#╙🖇mods-making-discussion
1 messages · Page 10 of 1
Yeah what is it
after much messing around, I have found a fix to the Merc Loner Ceasefire problem. after getting the Duga Free achievement if playing as a Merc the loners and Mercs get a ceasefire, allowing mercs to progress storylines.
an Issue I encountered was that the ceasefire didn't happen on my one save, not sure why exactly, but it seems to be a bug I've seen a few people talk about.
Anyway, the way to fix this bug is by opening Debug (F7) pressing "0" (not the numpad, but regular 0 zero key) then type in "function executor"
F7 > "0" > function executor >copy paste this command:
game_relations.change_faction_relations ( "killer", "stalker", 0, 1)
Fix for the merc loner ceasefire not activating after disabling Duga and brainscorcher, it happened to me and when I came here looking for a fix I was told it wasn't do-able without downloading mods.
after messing around for a while I found a command that fixes it.
Awesome! no problem, Thank you! 😄
Probably
Quick question what would I have to do to make a weapon mod compatible with gamma’s gunsmithing systems like weapon upgrade kits and the field strip system
Ok thanks for the info
Is there a way to increase companion sprint speed?
does anyone know what the folder is called for Outskirts in configs\scripts
how would i go about modifying which factions get which portrait packs? i'm assuming it would be as simple as finding the mod in question and changing a single term or word like loner to free or free to loner to swap the portraits between freedom and the loner factions.
or even just more generally adding the whole list of portraits to every faction.
is there a way to re-enable backpack animation ?
MCM
forgot where but its there somewhere
I will look into it!
the option to enable no longer appear after the latest patch
skill issue at this point
Nah. We actually took the settings out because too many people bricked their saves and would come cry about it and get pissy with staff
how tf can animations brick your save
hard busy hands and some other unknown to science crashes
ah slav jank gotta love it
Basically the freak xray the fuck out, the requests get stuck, enough requests get stuck and xray starts losing its shitn
okey, peace bro, you sounds pissed
what

If you are using the "Open Backpack feature", it is very buggy in terms of calculating your actual carry weight after the reduction to items in the backpack. You'd have to constantly save and reload to get the right weight. I'd suggest not using that system sadly as dynamically changing carry weight multiple times is hard for the engine to handle well.
we were just talking about this lol. i think so too
because i constantly get different numbers on my carryweight when i use that feature
gonna stop using that ig but that's pretty cool to have a portable stash
Anomaly RPG had the same problem with its carry weight bonuses, hence why I got rid of it on my edit. Just stick with Skill System for carry weight. Although EFP has a simpler version of Ultimate Backpacks that doesn't have the "Open Backpack" function. I'd suggest looking into using that one instead. However, you would have to start a new save since removing upgrades from any item/replacing them usually causes you to brick your save.
The backpack function was at least nice when holding only a few large items instead of it trying to reduce the weight of really small weighted items
It seems that the smaller items might be the real culprit as it might've been slowly adding more and more weight when trying to re-adjust its weight back to normal.
thanks i'll try and see what's best
Is there some kind of Information Page about making Mods for Gamma?
Im not new to modding or software development(Mostly Java, some minor knowledge in other languages) in general but new to making mods for Stalker and Gamma.
I do know that most things are done trough edits of ltx files and i think lua as programming language if im not mistaken.
Until now i only have done minor adjustments like adjusting the "see troughness" of certain bushes and stuff like that and minor ltx adjustments.
I would like to make a mod to right click a weapon and get a menu item that allows to highlight Weapon parts corresponding to that weapon in NPC/Player/Trader inventorys.
so i dont have to remember the names of the parts i am searching for.
Or maybe even selecting only the specific part im searching for in the details screen of the weapon
Hovering over a weapon already highlights ammo and parts it uses
it can be a bit subtle
yes i know that, but what i mean is a way to highlight it without carrying the corresponding weapon with me.
Something like the "Highlight new items in inventory" Mod , but for parts i selected
So i could click in the details screen of the weapon on a part and say like "Remember this part / Hightlight this part in all inventorys"
so the game keeps an internal list of parts i want to highlight in all inventorys
Is there a mod for gamma where you can install all upgrades on weapons and armor?
I found one for anomaly but I don't wanna fiddle with this hugeass modpack
should be one in #🖇old-mods-posting somewhere
maybe this one?
#🖇old-mods-posting message
many thanks, just what I was looking for
has anyone tried to tinker with the GBOOBS values to get them kinda back to normal?




Tinkering with Grok's BOOBS, unthinkable
if you mean "buckshots destroy everything" simply make 12x76_buck ammo k_ap = 1 in weapon_ammo.ltx file. Enjoy absolutely no progression
okay, so the values are in there, thank u guys! 
Just remove gboobs at thst point 
well I would, already looked through a lot of the discord and haven't really found a "guide" to it, since you just crash if you remove it
I like the system, but it's basically impossible for me to kill mutants with it
but theres ways to adjust mutant hp or not? usually I use slightly remastered mutants, take out the non vanilla mutants and shit like that
haven't found anything regarding that yet unfortunately, the mutants are the only thing that's bothering me and I don't wanna disable them ofc 😅
How is it impossible? Get a 45 pistol with hydroshock and side step
Hold A or D - unload HP or buckshot - profit
Or slugs. Shotgun slugs kill almost every mutant in one well placed hit
For now 
mhh okay I'll try that next time, thank you 🙂 Was just getting frustrated not being able to deal with Bloodsuckers/Pseudogiants
Suckers are literal glasscannons rn. Giants... yeah they have HP
I usually keep a gl for giants
okay well I just found a post from September, you can actually disable GBOOBS if you disable Gamma Close Quarter aswell (there have been quite a few people asking for this, maybe someone could add that to the FAQ perhaps?)
I am building a custom profile with new BAS and GAMMA BAS patch. Would mag redux still work with the new weapons from BAS? Has anyone tried?
yes, you need to download the latest mags. it should be patched for new bas stuff now
where do I find that? github or mod db
@fair canopy I am also adding some of your weapons mods from #🖇old-mods-posting . Do they also work with MagRedux? They dont really have to, honestly. If they don't work I'll put a disclaimer saying magredux is not supported
All my guns always work with mags redux as I use it myself 
great. Do you know where I can find the latest magredux, I saw once a github repos, I am trying to find it or is it on ModDb?
is this by any chance?
it seems so. I will try it
just use proper rounds
i.e. hollow point rounds (HP), or buckshot
i made the thing a while back
check my posts in #🖇old-mods-posting
is it Gamma The Thing? 🙂
Yeah. There's a branch from 9-15 that works with new bas. I think the latest branches broke it again. I have a mix of the stuff from 9-15 and scripts from 10-24
it's developed on top of a relatively old gamma patch
i believe just before giants got nerfed
haven't had the time to update it
thank you very much for this! ❤️
!to
Trader Overhaul isn't about weapons and armors (no you don't need to start a new game): #╭📖faq message
thx
i should update the spreadsheet :x with discussion about the channel possibly being turned into a forum, would that mean all of the old messages and links in it rot? in that case would it be better i download the mod files for all of us if that occurs, make an archive so they can be re-uploaded easier by the authors? or will just having the mod names in the spreadsheet be ok?
Calm your horses
The forum thing is only a discussion, not reality
no worries, i didn't mean to suggest any action on your part.
Please explain the meaning of the extended recoil of the weapon
voodoo
Is there a good mod for a Kriss Vector weapon?
lunatic ported the vectors from taz way back in the day
the models are kinda wack
grok posted a vector some time ago as a teaser
it's unfinished
a complete version will come when gamma 1.0 releases
gboobs recoil I understand the e value now. But the first value?
s?
it's just a fov pull thing
higher means stronger
that's about it
and it's locked to 1-5
you can't even leave it at 0
The gamma one in #📢announcements is basically done I think he may change a few things. We just don't include as a download due to size reasons of the current distro method.
theres also the one i (re)did 😉
gamma's has a nicer model overall though. i think someone said it was missing scope options
?
no gauss scope no download
Containers that go in your bag and could possibly reduce the overall weight for items in it. There was a backpack mod someone posted that did this but just got backpacks. Any way to add in med containers or ammo boxes we could carry and open inside our bags?
Referred mod: #🖇old-mods-posting message
im interested on install some of your mods but im a litle bit lost
How so?
because you mention bas a lot but as i know bas is disabled on gamma
but it says disabled on mo2
oh ok i found now, there is one disabled and one on gunplay enabled
#🖇old-mods-posting message @fair canopy Love it. But did you know it also changes the companion wheel as well? https://i.imgur.com/yskhidZ.png
where do i change the possible prices for the merc lottery?
More clicks….
Optional? It's more clicks but it makes more sense to have an organized bag.
Immersion
Spending time modding something optional that I don’t believe in ?
But i doubt you'd be able to make it so you can USE the meds out of the container in the bag

Use trash and favorite functions
Or simply use shortcuts on your keyboard to only display drugs and whatnot
There are so many panes already
It’s simply a matter of learning it
Instead of developing new features like this
Gamma is borderline feature bloated already
Oh lmao I don't use companions let alone the wheel
Still works, just looks weird.
