#╙🖇mods-making-discussion
1 messages · Page 11 of 1
It’s the worst
That’s GIMP compression of normal maps
That’s AMD tools compression of normal maps
@regal bolt

Listen to the XRay Wizards
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
@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:
Did you download the centered wheel fix?
throw this in configs
damn the 20x70 slugs thing really blew up
posting in the hopes that someone might be able to help me out with this
use the search in files function in notepad++ to look for every file with the mention of the section or weapon being modified
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||
you mean all the conflicting files? how would I go about searching all the files with notepad++?
just search the files in the mod folder of gamma
its going to take a few minutes though
ah I see how to do it, kk will do capn o7
its the sdk panda 
damn this whole file search thing is
ty <3
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
0:00 ARMSEL PROTECTA
0:45 ARMSEL PROTECTA MODERN
1:27 ARMSEL PROTECTA CUSTOM
1:42 ARMSEL PROTECTA CAMO
2:00 FORT-500
2:26 KS-23
2:47 KS-23 SHORT BARREL
3:08 KS-23M DROZD
3:27 KS-23 ECO
3:45 KS-23 BOAR
4:04 MOSSBERG 590A1
4:31 MP-133
4:56 MP-153
5:15 CARABINEER
5:36 REMINGTON 870
6:07 SAIGA-12 'NERD'
6:23 SAIGA-12 ISG
6:44 DUCHMAN'S SAIGA
7:01 S...
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
I feel like such a potato trying to make sense of all this
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:
Editing guns for Anomaly Tools you’ll need: AXRToolset: https://github.com/revolucas/AXRToolset/archive/refs/heads/master.zip CoC SDK: Grab and install the CoP SDK: http://files.gsc-game.com/st/xray-cop-sdk-setup.exe Grab and install the 0.4 CoP SDK patch: https://drive.google.com/file/d/1ej...
any pointers?
Export as ogf
those are my export settings
ah okay, the guide said to use the CoC SDK to convert it to ogf. well im confused lol
That's old. Yiu don't need the sdk for most things anymore
ah alright, should i still import as . object or also just as ogf?
If you don't set the texture paths in blender you'll have to set them using axrtools though
I always import and export as ogf
okay. is the name of the objects importaint? or can i just import a scope from another model and ignore the naming?
You can import the scope from a different model and override the name of the weapon you're working on
It's important to preserve the name for an existing model otherwise you'll get a crash for a wrong name/missing mesh
so if the acog is compromized of those 3 parts, i just need to name the 3 elcan parts to the acog equivalents, right?
btw thank you a lot for your time
there exist many loose programs to do that, no need to get the toolset
Ah true. I'm so used to the toolset. Ogf tool is good too
Nah you can just copy and base them from the donor model and when you save it blender takes care of fixing the name of the objects
Well, not copy paste exactly
ah alright, and do i have to do something with them being basically seperate objects? or am i now good to go and can save it like that?
You want to drag the objects from one parent to the other
Make sure you parent the new meshes to the existing armature
It's the little wrench tab I believe
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
Looks right. You'll know when you export because it'll give you errors and won't save
i assume this means i didnt parent it right?
@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.
If you can't find a free one then I would suggest not buying the model. I can't promise I'd be able to port an MG with a chain easily and I don't have much time in the day to create no animations currently
hmmm i managed it to compile but the scope for some reason is attatched to other bones, but i have no idea how to change that. also for some reason in the scope there are vertex groups for the triggger, bullets i assume the bolt etc. any tips?
Remove the vertex groups from the scope and set the verrexr for the scope to wpn body
no worries, thank you for the advice!
i removed all the vertex groups from the scope and the lenses and added a wpn_body vertex group (at least i assume i added it, i created a new vertex group and named it wpn_body. is it contextual or do i have to manuall ylink it now to the body bone?)
you shoiuld only have to link it to the bone
sorry for the dumb question, how would i do that? i have tried researching it and only found stuff about parenting to armatures, would you mind giving a short rundown?
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
click the wrench tab and make sure you're armature is wpn_body
does anybody know a good gore mod
thanks a lot man!
one last thing, what do i need to do for the world model?
because i assume its not the same for performance reasons?
you need to have a new model for world
in bas they're the same unoptimized hud model but with the bounding box attached to it
ah okay so i should proably just edit the world model the same way i did with the hud model
thanks
You could just leave it as the same model as it is if you don't feel like going back and changing it
sadly (mostly for my well being) im a filthy perfectionist lmao
also, i assume that variable zoom for scopes is the scope_dynamic_zoom variable?
