#╙🖇mods-making-discussion

1 messages · Page 11 of 1

sonic birch
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something was overwriting it even later than this

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ah this was

undone lily
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It’s the worst

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That’s GIMP compression of normal maps

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That’s AMD tools compression of normal maps

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@regal bolt

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Listen to the XRay Wizards

fluid idol
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The cr3pis icon file doesn't really need compression, it just needs all the empty space removed... Which I guess requires redoing all the icon locations

tender marsh
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@random fulcrum game crashed when searching a stash with the 20x70 slug mod.

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_20x70_devastator_bad'. Please attach [*.ini_log] file to your bug report
 

stack trace:
fair canopy
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Did you download the centered wheel fix?

random fulcrum
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uhhhhhhhhh

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disable old ammo in zcp?

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also what athi said

fair canopy
random fulcrum
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damn the 20x70 slugs thing really blew up

night veldt
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posting in the hopes that someone might be able to help me out with this

fair canopy
regal bolt
# undone lily

I made stalker bump and parallax edits a while back, but never seen anything like this. Could you send over the original of that texture? I would like to reproduce this. I'm still using the old 2013 plugin, not the built in version, but can test both.
||also, you are not the only X-Ray wizard||

night veldt
fair canopy
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just search the files in the mod folder of gamma

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its going to take a few minutes though

night veldt
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ah I see how to do it, kk will do capn o7

still meteor
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its the sdk panda POGGIES1

night veldt
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damn this whole file search thing is bigbrain ty <3

night veldt
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well I still have no idea what I'm looking for exactly, can't seem to find anything relating to the issue at hand, everything I see shows them directing to the proper sound files, yet still they use default jsrs sounds

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I imagine one of the resound mods is ruining their paths to the correct sound, so jsrs gives them default, but I don't know how I would confirm that

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I feel like such a potato trying to make sense of all this

lean dagger
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one question, im currently using this tutorial: https://docs.google.com/document/d/14ADMhkeqFmL29NTPcGZ8MzavDZoyJe4UXDaK_T1gG68/edit

and when importing a converted .object it all looks fine, but when exporting and reimporting it it has artifacts all over it:

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any pointers?

fair canopy
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Export as ogf

lean dagger
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those are my export settings

lean dagger
fair canopy
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That's old. Yiu don't need the sdk for most things anymore

lean dagger
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ah alright, should i still import as . object or also just as ogf?

fair canopy
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If you don't set the texture paths in blender you'll have to set them using axrtools though

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I always import and export as ogf

lean dagger
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okay. is the name of the objects importaint? or can i just import a scope from another model and ignore the naming?

fair canopy
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You can import the scope from a different model and override the name of the weapon you're working on

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It's important to preserve the name for an existing model otherwise you'll get a crash for a wrong name/missing mesh

lean dagger
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so if the acog is compromized of those 3 parts, i just need to name the 3 elcan parts to the acog equivalents, right?

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btw thank you a lot for your time

random fulcrum
fair canopy
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Ah true. I'm so used to the toolset. Ogf tool is good too

fair canopy
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Well, not copy paste exactly

lean dagger
fair canopy
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You want to drag the objects from one parent to the other

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Make sure you parent the new meshes to the existing armature

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It's the little wrench tab I believe

lean dagger
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i assume that the specter object referencing the bones of the ak means i did it right? sorry i also have very little blender experience, im basically learning along rn lol

fair canopy
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Looks right. You'll know when you export because it'll give you errors and won't save

lean dagger
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i assume this means i didnt parent it right?

fair canopy
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Right

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You have to go the thr individual added object

sullen dew
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@fair canopy where would you say is a good repository or place to look for weapon models? Ive been sifting around for a good FN MAG model for you to port into anomaly/gamma. found a good looking one with a blender port but it costs $40. i can bite the bullet if needed but im curious if there's better versions out there, especially ones with nicer textures than the rather glossy finish on the render images displayed for the one ive found.

fair canopy
lean dagger
fair canopy
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Remove the vertex groups from the scope and set the verrexr for the scope to wpn body

sullen dew
lean dagger
fair canopy
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you shoiuld only have to link it to the bone

lean dagger
obsidian void
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Can anyone tell me how to edit the money that stalkers have available for trading? Mainly I'm concerned with individual stalkers but I would also like to add a money limit for traders

fair canopy
desert olive
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does anybody know a good gore mod

still meteor
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there isn't

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there's some particles for hit impact maybe

lean dagger
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one last thing, what do i need to do for the world model?

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because i assume its not the same for performance reasons?

random fulcrum
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you need to have a new model for world

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in bas they're the same unoptimized hud model but with the bounding box attached to it

lean dagger
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ah okay so i should proably just edit the world model the same way i did with the hud model

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thanks

fair canopy
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You could just leave it as the same model as it is if you don't feel like going back and changing it

lean dagger
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sadly (mostly for my well being) im a filthy perfectionist lmao

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also, i assume that variable zoom for scopes is the scope_dynamic_zoom variable?

fair canopy
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Yeah

true tapir
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Is there an "anm_open_empty" function for animation in the anomaly?
And does it work?
Because I saw it in the configs, but as soon as I try to attach an animation to it, I get a crash.

ornate spade
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also what kinda crash you getting? assigning anm_open_empty to something in the config shouldn't cause a crash to my knowledge

ornate spade
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just an empty stack trace? and it doesn't crash if you only remove that line?

ornate spade
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huh, that's super weird - regardless, hopefully the stuff I sent helps

ivory flare
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Wait, FOV is tied to high collision? Ive been having a nightmare of a time with collisions, and its all linked to FOV?

olive vapor
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@ivory flare yes

ivory flare
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Ffs

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Alright

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This has been a problem since I first was playing Anomaly a long while ago, and I had no idea why

olive vapor
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@ivory flare Noones came up with a solution yet which is a bummer

ivory flare
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From what i’ve been told, its hard-baked into the physics engine

fathom wagon
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Trying to quickly change the "Better Armed Zombies" mod to just inherit the loadouts of factions that would be the ones to turn Zombified (i.e. everyone except Mono and Sin)
I think this might be the worst idea I've ever come up with lmao

sullen dew
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ash-12 zombies kekcry

fathom wagon
regal bolt
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makarov zombies are trying their hardest to compete

fathom wagon
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RPG Zombies are just the Stalkers who completed the emissions/psy-storm achievement and they didn't get lucky on surviving a psy-storm

regal bolt
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When big boob hip mod?

wanton knot
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fair, we already have anime hip mod

queen yoke
bold mural
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yo if i want to make a very slight edit to a gun would i have to do any flat texture editing? i basically just want to widen the notch in the rear sights on the bizon very slightly

true tapir
pulsar cape
hard oracle
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whats the valid source rate for music?
i got invalid source rate

fathom wagon
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So I found out that the Gyurza does indeed have ammunition similar to both FMJ and HP.
Guess I know what I am gonna do lol

fathom wagon
hard oracle
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i thought this overwrites the original guitar sounds?

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but it didnt work
am i missing something?

true tapir
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Then I do not understand what I did wrong, now the game does not crash, but the shotgun does not want to use anm_open_empty, it only uses anm_open.

ornate spade
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is this with just vanilla + my script + your addon you're making, or are you testing over a Gamma install?

ornate spade
# true tapir Vanilla

hmm, if you want you can send over your wip addon so I can take a look why the script isn't working

it works fine from my testing, and other ppl have used it so far with no issues, so idk what could be wrong just from the face of it

ornate spade
lean dagger
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how do upgrade packages work? thinking of doing a few upgrade kits for weapons i have, mainly the p90 and mp7 (i just want a laser on em lmao) i assume i just have to slap an appropriate laser on them and enable the laser functionality in the config of the weapon?

lean mural
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@fair canopy Pinging you because I'm certain you'll know the answer - if I want to create a simple mod that adds an effect to a food item, how would I go about doing that without editing items_food.ltx? Looking at some of your mods it appears you can just create a separate ltx file which (somehow) overwrites the base item config.

lean mural
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OK, so if the effect I want to add doesn't appear to be available in the normal way for consuming, how do I get consuming the item to trigger a script?

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I want to add a psy restore to eating chocolate.

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There doesn't appear to be a boost_telepat_restore, so I'm guessing I'd need to run a script similar to Calming Campfires when consuming the chocolate

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I'd also like to do the same with 'Picture of a loved one' by giving it a 'Use' option in the right click menu.

