#โ๐mods-making-discussion
1 messages ยท Page 9 of 1
They aren't new assets
But then when you play ISG thereโs no Renegade โbaseโ ?
Yeah pretty much, but renegades didn't really have a base in the first place
Also renegade squads don't spawn in there directly, only the trader and mechanic does
after a few in game hours renegades usually walk into the sawmill
Ok. If you confirm that it works when spawning as ISG, why not
So I found a small little mod that's a single script on the EFP discord that basically allowed me to remove mags redux from my save and continue playing. I've been playing on this save for maybe 4 hours now with 0 crashes. Can I post the tutorial in #๐old-mods-posting ? I'm not the one that made this script which is why I'm asking
I guess renegades can still have the swamp outpost as well
Sure 
any idea what files would need to be changed fo rthe remington 700 deer hunter skin to be replaced with the modx gen 3 skin ????
just replace the model
Sound good. Also with the cars gamma has, dark scape will be even more fun
@random fulcrumcan you walk me through it, Im not very familiar with modding files
Yeah that's why we created the mod, the vehicles made it even more accessible ๐

I'll add it to my !mags command as a "possible workaround", thank you 
sounds good. The script itself looks relatively simple, and I think it's an edit of a more general "item remover" script. Maybe the GAMMA devs could make their own, polished version?
Hey guys, does anyone knows if ogg files contains some sort of txt config? I did a bunch of sound edits but for some reason sometimes when I edit a sound it completely changes the volume back in game. It doesn't happen to everything
For instance, for me the radio inside rostok bar was insanely loud, I changed the volume on the files but it seems to just kill the volume, it's way lower than it should
get savandt
Oh shit that's exactly what it was! Thank you! 
share this friend, cause that bar is way too bumpin for my taste
really?
where is it?
You saved me here, the audio I was exporting from reaper were removing the config! It was nice being able to batch process thousands of files though. 
thank you
still savandt has a copy and paste button for comments
so it won't be that bad
Hey anyone know if theres a quick way to change the carry weight of armors and backpacks like there is with the ltx files of guns?
what mod makes the traders not sell guns?
Looks like the Radio extended mod had some weird config. I placed vanilla values and it sounds much better already, the sounds doesn't cut off out of nowhere either. I'm going to edit everything when I have a moment and release for yall. 
So I know mutants can survive emissions, but I have a brutal idea for a mod ๐ would it be possible to make a mod that makes mutants seek cover inside structures when an emission/psy storm is about to hit? That could get pretty interesting really quick ๐
Oh god i fear that brooo
thats evil
That would be actual nice though, maybe only lower tier mutants would do that (boars,flesh and dogs) and only for the emissions.
grenades every building before entering
It gives you something to do while waiting for the emission to pass ๐
fair
ok i posted this idea in feed back but i have NO CLUE if its even possible
just an idea i had pop in my head would it be possible to make a crafting schematic you HAVE TO FIND to give us the ability to convert all these 100s of fmjs bullets into AP bullets like say needs expert tools 50 fmjs 10 metal scrap to get 20 AP bullets
is that a thing stalker can even do
like unlock x ability if you find Y thing in world
I think you can do it, there's mods that add the functionality of upgrading lower tier meds to higher ones.
i know the acheivments do things
hmm if thats the case then
that would be like the perfect late game find
I do miss that tbh, like you could melt the metal and make ap rounds
ive got like 400 fmj rifle bullets
cant build any thing worth a crap with them
hell even make a new tool that needs charcoal to work
a forge
but my modding ability is from arma 2
so basic
Can someone walk me through how to replace the Remington 338 Rifle skin with the Mod3 Skin for the 7.62x51 varient. Please
Hey sorry to bother anyone but I just wanted to know
Has anyone ever tried to modify the third person animations from Stalker Anomaly before?
On this topic, seeing as the script simply looks for and removes magazine items I think this could easily be implemented into mags redux. I've seen other mods that have similar uninstall buttons in their MCM menu. But I don't know if the developer of mags redux is still active.
?
They're on the efp discord lol
Look for the backpack and armors ltx
I found the armous but it was set under "outfits" and the backpacks ive yet to find
Do you know the exact name of the backpack ltx file?
Sorry I don't. You can search for it vai mo2
Okie dokie ill give it a shot and tell you if i find out ty :DDD
Does anyone know of a mod that lets you put BAS attachments on the Vanilla guns?
No, that's a lot of work no one seems to care to do. Mainly because most vanilla weapons have poor animations compared to newer bas versions
There are a few mods for specific weapons that replace the weapon but those are already in gamma
okay sweeet thank you!
No luck finding the backpack file so far but i found the one that makes the old man thing fast
I'm taking a look at weapon sounds here and there's a lot of inconsistences, like some weapons it literally don't matter if you use a silencer or not. I guess I'm taking another project on 
In terms of alerting enemies?
yeah, and volume range too, I was taking a look at bas and that eft sounds with casings and it's a bit all over the place. That compared with vanilla
A lot of resound mods have tried to fix it but when everyone does their own thing for sounds, yeah its gonna be inconsistent lol. It would be good to make them consistent across a mod pack
yeah, I was thinking about it. I have no experience with real firearms though so I have to do some research on that
I think I'll start with BAS tomorrow, at least to conform some values
Shitty graph but right now, most sounds in the game are at the top volume, that's another thing that I'll work on. No quality audio or spatial sound tool will fix that for us. ha
Does anyone know how to change the textures for guns? Please really would appreciate some help
Like modify or swap?
You have to unpack the Anomaly db to get the backpack file, it's under outfits as o_backpacks
I think GAMMA just changes the recipes, not the stats
You find the weapon file and see what textures and model it uses. Gun variants are usually just part of the base gun's file
i found \Anomoly\db\textures theres just a textures_weapons db file i assume its there but I'm not sure how to get into it to replace the texture @fluid idol I want to change the 338 Remington 700 the deer hunting texture to be the Genx3 texture any idea on how I could do it?
It would be easier to change which files it uses from the gun's ltx
Ive been trying to figure out how to unpack a db file for a while i downloaded ARX but im not entirely sure how to set it up
Anomaly comes with a db unpacker by default in the tools folder
you just need to edit the .bat file to make it unpack the archives you want
@fluid idol where would I find the itx? I'm not very good with folders
How do i tell it what to unpack? Is there a video or like a redit post i can look at as reference?
Right click db_unpacker.bat and it's pretty easy to read
gamedata > configs > items > weapons
I was way over complicating that whole thing lol ty
which file do I just copy over? The Itx file? Or do I need to edit something@fluid idol
Okay so I'm having trouble here brute-forcing my way to learning to do simple mods, and right now I'm focusing on replacing the PM sound effect when it shoots. I've successfully unpacked the sounds .db file, converted my new sound to .wav using mono, 44.1kHz, 32-bit float. I then used the Stalker SDK to convert the .wav to a .ogg file with the Weapon Shooting parameter set
I used the same file name as the original so that I can just replace the sound without messing with the scripts, repacked the .db file using AXR Toolset, and replaced the sound.db file right where it needs to be
Now whenever I try to load the game, it CTD
What am I doing wrong?
you're going too deep for just a sound replacement mod
just get the .ogg into 44.1khz and set up the comment through savandt
and then place it in the correct folder
there shouldn't be any reason whatsoever that the game decided to crash because of a sound
Okay so I'm a bit retarded so let me clarify
like, look i.e. into bas
or jsrs
notice that both don't have .db files
maybe bas does i don't remember
but all the sounds are in gamedata\sounds
This is in the Anomaly directory?
no lmfao
Oh my fucking god am I meant to be editing the GAMMA directory?
no?
make a new mod
never replace the original game files
there's a reason why anomaly features the gamedata folder
everything there is loaded to replace at runtime
Sorry bro but I don't even know where the gamedata directory you're talking about is located
use your eyes
make a new mod
copy other mods
learn that way
that's how literally 99% of people learnt
except snowflakes that try to deceive themselves they didn't learn by stealing
Yeah I generally pick the hardest way to do things it seems
just, make a new folder in the gamma\mods
Yup righto, done that
gamma\mods\yourmod\gamedata\sounds
and then i have no clue how the sounds for the makarov are loaded
might want to look in the gun's .ltx
as far as I can tell the sounds are loaded via .ltx from the sounds directory
like directly
yeah but check the file structure and file names
my brain is literally mush just trying to do this, I'm scraping through all of it now
Sorry to be a pain in the ass I just didn't know where else to turn to lmao
I call it repurposing.
yeah that
repurposing is a nice and friendlier term than stealing
copying, if yo u will
studying, even
working on some different mag icons 