Yeah
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.
not in vanilla - if you use this script, it can be used though:
https://github.com/Aoldri/anomaly-addon-deps/tree/main/Universal Animation Scripts
read this guide for more info:
https://docs.google.com/document/d/1o3GjxHd0dMoe_QswrTS3AdInq4j8eWGA2LTiES6Om-E/edit#heading=h.q5pwezy4qbqt
also what kinda crash you getting? assigning anm_open_empty to something in the config shouldn't cause a crash to my knowledge
stack trace
just an empty stack trace? and it doesn't crash if you only remove that line?
Yes
huh, that's super weird - regardless, hopefully the stuff I sent helps
Wait, FOV is tied to high collision? Ive been having a nightmare of a time with collisions, and its all linked to FOV?
@ivory flare yes
Ffs
Alright
This has been a problem since I first was playing Anomaly a long while ago, and I had no idea why
@ivory flare Noones came up with a solution yet which is a bummer
From what i’ve been told, its hard-baked into the physics engine
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
ash-12 zombies 
You haven't felt fear until you gone against a Zombie squad with 2 RPGs

makarov zombies are trying their hardest to compete
RPG Zombies are just the Stalkers who completed the emissions/psy-storm achievement and they didn't get lucky on surviving a psy-storm
When big boob hip mod?
fair, we already have anime hip mod
this sorta thing opens a dangerous door for 'my little zone: artefact is magic' mods
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
Sorry for the stupid question, but do I just need to put it in gamedata/scripts?
oye man algun manual para diseñar weapons hay?
whats the valid source rate for music?
i got invalid source rate
thanks a ton
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
it worked thanks
How do these look to you guys? Colors are made up due to packaging IRL having no difference, but bullets are the real deal. Will check back in the morning to see what you guys think.
i thought this overwrites the original guitar sounds?
but it didnt work
am i missing something?
yeah
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.
is this with just vanilla + my script + your addon you're making, or are you testing over a Gamma install?
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
iirc there's two places for guitar sounds - one for the player and another for NPCs
oh ok ill go check ty
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?
@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.
I had literally just clicked on the link to the menu page in the pinned comments, thanks for posting this though!
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?
I want to add a psy restore to eating chocolate.
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
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.
So basically a 'Think Happy Thoughts' mod
so it would be like slight psyblock effect?
psi regen is custom
demonized patched it, but i wont remember the name of addon that does it
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
It is possible to edit and add AI faction dependent speech, but I don't know if player speech can be made faction related
No. I'm talking about a recovery rate booster for when you've already suffered Psy damage.
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
yeah joint/psyblock looks like regens some too
Hmm, haven't noticed much effect when I've tried those post damage?
I'm looking at the artefacts overhaul git to see if I can figure out the regen effects
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?
Just move over the laser and dot over and then add the appropriate line to the ltx and it works fine
Though I believe the P90 and mp7 are getting a new model in gamma soon thst includes lasers
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?
oh damn that sounds great, i think this makes my efforts in vein then, althooo it still sounds like a fun project
You have to add alt aim to the gun for that
i assume its aim_hud_offset_alt_pos?
Yeah
You also have to add aim_alt_hud = true
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
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
did you spawn a new p90?
yeah the save i use i basically a completely fresh spawn, i open the spawn menu and give myself a p90
i put it in the gamma p90 one handed ltx as its the lowest by far
laser_status and the other thing go in the weapon's properties
not the hud properties
that's why it doesn't work
like around the lines of sprint allowed and such?
in the weapon's properties
okay the laser now works, but not the alternate aiming
because you need the 4:3 position
no was my bad, i had the wrong variable in it
its use_alt_aim_hud = true and not aim_alt_hud = true
anyone know where the p90 model is? i assume it is in base anomaly?
okay nvm i was looing in dumb places
Does anyone know how to bind a pump sound for a shotgun?
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?
so this is what you will need and it should have answers for your questions https://igigog.github.io/anomaly-modding-book/addons/dltx.html
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?
just move the dot until it lines up with the crosshair when you hipfire
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.
bruh just use debug
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.
Got it, haven't used debug before.
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
I've scoured the trade ltx files but I can't find these variables
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?
we tried to implement this WAY back in the day
couldn't get it to fully work tho
take a wild guess on what fully means?
okay stupid question, what bone should the laser pointer be bound to? so that it stays centered in hipfire, aim down sight and alternative aim?
or si it just a matte rof finetuning until it just.. works?
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
You should bind all those part to wpn body
hmm currently having a disconnect between all 3 aim states
but i do have them to wpn_body
thsi is hipfire
ADS is completely borked (scope isnt set yet this is only a mesh
and alt aim is slightly to the left
Hip fire depends on hands position, ads depends on hands position + aim
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
When you're adjusting aim hud never touch hands pos or you'll throw everything off
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?