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So basically a 'Think Happy Thoughts' mod

sonic birch
lunar nimbus
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psi regen is custom

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demonized patched it, but i wont remember the name of addon that does it

terse idol
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Would it be possible to add faction dependent player dialogue when speaking to NPCs to replace the default options? Renegades, Bandits, Monolith, and Sin would could probably use special dialogue

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It is possible to edit and add AI faction dependent speech, but I don't know if player speech can be made faction related

lean mural
regal bolt
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IIRC Grok's said something about Psy resistance effects also being psy regen effects
not sure if that really works, given that Signet specifically improves psy regen quite significantly

sonic birch
lean mural
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I'm looking at the artefacts overhaul git to see if I can figure out the regen effects

lean dagger
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damn i just realized that the p90 and mp7 arent Bas, and thus cant really be edited with a lasersight without a fuckton of work, am i seeing this correctly?

fair canopy
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Just move over the laser and dot over and then add the appropriate line to the ltx and it works fine

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Though I believe the P90 and mp7 are getting a new model in gamma soon thst includes lasers

lean dagger
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hmm i just added the laser line to my p90 to test it and i didnt have the additional sideways grip, or is that defined somewhere else?

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oh damn that sounds great, i think this makes my efforts in vein then, althooo it still sounds like a fun project

fair canopy
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You have to add alt aim to the gun for that

lean dagger
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i assume its aim_hud_offset_alt_pos?

fair canopy
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Yeah

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You also have to add aim_alt_hud = true

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Though I think if you just add alt aim position to the hud section it'll just let you alt aim without adding it for some reason

lean dagger
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hmm i put those into the lowest p90.ltx in the MO2 list just to prototype, and it doesent do anything. neither the little laser toggle animation nor alternative aim (coords taken from monolith ak alt aim) havent changed the model at all yet tho

random fulcrum
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did you spawn a new p90?

lean dagger
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yeah the save i use i basically a completely fresh spawn, i open the spawn menu and give myself a p90

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i put it in the gamma p90 one handed ltx as its the lowest by far

random fulcrum
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laser_status and the other thing go in the weapon's properties

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not the hud properties

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that's why it doesn't work

lean dagger
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like around the lines of sprint allowed and such?

random fulcrum
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in the weapon's properties

lean dagger
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okay the laser now works, but not the alternate aiming

random fulcrum
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because you need the 4:3 position

lean dagger
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no was my bad, i had the wrong variable in it

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its use_alt_aim_hud = true and not aim_alt_hud = true

lean dagger
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anyone know where the p90 model is? i assume it is in base anomaly?

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okay nvm i was looing in dumb places

true tapir
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Does anyone know how to bind a pump sound for a shotgun?

solar oriole
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I got 2 quick questions:
If I edit a config file to create a small tweak and put it in Anomaly's gamedata folder, will it load before or after all the GAMMA add-ons in MO2?
And 2nd, I read a few months ago that Anomaly updated the way mods work to reduce the amount of mod conflicts. Am I understanding correctly that if I only edit 3 lines in a config file for my little tweak, only those 3 lines can conflict with other mods? Or do I still need to expect a conflict if any other mod edits the same config file (in my case "items_quest.ltx") in any way?

lean dagger
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hmm when aligning a laser for a weapon, where shoild i try to align the dot? at the middle of the scope when looking trough it?

random fulcrum
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just move the dot until it lines up with the crosshair when you hipfire

placid juniper
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Does anyone have a list of all the item names in 'vanilla' GAMMA? Wanting to give myself some specific options in the new_game_loadout file.

random fulcrum
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bruh just use debug

placid juniper
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ok i will check into that, although I'd prefer not to have to spawn them in and be able to make locked RP loadouts for the factions for some of the runs I want to do. Thank you.

random fulcrum
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but uhhhhhhh

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use debug to get the names

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???

placid juniper
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Got it, haven't used debug before.

obsidian void
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Can anyone help me to adjust the amount of money traders have available to trade with? I'm trying to limit trader's money and increase the amount of money regular stalkers have available

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I've scoured the trade ltx files but I can't find these variables

lean dagger
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is there a more efficient method of testing stuff? like, can i reload models and configs in the live game? or do i have to restart nonstop?

random fulcrum
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couldn't get it to fully work tho

obsidian void
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fuck

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fully as in, some of it worked?

random fulcrum
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take a wild guess on what fully means?

lean dagger
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or si it just a matte rof finetuning until it just.. works?

fair canopy
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It just depends on the weapon. If you move the laser move the dot and the beam all together not separately. Then you have to adjust each hud with a laser

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You should bind all those part to wpn body

lean dagger
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hmm currently having a disconnect between all 3 aim states

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but i do have them to wpn_body

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thsi is hipfire

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ADS is completely borked (scope isnt set yet this is only a mesh

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and alt aim is slightly to the left

fair canopy
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Hip fire depends on hands position, ads depends on hands position + aim

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Setup hands pos so the laser is on the cross hair in hip fire then once that's set you can adjust aim huds on top of that

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When you're adjusting aim hud never touch hands pos or you'll throw everything off

lean dagger
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ahhhhh so i should stop fucking with the model, adjust the laser so its in line with the red dot i wanna use in this custom weapon kit, and adjust all with the aim hud and hands pos?

fair canopy
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If you don't have it already, download draggable hud editor off moddb to make adjustments easier

lean dagger
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sounds helpful, imma get it

fair canopy
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Yeah. You'll drive yourself crazy trying to adjust the dot

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Also because the dot is part of the model certain sights can't be adjust depending on how high over the laser they are to align together

lean dagger
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would it help if the alt aim rotation is made the kind of way that it uses the laser kinf of like an axis?

fair canopy
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I'm not sure what you're asking there

lean dagger
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like, set up the alt aim rotation, that the laser point of the weapon is the rotating axis, so it doesent get thrown off

fair canopy
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It's still gonna get thrown off because you're physically rotating the weapon and laser

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So you still have to set the alt aim

deep solar
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does anybody know if there is a way I can display some sort of coordinates/guide to adjust some UI elements? or the best I can do is adjust by hand and reloading the game?

fair canopy
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What mod is thst?

deep solar
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something I'm making

lean dagger
fair canopy
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Click and drag to move the gun model x and y then shift drag for z axis

lean dagger
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is it normal tha ti have no ui while doing this? like no coordinates displayed etc?

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in the preview there is an entire menu

fair canopy
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Are you in debug?

lean dagger
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yeag

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yeah*

fair canopy
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I believ that me based on the icon x/y coordinates in the ltx

fathom wagon
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Is there an ammo chart that I can use as a guide to determine what k_ap values pierce through which types of armor protection?
And what variable/variables determine what I should put for "flesh damage" seen in ammo's description?

lean dagger
fair canopy
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You don't need to press 0, it already starts in group drag mode default

lean dagger
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wait so it is always on? is there a hotkey im missing?

fair canopy
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You gotta arrow down to where you want the change to occur. The first value in the group you're changing should be highlighted

lean dagger
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well the issue is that i dont have the menu at all. this is what my game looks:

fair canopy
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There are a few keys in forgetting off the top of my head but the mod page should have a guide for those keys

lean dagger
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i have no menu at all

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and the draggeable hud editor is completely at the bottom of the load list with no conflicts

fair canopy
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Go into debug and hit f7

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The bring up the weapon hud editor

lean dagger
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ahh, sorry i was being stupid, sorry. thanks

sullen orchid
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I wonder if it's possible to have a dynamic relations mod between stalkers in the zone. Like friend, rival, etc. It'd be interesting to see stalkers try to take revenge on rivals or avenge their fallen brothern/friends

obsidian void
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Is it at all possible to lock selling certain items behind supply level? I tried adding the [supplies] section under [trade_generic_sell] but it just causes a CTD.

marsh crag
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is there a way to extract all the gun item icons in the modpack?

lean dagger
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where in the weapon ltx is it defined what scope crosshair is displayed while aiming?

winged hawk
sullen orchid
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I meant more personal not faction

winged hawk
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its personal (squad)

random fulcrum
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exactly that

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i've seen it too

winged hawk
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its kinda stupid but free loot

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ecologist still neutral with loner in yanov station

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it just some squad brawl in yantar

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and it's more funny because it happened twice
loner vs ecolog in yantar
and ecolog vs merc in yanov lab
both happened because accidental killing when firing shoot to mutants

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and it just happened to those squad only, everywhere else is as normal as faction relation

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if only I knew the ACE SEVA real name back then
because I dismantled that mercs armor

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fuck to the people called merc ace scientific suit "ACE SEVA"

random fulcrum
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like 90% of people call it just the ace

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and there are no other armors that have ace in their name

lean dagger
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@random fulcrum sorry for the ping but im kinda out of ideas, where would i set up that the base weapon now has an integrated scope? like a reflex sight for example? where is the texture specified that shows up in the reflex sight like the chevrons etc?

random fulcrum
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???

lean dagger
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idk i thought you would maybe know so kind of out of the blue asked, sorry lmao

fathom wagon
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So the ammo icons I made for my 9x21 ammo mod came out blurry when converted to DDS. Any reason that might be?

