#╙🖇mods-making-discussion

1 messages · Page 13 of 1

lean berry
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we have handgun - shotgun - small rifle - medium rifle - large rifle

random fulcrum
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there's small rifle and large rifle

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no medium

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what bullets would you put in medium

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x39?

lean berry
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bu we could make a medium rifle of sorts so we dont have messed up 105 tips for 15 bullets

obsidian void
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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

fallow parcel
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large would be 308 / 54r, 338 and 50 id imagine

random fulcrum
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that's an actual idea there

fallow parcel
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We do have "medium" casings which are the "AR" casings

random fulcrum
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but then what would be small

obsidian void
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Pistol rounds?

fallow parcel
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4.6, 5.7 then kekw

random fulcrum
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but those are pistol rounds

fallow parcel
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Then we would have to have small and large pistol calibers

random fulcrum
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not small rifle

obsidian void
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Yeah those are categorized seperately

lean berry
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what i mean is you take in sections, then look for smaller one in that section

fallow parcel
lean berry
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and then increase requeriments

random fulcrum
lean berry
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so for example, x39 casings would be the smaller one

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x45 medium

fallow parcel
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Would you consider .17 hmr a pistol cartidge?

lean berry
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and x50+ large

fallow parcel
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What about .22lr?

random fulcrum
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the fuck is that

fallow parcel
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Cartridges smaller than 5.7 and 4.6 that are considered rifle cartridges kekw

lean berry
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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

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bullets the same progression

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so you get a) inefficiency already on the dissasembling b) material costs on the type of bullets

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same thing for powder and bullet type

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just mount an excel and do math do the thing

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if it turns out 7.62x51 is supreme both in economy and damage so be it, real life is a bitch

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if its 7.62x39? great

fallow parcel
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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 kekw

lean berry
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but having 5.45x39 costing the same material than 9x39 is getting my nerves

random fulcrum
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i'm a sweatie in the game yet i'm /noguns/ and i still believe stalker being tarkov bait is the worst possible timeline

obsidian void
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Idk needing more casings than rounds produced feels wrong

lean berry
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its a good thing we can choose how we play the game

lean berry
fallow parcel
lean berry
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"of 100 casings, 50 are the caliber we need"

obsidian void
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That makes sense I guess

lean berry
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its a compromise

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same as right now but without being messed up all over the place

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with actual progression

fallow parcel
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On another topic. Is ammo drops calculated by the weapons a stalker drops?

lean berry
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i guess so

fallow parcel
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Like does it say "This dudes using an akm, drop 7.62x39mm"?

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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

obsidian void
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It has to be because I always see ammo that's related to the weapons dropped

timber swan
obsidian void
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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

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As some of you may know, the engine has a limit of like 65k object ids that it can generate before it crashes.

fallow parcel
fallow parcel
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Is that for unique item ids?

obsidian void
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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

lean berry
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so that might be why game is being a bit bitchy with mag redux?

obsidian void
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Yes that can definitely contribute to the issue. It basically gives your save an "expiration date"

fallow parcel
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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

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Just not my new types.

obsidian void
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Hmm yeah I have no clue how that works. I assume your new calibers need to be added to some kind of loot table

fallow parcel
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Maybe need to re-dltx them in after their ammo has been changed?

obsidian void
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I have no idea unfortunately

fallow parcel
fallow parcel
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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.

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Think ive found it: smr_loot.script

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Nope...

fallow parcel
obsidian void
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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?

undone lily
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Next to the installer

obsidian void
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ty

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man, updating always makes me feel nervous

chrome yacht
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How do you fix
(10,8): error X3003: redefinition of 'shader_param_5'?

regal bolt
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can anyonje tell me how to get the HIPPO reshade preset link?

random fulcrum
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???

regal bolt
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its from this channel

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but cant see link

fallow parcel
timber swan
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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.

timber swan
obsidian void
scarlet hedge
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anyone have the code blocks for 12 gauge ammo?

timber swan
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.bkp is a log, just open it with your text progam of choice

chrome yacht
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Can someone guide me where shader_param_1 .. 8 are modified in shaders?

obsidian void
timber swan
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yup

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different entrances, new game

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it's fine without your black market

obsidian void
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okay interesting

timber swan
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no idea why, there are no conflicts reported in MO2

obsidian void
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ill look at it

timber swan
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for what it's worth I've tinkered with gamma a bit but nothing that I can think would interact with your stuff

obsidian void
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okay i duplicated the crash

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i never go to great swamps lol

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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:

timber swan
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yay i helped lol

obsidian void
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appears it has something to do with spore

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hah. I put double commas in a couple of the definitions, probably cop/pasting

fallow parcel
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What version of lua does this use?

obsidian void
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my file? Idk I'm not programmer I just copied the template

fallow parcel
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No lol the .script files

obsidian void
timber swan
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hmmm