If you don't have it already, download draggable hud editor off moddb to make adjustments easier
sounds helpful, imma get it
Yeah. You'll drive yourself crazy trying to adjust the dot
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
would it help if the alt aim rotation is made the kind of way that it uses the laser kinf of like an axis?
I'm not sure what you're asking there
like, set up the alt aim rotation, that the laser point of the weapon is the rotating axis, so it doesent get thrown off
It's still gonna get thrown off because you're physically rotating the weapon and laser
So you still have to set the alt aim
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?
What mod is thst?
something I'm making
hmm i installed it, but the hud doesent show up and the camera kind of freaks out when using it
Click and drag to move the gun model x and y then shift drag for z axis
is it normal tha ti have no ui while doing this? like no coordinates displayed etc?
in the preview there is an entire menu
Are you in debug?
I believ that me based on the icon x/y coordinates in the ltx
wpn_body
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?
like when im dragging my mouse afte rpressing num-0 my character still looks around, and the models move at the same time
You don't need to press 0, it already starts in group drag mode default
wait so it is always on? is there a hotkey im missing?
You gotta arrow down to where you want the change to occur. The first value in the group you're changing should be highlighted
well the issue is that i dont have the menu at all. this is what my game looks:
There are a few keys in forgetting off the top of my head but the mod page should have a guide for those keys
i have no menu at all
and the draggeable hud editor is completely at the bottom of the load list with no conflicts
ahh, sorry i was being stupid, sorry. thanks
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
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.
is there a way to extract all the gun item icons in the modpack?
where in the weapon ltx is it defined what scope crosshair is displayed while aiming?
its already in the game, but very rare
I got one when loner squad got destroyed by ecologist in yantar
it is funny because it's accidental, it's zombies fault
I meant more personal not faction
its personal (squad)
its kinda stupid but free loot
ecologist still neutral with loner in yanov station
it just some squad brawl in yantar
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
and it just happened to those squad only, everywhere else is as normal as faction relation
if only I knew the ACE SEVA real name back then
because I dismantled that mercs armor
fuck to the people called merc ace scientific suit "ACE SEVA"
like 90% of people call it just the ace
and there are no other armors that have ace in their name
@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?
???
idk i thought you would maybe know so kind of out of the blue asked, sorry lmao
So the ammo icons I made for my 9x21 ammo mod came out blurry when converted to DDS. Any reason that might be?
They look fine when I preview it on my computer, but the preview icon and in-game the text is pretty blurry.
what dds did you chose? theres like 30 subtypes
Tried both DTX5 and DTX1
some proably fare better than others, i dont know how it is with stalker, but elden ring liked DLTX5 way more
maybe its some stupid oddly specific format
Make sure to not generate mipmaps. A common mistake when making UI textures.
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.
would making the cig an overlay be possible?
Just realized it may be because I have the icons at the wrong size. Gotta re-do them
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
I might just give up at this point lmao
what are you trying to do?
Just trying to make the ammo icons look right. Either the text is all blurry or those black lines near the text show up.
I ended up making a tiny mod to override the texture and ui config (for the texture resolution).
\gamedata\configs\ui\textures_descr\ui_ingame.xml
\gamedata\textures\wpn\wpn_crosshair_specter.dds
So no need to edit any existing mod. Just make your own and load it last so it has the priority.
Be careful to edit the correct ui_ingame.xml as it contains a lot of data and might have been changed by another mod.
i dont have any experience with modding, but i'll be trying that, thanks for the help mate !
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
Oh that's why I swit he'd to BIRD for gamma. It uses tarkov icons for bullets but it looks really nice
Should've clarified. I'm trying to make the icons for the new 9x21 ammo I'm making. I swear I can never get the size right for the icon.
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
i honestly cant help myself
... i just posted about this in the suggestions tab lol
We need more revolvers in the game. Purely for cowboy reasons lmao
@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)
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
you want to do a lasso highlight on the scope and you should grab 3 or 4 parts
make sure you always keep them together whenever you do anything to the main body
ahhhhh okay so thats what i missed, makes sense, thanks!
and another question, where are the weapon upgrade kits defined? just in the base weapon? because afaik they are considered scopes, right?
Yeah. The name of the weapon section has to be the same as the name of the section for the scope
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
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
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
ah alright i understand. thank you a lot for your time!

when is this going to be available? 