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They look fine when I preview it on my computer, but the preview icon and in-game the text is pretty blurry.

lean dagger
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what dds did you chose? theres like 30 subtypes

fathom wagon
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Tried both DTX5 and DTX1

lean dagger
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some proably fare better than others, i dont know how it is with stalker, but elden ring liked DLTX5 way more

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maybe its some stupid oddly specific format

regal bolt
fathom wagon
regal bolt
# fathom wagon That fixed the issue. Thank you for that!

Then a sidenote: always play heavily modded stalker with maximum texture quality, unless you have to lower it. There are tons of old lower res textures mixed in, so any reduction will make the game look even more inconsistent than it already can be.

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would making the cig an overlay be possible?

fathom wagon
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Just realized it may be because I have the icons at the wrong size. Gotta re-do them

merry thistle
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how did you change your scope reticle ? ive been trying to change my specter reticle(editing estravaganza files) to "tri role" but always end up with the default illuminated reticle no matter what i do

fathom wagon
fair canopy
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what are you trying to do?

fathom wagon
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Just trying to make the ammo icons look right. Either the text is all blurry or those black lines near the text show up.

grave glade
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Be careful to edit the correct ui_ingame.xml as it contains a lot of data and might have been changed by another mod.

merry thistle
lean dagger
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anyone know if the AC11090 scope is even used? like i see the model, it has an icon, but the only weapon using it is the XM8 and itdoesent seem to work

fair canopy
fathom wagon
fair canopy
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The way I do something like that Is draw a grid on one layer, then have a 2 or 3 layers depending on what I need between the base layer and the grid, then overlay the icons to get the a similar size and cut and paste the letters from existing icons

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i honestly cant help myself

copper cobalt
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... i just posted about this in the suggestions tab lol

fathom wagon
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We need more revolvers in the game. Purely for cowboy reasons lmao

lean dagger
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@fair canopy could you spare a moment?

sorry for beign a pest but would you mind explaining how i would assign a new scope to the p90? i have made a new model and added a new variant of the weapon, applying the scope changes the model accordingly but the scope has no reticule (obviously because i proably missed a crucial step) how do i tell the game what reticule to use for the red dot? (in this case trying to slap a d0cter onto a p90)

fair canopy
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when you transfer over the scope from one model to another you usually have 2 or 3 parts that go with it. the body of the scope, the lenses, and the projection plane that lets you see the red dot. You have to make sure you move all the scope parts over to the new gun. after that you can assign whatever red dot texture you want with an ogf viewer

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you want to do a lasso highlight on the scope and you should grab 3 or 4 parts

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make sure you always keep them together whenever you do anything to the main body

lean dagger
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ahhhhh okay so thats what i missed, makes sense, thanks!

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and another question, where are the weapon upgrade kits defined? just in the base weapon? because afaik they are considered scopes, right?

fair canopy
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Yeah. The name of the weapon section has to be the same as the name of the section for the scope

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So if you have wpn_m4 and want to add your kit' say the sup kit in gamma, you'd add "sup" to scopes and your weapon section for that gun would be "wpn_m4_sup" and your hud section would be wpn_m4_sup_hud

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In all honesty the hud section doesn't have to match the name of the weapon section as long as it's unique, but it's more organized if it does

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And then you can define your icon as either a scope layer or point it to a pre-made icon with the scope baked in

lean dagger
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ah alright i understand. thank you a lot for your time!

fair canopy
pulsar cape
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@fair canopy yo, where i can learn how to make some guns?

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or to edit them?

fallow crystal
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I need me more magnum type weaponry in my zone

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Just got the rex rn

fair canopy
lean dagger
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@fair canopy do you know if the Barska AC11090 scope actually works? or is it just a placeholder / abandoned? im struggling to find a 2x nato scope and that one would be JUST right but i cant find any textures for it etc

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this bugger

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only reference i found was the xm8, wich seems to be broken

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or are there any nato alternatives? because theres like.. 3? dovetail mount low magnification scopes

fair canopy
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It's probably abandoned. You could always search for the scope in bas' configs using the scope name to see if it's listed as a scope for any weapon but I don't think I've seen it

lean dagger
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only the broken XM8 uses it, but equipping it guarantees the busy hands bug.

fair canopy
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It isn't busy hands so much as it just broken animation of the gun itself

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I believe the minimod pack has a fix for it by using some other animations but they aren't the best

lean dagger
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mhh im onl ylooking for a picatinny rail scope with a fixed small magnification of 1.5x to 2x for a spec ops p90 kind of deal im trying to cobble together

fair canopy
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I wonder if it's even a bas scope if the xm8 has it

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You could try unpacking the anomaly files, it may be a vanilla scope

lean dagger
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i think it actually is

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i unpacked the anomaly meshes before

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to fish out the p90 model

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and it is in meshes/dynamics/weapons/wpn_upgrade

queen skiff
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scope on a P90

lean dagger
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why not? the p90s bullets has an effective range of arouns 200m, its a miniature rifle bullet

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and with the kit i thought about giving it a longer barrel via a long suppressor

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also a red dot and a laser sight feel minimally redundant, so a small magnification and a laser sight sound like a great combo

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also come on that looks kinda sweet

fathom wagon
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A Merc's wet dream right there

lean dagger
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actually thought about calling it the p90 contractor

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also the little barska looks rather neat on it, but i think i gotta find an alternative, or maybe try making my own scope altho i will proably not manage that and stick with a reflex sight lmao

fathom wagon
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As long as you make it part of the kit, should be fine with its own scope. Similar to the AK5C BaS kit with its own custom scope

lean dagger
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all id need is to get maybe the lenses from an acog and resize them? and then make it use the nice 2d shader scope?

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i bet i could find a nice texture to use as the scope itself

fair canopy
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You could switch the lens for the clear ones the red dots use and then up the zoom actor in the ltx for it

lean dagger
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hmmm yeah thought about that, but there is no other scope that does this and it would be kind of inconsistent with the rest of all scopes

neon geyser
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alright, so if I wanted to make a soundtrack mod. how would I go about that? I wanna make my own original soundtrack

fair canopy
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check out some of the soundtrack mods on moddb

neon geyser
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Oh I see what you mean, Thanks for the suggestion

undone lily
pulsar cape
undone lily
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There’s this but it’s outdated since the SDK isn’t needed anymore

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You can simply export as OGF from within blender now

uneven sail
#

I wonder how to do mission mods

#

Because I have some ideas but know literally nothing)

eager path
#

I wonder, is anyone from the modding community of Stalker Anomaly/Gamma working with GSC on the Stalker 2?

lean dagger
lean dagger
# eager path I wonder, is anyone from the modding community of Stalker Anomaly/Gamma working ...

doubt it. modding is very different from actual development. modding is a passion project, you dictate the pace, small team and a vision, infinite timeframe. gamedev is paid labour, small timeframes, huge teams and a narrower vision based all around the aviable time. gsc proably looks at mods, maybe even asks some community figures under an NDA, but i doubt they hire modders, especially considering that S2 is on unreal 5

eager path
lilac compass
lean dagger
lean dagger
lilac compass
lean dagger
#

altho Wrel became a community manager and balancing team lead in planetside 2 after years of youtube content for the game

lilac compass
still meteor
autumn pilot
#

Was there some mods removed from the #1035807043933720576 ? I was following one that added some new rifles but now it’s gone :/

surreal charm
#

Hey, im a 3d modeler and ive never stepped into the modding thing but since im really hooked up to gamma i was wondering if i need to do something specific to lets say make a new gun model and use it in gamma, any specific polycount, etc..?

lean dagger
# surreal charm Hey, im a 3d modeler and ive never stepped into the modding thing but since im r...

while i dont know anything about the other requirements, i can tell you that you need this addon to import and export the stalker model files:

https://github.com/PavelBlend/blender-xray

GitHub

STALKER (aka xray-engine) import/export plugin for Blender 3D - GitHub - PavelBlend/blender-xray: STALKER (aka xray-engine) import/export plugin for Blender 3D

surreal charm
#

well damn i use maya lel

#

i guess i can just use blender for this, at the end of the day its the same process

#

would this work for maya?

lean dagger
#

not sure but there have been some engine alterations, mainly from call of prypiat to Call of Chernobyl, and then from CoC to anomaly, and i remember seeing some plugin settings in blender that specified if the model format is supposed to be SoC or CoP. so i would assume (and i could be completely wrong here) that this only handles the Shadow of chernobyl files and maybe wont work

undone lily
surreal charm
#

damm okay i see its a bit more complicated to get the compatibility right, ill google a bit see if i find something

undone lily
#

I need to organise the git repo for large files and add them

lean dagger
#

altho, just try it, if you have gamma installed just navigate into Stalker GAMMA\mods\76- Boomsticks and Sharpsticks - Mich\gamedata\meshes\dynamics\weapons\wpn_ak74m_beard and try opening one of the ogf files and reexporting it

undone lily
surreal charm
surreal charm
#

alright ill try that, thanks man👌

main slate
#

Hey all, Is there any tool to convert DB (data base files) to db0 files? I managed to edit the textures inside a DB0 file, but now I just have the option to compress in DB format. Using AXR

still meteor
#

iirc some deadzone files are .db'x'
i just unpacked them and packed them into a .db and they load normally

main slate
still meteor
#

name maybe lol

main slate
fathom wagon
# still meteor name maybe lol

Might be like that one Upgradeable Detectors mod just changed a PNG to DDS simply by renaming it to a .dds and it worked kekg

wanton knot
#

Loose files vs .db... Is there any difference in performance? loose files prob a bit faster?