Any tips where can I find game UI strings? (raw or packed, w/e)
probably configs\text\eng
Guys. Will multiplayer mod come for gamma?
Noooooooooooooooo
๐
!mp
GAMMA isn't multiplayer. There's no multiplayer mod for Anomaly or Open XRay engine currently. There's no multiplayer open world mod currently publicly released for stalker games. xrMPE is a match based coop experience that is available, it has the most solid netcode but it's not open world. Stalker R.A.D. is open world and is based on CoP+Gunslinger but isn't publicly available. Ray of Hope is open world and in closed alpha.
Read
so I need to unpack .db files for base version with smth like https://drive.google.com/file/d/1wyJVCa1xCCIoOadlxXTn9U6PUV5XxWL_/view?pli=1 ? sorry, have no experience modding S.T.A.L.K.E.R so far
Does your Anomaly folder have a tools folder in it?
yep, ty, is easier than I expected ๐
Gamma Is a modpack for anomaly, which Is being developed by another, and they said that they dont have any plans for multiplayer
is there a way to make the mod drugs that make sense compatible with the limb healing system in gamma
you probably have to add them to the body health system script
does game support 2 decimals in currency balance? or just integer values?
I am pretty sure I remember seeing a floor function somewhere in the cost calculatoion functions
Okay, I got a cool (I think) idea. You know there are headtorches with red lense Variant IRL.. well, would it be possible to make a torch upgrade, or maybe seperate item, whatever works, that gives you the ability to have a red light, that would be picked up less easy by NPC's while stealthing around?
thoughts on this icon?
Looks blurry to me

Are there any ressources here on making a mod, had an idea and might try to put in the effort
the anomaly modding book exists but it's shallow as fuck
you won't get anything about scripting
just study axr_main, lua_help and _g
what do you use for the weapon icon?
Thanks will look it up
ive just been snipping from blender
for my 416 i screenshotted blender with some nice lightning and then cleaned up on clip studio
yeah thats what im trying to do currently. i found a post by cr3pis about the lighting he used and im trying again
dunno how to change this background from green though. i guess its based on the scene?
i guess this isnt terrible?
Hey guys not sure that's the right place to post this but looking for someone who can make weapon models for a little project.
I just picked up this airsoft 1911 officers model short second hand and completely fell in love with the design and form factor.
I wanted to install this laser grip on it but it ain't happening since it costs about 400$
I'm looking for someone who could recreate it in gamma with the laser grips.
Do you think it would be doable
Thanks in advance
looks just fine imo
yeah, ill have to settle with that i think. im gonna drive myself mad trying to make it any better