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still crashing

obsidian void
timber swan
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loading a save from within Swamp where'd been quite happily wandering around murdering renegades

obsidian void
timber swan
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Could be because mine is already bugged? but it works without your mod active

obsidian void
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idk, try deleting one by one, spore's trade file, renegade trade file, and see if that fixes it

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go ahead and delete barman as well the file is not needed

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im gonna make a cleaner version with all redundant files removed

timber swan
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It might have been an error on my end, the spore fix might not have save correctly

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gonna try it again

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yup that sorted it

obsidian void
obsidian void
timber swan
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ruh-ro

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I mean it is Anomaly - call it a feature 😛

obsidian void
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verynice it works now

regal bolt
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Would anyone here happen to have any ideas on how to exclude weapons from skieppy's lowered weapon sprint animation file?

fair canopy
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add them to the script and save it as a separate file or it'll get changed back each time gamma updates

obsidian void
fair canopy
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oh iw as replying to awry

regal bolt
random fulcrum
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exposing variables to ltx files is driving me in fucking sane

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but it makes scripts look so much more professionally made

obsidian void
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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.

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is that even possible with DLTX?

undone lily
fallow parcel
urban cipher
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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?

random fulcrum
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hunger is in engine

urban cipher
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So there's no script I can modify?

random fulcrum
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nah

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you can hijack the hunger mechanic through enough scripting

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that's how the arszi_psy script works for instance

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or how the actor damage balancer works too

urban cipher
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That sounds a little over my head, I don't think I have the knowledge to do much more than change values haha

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but thanks for the help

urban cipher
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Can you point me towards a resource where I can find the commands for doing stuff like that?

urban cipher
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nice, thanks 👍

lean berry
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im trying to find what variable affects damage in theweapons

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it seems that its only the ammo?

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the weapon dont have anything to do with the damage?

fair canopy
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hit_power

random fulcrum
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normalize(hit_power * k_hit, 0, 1.5)

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hit_power is from the weapon

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k_hit is from the first ammo type defined for the weapon

lean berry
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the ammo data is from gamedata/configs/items/ammo?

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K_hit

random fulcrum
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yeah it's pulled from the ammo

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that's what i said

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it pulls info from the first ammo listed in ammo_class

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in the weapon's definition

lean berry
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ammo_class ok thanks

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normalize? what? it uses a normal distribution?

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if so its based

random fulcrum
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normalised vector

lean berry
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thanks a lot

obsidian void
# timber swan testing now

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.

chrome yacht
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Yay, I fixed BaS' laser switch to work with Expedition, yay!..

fair canopy
chrome yacht
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I did it for Gamma-Expedition

fair canopy
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ah nice

chrome yacht
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You need to delete shader_cache

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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

naive plaza
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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

fair canopy
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Just go into the gun ltx and modify the ammo lines

naive plaza
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Thank you!

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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?

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Also, any small tips on where/how I should edit files?
I'm obviously a complete beginner at this

fair canopy
fair canopy
obsidian void
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@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

naive plaza
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What is the difference between these variables?
ammo_elapsed
ammo_mag_size
startup_ammo

random fulcrum
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nothing
mag size
nothing

naive plaza
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AH, i see

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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?

random fulcrum
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through upgrades

naive plaza
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Yes

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Or was that the answer?

fair canopy
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I'm pretty sure the mag upgrades were removed in gamma

naive plaza
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I see

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Well, I guess I kind of want to implement that, but through a caliber change

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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.

random fulcrum
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the thing is that they were never a thing on their own

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say, there was never an upgrade for mag size without changing the caliber

fair canopy
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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

naive plaza
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Ah I see

austere mesa
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Are there any Doxygen-esque docs lying around, or is scripting a "reverse engineer it" kinda thing

random fulcrum
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there's the anomaly modding book

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but it doesn't go so deep into scripting

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check anomaly's bitbucket page for more info

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any more than that it's all "reverse engineer"

austere mesa
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Got it

paper stirrup
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is there a mod/setting that passes time? from night to day?

austere mesa
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gamedata/configs/alife.ltx
"time_factor" sets the timescale

random fulcrum
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chug vodka, deploy sleeping bag, sleep for a couple of hours

paper stirrup
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problem is sleeping bag works in certain areas

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does camping tent work anywhere? (i havent tried that yet)

random fulcrum
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it's the other way around

paper stirrup
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i get this:

still meteor
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and you get fried if you sleep in the middle of nowhere

red crescent
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with how many free beds are out there in the map using sleeping bags is kinda redundant

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you cannot use them whenever you want and if you do, said safe places most probably have a free bed already

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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

obsidian void
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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

deep solar
red crescent
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ive been woken up early like 10 times out of all the 3 times ive beaten the game

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thats an absurdly low amount of times for the supposed drawback of using a free bed

obsidian void
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bad luck brian

red crescent
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😔

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such is the life in the zone

fair canopy
red crescent
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lmao

deep solar
fair canopy
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?

deep solar
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I see the problem

shy torrent
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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

deep solar
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the mass of the collision boxes is too high

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it basically crushes you

shy torrent
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Wow, that actually makes sense. So it’s basically a self-contained “poltergheist throwing multiple barrels at you”

deep solar
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removing the collision would fix it or reducing the mass enough that you can't move it and it also doesn't crushes you

fair canopy
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removing the collision would probably result in you dying from a psy storm

deep solar
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is it supposed to protect you from psy storms?

shy torrent
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Could just place a horizontal plane as a roof with collision?

fair canopy
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emissions/storms yeah

fair canopy
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tbh though i dont know exactly how it works

deep solar
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I can keep the collision boxes but remove the physics

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you would phase through the tent but it should still protect you

fair canopy
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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

deep solar
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oh right it depends if it actually is a prop when placed as opposed to dropped

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the Hideout Furniture mod for example allows you placing models without physics

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you still need to have a different .ogf for when you drop them

fair canopy
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the same thing can happen with that furniture too

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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

undone lily
fathom wagon
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Counter-point: make the player shorter

jagged light
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Where can I find the ltx file that contains the data for fentanyl?

regal bolt
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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?

jagged light
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I'm pretty sure it's answer a question ask a question. I can wait 🙂

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sorry i needed a chuckle and I do not have an answer to your question either

fathom wagon
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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

jagged light
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@fathom wagon Thank you very much. I hadn't realized it was using a different name.

solemn oak
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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?

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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.

tepid gorge
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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

chrome yacht
chrome yacht
fading vale
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can someone please tell me where Sin's damage protection is located, I can't find it in the files

tepid gorge
chrome yacht
shell raven
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Anyone know how to touch ZCP so that there is a 3 day respawn option? Currently it’s only 2 day or 4 day

tepid gorge
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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

▶ Play video
chrome yacht
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Do you have the same issue with vanilla Anomaly ground textures?

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Also why would you try to fix it with Reshade if it's render-specific problem?kekfacepalm

fading vale
azure tundra
fading vale
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Thank you so much

solemn oak
lean berry
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so im fixing the ammo crafting and im trying to find a way to fix the large rifle stacks

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either making component stacks at 15

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or the round stacks at 10

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probably the easiest way is to make bullet and cartridge stack at 15

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anyone knows where i can modify this variable?

lean berry
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for now i will leave it like that as if stcks were the correct ones

cold loom
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am I going crazy or someyhing, but didn't I see a mp7 reanimation in this discord or Anomaly official discord today

undone lily
cold loom
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I've gone schizo then, im searching in all the stalker anomaly discords I am rn can't find it

fallow parcel
# deep solar

Youve got to love that piss poor collision box on the back, they coulda saved one whole triangle if they did it right! kekw

thorn stratus
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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?

obsidian void
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is it possible to use DLTX to change gamma_nato_preset.ltx and gamma_wp_preset.ltx, located in config/items/trade/presets

fair canopy
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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

obsidian void
obsidian void
fair canopy
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mod trade may work if they're in the trade folder

obsidian void
tired girder
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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 🙂 ?

random fulcrum
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try copying others' mods

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that's how i learned

tardy ivy
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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

fair canopy
random fulcrum
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a revolver is always nice but tacticool crap is overrated and overdone to hell and back at least 4 to 5 times

austere mesa
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Probably behave something more like the bolt action Toz than a pistol, that thing is massive

tardy ivy
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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

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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

tired girder
lean berry
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so im tinkering with the ammo crafting system and i cant find the disassemble amounts script

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anyone knows where its the file?

obsidian void
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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.

fair canopy
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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

obsidian void
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I used all the weapons listed in GAMMA's trade presets as my "master list"

fair canopy
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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

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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

obsidian void
fair canopy
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You may also want to cross compare everything in that traders inventory against anything else to try to narrow down the crash

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As well as look at the crash log to see what caused the crash. It may tell you exwthe problem

sick seal
#

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.

sick seal
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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

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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.

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when i invert them they appear to become normal.

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this is what i get when i invert the colors, theres a blue channel but it goes from black to white.

cedar monolith
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Because that's a normalmap. Not a texture.

grizzled light
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holy shit 50 beowulf in the zone?

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i'm wondering
is the toz-106 extremely overrated now?

sick seal
# grizzled light holy shit 50 beowulf in the zone?

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.

grizzled light
#

holy shit

sick seal
# grizzled light 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.

grizzled light
#

you're using photoshop?

sick seal
#

yeah and GIMP, one sec lemme grab a pic of the normals and bumps im working with

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this is a normal

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and bump

random fulcrum
#

why is the normal not pink

sick seal
#

pink or purple?

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cuz if i invert i get a light puple but it looks wrong.

random fulcrum
#

i don't know i'm colorblind you tell me

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but that's defo not a shade of pink

sick seal
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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.

fair canopy
#

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

sick seal
#

yeah i have the fomulas saved. just dont know how to do it

fair canopy
#

when you have those you just have to recreate the normal map as rgb

sick seal
#

use the red and green to calculate blue

fair canopy
#

photoshop has aplugin if you have an nvidia gpu that can easily do it

sick seal
#

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?

random fulcrum
#

that reminds me i still have to fix the 416

sick seal
#

u working on a new 416 or the current BAS 416?

obsidian void
grizzled light
#

(yeah no i forgor to do the ritual)

random fulcrum
grizzled light
#

hell no

#

just me thinking of its popularity among uhhh
"bas users"

#

or just tarkov players

#

or arsenal because the game has it

random fulcrum
#

tarkov losers universally hate the thing

urban spruce
#

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

regal bolt
#

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

urban spruce
regal bolt
urban spruce
#

cool

#

thanjs

urban spruce
obsidian void
obsidian void
urban spruce
obsidian void
#

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.

urban spruce
#

cool

#

i will do that thank you

obsidian void
#

Keep it at the bottom of the load order to make sure it overwrites the gamma file

urban spruce
#

gamma doesnt have automatic updates right?

obsidian void
# urban spruce 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

urban spruce
#

i know that much, and keep backups now. thanks though

obsidian void
#

Np

#

@undone lily Just want to confirm, is GAMMA using the new DXML/DLTX?

still meteor
#

but overwriting GAMMA exes with the latest ones from github/sss doesn't seem to break anything (other than the splash screen)

obsidian void
obsidian void
still meteor
#

it woul be best if someone started to move things to DXML inmstead of overwriting the same .xml

obsidian void
still meteor
#

things like darksaleif armor exchange/spirit vodka dialogue trade/ hip quest rewrite

#

i moved my guides addons to dxml and has been great

still meteor
#

instead of conflicting withg like 5-6 character_desc

obsidian void
#

Nice. I guess I should just go ahead and do it

obsidian void
obsidian void
# fair canopy You may also want to cross compare everything in that traders inventory against ...

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

wanton knot
obsidian void
wanton knot
#

@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

sick seal
#

I LEARNED H0W TO MAKE NORMAL MAPS FROM THE DIFF MAPS!! finally my great big hurdle has been leaped over!!

wanton knot
#

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

sick seal
sick seal
#

#not_fun

wanton knot
sick seal
wanton knot
#

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

sick seal
#

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

sick seal
#

i dont like that kekcry, it makes me nervous for whats to come

wanton knot
#

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

wanton knot
#

When I look only on the red channel you can see clearly the gloss map

sick seal
#

i dont know what that means, but it looks alot like mine in the red.

#

nevermind i lied

wanton knot
#

Glossiness controls how shinny the weapon will be, white is shinny and black is dull

#

does that make sense?

sick seal
#

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

wanton knot
#

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?

wanton knot
sick seal
#

lmao ill check it out

#

thanks for the tip

wanton knot
#

I'll try and make a photoshop action for ya XD

sick seal
#

idk what that means, i just hope its nothing too troublesome

wanton knot
#

It's basically a recorded macro

sick seal
#

the fact ive gotten as far as i have i think is amazing considering how little i actually know

wanton knot
#

It's been years since I made one but guess it's a good time to clean the cobwebs haha

sick seal
#

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?

wanton knot
#

dxt1 for diffuse/color maps

sick seal
#

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.

wanton knot
#

Okay I think the macro I did in photoshop is working, let me test it more and I'll upload somewhere XD

sick seal
#

and by "glossiness map" do you mean the bump map i already have? (i opened ur readme jpeg

wanton knot
#

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.

sick seal
#

meant to send that via pm^

#

lol

wanton knot
#

The glossiness map is a separate texture, it has nothing to do with the normal.

civic finch
#

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).

fair canopy
#

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...

random fulcrum
#

check button presses

errant sail
#

Is there a Mod that "fixes" all the blank portraits for NPC stalkers?

random fulcrum
#

wait until dux releases the new dick version

queen skiff
#

I'm torn as to whether or not this looks good, I keep changing up the finger/hand positioning in tiny ways lol

tidal elbow
#

Looks good

red crescent
#

very handy

lunar nimbus
#

is this hand korean?

#

so i can say whether its good or not

brave prism
wanton knot
queen skiff
wanton knot
#

does anyone know if you can control which attachments a npc weapon will spawn with?

regal bolt
#

@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

regal bolt
# limber oasis 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

normal sapphire
#

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 ?

winged raven
#

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

craggy kelp
#

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

regal bolt
winged raven
#

yeah i mean using the laser as alt aim when you have the specter equipped on the gun

#

like howa/ak monolith alt aim

obsidian void
#

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.

umbral harness
#

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?

tender marsh
#

How do you increase the zoom of a scope on a gun with a built in scope?

random fulcrum
#

scope_zoom_factor

lean berry
#

ehhh sorry for bothering you guys but somehow i clicked something and the categorization dissapeared

#

how can i reenable the collapsable categories?

obsidian void
# still meteor i moved my guides addons to dxml and has been great

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

random fulcrum
#

update gamma addons

lean berry
#

nothing changed, just the collapsable categories

#

priorities and mod activations are the same

#

it just suddenly dissapeared the option to collapse categories

digital laurel
lean berry
#

thanks for the answer

sick seal
#

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.....

wanton knot
paper stirrup
#

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)

regal bolt
#

indepth modding reminds me that i am dumb

random fulcrum
#

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

regal bolt
#

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

random fulcrum
#

it's lua

#

for scripting

regal bolt
#

thanks

random fulcrum
#

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

regal bolt
#

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

fierce thistle
#

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.

fierce thistle
lunar nimbus
#

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 ;[

fierce thistle
#

I already found a way around it

#

UnregisterScriptCallback

lunar nimbus
#

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

fierce thistle
#

but it work PepeHappy

lunar nimbus
#

unregistering callback of one script from another? 🤔
i think i dont get what u mean xd

fierce thistle
#

The top does not work
But the bottom one does

lunar nimbus
#

some black magic i dont understand

fierce thistle
#

Now I have to find ways to identify "friendly" NPCs

lunar nimbus
#

arent callbacks fired at random order? unless... we force them to fire by calling, i didnt know its even possible

fierce thistle
#

I hardly understand lua but it just works pepeOK

lunar nimbus
#

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())
fierce thistle
#

Is that how to detect friendly NPCs?
That saves me a lot of work
POGGIES1

lunar nimbus
#

friendly and neutrals yes

fierce thistle
#

Okay, now I don't have to worry about accidentally killing any friendly NPCs.

fierce thistle
steady apex
# obsidian void Would you be able to look at my dxml script and tell me why it's not working? I ...
  1. You have ;;--------------(0)------------------ ;;army kinda stuff in script. comments like that are not allowed. to write a comment in Lua, type -- comment
  2. you have multiple on_xml_read functions, 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

sick seal
#

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.

winged raven
#

is it justt me or i cant find the hera config file for BaS

glass ember
#

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

sick seal
glass ember
#

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)

sick seal
winged raven
#

yall didn't ditch anna after the third fucking time she left?

sick seal
winged raven
#

ye ik

#

i went through that too

#

the loot was worth it tho

glass ember
#

same

#

it was a pain in the arss

winged raven
#

even if the bitch wasn't

glass ember
#

made me farm 2 days to get better equip

winged raven
#

good thing i had le funny osw

glass ember
#

and added 3 extra companions just as cannon folder

sick seal
#

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.

winged raven
#

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

obsidian void
steady apex
#

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

queen skiff
#

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

normal sapphire
#

does anyone know how to change the notifications color from white to other color ?

wanton knot
#

Soooooo, any awesome animator wants to work with me to get this beauty in GAMMA? peepopray

wanton knot
normal sapphire
#

that is a nice idea with some cool scopes it could definitively be a main gun on a run

wanton knot
#

yeah, could do this one with the longer barrel and the short socom 16 one

sullen dew
#

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 kekl

native flower
#

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?

rustic cargo
#

how do i make a loadout mod?

tender marsh
random fulcrum
#

only other gun with similar tech is the mk14

#

but its anims are trash

tender marsh
#

mby the vpo-101 from efpwp

wanton knot
queen skiff
#

send the nif

fierce thistle
wanton knot
queen skiff
wanton knot
queen skiff
#

its funny learning the new names of the file extensions

glass ember
wanton knot
#

Wtf, there's prob a fucking vcr in there too. kekw

glass ember
#

i wonder if its even doable

#

cuz honestly that would be a fcking ultimate gun

tender marsh
#

i mean it probably is, the efpwp has a shotgun with an ammo counter

rocky token
#

looks like a deep rock galactic gun kekw

glass ember
safe saddle
#

where that little LCD panel is already

red crescent
#

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

safe saddle
#

makes sense

#

that little panel is cool design-wise but would be awesome if it was functional for something

brave glacier
#

Is there a mod out there that adds Fallout mutants? Mainly deathclaws. lol

random fulcrum
#

maybe

grizzled light
#

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

wanton knot
#

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?

grizzled light
#

not an expert on chambering with an index finger

#

hand motion is kinda janky

wanton knot
#

ohh that looks great

grizzled light
#

thank you

grizzled light
#

when the pu scope

#

yeah, this easily fixes the issue with anomaly's mosin scope placement

#

(need to bend the bolt)

random fulcrum
#

but muh blindxsides

grizzled light
#

now i got myself a pu mosin build

#

sorry for bad modelling skills

red crescent
grizzled light
#

blender because i'm broke

red crescent
#

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

grizzled light
#

hands usually have different animation names than the gun

queen skiff
#

@wanton knot I'm still up for attempting to animate if you dont mind sending over the ogf in dms still cat_peek

queen skiff
#

Love Blender

grizzled light
#

blender good yes

grizzled light
#

properly separated the round now

#

before this, the projectile and casing is welded together

grizzled light
#

and it's done

#

finally

normal sapphire
#

does anyone know how to change the values for the fire anomalies ?

grizzled light
tender marsh
#

How do i run a function once the reload animation is done/ how do i get the time to reload a weapon?

grizzled light
#

time taken to reload a gun?

#

animators' way: calculate the frames for the reload animation inside an omf editor

tender marsh
#

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

cold loom
#

@undone lily sorry for pinging, but what is changed in siber m4 hud omf so that doesn't have ads animation misalignment

tender marsh
cold loom
#

Animation misalignment

#

I know how to fix hud position misalignment

#

Regular m4 siber animation has a weird ads animation that snaps

tender marsh
#

oh, i know what you mean, it happens on a few guns, idk the issue

#

shooting while ads snaps to unads

cold loom
#

Not that but whatever

true tapir
#

Hello guys, how can I remove this strip?

outer summit
#

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

random fulcrum
#

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

undone lily
#

this is with accrue and falloff values of the animation

cold loom
#

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

cold loom
#

What should I set accrue and falloff to ?

random fulcrum
#

10/10

cold loom
#

alright thanks

#

is that for all animations or just aiming down sights

sick seal
#

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....

wanton knot
#

Because of the extra bones and shit

queen skiff
brave glacier
#

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.

queen skiff
#

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

wanton knot
queen skiff
# wanton knot Lol that's more than the animators at my work will ever do! <:kekw:9199742701327...

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

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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

random fulcrum
#

port dnf devastator

queen skiff
fair canopy
queen skiff
# fair canopy 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

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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

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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

short locust
#

what HD model mod is best and how difficult is it to integrate?

random fulcrum
#

dick

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it's already in game

grizzled light
#

COCK

queen skiff
#

ANUS

grizzled light
#

ASS

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And ASS (2)

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LEWD

random fulcrum
#

someone tell lunatic to make the lewd p90

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maybe lewd pa15 if he's down to make french guns

grizzled light
#

LEWD Kar98k by L4U6H1N6-LUN4T1C

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LEWD RPG-7 by L4U6H1N6-LUN4T1C

random fulcrum
#

using gta anims

red crescent
#

id buy that for a dollar

silk bison
#

can we mix mod pack ultra zone with gamma ? 🤔

grizzled light
#

81 frames compared to the kar's 65 frame anim

random fulcrum
#

i don't know, the initial pull and the leadup to it feels kinda weak

fallow parcel
#

Does anyone know what the parameters in the npc_loadouts ltx's mean?

cold loom
#

can someone explain why this cancer says invalid file path

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when I can import stuff from the same folder

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nvm im stupid

quartz mason
#

how hard is to add new ammo type of an existing calibre to the game?

random fulcrum
#

stupid easy but right now the implementation into gboobs is messy and ugly

quartz mason
#

so not a beginner friendly stuff to do

random fulcrum
#

nah

#

it is beginner friendly

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just know that if you want to add bonuses for, say, hp ammo vs mutants

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you'd have to overwrite grok_bo.script

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which fucking sucks because overwriting files is ultimate cringe

quartz mason
#

ugh, why overwrite

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i understand now

quartz mason
#

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

ornate spade
fallow parcel
#

i legit checked every single one except this, which does not seem to be present in my mod list?

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Unless im being blind?

ornate spade
#

it's part of the base game - unpack anomaly's .db files

fallow parcel
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Ahh, ye olde....

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I have them unpacked il go check. Thanks

random fulcrum
native flower
#

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?

random fulcrum
#

debug

queen skiff
fallow parcel
#

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.

random fulcrum
fallow parcel
queen skiff
random fulcrum
#

remember that hilarious tactical tommygun that came out some time ago

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guy drops weapons on their own slowly

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and the green scope lens sniper

queen skiff
#

No
I just got into Stalker like a month ago topkek
Previously I was a Fallout New Vegas modder for like a year

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Is it like new vegas's WAP mods?

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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

queen skiff
random fulcrum
#

idk

still meteor
grizzled light
#

or bought

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idk if he actually bought models, probably got a supplier

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speaking about that
mm yes mcx spear in anomaly when?

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akinaro's model, bought by funi m4 by hk

random fulcrum
#

athi already made it

grizzled light
#

ATHI MCX Spear

regal bolt
#

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

regal bolt
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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

regal bolt
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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

grizzled light
#

the bastard gun. yes

regal bolt
grizzled light
regal bolt
#

true you could probably just set up a UI that lets you select what type of bullet/calibre you want in a barrel

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you could do it even simpler

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first shot is shotgun shell, second is rifle round

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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

regal bolt
#

fair enough

quartz mason
#

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?

random fulcrum
#

none

quartz mason
#

now i see why people dont add more ammo variants

random fulcrum
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but it has been done already?

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i mean i for example did the 20x70 slugs thing as a concept and people polished the thing up

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there was this other guy that made fmj and hp for 9x21

quartz mason
#

just about to say

quartz mason
random fulcrum
#

but it's just one line per gun?

fallow parcel
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Yea wont take long if its one line using DLTX

fallow parcel
random fulcrum
#

i don't know

quartz mason
quartz mason
#

too late m8

fallow parcel
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Yea, his method is pretty much the same. Mines better tho just because kekw

fallow parcel
quartz mason
fallow parcel
#

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 kekwait

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In all other ways its legit the way to go and is a great example

quartz mason
#

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)?

fallow parcel
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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.

quartz mason
#

gonna test it real quick then

fallow parcel
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Like the :wpn_colt1911 means it inherits from wpn_1911 which means it copys everything from it unless you edit it under that class

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So in this case, if wpn_1911 ammo_class = ammo_9x19_fmj then wpn_colt1911_alt will also too 🙂

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However this one will not

quartz mason
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yeah it makes sense but since the guy did for all the variants of the Sr1mp i was wondering

fallow parcel
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I think he was being thorough. Its best to copy all the distinct instances and change their calibers anyways

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What caliber are you changing all the .45s to anyways?

quartz mason
quartz mason
fallow parcel
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try putting the dltx in gamedata/configs and starting it with mod_system_z_filenamehere.ltx

fallow parcel
quartz mason
fallow parcel
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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...

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Ive also tried to add the m82 back to the loot pools but have yet to encounter it

fallow parcel
#

Ya

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Ive put in a fmj 357 too

quartz mason
#

cool, couldn't manage the 5.7 mp7 PepeHands

fallow parcel
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Haha, youre tism too stronk too aye?

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I also downgraded the 7.62x39 as it was retarded how OP the AP stuff was.

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even the ball stuff was quite OP

quartz mason
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didn't play that much with 7.62 so didn't notice

fallow parcel
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Its a chonky round so has stopping power but it just penned too much armor imo

quartz mason
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but if anyone ports the mk47 it would be different kekleo2

fallow parcel
#

mmh would be some good soup indeed

quartz mason
#

we have mcx spear why not right

fallow parcel
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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

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Legit could not find enough ammo to use the damn 12.7 one

fallow parcel
#

Just thinking of what other bastardisations i can come up with kek

quartz mason
#

KS-9 ¬W¬

fallow parcel
#

a KS23 in 9?

quartz mason
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9x39 like a pump action rifle but shotgun

fallow parcel
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What about a KS40 that is basically a china lake kekw

fallow parcel
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I was toying with the idea of trying to make explosive 50 bmg rounds for the m82.

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Idk if the engine would shit its pants at grenades going > 100 m/s

quartz mason
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like explosive explosive or silver tip?

fallow parcel
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Explosive explosive

quartz mason
#

lmao

fallow parcel
#

Would look wank unless i could mod some mini splosions in

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I just thought itd be funny seeing bodied exos go flying

quartz mason
#

all this firepower makes me wanna want an armored boss or something

fallow parcel
#

Just jury rig a BTR model to a stalker and give him 10000 health and an RPG-9

quartz mason
#

didn't anomaly had helicopter patrols? are those still in gamma?

fallow parcel
#

Think you can reactivate them.

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There you go, make em a bit beefier and you have use for m82 explosive rounds lol

quartz mason
#

now u HAVE to make the m82 explosive + heliboss pack

thats content

quartz mason
broken hound
#

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

white coyote
#

is anybody making the xm8 weapons usable in game?

rocky turtle
#

anyone got a merge of deffer_impl_flat.ps for SSS and graupel/GTR? I tried myself but I dunno how shaders work PepeHands

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if thats even possible

random fulcrum
#

but graupel with the gtr thingie works out of the box with es and by extension sss

rocky turtle
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oh really

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mb, the lines looked so different so I thought there would be issues

valid ocean
#

Hopefully someone makes a MW weapon sounds mod

opaque night
fathom wagon
pseudo osprey
#

anyone knows which mod is GAMMA's ASh-12 a part of?

grizzled light
#

idk barry fucking bogs

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if i remember, the ash-12 and vssk uses barry's animations

fallow parcel
pseudo osprey
grizzled light
#

can't tell, really

pseudo osprey
#

could it be this one?

grizzled light
#

i have added another bullet for the mosin to hide the lack of a secondary full cartridge

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literally forced me to install a plugin because i'm too stupid, modelling-wise

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now i have an mmd shader, what the hell?

fathom wagon
regal bolt
#

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

fathom wagon
#

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

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Only silent option would be the Mateba for the silencer ATHI added to it

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My main philosophy is allowing players to have options so they can run what they want outside of the harder parts of the game.

regal bolt
#

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

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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

undone lily
#

Gamma weapon pack

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After next week patch which will remove the bloat from the main gamma git so update are faster

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Most of the files should be standalone

#

But if you want the ash only you need to do some digging 😦

ebon smelt
#

hi guys... i'm trying to understand how GAMMA installs mods automagically. where do I find the archive processing instruction files for MO2?

undone lily
ebon smelt
#

Dohhhh!!!
Thanks Grok! 😄

#

I saw that earlier, but I obviously didn't pay attention. The purpose is in the filename... can you believe it

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Is that a file that MO2 will detect automatically or does it need to be specifically told to look for it somewhere else, Grok?

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i guess what I'm asking is if it is a function of MO2, or a custom directive?

pseudo osprey
undone lily
#

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

pseudo osprey
undone lily
#

This contains other stuff like icons iirc

#

So you might want to do a bit of cleaning

pseudo osprey
#

wish me luck

#

cause I have no clue

#

crashes

pulsar cape
random fulcrum
#

oh nonononononono

undone lily
#

It’s another scar / sr25

random fulcrum
#

make it low recoil since it's a bullpup

fair canopy
#

Yeah he's got both 5.56 and 7.62 versions of it

#

Maybe expand the recoil profiles?

fiery basin
#

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

fiery basin
#

Okay cool, that helps. I'm still wondering where those files are though because I do want to make other changes. Thanks.

errant sail
#

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.

fiery basin
#

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.

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@errant sail

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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

still meteor
#

A Lot o people asked already about that addon

#

Tldr its broken?/ Will be removed next 1.0 update probably

still meteor
#

was ever a mod/addon that healed bhs limbs when near a campfire?

nimble blade
#

tia

random fulcrum
#

make it yourself

glacial zodiac
#

Have dltx errors in log

#

Should I ignore it

random fulcrum
#

idk you tell me

nimble blade
glacial zodiac
#

Very good

fiery basin
#

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.

glacial zodiac
#

You set them to read only just suggestion don't know too much

fiery basin
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They're not read only

glacial zodiac
#

Maybe they reset cause there not

fiery basin
#

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

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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?

glacial zodiac
#

I dont know scripts are beyond my expertise and discord not really helpful either hope you figure it out though

obsidian void
fiery basin
obsidian void
#

Just search for "medical" I can't remember the filename exactly

fiery basin
#

I actually modified a few other things in this already and they're working fine

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Only thing that pops up for medical are the strings files

obsidian void
fiery basin
#

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

obsidian void
fiery basin
#

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.

obsidian void
fiery basin
#

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

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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.

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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

obsidian void
obsidian void
random fulcrum
fiery basin
#

And I'm insisting that what I'm trying to do isn't in that file 😛

fiery basin
#

I figured out a workaround lol

undone lily
regal bolt
#

eagerly waiting for the Summoning Salt video on GAMMA

steady apex
random fulcrum
#

nah i was just debugging to show the time to completw

regal bolt
#

nah I can believe monopaste cleared Living Legend in under two minutes from game start

random fulcrum
#

lost to the zone too short please add lttz dc

agile glade
#

Time to go do it in 3 days with an official timer

grizzled light
#

imagine if anomaly has a new storyline in 1.6

#

(key word: imagine)

random fulcrum
#

a new storyline that doesn't involve sucking strelok's cock

regal bolt
#

strelokn't

grizzled light
#

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

random fulcrum
#

take me back to 1935

grizzled light
#

1939 poland

#

1933 germany

solemn oak
#

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.

regal bolt
#

yeah I can hop and check ingame
where exactly?

solemn oak
#

Someone who knows how to work with the mesh should be able to fix it.

regal bolt
#

yup, I have that same gap in the mesh on my end
never noticed it before, somehow

solemn oak
#

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.

solemn oak
#

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.

random fulcrum
#

it's the hud_fov property in the weapon's main definition

solemn oak
random fulcrum
#

most well animated guns have fov locks because they were designed with it in mind

#

see firebreath guns

solemn oak
random fulcrum
#

firebreath didn't do knives

solemn oak
#

I just need the knives now, they are, well, too much in your face and all.

grizzled light