I need me more magnum type weaponry in my zone
Just got the rex rn
theres a pinned guide in this channel however most of what i learned was through messing with blender and then asking questions when i got stuck
check #1035807043933720576
@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
this bugger
only reference i found was the xm8, wich seems to be broken
or are there any nato alternatives? because theres like.. 3? dovetail mount low magnification scopes
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
only the broken XM8 uses it, but equipping it guarantees the busy hands bug.
It isn't busy hands so much as it just broken animation of the gun itself
I believe the minimod pack has a fix for it by using some other animations but they aren't the best
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
I wonder if it's even a bas scope if the xm8 has it
You could try unpacking the anomaly files, it may be a vanilla scope
i think it actually is
i unpacked the anomaly meshes before
to fish out the p90 model
and it is in meshes/dynamics/weapons/wpn_upgrade
why not? the p90s bullets has an effective range of arouns 200m, its a miniature rifle bullet
and with the kit i thought about giving it a longer barrel via a long suppressor
also a red dot and a laser sight feel minimally redundant, so a small magnification and a laser sight sound like a great combo
also come on that looks kinda sweet
A Merc's wet dream right there
actually thought about calling it the p90 contractor
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
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
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?
i bet i could find a nice texture to use as the scope itself
You could switch the lens for the clear ones the red dots use and then up the zoom actor in the ltx for it
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
alright, so if I wanted to make a soundtrack mod. how would I go about that? I wanna make my own original soundtrack
check out some of the soundtrack mods on moddb
Oh I see what you mean, Thanks for the suggestion
Already done it for P90 and MP7 as well, I need to upload it
hey grok there are any guides out there to make weapons? i would like to make my contribution to some addons here @undone lily
Not really no 😦
Editing guns for Anomaly Tools you’ll need: AXRToolset: https://github.com/revolucas/AXRToolset/archive/refs/heads/master.zip CoC SDK: Grab and install the CoP SDK: http://files.gsc-game.com/st/xray-cop-sdk-setup.exe Grab and install the 0.4 CoP SDK patch: https://drive.google.com/file/d/1ej...
There’s this but it’s outdated since the SDK isn’t needed anymore
You can simply export as OGF from within blender now
I wonder how to do mission mods
Because I have some ideas but know literally nothing)
I wonder, is anyone from the modding community of Stalker Anomaly/Gamma working with GSC on the Stalker 2?
oh nice, when is the release date?
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
Aww, well let's hope the modding of stalker 2 will be as good as in s1 or even better 🙂
You ought to do some research mate people use scopes on p90s
the devs said it will have mod support, but we dont know how extensive that on U5 is, as all games on it were rather closed off until that point
you could try to reverse engineer the lost to the zone addon anomaly had
Not likely modders have been hired by game studios before but it isn't common
yeah high profile modders or community figures more often than not become community managers
altho Wrel became a community manager and balancing team lead in planetside 2 after years of youtube content for the game
There was one modder I forget his name who did a combat overhaul for the witcher 2 and witcher 1 his combat overhaul for the witcher 2 became so popular that cd project red took notice and hired him to work on the witcher 3
isn't stalker soc/cop very moddable bc everything got leaked/released code for public? idk if they will make the same with s2
Was there some mods removed from the #1035807043933720576 ? I was following one that added some new rifles but now it’s gone :/
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..?
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:
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?
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
Hopefully soon
damm okay i see its a bit more complicated to get the compatibility right, ill google a bit see if i find something
I need to organise the git repo for large files and add them
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
right, will do
Pavelblend is better for exporting
could i create the model in maya, send it to blender and export it with that addon or too much movement xdd
Indeed
alright ill try that, thanks man👌
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
aren't they the same
iirc some deadzone files are .db'x'
i just unpacked them and packed them into a .db and they load normally
mmm... I'm not crashing, but i just wonder. What's the difference between normal DB file and db0?
name maybe lol
Ok, like I said everything seems normal. Thank you as always Lauta
okay thats pretty fucking cool
Might be like that one Upgradeable Detectors mod just changed a PNG to DDS simply by renaming it to a .dds and it worked 
Loose files vs .db... Is there any difference in performance? loose files prob a bit faster?
Packed might load faster on hard drives, and usually takes less space.
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
noob question: how hard is to edit and change a map/level/zone? as in adding, moving or removing existing and/or new meshes
mm im sure you can add some objetcs, spawning them and disabling their physics? , but i think they take item id's so i don't know if its a good idea to start cramming them in the maps, also npcs could be blocked and not be able to pass through them
as for editing actual maps to remove buildings/doors or add them, it's not possible currently i think
oooh... that sucks :/
thanks anyways!
it will probably become possible in 1.6
probably
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)
do you know what features they are working on for 1.6?
no idea, i don't think they posted a roadmap or things like that
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
MO2 only goes so far
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.