400 for a laser on the grip?
Yup pretty crazy
There are some cheaper ones but they don't hold zero even with Airsoft recoil
california or italy
I mean Italy is very possible
South of France thanks just moved in
i was close
to answer your question, it's not terribly hard to do. the hardest part would be finding the model to put on a 1911
if you want an alternaitve, theres the korth 4" in game that is based on the 1911. it has a rail on the bottom and i made a mod for adding a laser to it
There is a short 1911 model in the game already but in black on and way more tactical looking
textures, though chrome doesnt really come through in game
deagle is probably the most chrome gun in the game
I ran into an issue with Magazine Redux enabled where the option to retool the Kiparis 9x18 magazines to 9x19 was missing, I fixed it by adding each magazine to its proper retooling group and I have the files I would like to post incase they would be useful for someone else with the same issues. Where should I do this?
you can post in in #๐old-mods-posting
Ok thank you
be sure to only include those changed files though, not the whole of mags redux
Yes, its only the two Ive altered, i made it so it should be just a drag and drop file setup
its easier for most people if you upload it as a preserved folder structure zip file. that way you can install it via mo2 without any issue
Any way you could try to recreate it if you have the time? @fair canopy
I don't know any fame that has it or even the laser grips
i cant make models , only edit them. at best it would probably be a laser i sized down and pasted to the side of the grip
Maybe by editing a stand 1911 to make it shorter?
These ports in the slide and barrel look awesome imo
yeah thats definitely something i wouldnt be able to do. that requires texture edits that i dont know how to do yet
check fo4 mods, see if maybe theres something there. if you find something and ive got some time maybe i can do a quick port for you
fallout4 nexus
ok got it
@simple scaffold Soooo, remember that sim_default_military_3_default_26 fella from hd models?
That motherfucker uses nothing less than 13 texture sets, most of them are 2k. I'm about to have a stroke 
Thanks for mentioning that, it slipped my mind entirely to use MO2, im still not used to using it yet.
A Light Shining in Darkness is a unique weapon in the Fallout: New Vegas add-on Honest Hearts. A unique variant of the .45 Auto pistol with a shortened barrel, it features a custom skeletonized hammer and trigger; commander length slide and a snake-skin grip, along with the etched Greek text "ฮบฮฑแฝถ ฯแฝธ ฯแฟถฯ แผฮฝ ฯแฟ ฯฮบฮฟฯฮฏแพณ ฯฮฑฮฏฮฝฮตฮน (kaรฌ tรฒ phรตs รฉn tแบฝ sko...
this one is as close ase were gonna get ithink
its missing sights and ports
So there is now a bit of empirical evidence and a technical reason for my "he models is cursed" claims
I could see that breaking some potato PCs. Particularly if that is common.
Or at least breaking xray since it is early 2000's
Definitely, some models themselves are pretty good and optimized, the planning of the uvs/outfits is awful though. 13 2k maps for one npc, I can't even
2022 games don't use this many textures for a character, hell I work with VFX and only use that with udims. 
Well I'll try to think of some way of optimize this, I really wanted to revamp the npcs. 
If I want to start pruning the characters, do I have to do anything other than removing each entry at the character_desc_xml?
I think they need to be unbroken sequence. Maybe change the visual path.
Also some outfits have visuals tied to them as well
True, changing the visual path is probably the best, easier to keep track of what I'm using.
Does someone know what file needs to be changed to Reskin the Remington 700 338
@random fulcrum don't got to be a dick
If you simply answered with the file the question wouldn't be asked
I'm not home to look myself im out of town. I'm enjoying the game I don't know modding files what so ever so if someone helped me find what file needed to be replaced I don't see the harm in asking. You must be a really rotten person if someone asking for help bugs you
Those are clean-looking. Good job, brotha.
im going fucking crazy,how tf are you supposed to make a underscore
_?
cuz i keep pressing every fucking button but its all russian layout ingame and i have a quertz keyboard
in gamma consoke
i keep pressing every fucking button,not a underscore in sight
and cant even paste commands in
my the underscore on my keyboard fucking types in a slash
and when shift a questionmark
Sounds like you need another keyboard 
im not buying a fucking idiotic russian keyboard just to type in a command cuz hog in yantar tried to meele a snork
works fine for me. no russian here
what key did u press
Underscore
and when i press questionmark it fucking shits out the russian R ????
Is your language set to English?
It's an old game. It may not be compatible with not qwerty keyboards
You may need to find a program to make it so
i think you can change it on windows without a extra programm
fucking
this is fucking bullshit
this is retarded
why cant i even copy paste the commands into debug
guys, there is xr_bribe.script that contains the following functions:
function have_money_4000()
return mlr_utils.have_money(4000)
end
function have_money_5000()
return mlr_utils.have_money(5000)
end
function have_money_6000()
return mlr_utils.have_money(6000)
end
function have_money_8000()
return mlr_utils.have_money(8000)
end
function have_money_10000()
return mlr_utils.have_money(10000)
end
function have_money_12000()
return mlr_utils.have_money(12000)
end
However when I search in the whole unpacked data for usages, it finds only have_money_5000 and have_money_10000. Is it safe to assume that other functions are not used anywhere in game or could it be that it's used by some parts of game that can't be unpacked?
Probably unused scripts. I think those are for stopping factions from attacking you for a day or two days?
I guess so, haven't really played game tbh, so that's why I'm doubting about it
Does anybody know how script patching works btw? Like assuming I'll add my own xr_bribe.script into mod, will it totally replace the original script or will it override the base functions/locals I defined in my custom script but still leave all base functionality that isn't present in my override script (as it does with xml file entries most likely)?
@random fulcrum do I have to generate a thm for each texture and bump map separately?
@pine knot if you add script to /gamedata/scripts/ with the same name as original it will replace original script
completely
how are multiple mods that apply some patches to same script used together then? or they aren't ? ๐
Usually the script is merged between the two and whoever does the patch tells you which mods are used in the patch
If you want to merg a script from mod a and mod b changes the same script then the changes are added and merged and mod C is the patch
they use common scripts(trader autoinject, workshop_autoinject, weight etc) or use functions from already existed scripts
I'm glad it's not possible to make dirty mods in stalker like fallout mods
so it's generally bad idea to modify existing scripts but rather add new ones and replace the function references in xml files to them right?
for dialog checks you may create your own script
function have_money_6000()
return mlr_utils.have_money(6000)
end
this script uses function from mlr_utils.script
im working on replacing currency ingame atm, and there are a lot of functions like add_reward_500_r which I basically need to replace to another amount, but that indeed leads to modified base script file, which I should avoid, so I guess like you say it should go into new script like currency.script and then instead of some base.add_reward_500_r I should use currency.add_reward_250 etc
8 seconds ยท Clipped by Momopate ยท Original video "Red Dead Redemption: Undead Nightmare - Mission #2 - Curious Tales from Blackwater" by GTA Series Videos
@pine knot you can add one common function and use variable for needed amount of money
for example
use variable right from xml you mean?
dont know if it work
most likely it wont as why would devs add tonns of specific function wrappers like receive_reward_5000 etc, doesn't make sense if it could be possible to just use receive_reward(500) from xml
yep, its not work, so you just need to create your own script and add functions with needed amounts of money
@subtle estuary this was why i was looking at zonelink btw, there is interest in something like it.
I might try and pick the project back up actually, just needed a small break
isn't this conversation part of Anomaly? can't seem to find any of these strings in unpacked gamedata/configs/text/eng
@pine knot nope, it's addon
can you share the name pls?
Grok's and Darkasleif's Armor Exchange
Textures\ui
there is more than 1. they are called out in ui_inventory.xml some may not be individual files, but rather a subsection of a texture described by a texture description, you would need to do a file content search of the texture descriptions to find what file they are in
yeah guessed so, as I found one but it wasn't what I see in game, thanks
Hey guys, with PavelBlend, to edit some existing ogfs, is it all good to: impor ogf, edit model, export ogf? Is there any step at exporting that I should be paying attention to?
GAMMA UI has its own inventory textures which complicates things, but they're mostly replacers
<money x="50" y="80" width="130" height="22">
<text align="r" font="graffiti22"/>
</money>
found this one in XML which im interested in but can't seem to find related texture file
What happened ? Sorry, I'm not up to speed.
i popped into your discord asking about zonelink. this gentlemen i was replying to when i pinged you and his twitch project were why.
Ah yeah zone link is nearing alpha. Just takes time as I work full time.
or i guess i was asking about your old twitch intergration addon, but i was thinking zonelink was related. that might be me being confused. sry
That old addon is sort of a part of zone link
i think Tib is working on an idea that sits between what your old addon was and what zonelink is going to be.
is there any way to reenable all enabled by default mods? to restore initially enabled mod selection that is
!Default
Modlist
To bring your mod list back to default, inverting any changes made by you:
- Open the installer with admin rights
- Click on
Only install G.A.M.M.A. addons
Keybinds
To bring your keybinds to default, DON'T press the default button in the menu, you'll mess up everything.
Instead, do this:
- Go in
GAMMA RC3\.Grok's Modpack Installer\G.A.M.M.A\modpack_patches\appdata - Copy the
user.ltxfile you'll find in there (note that every change made by you in youruser.ltxwill be reverted to default) - Paste this file in
Anomaly\appdata
any way to reenable them without reverting any made changes?
copy from the gama default user.ltx to your user.ltx only the things you want to restore. for keybinds that will be lines starting with the word bind
wait. no. there are two instrucitons there. you want the first one to restore addons. ignore the second bit that is for keybinds.
This is gonna be really annoying, but a lot of what's available on google when doing research doesn't really fit my specifications. I'm just wondering if someone can walk me through doing a really simple audio mod? All good if not, just thought I'd try my luck.
what are you trying to do?
This is a good source of info
https://igigog.github.io/anomaly-modding-book/index.html
And for audio you can use Audacity that I think it's free and then you have to config your audio files to fit the game configs using this
https://www.metacognix.com/files/stlkrsoc/SAVandT_1.1.7z
Are there any plans to expand the building system? Make more of a fleshed out hideout?
I think that is more dependent on the creator of the Hideout furniture mod.
Right, that makes sense. Gotta remember that GAMMA isn't just one big mod
you know what we actually need?, whenever we put on another faction armour with their patch we should get this sound https://youtu.be/iwHa2kVonyU
I am going to eat your kneecaps
Hi, I would like to tweak the values for ammo crafting, as well as med crafting, especially for the last one, I find them a bit too pricy, then not incentivizing the player to use the crafting system, because buying meds is cheaper/easier.
Where should I look to edit this ?
Thanks for your help ! ๐
As I far as I examined, most game resources are uncoded with UTF-8, except text xml files, which should be treated like Windows-1251, right?
were there any attempts to move game to UTF-8 completely?
it's quite a mess now, I can also see that some scripts are being encoded with Windows-1252 too, as some strings are only meaningful using this encoding instead of UTF-8 / Windows-1251
yeah I guess my original assumption was wrong, there is no UTF-8 at all probably, just cp1251 for text strings and cp1252 for anything else
pulling up an old msg here, is this gonna be made available for players to add to gamma? i currently added it myself to my gamma modlist along with the required mods with absolutely no idea if its gonna work or not 
it wont be. the port is easy enough to just get the guns into the game and then adding them to drop lists is another matter. you'll probably get a crash for a few missing scripts but its easy enough to find them in the efp files and add them to efpwp. its also gonna crash for a missing anim when we update to newest BAS
thats also an easy fix
@wanton knot how did you go about editing the ogg files ?ive got a few i want to make sure work correctly in game
Would anyone be willing to model an AR15 after my irl gun for some moneys?
ocenaudio is the only free audio editor that works with .ogg files I have found bro. all the other ones you gotta pay after a trial
dude use audacity

Yeah I've been using audacity
audacity, or reaper for more complete sequencer are free
tomasaurus exposed to be an ocenaudio paid customer
Can someone give me a hint where can I find the addon source urls that GAMMA is downloading? I need to download original version of GAMMA UI addon
some addons are downloaded from moddb, others are directly downloaded from github
the ui that gamma uses it's a modified modern ui? i dont remember well
Oh the tool works, I started working on radio files and some voices but I shifted my focus to textures. I also tweaked some rifles but have to do some testing with the silencer, I think that getting a base value per caliber would be a good start, then micro manage as needed
I guess so, it's this folder I'm interested in but there aren't all textures on github:
https://github.com/Grokitach/Stalker_GAMMA/tree/dev/G.A.M.M.A/modpack_addons/G.A.M.M.A. UI/gamedata/textures/ui
so I'm wondering where does full package live
what are you searching for?
ui_actor_menu.dds, inventory textures basically
thanks
just wanted to get that original texture file, as lost quality after saving with Paint.NET for some reason, but ty anyway
Did you save it with the right encoding?
which one is right?
A8r8
I'm doing it folks, wish me luck! 
godspeed, Stalker
what should I use to mod ltx files
Notepad++
any txt editor, notepad++ is awesome tho
hey guys is this mod gonna work with gamma witht he shader driven scopes? i dont think so really
read on the page where you downloaded it
ok
100% not work with last BAS version
it works on 2 shader based scopes
should work with shader scopes and dltx but im not sure
since source code is not available, only addon's author decides what engine mods been compatible
if someone has time to walk me through changing the texture for a weapon upgrade kit id really appreciate it, It seems a bit complicated as I dont know what needs to be replaced. thanks
icon?
I wanted to switch the remington 338 skin to be the genx3 700
I don't think so
bas weapon textures placed in \textures\wpn\
or you mean the upgrade kit(not weapon) icon in inventory?
Yes, the upgrade kit itself
\textures\ui\ui_icon_bas.dds
I want it to be the genx3 rifle in game to be the deer rifle
do I need to do db_unpacker to access textures
if you need only replace icons with existing one you may do it by configs
under "wpn_remington700_lapua700" in remington700.ltx, do "hud = wpn_remington700_mod_x_gen3_hud"
@fair canopycan you run the directory too please?
@fair canopy how do I change the rifle itself?
What do you mean? That changes the view when you take out the gun
loading in now hopefully I did it right
@fair canopythank you! what about the upgrade kit icon and inventory icon?
Copy the 4 lines from inv_grid over and it'll change the icon
As for changing the icon for the kit that's in the addons ltx for bas. Same idea. Just copy over the inv_grid lines from the mod x kit to the deer hunter kit
Just be aware that you need to make these changes every time you update the game
are you referring to this text when you said inv_grid inv_grid_width = 6
inv_grid_height = 2
inv_grid_x = 46
inv_grid_y = 8
Yes
the red dot seems to be broken it wont let me use it do I need to add a line of text to the lapua700
use_alt_aim = true
where do I add the text
is the ui icon replacement still meant to be replaced in mo2
Can I use EFT weapon sounds with no issue? End of my load order or just before X
@tepid moatis this done in files or mo2
change icons? in weapon .ltx file but i recommend add your edits as separate addon in mo2 last in modlist
I need to change the weapon upgrade kit, from the image above to the genx3 Where do I find the weapon ltx file, and how would I go about adding my edits as a separate addon?
\gamedata\configs\items\weapons\weapon_addons.ltx for the deer hunter search section [lapua700]
there inv_grid_x = 112
inv_grid_y = 3 is grid position of icon in .dds file
replace by these strings in [mod_x_gen3] section
if you want to add as your addon, open mods folder then create folder with your_mod_name then add your modded files keeping the directory structure
in this case your_mod\gamedata\configs\items\weapons\weapon_addons.ltx
then press F5 in MO2 and enable your addon
hello, does anyone have experience with the HD mod?
@olive vapor btw, since gamma has dltx support, would be better just to create .ltx file, for example mod_system_rem700xgen3.ltx contains:
![mod_x_gen3]
inv_grid_x = 112
inv_grid_y = 3
and place to your_mod\gamedata\configs\
instead of replacing whole weapon_addons.ltx, it will less conflicts with other addons
@tepid moat to create the ltx file, I place it in mo2 or file explorer
this is what happens when I enter the directory you mention above, I do not see items\weapons
if you don't see a directory then create it
also if you place mods in anomaly's gamedata\ folder
it will most likely be replaced by something else in the list
@olive vapor open mods folder
then create folder
open it, create gamedata in it, open it, create configs in it, open it
place
@tepid moat Did I do something wrong? the hunter upgrade kit still looks like the original
Is there a mod that allows you to collect your own water?
@olive vapor read what I'm wrote above
Use mo2 mods folder for your edits
Search weapon_addons.ltx into it and search lapua700 section
I dont know what exact grid position gamma boomsticks
#๐old-mods-posting message
Someone made an edit for Fillable Canteens for GAMMA. Haven't tried it but this is as close at it gets. Lets you fill an empty canteen with water (game must detect you are standing in water). You get empty canteens simply from drinking the canteens of water.
Copy width and height from it too
@tepid moat copy and paste these in the genx3 mod
Yep, from lapua700 to genx3 or what you want
So copy these 4 strings from lapua to genx3
Name your folder and place gamedata in it
but I want genx3 why do I copy the lapua ones instead of genx3
Oh, I'm confused
So do I keep the files you sent Or were they not the right ones
Replace my grid strings to 4 your strings
And place to your_mo2_mods_folder/your_mod_name/gamedata/configs/
Yeah,
Replace modgenx3 to lapua700 here
that was the file I was having trouble finding
You want lapua700 looks like genxmod3 right?
yes Just the Upgrade kit. I have the gun and inventory icon already
So rename first string here(mod_x_gen3) to lapua700
Yes
what about the ltx file itself
@tepid moat Am I missing mod name
still looks like this
shouldnt the mod system be for the deer hunter?
theres also an X but Im not sure what I can do about that
Create inside mods folder your folder and name it what you want
Then place this gamedata to it
What do you mean my folder
Your edit
from lapua700
Name it for example "my_remington_edit"
.
get rid of lapua700
got it
thank you
I really appreciate you teaching me, and having the patience for it too
With 20ga. now covering the same ammo types of other shotgun ammo thanks the Momo's slugs mod, I might look into making some 20ga. shotguns for late-game or a kit that changes certain shotguns to their 20ga. variants if they have them. Of course that is when I get to trying to mod more sophisticated stuff and porting guns from other games in the same way ATHI has been doing.
I'e asked 3 times in newbies but maybe someone here knows: is there a grenade launcher for the F90, either in vanilla or in a mod?
no
anyone knows which weapon is this wpn_vintorez_m2 ?
where is this mod at>?
The mod that adds the new slugs: #๐old-mods-posting message
My add-on that adds them to traders: #๐old-mods-posting message
ATHI's add-on that adds Mags support for the new slugs: #๐old-mods-posting message
ok thats what i thought it was. my game is HELLA bugged rn so i will have to wait till i reinstall again to add these
Wait, why are 20x70 slugs more powerful than 12x76? Because they're smaller so have better penetration?
15.6mm vs 18.5mm 
the shotgun numbers don't line up because the KS-23 is literally 23mm, not 23 gauge
Only one answer:
Buff 12x76 
i don't know shit about guns and 20 is between 12 and 23
also 20g buck is better statwise than 12g buck but worse than shrapnel
12 gauge is larger than 20 gauge, but the KS-23 is 23mm, not gauge
so i used both of those things as baseline
huh, weird.
Yeah statistically it should be 20<12<23mm
KS-23 uses a rifled barrel so it's a weird-ass gun
looks like in tarkov the 20/70 Star has slightly better penetration and speed than a 12/70(6) slug but less damage, and the 12/70 buckshot is flat better than 20/70 buckshot.
this ain't Tarkov ofc
20x70 shotguns and shells should be cheaper and lighter than 12x70 ideally, I think
I guess making the fancy 20g rounds better than 12g rounds works for GAMMA balance since you still have to deal with the bolt-action toz
Heyo I need some help, I successfully ported a custom weapon into my game but I can't figure out how to get the WPO UI with the status and parts condition, etc. to show up on the tooltip
I used the standard KS-23 assets and visual to make basically a BFG to meme with cause I cranked the impact enough that it sends dudes to space if I hit them right, it works fine and everything else in the UI works, custom description and name and all that, but I can't figure out what applies the WPO UI that displays the "STATUS:" with the parts listing at the top, or how to get the parts in tooltip bit at the bottom of the UI tooltip either
maybe it doesn't have parts
KS-23 is "Special Carbine 23mm" the barrel is rifled for accuracy when using slugs like the "Barricade", and less than lethal plastic and rubber bullets like the "Wave", and it can also attach a grenade launcher and fire I believe 40(?) and 82mm grenades using special blank cartridges
Wdym? It has parts, is there a specific file I need to list it and it's parts in or something?
I've had to teach myself how this shit works through trial and error so far so there's still some stuff I don't quite understand
I'm not sure what script applies the WPO status UI or how it identifies what to apply it to, etc. I've been looking through the files trying to figure this out for a couple hours now
I added the custom weapon in the wpn_ks23.ltx file under the KABAN section (after the addons and HUD section obviously) and I made sure to list all the changes properly
So it's just listed like a variant
Oh ok, I mean I listed it in the same way the KABAN is
In the same file using ks23 base
Should I make a different ltx for it instead
I'm really stumped here
I am once again requesting someone's assistance with getting the WPO UI working on a custom weapon I made
WPO has a bunch of ltx files listing all the weapons it supports. look in configs/wpo
where is configs/wpo? I can't find it
configs/items/settings/parts.ltx
oh ok
this is only displays parts list in tooltip
if weapon has no parts = it's cannot be listed parts or be unjammed
asking about parts in tool tip or WPO support for a new weapon? i am confused
both lol
/gamedata/configs/wpo/weapons/weapon_.ltx
https://github.com/ahuyn/anomaly-wpo/blob/master/gamedata/configs/wpo/weapons/weapon_.ltx
Thank you!
sorry but the link says that path doesn't exist, also that path doesn't exist in my gamedata directory either
link doesn't exist because discord is dumb and fucked with the url
because it's in the mod list bruhh
that's why you don't find it in anomaly
๐
I'm not looking in anomaly, it's not in the files in my modlist
in GAMMA RC3>mods>140-Weapon Parts Overhaul - arti these files aren't even fuckin in there, which is why I was saying wack cause why the fuck wouldn't those be in there bruh
holy
did this shit install wrong or is there something else I'm not understanding cause I'm kinda retarded ngl
@glass wharf just add your gun to parts.ltx and don't broke gamma's wpo by installing wpo from github
ok then
Hi, I'd like to be able to save inside Hangar in Garbage, as a Bandit.
Any help for where I should look/edit ?
Thx ๐
light the campfire
Perfect channel to ask that
How hard would it be to make a mod that ensures people take cover every time after you snipe them from far off?
is it just impossible?
You could tweak the ai as much as you want but the engine really limits what the ai will do
Ai changes are just a suggestion as far as x-ray is concerned
just stop pretending that sniping from over 250m is fun in any way shape or form and you'll see the ai will actually fight back
yeah, why I just stick with shotguns and use slugs at far ranges, hence my wanting to add super derp shotgun to be OP once I get enough money in my ironman run
Don't look in the GAMMA folder. Better to do it in MO2.
Search for it using the "Data" window on the right and search "parts.ltx"
@glass wharf Best way to add parts to a new gun is via DLTX so you don't end up messing anything up with GAMMA files or GAMMA overwriting your changes when you update it:
For this, I am going to assume your gun's codename is wpn_bfg23
(1) open the parts.ltx file and find a gun which is similar as possible to your new gun (this case the wpn_ks23) --- very important
(2) In your mod file with your BFG, make sure it has a "settings" folder in this structure: gamedata > configs > items > settings
(3) In the "settings" folder, create a new ltx file and name it something like this: mod_parts_bfg23.ltx (it NEEDS the mod_parts in order work)
(4) inside this ltx file, type this at the top: ![con_parts_list]
(5) Under that, put in the name of the gun and set it equal to the parts you found in Step 1:
wpn_bfg23 = [weapon parts go here]
That should now fix any problems pertaining to weapon parts and crashes.
is there a mod out there that adds a journal to write in?
is my idea or the new update of the modified exes makes Anomaly run better?
Interactive PDA
I see it's planned to be added. I'll just wait.
im planning in making the inventory look like a journal with scrabbles and shit. But is for a project im in and I need time to organize the drawing and see if I can get a good camera
I made a patch to fix an issue with Mags Redux and the Mauser 98k Forester by just giving it the same mags as the Remington 700 but i'm not sure if that's necessarily the best choice, you guys got any opinions?
when you change the caliber?
you have to add a basetype for it as well as a new mag and a retool group for both the 7.x62x51 and x39 calibers
Can you even change the caliber of that weapon?
afaik the Forester doesn't have an upgrade to change the caliber
The forester no, but you can change the base K98 so that the upgrade kit has the caliber change
I believe it's because bas has one and gamma weapons ads another
hmmmm
the one i changed was for wpn_k98_mod and the wpn_k98_mod_silen98, which i take to be the Forester and the Forester w/ suppressor capability
oh wait no i understand what you mean
at the moment i don't understand how the whole mags redux basetypes files work so i'll have to figure that out a bit and poke around at it
I really need a mod which makes people die in anomalies, because I want to watch them die. But seriously, which one will be compliant with GAMMA ?
Simplified UI seems to refactor a lot of UI element that now I dont know how to put Trader level back to the UI lol
at least now I managet to make it work with sorting tab and immersive sleep by merging most of similar codes 
I'm too afraid to merge refactored codes.
Repurposing time! 
Woahhh that shit looks awesome
You use Blender for this or some other modelling software?
Oh that's the spartan helmet from Metro Exodus, I'm just putting together in Substance Painter, going to re texture for a repack I'm working on
It's really well done
Nice
Yeah it looks really cool
Are you gonna put the model into Anomaly?
That's the plan, I'm not a big fan of the HD Model Nosorog faceplate so I'm planning on changing and add this.
You can open the mask part of the helmet so it would be nice to put that on a special NPC or something
The artist who made the asset:
https://www.artstation.com/artwork/e0QrZZ
Another helmet for 4A Games.
1 UV set
Thanks for amazing concept to Vlad Tkach
https://www.artstation.com/feanture
Thanks to Valentyn Sheremet for comments
https://www.artstation.com/inhuman
very noice
@still meteor Are you around by chance?
That sounds cool
I like the HD Models but I'm using Dux's mods which are part of GAMMA and as far as I'm aware the two don't work with each other unfortunately
I've been thinking of trying to create model replacers for Stalker, like I love this game but I do have to say seeing the NPC's blocky fingers up close can be kinda 
Idk how to replace a model in STALKER Anomaly though kek
Damn that's awesome
yea whats up
It's a process lol. Take a look at this, the Anomaly discord is also good for info. There's a lot of tools to make your life easier dealing with old engine.
https://igigog.github.io/anomaly-modding-book/index.html
Can you look at a dxml for me real quick? Doesnt seem to be applying
Yooo