It would be an easy fix. Probably just have to find the pointer in texture descriptions and point it at a texture of the solid wheel
@fair canopy is your FN57 patch supposed to go in configs? i looked in the folder itself and it's just the .ogf file for the worldmodel. wanted to know cause i was guessing it'd go in the gamedata/meshes/dynamics for the model itself.
Yup! My bad
need more bas animation fixes. is like a drug
bas and its animations sometimes are whack
so I'm not wrong thanks heavens
gonna post my settings when I got home
some say @random fulcrum adds to much recoil to guns. You gonna suffer with mine
Get that tarkov recoil going
You're on current gamma correct?
Yeah
thanks for the mag redux mag fix, nicer than the abomination that I did ha
Lol The one that removes a bunch of extra mags?
Can I ask a favor of you testing a script edit to see if I indeed fixed the binoc unupgraded zoom giving nvg?
On default gamma or the one that I added 140 mods to? 
If you have default, default please if you don't then don't worry about it. I'll be home soon and can test XD. I just fixed it off my phone and figured I'd get it checked real quick so I don't have to care XD
the one that made new textures for the kiparis????
Send it over, I always keep a default gamma profile to check and test crashes
Oh you mean downloading from github?
ah fuck, is from the November patch, not the 13/10 or pre release
Ps how's my favorite kinky avacado
Oh that's what you mean!
Yeah for whatever reason they broke all the stuff they did for the bas update. The last one I had that the bas update worked with was 15/9 and then the script fixes from 10/24
finishing slowly some shit I'm eternally tweaking to boredome
and trying to get a good camera for texture replacement
Your phone camera isn't cutting it?
yeah, I was confused with the patches you all did with NPC Loadouts and stuff
You can get some really nice shots with a modern phone cam and good sunlight
yeah, to make drafts could work, but my problem are player who play in 2k or 4k
it's time to play judgement
Have the Hunters Kit replace the need for a Hunting Knife ||or any knife really|| to skin mutants? For 1kg and still needing a knife to skin mutants, wack.
It even has a hunting knife in it's icon I believe
is this the spot to ask if anyones tried out using the lootboxes addon on top of gamma?
Sure. I use it and it works perfectly fine. You have to adjust the drop rates in mcm a bit though
Woot thanks yo, yeah i was wanting to adjust how stashes/loot works just a tiny bit. I really enjoy just free exploring but i cant get loot that way unless i stock up on stashes which i probably wont ever do. Dont wanna make the game too easy obv so ill have to test and tweak things to get a good feel/balance i imagine
any chance anyone know of a way to get a funcitoning clock hud. no minimap maybe compass but mainly just want a clock, i saw a mod for adding a keybind to check the in game wrist watches and itll read out the time but idk extra keybinds are painful with my limited amount of keypad bindings im forced to stick with
Proposition, integrate a bow into the game - the arrowheads are up to creative interpretation with the ammo crafting system . Hingus wants to Pingus
i would love to pingus lol the idea of added stealth sounds dope too, hopefully not too OP
All you gotta do is find someone to animate that bow and you're all set
You could use the map that comes with gamma and delete everything and leave an alpha layer so that only the clock shows. You'll just have to edit the position
okay hopefully i can understand the files so i can pull that off, i imagine its like simples x/y coords?
Yeah that's really all it is
Honestly if you look through moddb it's probably already been done
does anyone know if there's a building mod? similar to fallout 4 building, where you can't just build anywhere, but only around outposts or POIs? or just unclipped building like rust or something
4k mod
That type of weight reduction doesn't work properly at least in the past few ways it has been implemented. All it ends up doing is messing op your true carry weight and making you overweight when you shouldn't be. You could do something like ammo containers but crafting them, but that just makes more item bloat.
The backpack mod that was posted works fine, it's reducing my weight with items in the backpack in my inventory. Of course if i save and reload it doesn't register my true weight until i pick up and item, reload, or have something change in my inventory to update the weight. But it's been working so far for me.
It is too buggy to recommend it. And requiring reloads/area transitions for the carry weight to correct itself is not my cup of tea. Main reason I got rid of the weight bonus from my Anomaly RPG edit. Was way too buggy to be counted on.
Where can I edit the stats/costs of items?
When I try to change things in the Anomaly gamedata, the effects don't seem to take.
You have to find them using MO2. Doing it in the base Anomaly will get overwritten by anything made by GAMMA.
I'd also suggest using DLTX format to avoid causing any problems with other mods.
how would I go about trying to find them using MO2?
Use the "Data" tab on the right side of MO2 and try and search for your specific item/items' related files. They will always show the version of the file that is most current.
Yeah, it only shows the gamedata folder I made within Anomaly which, as you say, gets overridden by gamma
Does anyone know where lukash's defend barrier script is located? Im trying to make one for THE LIMANSK FRONTLINE
(Im looking to steal a script and change strings)
how do I change the values on how much something heals limbs either in first aid or post-heal?
Im on my phone rn but if you send the script I can probably tell you
holy shit now this is a concept
please do so with haste
Fuck yeah its a concept, im thinking of overhauling all the factions too
You should see my notebook
gah dayum brother
I want to especially change how mercs and duty functions
i want to give mercs a BIG JOB wheres they select a loadout and do a specific set of tasks
@fair canopy dont you have plans to add the dt mdr 7.62 and the mk47 onto the game?
my spirit animal shitpost queen literally me is being added to the game?
i keep telling myself that the MCX spear and .300 blackout is overrated but... those model ports for gamma look very nice! i might actually change my mind...
on a scale of not too difficult to mount everest of engine edits, how hard would you say porting the gunslinger saiga anims for the BaS versions would be? 
you'd just need to re rig and fix the anims
I dont see how animations would directly impact the engine
main difference between gunslinger rigs and your usual stalker rig is that arms lack the forearm_twist bone
but wasn't the latest saiga anim the one by sibercat?
i think so, my main issue is that the ones used for the bas weapons are annoyingly lengthy
i heard theres those on-the-fly tweaks capable of being done to animations? i could speed up the current anims probably, just will need to tweak the speed so they're quicker but not goofy looking
yeah you can
it's just adding a float number next to the anim in the gun's ltx
however you'd have to edit the sounds
for them to sync
ah, thats what i was wondering about. would being able to edit the sounds third-party work, or are they tied to the anims themselves; aka edits?
How hard is the UI to edit in Stalker? I have never tried, but am wondering how much work would go into making/reverse engineering a 21:9 friendly version of Gamma's hud
The game's UI is mapped to a 1024x768 space so you'd have to edit all the texture sizes and placements to look proper when stretched to 21:9
iirc
Thanks for the reply! Sounds doable if not a bit time consuming. I have something to try this weekend!
Mostly trial and error. Luckily you can use the debug menu to refresh the game while playing and it'll update with your UI placement changes, but not the texture changes 
What is mean "e" value?
would it simply be enough to edit the Gamma voiced actor script section ( if faction == "isg" or faction == "killer" then )
to
if faction == "isg" or faction == "killer" or faction == "loner" then
in order to make loner player character use english voiced actor?
guess you could try that, make a backup though. juuuust in case 
Does anyone know what mod adds the lukash and duty pda missions? (Defend barrier, zombie event, night hunt)
Night hunt actually might not be one
not sure if it's loner or stalker
verify loner traders 😉
hello, is there any mod supported that changes weapon animation, so red dot on guns gets recoil like in most of modern day shooters? as it is now perfectly glued to center of screen it feels quite unnatural
for example if blindside reanimation works for gamma or its just for couple of anomaly weapons and new weapons don't support it
https://www.youtube.com/watch?v=G4ssTTlNCiU at 0:05 its very obvious what I'm after
I'm pretty sure both Lukash barrier event missions (zombie and Monolith) are vanilla Anomaly.
Yeah
hello, is there a way how to get game to it basics ? i alowed some mods in gamma fixxes and my game is now crashing :/
Try !default in #🤖bot-commands
what you are after is raycasted shot so that the gun don't need to be at the center of the screen anymore and can move and shoot in the left/right up/down and leave the screen center while the ammo shot follows the barrel direction instead of consistently hitting the screen center. Currently it's not possible with how the engine is and there's no addon for Anomaly to do that.
you need to modify the engine to do so.
Stalker Desolation is doing it, but it's hard to balance to have something nice and not over the top unusable. Also, the source is closed so it's not gonna come to Anomaly anytime soon
Maybe when it hits 1.0 
I'm still trying to tinker with the UI... does anyone know if/how i can adjust the icon-sizes for merchants/inventory? it seems when i shrink the overall UI it will keep the icons for the items/etc in my backpack the same size it was before.