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
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
Right now looking like I might have to mess with the sounds db0 file, should be interesting
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
Does anyone know how I can fix this? When I stand still or shoot while aiming, the bullets hit normally.
https://staging.streamable.com/j7sg50
I forgot to set fire_point, shell_bone to bone, everything is fine now.
skill issue
Where is the meshes of the NVG's? Considering some NPC's has them

I'm pretty sure it's tied to the character mesh itself
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
It's 2 lines you have to change in the ltx. You have to save it in a different mod though
what is the reasoning of saving it behind a different mod
Because when you update the changes will revert
I dont really mind if it is as simple as changing 1 number
Any mod controlled by gamma will reset to default on update
where would wpn_vintorez_isg be located
I looked at BAS file directory
but it wasnt it
you have the unpacking tool and also you can use other sound mods like jssr
and is necessary the use of .ogg
in 41000hz I think?
use the data search thing on MO2
it should show the most recent thing that adjusts the weapon's config, then you can show it in explorer and adjust it in notepad (preferably Notepad++ for the better interface)
then it must be getting overwritten by another mod
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
huh, that's odd
not sure where the configuration is buried then, sorry
all good
you making isg vintorez 30 mag?
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
someone else a couple days ago wanted it too
it's getting overwriten by gamma weapon fixes
ty will look into it
but if you add a couple zzz to the file name it loads last and overwrites weapon fixes
what category under is the gamma weapon fixes
like there
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
im making the animation from scratch to put into Stalker
like this isnt modifying an existing one
Blender with Pavelblend addon and Ichicrow's rig

where can one find this rig? 👀
this should be it:
https://mega.nz/file/nSxWBYLa#YHhsMWw7exBkgLh3aw5faB_ErCyjGoSohrhwU_CcY9k
thanks 
Larkin how is he tweaking the AI?
Yooooo this is lit
Reminds me of that one time I tried making my own bolt animation since no one else would two years ago.
I should really try doing some stalker animating again..
https://www.youtube.com/watch?v=AHmcXrH0mkc
Gunslinger inspired remake of classic bolt animations for Anomaly
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.
i love animation shenanigans like this
honestly, considering how mocap technology has advanced, i wonder how feasible it would be to mocap rough animations and polish them up in post
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
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.
i mean star citizen has real time face capture, even if it never comes out the tech they pioneer sure is crazy
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
By changing AI schemes and creating new AI evaluators functions
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
damn that looked great. also bonus points for using the MA5B
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
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.
that sounds more like an admission to being a masochist than a fun fact lmao
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.
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
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
The bolt idle animation. With throwing between hands.
https://www.youtube.com/watch?v=ENUcV-6NxWw
- It was based on Shadow of Chernobyl idle.
- 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
yeah inspiration always strikes at like 2 am the night before an exam lmao
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
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
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.
nice lol
i resized the bolt to be less comically large in my project, reexported it like that and everything to make sure its that size in game too
btw what anomalies are in that video? never seen them before, the anomalies from that area look different than i remember if its the area i think it is
nah
hand made animations will always be king
damn
thats impressive
yup ive been playing SoC, knew i recognized that bored anim
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?
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 
If it's only for reference, fill it with rocks lol
no fr though how do your anomaly effects look like that?
Is there anyone here who is familiar with editing NPC dialogue options and quests?
never said anything else, but working off of mocap footage just accelerates the process
Uuuuh
Two year old set up there.
It was a mix of some mods I can't remember with cinematic vfx
If it's in an existing mod then it should be automatically loaded as normal
with some scripting in theory this anim can be altered or disabled if you have detector
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?)
[ message moved to #old-feedback-suggestions ]
Unless you're planning on changing it yourself; that's more a #old-feedback-suggestions thing than a modding thing
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?
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?
done by hand
and you need to fully reload the whole game everytime
damn thats painful
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/
are the values in the LTX files in pixels? or some other arbitrary unit?
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
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
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
like select a weapon from the grid, select attachment and drag it around, spit out coords
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
well ill try it, maybe someone will find it useful once i manage to spaghetti it out lmao
woah just found out that thermites do in fact deal fire damage
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
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.
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
https://www.moddb.com/mods/stalker-anomaly/addons/shotgun-variety-2-reupload
like here is the original
https://www.moddb.com/mods/stalker-anomaly/addons/shotgun-variety-v2-1-1-5-u4-compatible
and this is my port altho i thiiink its outdated again? not sure
my proudest achievement from this is the pogorovich anyways that got adopted as an emote on the official stalker discord lmao 
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
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
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?
pixels of whatever pane > that's basically arbitrary
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.
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
There's another mod that adds the correct sights and has a more realistic view https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-tactical-scopes-bymike0422
Also shader driven
Is there a way to modify the key for the daddy save mod? I use shift for jump so it makes it very awkward...
Thanks! I didn't know about that mod.
I'm usually not a fan of scopes/sights overlays that show the weapon because they're not lighting dependent (unless it's different in that one - I'll have to see how it looks).
^ that mod uses 1k textures for tiny sight pictures. Not enough imho. GAMMA deserves all the pretty pixels! ^^
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
You can dltx the icon changes
yeah i still needed the icons themselves
You should anyway. I started working on fixing a bunch of them but got sucked in my npc cave . 🤣
Oh yeah, let me check
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
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 
looks good!
altho im currently only trying to do a small port of a mod and change an ammo icon
well then your life is much easier 
Are you using the new bas icons as a base? They're actually sharper I think
didnt they added some editor to coc or did anomaly removed that feature?
it was in the old debug menu
you could test offsets in game
I was not, will take a look at that.
behold, gas station buckshot
holy raycasting
Forarti ballistics?
just trying my hand at porting dragons breath from shotgun variety and try how it works and looks
🔥
what tomfoolery is this, whenever i spawn old ammo into my inventory it becomes fresh ammo, what a scam
disable old ammo to new addon in MO2
had to disable it to use arti ballsitic
yeah but it's converted as soon as it touches your inventory
same as artefacts rolling to trash condition
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
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
it has way more variety of things to shoot with than gboobs
but gboobs is more streamlined
ymmv
ill need to do a playtrought with both, but im really interested ngl
damn i cant find artis ballistics, anyone got a link?
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
this one'
Yeee
create a new folder in the 'mods' folder of MO2 in gamma, name it whatever you want
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
It has 10 uses according to the tooltip box but I will try this and get back to you, thank you
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?
is the MO2 folder simply "C:/GAMMA/mods"? O.o I can't find any folder names MO2
it's the folder where you have all your gamma mods
Lol I hit the wrong refresh button in MO2 xD
It sort of worked? The degradation didn't always go down when dismantling stuff, so gonna 1/4 the value and play as normal see if I notice any difference
Actually gonna try 0.005
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
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
muh immersion
nvm just found there is a more perm cooking station lol
how to scare the shit out of every tacti-larpers (and impress soviet soldiers (1949-1991)
got a link to artis balls? cant really find it anywhere
You have to download EFP and get the mod folder from the pack.
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.
Search for arti github (ahuyn)
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?
probably gets overwriten by this because in there medium repair kit min condition is set to .5
Interesting, the max uses can be overwritten without a problem, min condition requirement on heavy sewing kit as well. Where can I find mod_system_GAMMA_armors_repair.ltx its not obvious to me from the screenshot.
Nvm, found it
it is in gamedata/configs folders but you can overwrite it using dltx by just adding zz in the name like mod_system_zz_restofthename.ltx
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.
it's on his github
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.
yeah, the anims_list.ltx doesn't work because there is probably some mod/addon that is using DLTX to assign the glucose animation to the stimpacks
find the DLTX file which changes it
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.
Add z in front of your ltx. It loads alphabetically
The more you know
Will probably fix my other issues regarding magazines and calibers
Still same animations....
Its actually loaded. Spawned a new stim and it persists. Il open up a can of whoop z on my ltx
I just copy pasted it to get it working,
Alot of them seem to inherit from there
It is inheriting the anti rad capabilities
you don't need inheritance when doing dltx
you're overriding certain lines
not redefining the whole thing
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 
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
Hmm, i did a search and nothing came up
inb4 they just replaced the animation files
Likely lol
Thats the one
By far way more satisfying than the dewalt drills and the terrabad fentanyl anim 
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
yeah dltx has some intricacies to it
It would be great if someone implemented C# scripting for this.
Good luck with that
Yea, its highly wishful thinking 
The engine has a detailed history of shitting its pants at the slightest after all
What do these operators mean?
Nothing. They're just comments from the mag guys
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)
You don't have to edit those values since the other sr1s inherit the stats
become monke
Il try it again, i took out the other two and they still all show as 14 damage
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
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?
Is there any way to reduce/remove fast travel costs in Gamma? Prob some ltx or something?
disable fast travel mod in mo2

Fair enough 
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
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.
Bruh, BAS is such a mess with their models, they are all in different positions 
Didnt they just rip the models from other games and mods?
They did but it's weird having weapons that share almost the same meshes and textures to be in different position and scale
looking at the m4 tac and the freedom one in this case
🤷♂️
Looks like amateur hour kek
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
Likely not sure how the anims are dealt with in XR
Yeah, I'm not an animator so I'll just crawl back to my texturing cave 
Acreate
muh realism 
not enough screen shake
"An origin? What is that?"
pretty sure they ripped these from tarkov
Most likely due to how the setup their animations and individual differences in perspective
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
Yeah, I was just confused because the m4 tac and the freedom version are pretty much the same XD
It's at least possible to fix some of the world models since the npc animations are all generic
anyone know which mod makes it so that only BaS weapons are available and not Vanilla?
Blender > work on it > export as OMF. Animations fit a specific gun rig
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.
So its just a case of matching the anim names to ones already established then i take it?
actually i wouldnt mind having the howa type 20 sprint animations on a couple other rifles
Reply to an old comment, but did you ever get around doing this? I desperately crave a lever action, preferably with a scope.
Not yet. Still haven't had enough time where I can sit down and learn Blender to attempt this. If I ever get around to doing it within the next few months, I will make sure to post it here and on ModDB.
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?
#🤖bot-commands message guide here
thanks!
the animation also has to fit the bones available for the gun
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?
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:
the damage you see on the card is hit_power * k_hit
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
Does anyone know how to turn off the sound of the dosimeter when I receive a dose of radiation?
Where does the damage a weapon actually does come from?

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.
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
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)
the mods, just in case
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 😄
you need _bad and _very_bad variants
if you'd add those in, i'd be thankful for it 😄
there was a patch already here
maybe check #🖇old-mods-posting
i remember the 20x70 concept really took off
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?
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?
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
i don't know but between the default version we use and the latest one is that overheating got axed
which, i'm not against, but still that's the only big difference regarding gameplay
Thanks for that. I'll get around to tinkering with it a bit and see how it goes.
anomaly still has leftover multiplayer code in its source, it goes completely unused but still clogs the engine a bit
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
you can't without breaking the whole game over
Ok, thanks 🙂
Hm, I appreciate the heads up. Xrmpe might be fun to wander about in but, hell. Could get a project zomboid type menu system for mods when dealing with compatibility. Albeit it would be absolutely fucked if you didn’t have the same files.
In due time, might be tackled, Mikey a project that’d fade away. But still would be a good laugh as we see how badly we can fuck up the game.
Also noticed that new WPO might've added Triggers as a non-removable part. Interesting change...
Have they even released ROH yet?
anyone know what mod is the middle mouse button quick knife?
it's from bas
is there a way to disable it?
don't press the button
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.
Depends on what you want to do. If you create new animations you do whatever you want 
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
do the anims match
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....
- 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. ^^^^
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.
doesnt mag redux do something like that, like after anim reload the magazine ítem dissapeared from your Loadout
maybe it can ve useful
I'll need to look into that then. I don't use Mags anymore so the thought never crossed my mind. Thanks for that.
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.
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
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.
as far as i know sound should also be part of the ltx so you could change that to the rpk reload as well, then have it with entirely rpk animations
I tried that with the AK-74-Tac anims and you would reload an invisible mag while the actual magazine never moved.nor the bolt handle when charging the gun, which is why i stuck with the orginal. if i can get the RPK reload anims to work tho it would make my day
im making progress on zeroing the canted sight and irons atm, still stuck wiht the blacked out Spectre tho
you have to assign the magazine to the correct vertex group
ight, what tools do you use for that in Stalker? or is that also an Ltx edit? sorry if my questions seem stupid, im still learning how to mod Stalker, and have about 7 hours experience lol.
im starting with the RD-74m rn cuz i want to use it and the anims annoy the hell out of me, but my goal is to comb through BAS and try to make more changes. so this is all a learning experience atm.
notepad++ is all you need to edit ltx
motherfucker has barely even played the game yet he wants to mod it
that's quite commendable
strong initiative
lmao the game is fun, amazing. but modding is where the funs at for me personally.
that's based
okay, thats good to know, i wasnt sure if it involved actual like nodes or mesh edits. but a vertex assignment, thats something i can prob figure out tn.
oh sorry i misread your comment
you'll want to get yourself blender for assigning vertexs and pavel blend for import/export of models
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.
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
thats what im hoping, but i might be retarded because i cant find the download link for Blender, its Blender 3.3 right?
think i found it, thanks for the help btw, i greatly appreciate it!
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)
hey, downloading blending rn hope im doing it right, everything ive used before has been its own software, i just had to download like 4 different tools and now cloning blender through the command window. this is correct?
That sounds very wrong lol. You just need blender 3.x and the latest Pavel blend
Then just adn Pavel blend as a plugin
was just following the directions on https://wiki.blender.org/wiki/Building_Blender/Windows lmao
....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
just wanted to report success thanks @fair canopy
Ayy nice 
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.
I'm redoing anims for my bullpup saiga23
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
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.
I had to use the L85 m3 anims to fix it. The m2 and m1 still use original L85 anims I think
There's a lot of cool guns in the misc weapons pack that have awful anims
but jesus that bullpupp saiga is beautiful, i love the rpk furniture. tasteful
truth
Thanks 
you modeled that as well? or just the anims?
Honestly you can just throw them in a mod and upload it. No real problems with it usually
I played with the model a bit. I can't do actual modeling but I can mix and match and move vertex points around
I've made a few guns that are in a mod pack in #1035807043933720576
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
I mean, fallout 4 is just titty mods and sometimes guns
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.
I actually ported the sig spear from a fallout 4 mod a few weeks ago lol
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?
yeah someone mentioned that when i asked about foregrips as an attachment,
yeah stg44 and kar98k
Ah nice. I know a lot of stuff gets ported over from fo4
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.
thanks downloading now, it looks so dope
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
yeah its definately labor intensive, vortex is a saving grace tho for fallout,
Thankfully the spear fit scar bones almost perfectly so I was able to relatively easily use existing animations with a few slight edits
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.
It is in the Misc. Weapons Pack just so you know 
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.

can you add iron sights while at it? or its to much hassle
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?
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.
Oh that's nice!
depends what upgrade, for the most part the only thing that changes is the weapon model, but select weapons will have integrated scopes or foregrips
I just reinstalled tarkov, could you dm me the ways of "borrowing" assets from it? XD
lol i have no idea how, im learning as i go haha, modding stalker is literally 8 hours new to me haha
haha nice!
when i figure it out tho ill drop you a dm
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
....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
I've been wanting to make some additional upgrades too, mostly cosmetic, adding some attachments here and there and that's it
The games are shit but the assets are really well done. So it's kinda perfect. HD Models uses a lot of COD assets, that's why I started doing that, to go to the source and grab higher res textures to work with
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.
yeah Cod has some really night charector designs i used to rip all the time for Fallout4
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.
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
I'm trying to put together a nice upgrade for the m4 tac so I'm moving some shit around. XD
Oh dude, I'm planning on doing a camo version of the rd-74! That and the m4 tac for now and see how it goes
that looks sick, and oh nice if you finish it pm me a download link!
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 
I can paint texture for days tho 
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
damn that gun is nice
found the patch, thanks (its in the new mod-posting btw)
When creating anything with the SDK 0.7, does it work with Anomaly or is there need of additional porting tasks?
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
will this be public?
It will, I just need to actually get everything working. I have no idea how to add an upgrade an all. XD
Hey .. can you safley use https://www.moddb.com/mods/stalker-anomaly/addons/groks-4k-and-reflections-for-navs-mask-v12 for gamma ?
a similar mod is already included in GAMMA
doesn't have as much shadow overlay, but reflections and glass cracks are there
ah .. well what i miss are shades of insight mask ... default one is too much liek a scientist head gear
*like
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
oh, ok so its safe, thank you very much
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!
You have to move the parts to the overall collection and then you can delete the bones
alrighty, thanks, ive been browsing the Blender manual and there are some things it doesnt do the best job at explaining.
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
possibly from tarkov
Most of that model isn't from tarkov
that's from vanilla anomaly
yo @fair canopy
is this still available
or are you willing to revive the project
because i need help with this
Yeah you wanna mess with it?
i just need you, if you can, to shorten health to half
move it to the right
like uhh hold on
Like exactly half or to the size of the other bars?
[psy] [health]
[rads] [ballistics]
[chem] [rupture]
[shock] [impact]
[fire] [explosion]
[hunger] [thirst] [sleep]
like that
i need the physical/elemental split for a thing
Sure I can do that
very based, thanks
or uhh
[psy] [health]
[rads] [ballistics]
[chem] [rupture]
[shock] [impact]
[fire] [explosion]
[h][t][s] [br level]
what are thm files? do they have a relationship with dds files?
yeah they hold information about what width/height the .dds has, the dds format, what name does the _bump have, etc.
Thm files define the properties of the dds files
you can edit them with the Axr Toolset
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
are these models files?
yeah
thanks
coming along nicely
oh god oh fuck amazing
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?
if you could hook this into the interactive pda that would be awesome
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
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
is there a mod for these boxes? i can't do anything with them, like disassemble, etc:


