#╙🖇mods-making-discussion
1 messages · Page 13 of 1
there's small rifle and large rifle
no medium
what bullets would you put in medium
x39?
bu we could make a medium rifle of sorts so we dont have messed up 105 tips for 15 bullets
I mean, this is the exact reason why I never engage with the ammo crafting in the first place. The system feels off. In it's current state it's just easier to sell the ammo I don't use and buy ammo I need
large would be 308 / 54r, 338 and 50 id imagine
that's an actual idea there
We do have "medium" casings which are the "AR" casings
but then what would be small
Pistol rounds?
4.6, 5.7 then 
but those are pistol rounds
Then we would have to have small and large pistol calibers
not small rifle
Yeah those are categorized seperately
what i mean is you take in sections, then look for smaller one in that section
Pretty sure 5.7 is considered a small rifle cartridge
and then increase requeriments

Would you consider .17 hmr a pistol cartidge?
and x50+ large
What about .22lr?
the fuck is that
Cartridges smaller than 5.7 and 4.6 that are considered rifle cartridges 
so you would need 15 casings for a x39 rifle round, 20 for example for a x45 rifle round and 30 for a x50 rifle round
bullets the same progression
so you get a) inefficiency already on the dissasembling b) material costs on the type of bullets
same thing for powder and bullet type
just mount an excel and do math do the thing
if it turns out 7.62x51 is supreme both in economy and damage so be it, real life is a bitch
if its 7.62x39? great
I can see both sides here, you can have sweat tier realism with a bullet type for every bullet in the game. Casuals will cry, We have the simple system here and us sweaties are sperging out 
but having 5.45x39 costing the same material than 9x39 is getting my nerves
i'm a sweatie in the game yet i'm /noguns/ and i still believe stalker being tarkov bait is the worst possible timeline
Idk needing more casings than rounds produced feels wrong
its a good thing we can choose how we play the game
its an abstraction
I like the simpler ammo system to be honest
"of 100 casings, 50 are the caliber we need"
That makes sense I guess
its a compromise
same as right now but without being messed up all over the place
with actual progression
On another topic. Is ammo drops calculated by the weapons a stalker drops?
i guess so
Like does it say "This dudes using an akm, drop 7.62x39mm"?
I cant find any sort of ltx file about this. But i am not seeing any of my new ammo types being dropped with corpses
It has to be because I always see ammo that's related to the weapons dropped
you also occassionally jack up a case while you're reloading and thusly what was 10 casings is now 9 etc
Yeah I get that. On another note, would it be possible to change the powder objects to have multiple uses that are used in crafting instead of each use being a new item? This could help reduce the objects load
As some of you may know, the engine has a limit of like 65k object ids that it can generate before it crashes.
Hmm, its what im thinking. Im wondering if i need to start a new game
That is absurdly low.
Is that for unique item ids?
Yes. You can check your log for "objects successfully loaded" to see how many are currently in the game. Afaik the game does not reassign object ids so it's a real problem. Although I could be wrong. Maybe gamma does something about this
so that might be why game is being a bit bitchy with mag redux?
Yes that can definitely contribute to the issue. It basically gives your save an "expiration date"
Okay, so it must only pick up ammos loaded at a certain point. Changed all 7.62x54mmR weapons to be able to use PP and it spawns that fine on bodies
Just not my new types.
Hmm yeah I have no clue how that works. I assume your new calibers need to be added to some kind of loot table
I was thinking that, but literally no loadouts mention the ammo, only the weapons
Maybe need to re-dltx them in after their ammo has been changed?
I have no idea unfortunately
Same 
Okay definately has to be some ltx that tells what ammos to drop. I replaced the weapon_ammo ltx with my new ammo types in it and it still refuses to drop new ammos for any weapon. @undone lily Hate to bother you but could you shed some light on this please? Do you know off the top of your head how ammunitions are defined to be droped along with weapons? It appears that the game detects what weapon the npc is using and then drops xyz of said ammo type. However the game refuses to drop any of my newly defined ammunition types. It does however drop 7.62x54mmR PKM rounds which is the only vanilla ammo i have modified some guns to use.
Think ive found it: smr_loot.script
Nope...

maybe a stupid question and probably the wrong place to ask but, is there a way to see the last time I updated the gamma modpack?
Check version.txt file date
Next to the installer
How do you fix
(10,8): error X3003: redefinition of 'shader_param_5'?
can anyonje tell me how to get the HIPPO reshade preset link?
???
Looking at the script file, death_manager.script. It appears its supposed to spawn ammo based on the weapons ammo_class. However this does not actually seem to be happening as i had to modify the npc_loadouts.
Is this intended?
For reasons that don't appear to make sense, having put this into an ongoing game, I'm getting an error anytime I try to go into great swamps.
the .log file please
anyone have the code blocks for 12 gauge ammo?
.bkp is a log, just open it with your text progam of choice
Can someone guide me where shader_param_1 .. 8 are modified in shaders?
huh. It happens every time? have you tried disabling the mod?
okay interesting
no idea why, there are no conflicts reported in MO2
ill look at it
for what it's worth I've tinkered with gamma a bit but nothing that I can think would interact with your stuff
okay i duplicated the crash
i never go to great swamps lol
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: C++ exception
stack trace:
yay i helped lol
appears it has something to do with spore
hah. I put double commas in a couple of the definitions, probably cop/pasting
@timber swan fixed it
What version of lua does this use?
my file? Idk I'm not programmer I just copied the template
No lol the .script files
no clue check here maybe http://sdk.stalker-game.com/en/index.php?title=S.T.A.L.K.E.R._MOD_portal
huh
loading a save from within Swamp where'd been quite happily wandering around murdering renegades
I guess I'll have to leave and come back and see if I can replicate because I'm not having any issue and Spore is working as intended
Could be because mine is already bugged? but it works without your mod active
idk, try deleting one by one, spore's trade file, renegade trade file, and see if that fixes it
go ahead and delete barman as well the file is not needed
im gonna make a cleaner version with all redundant files removed
It might have been an error on my end, the spore fix might not have save correctly
gonna try it again
yup that sorted it
perfect nonetheless this package is much cleaner (still not DLTX I'm working on that). Feel free to use it if you want instead.
I found a bug 
trade presets was missing definitions for nato pistols in the tier lists. This should fix the glitch
it works now
Would anyone here happen to have any ideas on how to exclude weapons from skieppy's lowered weapon sprint animation file?
add them to the script and save it as a separate file or it'll get changed back each time gamma updates
yep I will try to make a sort of extra presets file just testing atm
oh iw as replying to awry
that is way simpler than i thought it was going to be, i should have just checked the file first before i bothered asking. thank you very much though for the response to my dumb question
exposing variables to ltx files is driving me in fucking sane
but it makes scripts look so much more professionally made
well that's funny because that was actually a great idea and it seems to have worked
so I'm trying to DLTXify and I'm not quite sure how to add an #include line at the beginning of the file, I put #include "presets\trade_presets_blackmarket.ltx" at the beginning but it didn't actually include the line.
is that even possible with DLTX?
Check the commit you need to modify a ltx file to say how many ammo should drop
Yea, i got it it was death_generic, thanks grok 😄
hello, I'm just a newbie looking through the scripts trying to modify hunger and thirst. I've found the file "actor_status_thirst.script" where I can adjust thirst, but I can't find anything related to hunger. Can someone point me in the right direction?
hunger is in engine
So there's no script I can modify?
nah
you can hijack the hunger mechanic through enough scripting
that's how the arszi_psy script works for instance
or how the actor damage balancer works too
That sounds a little over my head, I don't think I have the knowledge to do much more than change values haha
but thanks for the help
Can you point me towards a resource where I can find the commands for doing stuff like that?
nice, thanks 👍
im trying to find what variable affects damage in theweapons
it seems that its only the ammo?
the weapon dont have anything to do with the damage?
hit_power
normalize(hit_power * k_hit, 0, 1.5)
hit_power is from the weapon
k_hit is from the first ammo type defined for the weapon
very nice info
the ammo data is from gamedata/configs/items/ammo?