But i dont think to see where the size of items is set if it's done in any of the ui-configs
you're fucked, it's a single sound file with all the bits from the anim
you have to time them
except for stuff like tube shotguns
or the base kar
yay im getting close, now mainly to offset the inventory screen towards the bottom and then still edit the character health display
I understand it technically very well, (made tarkov-quality animation driven system in ue4 already which does what you describe) however I would like to only have a gimmick of that.
here is something new I noticed, weapon actually do that thing with ironsights, they move around and break barrel shot alignment, something kinda similar to what I wanted, problem is with red dots, that they just stay aligned to the screen, completely mission out parallax offset. when moving gun with weapon sway, they stay centered and gun moves which actually creates pretty good parallax effect, this however doesnt translate well when shooting
I think just copying values of camera recoil rotation and plugging them into reticle offset would do the job perfectly
I'm a unreal engine pro however so I have no clue how xray works, so If I will make mods on my own it will be probably stalker 2
welp, guess it's time to start learning the ins and outs of xray 
the parallax thing on red dots is only shader based.
In this xray engine version, the bullets almost alkways go center of screen +- few degrees based on gun accuracy
Also, the recoil system is mostly LUA based on camera animations
Another part is engine based
Hum no not here, it's really just a texture applied to a vertex with different shaders effects
It's weird that the reticle shader is stuck to the middle of the screen where as the laser dot shader can follow the gun
Laser dot is not a shader
it's a tube with a texture and a dot drawn far away
that's why you have to reposition the gun x)
Huh I thought the dot projection for it was a shader
thats exactly how I made my red dot sights with that tube
later did it probperly with uv offset in shader
spawned gun with laser, thats exacly thing I'm interested in that it follows gun
that's also what red dot does
follows the gun model
but the problem is : while shooting the gun model stays static and center of screen
no there is significant difference between laser dot and red dot sight dot
its not only while shooting, but also walking or when gun is too close to wall and is oved up
its funny how they should align, but they both move around independently
its even worse on the pip guns from bas
I honetly would be pretty happy for a mod that would replace red dot by that dot from laser
that wouldn't be hard to do. just replace each reticle texture with a blank alpha
youd probably have to adjust a bunch of hud though
actually, other than the nightmare of aligning dot in the sight in blender, you could just move the laser dot into the scope on the model for the same effect. you could then align it in the hud editor
the alignment issue is probably why bas didnt do that to begin with. it was just easier to overlay the shader to the middle of the screen
just for context, I'm unreal engine dev where I already physically did this, but sometimes I want to have fun and play other games, I have absolutely zero clue about engine,
if somebody wants to do engine logistics tho, I can do pretty much anything im 3d/maya/photoshop
Well, the issue is xray mate
everything you know in UE goes down the drain with that shit ass engine
if you want the sights red dot changed by the same dot than the laser, simply edit all red dots textures by green ones
and if you want all dots to be aligned, have fun realigning all the guns + red dots combos with lasers
which must be around 200 models
I assume it has to be aboslute chaos every gun done differently
I just thought there could be just possibility to globally on every gun just "offset" that reticle in screen space
so it would be fake but still more aesthetically pleasing
also what is overall access of modders to code?
I'm going insane trying to figure out why all the shotguns sound the same, with the saiga and vepr being the only exceptions to this. I know its using files from JSRS, the sound files from BaS are there, just not being used and I cannot figure out why.
I found a video of someone using JSRS 4.0 with BaS and soundscape overhaul outside of the gamma pack and they sounded different like they should, in this example the ks-23 used the correct sound files, but in a gamma shotgun showcase video they all use the same default JSRS sounds, so that leads me to believe that its something in gamma that's doing it but I cannot figure out what it would be, nothing really pops out as something that would affect it, I'm aware that there are add-ons that make all BaS weapons use JSRS sounds but I didn't find them in the gamma list in MO2.
I'm not very smart the coding side of this stuff, I tried my hand at messing with the configs but it failed miserably lol, can't find anything about this anywhere else aside from a few small posts that got brushed aside, I'm down to one marble and in dire need of someone with a big brain to help. I can link the videos with timestamps if wanted.
everything is fully open
otherwise everything in GAMMA is open source, you can access all addons files and code
does a guide to making addons for anomaly exist or is it a case of "fuck with the code until you learn what everything does"?
kind of want to mess about with the engine
Reverse engineered an existing mod to figure how to add any weapon to melee/vision slot if anyone wants, hmu
i'm not aware of something like a knowledgebase, but the folks at the regular anomaly-discord's modding channel are super-helpful imho. other then that i'm basically unpacking and reverse-engineering anomaly's basecode and the mods and hope i can find out what everything does by trial and error.
?
It's a thing already known
You just need to modify a specific file IIRC
Yeah but I didn't know that 5 mins ago, if anyone wonders the same thing i can help now 😅
Make a guide or something, I'll pin it once and for all
It's a question asked many times
Yep will do
good to know, thanks!
Is there a way to delete an animation from a gun? HERA's animation when you pull it out is annoying me
How to add a weapon to the Melee/Vision slot:
- Download the zip made by @fair canopy #🔨base-gamma-support message
- Go to the file location and gamedata>configs>mod_system_onehand.ltx (open with any text viewer) (image 1)
- Copy a template and add the weapon of your choice's itemname. I added the UMP for this example (image 2)
- Add the mod to the list in MO2 and enable it (image 3)
- Enjoy! (image 4)
@tidal elbow
Perfect, thank you
Yeah I saw the link


proceeds to use 4 different LMG configrations
Yup that's basically it. I tried to keep it to guns that could feasibly fit in a pistol/sidearm slot but you can do it for anything you want really

Yeah 😅
may i ask what does the darksleifs cars fixes mod do? is it related to the vehicles in darkscape mod? since i want to disable that one i wonder if i should disable the cars fixes aswell
does anyone know a way to make the command wheel, have the extra option of only fire if attacked? that and fire at will are my default but i have to command everyone separately because the command wheel toggle is only fire at will, or stand there and watch each other die mode.
Edit: figured it out
I know the keybind it does the same thing as the command wheel. the command wheel has two options "fire at will" and "ignore combat" but if you talk to them about tactics you have a third option of "ignore combat, but help me" I want the third option on the command wheel or as a hotkey
ok
Is Boomsticks and sharpsticks already included in the gamma basic? or any experience with it installing it too if it makes any trouble
Ohh allright sorry 🙂
is there any way to check where is texture id declared at which xml in texture_descr?
i want to check for any conflicts, like when the texture id already declared in other xml
How can I increase how much cigarettes wake you up???
The pointer is in texture description. Use find in files in notepad++ and search for the texture you're trying to find
Edit the entry in the ltx for them
that's a lot of files
Sometimes you have to do some searching
yeah, which overhaul mod/file is it?
I don't think changing the items in the gamedata for anomaly does anything for them
no idea. you should make changes in the gamma files, not base anomaly
try items_drugs and items_medical
if I want to make a patch to change one of a weapon's values, can I just overwrite the value I'm changing or do I need to overwrite the entire entry?
dltx
noticed that doctor sakharov tells that psy helmet will cost 17.5k but charges 30k, what's the right amount and can I fix it for next update?
30k i think, check if you dont have any extra addon that may be modifying the sakharov dialog xml
what should I add to mod to set its priority to lowest?
priority
I don't know if this might be the best place to ask this but someone might know something about this, is there any way I can manually control the collision of an .ofg while exporting it with the xray addon for blender? for context I'm creating some kit bashed models for the Hideout Furniture mod but the collision is all over the place in-game
Found a solution, under Bone Properties/X-Ray Engine: Bone that contains everything from the mass of the object to the shape of the collision boxes
I never did this for xray but do you have a collision mesh?
Maybe import an existing ogf that works in game to see how the setup is?
ik
@thorn stratus so for the part in powershell, before you list profiles for the script, enter in
"Set-ExecutionPolicy -ExecutionPolicy Bypass -Scope Process".
Then for all the shortcuts arguments field put
"-ExecutionPolicy Bypass -File ./GAMMA_EXT.ps1 -export"
or save or synch obviously
I dont know why the mods posting was changed
yeah somebody is updating the channels I guess, maybe a new one will come soon
Hopefully, that was the best channel. lol
Tomorrow night or Sunday I'll try to do a full save, export, and synch with the mod and make sure it all works with those fixes. I'll also be on restricted for all of it. I'll get back to you if I have any hiccups
working on making it into a forum for better organization. the old posting will stay as an archive of already posted mods
thanks. let me know if you have issues
wait 20min
new one will arise
Sick, thank you!
@sonic birch #🖇old-mods-posting message In regards to this, i've been using it but i just got myself the ks-23 and there's no selection for the Barrikida 23x75mm shells. Removing the mod brings the shells back into the wheel.