Ty
mmm i could, to be honest i don't really understand how it works lol, i just copied the examples from the dxml guide and brute force
I've done some modding for FNV and it'd be fun to try doing something for Stalker Anomaly
Thats what I did XD, I stole one of yours and changed it. Yet it told me to get fucked XD
yea post it no problem
Sent to you
Is companion AI and even just AI in general difficult to mod, or has it just been a lower priority for modding?
it's really really hard to do
Damn I was hoping that wasnโt the case
practically the only guy that has tackled ai is ghentuong
the guy behind duty expansion
but he made it mostly out of move npc from a to b in a linear fashion
Ta for the name Iโll check him out. Any idea why? โHard codedโ or something is it just difficult in the industry in general?
no it's not hardcoded
it's just very convoluted
i tried for like a month but gave up
Iโm interested in having a look into it I think but Iโm nowhere near experienced enough to pretend Iโll do anything
Hey guys, for a mod that adds a new weapon attachment, can I do that with DLTX?
https://www.moddb.com/mods/stalker-anomaly/addons/beefs-npcs-die-in-anomaliesI mean this is mostly compat. but it makes GAMMA progression really dumbed down if you plan on using it in a playthrough seriously.
Yes, but first it has to have the models needed for that attachment (i.e. adding a laser sight to pistols that don't have it requires a model for that). If so, I would recommend taking a look at ATHI's Additional Pistol Lasers add-on to get an idea of how to go about that: #๐old-mods-posting message
Oh yeah, I would need to have all the ogfs with the new attachment. I'll take a look at that! Thank you!
if it's a .ltx file i think you can
if it's like a scope, you need to define it inside scopes_xml
but instead of writing inside the vanilla file you could add it via DXML
Ai is a state machine that jumps between almost every script that starts with xr
Or the scripts shutoff and the ai reverts to the engine ai system. Basically a combat you see is the engine based AI.
While it is positible to not return control to the engine for combat, zombie stalkers are an example, the engine can do things scripts can't, like thro grenades, so it is generally better than any script based AI, for combat at least.
Inproving the combat AI has never worked out for anyone that has attempted it. And the rest of the AI is so complex it is very hard to understand or follow
anyone know how buggy duty expansion is>? i was thinking about enabling it so i can get anna as a companion
Cool, thank you!
Still haven't gotten around to testing if it was the culprit (or one of the many mods I have lol), but when trying to do any fetch quests (i.e. documents/drug runner/secure the stash/etc.), the game doesn't recognize that you picked up the needed item. Therefore, you can't finish that quest and you have created a stash that never goes away and can technically be farmed for infinite money.
You could technically never pick up those types of missions and forget about it, but it slows down progression when you have a bunch of quests you can't do without making an exploit.
i was using it last run, it seemed to be fine, i just had to reinstall everything because something broke the game so bad that it would only spawn the old upgrades for weapons and armor. and i couldnt craft the new ones either
then was wondering about the companion rework also
I believe it made companions harder to come by, but I do know that they want you to keep it disabled. May be buggy as well.
shit maybe thats why i couldnt get fucking companions last run, i legit couldnt recruit anyone LOL
i wish there was a mod that would let you hire people for extended amount of times and you get to pick who you hire
i just like them to be my mules
There is a "Partner with Any NPC" mod but, like the name implies, there are no restrictions outside of some key NPCs.
SHIT got a link? xD
So you could technically sneak up on a Monolith, talk to him, and recruit him lmao
i love fucking having like 4-5 mules to bring with me
I'll send it. I have a rule I follow when I use it that I have to be a rank above the NPC to allow myself to recruit them.
shit thats cool, i have the HIP for any faction mod but i havent found anymore dedicated companion mods yeyt
yet
There is this one mod I like. Breaks STALKER patches rules, but I find the patches rules to be whatever.
https://www.moddb.com/mods/stalker-anomaly/addons/151152-alcs-rename-companion-active-disguise-equalizer-arcade
im about to do a ISG run for my second run ever, this might be cool? wish something like this existed already
The mod even makes fun of itself when you ask them to change faction patches when you are in disguise.
"That's not how patches work but okay."
Not really. Just that one above and the Partner mod. I started using the Partner mod b/c I started playing with the "Convert Surrendered Enemies" mod and wanted to make it to where those converted would be open to recruitment. But I had to make the conversion chances less to balance that out for myself.
any other juicy mods you use? im down for anything really
My bad, I was diagnosing a new crash real quick lol
Anything you are interested in besides companion mods? If you narrow it down, I can see what I have and if I had to patch it in some way.
honestly idk what else there is too add, i did add groks Vector mod and few other weapons
Main big mods I play with Anomaly Lootboxes + a patch for GAMMA, I have a mod that makes almost all kits in the game detachable (i.e. turning the short-barreled KS-23 back into a normal variant + getting the kit back), I have Weapon Crafter but I modified it to use the Gunsmithing Tools instead of their own custom toolkit to avoid item bloat, I have Workbench Stashes (basically a stash that appears under most workbenches that carries over its inventory across those packs) which I had to patch for GAMMA - might get rid of cuz it really makes the game too easy, I have a Craftable Basic Toolkit mod just for the hell of it (not cheap to do but helps if you get unlucky with stashes being in harder areas aka bad RNG), and Remote Controlled Explosives.
And I also play with the more balanced and edited version of Anomaly RPG that I posted in the mod posting channel. But it still needs a lot of adjustments to where it still respects GAMMA without throwing a wrench in balance.
Have you seen that other mod from the same person that lets you scream at an NPC while aiming down sights at them and there's a chance they surrender that way if you catch them by surprise with it
You can't do it in combat it's like walking up behind one of them, aiming at them, pressing the use key and your character screams at them
im pretty sure the anomaly lootboxes broke my last run, i didnt know there was a gamma patch for it tho wouldnt mind using that
the craftable tools might be sick, i spent well over 30hrs last run trying to get expert tools
You actually can do it in combat. It is isn't very likely and they do end up shooting at you still for a while even if they decide to surrender.
It only makes the basic toolkit craftable. The Expert Tools are only found in the far northern areas. Believe the first area that signals where they can start spawning is Radar.
Oh lmao
Hey have any UI mods?
so where do iu get the lootbox gamma patch? lol
#๐old-mods-posting message
Made by the one and only ATHI
SICK and which version of lootboxes are you running?
I stuck with GAMMA's UI but chose to use Modern Font as it was easier for me to read. But I am trying purplefin's Simplified UI patch right now to see if I like it.
i want to try that also, do i need to disable anything from gamma to make his UI mod work?
Wish I could tell you. I installed it a while ago but I ended up deleting the install file for it when re-installing GAMMA the last time.
You don't have to turn anything off from the looks of it so far. It seems to overwrite anything GAMMA related that could create problems.
kk
guess ill grab the lootboxes off the github then? the one on the forum is almost 2 yrs old
Probably would be the best idea. Worst comes to worst, you have to use the old one.
im still wondering what broke my lst game so bad
That really is the question of the modding life. Happens more than you think. Just make sure when adding mods to always compare any overwritten files to make sure you can either patch them or if one is just not compatible. Takes some time to have an eye for it. Coding experience can help a bit as well.
I still wonder if anyone has messed with the 3rd person animations of Stalker Anomaly before
Doubt it. It is a whole other beast to worry about.
Neat, thanks for informative reply! That does sounds like a nightmare to deal with geez.
Is it even possible? I know that people have made mods like death animations but idk if that's a similar thing
I've a bit of experience with 3rd person animations cause Fallout New Vegas but I'm curious if that's something that can be changed for Stalker as well
wish this was working with gamma https://www.moddb.com/mods/stalker-anomaly/addons/all-tracers
I have one I patched but it makes NATO blue and Warsaw red to mimic Star Wars lmao
(EDIT: my bad the colors are the other way around)
FUCK can i have it? LMAO
Lol give me a sec to post it in the other channel for others
FUCK YA
Done. Check out the posting channel.
THANKS DAD
Hey guys, if you have access to Substance Designer, I made this little graph to unpack stalker .bump map to glossiness and normal maps.
I'm not sure if there's an easier way to do this but eh, I hope it helps.
https://mega.nz/file/ALVHnBjT#hsRtPf1pXS96r5kMqv6DJ1e7n7C9sbz3vKHbXTb0Zw8
The detachable kit thing is interesting since the only way of having them back for now is (IIRC) disassembling the gun
I would post it in #๐old-mods-posting
ATHI has that in his BaS patches, but I can post what I made myself before I saw he included it.
What's ATHI?
The good man Andtheherois 
Would anyone mind telling me how to change artefact files? I want to give the artefacts in my game a little extra oomph
Use #๐คbot-commands
my bad wrong channel for goto click LOL
He already posted here a mod for that?
It is included in the most recent BaS patches he made
Ah okay, that makes more sense
But that would mean having to use the most recent BaS update, right?
Maybe. I'll post mine soon. Was made with GAMMA before the BaS update
@tidal elbow Posted. Let me know if any issues arise. Should be fine since I have been playing with it for a while now.
Sooooo, who's the amazing person that will make a mod that you can upgrade these to better tier? 

It would probably be cooler if there was a gunsmith npc up north in a hut somewhere that would do that for ya, for a price. XD
Hey. I was recently thinking about how little dialogue there is in Stalker Anomaly and was wondering:
How difficult would it be to create a mod with new dialogues for the game? How much coding with Xray would it require?
The reason I ask is because I have no prior experience with Xray, and am currently at an intermediate level with Python.
Honestly. It depends on what the dialogue is for, but at a minimum it would be lua and xml
Sounds like Iโll have to learn Lua then. The dialogue would just be for more variety around the Zone. Nothing quest related, but campfire dialogue and such
Oh boy. Thats... more complicated then quest XD
Let me ping you someone who's working on something like that
@woven mountain
If you can do some writing then I can add it. I can add you to the group discussion we are in to discuss the mod
Thatโd be great
Do you have voice actors in mind?
No no, just text
Alright cool
Would have to create a dialogue branch for that. Might be a bit much for my patience but I might take a crack at it on my winter break.
The npc thing is a bit much but the option to upgrade ammo parts would be neat, even if it's expensive like 20 to 1 or something.
I think you were the one that mentioned a mod like this a while ago, right? XD
I could easily DLTX some ammo recipes that would allow you to do that.
I'd need to take a look at the ammo parts so I make sure I don't miss any.
maybe for the recipe add the ammo parts + metal scrap or something
It needs two items anyways. Was planning on 20 ammo parts + 1 metal scrap
Hey, where would be a good place to start if I wanted to create a mod? I have an idea for a crow pet mod where you would train a crow by feeding it nuts and it would fly around marking mutants/stalkers that it can see. Would this be doable?
alright so @fathom wagon is a god and helped me fix my buggy ass game LOL im so fucking happy i didnt lose my save with legit like 70hrs+ on it
anyone know if the summer to autumn texture pack works with gamma? im watching a guy on YT thats using it with gamma but idk how to make it work, assuming theres stuff i have to disable to make it work
Gamma already has all traced gunshots
But I reduced the transparency so it's not star wars fight
red = HP and FMJ, green = AP ammo
that's a simple way to verify what kind of ammo you shoot and what kind of ammo are shot at you
Ya didnโt know that, figured the tracers option didnโt work. Iโll test it out and see if which I like more, Iโm red green color blind so might like the blue/red better
I might just go in and turn up the alpha lvls of the red and green and see if i like it more
I was redirect here from technical support.
Is there a way to grab the songs from these things in bases and put them in a PDA playlist? I can't find the radio station they use and would love to carry thoses songs in my pda across the zone ๐
Hey guys, what mod do I have to enable to add magazines to the game?
Does anyone have a high fov door collision fix? I love high fov but in buildings it's just impossible
i made a mod for that
!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 100% 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.
We also have this POSSIBLE workaround if you want to disable Mags Redux in the middle of your game:
<#๐old-mods-posting message>
might want to ask the man himself lol
Good point, I'll ask. Ty
Hey i just found this channel ol.
Ok so i was saying in other channel there should be a mod where we could send our loot to our base. Through stalkers or any other means.
Sorry for the ping, did I understand it correctly? You are writing PDA chat flavour messages mod?
Yes
For companions
I actually had the same idea last year, but never managed to get around to it. Expand PDA chat messages for more lore and immersion. Can I help in any way?
I'd like it if bandits didn't hear every time I stabbed a boar across the map
nais I'm in too. Gotta use the philosophy degree somehow
with the Ltx isn't hard to make artifacts more ooomph than nuclear bombs in Hiroshima and Nagasaki
fucking do it pls but made it a cow and not a crow

crow companion (crowpanion) sounds adorable
I don't know crap about scripting that though
@drifting glade @regal bolt Accept the friend request and I'll invite you into the group discussion
Can i have the same nosorog suit that the duty captain wear in rostok checkpoint? It look a bit cooler than the one you wear ( mostly because of the helmet )
I've made mods for other games before and would do this myself, but I have no idea where to get started.
Well, the idea would be that you throw some mixed nuts on the ground which would attract some crows which you could then interact with and feed them more.
This would make them into a new npc called "Pet Crow", which is essentially a crow with the companion system tacked on, you could call him to you with maybe an extended arm animation or patting your shoulder.
The crow would "attack" enemies and mutants by marking them either by flying over them or making a hud notification.
Lore friendly + why would enemy stalkers attack a crow.
You might also be able to train your crows to drop grenades where you point your crosshair on. Maybe feed it flesh instead of nuts making it a "Murder Crow" which would swoop down and scratch your target. Perhaps equip your crow with a custom exosuit, artifacts and PKMs and have a whole murder of Murder Crows
Crows are pretty smart
The zone crows might be hyper-intelligent

it is just visual, not a different outfit
there was some guide about how to replace your chosen outfit's player model/visual with one that you see on another person posted here (as in, on this server) months back, it requires some file tweaking IIRC
I have your pack installed but completely missed the last option! 
Thank you!!
I See, thx for the reply
he's not named "and the hero is" for nothing
this absolute legend has done a few very nice mods

Time for noob questions... What's the workflow to adjust weapon hud position? My smooth brain thought changing only the hand values would work... haha
wasn't there a mod that makes changing the weapon position easier?
Yeah, I just downloaded. Draggable Hud editor
that's the name; should've expected you to have it already
Draggable hud editor is a huge godsend
There's also a mod in efp that fixes the occasional crash when you're scrolling through the debug console
Is there any tutorial I can use to export a specific weapon from TAZ?
Is there a way to adjust the hand position without screwing up the aim?
Nope. Aim is connected to hand position
Well I guess I won't be fucking with that then 
Oh and I just tested the gunpowder crafting! 

Hand position is always the first thing I setup whenever I set gun huds. Everything depends on that
Yeah makes sense.
The weird thing is that the weapons are in different positions, not all of them but some are way off
You also can't set a universal hand position because that also depends on the base animation used
There's no base rigging or position for animations, just depends on whatever the animator makes
Does it matter where the weapon ogf is placed in the world when exporting?
Kinda. It's really weird because what follows the animations are the bones. When you edit the animation you line up the gun and hands based on that and then line it up in game
So you could have the animation play fine even if the gun is a mile away from the actual bones
I always leave my guns close the the origin. They should snap to the bones in the animation so you only have to edit the position a bit in game
Ideal if everything is setup nicely, your hud position should always be 0s
The world of modding XD
Someones gotta have made a mod that allows you to make noise with bottles or something to divert guards attention by now. Seems easy to make.
i love "easy to make"
I totally forgot you had that included. I just saw "Gunpowder Crafting" and thought it was strictly that. Serves me right lmao
You are talking about manipulating AI. That isn't very easy as modifying AI is near impossible to do. That is just a downside to the engine due to how complicated and expansive the AI is.
Could it be done? Probably. Easy to make? Far from it.
It was originally just a mod for the gunpowder but then i expanded the crafts but never changed the name lol
All good all good. You just saved me some time lol
So im guessing TAZ doesnt work at all with Anomaly?
do you guys think it'd be possible to have the guide task PDA entry list the time it needs to be completed by or is it completely seperate in terms of systems
with mitten's renegade recreation mod can you do the main quest?
Ask on moddb
Y'all got some tutorial on how and where to start modding and stuff?
Would love to start tinkering
while it exists in payday 2, it is a real shotgun.
mp155 ultima by kalashnikov concern
are your impact nades working? if so, how?
the game crashes and tells you the missing scripts
Is there a way to adjust the green highlight on favourite items?
Hello. Can anyone explain what numbers in grok_bo_enhanced_recoil.ltx really do?
;-- s: effect power [1-5] - okay, it effects like "k_cam_dispersion" in weapon_ammo.ltx, i get it
;-- r,e: anim effects - what exactly it doing to recoil (or "feeling" of recoil, idk)?
r = 1 e = 1.55:1 ,1.55:1 ,1.35:1 ,1.25 ,3.9:0 ,0.8
For example why "r" is always 0 or 1?
what is "e" for? Sometimes it's have a colons, sometimes it's not
p = blur=0, grey=0.02, duality_h=0.03 - as I found out, these are camera effects
no, it's not that
nvm it's a feature of sorting plus
in \110- SortingPlus - RavenAscendant\gamedata\scripts\zzz_rax_sortingplus_mcm.script
try change local favs_color = GetARGB(50, 176, 238, 26)
238 is a green (255 max)
Honestly a fan. IF the center circle either fucks off, or is used to display like the ap and damage ratio and amount.
That would be cool but tbh I don't know how to do that. The center circle just shows what ammo you're switching to like normal
I need to add dummy ammo to 20x70 slugs so it works properly
this is the other look im testing. also messed up 20x70 slugs
Hmmm. Ill see if I can find the code for that. Just was a though of would be cool to give the extra info
i know but idk where the scripts are located in efp
Just search for them using window search
I want to get into mod making but I have no idea where to start does anyone know I guide I could use to get started?
Depends
Currently testing making a custom weapon
Stalker Anomaly 1.5.1 - How to Guide - Creating a new weapon based off an existing one, modifying values, as well as creating a custom name/description.
Hello friends, I've had this video idea on the back-burner for a while, and thought maybe I should put it together.
This isn't for everybody, keep in mind as much as I tried to explain each an...
That seems like a good place to start
I want to try to put the Jericho 941 in the game
Neat looking gun that I want to use in STALKER
I see you have great taste In handguns
Iโm probably gonna do something more simple and redo the mosin nagant so itโs more historically accurate
I actually have a pretty good idea of what Im doing
Gonna just copy all the stats from the CZ75, and go from there
I wonder if it is a side effect of DLTX'ing the ammo onto guns vs modifying the ltx file of the guns directly.
Seems pretty easy though what Iโm doing is probably gonna to involve new stats and animations along with changing things vanilla weapons
You can definitely get them to work. But you have to find and mess with the script files that accompany it correctly so you don't create more problems.
Yeah I will have to figure out how to replace models and animations as the next step in my little custom mod
Provak's Weapon Pack has one (Jericho) in it, but that pack is barely functional and it is hard to get anything concrete or working from it. I tried to save it when getting anything I could from the mod but it is nearly non-functional and had tons of issues.
Thats why Im just making my own
No love for the Jericho in any of the Anomaly ports I found
Provaks is the only one, but Ive only heard bad things
You could attempt to find the meshes and models for it to build off of, but yeah finding a concrete file structure for itself is terrible in Provaks.
Itll make it a hell of a lot easier if I can find them
Prolly have to wait till tomorrow. Got class in the morning and I dont want to annoy my roommates with my modding
it's in ppp
Is it seriously?
Damn it
WELP
Guess I dont need to mod it in lmao
I will have to cheat it in though, since you cant pick it up off anyone
Nah. The guns needs all three types of ammo
lmfao thanks xray
never bothered with the wheel since i just tap y to cycle through ammo


Or it means that the Zone uses AOL 
which language .script files use?
Coding? Lua iirc
kk, not that I understand anything, I just want to add cute colors in my notepad++ hahaha
do i need to enable the ZCP mod? or is the gamma patch its own version?
gamma has the 1.4 version of zcp with a "balanced spawns" preset
ok well what im asking is, do i need to enable the top one to make the the middle one work>? im assuming no
but just checking to make sure
no. it works by itself
SICK
is there a mod that makes stashes have loot without needing to be marked?
I love Wavey but that's a bit lame. That kind of tutorial would need a blender section to how to work on guns, how to adapt animations etc
I actually like the straight edges a lot vs the points. What about rounded?
why my trees looks so poor and with no leaves? (i haven't the deadzone mod or the no leaves mod) Vanilla with aggresor / autumn reshade and still looking bad
is provak 2.4 compatible with gamma?
ok sorry

we need an elephant gun mod real
african poachers migrate to the zone in order to skin gigantic mutants
put that in the channels it belongs 

Please do not ask that anymore
Provak is barely compatible with itself
it should look fine with any vanilla ammo. BAS ammo need to have bad and verybad ammo added though for it to look right
SVD has 4 ammo type if I'm not mistaking
If I wanted to change the FOV of a specific weapon, which line in its file would it be?
Gotta be one of these right?
FOV ? what do you mean ?
how far or close it is from your face ?
Its the Fort-21 and its stupid far, but none of my other guns are
@undone lily svd works fine. it only has the 3 ammo types
also trying out the hazard symbol wheel
any gun with a 4th ammo should still appear in the box like it used to but i dont know any with 4 ammos
I get the "handmade" shells showing for certain(?) shotguns
I like this one much more x)
Old shotguns maybe
oh that's sweet
Look for a line that says "hud_fov" or something similar
Ended up manually editing the weapon position
Got it working nice now
Not sure if it was an oversight by PPP or something got fucked on my end somehow
it has fmj, ap and super ap
you're probably thinking about the chain 7.62x54r
which is the fourth type of ammo in that caliber
but it's only used for the pkm
Wasnโt a huge fan of the triangular one, but this is pretty much perfect
Just the right amount of kitschy & functional for a game of this era
true true
Modded my Jericho to have wood grips
Because I like wood grips
I'll send screenshots after I have my lunch
Wrong place for that
I slapped that picture on top of the texture file. Looked pretty good from the half second I saw it in game before I had to go
Slowly learning more and more how to mod different things
Never tried making or editing on my own
does anybody know .dds texture name of these icons? I'm assuming it's somewhere in base anomaly textures
Pretty sure those are added directly to the icon
do you know where the icons live then?
Not off the top of my head
stumbled upon these while looking for icons lol... wtf is that doing in textures? ๐
They play on TVs, prob cut in Anomaly but some mods out there will display them with no shame. OGSE/OGSR has this playing in the bar
I heard there are 'allegedly' early stalker mods that add horny things to the game, this may be one of them
Nah thats placeholder stuff from CoP iirc
found the items texture btw, no icons added directly, so that's a relief, now to find the actual icons...
Looks like bottom left
nah, it's actually mod 193 - Maids HD Icons
some are indeed added directly to items, but the one I need is here
Maids isn't on by default unless you switch it with cr3pis icons
you are right, the correct ones that are used by default are located in G.A.M.M.A. Icons\gamedata\textures\ui\ui_icon_equipment.dds
btw why are some textures stored in both .dds & .pdn format?
If they're stored as pdn then they're probably the textures being worked on. Pdn let's you store the data as separate layers and stuff. If you save it as a dds you export it in one layer
Most are added to the icon. Some like the mutant food and upgrade icon on guns are added from a special line in the ltx.
There is an addon that can add them dynamicly. Dynamic indicator icons.
@undone lily i'm going to make an addon that makes the reset keybind button in the anomaly keybind UI only reset keybinds and not 60 some odd shader parameters and misck BS as well.
Oooh thatโs nice. For GAMMA I completely removed the default key FYI. But you really mean โResetโ I guess โค๏ธ
IDK what it is actually called. i just know that the button that should just reset keybinds runs a cfg file that should only ever be run for fresh installs to build user.ltx over half of what it sets is not keybinds.
i'm going to make it run one with just keybinds
i'll figure out what the button is actualy called before i upload the addon
Man the very first build of SoC has legit porn in its files them devs were horny
Only true stalkers know the original source of this


@native shoal sorry for the ping but i installed your improved backpack mod and found an issue that it won't let me fast travel even though im not over encumbered, it keeps saying you're carrying too much
just finished working on rub -> eur for icons texture, looks authentic imho ๐
btw does anybody know if these base anomaly textures are actually used somewhere in GAMMA?
they are in textures\amk\items folder
Euros?๐คฎ
They do look clean tho
well it's up for debate what should be the currency (EUR most likely by the GAMMA lore tho) but it's definitely should not be roubles
any tips if i would want to correct sights and silencers for all weapons besides setting one position for all variants and tweaking x y values for scope and silencer by hand?
Gotta do it one by one
You could get a grid overlay on the icon dds and then approximate the x and y coordinates for the attachment icons based on that
all those edits should be done on the most recently overriten ltx file for the gun right?
The other option which some modders do is create an icon for each scope individual attachment and place your scope where you want it in you editor.. You'd only have to figure out x and y for silencer and gl then
If you're going to do it for pre existing guns you should do it as a dltx file for maximum compatibility since overwriting a whole file for that excessive
okay got it will try to mess with it in some free time then
I'm slowly correcting them in dltx, I can send you what I have for now
I'm mostly fixing the weapons I actually use in game 
if you can yeah i would look how it looks
Pistols have a limit because of their icon area and can't be moved to the proper place
sounds cringe
so there's no chance in fixing everything then?
Like automatic fixing it? I honestly don't know, some base values works across the weapons but the thing is all of them already have those x and y attr included so you would have to undo them using new values
also to have something that works globally you would have to align all the icons ( like aligning by the tip of the barrrel would be a way to make siliencers snap for all of them)
does anybody know if changing difficulty (medium/hard/easy) changes player maxhp?
No, it doesn't change anything in gamma other than economy settings and accuracy of the ai
You'll take more damage by way of the ai being more accurate at higher difficulty
@fair canopy I was wondering cos I was messing around with the ABF actor.ltx file. I had the same values for 2 different difficulty settings but was taking different damages. Must be another value for anomaly protection hidden somewhere. 
If we have a mod that adds in new outfits, do we have to add in stats for GAMMA's armor class system as well? Or could we inherit it via [outfitNew]:outfitOther?
anyone having issues with cutting mutants the knife animation doesn't play and also backpack animation doesn't when opening inventory. not sure if its just me or a larger issue.
Per chance, are you still around, and have a minute for a DM?