K_hit
yeah it's pulled from the ammo
that's what i said
it pulls info from the first ammo listed in ammo_class
in the weapon's definition
ammo_class ok thanks
normalize? what? it uses a normal distribution?
if so its based
normalised vector
thanks a lot
I have DLTX-ified my Black Market mod and fixed some stuff. I still need to go through some of the trader sell tables so that end of it might be a little rough, but I believe it is functioning as intended. I don't have time to test more traders tonight, so anyone interested is welcome to give it a shot and let me know if you run into issues.
Yay, I fixed BaS' laser switch to work with Expedition, yay!..
post a mod for this
ah nice
You need to delete shader_cache
I think I am sure you need to get rid of old compiled shaders - I do not know why Expedition team asks you to use them
Not 100% sure if this is the correct channel, but is it possible to edit gun mag capacities "simply"?
Basically I want to know how I can edit individual gun settings
Just go into the gun ltx and modify the ammo lines
Thank you!
I get that I can find weapon ltxs in mods I download/add. But where are the "default weapons"?
Or, rather, How can I find different weapon ltxs?
Also, any small tips on where/how I should edit files?
I'm obviously a complete beginner at this
you can search for them via the file search bar in mo2. just type in the weapon you're looking for and generally the weapon names match the file name
so the trade_presets add the weapons that traders will buy at certain tiers and trade_discounts im guessing have the same sell values as default gamma but changed buy values?
@fair canopy it probably doesn't need trade_discounts at all. I think I was just assuming I changed something. I'll compare it to gamma when I have a chance. Got a metal show to catch
What is the difference between these variables?
ammo_elapsed
ammo_mag_size
startup_ammo
nothing
mag size
nothing
AH, i see
Also, can I change mag capacity based on what caliber the gun is?
Say that If a gun X has the possibility to change caliber, can I set it so that one caliber has a bigger magazine?
through upgrades
I'm pretty sure the mag upgrades were removed in gamma
I see
Well, I guess I kind of want to implement that, but through a caliber change
So if I for example have a Pistol in .45AC with 7 rounds.
And I change it in the upgrades to a 9x19mm caliber, I would like it to have say 12 rounds.
they're still there
the thing is that they were never a thing on their own
say, there was never an upgrade for mag size without changing the caliber
oh? i remember vanilla anomaly having them... though last time i played was a year ago so i may have had a mod that changed something
Ah I see
Are there any Doxygen-esque docs lying around, or is scripting a "reverse engineer it" kinda thing
there's the anomaly modding book
but it doesn't go so deep into scripting
check anomaly's bitbucket page for more info
any more than that it's all "reverse engineer"
Got it
is there a mod/setting that passes time? from night to day?
gamedata/configs/alife.ltx
"time_factor" sets the timescale
chug vodka, deploy sleeping bag, sleep for a couple of hours
problem is sleeping bag works in certain areas
does camping tent work anywhere? (i havent tried that yet)
it's the other way around
i get this:
yes, because a emission can occur
and you get fried if you sleep in the middle of nowhere
with how many free beds are out there in the map using sleeping bags is kinda redundant
you cannot use them whenever you want and if you do, said safe places most probably have a free bed already
youre better off using a tent or just sticking to free beds, not like youre missing much if you decide to not use tents anyway
You get woken up early in free beds. I always carry a sleeping bag I use it instead of free beds cuz you sleep to the right time more often
iirc you need both a tent and a sleeping bag to be able to sleep in non-safe areas
ive been woken up early like 10 times out of all the 3 times ive beaten the game
thats an absurdly low amount of times for the supposed drawback of using a free bed
seems to happen to me more often
bad luck brian
the tent also has weird collision and may kill you when you wake up
lmao
?
I see the problem
The tent is way too short and reacts very weirdly with the physics engine.
Can glitch out by constantly colliding with terrain/???? and/or kill you via physics shenanigans. It’s suffering
Wow, that actually makes sense. So it’s basically a self-contained “poltergheist throwing multiple barrels at you”
removing the collision would fix it or reducing the mass enough that you can't move it and it also doesn't crushes you
removing the collision would probably result in you dying from a psy storm
is it supposed to protect you from psy storms?
Could just place a horizontal plane as a roof with collision?
emissions/storms yeah
tbh though i dont know exactly how it works
I can keep the collision boxes but remove the physics
you would phase through the tent but it should still protect you
you may get a crash in game for removing the physics though. guns crash the game when you drop them into the world for missing physics
oh right it depends if it actually is a prop when placed as opposed to dropped
the Hideout Furniture mod for example allows you placing models without physics
you still need to have a different .ogf for when you drop them
the same thing can happen with that furniture too
I had furniture pop out for being too close to a wall and kill me. Granted I had a feeling it would do that but I wanted to test it
Where can I find the ltx file that contains the data for fentanyl?
when i untick the text hud option in bhs, it shows stamina and overall health alongside limbs' condition in text form but when i enable it back, it's gone. How do i make them perma show up?
I'm pretty sure it's answer a question ask a question. I can wait 🙂
sorry i needed a chuckle and I do not have an answer to your question either
Check either items_medical.ltx or items_drugs.ltx. You might need to use the tool in Anomaly's folders to do a simple unpack of its files to see them.
Just know its item name isn't the same as its in-game name. You would need to use the debug menu and hover over it to see what its codename is
@fathom wagon Thank you very much. I hadn't realized it was using a different name.
Jaku said that you guys are some of the smartest people around who can deal with serious mod issues, so did any of you maybe fix a (seemingly complex) shadow issue?
We just finished discussing this in #╟🎑reshades but I don't know if a shader can do something about this. So far I have tried multiple fixes but only starting the game through Anomaly Launcher instead of DX11-AVX makes a visible difference.
The only other alternative is setting my FOV to 43 or lower but I'm sure you all know what that feels like. FOV 43 fixes all the shadow issues but I'm not sure if there's a mod or method that can deal with the damned glitch.
Any chance the screen space shader 3x experimental can be incorporated into the exe for gamma ? It fixes the shadow issues above. Im experiencing the same issue.
It also gets rid of my white tree issues
Did you try messing with the video settings? Shadow culling comes first in mind. Also why are you using AVX? Did you try deleting shader_cache? It is not vanilla Gamma due to winter textures (?) so what did you change?
Well I don't have such issues in my Gamma so it is related to your hardware probably
can someone please tell me where Sin's damage protection is located, I can't find it in the files
Ive spoken to a few people who have the same issue and the 3x fixed it. Its not the hardware. Theres multiple threads on it.
can you send the link to the thread?
Anyone know how to touch ZCP so that there is a 3 day respawn option? Currently it’s only 2 day or 4 day
Not sure how to link that in here (im a discord noob) but the reshade channel we have been speaking about it. There are screenshots with it being fixed
Also https://youtu.be/J7THZR9fW8A. This is what the exe does.
Patryk above had the exact same issue as me. And now i dont have it with the new sss and the 3x experimental exe. (I discovered how to get it running alongside cummulative , best of both worlds)
It was a very obvious issue on my monitor because i run 3840x1600
Its and a shadow distance issue.
https://www.reddit.com/r/stalker/comments/nsqyae/anomaly_sun_shadow_distance_bug_fixed/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
As seen in this image. But the fixes recommended here didnt fix mine. Only minimalised them.
But yeah. As i mentioned. The 3x exe from sss. Resolved the issue. And my white tree issue. Which only happened at the same distance.
Experimental 3x extended shadow cascades. You can download the update 11.3 and test the new experimental binaries.
https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
31 votes and 14 comments so far on Reddit
Do you have the same issue with vanilla Anomaly ground textures?
Also why would you try to fix it with Reshade if it's render-specific problem?
Anyone? I just need the location of the file or mod name
grok_bo.script in G.A.M.M.A. Close Quarter Combat mod (sin part starts at line 577)
Thank you so much
Scroll back a bit, I've already done everything I could with it, apparently the new version of SSS will fix this fully but by now you already know that.