@fair canopy Did you ever come across this issue since you seem to be using this too?
yea so turns out barrikada ammo is coded as old ammo and my edited file just slides old ammo under the screen so yeah it is unaccessable

also when using shotguns, under the wheel there's "homemade" shells?
what do you mean by homemade
I'm not on anymore, tomorrow I'll screen cap it. It might not even be from your thing, just never seen it before I used it
also speaking of barikkada shells @fair canopy made fix for edited wheel but ltx file was in the wrong folder i think because it was in gamedata and not working for me and when i moved it to configs it works as it should
another also @fair canopy later i want to post that wheel with 4:3 support and maybe your fix for barrikada ammo if im allowed to
@subtle trail not locking it?
we never tried locking pinned threads lol
cus locked threads go down the list
I can try
Nope, it disappears
yeah sorry for the ping then didn't knew that
i'll leave it as it is
arent you using modified monolith for shader based scopes and other stuff
how to modify placement of ammo on ammo wheel?
tried using 20x70 Slugs and devastator slugs bug out on it
they just not there as on ks or? also what gun
You can still swap to those ammo types despite not showing on the wheel (just click your change ammo keybind), but yeah they are completely bugged out when trying to select it manually like other ammo
does anyone know how simple it would be to make a mod to stop a specific key function if you're in the inventory? for instance I use shift for a character action but it is also the drop key (I try rebinding it but then drop does not work)?
Hey anyone know if trader overhaul with outfits works with GAMMA?
@thorn stratus sorry to bother you but i made everything as depicted in your guide and installed the GAMMA EXP Editon and now in game everything is blue
open game console and type cfg_load gamma-expeditions.ltx
ok i did it and now it shows cannot open script gamma-expeditions.ltx
from the guide
theres an error in the ingame console
i think it doesnt copy everything correctly
ltx files are copied in the Mod Organizer overwrite folder
before I wrote the command wrongly it's cfg_load gamma-expedition.ltx
20ga slugs, not 23mm, so TOZ-106. devastator slugs and star slugs are very close nearby, making selecting them via wheel hard, impossible on my 16x9
I was asking more for how to add the outfits that come with that mod. I checked that channel and could not find anything regarding that.
there are literally many people just recently talking about exactly those fugly ugly shitty HD models. just ASK in there. Also #custom-textures
this is not the channel for this
what parameter affects position on ammo wheel?
in config/ui you have ui_wheel_ammo and there are x and y coordinates for the button and icon
also toz 106 in vanilla has only 20x70 buckshot so yeah i have no idea as what they are used as
slugs like on 12gauge
from what mod is this
i'll try to make them compatible
Hey, how can i add inv weight to armor ? i tried good old ... notepad + + but when i change basic value its not reflected in game
i mean extra carry weight
Is there a guide on how to extend existing scripts? Like im trying to add a few new ammo types. I am finding myself having to include my .ltx file in the base class in the items/weapons/base.ltx file. I saw an "Importer.ltx" file on one of the mods so i assumed that was the way to do it but when i include my custom ammo ltx in there it does not load.
Depending on the section it might already include any files following a certain pattern, like the game includes all outfit files starting with o_
See if there's an Includes file for the section you're working in
It references the includes fully for the ones im using.
As you can see here, my one is underneath. I guess i could make these all weapon_* but it would still mean having to overwrite the base.ltx which isnt ideal
i guess i could just rename my file w_?
That's for weapons themselves
What part isn't working?
Its for the ammunition definitions. Im adding .357 FMJ for instance
Im just trying to figure out the tidiest way of integrating the script files.
I.e. not having to modify that base.ltx for instance as some other mods may rely on that
You could probably dltx your ammo in
dltx? What is that? Its been a while since ive modded stalker lol
Lets you specify a section you want to modify or add to without modifying the original file, really easy to work with
You see, this is what i was hoping for initially haha
So it essentially appends my code onto the end of the original weapon_ammo.ltx file?
Though it might be a good idea to download someone else's gun mod and see how they've added ammo. There's a couple in #🖇old-mods-posting
Il take a look slimey. Thanks
And take a look at the dltx mods in GAMMA to see how they work, there's a bunch. They're all mod_system
Im having a look at that from the SIG rifle mod linked there.
Im just thinking, how does it know what to do with the mod_ files? Does it literally not matter?
I think i see, it simply injects the ltx into the game.
Adding new ammo can be done in a w_*.ltx file just needs to load before the gun that uses it.
Now adding ammo to a gun it probably done best with dltx
That's what i was thinking of doing as seen above. Thanks for the info.
No. It can edit ltx values by using special symbols.
Add remove change lines and entire sections
Is there a guide to the use of these operator characters?
I'd add ammo sections it. w__ravensammo.ltx double underscore makes it load before others
There is one on the original DLTX moddb page. The one by mezz
The DLTX method did work for my ammo.

Yeah. And if you need dltx to edit the weapons to use the ammo any way you can probably skip the w_* method
I am using Magazines, so probably best to use the DLTX method
If you were adding new gun and it is the only thing to use new ammo then you can add both with w_* and not rely on DLTX.
Im only modifying existing guns i think Raven.
If you want to be able to use existing guns with new ammo then yeah it is probably easier to edit mags redux files using DLTX
Make sure you read the integration guide for mags redux
So its as simple as this to modify variables in a given class?
Looks right, but TBH I have avoided needing DLTX for any of my addons to I'm not super good at the syntax
Cool thanks for the help guys. Il see where i get with what i have.
Yeah, it should be that simple
reminds me when i want to dltxify my mod and it produce many 0kb garbage files
I believe if you specify an entry that isn't in the section it simply adds it in
@haughty vigil hi sorry, cant reply back about the comment you left at simplified vision ui. but to your question, i did update it. the screen i took was post update
is my eye got tricked?
i set the bar size so it's 13px away from border
but it doesn't seem to be centered??
the bar looks centered, the icon not
in my experience it was only 'good' for some screemshots
gameplay visually is kinda whack
well i have the problem that the surfaces are way to bright idk why
anything else looks pretty good
thx
its not that it's coded as old ammo but rather the game reads the ammo as it being in the second slot since there is no old ammo. The old ammo is used as a place holder on the wheel in this case
ooh howd you get the bars on the belt slot?
stole it from ui_inventory.xml lol
base_add_bar = utils_ui.UICellItem.Add_ProgressBar
local XMLP = CScriptXmlInit()
XMLP:ParseFile("ui_inventory.xml")
utils_ui.UICellItem.Add_ProgressBar = function(self, xml, obj, sec, clsid)
if settings.enable_condition_bar and (not self.bar) and self.path == "equipment:cont_belt" then
self.bar = XMLP:InitProgressBar("equipment:cont_equ:cell_3:bar", self.cell)
local h_bar = self.bar:GetHeight()
self.bar:SetWndSize(vector2():set(self.W - 11, h_bar))
self.bar:SetWndPos(vector2():set(8, ((self.H - h_bar) + 13)))
end
base_add_bar(self, xml, obj, sec, clsid)
end
ahh
Do you know if there's a fix for it? The wheel is very authentically pleasing to use with the old ammo gone, but I use the ks23 religiously
use the fix i posted. it adds dummy ammo so you can use it
you may have to fix the folders though. i think i put them in the wrong structure
yeah should be one deeper
wdym by one deeper? I'm slowly learning this stuff
.ltx should be inside configs not next to it
i don't even see that .ltx
I was looking in the wrong mod files
https://i.imgur.com/qezDyPP.png so like this then?
yeah
Also i wanted to try out the tagged patches mod, should i use the non-dltx or the dltx version?
given that dltx usually has the best compatibility with everything, dltx
something is moving
always use dltx
So for the sections. How do i figure out what section a specific LTX class is in? This code here does not seem to add my ammo type to the given weapon. I assume this is something to do with the name of my mod_system_x.ltx file?
did you spawn a new deagle?
any changes you do to the main weapon properties won't affect anything that's currently spawned
looks like i was just in time to update that spreadsheet
hope it helps find those older mods! i might be willing to go even further back, as long as there isn't any likelihood they don't work anymore.
@vague sphinx is your gamma style hud still usable?
Recently started porting, Im using TAZ models with Blindside animations, I need an opinion.
Is it looking any good? Would those meshes and animations be an upgrade from BAS glocks, and if I were to port more weapons should I post them separately or create a whole weapon pack? Allowing me to add more attachments.
looks good to me, though I prefer the BaS reload animations
G18 looks nice with those though
do you think guns would get samey if they all had blindside animations
personally yeah
pistols are already pretty samey, so having them reload the same exact way would make that even worse
9x19mm pistols being only differentiated by a couple rounds of mag capacity, except a few standouts
well I guess waiting for a proper weapon pack it is
yeah first time seeing it also 100% not vanilla and not mine but i think i saw coordinates for positioning under the wheel too in xml i edited
Doesn't bother me, but i don't remember seeing it before 
it should not even pop up after installing that wheel because i didn't touch those coordinates so must be something else
does anyone know the interactive PDA addon and wana write various text for it? just more different phrases and other stuff, currently it has only 1-3 same messages that were made on the fly just to have something
Yea i did spawn a new one using the debug menu
Some of the old guns have homemade shotgun ammo
do you guys think it's possible to implement inventorization mod (to view crafted stashes content remotely via PDA or smth) with what scripting allows?
Is the gun not able to use it? Or is the new ammo not visible on the tooltip?
@fathom wagon Its not visible on the tool tip or loadable
I assume for the tooltip i need to modify the st_desc files?
When i hover over the gun it highlights the new ammo type, so atleast that seems to work
If tooltip, it usually is like that for DLTX'ing new ammo to a weapon. If you inspect the gun, you'll see it finally shows up in the description.
It is like that for Momo's 20x70 Slugs as well.
I believe it is like that since it is DLTX so it something being changed after the fact. If you had done it within the actual .ltx file of the Deagle, then it would show up. Just a small quirk but still functional. Also, you will also see the ammo types kid of stack on each other in the weapon wheel. They are there, but you might not be able to manually select the ammo type you want. You would just have to keep cycling through ammo to get to the one you want.
As you can see ive essentially DLTXed every instance i can see that refers to the desert eagle magazine, yet no cigar
Have you taken a look at other Mags patches?
Im using Magazines btw
Ive had a look at Mags redux, i assume thats what you are talking about?
I'd look at Andtheherois' 20x70 Slugs Mags patch to see how he made the new 20x70 slugs work
Is their mod included or do i need to download it?
It just makes Momo's new slugs work for Mags Redux. I'd take a look at it to see how to patch new ammo types to work with Mags.
I personally don't use Mags so I have no skin in the game for that.
somebody know how to put hd textures into gama?
I actually looked at the SIG 6.8 mm gun above that, i thought thats what i was linked to earlier. Thanks il take a look at the slug mod
hmm, i might be totally using DLTX wrong in this case, it looks like old momo has basically put a file that is the exact same name as the one he is appending and its changed the caliber.
Thats what im doing
Not sure as far as the limitations on the engine, but im sure there will be a max resolution for textures set in the engine? Otherwise just replace whatever texture with a higher res version in the gamedata folders?
Looks like DLTXing the magazine didnt work. atleast at the root level but overwriting the file did in the way Momo did.
From the looks of it, that seems to be the case - needs to be root level. I think it is because DLTX is meant for more base game files/items/categorization rather than mods' files that introduce new systems.
Could be, It works fine with the weapons stuff. I guess il just have to override the magazines then. Thanks.
Is there a way to disable charecter bullet wounds
???
it's a bas round
To add my new ammunitions to traders, Could i DLTX [supplies_1] for instance?
how do we edit how much first-aid/postheals an item does in the Body Health System Mod???
zzz_player_injuries.scirpt
thanks a bunch!
Could I add alcohol to the list of items that heal you just by adding them into local healhelp?
im not 100% sure, maybe
all i remember was editing already existing items inside that one to change some values
remember that if you make changes there, it's better to also change the .xml text of items to make the description say X amount of heal for limbs or other things
otherwise you may edit a yadulin to heal 5 points but text could say 3 because it wasn't changed
I'm trying to make vodka worth it in the later game
since I don't get irradiated that often, it doesn't serve much of a purpose
food
but I got lots of food, already
I'm even cooking my own just for the true survival experience
thats what i mean
white vodka you can use to make purified meals. red vodka can be traded to spirit for ammo to break down or used in crafting meds
ahhhh
Should be usable still
Just make sure it's the last version
It should be called HUD compilation #🖇old-mods-posting message
Just make sure to click the MEGA link and not the icon
@fair canopy this goes without saying but you can repost all the mods you posted in #🖇old-mods-posting if you want
This is for every modder out there who's reading right now

Ive posted most of them already 
im working on repacking my fomod right now for all the guns ive done
thanks alot
making mod that compatible with custom modlist is like playing jenga lol
hard to stack another brick on top of other ~350 bricks
yeah, and i wish gamma have dxml
just install latest exes on top of gamma
for me, that is easy
for my mod user, that's too hard lol
tru
and I remember old modded exes (between sept and oct) doesn't work with gamma
the newer one is working well
yeah i just use latest ones with my custom modlista ll work well
dxml works exactly the same as dltx?
Feels like you might as well just merge xml files by hand at that point
fuck that
i remember having to check like 15 files for compat with the more guides addon
yeah, merge all of this
dxml is easier lol
now only 1 file (the ru text files i forgor to remove them)
Just overwrite them all with only your changes 
does the fluid relations mod work? i have it enabled but dont really notice much change at all
Relations don't change immediately. All it does is make the ups and downs of the faction relations more consistent. Doesn't change the game world until you start medling in it 
im assuming it doesnt work, because if i enable the one in the game settings it works
Fluid Relations doesn't work UNTIL you turn on Dynamic Relations.
well FUCK LMAO
Fluid Relations overhauls Dynamic Relations. Without DR on, it doesn't do anything.
Figured I ask in here so I don't keep running into a wall. I'm trying to make the sleep interface pop up when pressing on the "Sleep" button ^ there. I tried just copy and pasting the stuff from ui_sleep_dialog among other things but so far it all ends up with a ctd. Is this something really simple to accomplish? I'm trying to look for the script that triggers when interacting with the sleeping bag but so far no luck.
Are the mods featured in mods-posting compatible with GAMMA and current saves?
depends if the mod requires a new game to work
managed to get the "I'm not tired enough to sleep." check to work, but I still can't get the sleep interface to show up 
looking at the mod comments some people are saying it crashes, I don't know if it is the same version I have but It seems to work for me (I don't have everything in the pack enabled)
the mod installer does contain a description for every feature some of them warn you if you need an updated mod or to start a new game iirc
also you might have better luck asking on #🔨modded-gamma-support
@fair canopy So i get a crash when entering Yantar
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 948
[error]Description : fatal error
[error]Arguments : Can't open section 'ammo_23x75_shrapnel_bad'. Please attach [*.ini_log] file to your bug report
stack trace:```
from your ks23 ammo fix for the wheel, crashes on start and loads fine when i remove it. 
somebody has dead air and can give xr_danger.script from it?
Hi guys! I really don't know about the engine/modding limitations and I'd like to know if it would be possible to use bigger textures for the reticles overlays, say from 1024x1024 to 4096x4096?
I naively modified an Elcan Specter DR reticle to a new one but it doesn't fit (4096) ^^ and 1024 looks rather ugly in comparison…
I believe you have to edit scopes.xml file to edit texture dimensions, and one file in texture_descr folder I forgot which one
ok thanks I'll check!
How do i force max relations with a faction using debug menu? trying to test my trader table mod
easiest way is to download https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor
there is also a command in #╭📖faq somewhere if you don't want that
That command line did the trick thanks.
Is there a mod that adds items to traders using DLTX?
I'd assume the mags redux one does; Mags Buyable at Traders
Il take a look thanks.
it just seems to be a straight overwrite mod yet again
Ok I found the definition file for that scope and made it a sharp 4k texture.
- texture is in
…\G.A.M.M.A. Scopes radius fixes\gamedata\textures\wpn - set texture size in
…\76- Boomsticks and Sharpsticks - Mich\gamedata\configs\ui\textures_descr\ui_ingame.xml
Default (BAS+GAMMA):
New (rendered @1440p):
IRL reference:
Thanks for your help @steady apex 
Looks insane, can you make a non transparent black background version?
The first one is the default reticle (overdone red illumination) that I changed. Which one would you want with a black background (around the optic's circle I guess?)?
I know the second picture is your edit, just responded to wrong message. Yeah second one with black background around the optic would be insane
Here you go. 4k.
Just modify the reference file and copy the file in the correct folder.
You can type in console scope_brightness 0,it will make it opaque
And any other scope
Thank you so much
Ah I must have forgotten the dummy ammo file
lovely, ty
Trying the alternate illumination for the Elcan Specter DR:
are you redoing all scopes ?
Also closer to the real illumination and reticle. IRL reference from Garand Thumb's video but it's similar in other sources.
ah no, I was just using the scope and was bothered by the low res and weird red reticle
Which one of these settings affects damage? I would assume it was k_hit right?
For some reason my ammunition has "higher" stats than 9x19 but does less damage according to the tooltip in game when overing over the weapon?
Explains the weird numbers im getting. It makes me wonder. Why did they ever program it to use such weird floats for damage? Why didnt they set it more intuitively like 32 damage instead of 0.whatever.
Its like they were thinking in percentages.
they are from misery if im not wrong
Im sure even before misery existed that the original stalker games had these values.
I used to dable back in the old days of SOC

Hate that symbol kek
Was legit. load in. Walk 2 meters and you were greeted with that symbol often for less than that
its like it always was... everywhere
Yea, im sure Arma suffers from this too
coding in general i mean
Like theres no reason to not use the full memory allocation of the float.
just because you use 1.0f instead of 1000f its not going to make it any faster or slower 🤣 I can see this being the way they were thinking.
i believe it is slower ;]
Well, it would be but the difference would be negligible
And we can all say it certainly did not help Xray in terms of efficiency 
Okay, so i have my DLTX file here, Im experiencing some weird behavior with the SR2 and SR1 weapons. Even tho i have updated all of these weapons to use the new ammo types and damages. Only the wpn_sr1m_srt1upgr1 weapon actually has the proper damage values....
As you can see the wpn_sr1m that i have overriden in the DLTX has done jack but on the upgr1 version it works fine?
What's the proper tool to use, when editing LTX files? Is Notepad++ just fine or...?
ye any text editor, notepad++ helps coz of ini syntax
Perfect. And to edit a weapon, i just open the LTX file with NP++, and change the value, then save it?
yep
Is a weapons LTX file the only way to edit a weapons behavior? I Was looking at upping the magazine size of a certain weapon, but in the LTX file the magazine size is lower than in-game
Are you looking at the actual magazine or the value in the weapon .ltx?
ammo_elapsed = 10
ammo_mag_size = 10
when in-game the magazine is 20
and i was hoping to up it to 30
You using mags redux? You will have to edit the mag_caliber.ltx for the specific magazine you are using
No, not using mags redux
Okay, what weapon is it?
It's the ISG from Boomsticks & Sharpsticks
IIRC The magazine was upped by Grok for the last update of GAMMA
But the original magazine value is still in the LTX
should work but hard to say coz of so many addons ;[
And i dont think changing the 10 to 30 would work, as the value of 10 doesen't change anything in-game
what is the precise name of the weapon is it just wpn_isg?
Try adding this to your config folders and see if it works
The same folder where the original ltx file is?
no, just gamedata/configs 🙂
Lemme see
I'm just making sure, gamedata/configs of Boomsticks & Sharpsticks right?
Because if that's where i was supposed to put it, it sadly didin't work
Its a dltx mod file, it should have went in gamedata/configs
If that didnt work then theres probably some other file overriding it i think
So when you say gamedata/configs you mean Drive/GAMMA/mods/76 Boomsticks&Sharpsticks/gamedata/configs right?
No
Well, it could work but to ensure its loaded after everything else you would have to create your own empty mod folder
Click this, and click create empty mod
then create the two folders in there gamedata/configs/ and stick it in
Aight, i'll give it a shot. Did you type wpn_vintorez_isg on purpose, instead of w_vintorez_isg?
yes, im pretty sure if you go into w_vintorez_isg you will see [wpn_vintorez_isg]
Ooooohhhh shit true
Yeah i just saw that as you answered 
I'm sorry i'm an absolute dumbass when it comes to shit like this, the ISG is just my favorite gun and, the 20 mag is really killing it for me
Its fine haha, im used to mentoring people at work lol.
Dare i say i even enjoy it lol
That should work, you should see it appear inside of the gama mod manager
And i should keep it ticked ON right?
Yep, if you want your mod to work 🙂
Shiiiiit
Didin't work 
Well... i guess there really is nothing we can do, its just something Grok can do. I've tried to edit the values through debug, through the original ltx and tried the ltx from you, and nothing just works
A shame 😦
If you use the mags redux mod you can find 20 and 30 round mags that work for it btw 🙂
I Know that i could get a 30-mag for it that way, but... i just dont see how mags redux would be enjoyable for me. I Dont really wanna sit around for minutes and minutes on end, to fill mags, then be careful about how many bullets i have etc etc.
It all adds to the experience 🙂 You can toggle load speeds and stuff to make it more arcadey
I'll have to think about it. But i do thank you for your help though. Shame it didn't work out
No problem 🙂
Which one do I edit to make Mercs neutral towards stalkers and hostile towards bandits/vice versa?
Is "Actor" just the player, then?
yes
thanks
realistically, wouldn't mercs be generally neutral towards loners?
I get that they exist so you can kill them to gear up, but why would they care about stalkers and not bandits when the bandits are actively getting into people's shit?
The "Payoff" thing doesn't really jive with me.
im wondering about that FN MAG, where would be a good repository for models? i found a pretty nice one for 3dsmax (lol) and its royalty free, but requires purchase. thankfully theres a blender model as well but im not sure how good of a port it'd be alongside doing so for xray.
loners tend to report to major traders like sidorovich, who would then in turn give information to the wider world, the mercs don't care about bandits or freedom because those factions don't care about their operations, freedom wants the zone to be well, free to everyone, and bandits aren't going to get access to traders or care about brokering information, but the loners are a pipeline to their secret operations getting out to the rest of the world
why not use this
https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor
instead of modifying files directly
Oh SHIT
Is there any way to drag and resize the hud elements. Not the BHS hud but the default one
realistically, merc shouldn't be hostile to anyone besides mono, sin and the army (maybe)
but they're basically the evil loner thing
since they have the same allegiances but they trade duty for bandit
Would be nice if someone could make this mod work well with GAMMA 👀
I tried to get it working but it just crashes the game for me.
https://www.moddb.com/mods/stalker-anomaly/addons/simple-gui
omfg the bloom on that reshade
Got a fix at all?
check the mod in #1035807043933720576 , i uploaded the fix under that mod
I get the military don’t want them stepping all over their turf and duty might follow suit.
if what description says for gamma doesnt work then u can just tell author and wait till they fix it, best way for everyone ;]
the military doesn't want any of them in the zone lol, the only ones that are acceptable to them would be ecologists
Hey all I'm a sound designer and would like to experiment with some of the assets in the game - is there a guide out there I can follow which can point me in the right direction to replace some of the sound assets?
There should be a pin here for the anomaly modding guide though I think it might not get too in depth with sound modding. I think that combined with downloading one of the bigger sound mods and dissecting it would be a good place to start. You can also ask in the main anomaly discord for modding help as a lot of modders hang out there
thanks for the pointers will investigate
Hey I need some help with fixing the M82, I've got the .50bmg conversion down, mags work and everything, model's fine, but the silencer is the trouble, it uses the SVD upgrades, and uses the KZRZP for it's silencer which is nothing new, but the actual ingame model for the silenced M82 won't show up, it just looks the same, which was not the case in other mods I've played with the M82, and with the KZRZP attached it doesn't play any sound
it worked fine in OnegRiot's muh immersion pack, which I still have the resources for, and I remember it's supposed to use the wpn_big_snd_silenced in wpn_sd_sounds.ltx which is in that mod, but I don't know how what to do with transferring it over to gamma, or what modifications I need to make to the files pertaining to the M82 to only affect it when silenced
NEVERMIND I JUST HAD A BIG BRAIN(?) MOMENT AFTER HAVING A VERY SMALL BRAIN MOMENT
it's already in gamma, kind of, but because the installer is stupid it didn't download everything from the zip and so it got left behind since it was an optional
found it testing to see if it works
had a similar issue with trader overhaul and the outfits
that and for some reason the silencer sound wasn't implemented in the M82 file
does it use a nicer m82?
lot of reason that I only make patch for simplified vision ui rather than other "modern" or "simple" ui mods.
first is because simplified vision is only one mod, not a mess of modpacks, like seriously who tf put reshade preset and music in ui mod.
second, the mod is really simple from inside and outside unlike other mods, so I can modify them easily.
third, they have less conflict with other mods, this is very useful for gamma that has 330 mods on top of it.
lastly, its not PITA to install and customize, you can choose theme when installing with FOMOD, and then customize further in mod settings ingame.
I swear to god this is not a sponsorship but they truly made a real simplified mod
it doesnt make any sense to touch anything else if its a ui mod
both gamma and efp to it right by making the modpacks MO2 mandatory so that theyre easy to install and adjust to your taste
i remember when simplified ui didn't exist back then, I installed "modern ui", they have 10+ presets but no FOMOD, and somehow the main menu become stalker 2 
@thorn stratus Those lines added work by the way. The only thing that needs added to the guide is to put "Set-ExecutionPolicy -ExecutionPolicy Bypass -Scope Process" before anything else when doing the test on page 20 of the full guide
Also, I do have a quick question. If I have mistyped one of the paths for the addonurl for custom mods, how would I be able to change the url?
Is there a way to reset a save and re add all the links to each mod
Disabling addons 166, 167 and GAMMA UI did make Simple GUI work with GAMMA. :o
My only issue rn is that it messes with the radiation bar. It's length is off now.
do you mean when you save the profile from MO? open the mod folder from MO and delete gamma-ext.ini. Save again and it will ask again
thanks for the help, the guide has already been updated. Tomorrow I will release a new update with few improvements especially for when saving a profile
You're welcome, and thanks for the help and work on the mod
I started edit some audio with Reaper and using it's batch process just to realize I was destroying the metadata. lol
Here's some general info:
https://igigog.github.io/anomaly-modding-book/main-folders-and-files/file-formats/ogg.html
And this tool will be your best friend, there you can easily set the games metadata (I would love a way to batch that, though)
Yeah that program is what I was using to set the soubds for my spear
I noticed that some audio addons have some weird metadata in it. The Hit Effects one is one of them, when I have time I want to edit and post it here
The way the mod is now the headshot effect is set to be heard at 100% volume in a 40 meters radio haha
Hi, this question might not fit this channel but I hope someone here can help me.
I want to edit the stats of an outfit using the debug menu's "Outfit stats editor", but it says I need to unpack a config in order to actually apply changes. How do I unpack it?
i actually enjoy that. gives a good crunchy feedback
i know something is dead
that's prob why he did it, it's feel way too crunchy for me tho, I'll prob just lower for my own taste
Question, is there a way to not close the inventory when you use some consumables? I was thinking that would be a great QoL having a way to toggle that. Or better yet, have a queue system, you select the things you want to consume and then it closes the inventory and goes through the queue 
Hey guys if im trying to make my own cfg to load diff shader params can i use shader_param_4 1.10, 1.05, 0.90, -0.1 as a single line in the .ltx to change my shader param 4 to those settings?
or should it look like this? shader_param_4 (1.100000, 1.050000, 0.900000, -0.100000)
is there any way to make my fucking companions actually shoot at others? there faction is neutral with the people im fighting so they legit just sit and watch me wipe 25+ dudes
I don´t like the actual position and view of the weapons. I found that every mod that modify that config crash the game. Any ideas guys? I´d like to use the position like the mod: https://www.moddb.com/mods/stalker-anomaly/addons/viewmodels-fixed
Any ideas guys? Or do you know if the position can be custom edited?
yeah position can be custom edited i did one for the 3d pda that im in love with, now i can actually see the map when i walk around. Are you wanting the positioning like on the right or on the left in those imgs? Gamma uses the eft weapon positioner which imo makes everything better
u might be able to disable eft but i think it would break a lot of things so ud probably wanna manually adjust the offsets in the files but i think u will have to do that for every gun individually or maybe theres a base setting u can tweak im not sure
There's a mod in #🖇old-mods-posting that does this for some weapons
He's still working on doing the positions though
Can u explain what he was asking to be able to do, i was confused by the wording and wanna be able to know whats up
Hey there! I was using the HUD editor in Debug mode. Tab F7, then 5 button but it modify for the entire weapons, so when your favourite is ok, the otherones look rterrible hah
wait what does the hud editor function in debug do exactly?
you ned to adjust the values for the weapon you want (also use DRAGGABLE HUD EDITOR addon), then if the values are okay, click on 'save'? or applay i don't remember, they will be stored in cache_dbg.ltx
then go into that file, grab the values and create a DLTX mod to override that exact gun position, something like
![wpn_fort_hud]
hands_orientation = 1.265977, -0.364137, -2
hands_orientation_16x9 = 1.265977, -0.364137, -2
hands_position = 0.015495, -0.001493, 0.040319
hands_position_16x9 = 0.015495, -0.001493, 0.040319
man hopefully one of these days u can teach me how to do this stuff it sounds awesome im just trying to figure out how to make a custom cfg file to edit shader settings i think i can do it by just adding the shader param line in and then loading it but idk if the lines needs to be very exact like it cant be 0, 0, 0, 0 it has to be soemthing like (0.000000, 0.000000, 0.000000, 0.000000) right?
no idea about shaders settings, but why would you want to change them? they are defined by the shader addons already
doesn't matter
the more digits you have the more precise the positioning is
but really most of the time if the anim set is good and the model is also good you'll almost never go past the third digit
unless you're hellbent on pixel precision
You can honestly just turn the cache into a dltx mod. Just add "!" in front of each entry and rename it to mod_system_blah and you've got yourself dltx weapon positions
well idk which ones are which but for example i wanted to try a fix/patch i found for color grading stuff that modifies a specific shader, otherwise idk how to manually adjust that shader without console commands, so it would be something like cfg_load or w.e the command is with the file to load being a color grading preset but i dont want it to actually modify the non shader settings as i already like my settings set like that, then i could even have a backup preset to fall back on if idk i load a cfg i hate or something
what fix?
Sry i guess fix isnt the right word, i just call my thing a fix to adjust the shader param i want adjusted for the color grading file from the cumulative shaders grading files or the ES/SSS addon stuff? I even wanna try a separate setup to maybe disable the nvg shaders so i can use the currently disabled shader stuff from enhanced shaders i think it is
if you want to disable nvg, just untick it and reinstall both ES and SSS with the correct patches that don't include beef's
then delete shader cache on launcher
naw i wouldnt wanna lose my current ES/SS shader setttings and stuff, so id have to reinstall those if i wanna disable the nvg shaders?
all i know is i want some color grading presets at the very least that are my own to mess around with and having a backup via the cfg and i wanna make sure i know how to do that cuz itd be good to learn how to do, just hoping my one line shader param adjust will work
shader_param_4 1.10, 1.05, 0.90, -0.1 is what imma try first, then ill try something closer to shader_param_4 (1.100000, 1.050000, 0.900000, -0.100000)
I can easily make appropriate sounds for that if that would be easy to hook up without much scripting
https://www.moddb.com/mods/stalker-anomaly/addons/nekomaster-mods-craftable-upgradable-af-detectors
Just wanted to point something out when I was patching this for GAMMA. The mod might've brute-forced the game to use a .png file as a texture file (.dds) for the upgraded detectors' icons. Seems all he did was take a PNG and rename the extension to DDS. Didn't know if anyone else tried that but it seems to work.
He even makes a passing remark in the ltx file lol
If you try to open the icon files in MO2, it spits out an error unlike opening normal DDS files.
oh mah gawd
thanks a bunch for that
i keep trying to make merc and duty happy
But WHY 
Beats me. Maybe didn't know how to convert to DDS? Still, learning new things about what the engine is capable of lol
Now I need to check if it works with certain textures, like the GAMMA ammo icon file is 64mb but it's mostly empty space
Thanks for this I just added my first sound replacement to the game! Made this quickly but want to create longer ambient sounds with more width and depth that evolve over time (4 mins or so) https://youtu.be/-2Lfj0LqMVA - I'd love to learn how to actually place sounds in the world but I imagine that is much more involved
where to download?
oh it's just local I'm learning how to mod
ooh ok haha
Got a bug with one of the existing weapons in the game (or it could be fixed in a newer version of B&S)
The Rifle Dynamics RD-74M ISG has a foregrip on it, but the character does not hold the gun by the grip, absolutely annoys the hell out of me since its one of my fav later game rifles to use. I know very little about weapon editing outside of basic config tweaks, but if anyone could point me in the right direction, i could maybe learn myself, or if anyone else is good at this type of thing, they could have ago at fixing it themselves.
part of the animation, you will probably need to rig? it again
it's the ak anim from blindside
Since some of the other AK style weapons have the foregrip animation already, i wondered if it would be a simple "copy paste" style job 😄 but then again i am a noob when it comes to animation stuff.
Also how are you getting the DOF effect on the weapon? it looks good
it's a test version of new sss update, it will probably release soon
ahhh nice, i saw the update had DOF on weapon reloads and aiming etc, did not know it was on the weapons too. Something to look forward to with the update
yeah the ak pmc has a foregrip one, but i don't know how to edit animations
I'll have a look now i am home. Time to break my backup install 😄
https://media.moddb.com/images/members/5/4370/4369700/profile/1_11-28-21_03-18-02_l09_deadcit.jpg
Well i guess it is fixed in a newer version... Will just have to wait. My bad for not checking sooner
lmk when you got this working would like to try it out
(EFP Server) #1031292379497508944 message
Anyway to get this to work with gamma?
What is this, I’m not on that server
It looks like it should. Just use notpad++ to compare and Marge the changes
Oh interesting
OOooo that would be super useful to have
I'm having desolation flashbacks
Hello, I have questions related to the mod, can I ask them here?
no
general questions can be in #╓☢stalker-chat and technical questions in #🔨base-gamma-support
thx
would be nice if, with roguelite ironman, you dropped your backpack when you die. Is this even possible?
You'd have to ask the mod author himself. Don't expect an update though he stopped playing anomaly last year
Damn always sad to see people leave. Thx tho
I'm just shooting this question into here again: How can i adjust a weapons magazine size? (Not talking about mags redux) I Tried doing it through the text file, through in-game debug menu and nothing seems to work.
edit ammo_mag_size in the weapon's .ltx file
I Did that, and it didin't work
I Also tried to do it through debug, and it didin't work
So i'm kinda lost in terms of how to do it 
did you spawn another gun
did you make sure your file is not being overwritten by other mods
the debug menu doesn't save into mod files
it's there to provide a gui for editing
I'm not 100% sure how i would do this
uhhhhhhhhhhhhh
the gun i'm trying to edit is the ISG 9x39 from Boomsticks & Sharpsticks
Sorry for the late reply. I'm not sure how i'd make a mod folder for that exact gun, as its a part of the massive Boomsticks & Sharpsticks mod.
dltx
create a folder in gamma\mods
then inside that folder create gamedata\configs
inside configs create mod_system_(something something).ltx
inside the .ltx file you put ![section of the thing you want to override]
below that thingie you write ammo_mag_size = (whatever)
save the file
reload mod organiser
put your mod at the bottom of the load order
and you should be golden
i can't make this more dummy proof
Didn't the ISG 9x39 just get a mag buff?
Yes, up to 20. But i'd love to have it as a 30 rounder
Aight, i'll give this a shot, Cheers!
You probably aren't seeing a change because the original mag change was done as a dltx and overrides everything you do to the base file
So does GET GOOD's method fix this? Or is there absolutely nothing i can do?
I'm an absolute idiot when it comes to this kind of stuff, so i'm not 100% sure what that means. Sorry.
*Edit. The method you provided Get Good sadly didint work 

Does anyone know if there's an addon in GAMMA that controls weapon attachments? I'm trying to edit what attachments you can put on a gun but editing the .ltx file of the gun itself doesn't seem to change anything
hello , i can activate some of these ? it wont break game or anything ? thanks
You have to make a new 3D model for each attachment permutation
What code is responsible for that? silencer_name and silencer_status even when applied to the ltx file don't allow it to equip the attachment so it seems to be something outside the ltx file unless I'm missing something
If you want to add a silencer to a gun that doesn't have one you'll have to extract it's various 3D models into Blender, add a silencer bone & a silencer model to each of them, and then get them back into the game
I see, so unless the actual model has the correct bones and models editing the ltx file won't actually allow you to equip any attachment
thanks for the info o7
This is a game engine that dates back to 2007, so each variation of a gun that you see is a separate 3D model. If it can accept 10 different optics that's 11 models (one for iron-sights) The suppressors work a bit different, but they still need to be included on each model & parented to a rigged suppressor bone to visually function in-game
I know @fathom wagon was able to make a variant of the AN-94 that, in-code, acted like it was suppressed, but the model itself remained unsuppressed
I should be able to replicate that I think, good to know that it's possible.
It isn't very hard to do. Just a bit time consuming mostly if it has scopes that you have to worry about. Lots of copy-paste action.
is it just a matter of editing the ltx file for the weapon or do I need to modify something else as well? coincidentally I'm also trying to edit the Abakan to be silenced lol
I wouldn't recommend editing the ltx file directly. Make use of DLTX as it will allow for better compatibility with all other mods that may make edits to that weapon.
there is a abakan variant with silencer support already
yeah the Abakan Camo, I'm currently checking to see if it actually spawns or not
it doesn't
It doesn't. I made a mod that makes it spawn if you want to use that.
yeah if you wouldn't mind sharing that it would save me time from editing it myself :D
I'm new to modding Anomaly, what's a DLTX file?
Just sent it to you. Check your DMs.
the way to go
overrides only finely selected stuff by the modder without replacing any files whatsoever
thus having max compatibility
When messing with anything that involves ltx files, DLTX is definitely the way to go. Makes things easier for everyone.
how do you utilize DLTX? is it just a file suffix or something more?
so .dltx?
no
It mostly depends on the ltx file you are editing.
For items, it is usually (for example) mod_system_weapon_balance.ltx or mod_system_newgun.ltx.
is the file you sent me a DLTX file?
Essentially, yes. That file in the mod modifies the npc_loadouts.ltx file to only add the Camo AN94 without overwriting the entire file itself.
I see, so the prefix mod is what designates it as a DLTX file then?

or the thing
i included a guide on how to dltx your configs into it
which reminds me that i need to update it
Easiest way to learn how to mod or understand how modding works: take a mod you like or similar to what you want to do and go through it. It's how I started.
I found the easier way, collect some mod and reupload it as a modpack 
I've got some experience from modding things like NS-OP2, NLC and SGM but this is my first time doing anything with Anomaly
that's also how I started, small tweaks to existing mods 😄
A tale as old as time
hey guys, can I set an specific npc, with a shotgun loadout for instance and have that character only spawn with shotguns?
I'm far from that stage on my mod but just wondering how to plan the npcs loadouts. Having npcs with bigger backpacks drop more shit too would be neat
the bigger backpack thing should be really easy to do
you'd just need the model names
anyone know if this mod would work on new anomaly gamma? (ik it says 1.5.1 but still) : https://www.moddb.com/mods/stalker-anomaly/addons/ascendantcrosshairs
lmfao
anyone know how much of a pain in the ass it would be to change the scope out on an upgrade kit? i really like the ak 12 monolith upgrade kit but i just cant stand the fucking acog. any way to change the scope out?
You need to modify the mesh
any guides / materials aviable for this? kinda have no clue about stalkers file formats
The modding guide in the pinned comments has some info but most of what I learned was from playing around with meshes in blender
alright ill experiment a bit, thanks!
hey guys whats the easiest software for just previewing dds files super fast to check for issues or differences? do dds files have any other details in them i want access to that a preview of the image wouldnt provide also?
Install any image viewer like xnview or IrfanView, both freeware
Mo2
Enable them all, then find the one you want to compare in the clients file explorer
Then click left and right
To see
huh? left and right to see? I can view the files in MO2 but the files are super tiny and basically its a useless feature how it works rn, i wanna be able to open up big previews i can have next to eachother or compare in full screen on 2 of my monitors
try image viewer? ill look into those thanks, yeah i wish i didnt need a plugin for gimp/photoshop to see these files
i tried following the steps for gimp but i cant remember what went wrong it was just a giant pain and i couldnt figure it out first try even tho i have tons of experience working with software via doing computer tech/support for ppl over the years
i can try again but idk irfanview actually sounds pretty dope
wtf MO2 is like automatically launching stalke every time i end the task so i can switch to the other MO2 i use wth
its like how one of my MO2s used to always try to close out when i launched the game and would tell me hey were waiting for u to close the game before u can close MO2 and even if i hit cancel it still closes out anyways lol
wtf is happening omg
i cant get it to stop
now its just crashing every launch?
oh thank god i think it stopped wth
sry
https://www.nexusmods.com/fallout4/mods/22069 i usually use this for dds stuff, though i havent used it on stalker
for sure thnx yo
It helps a ton if you save them compressed. I did that to most of the UI, since the size difference is massive. No idea who thought all UI textures need to be uncompressed, it's really wasteful.
any pointers where i would find the mesh? looking trough the file directory in MO2 didnt really reveal anything for me
Depends on the image, for the ammo icons specifically saving them more compressed gets rid of a bunch of detail since they're so small... But there's no reason to make the file so big
The compression quality varies wildly on what program you use. I did it with Gimp and it's quite good.
I should upload a picture with my UI textures size so everyone can see the difference.
Ltx file should point you to both game world and player specific ogf files.
sorry to bother but im completely unfamiliar with stalker modding except for some small config tweaks, would you mind explaining it a bit mor ein depth?
Is there a mod to add visual separators between categories in the inventory (using Sorting Plus)?
(or a simple way to make separators)
You need to find the weapon config file that contains the exact gun you are looking for. Make sure to keep mod load order in mind. You could search for the internal name if you check that ingame in debug mode.
makes sense, thanks a lot!
i dont know if this fits here: how can i ajust the battery consumption of my pda when having music on? if theres no mod, where is the file of the pda located?
The folder is 175MB, as each modified file is at least quarter of the uncompressed original.
ahhh so much better. now i assume i need to export it and also create new textures for it? or is the scope handled as a seperate object by the game?
hmm i see the scope textures are completely seperate, where does the game get info about the scope then? i assume i do have to change somethign somewhere, no?
if anyone versed in changing models would want to help me it would be greatly appreciated, im using the blender-xray plugin but i suppose im doing something wrong, because i cant export the model with the "cannot find root-objects" error. any pointers?
have you tried turning it off and on again
unironically yes, lmao
how about unfucking it and fucking it
Gimp is the worst
Paint.NET or NVidia tool are the best
Nah, there are far far worse options out there (legacy software, command line tools, etc.). I had trouble getting better options to work back when I did comparisons, but had very niche requirements (other even older game with unusual solutions).
Just tried a DXT5 export from the PND file, and I still prefer GIMP. I see less random pixel noise. It's quite interesting seeing both outputs fail at different details though.
just wanted to share if you're like me and the main thing annoying you about 21:9 hud stretching was the psy bar being longer than the body health system module, editing the width parameter of line 208 in configs/ui/maingame.xml in Minimalist HUD to 74 squishes it to the same size as the body health module. hope this helps!
Just a little bit of reanim.
https://staging.streamable.com/x35mcy
I'm not sure if this is the place to ask, if not someone kindly direct me to the appropriate place - Is there anything one should worry about when dropping mods from the old mods category into GAMMA? Like, how fragile is GAMMA to new mods? (I wanted to add the SPEAR MCX Mod & maybe 300 BLK Guns)
Does anyone know where I can find the binoculars shader to reduce the chromatic aberration?
It's a bit overkill imho.
I've already changed the mask+reticle (should be the Baigish БПОc 12x42).
10x42 version irl:
Hey me again ... i was trying to adjust some stats of one armor ... and that file isnt in gamma folder, but when i use some mod for armors so i can adjust it, game crashes, is there a way to adjust in notepad ++ stats, in gamma ?
Hey, sorry about this very late reply to your comment. Do you have any idea, where i could find this DLTX file, and modify/remove it, to make my changes take effect?
what weapon]
Any idea where i should look for it?
i mean you just have to create one but it doesn't seem to work for it
I Keep hearing that a lot 
I'll give that a shot in like 30mins, when i'm back at my pc
Fingers crossed
it works on my end
