the disorganization much earlier and probably would've lost it sooner.
Tried. Only could save three that didn't have botched file structure among all its files, were working correctly, and their animations weren't completely jank.
So I took that "Drugs Aren't Useless" mod and made most of the edits into their own drugs. Also made their crafting recipes as well.
Also don't mind the usage discrepancy from vanilla. Forgot to turn off a usage mod I was looking at lol
never too much crafting options imho! ๐
Here is one example:
Again, usage discrepancies are present due to the other mod
If you are wondering what they do btw:
Gonna re-arrange the text a bit
Need to adjust a few as well. Some are extremely overtuned and will kill you lol
drugs are bad
One of them straight-up kills you and we don't need that happening lmao
a shotgun with scope kit? 
busted as fuck given how good shotguns are but damn stick the acog RMR on that and mmf
so good
Courtesy of the EFP Weapon Pack. Pretty easy to grab and install into your own load order. Gotta fiddle with a few files though to get everything working.
Just remember: you can't post any mod you make for the weapon pack. It is only for personal use.
Those aren't even very good, Epinephrine lasts like 4 times as long with no downside 
Might be due to the edits only taking vanilla into account 
Should I get rid of the negative effects then? Or tone them down?
I'd say turn the positives up
you are putting unstable artefacts into your body and turning your body into a anti-gravity field
you should get some 120 kg of carryweight from snorting that
Yeah, like at least 50kg. Duration is 20 minutes which seems reasonable
though are durations in-game time or realtime?
haven't bothered to count, something like The Masculine Meal lasts for 4000 seconds and gives you 20kg
Wish I could find the file for cooked food. Can't find it for the life of me.
Check in the Cooking Overhaul files, it looks like GAMMA's changes are dltx
and the actual entries look to be in items_monster.ltx
Never would've thought "monster". Thought it would be mutant lol
true
The Masculine Meal isn't there. Oh well 
I think it'd be under Chimera?
I swear I was going to play tonight but got caught up in the medicine mod 
crush up a full empty snort that shit like cocaine and see what happens 
Any easy way to remove the mask overlay but mantain the rain dopplets and the hand animation to clean it? Zero idea of modding 
Have to make the textures blank, I guess
Thanks! The idea is the option to remove the overlay and gain some fps but mantain the cool effects of the rain
I think the FPS drop might be because of the reflections
Interesting
are all the leaves supposed to be on trees in Melting winters? Are there not supposed to be dead bushes and trees?
sim_default_military_3_default_26 is the profile that we narrowed it down to the one time I had free time and a victim willing to run dozens of script snippets to identify the stalker to purge.
TBH if you want to fix HD Models you should go thru all of them and optimize the models. As i understand it they have a bunch of hidden surfaces and the textures are probably excessive.
Test as a bot just said my message i tried to post here could not be delivered
oh wtf, no idea why it gave that error then
Maybe the code snippet i tried to paste along... message without snippet;
Hi everyone, i'm still tinkering with UI XML's and am wondering if someone can help me understand why in actor_menu.xml from the GAMMA UI the bleeding_state and radiation_state are on a very high negative value for the x-axis; is this to prevent them from being rendered on-screen or am i missing something?
edit;I'd guess the icon for radiation to be "radia_sensor" but unsure at this point.
Yeah, if something has a huge negative value it won't appear on screen
hi all quick question im in the endgame and i recently maxed out my skills from haruka's skills system is there a way to edit the max level without borking the game itself besides balancing?
Thanks! in that case i'll just detect negative values and leave them as-is for now ๐
open MO find file skill_haruka.ltx and edit max level here
using notepad changing and saving created a new file called skill_haruka.ltx.bak and in game my skill is still stuck at 100% skill experience or am i just impatient ? :3
edit regular haruka skill ltx not .bak
filter it out
i forgot to do it to all the categories testing now if it works
worked like a charm thank you very much!
Happy to help
@urban egret I only started Stalker a couple weeks ago and I'm unfamiliar with your mod, but since you asked for feedback...I like that factions are differentiated, but I think the weapons are too cheap and you give the player too many points to start with. I don't feel like I have to compromise, even on Survivalist.
I'm not too familiar with the lore, but some weapons stand out as odd to me for certain factions. Loners with the TOZ-194 (since Hip considers them rare), Duty with the AKM instead of AK-74M (since they are Russian), and Mercenary with the stocked 870 and SKS are a couple examples.
Alrighty, I'll work on updating them over time
Kinda wore myself out making it these past few hours lol
However, thank you for your feedback. I'll be sure to update it as time goes by
This is my first ever mod for stalker anomaly made for the gamma modlist so there's bound to be more changes with time
I really do appreciate the critiques and will take them to heart <3
I was looking at making my own mod to do just this, then your message popped up and took my interest
You can use my edits as a framework if you'd like? I don't mind at all <3
It'll be helpful to track down all the relevant files. What was your reasoning for some of your changes?
So after some personal complications and such, I will not be continuing development on the Twitch integration mod, if anyone needs the source code though (even though it's really lame and just a "quick n dirty that works" thing), feel free to DM me and I'll get it to you in the upcoming days when I'm in front of my main PC again.
@azure basin i may have decided to do a thing
Hey im tying to mod in the ability to use a suppressor on a gun that doesn't have one starting off and ive managed to get it to work somewhat i set it up as a integral suppressor and it works sound wise but the texture doesn't show and if I try to make it one that is detachable it crashes when i try to load my save the only thing i edited was the .ltx files and if theres anything else i need to do to make it work properly please let me know.
Dude it looks so good!
For guns to have detachable suppressors, that model needs to have a "suppressor bone" on it. If it doesn't, the game will crash because it doesn't have anywhere to put the suppressor. Best you can do is make it integrated.
you can add it without the suppressor bone, however then it'll just be on the model as integrated rather than detachable
Where did this bad boy come from?
Is there anyway to easily add a "suppresor bone?"
you gotta edit the model
the base model i imported from fo4 and then the gl is retextured from the bas scar
That is a mighty fine job you've done of porting it. Very impressed.
Thats getting to things i am unable to do I think ill probably stick to just the untextured intragral cause i wouldnt know were to even start with any of that
Im very new to all of this
everyone starts somewhere
can anyone help me disable the idle animations of some guns?
Does that have a ingame model cause i added it as a intragral and it doesnt show up ingame just the sound
wow, looks really good
no, it wont have a model unless you make one for it
Are you trying to make a "suppressed" version of the gun?
unless the gun has a suppressed model
You can easily do it through inheritance and it will just look like the same gun
Nice
That is how I made the "integrated suppressed" Ruger from Provaks.
yes of the an94
do i just throw that on top of the modpack?
Let me take a look at it myself to try and save you the hassle in case some files need to be modified.
Ty that would b rly nice
Do you have a link to that mod? Can't seem to find it.
How would i go about adding this in would i have to make any edits to my current ltx files?
is it within the ltx of the gun? sorry to bother yall
I believe so. Check in the "hud" section (i.e. [wpn_name_hud] in the ltx file)
It's in the mod list but doesn't drop in game unless you add it to drop lists
I believe once you do it in the base weapon's HUD, it should do it for all other iterations (i.e. scoped versions) unless those versions have different animations listed under their HUDs
thanks, thats where I was looking but am a bit confused on what to alter and what these variables mean at the end of some of them
like the , 0.9
I dont see it in my list
Look for the ones with anim_..._bore. Easiest way to disable them is putting a semi-colon in front of the name (;anim_idle)
im assuming they are timers?
The numbers at the end modifies the speed of the animation.
ahhhh thank you
0.9 is 10% slower
gonna try 5.0 lol
Oh I see. The camo variant is the one you're talking about.
Do wut?
The normal and BAS variant don't have a suppressor version. However...
There is a "camo" variant that can attach a suppressor.
is there a way to spawn that in?
If you give me a few minutes, I can make it spawn on Duty and and Sin members since they would be the most likely to use the red camo.
ofc
#๐old-mods-posting message
There you go.
And what do i do with this and what does it do exsactly just so im 100% sure
Thank you btw
Press "Install mod..." and select the file you downloaded. When it shows the small "Quick Install" window, hit the dropdown for the same so that you can choose the name of the file. Press "OK" and it will install. Just make sure you turn on the mod and now it will drop from Duty and Sin members.
another thought does the an94 cammo have a supresser bone?
Since it does sport a removeable suppressor, yes it does.
That suppressor isn't integrated so you don't have to do any work to add a removable one.
I was just showing that you can attach the suppressor to it
I know and i know its a little nit picky but i was looking at the ads and grenade launcher and iorns with a pso scope and there widly difrent so i was wondering if there was a way to put the bone on the an94 abakan
If theres not an easy way to do that then lmk but just asking
Not without editing the model sadly. That is purely model based.
Okay thank you so much for all the help
What I can do is try to "make" an integrated suppressor version of the BaS model. It would look the same as the non-suppressed version but it would appear as a different weapon altogether. This one is simple b/c it just uses inheritance via code.
dark mode
do you know what this idle keyword does?
I've deleted it to play around and nothing strange happens
some of them have the animation speed modifiers after them, some dont
I believe it means that if you stay idle for long enough, those animations will play. Just so your character doesn't inspect your gun while sneaking around lol
ahh thats what I was seeing, because I do like looking at the gun manually
let me try again
sadly doesn't work how I want ๐ฆ
game off, start game when changes are made and saved
it works by using the semicolon, but it disables the manual inspect as well
you know you can edit hud stuff and then do f7 > numpad 0 > u
This may be worth a shot: trying adding _disabled at the end of their names and try it. Worth experimenting.
I didn't, thank you. New to this
or after the = ?
He wants to solely have his character inspect manually instead of its playing while. Is that able to be modified in the HUD editor?
interesting, with grenade launcher on it disables all idle animations including manual. without grenade launcher it plays a different animation entirely
maybe this
Most likely. Worth a shot I suppose.
I'll just ; them out for now, thanks for your help man
I don't think there is an easy way unless you change the inspect script to look for the new name of the animations with the _disabled at the end
No problem. I could give the above a shot. Only thing is that you'd have to do that for all weapons and that is gonna be very time-consuming.
I wanna know where that idle timer is at, probably in another game file
I would be interested to try if only to answer my curiosity lol. Maybe someone can come along and answer it later though
not in the hud editor
that's why i mentioned that key combination
Ah. I wouldn't know that key combo since I have an 80% keyboard 
Ok hi sorry i had to go eat rq any updates
I'll take a look at that asap. The model I saw looked fined and honestly I though it was quite optimized (the whole character had only 6k triangles)
And yeah I think I'm going to start the project. The main changes are taking things back to lore (faction colors) and to add more details (dirt and wear). I would love to add the nice things DUX does but I'm just a dumb artist, couldn't code to save my life. 
Have the coding done. Gonna test right now.
Thank you so so much
Hey guys, is there a list of available keybinds that you can assign anywhere?
settings > control > keybinds
a list of available keys I can use, I know the config is there. 
All good now. I just had botched file structure. (Ignore the stats there are buffed from a mod I use lol)
Typos will not be included lol
Sweet! Ty smmm
Let me pack it up for you then DM it.
Okie dokie :DDD
someone has experience using cameras for texture making shit? I'm trying to make UI changes with more natural looks, and the only thing I thought is using a really green/pink background and taking photos of objects and stuff. Recommendation of cameras? Is better to use a scanner?
Can't you just use stock photos? You could probably find some nice ones in 4k
At work we have 5ds and a few sony a something. You want your light and background to be as neutral as possible. Like white lights and white/grey background
And the lighting needs to be well placed to cut down reflections and such. But as Andtheherois said, nowadays there's some amazing texture websites that you can use, a lot of them comes with albedo/normal/roughness too
These two are solid
https://quixel.com/megascans/home/
https://www.textures.com/
Just a tiny reminder to mod makers. Check the game log after testing your mod. Make sure there aren't errors that you were lucky to not have crash your game.
is this a threat?
nah, i was thinking in make my gf draw or paint shit according to the drafts I took
and using digital drawing or painting doesn't looks so good in more minimalistic kind of stuff
in that sense is drawing and revealing photos to stick to the prototypes
are you my mother?
Don't think I will. Helps build character. 
๐
lua_help.script DIK_keys table lists the values sent to you by the keypress callbacks. use DIK_keys.DIK_H to refer to the value, don't copy the number out of the table.
key_bindings is the table of actions that can be bound to a key by the engine.
to see if a key is bound to an action use key_binding.kINVENTORY == dik_to_bind(DIK_keys.DIK_H)
again with key_bindings don't use the numbers directly.
you should consider using MCM to manage your keybinds in your scripts.
Thank you, what I want to do is just assign useless things to whatever shady keyboard bind available. I think you did that in your mod, right? I was wondering if there's a list that I could check. In any case, I'm going to take a look at your mod again and use those. XD
One example is that I can't unbind the default arrow keys, it comes back when I restart the game. so I want to just throw some weird keys in there so it doesn't conflict with hideout placement binds, etc
for quick and dirty things you can just test for a DIK value in the on_keypress callback.
if you are going to have it in a ppl facing addon look up the examples of using MCM keybinds, that way ppl can set it to what ever they want.
you may also want to look into using the MCM key_wrapper (currently a separate addon from MCM) that allows you to bind game keybinds to things like shift+x or double tap f
keywapper can really free up keyboard real estate.
Yes, the key wrapper is the addon that I saw you using those obscure keys. ๐
yeah. that is a fancy hack for lying to the game engine so i can "rebind" engine keys to things like shift+x
don't use the keywrapper as an example of how to do keybinds. it is a very fancy hack that is really only useful for what it does.
https://github.com/RAX-Anomaly/AmmoCheck/blob/main/gamedata/scripts/ammo_check_mcm.script
this is an example of using mcm for a keybind. also has the normal way that runs if MCM is not found
I'll take a look at those, thank you!
In that case since you need to use the bind console command you need the translation table from the key wrapper. The dik names are not what the console command takes. So I made an ltx that has conversions
Also there is an actions ltx that lists what the bind command thinks actions are called
From those you can build the bind console command to rebind the arrow keys.
Yup, it's intended, part of my vision for this repack
This is really cool
Anybody know how to edit a weapon to go into the melee/vision slots? I would like to slap either of the sawn off KS23s in there
set slot = 1 in the ltx
any idea what CreateTimeEvent() in a .script file takes in as parameters?
im playing with Free_ZoomV2_mcm.script
as i have the following bug
#โโขstalker-chat message
Event group id, event id (both strings or numbers) , timeout (number), function, arguments (variadic)
depends on what you want to do
I want to do a few things
that's cool
I have some ideas that ive been dying to implement
search for similar addons already posted
copy them
or ask in modding channels when you get stuck
wow 30k in 72 hours? sign me the fuck in
I was typing my thoughts but i got a call from the firestation
If anyone wants to use the Improved Ultimate Backpacks mod that was posted in #๐old-mods-posting with less errors. I posted an updated ish_item_stats.script in the thread for that mod.
I don't know how to mod. But much like not being a pilot. If I see a helicopter in a tree, I know that something went wrong. If I see errors I can sometimes sort them out thanks to notepad++ and it's language formatting.
what could be the problem with a broken icon in the slot?
this shit happens when I release the slot with the icon below
Just in case anyone was wondering what type of bugs Duty Expansion might be responsible for 
Documents fetch quest won't complete and keeps refreshing lmao
I think I realized what happened. The documents stash and a green stash stacked on top of each other and seems to have been fighting each other.
bumpmaps need to have proper specular channel + verify your materials thm files parameters

yo, trying to modify photo of a loved one addon, anyone know how to increase the duration for the anim?
Well its very epic and has renewed my crippling addiction to GAMMA (which isn't good as im moving to France and have other shit I should be doing) mais merci beaucoup
Probably have to modify the animation itself
if use fdda as base, but well if i need to modify anim rip
luckily all the relevant files are in the addon itself
Started on reworking the healing craft system ๐ https://www.figma.com/file/hhxcDPiBWMvK0oYJ3nbUFR/Healing-craft-map?node-id=0%3A1
have no clue how to modify anim so won't hurt my head kek
You're welcome ^^ Hope you'll enjoy it throughout all of it
a few things, I would like to tweak how the more organized factions work, (monolith, duty, freedom, merc, military, bandit). I would also try to implement some sort of sanity system, I saw the new psy system and I love it, would be sick if I could integrate it in a way where being out in certain zones decreases a hidden sanity meter thats replenished by returning to more habitable places or consumables. And finally some sort of mutant sound feature, where causing enough noise would actually spawn a pack of mutants near you to intercept the fight. The last one defiently seems like it could be the hardest to implement
note to self, tokens

quick question, whats the purpose of having the two augmented addon files in the vbase nanomaly? does the 243 mod change/overwrite something that the 233 one doesnt have?
?
augmented as in the AUG packs
deez
does my question not make sense? im happy to reword it but ? doesnt give me much to go off of lol
Yes the first one is the guns and the second one is additional patches
gotcha oki, was just a bit confused cuz when i was fiddling around with it, seemed like you could have guns + patches in the same file so was wondering
alg!
I haven't figure out how to do that yet. Saving it for the end. But at least I figured out how to not break textures when saving them in blender 
like you did for the MDR

How do I rip some guns from a weapon pack, let's say B&S, and make it replace the vanilla weapons? What weapon files do I need to extract?
How about replacing vanilla weapons, like I want to replace the Vanilla VSS with B&S' VSS?
copy over the section info from bas onto the vanilla ltx and save it with vanilla section names
Alright thank you
Mod idea - Have crows flock towards/around corpses of Stalkers and mutants on the current map. They're carrion feeders, so it'd be a nice way of knowing where some combat has been and an immersive way to find corpses.
does anyone have some modding resources I can read?
You could also replace them in the NPC Loadouts and other places where they could be called, but yeah modifying the ltx files would be as "easier" go around.
๐
Any way to make followers run/be faster?, it's fucking painfull that they are so slow. Shit cardio they have.
mash j
ok
i'll try that
i don't notice if something happens. what should happen doing that?
Anyone know how I could get in contact with the gamma folk and see if I can get my mod into gamma?
Well, me and Mittens mod
maybe talk to grok?
His dms are limited to friends only iirc
like #old-feedback-suggestions u mean?
Yes
Or at this point @undone lily
This dude wanna talk with you about something GAMMA related
btw, check if you can dltx/dxml your addon so it doesn't conflict with other things
Alr
i recently posted a dxml more guide addon which adds ome new npcs, check the files inside to avoid overwritin files like simulation.ltx
STALKER-Anomaly-modded-exes ?
?
yeah it requires latest modded exes
Iโm listening ๐
The only conflicts I have found is with Blackjack and Starting locations (It removes Tuzla Outpost location for renegade and replaces it with Darkscape sawmill)
any storyline planned for the thing?
In the future possibly
let's go
Legit my experience with modding is about a week and mittens idk how long, I have been getting help from people though, and a guy who knows a dude called Ghen
And It's been running stable for me
It runs well with this on aswell
How does it work with ISG start ?
The exact same as base