Maybe a lot of players don't notice it like I do due to my physically perfect field of vision, so even if something small stands out, my eyesight will notice it.
so im fixing the ammo crafting and im trying to find a way to fix the large rifle stacks
either making component stacks at 15
or the round stacks at 10
probably the easiest way is to make bullet and cartridge stack at 15
anyone knows where i can modify this variable?
for now i will leave it like that as if stcks were the correct ones
am I going crazy or someyhing, but didn't I see a mp7 reanimation in this discord or Anomaly official discord today
it will be included in the next patch
I don't think there's one
I've gone schizo then, im searching in all the stalker anomaly discords I am rn can't find it
Youve got to love that piss poor collision box on the back, they coulda saved one whole triangle if they did it right! 
hello, how can I spawn new npc with new ids?
for instance dux mod define in its own character_desc_general_army_dux.xml new characters with custom ids
<specific_character id="dick_sim_default_military_0_default_0" team_default = "1">
but in the spawn debug menu they don't show up, I can only see the vanilla's ids
how does this thing works? Anyone know?
is it possible to use DLTX to change gamma_nato_preset.ltx and gamma_wp_preset.ltx, located in config/items/trade/presets
mod_system doesn't work?
also i took a look at your dltx files yesterday and im not sure you needed a lot of the extra stuff you have in there. ill can take a closer look later today if you like
going through them now you are probably right, I started out by merging gamma and trader overhaul. TBF some of the stock probabilites in trader overhaul are different but I'm going to clean them up one by one
im going to try mod_trade but I was hoping someone knew for sure
mod trade may work if they're in the trade folder
they are, under trade/presets. they are included by the trader files so I assume trade is the root file, will test now
Hey i'm trying to make my first mod, watched a guide, added it to MO2, it looks "fine" / similar to other mods in terms of structure but it doesn't work 😅 maybe there is a guide for GAMMA / MO2 modding made and could someone share 🙂 ?
has there been any interest in modding the rsh-9 and rsh-12 into anomaly? given gamma’s ammo roster I think a 12.7x55 and 9x39 revolver would make for a good endgame pistol slot weapon to rival the PDWs, though finding good reference of the rsh-9 is a little difficult
i have a model for the rsh but i need a good comparison to something else in game
a revolver is always nice but tacticool crap is overrated and overdone to hell and back at least 4 to 5 times
Probably behave something more like the bolt action Toz than a pistol, that thing is massive
yeah, i posted those carbines as it’s the only picture of the rsh-9’s cylinder compared to the 12 that i could find, i think they would fit better into the game purelt as handguns without too much accessorizing
in a person’s hands the 12.7 is about this large, definitely a large gun, still plausibly able to fit into some kind of holster though
it worked ❤️
so im tinkering with the ammo crafting system and i cant find the disassemble amounts script
anyone knows where its the file?
Hey yall, the Black Market mod is coming together well. I've aligned all the trader's sell pools with their buy pools (regarding weapons). I'm having an inexplicable crash when browsing the monolith trader in Outskirts. The game hangs, I have to end the process, and no helpful log is produced. It hangs while "checking parts" for weapons. Additionally, the trader does not appear to have any weapons added to his sell pool. I would really appreciate it if someone could attempt to replicate the crash. Otherwise the mod seems to work beautifully.
here's the question; are you using the whole gun pool or just guns that drop in gamma specifically?
because some guns dont drop due to bad models, bad anims, or crashing. and if theyre spawning in the trade inventory they may become a problem
Right I'm not 100% sure. Is there an easy way to get a list of ALL the weapons being loaded by the game, modpack and all?
I used all the weapons listed in GAMMA's trade presets as my "master list"
theres a list somewhere in the gamma files called good_guns or something along those lines. it's an ltx with all the guns that drop
those files are the exclusions for what cant be sold. some old guns still drop off unique npcs so they havent been removed from that list yet since they dont hurt to have there
well since they drop on enemies they need to be sellable for the mod to work, otherwise there will just be some guns that don't have any buyer
You may also want to cross compare everything in that traders inventory against anything else to try to narrow down the crash
As well as look at the crash log to see what caused the crash. It may tell you exwthe problem
finally got the 50_BEOWULF exportable as an .ogf file, but could use some help with the texturing if anyone has a spare min to answer a few questions.
i dont understand, the blue channels arent importing into gimp or photoshop only the red and green, but when rendering these 2 files in Blender the blue channels are there. but it wont import the other files that dont have the previews. like wtf
but if i take those files into Photoshop where it wont import the blue channel and save them without even touching them, the blue channel disappears in blender. i fuckin hate textures.
when i invert them they appear to become normal.
this is what i get when i invert the colors, theres a blue channel but it goes from black to white.
i'm thinking about that
are you going to uhh
Because that's a normalmap. Not a texture.
holy shit 50 beowulf in the zone?
i'm wondering
is the toz-106 extremely overrated now?
yeah, ive made some changes to some ideas i had about it, its about the size of an m4 and carries a massive muzzle break, will do 65 dmg per shot, i orginally was gunna do a 7 rnd magazine semi auto firing only. but i changed my mind to an 8 round mag with a 2nd burst and semi auto.2rnd bust wont be useful rlly at long range, too much recoil, its more for indoor fighting, where ur so close u cant miss, i have custom sounds and animations, but i wanna just get it working so for now itll use the SR-25's anims. can mount long scopes, red dots, canted sights. i have several new animated sights that will be able to be added, mostly holographics with magnifiers. that are animated and can be swapped between x3.5 magnification and x1 red dot. or so thats the plan, will be packed in with my SR-25 upgrade i have finished already.
holy shit
from what ive been told the animated sights should be able to work fine in xray engine. but i havent tested them yet, so those are still up in the air. and im new to blender still and the only thing kinda holding me back atm is the normal and bump maps. i have a specific issue with them that i havent been able to find any answers for atm.
you're using photoshop?
yeah and GIMP, one sec lemme grab a pic of the normals and bumps im working with
this is a normal
and bump
why is the normal not pink
lmao, yeah if i invert the normal map in photoshop turns bright purple and pink, but when applied to the gun the gun looks wrong.
andtheherois (dont wnna ping him, bothered him enough lately lol) mentioned the normal is in RG and needs to be RGB, im just tryna figure out how to do that without recreating the maps from scratch.
there's no easy way to get the blue channel for RG normal. i looked into it and it requires running it through an algorithm in blender
yeah i have the fomulas saved. just dont know how to do it
when you have those you just have to recreate the normal map as rgb
use the red and green to calculate blue
photoshop has aplugin if you have an nvidia gpu that can easily do it
yeah 2080ti, and i have the nvidia plugin
the texture extractor dev kit thing
i saw a steam forum chain that mentioned using the nvidia tool just didnt go into more detail than that. but that was at like 3am where i was fallin asleep over my desk. im gunna try to watch some tutorials and read some instructions and forums and see if i can get this weapon finished today.
but the bump map looks fine? or that needs to get redone too?
that reminds me i still have to fix the 416
u working on a new 416 or the current BAS 416?
Yeah I'm going to try disabling it to see and go from there. The log doesn't give any useful info, it crashes without producing an actual error
uhh
the one 416 replacement thing iop or something
(yeah no i forgor to do the ritual)
jadey fucking m is this a 106 reanim tease
hell no
just me thinking of its popularity among uhhh
"bas users"
or just tarkov players
or arsenal because the game has it
tarkov losers universally hate the thing
how do i edit just, a single file in gamma? newgameloadouts to be specific
cant seem to find it in the same place as you would in anomaly
G.A.M.M.A. Starting Loadouts\gamedata\configs\items in your Gamma RC3 file, theres also one or two in the BAS mod folders
what do you mean by one or two in the bas folders?
two of the new game loadout files can be also found within the bas folders somewhere, if i had to guess they wouldnt be what you are looking for though.
youre actually so cool thank you
Instead of editing that file directly you should make a copy, edit that, and load it as a new mod at the end of your load order. That way gamma updates won't overwrite your changes
oops too late
Well just keep a copy because when you update gamma it will likely reset your changes
how could i load it as a new mod?
The way I like to do it is make a folder on the desktop with your mod name. Inside that folder, replicate the file path to the file gamedata/configs/items/etc wherever the newgameloadouts mod is in the game folder. Pack your "mod name" folder into a .rar. then use MO2, click "install mod" at the top, and browse to your rar file.
Keep it at the bottom of the load order to make sure it overwrites the gamma file
gamma doesnt have automatic updates right?
No but you may want to update from time to time for the new mods added and such. Either way it's a good idea to split off your personal changes so you don't lose track of what you're changing, if you intend to really start modding later down the road it will be a huge headache to try to backtrack all your work through the original gamma files
i know that much, and keep backups now. thanks though
im sure it isnt
but overwriting GAMMA exes with the latest ones from github/sss doesn't seem to break anything (other than the splash screen)
Yeah that's really too bad because there are a LOT of mods editing xml files and I've found at least 1 mod that is in GAMMAs load order that is almost completely overwritten by other mods. At this point it seems to makes sense to start packaging gamma with DXML
I know I could install it but I wish it was in gamma by default so just one less dependency to worry about
im sure it will be added sooner or later
it woul be best if someone started to move things to DXML inmstead of overwriting the same .xml
I hope so, certain xml files have become a compatibility nightmare. Character desc files are being written by like 3 or 4 mods now
things like darksaleif armor exchange/spirit vodka dialogue trade/ hip quest rewrite
i moved my guides addons to dxml and has been great
Yep and the rank overhaul
instead of conflicting withg like 5-6 character_desc
Nice. I guess I should just go ahead and do it
Threw it in suggestions just cuz
so good news, for my mod at least. The crash happens even with my mod disabled. I still don't know why it happens but here's how I make it happen: I spawn new game as monolith in outskirts. Trade with him. nothing happens. Then, I use reputation editor to make my monolith rep 1000. After I refresh his inventory and try to trade again, I get a black screen hang, process is not responding. The error log doesn't really provide much useful info. the wpn_ak12_custom is an item I chose in the new game menu
Did you figure out the texture packing?
I can't find that good_guns file or anything like it
@sick seal I'm a bit confused with your msgs because you keep saying normal and bump but in xray, normal IS bump + gloss. You have to pack them together in one file. Then there's the bump# file that is a correction that I'm not sure if it's necessary. This tool seems really cool, you can create preset and process textures in batch. I'll prob buy because I'm too lazy to process textures one by one.
https://www.artstation.com/marketplace/p/PW1YD/texture-assembler
I LEARNED H0W TO MAKE NORMAL MAPS FROM THE DIFF MAPS!! finally my great big hurdle has been leaped over!!
You can also do that manually in photoshop, just create a new empty file with the same size and copy one channel to the one you want
i have 2 seperate files for normal and bump. im trying to get them to work in xray. its being a process
i fucking hate textures and maps now
#not_fun
That's what I'm saying, in xray normal IS the bump map with the glossiness in the Red channel
i dont have a clue on earth what that means, kinda. im learning about maps as i go. thats new to me lol
most games repack their normals that way, they just like to fucking shuffle things around all the time
okay let me grab a few screen shots here
This is key to make textures work in Stalker tho, it's not plug and play and you need to use the correct channels
the game this 50 beo is from, from what ive read, but dont understand, kind of. the blue channel is empty because its taken care of by the shader, so my normals were only red and green, thats the hurdle i just accomplished. now i guess i need to work onwhat ur talking about
the last 2 days nothings been plug and play. trying to get this 50 beo even exportable as an ogf in blender, without the textures was a pain in the ass. so it wont be anything im not used to so far lol
i dont like that kekcry, it makes me nervous for whats to come
This is the original ak74 bump from stalker, it has the gloss on the red channel and the normal is packed in g+b+a
When I look only on the red channel you can see clearly the gloss map
Glossiness controls how shinny the weapon will be, white is shinny and black is dull
does that make sense?
ye
im with you so far lmao
but wait
thats the red channel of ur normal? or texture, because that looks incredibly defined for a normal
this is my red atm
No that's a separate gloss texture that it got packed into the red channel of the stalker bump map
Games packages multiple textures in one for performance reasons. In xray they pack gloss+normal in one. Gotcha?
https://igigog.github.io/anomaly-modding-book/main-folders-and-files/file-formats/bump.html it explains which channel is used but it's not very clear for my smooth brain. XD
I'll try and make a photoshop action for ya XD
idk what that means, i just hope its nothing too troublesome
It's basically a recorded macro
the fact ive gotten as far as i have i think is amazing considering how little i actually know
It's been years since I made one but guess it's a good time to clean the cobwebs haha
lmao you dont gotta trouble yourself, im sure i can figure it out, im not nearly as retarded as i let on haha
hey, so if the engine supports DXT5 and BC7 compression how come i have heard others using DXT1 like the guy tryna fix the night sky was talking about using DXT1 compression? are there multiple types that are used in Xray or just DXT5 and BC7? or did what i even ask make sense?
dxt1 for diffuse/color maps
okay, im physically writing notes as ive been going so thats good to write down,
dxt5 and bc7 for normals then, in ABGR format?
imagine how much easier things would be with Stalker 2 and offical mod support, i hope that means a dev kit post release.
Okay I think the macro I did in photoshop is working, let me test it more and I'll upload somewhere XD
and by "glossiness map" do you mean the bump map i already have? (i opened ur readme jpeg
Hey guys, I made this quick action for photoshop to pack a glossiness map and normal map to stalker bump map. I appreciate if you guys can test it out.
The glossiness map is a separate texture, it has nothing to do with the normal.
Excuse me guys, but I want to ask, how I can edit some GAMMA guns textures? back in the day editing mods texture was as easy as going to gamedata/textures and open the files with any image editor, but I think now most texture are packed together in some kind of compressed format. What tools I need? I personally just want to edit the tan guns like the Scar to be all black and same case for the unique deagle (dampy or something) and the ugly SPAS-12 (Modern) that have an strange brown color (like shit).
so i'm looking at the eft aim rattle mod to see if i can figure out how to get it to run a sound while my weapon is aimed. i I'd like to get this to play as long as the weapon is being ADS'd. I know i have to get rid of the mcm option part and probably replace it with another action but im not sure how to format it function actor_on_weapon_zoom_in() if opt_aim_rattle then play_aim_sound("weapons\\rattle\\aimin\\", "aim_in_") end end
i feel like it would be something like if "weapon is aimed" and "not lowered" then...
check button presses
Is there a Mod that "fixes" all the blank portraits for NPC stalkers?
wait until dux releases the new dick version
I'm torn as to whether or not this looks good, I keep changing up the finger/hand positioning in tiny ways lol
Looks good
very handy

Looking good, imho you could open the thumb a little bit to the left so it doesn't clip on the palm mesh.
Yeah that mesh breakage is super annoying
does anyone know if you can control which attachments a npc weapon will spawn with?
@limber oasis if you go into gamma's RC3 mods folder, and go into "12 PDA Radio Extended - Starcy_\gamedata\sounds\radio" and add a folder "_playlist_5" you can add whatever music you want so long as its in .Ogg format
Thanks
np also it may be a good idea to make it a separate folder with the same path of "gamedata\sounds\radio", idk if when gamma updates it will replace the the PDA Radio Mod files entirely or not, just thought of that, and if it doesnt work you may need to change number_of_playlist from 4 to 5 in "radio_zone_fm" and add that file and its path (config\plugins) to that new folder as well. its been awhile since ive messed with it so idr fs if thats required or not
i dont know if anyone can help me out with this but is it possible to change the color of the incoming messages lets say change them from white to green ?
how do i change a weapon alt aim i.e. instead of using the top iron sight of the specter when attached to the hera i can use the alt aim laser that already come with the gun instead
can somebody send me their user.ltx, i dont have the game downloaded and i need a template to work on for my linux guide
alt aim toggle is v by default, if you have a laser module that comes with the gun itself, hold press the headlamp activation key to toggle.
yeah i mean using the laser as alt aim when you have the specter equipped on the gun
like howa/ak monolith alt aim
Is there a way to see which trade_x.ltx file a specific npc is calling? For example, I'm trying to see which trade file the monolith trader in Outskirts uses.
I'm looking to create a "dual language" version of the interface to help me learn Russian gradually, but I'm new to modding Stalker so I'm not sure how to do it in the "correct" way. I'm basically just going to run a script that will do a search and replace in files like "ui_st_inventory.xml" based on a known words file that I have from Duolingo\Anki.
It's a bit of a hack, but I did a test and it worked in-game. "move to backpack" became "move to рюкзак", which is good enough at my level. Will this create unexpected problems later, like with fonts and stuff, and is there a better way to do what I'm trying to do?
How do you increase the zoom of a scope on a gun with a built in scope?
scope_zoom_factor
ehhh sorry for bothering you guys but somehow i clicked something and the categorization dissapeared
how can i reenable the collapsable categories?
Would you be able to look at my dxml script and tell me why it's not working? I tested it with a new game (I know these values are generated when AI are spawned) and it works with my old edits (replacing the .xml files) but not with the script. I'm pretty lousy with scripting, I just copied/pasted the templates found here https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/blob/main/DXML.md
update gamma addons
nothing changed, just the collapsable categories
priorities and mod activations are the same
it just suddenly dissapeared the option to collapse categories
I think you have it sorted by mod name. Try sorting by load order. Should bring the default "look" back
i have to also click there, a guy told me 2 min ago
thanks for the answer
would it be worth it to just look on fiver for someone to pay to fix my textures. day 4 of not having the slightest clue, and not making any advancements. so.....
Look at the .ltx from a weapon that works and try to apply that to the hera
dk anyone knows in newcomerschat but is the "gun case"/"metal box" stash able to show in map? (doesnt seem like it does like backpack created stashes do)
indepth modding reminds me that i am dumb
you just need the spark
the thing that pushed me into modding, even doom back when i was just a kid
was that i wanted something that nobody else had seemingly done
and nobody else wanted to do
so the next logical step was trying to do it by myself
what i want to do is painfully simple from what i understand, but then i start working on it and i remember im illiterate :D
i need to figure out exactly what language is being spoken, ive tried looking it up but ive had some people say its python and some are saying its C++ and i know neither so... im basically working on what i want to do by reverse engineering others lines of code in a haphazard way, like bashing two shiny rocks together to some day break all my fingers or start a fire and my fingers arent looking too great
thanks
for the engine itself, which can most of the time be used for scripting
it's some form of c
i don't know
i just see the general structure of c
and ltx are just ini files
im 'okay' and more or less understand most of what im doing when it comes to ini/ltx (or just working within a pre-existing script that i can make sense of), since i have experience with those. i think what im doing requires a script though so just knowing its lua is very helpful in and of itself. TLDR is im trying to add a metro 2033-esque device system (think bullet lighter + ak) using keybind activation so all weapons can use devices in some form. in theory, it should be pretty straight forward but this is still outside of my depth for now, must learn stuff to make stuff
I tried to make/fix so that the player cannot deal damage to companions or friendly NPCs.
But as far as I know, it is not possible without modifying the original npc_on_before_hit.
Is there any way to insert script into another mod's script or modify it?
Except create a new mod to overwrite it.
wdym original?
grok_bo.script
did u try it from another script? ;]
but since grok "sets" the health instead of making damage i think yeah u gotta change his script ;[
i dont think u can do that from another script, easier to just add one more argument t to the grok's callback and do
if companion then t.ret_value = false return end
but it work 
unregistering callback of one script from another? 🤔
i think i dont get what u mean xd
some black magic i dont understand
Now I have to find ways to identify "friendly" NPCs
arent callbacks fired at random order? unless... we force them to fire by calling, i didnt know its even possible
I hardly understand lua but it just works 
i'd ask demonized or RavenAscendant if thats ok ;p coz it looks super weird xd
not game_relations.is_factions_enemies(shit.draftsman:character_community(), npc:character_community())
Is that how to detect friendly NPCs?
That saves me a lot of work

friendly and neutrals yes
Okay, now I don't have to worry about accidentally killing any friendly NPCs.
I'm not sure if this will break anything
If anyone wants to try it
- You have
;;--------------(0)------------------ ;;armykinda stuff in script. comments like that are not allowed. to write a comment in Lua, type-- comment - you have multiple
on_xml_readfunctions, you must have only one in the file. either combine everything into one function, or make multiple files
DXML requires some knowledge of Lua and programming in general before proceeding: https://www.lua.org/pil/1.html
finally got the mapping issue sorted with my .50 BEOWULF, yall can finally stop hearing me constantly asking for help with bump maps til 3am lol.
is it justt me or i cant find the hera config file for BaS
Hey guys
does anyone understand coding here
trying to remove this from Duty xpack without breaking the mod
local ann = get_story_se_object("stalker_duty_girl")
if (ann and alife():has_info(ann.id,"npcx_is_companion")) then
local hip = get_story_se_object("devushka")
if (hip and alife():has_info(hip.id,"npcx_is_companion")) then
local npc = db.storage[ann.id] and db.storage[ann.id].object or level.object_by_id(ann.id)
if (npc) then
dialogs_axr_companion.remove_companions_from_squad(db.actor,npc)
end
end
else
return true
end
end
function actor_on_first_update()
duty_girl_init()
CreateTimeEvent(AC_ID,"anna_no_hip_allowed",10000000000000,anna_no_hip_allowed)
end
I edited the CreateTimeEvent value as an hack patch
But wanted to find a way to properly remove the entirety of the function/event
i tried just deleting it but it crashes on load ... so i guess its been called from somewhere else
your trying to get the Duty chick to be a companion and proceed the quest while still having HIP or something?
Thank you so much
yes
cuz atm with duty chick you cant have Hip
If Hip is in party then Anna will flat-out refuse to join... If you recruit Hip with Anna already in party, after a while Anna will just leave. (Thats the hack fix i did changing the value to something absurd cut it was 100b4)
yeah "What, youre not having fun with her?" i think Anna says. i wish i knew more about coding in Stalker. but i know next to nothing unfortunately.
yall didn't ditch anna after the third fucking time she left?
lol i came pretty close after fighting for the bridge in Red Forest. she said 10 Monolith were holding the bridge, i fought closer to 30 (not even exaggerating, damn PC almost lit aflame the moment i loaded into Red Forest from Army Warehouses)
even if the bitch wasn't
made me farm 2 days to get better equip
good thing i had le funny osw
and added 3 extra companions just as cannon folder
lmao i just God Moded my way through, had so much stutter i couldnt effectively fight. thought my 2080ti was gunna burn my PC and my house down lmao.
what setting did you use lmao
i ran at like 30 fps until i kill a few of them on a 1660s
which then go to stable high 50
might go higher if I didn't cap it tho
well I tried combining the functions and getting the comments out, it still doesn't work. I suspect I'm using the query function wrong or something.
hm, i think dxml doesn't process character_desc_general.xml with all profiles due to its enormous size, it crashes lua
you can try alternative way by utilizing "on_specific_character_init" callback
for example ```lua
function on_specific_character_init(character_id, data)
if data.class == "sim_default_military_3" then
data.money_min = 6500
data.money_max = 12000
end
end
function on_game_start()
RegisterScriptCallback("on_specific_character_init", on_specific_character_init)
end
this functionality is undocumented since it was mostly superseeded by dxml, it only works for characters. if you need more info about it give me a shout
interesting thanks
Could use some final feedback, this is what I think I've settled on but I'd like to know if other people think this looks good
Since it's what other people will be looking at when they use bolts lel
does anyone know how to change the notifications color from white to other color ?
Soooooo, any awesome animator wants to work with me to get this beauty in GAMMA? 
that looks sexy
Right? It's from Tarkov, I was thinking about doing a little paint job to make it look like the m14 from black hawk down. 
that is a nice idea with some cool scopes it could definitively be a main gun on a run
yeah, could do this one with the longer barrel and the short socom 16 one
oh an m14 in anomaly would absolutely fuck. i think there's anims from some other games; maybe rising storm vietnam could have some files to work with? idk how any of this stuff works tho 
where can i find how all of the items are referred to as in the game files? such as cooked mutant meat names in the files as well as the raw meats?
how do i make a loadout mod?
what you could do is use animations from a similar weapon and just resize it to fit
mby the vpo-101 from efpwp
yeah I was taking a look at it a few min ago, it's rough
Maybe
if I don't do it I know some other animators
I'm just getting started animating for Stalker but I've been animating for Fallout New Vegas for like a year so I might be able to make something
send the nif
Added options
Protection for friendly NPCs can be turned off in MCM
I'm changing some stuff on the model but once I'm done I can send it to you. What software are you using for anim? Blender?
Yeah Blender
Also I meant ogf not nif
nif is the file extension of Fallout New Vegas models 
Hahaha I understood because I did a bit of modding for skyrim. 

its funny learning the new names of the file extensions
just imagine this AK with the screen as a Svarog detector https://sketchfab.com/3d-models/rainier-ak-3d-57aef8cdf42046a39f1ad9b428756213
Wtf, there's prob a fucking vcr in there too. 
i mean it probably is, the efpwp has a shotgun with an ammo counter
looks like a deep rock galactic gun 
thats sounds promising
i kinda wanna figure out if theres a way to mount a detector on the exo arm
where that little LCD panel is already
perhaps you could make it so the model of the detector is the same as the arm, and the turning on animation is just doing beeps and boops in your arm
makes sense
that little panel is cool design-wise but would be awesome if it was functional for something
Is there a mod out there that adds Fallout mutants? Mainly deathclaws. lol
maybe
i already worked on it 3-5 months ago
the anims are broken so i just stopped working on it (blame my messy workflow)
yeah it's a collab with ppp's author
a little mid, but eh i'm not a pro to this day
kind of an intermediate anim guy
i'm wondering how interchangeable the aks-74u anim is with this gun
Looks great tho! I wonder if you would pull the bolt thingy with your index finger but I know shit about shooting guns lmao
it should be similar no?
not an expert on chambering with an index finger
the only time i did it if i remember
hand motion is kinda janky
ohh that looks great
thank you
when the pu scope
yeah, this easily fixes the issue with anomaly's mosin scope placement
(need to bend the bolt)
but muh blindxsides
what software did you use to make that animation?
blender because i'm broke
i was trying to port a weapon myself but the animation part was so annoying i dropped it
oh rip
did you do anything else to have the hands show when doing the animation? i barely know shit about animation in blender lol
hands usually have different animation names than the gun
@wanton knot I'm still up for attempting to animate if you dont mind sending over the ogf in dms still 
blender good yes
properly separated the round now
before this, the projectile and casing is welded together
does anyone know how to change the values for the fire anomalies ?
slow bolting for balance yes
How do i run a function once the reload animation is done/ how do i get the time to reload a weapon?
time taken to reload a gun?
animators' way: calculate the frames for the reload animation inside an omf editor
is there any way of doing it programmatically or do i have to manually write out the length of every guns reload
im sure there is a way as how else would the game know when the reload is done
@undone lily sorry for pinging, but what is changed in siber m4 hud omf so that doesn't have ads animation misalignment
ironsight alignments can be edited in the ltx file for the weapon under aim_hud_offset_pos
Animation misalignment
I know how to fix hud position misalignment
Regular m4 siber animation has a weird ads animation that snaps
oh, i know what you mean, it happens on a few guns, idk the issue
shooting while ads snaps to unads
Not that but whatever
Hello guys, how can I remove this strip?
Is there a minimap mod in the works that reveals... less? Like a compass style, but at LEAST it would point to where the objective is?
Or if that's NOT possible - the minimap could become an update for hi-tech helmets... like a google glass thing for combat - it would use up batteries, but you could use it without needing to take out your PDA
this was the case for bas lmgs when you didn't install the engine edits
what zojko is saying is that the animation snaps really weirdly into the ads position once it's finished
it happens with a lot of the bas rifles
This was fixed iirc
this is with accrue and falloff values of the animation
yeah it was but I want to fix it for new BAS animations
recoil animations got changed in new bas patch and its present there
What should I set accrue and falloff to ?
10/10
hey can anyone help me, im having a problem with my wip mod of the 50 Beowulf, i have my my Bump/Normal/Diff maps are all set up correctly using the correct channels, using the correct compression (or atleast according to the modding guide) my meshes appear correctly in Blender, i normalized them last night after running into this problem, but it still remains, idk what causes this or how to fix it.
no parts of the gun are missing, some appear in the correct areas but blacked out and others appear far lower and in a dark purple color. and no animations work when using the gun. i have the correct bones and armatures. or so i think. but....
Yo, sorry for the delay, been away from my pc. I got a new model for both m1a and m14, I need to do some work on it before but I'll DM when I have it done. I haven't done the whole armature thing in Blender yet so I need to learn that too.
I should prob use a BaS armature to prep things up right?
Because of the extra bones and shit
I
dont know how that works 
As long as the gun has all the moving parts and bones to move those moving parts it'll work for me
Typical animator... 
Is there video tutorials out there that teaches how to make a gun mod for GAMMA? Like model making, texturing, and adding it to the game.

I actually know how to do stuff with gun models and the parts but for Fallout New Vegas lmao
I've seperated parts of the mesh in Blender and then made new "nodes" for them in Nifskope, like if a weapon model is so shit that it doesn't have a moveable charging handle or the cartridge and mag are in one mesh
Lol that's more than the animators at my work will ever do! 
I can't animate for shit tho so 🤷♂️
yeah a lot of us have at least some idea on how to use Nifskope to like add or remove nodes
Cause a lot of the modded gun models were made before custom per gun animation sets were possible (before the KNVSE mod) so they weren't future proofed for animators
meaning that a lot of models looked nice, but the nodes were in completely random places instead of
next to the actual part of the weapon you want to move
And other things like certain parts of the weapons either didn't have a node or just straight up couldnt move cause it's paart of a single mesh
So we'd have to modify the mesh inside Blender (like seperating cartridge from the mag) and then add nodes for them in Nifskope and all that jazz
The only issue is that in order for those changes to matter we'd have to include the modified weapon model in our animation mod
and the majority of new vegas weapon modelers don't really allow people to include their work in their own mods, and we'd get our animation taken down off Nexus or even potentially account banned if we did it more than once
Thankfully the person who has made the most modded guns for New Vegas, Millenia, has said that we can do whatever with her gun models so that's nice
port dnf devastator
idk how Stalker models work
not yet anyways
You got a link to their mods? 👀
So basically her Nexus profile has all of the weapons she's made and you can download each of them individually
but there have been a few mods that essentially compile the weapons together in a pack and distribute them around the New Vegas world and NPCs/vendors will use and sell them, respectively
Weapons of the New Millenia was the first one and the most popular to do so, but it's kind of outdated at this point
Weapons of the Modern Millenia is more updated and pretty good
But the most recent compilation that seems to be relatively popular as of late is called Another Millenia
what HD model mod is best and how difficult is it to integrate?
COCK
ANUS
someone tell lunatic to make the lewd p90
maybe lewd pa15 if he's down to make french guns

using gta anims
id buy that for a dollar
can we mix mod pack ultra zone with gamma ? 🤔
i don't know, the initial pull and the leadup to it feels kinda weak
can someone explain why this cancer says invalid file path
when I can import stuff from the same folder
nvm im stupid
how hard is to add new ammo type of an existing calibre to the game?
stupid easy but right now the implementation into gboobs is messy and ugly
so not a beginner friendly stuff to do
nah
it is beginner friendly
just know that if you want to add bonuses for, say, hp ammo vs mutants
you'd have to overwrite grok_bo.script
which fucking sucks because overwriting files is ultimate cringe
taking a look to the file, if i do plan to add ap ammo, no extra damage against mutants or anything like that, do i need to change anything in grok_bo.script? since it gets k_ap directly from the ammo type k_ap or i'm making bold assumptions
look at comments at the top of configs/items/settings/npc_loadouts/npc_loadouts.ltx
i legit checked every single one except this, which does not seem to be present in my mod list?
Unless im being blind?
it's part of the base game - unpack anomaly's .db files
if you don't intend on doing hp ammo then yeah you don't need to edit grok_bo
where can i find how all of the items are referred to as in the game files? such as cooked mutant meat names in the files as well as the raw meats?
debug
What does Lewd stand for again
Rude, in a sexual context
Hmm, you know what would be a good mod? The Arena. Having a match become available every day for a little bit cash.
Generates Oponents based on your faction and rank.
LUN4T1Cs Extravagant Weapons Delivery
I was Close 
What is it though lmao
Like does it just add weapons to the game
remember that hilarious tactical tommygun that came out some time ago
guy drops weapons on their own slowly
and the green scope lens sniper
No
I just got into Stalker like a month ago 
Previously I was a Fallout New Vegas modder for like a year
Is it like new vegas's WAP mods?
Weapon Arsenal Project or something I forget
guy remodels all the vanilla weapons from scratch and replaces them with super high quality models that look way better
So he models weapons from scratch as well?
idk
no, he ports from games if im not wrong
or bought
idk if he actually bought models, probably got a supplier
speaking about that
mm yes mcx spear in anomaly when?
akinaro's model, bought by funi m4 by hk
athi already made it
idea for a gun(s)
a "survival rifle" or "homemade gun" of sorts
basically what this would be is a craftable gun (im thinking something like 20 metal scrap and 15 wood scraps craftable using basic tools) that has a unique upgrade tree one part of it would be the calibre some pistol calibers (9X18 9X19 that ppsh ammo and .45 ) would be tier 1. tier 2 would be midgame calibers and shotgun calibers (.357 that ks23 shotgun caliber and the other shotgun calibers) and tier 3 would be everything else
another tree would be the magazine size it would start off with just 1 shot but can be upgraded up to 20 rounds (maybe havent really thought out this part that much)
and another would be the inclusion of adding attachments to it tier 1 would be simple red dot sights and maybe a suppressor but over time would be able to fit the best scopes money can buy (and yes the calibre change would also change the suppressor needed)
just an idea i thought up
you could always just expand that a bit to make one of those single shot survival rifles that can either fire a pistol caliber round or a shotgun shell depending on the adapter that is in the barrel. or theres the over-under survival shotguns, where one barrel takes a rifle round and the other a shotgun shell.
yea thats what i was thinking a very modular gun that starts off as a very early game gun but invest time and effort into the gun and its the best thing you will ever use to shoot monolith
not sure about this tho im pretty sure engine limitations would make this pretty hard to do
i feel like if youre going against monolith with it its going to be impossible to balance and would become redundant, placing it in a position for early game though would be more or less doable imo
random metro gun
the bastard gun. yes
although you could maybe use the underbarrel mechanic to select which bullet you want to shoot
ashot big yes
i think its possible, for example mags redux lets you load a series of rounds into magazines which the game then fires and reads the correct rounds for. also theres shotguns, if you run out of one type of shell it loads whatever else you have on hand and thats a vanilla function.
true you could probably just set up a UI that lets you select what type of bullet/calibre you want in a barrel
you could do it even simpler
first shot is shotgun shell, second is rifle round
yea but with the different ammo types for each caliber in the game you might wanna use a UI to select what caliber uses what type of ammo
that would probably break things, using the upgrade tree and setting a strict default ammo type is probably the only way to make something like this without extensive modding
fair enough
is there a way to make all the guns that use a certain caliber use a certain ammo other than modifying every gun's ammo_class adding the new ammo on top of the others?
none
but it has been done already?
i mean i for example did the 20x70 slugs thing as a concept and people polished the thing up
there was this other guy that made fmj and hp for 9x21
just about to say
if it is for a few weapons is not that big o a deal, but for a caliber with a lot of guns and a lot of variants like .45 its gonna take a while
but it's just one line per gun?
Yea wont take long if its one line using DLTX
Perhaps it was me kek? I have implemented SP11 and SP12 for 9x21
i don't know
seems like it
i based in this guy work #1037521838202433616 message
Gah he beat me to it
too late m8
Yea, his method is pretty much the same. Mines better tho just because 
mid sharing why?
*Just because is why 

All trolling aside, Mine might be unironically slightly better as i didn't have to replace the base_9x21 file and i managed to dltx it instead, which bodes a bit better for compatability 
In all other ways its legit the way to go and is a great example
oh good to know then, just a question its necesary to change the ammo_class of the variants of the same weapon for example if i change the colt 1911 "clasic" (base weapon) ammo_class do i have to change the colt 1911A1 (variant in the same file)?
Not always, it gets a bit tricky if there are other mods that modify this after your dltx. However modifying the base class is usually all that is required.
gonna test it real quick then
Like the :wpn_colt1911 means it inherits from wpn_1911 which means it copys everything from it unless you edit it under that class
So in this case, if wpn_1911 ammo_class = ammo_9x19_fmj then wpn_colt1911_alt will also too 🙂
However this one will not
yeah it makes sense but since the guy did for all the variants of the Sr1mp i was wondering
I think he was being thorough. Its best to copy all the distinct instances and change their calibers anyways
What caliber are you changing all the .45s to anyways?
bad news it seems like it doesnt work, maybe the DLTX load after the game checks these files
im adding the 45acp ap since it feels like a thing that could be added
try putting the dltx in gamedata/configs and starting it with mod_system_z_filenamehere.ltx
Funny ive added .45 acp AP
well share it after i manage to make if for a few weapons 
Yea, i am going to share my mod. Ive also added 4.6 mm back in too. Im just play testing atm to see if my new ASH9 spawns...
Ive also tried to add the m82 back to the loot pools but have yet to encounter it
for the mp7?
cool, couldn't manage the 5.7 mp7 
Haha, youre tism too stronk too aye?
I also downgraded the 7.62x39 as it was retarded how OP the AP stuff was.
even the ball stuff was quite OP
didn't play that much with 7.62 so didn't notice
Its a chonky round so has stopping power but it just penned too much armor imo
but if anyone ports the mk47 it would be different 
mmh would be some good soup indeed
we have mcx spear why not right
I made an ASH9 - a 9x39 version of the ash-12 as a late game variant of the GROZA that can be switched to 7.62x39mm as well
Legit could not find enough ammo to use the damn 12.7 one
Just thinking of what other bastardisations i can come up with kek
KS-9 ¬W¬
a KS23 in 9?
9x39 like a pump action rifle but shotgun
What about a KS40 that is basically a china lake 
LITERALLY china lake
I was toying with the idea of trying to make explosive 50 bmg rounds for the m82.
Idk if the engine would shit its pants at grenades going > 100 m/s
like explosive explosive or silver tip?
Explosive explosive
lmao
Would look wank unless i could mod some mini splosions in
I just thought itd be funny seeing bodied exos go flying
all this firepower makes me wanna want an armored boss or something
Just jury rig a BTR model to a stalker and give him 10000 health and an RPG-9
didn't anomaly had helicopter patrols? are those still in gamma?
Think you can reactivate them.
There you go, make em a bit beefier and you have use for m82 explosive rounds lol
now u HAVE to make the m82 explosive + heliboss pack
thats content
it does work after all, i was testing the wrong weapons all this time 
is there a way so armor that you give companions does not degrade ? i mean they don't really get any bonuses from it anyways its just a nice way to dress your companions
is anybody making the xm8 weapons usable in game?
anyone got a merge of deffer_impl_flat.ps for SSS and graupel/GTR? I tried myself but I dunno how shaders work 
if thats even possible
but graupel with the gtr thingie works out of the box with es and by extension sss
Hopefully someone makes a MW weapon sounds mod
A sneak peak into my replacement audio for the x8 burer
https://youtu.be/DJEIsRjPUh8
Your own creation or the one I posted recently? If you made one yourself, I'd love to see it.
anyone knows which mod is GAMMA's ASh-12 a part of?
idk barry fucking bogs
if i remember, the ash-12 and vssk uses barry's animations
Yea i made it myself too haha. It seems everything ive done you all have already did lol
what about model?
can't tell, really
could it be this one?
i have added another bullet for the mosin to hide the lack of a secondary full cartridge
literally forced me to install a plugin because i'm too stupid, modelling-wise
now i have an mmd shader, what the hell?
Always cool to have more ammo options for weapons that are limited. I mainly did the 9x21 ammo since I wanted to main the Gyurza. But, when someone showed me those Monolithic Rounds, I decided "Why not?" lol
those 9x21mm variants are good fun and made using the SR1MP as my main sidearm actually viable
having to hoof it to Rostok for gucci 9mm AP just because I ran out of rifle ammo got real tiring
Thanks. The "FMJ" .357 feels like something a "gunslinger" player would want. Pair it with Simple/Misc Weapon Pack for more revolvers and a Winchester lever-action (or the Mateba from ATHI), and you can roleplay as a wannabe American cowboy lol
Only silent option would be the Mateba for the silencer ATHI added to it
My main philosophy is allowing players to have options so they can run what they want outside of the harder parts of the game.
the Winchester is good fun
somehow got myself fighting through Red Forest's random Sin ambushes with just that and light armor
it was quite some yee haw
i think itd be interesting to find a way to remove or replace all the old ammo with additional ammo types. ignoring gameplay balance that is, id imagine there would be a ton of overlap and redundant ammo types by the end
It’s part of gamma
Gamma weapon pack
it will be mainly stored in this git https://github.com/Grokitach/gamma_large_files
After next week patch which will remove the bloat from the main gamma git so update are faster
Most of the files should be standalone
But if you want the ash only you need to do some digging 😦
hi guys... i'm trying to understand how GAMMA installs mods automagically. where do I find the archive processing instruction files for MO2?
Dohhhh!!!
Thanks Grok! 😄
I saw that earlier, but I obviously didn't pay attention. The purpose is in the filename... can you believe it
Is that a file that MO2 will detect automatically or does it need to be specifically told to look for it somewhere else, Grok?
i guess what I'm asking is if it is a function of MO2, or a custom directive?
is there a way to say pull it out of gamma to implement it as a standalone mod for anomaly
Do it yourself 
But you are better off using the gamma weapon pack + gun related files from the gamma large files repo
It has the SR25, better AEK, RAPTR shotgun, KRISS Vector
so install this into MO and use it along with GAMMA weapon pack right?
Yes
This contains other stuff like icons iirc
So you might want to do a bit of cleaning
when you going to implement the mdr grok?
oh nonononononono
I have it thanks to @fair canopy . But I don’t know yet how to make the gun interesting
It’s another scar / sr25
make it low recoil since it's a bullpup
What file contains item properties like antirad restore rate or bandaging time? I figure it would be something like items_food or items_med but all i can find is items_drinks and that doesn't have what I'm looking for. I'm trying to make bandages just a little bit faster but I can't find the relevant .ltx file
could be usefu
Okay cool, that helps. I'm still wondering where those files are though because I do want to make other changes. Thanks.
Don't know if this is right channel to ask this but is there a way to figure out what certain addons do if enabled in MO2? Some addons I can right-click and then view on ModDB but others I cannot, like "G.A.M.M.A. Companions Rework". I want to know what it does exactly and if it causes conflicts or trivializes content or anything like that.
I got two potential solutions for ya. First one is the tried n true testing method; toggle em on and see if any conflicts pop up then try & run the game and test them. Second is to google the mod in question and find the page manually. Most devs are nice enough to mention if there'll be conflicts or what files are modified so you can check for conflicts yourself.
@errant sail
Something like the companion rework sounds like it was made here inhouse though so you're better off waiting for someone who knows more than I do 😛 or testing it out yourself
use the search box in thsi discord
A Lot o people asked already about that addon
Tldr its broken?/ Will be removed next 1.0 update probably
was ever a mod/addon that healed bhs limbs when near a campfire?
can someone make this into a mod please:
https://www.youtube.com/watch?v=lc9Busj4xhA
tia
make it yourself
idk you tell me
I'm a smoothbrain tho I don't know how to do things
Very good
So I've narrowed down one of the files I'm looking for but none of the changes I make seem to work ingame. zzz_player_injuries.script. I noticed there's two of em and I've made the same exact edits in both but no change ingame.
You set them to read only just suggestion don't know too much
They're not read only
Maybe they reset cause there not
Mm, nope, files aren't prompting me to reload or refresh em in notepad++ so I don't know what the heck's goin on
Well for the hell of it I just tried making coke into a cheat heal and it's still not working ingame. Is there another file I should be editing aside from zzz_player_injuries or something?
I dont know scripts are beyond my expertise and discord not really helpful either hope you figure it out though
Items_medical.ltx I think it's called, contains the medical items and properties. The player_injuries script is for Grok's body health system so it mainly governs limb healing and whatever extra things Grok's health system adds.
If you're intending to mod this file for anyone except yourself I would recommend learning how to use DLTX to make your edits instead of overwriting the file.
No items_medical in the main folder, i had to unpack it from the games files and edits made to it aren't registering. Also yeah I know about making my own edits I've modded stalker a few times before in Shadow and CS.
Just search for "medical" I can't remember the filename exactly
I actually modified a few other things in this already and they're working fine
Only thing that pops up for medical are the strings files
Are you searching the base game files or GAMMAs files through mo2
I'm using the virtual folder browser in mo2
That's what I've used to make edits to everything so far and up until now I haven't had any issue

Man that's weird, I've seen the file at least a dozen times. Not at my computer rn though
I managed to modify the stimpacks to heal a few weeks ago, I know it was the player_injuries script file I edited to do it.
Yeah you can do that too, but compatibility with any other mod that changes that file will be a problem, plus potentially future updates of gamma could break it
That's the thing though, I've searched high and low for any other references to the items I'm editing and the only files that turn up with them are the strings files and player_injuries, which appears twice.
Editing the strings files does nothing but change the description of the item
And like I said before, I made sure to make the exact same edits to the exact same items in question in both player_injuries. The only edits that've stuck are the military stimpack healing limb damage a bit more.
I'm just stumped. I've made my own artefacts before in vanilla Anomaly and I can modify most things in this without issue but medkits (and now i guess cocaine lmao) won't take any of the edits I make
Yes it's located in the old mods_posting. #🖇old-mods-posting message
I think the file might actually be called items_drugs.ltx. There is without a doubt a file called items_medical.ltx also. Look in configs/items/items
I know there is, it was packed in a .db file. I used a tool to extract it.
And I'm insisting that what I'm trying to do isn't in that file 😛
I figured out a workaround lol
eagerly waiting for the Summoning Salt video on GAMMA
nah i was just debugging to show the time to completw
nah I can believe monopaste cleared Living Legend in under two minutes from game start
lost to the zone too short please add lttz dc
Alright this is like the coolest shit ever
Time to go do it in 3 days with an official timer
replace lttz pls
imagine if anomaly has a new storyline in 1.6
(key word: imagine)
a new storyline that doesn't involve sucking strelok's cock
strelokn't
stalker 2 storyline for anomaly 1.6
i want a laid back stalker storyline that is mmm
focused on living the average life of a stalker and not about being some god-tier death machine with over 500 kills in the zone or something (me when george garlic)
pretty much true stalker or something if the storyline is like that
take me back to 1935
Is anyone around who can check an igame model for me?
The Echo Detector is kinda messed up, the model that is not the texture.
yeah I can hop and check ingame
where exactly?
Here.
Someone who knows how to work with the mesh should be able to fix it.
yup, I have that same gap in the mesh on my end
never noticed it before, somehow
There's 2 more gaps in the corners, I don't know if it was there by default for some odd reason but these gaps really shouldn't be there.
I've been trying to solve the individual weapon / accessory FOV issue for a while now, is there anyone here who could help me with it? The only last FOVs I need now is the melee / knife stuff.
it's the hud_fov property in the weapon's main definition
I know but which one adjusts the knives?
most well animated guns have fov locks because they were designed with it in mind
see firebreath guns
Huh? Firebreath guns? That's where the FOV for knives is?
firebreath didn't do knives
I just need the knives now, they are, well, too much in your face and all.
find the ltx for knives