regal bolt
#

Packed might load faster on hard drives, and usually takes less space.

serene gyro
#

has anyone managed to make the debug menu "weapon/outfit stats editor" to work? manual editing is a major pain and goin in and out of game for some % changes here and there is even more of a pain when testing stuff

junior cloak
#

noob question: how hard is to edit and change a map/level/zone? as in adding, moving or removing existing and/or new meshes

still meteor
#

as for editing actual maps to remove buildings/doors or add them, it's not possible currently i think

junior cloak
#

thanks anyways!

still meteor
#

probably

marsh spoke
#

i have no mod making skill whatsoever but hear this idea out, silencers right? but make em customizable like the erector made by q (which is a silencer that lets you control the length)

wanton knot
still meteor
copper sky
#

Is their a tool/method that mimics the use cases of SSEdit with Skyrim for Stalker Anomaly/Gamma?

#

Would like to take a peek at some conflicts/overwritings that mods are doing before I go poking around and configuring things

random fulcrum
#

but i uh

#

have you ever wondered what green and red means in mo2

copper sky
#

thats why SSEEdit was made in the first place, cause mo2 only shows when 2 files are conflicting. But if a mod doesn't have conflicting files but the config is conflicting it won't show red in MO2 but will still screw it up

#

for example Mod 1 config says use mod 1's audio files for xyz. and mod 2 doesn't have any sound files or change any but says "Use game default audio files for xyz." if mod 2 is loaded after mod 1, the game will use the original default sound file as opposed to mod 1's cause of the last config loaded in.

random fulcrum
#

bruh there's a conflicts tab

#

ah i get it now

#

well it just comes down to knowing what you're installing

#

and that's about it

#

knowing the structure of the game when installing crap like provak's

#

which is just one guy's gamedata folder packed into a zip

#

stalker modding is almost entirely made up of .script files

#

and dltx nowadays

#

dltx HARDLY ever has compat issues

#

like, it would require some unearthly coincidence to get two dltx files from completely different mods to have the exact same name

copper sky
#

I just want custom gun sounds (shooting sounds to be specific) but having a hard time figuring out where those reside. If not in the db0 files

copper sky
#

Right now looking like I might have to mess with the sounds db0 file, should be interesting

dusk pivot
#

If I change the last number in this line itll change how many bullets I need to craft said item right? ammo_pkm_100 = 5, recipe_ammo_2, casing_r7,10,powder_3,8,bullet_r7,10

true tapir
true tapir
#

I forgot to set fire_point, shell_bone to bone, everything is fine now.

hazy fog
#

Where is the meshes of the NVG's? Considering some NPC's has them

hazy fog
fair canopy
#

I'm pretty sure it's tied to the character mesh itself

alpine shuttle
#

so this is a question cause I am clueless

#

how hard is it for someone to just modify the value so the mag size is 30 on this weapon

#

would I have to do any weird hocus pocus

#

or just change the round capacity in a config file

fair canopy
#

It's 2 lines you have to change in the ltx. You have to save it in a different mod though

alpine shuttle
fair canopy
#

Because when you update the changes will revert

alpine shuttle
#

I dont really mind if it is as simple as changing 1 number

fair canopy
#

Any mod controlled by gamma will reset to default on update

alpine shuttle
#

was just wondering if there was any intricate process

#

aight thanks 😄

alpine shuttle
#

where would wpn_vintorez_isg be located

#

I looked at BAS file directory

#

but it wasnt it

drifting glade
#

and is necessary the use of .ogg

#

in 41000hz I think?

regal bolt
alpine shuttle
#

since the mag size in that file is 10

#

when in game its 20

#

same for the as val tactical it shows up as 20 when in game its 30

regal bolt
#

huh, that's odd
not sure where the configuration is buried then, sorry

alpine shuttle
#

all good

sonic birch
alpine shuttle
#

I just want to change the value so it is 30 round

#

I am not adding a model or anything

#

just want to switch the value

sonic birch
#

someone else a couple days ago wanted it too

#

it's getting overwriten by gamma weapon fixes

alpine shuttle
#

ty will look into it

sonic birch
#

but if you add a couple zzz to the file name it loads last and overwrites weapon fixes

alpine shuttle
sonic birch
#

uhh

#

this mod overwrites the base file

alpine shuttle
#

uhhh

#

bingo

#

thank you

queen skiff
desert olive
#

could someone help me

#

what programs are modders using to edit the anim

desert olive
wanton knot
#

Hey guys, some random question about loadouts as I do some planning here. Shouldn't UNISG be using mostly western gear/weapons? Almost all ISG tagged guns are pimped out aks. I'm not a gun expert here so bare with me XD

queen skiff
ornate spade
queen skiff
fair canopy
drifting glade
#

Larkin how is he tweaking the AI?

worthy mortar
#

This was also a "From Scratch" thing.

#

Took a bolt, made an idle, then worked from there.

#

A fair warning though, if you wanna make a fancy idle animation, don't.

fair canopy
#

i love animation shenanigans like this

lean dagger
#

honestly, considering how mocap technology has advanced, i wonder how feasible it would be to mocap rough animations and polish them up in post

worthy mortar
#

Really doable

#

I saw one game actually do that

fair canopy
#

one of my favorite i found was during some reloads if you took out enough keyframes youd wind up with a double jointed wrist that can do 360 degree turns

worthy mortar
#

As in, I saw the guy put up a really basic rig for mocap in his own garage, put a makeshift weapon model out of cardboard and then ported that into animating tool and polished it up.

lean dagger
#

but yeah, actual first person mocap would proably make theentire process of animating first person rigs way more intuitive, but i doubt artists will ever be out of the equation. the best animations i have evcer seen were manually animated still

undone lily
worthy mortar
#

Here's an example of someone using vr mocap to animate a halo gun https://www.youtube.com/watch?v=MQQ4DfIngRc

-Skip to 0:52 for the end result-

Hey, I got an Oculus Quest 2 last week and tried to mocap viewmodel animations using APS LUXOR. It was pretty cool. Also, the world's fastest fullauto MA5B/C/D/whatever it is!

Want to get APS LUXOR? Check it out here:
https://blenderartists.org/t/animation-prep-studio-free-vr-mocap-for-blender/1163267

▶ Play video
lean dagger
#

damn that looked great. also bonus points for using the MA5B

lean dagger
#

ahh yeah witchfire

#

not really a diy thing considering the tracking hardware is a couple of grand proably

#

but i bet a kinect could do the job too

worthy mortar
#

Also a fun fact regarding my animations.

#

While most people here almost definitely use IK rigs for their work
I did my animations completely and purely, in FK

#

Which means I had to animate each little movement, by hand, rotating and moving each and every single bone into the right spot.

lean dagger
#

that sounds more like an admission to being a masochist than a fun fact lmao

worthy mortar
#

Looking back at it, if IK didn't crash my blender every single time I tried to use it, my bolt animation would've been a lot better.

random fulcrum
#

i don't know shit about blender intricacies tbh

#

when working on the schofield i just make sure the viewport doesn't show anything out of the ordinary

worthy mortar
#

I would just position my view in the right spot and say "that looks good"

#

Funnily enough I positioned the bolt just right for there to be pretty much minimum work required when posing it in game.

#

Working with FK was fun and pain
But it made me appreciate IK a lot more.

#

To the point where I'd actually learn how to turn an FK rig into an IK rig on my own.

#

Another fun fact

#
  1. It was based on Shadow of Chernobyl idle.
  2. It took a hell of an odd way of making it.
#

I created 3 different animations for it that would be merged into one.

#

Animation A. Initial throw from the main hand.
Animation B. Bolt flying out of the main hand and into the second hand
Animation C. Bolt flying back into the main hand.

#

After merging all I would do is make the bolt move more naturally and adjust some angles.

#

I did this in a couple of hours in the middle of the night out of boredom.

#

Went to sleep at 4 or 5 AM

lean dagger
#

yeah inspiration always strikes at like 2 am the night before an exam lmao

worthy mortar
#

Y e s

#

Brain: I should probably be sleeping.
Also Brain: HERE! MAKE THIS ANIMATION RIGHT NOW OR YOU'LL NEVER WANT TO DO IT AGAIN!

It's honestly like being held at gunpoint kind of feeling, lmao

lean dagger
#

i actually hate it. i have been working a few months already on a large update for my elden ring mod, and its nearly finished but i ust lack the motivation to finish but oh boy am i gonna work on it again when i need to do shit for university. damn this hedonistic primate brain

wanton knot
#

Do you guys know if the blender rig works for both npc and hud?

#

I'm not even sure if they are aligned XD

#

Also, if you guys are on the seriousish side of making anims, get a gopro and make some ref video in front of a mirror.

queen skiff
queen skiff
queen skiff
strong wasp
#

Super newb question. In MO I hit "open in explorer"on a mod and changed a tiny bit of code in a script in there but how do I get that to actually take effect?

queen skiff
# wanton knot Also, if you guys are on the seriousish side of making anims, get a gopro and ma...

not even video, just look up the gun to see how it behaves
use objects to get the jist of movement
and even then its not the greatest cause
some of us animators have used nerf guns to get an idea for the movements but the issue is that nerf guns weigh Way less than an actual firearm does so the movements wouldnt be very accurate at all
for bolt throwing though i might actually record a slow mo video of me throwing like a chapstick or something topkek

fair canopy
queen skiff
obsidian void
#

Is there anyone here who is familiar with editing NPC dialogue options and quests?

lean dagger
worthy mortar
fluid idol
steady apex
grave glade
#

Is there a lore reason why the susat scope doesn't have the iconic needle sight picture?

#

(or did I mess something up in my install?)

grave glade
lethal jolt
brave badger
#

For PDA messages: I want to pay around with notifications pop-ups in the bottom left corner. When I want to publish a message every X minutes, which file(s) are responsible for it, if any?

lean dagger
#

is there a tool for UI alignment? like where silencers are on the weapon and scopes? or has it to be done just by hand?

undone lily
#

and you need to fully reload the whole game everytime

lean dagger
#

damn thats painful

fathom wagon
# brave badger For PDA messages: I want to pay around with notifications pop-ups in the bottom ...

I'd take a look at Skills Expansion. They have within their scripts a timer to pop up a reminder when you have unspent trait points. I'd try to find that and look how to use it yourself or replicate it. https://www.moddb.com/mods/stalker-anomaly/addons/skills-expansion-for-anomaly-skill-system/

Mod DB

This addon adds 5 (+2 optional) new skills to Anomaly Skill System (Update 2.0: Added a new skill called "Weapon Handling". Added Traits system where you select passive bonuses. And many more changes. This update requires Anomaly 1.5.2. Changelog...

lean dagger
random fulcrum
#

pixels

#

each cell is 50px

lean dagger
#

hmm considering if i should try to code a little utility that spits out coordinates of attachments, but im bad at coding and it would take some time, would such a tool even be useful to more people than me? because if yes i might try it

random fulcrum
#

i don't know

#

50px isn't that hard to position

#

but i guess i'm numb to that

#

since i've been doing doom since i was like 10yo

lean dagger
#

i mean yeah but its just a lot of busywork i guess? was jsut thinking about it because im looking for an excuse to start coding again so i dont get too rusty

#

also i mainly mean the positions of silencers and scopes

random fulcrum
#

go ahead then

#

i'm sure most would appreciate it

lean dagger
#

like select a weapon from the grid, select attachment and drag it around, spit out coords

random fulcrum
#

like, i see people thinking the same way i am now back when some guys started doing tools that didn't nees the xray sdk

lean dagger
#

well ill try it, maybe someone will find it useful once i manage to spaghetti it out lmao

random fulcrum
#

woah just found out that thermites do in fact deal fire damage

lean dagger
#

speaking of, dragons breath rounds would be kinda cool i guess?

#

i remember there once being a mod i ported from an older version of anomaly that had stuff like dragons breath rounds etc

#

yeah shotgun variety it was called

sullen dew
#

that'd be an interesting idea, particularly as a dedicated anti-chimera round. apparently they're weak to fire anomalies but that might just be lore fluff.

lean dagger
#

was pretty cool, it allowed shotguns to actually do something against high armor targets like exosuits by boiling the enemy exo alive inside their tincan

#

my proudest achievement from this is the pogorovich anyways that got adopted as an emote on the official stalker discord lmao sid_pog

sullen dew
#

yeah, i am curious about compatibility with things like gboobs and some of the other weapon mods. idk if weapon cover tilt would be too affected by it? but its a neat addon since shotguns are always lacking in variety for games, including anomaly. i should get momo's slug mod for 20x70 now that i think about it

lean dagger
#

it just replaces the broken ammo types by mor einteresting ones, so i guess it should be okay?

#

mind you i ported it without any knowledge on how it works, i just bruteforced it by trial and error and playtesting lmao

obsidian void
#

can someone help me with fetch quest functions? for example, "fetch_func = %=setup_fetch_task(simulation_task_1_fetch:supplies:1:4)%" what do the 1:4 values do at the end of the function do?

undone lily
grave glade
#

The 1P29 scope from BAS didn't have the correct sight picture. I tried to make a new one closer to the real one and upped the res to 4k (a bit overkill but somewhat futureproof).

#

Not sure if I'll end up changing other reticles that might not be accurate (susat), but if I have multiple reworked versions I'll probably contact BAS's author or just make a mini-mod with the new reticles.

sullen dew
#

iirc its not the bas author that made it that way, its the SSS addon creator. since it draws new sight pictures instead of the old vanilla overlays that bas also used

paper oxide
#

Also shader driven

void hinge
#

Is there a way to modify the key for the daddy save mod? I use shift for jump so it makes it very awkward...

grave glade
#

^ that mod uses 1k textures for tiny sight pictures. Not enough imho. GAMMA deserves all the pretty pixels! ^^

lean dagger
#

what mod is adding or modifying the item icons btw? i was looking trough the highest hierarchy that would modify ammo icons and i found the gamma icons file, but its ammo icons completely dont align with what i have in my game. anyone know something?

#

ok nevermind im stupid lmao

wanton knot
#

You can dltx the icon changes

lean dagger
#

yeah i still needed the icons themselves

wanton knot
#

You should anyway. I started working on fixing a bunch of them but got sucked in my npc cave . 🤣

#

Oh yeah, let me check

lean dagger
#

i already managed to find it it was G.A.M.M.A. Icons Cr3pis Ammo

#

but i just figured ill try to port the dragons breath from shotgun variety and test how it fares balance wise

wanton knot
#

So, one thing to note about the icons alignment, the way it is now, a lot of attachments have weird proportions. Like the specterdr is gigantic, aimpoint an rmr too. If you want a consistent ui visual you gotta edit the scale of the icons and align them in the image file first.

#

I can send you my files if you want to dig into it. I honestly won't have much time to touch it for a while. I already tweaked a bunch of optics scales in the image file.

#

these are the ones I tweaked so far keksweat

lean dagger
#

looks good!

#

altho im currently only trying to do a small port of a mod and change an ammo icon

wanton knot
#

well then your life is much easier kekw

fair canopy
wooden hemlock
#

it was in the old debug menu

#

you could test offsets in game

wanton knot
lean dagger
#

behold, gas station buckshot

random fulcrum
#

holy raycasting

fair canopy
lean dagger
still meteor
#

🔥

lean dagger
#

what tomfoolery is this, whenever i spawn old ammo into my inventory it becomes fresh ammo, what a scam

still meteor
#

had to disable it to use arti ballsitic

lean dagger
#

ahh makes sense

#

weird because i still occasionally found old ammo

random fulcrum
#

yeah but it's converted as soon as it touches your inventory

#

same as artefacts rolling to trash condition

lean dagger
#

ahh interesting, yeah would explain a few things

#

hmm i made changes to weapon_ammo.ltx as in ported the values but it didnt change its properties at all hmm

#

ok nah i just made the changes in the wrong file

#

ok na tested them and tried to tweak them they are either useless or broken, damn shame

#

3 shotting a monolith exo just aint something that should be in the game. not with a saiga at least

random fulcrum
#

arti's balls play under a vastly different balance to boobs

#

boobs is more just a funny number check

#

if funny_number > armor then deal_damage

#

if not, dps check until you break the armor

lean dagger
#

honestly balls sounds enticing

#

hows the balance of it?

still meteor
#

dunno i just throwed it into my modlist and just shoot

random fulcrum
#

but gboobs is more streamlined

#

ymmv

lean dagger
#

ill need to do a playtrought with both, but im really interested ngl

#

damn i cant find artis ballistics, anyone got a link?

abstract hedge
#

Can anyone guide on how to edit a particular item? I want to make the Leatherman Multi-Tool 100 uses (they're sturdy tools if you never owned one) and currently they don't live up to their name in game

abstract hedge
#

Yeee

still meteor
#

inside it create a 'gamedata' folder n inside that folder create a 'configs' folder

#

inside the configs folder, create a new .txt file and call it 'mod_system_zzzleatherman.ltx' and rename the .txt to .LTX

#

inside write this:

![leatherman_tool]
degradation_factor = 0.025

and then save the file, then enable the mod in MO2 and try in game to see if the degradation rate is slower

#

the 0.025 value is the default one, im not sure if putting it lower will make it go slower on degradation each use

#

try testing with different ones till you find one you like

abstract hedge
#

It has 10 uses according to the tooltip box but I will try this and get back to you, thank you

mighty stump
#

Hi guys, im trying to get the Body Health System to hide when im healthy but it doesnt seem to work. I changed the setting to true in the script like it says on the moddb, but nothing is happening. Has anyone got it to work?

abstract hedge
still meteor
abstract hedge
#

Lol I hit the wrong refresh button in MO2 xD

abstract hedge
#

Actually gonna try 0.005

rose flame
#

im a sad man.....the link for a fix from the gamma exp expedition doesnt seem to exist anymore....well rip until further notice i guess

elder badge
#

any way to make the cooking station have more uses

#

only 8 is a bit unviable I have a mod that can cook water, but buying it is a better option wich is unimmersive hhe

random fulcrum
#

muh immersion

elder badge
#

nvm just found there is a more perm cooking station lol

grizzled light
#

how to scare the shit out of every tacti-larpers (and impress soviet soldiers (1949-1991)

lean dagger
fathom wagon
#

I think you need to do some modifications too so that the special ammo it has that replaces old ammo can spawn/doesn't get replaced by regular ammo.

still meteor
undone lily
unkempt pecan
#

I tried altering repair_min_condition of light_repair_kit in items_repair.ltx but noticed the game still showing it at 0.5 no matter what I do. Where exactly is this value being set?

sonic birch
unkempt pecan
#

Nvm, found it

sonic birch
unkempt pecan
#

hmmm, not too familiar with that process, I just made my custom mod where I put files I want to overwrite and load it at the end, worked so far.

random fulcrum
fallow parcel
#

Anyone have any idea how to change back to the default stimpack anims? I dont like the new "Dewalt" style drill injectors and much prefer the old anims. The glucose shots still use the ones i want. I want to change the fentanyl ones too as the fentanyl ones are quite bad.

#

Ive tried changing the anims_list.ltx files to point to the glucose shot animations but they still play as the "new" ones.

still meteor
#

find the DLTX file which changes it

fallow parcel
#

Cool il have a look

#

Okay, so i made my own DLTX which should overwrite whatever is causing it not to work. It is still playing the old anims.

fair canopy
#

Add z in front of your ltx. It loads alphabetically

fallow parcel
#

Will probably fix my other issues regarding magazines and calibers

#

Still same animations....

random fulcrum
#

spawn new items

#

make sure the mod is actually loaded in mo2

#

add more 'z'

fallow parcel
#

Its actually loaded. Spawned a new stim and it persists. Il open up a can of whoop z on my ltx

random fulcrum
#

oh i get it

#

you're inheriting from the original antirad

fallow parcel
#

I just copy pasted it to get it working,

#

Alot of them seem to inherit from there

#

It is inheriting the anti rad capabilities

random fulcrum
#

you don't need inheritance when doing dltx

#

you're overriding certain lines

#

not redefining the whole thing

fallow parcel
#

Yea im just trying to do it as heavy handed as possible then scaling back.

#

Spawned a new injector and its still inecting using a dewalt drill :/

#

Really hope they dont make modding this annoying in Stalker 2 kekw

steady apex
#

nah they will save your soul by not doing modding at all

fallow parcel
#

Nah its still showing the old anims

random fulcrum
#

uhhhhh

#

wasn't there already a mod that changed stims to the really short syringe anim

#

maybe look there to find out how it's made

fallow parcel
#

Hmm, i did a search and nothing came up

random fulcrum
#

inb4 they just replaced the animation files

fallow parcel
#

Likely lol

random fulcrum
fallow parcel
#

Thats the one

#

By far way more satisfying than the dewalt drills and the terrabad fentanyl anim kekw

#

Thank you for finding this

#

Pretty much the content of the dltx is what i had. It appears the folder in which you place the dltx also matters. Another thing i was not aware of.

#

It works now

random fulcrum
#

yeah dltx has some intricacies to it

fallow parcel
#

It would be great if someone implemented C# scripting for this.

fair canopy
#

Good luck with that

fallow parcel
#

The engine has a detailed history of shitting its pants at the slightest after all

fallow parcel
#

What do these operators mean?

fair canopy
#

Nothing. They're just comments from the mag guys

fallow parcel
#

Okay, thanks.

#

Still experiencing weird behavior with my dltx. Ive managed to get 2 variants of the SR-1MP to show damage values i expect. The base class still shows as 14 damage for some reason. It accepts my new ammunition types though which i dont understand.

#

(i added in the inheritance to see if it made a difference, surprise it did not)

still meteor
#

dltx madness

#

return to single .ltx file for all

fair canopy
#

You don't have to edit those values since the other sr1s inherit the stats

still meteor
#

become monke

fallow parcel
fair canopy
#

You only need to set the differences for sr1. I can't imagine the other two are touched by any dltx but I'm not 100% sure either

fallow parcel
#

I had a look before, the SR1 is, but i dont think it affects damage

#

Actually, i just found it i think

#

kinda makes sense looking at the values

#

Took a leaf out of the russians book and slapped a Z on it....

#

It worked.... unfortunately?

bleak wedge
#

Is there any way to reduce/remove fast travel costs in Gamma? Prob some ltx or something?

still meteor
bleak wedge
#

Fair enough kottroll

shy torrent
#

Is there any guide on what the parameters mean in grok_bo_enhanced_recoil.ltx ?
I understand that larger numbers in e = crazier spread when going full-auto, but not sure what the 6 groups of numbers mean

sick seal
#

does anyone know what animation files the RD-74 ISG uses? i want to fix it so the rifle uses the AK-105 foregrip anims full stop, cuz rn it only uses the foregrip with a red dot attached but reverts back to base ak74 anims with any other scope or irons.

wanton knot
#

Bruh, BAS is such a mess with their models, they are all in different positions kekcry

fallow parcel
wanton knot
#

looking at the m4 tac and the freedom one in this case

#

🤷‍♂️

fallow parcel
#

Looks like amateur hour kek

wanton knot
#

m4 tac has the weapon check anim and the freedom has the equip weapon anim, was thinking if it was possible to frankstein that shit

fallow parcel
#

Likely not sure how the anims are dealt with in XR

wanton knot
#

Yeah, I'm not an animator so I'll just crawl back to my texturing cave kekleo

wanton knot
#

I'm pretty sure they tweaked the loadouts

#

They just changed it for the unisg

fathom wagon
#

not enough screen shake

fathom wagon
vapid valley
fair canopy
#

Ideally they'd all look the same. It bothers me that some guns look like toy versions

#

Unfortunately because the animation is created with the weapons at a certain scale, it may not be possible to just upscale the model a bit without messing up the animation

wanton knot
#

Yeah, I was just confused because the m4 tac and the freedom version are pretty much the same XD

fair canopy
#

It's at least possible to fix some of the world models since the npc animations are all generic

plain spear
#

anyone know which mod makes it so that only BaS weapons are available and not Vanilla?

undone lily
fathom wagon
#

Need some input:
As fun as coding the concept was, the Artefact Recharge combo-perk I made for Anomaly RPG is starting to get a bit dull. I was wondering if I should make it just a "Prestige" unlock for unlocking the final Looter Tree skill, or replace it with a function that will change an artefact's condition if it is underneath a threshold (i.e. If an artefact drops at 15% but the threshold is 20%, it turns to 20% when picked up)? For Perk-Based Aretfacts, I could have a separate variable that acts as modifier for the interval that PBAs degrade at.

fallow parcel
woven fox
#

actually i wouldnt mind having the howa type 20 sprint animations on a couple other rifles

naive plaza
#

Reply to an old comment, but did you ever get around doing this? I desperately crave a lever action, preferably with a scope.

fathom wagon
paper stirrup
#

hi anyone use mag redux? i saw youtubers mention/use it but what's it do? and do i just disable the unjam gamma if i want to try it?

woven fox
paper stirrup
#

thanks!

fair canopy
potent garnet
#

Where does the damage stat of a weapon come from? Is it 'hit_power'? How can this be modified to adjust damage of a weapon?

grave glade
#

Where can I find the corresponding cyrillic characters to the characters in the .xml files? (texts)
I'd like to use cyrillic characters in some english descriptions.

#

That's what I can see from a RU translation:

random fulcrum
#

hit_power comes from the weapon's properties

#

k_hit comes from the first ammo type's properties defined in the weapon

#

and then normalised by some factor, don't remember

#

but, i.e. if you change the orders of the ammo types

#

say: put HP ammo in front of FMJ ammo

#

the damage number will be higher

#

but your damage when using FMJ will stay the same

rugged trellis
#

Does anyone know how to turn off the sound of the dosimeter when I receive a dose of radiation?

potent garnet
random fulcrum
potent garnet
# random fulcrum <:doublefacepalm:977219410827812885>

What am I missing? I'm understanding 'hit_power' to be a coefficient of the weapon itself, and 'k_hit' also appears to be a coefficient, but for example: 0.5*1.8 is nothing like 189 damage displayed on the card. There also is sometimes a second value in k_hit separated by a semicolon.

random fulcrum
#

it's normalised by some factor

#

check uhh utils_ui

#

maybe

#

don't remember

#

but that way you'll get the number

#

semicolons are comments in .ltx files

faint sand
#

hey, i'm having a little issue concerning Momopate's slugs mod for the Toz 106
in my selection wheel i have this issue, that both slugs are inside each other
i have talked a bit with andtheherois, the issue might be that i am on an older version of anomaly (1.5.1) which may be the cause
(I am running it with MagsRedux, hence why i contacted herois instead of momopate, since he made the Mags patch for the slugs)

#

i'd be thankful if one would fix that little issue, but it is not of urgent care since i can neither craft/buy the slugs atm 😄

random fulcrum
#

you need _bad and _very_bad variants

faint sand
random fulcrum
#

there was a patch already here

#

i remember the 20x70 concept really took off

fathom wagon
#

Quick question: would be safe to try and patch the more recent version of WPO with GAMMA, or is the WPO that is already in GAMMA a version specifically used for the modpack?

cyan fiber
#

Working on a project with a friend, and we’re brainstorming certain things. I myself am experienced in coding, not with modding platforms. My friends had a good bout of modding experience. With the stalker anomaly platform what’s prevented mult-I-player mods from being created? The janky software that it runs on or something more in depth?

Is it even possible to get several people wandering in the zone?

left rain
#

Hi 👋 I would like to turn off the mod that changes sleeping but don't know how it is called. Can somebody tell me what mod does that? It says that i am not tired enough and can't sleep

random fulcrum
#

which, i'm not against, but still that's the only big difference regarding gameplay

fathom wagon
#

Thanks for that. I'll get around to tinkering with it a bit and see how it goes.

random fulcrum
#

however you just can't implement multiplayer and even begin to dream about mantaining mod compatibility

#

let alone have a stable platform

#

if you want multiplayer, xrmpe exists

#

ray of hope i guess

#

that is, for coop pve modes

#

because the original trilogy had pvp multiplayer

random fulcrum
left rain
#

Ok, thanks 🙂

cyan fiber
fathom wagon
fallow parcel
stoic lion
#

anyone know what mod is the middle mouse button quick knife?

random fulcrum
#

it's from bas

stoic lion
#

is there a way to disable it?

random fulcrum
#

don't press the button

fathom wagon
#

You can change its keybind, no?

#

Update: got WPO to work properly it seems with GAMMA. New WPO includes options to either allow/disallow fieldstripping of barrels and triggers, whether repair/technicians can only repair the weapon condition, repair weapon condition + clean dirty parts, or fully repair the weapon and its parts (prices will increase iirc with each option). Also uses keywrapping to allow you to bind any button to the Unjam button in its MCM. Meaning you could possibly do away with the "GAMMA Reload Button Same as Unjam".

#

I also got it to work with the barrel damage/AP display from you Momo, and I included a monkey patch that allows you to see each parts' percentage when either fieldstripping or maintaining/replacing it.

#

I also made sure to include GAMMA allowing the sale of armor parts and their prices from GAMMA Economy.

#

New WPO also has a threshold for if a weapon can have a part placed in it out in the field. If a weapon's condition is too low, you cannot freely place new parts its parts without needing a workbench.

undone lily
sick seal
#

hey so i finally got the AK-74_ISG to use the foregrip with long scopes, using the AK-74_tact anims that it already uses for red dots, just assigned new anims in the itx folder and all the BAS patches. but the hands are too far back and to the right, in theory all i should have to do is re adjust the hand placement and zero and all should be good yes?

#

i only ask because if its something as simple as this id imagine it wouldve been fixed already, so i just want to make sure im on the right path and not wasting time doing the wrong things. any insight would be greatly appreciated.

#

.....actually all i should have to do is copy over the hand placement axis's from the red dot anims and move them over to the long scopes since its still using Blnd_Ak74 anim hand placements with AK-74_tac anims.....hmmm

still meteor
#

do the anims match

sick seal
#

yeah they all match perfectly, the AK-74m isg uses 2 sets, im trying to get it to only use 1, so they line up perfectly, only issues im having currently are....

#
  1. the magazine doesnt come out of the gun when reloading, you reload and invisible magazine while the actual magazine doesnt budge
#

and 2. when zooming into the Spectre - long scope, the lense stays blacked out. but the canted sight works perfectly.

#

thats it and all im doing is fuckin around in the Ltx file

#

@still meteor forgot to ping. ^^^^

fathom wagon
#

I want to have a function run when a gun is done reloading. Is there a way I can do that?
I have the "Ghost Ammo" from Anomaly RPG (grants very small amounts of ammo when mag is empty) now working when you do an empty reload, but now you can do a quick melee or weapon swap to keep proc'ing the perk. I want it to add the ammo once the reload is completely done.

still meteor
#

maybe it can ve useful

fathom wagon
sick seal
#

ugh, tryna get this forgrip to work is getting annoying, i have legit 2 weeks of Stalker Experience, onyl games ive made stuff for is Fallout 4 and Cyberpunk with dev tools and more modern opensource tools. but stuff as old as stalker has me stuck. i know Blender is used for anims. but...its alot more effort than i was hoping to put in lol.

queen skiff
#

It's funny cause I've modded for Fallout New Vegas so going from that to Stalker is an upgrade in a lot of ways lmao
Or at least around the same

sick seal
#

i have next to zero experience with anything pre 2016 basically. so the older stuff im learning as i go.

#

and btw RPK16 anims fit PERFECTLY with the RD-74m isg

#

im using the stock Blnd reload anims, which work fine, the sounds match but it going from that to the RPK foregriip anims is wonky. id love to get another reload anim to work but getting the magazine to move is the brick wall ive hit.

#

so this is where im at..... the scope still blacked out....and needing to zero the canted sight and lazer.

woven fox
sick seal
#

im making progress on zeroing the canted sight and irons atm, still stuck wiht the blacked out Spectre tho

fair canopy
sick seal
sick seal
fair canopy
#

notepad++ is all you need to edit ltx

random fulcrum
#

motherfucker has barely even played the game yet he wants to mod it

#

that's quite commendable

#

strong initiative

sick seal
random fulcrum
#

that's based

sick seal
fair canopy
#

oh sorry i misread your comment

#

you'll want to get yourself blender for assigning vertexs and pavel blend for import/export of models

sick seal
#

okay, yeah i was chatting in youtube comments about exactly this and they mentioned blender and pavel. was just hoping this wouldnt take that much effort lol. i have experience with max3ds and nifskope but not much blender, so im hoping itll be something i can pickuip relatively quickly.

fair canopy
#

i never touched 3ds and nifskope is a bit different. blender is a little obtuse but it shouldnt take long if youve already got experience with other programs

sick seal
#

think i found it, thanks for the help btw, i greatly appreciate it!

paper stirrup
#

is there a way to change the shift keybind to auto move items to a stash ? (i'm using tooltip in corner mod and it uses shift too)

sick seal
fair canopy
#

That sounds very wrong lol. You just need blender 3.x and the latest Pavel blend

#

Then just adn Pavel blend as a plugin

sick seal
#

....i hate myself sometimes lol found blender 3.3 .... just had to google it specifically and not "blender download" lol

#

and got the pavel x-ray engine plugin thingy off github, PavelBlend , but now am gunna run a quick virus scan after downloading all this random shit i didnt need lol. thanks for the help, much appreciated, ill stop blowing up the room now lel. cheers

sick seal
#

just wanted to report success thanks @fair canopy

fair canopy
#

Ayy nice verynice

sick seal
#

thanks, goes to show just how annoyed i was with the longscope anims of the rd-74 lmao spent the last 4 hours just to get this far haha

#

come hell or high water, im using a foregrip with the Spectre lel. thanks for the help fr. i rlly appreciate it.

fair canopy
#

I'm redoing anims for my bullpup saiga23

random fulcrum
#

oh you know what

#

maybe that anim set could fit the vepr from one of those dltx mods

#

i like how alien the gun looked

#

but the anims were ass

sick seal
#

dude that looks sick.

#

omg, i can probably foregrip the 2016 AK-12 now too. atleast i hope so.

#

whats the deal with community patches like if i were to make the animation patch for BAS is that something i could release or would that have to be private? im unsure how the stalker modding community works in regards to that sorta stuff.

fair canopy
#

There's a lot of cool guns in the misc weapons pack that have awful anims

sick seal
#

but jesus that bullpupp saiga is beautiful, i love the rpk furniture. tasteful

fair canopy
#

Thanks pepeOK

sick seal
#

you modeled that as well? or just the anims?

fair canopy
#

I played with the model a bit. I can't do actual modeling but I can mix and match and move vertex points around

sick seal
#

oh nice thats good to know, Fallout 4 especially on nexus gets really uppity with crediting authors and working off other peoples mods.

#

i was just gunna say when you finish the Saiga id love a google.drive link or something

fair canopy
#

I mean, fallout 4 is just titty mods and sometimes guns

sick seal
#

the guns are insane now, but ye lotta slooty mods. some authors are making amazing leaps and bounds with the creation engine, swapable magnifiers, weapon modding on the fly, canted sight animations, its getting wild.

fair canopy
#

I actually ported the sig spear from a fallout 4 mod a few weeks ago lol

sick seal
#

yeah BroodaHood made the Spear, its disgusting.

#

hes making an STG now

fair canopy
#

Unfortunately xray is very limited in gun modding. There's a branch of it that's close to tarkov modding but it's closed source

#

Stg44?

sick seal
#

yeah someone mentioned that when i asked about foregrips as an attachment,

#

yeah stg44 and kar98k

fair canopy
#

Ah nice. I know a lot of stuff gets ported over from fo4

sick seal
#

i was making a kar, but hes a better modder so i decided to not bother competing wiht him.

#

Fallout has become bascially a blank canvas for modders now, theres full on voice acted 20 hour storylines being added, its nuts.

#

its wild, apperantly Stalker 2 is gunna have official mod support from day one and im hoping dev tools post release.

fair canopy
#

Here's the spear port

sick seal
#

thanks downloading now, it looks so dope

fair canopy
#

Ah wow. I may go back and mod fallout 4 again some day though that's it's on process unless there are some decent mod packs

sick seal
#

yeah its definately labor intensive, vortex is a saving grace tho for fallout,

fair canopy
#

Thankfully the spear fit scar bones almost perfectly so I was able to relatively easily use existing animations with a few slight edits

sick seal
#

yeah im struggling to import bones into blender and find out how to reassign vertecies. atm

#

but its odd how well anims fit certain completely unrelated guns.

fathom wagon
fathom wagon
#

Just realized the Misc. and Simple Weapons pack needs most of its other weapons to be assigned to NPCs still when I took out the files that had them sold by vendors.

tight jasper
wanton knot
#

Hey guys, when I apply an upgrade to a weapon, can I make it load a completely different hud or the animation will still load from the original?

sick seal
#

while im working on the RD-47 and BAS im going to try to rip some assets from Tarkov and see about making some new and different weapon kits that will work with already existing animations.. i swear making mods might be more fun than actually playing the game lol.

wanton knot
#

Oh that's nice!

sick seal
wanton knot
#

I just reinstalled tarkov, could you dm me the ways of "borrowing" assets from it? XD

sick seal
wanton knot
#

haha nice!

sick seal
#

when i figure it out tho ill drop you a dm

wanton knot
#

Yeah I'm learning a lot new shit too, for the past week I've probably went through all COD games to check NPCs for the overhaul I'm working on. So I switched gears a bit to weapons because my eyes are bleeding

sick seal
#

....BSG launcher is downloading tarkov at 22mb/s over 5g wifi but still sttruggles to load customs lmao

#

lol oof sorry to hear you had to torture yourself like that. my sympathies haha

wanton knot
#

I've been wanting to make some additional upgrades too, mostly cosmetic, adding some attachments here and there and that's it

wanton knot
sick seal
#

yeah same, i want to add the Vortex-UH1 sight, thats a goal, as well as some different AK furnature. but i want to make upgrade kits that stay in line with player progression. that way a Rookie isnt walking around with a 300k ruble gat. but idk. well see.

sick seal
wanton knot
#

The polycount is really low too, at least up till the mw2019, even that it's nothing super crazy

#

a BaS gun has more triangles than a whole character from mw2 lol

#

makes sense tho since it's up and close

#

Last night I started working on a camo paint material for substance painter. The idea is to make it easy to apply any sort of camo to the weapon. This m4 has no original textures yet because I was lazy to convert them but it will look more detailed with the normals.

sick seal
#

thats sick, i wanted to make a camo paint for the Rd-74 but had no idea how lol, when it comes to the more techincal stuff like nodes, verticies, animations i know mostly what to do, but altering the appearance of a model is something i struggle with greatly.

#

so im super impressed

wanton knot
#

I'm trying to put together a nice upgrade for the m4 tac so I'm moving some shit around. XD

wanton knot
sick seal
#

that looks sick, and oh nice if you finish it pm me a download link!

wanton knot
#

For sure

#

I'll probably beg for help here when the time comes, I'm just a dumb artist so putting together the actual mod is always a torture kekw

#

I can paint texture for days tho kekcry

sick seal
#

lol i always found that to be the easy part, painting and weathing and that sort of stuff is aboslute torture for me. itll take me no bullshit like 3 hours to apply a camo to a gun, im cursed with 1. not really knowing how to do it and 2. borderline ocd where everything needs to be perfect. a horrible combination haha

faint sand
brave badger
#

When creating anything with the SDK 0.7, does it work with Anomaly or is there need of additional porting tasks?

thorny hornet
#

Someone know if there is any video or tutorial that explains how to correctly unpack a db file and then repack them just like they was, because i want to compress some textures of mods but i cant because when i repack the deb it repacks it on only one file and it doesnt work

wanton knot
livid hazel
regal bolt
#

a similar mod is already included in GAMMA
doesn't have as much shadow overlay, but reflections and glass cracks are there

livid hazel
#

ah .. well what i miss are shades of insight mask ... default one is too much liek a scientist head gear

#

*like

regal bolt
#

there should be nothing stopping you from using it, just put it to the bottom of your load order so it overwrites the existing mask overlays

livid hazel
#

oh, ok so its safe, thank you very much

sick seal
#

how do i delete the bones and vertex groups? and just have the model? i imported the .ogf file but i want to try and rebuild the weapon from the ground up, in order to better learn my way around blender. any advice would be appreciated!

fair canopy
#

You have to move the parts to the overall collection and then you can delete the bones

sick seal
#

does anyone know if the Rifle Dynamics ISG weapons are custom modeled or are they asset rips? im asking because whoever made them even modeled the Baffles inside the suppressors lol

fair canopy
#

Most of that model isn't from tarkov

random fulcrum
#

yo @fair canopy

#

is this still available

#

or are you willing to revive the project

#

because i need help with this

fair canopy
#

Yeah you wanna mess with it?

random fulcrum
#

i just need you, if you can, to shorten health to half

#

move it to the right

#

like uhh hold on

fair canopy
#

Like exactly half or to the size of the other bars?

random fulcrum
#
[psy]        [health]
[rads]       [ballistics]
[chem]       [rupture]
[shock]      [impact]
[fire]       [explosion]
[hunger] [thirst] [sleep]
#

like that

#

i need the physical/elemental split for a thing

fair canopy
#

Sure I can do that

random fulcrum
#

very based, thanks

#

or uhh

[psy]        [health]
[rads]       [ballistics]
[chem]       [rupture]
[shock]      [impact]
[fire]       [explosion]
[h][t][s]    [br level]
thorn stratus
#

what are thm files? do they have a relationship with dds files?

deep solar
#

yeah they hold information about what width/height the .dds has, the dds format, what name does the _bump have, etc.

fair canopy
#

Thm files define the properties of the dds files

deep solar
#

you can edit them with the Axr Toolset

thorn stratus
#

I see, are these information also used by shaders?

#

just learning some basics

deep solar
#

you got me there, I believe anything that is shader related might be handled directly in the model files but I could be wrong

#

since you can point it to use specific shaders with the Blender plugin in the materials tab

thorn stratus
#

are these models files?

deep solar
#

yeah

thorn stratus
#

thanks

deep solar
#

coming along nicely

lean dagger
#

anyone know how to change the population in the north of the zone? i kinda understand its so scarce, but it just feels depressing to see like 5 people at the skadovsk. any mods or tweaks for that aviable?

fair canopy
deep solar
#

the computer? probably. I just realised I can also hide/show bones via script so turning the computer on and off to display an image is also possible, same thing with the tv.

#

the worst was making the beds useable but thanks to dealing with that now I understand better how the scripts actually work

ripe meadow
#

hello I'm new and maybe someone has asked this before and if the mod is not there I assume there is a problem with the other mods but there is no way to put HD models?

#

and sorry I don't know where to put this comment

paper stirrup
#

is there a mod for these boxes? i can't do anything with them, like disassemble, etc: