#╙🖇mods-making-discussion
1 messages · Page 14 of 1
remove it
don't make it exist one piece
the hud_fov thing sucks for one handed guns, sadly
the fov for the viewmodel snaps when pulling up a gadget thing like a detector
pretty alright for two handed, in the other hand
thingamagik part 2
i'm wondering how long will it take to fully reload this gun
probably 10-13 seconds
the kar took 9.5 seconds to reload, holy shit
I actually managed to fix the snap / jump with the detector, so all that is left is the knife.
pretty much a problem with bas' guns
bas guns are patched in gamma
Nothing snaps on my end now.
But I have searched for hud_fov for knives for like 5 hours now, can't find it anywhere...
good thing that gamma is not a soup
I also managed to make the bolts fov look good.
But knives.... knives still mess with my FOV
I have tried multiple m_knife files, removed all the hud_fov from them and nothing. It's all still very much in your face.
you using barry's or blindaids
one of those is dltx iirc
oh shit don't tell me you are just overwriting files
I just edited some of the existing files.
Mainly items_devices
I think I'm using both, that might be because I had no idea that there were knife animations already added.
So I have Blindside's Knife Animations enable in fixes and 264- Barry's Better Knives Animations - BarryBogs enabled in newly added.
They can't be both enabled?
Hey I actually managed to fix it all!
I just edited:
264- Barry's Better Knives Animations - BarryBogs
Set the hud_fov to 0.74 same as my ingame HUD FOV and now it's all perfect! Not a single FOV issue.
The difference is HUGE!
I also disabled Blindside's Knife Animations.
yeah but what about people that don't use 0.74 hud fov lmfao
I think someone who knows how to code could potentially tie the FOVs together?
So if you change one you also change the other, would that be possible?
Just don't look at me, I have no idea how to do it.
I can also make the modified files available, if you wanna take a look at them. I'm trying to share as many of my findings as possible, like that sky box making method with full quality and no artifacts.
what are the best mods to enhance graphic in gamma? 
Some type of alternative shaders (I guess), texture packs, if you can make textures you can also make your own with a none compressed method for extreme quality.
!deadzone
How to bring back the default look for the Zone: #╭📖faq message
can you pass me some names? 🙂
Goddamn I hate the SR25 positioning
Used Tarkov as a reference, never again

I need to redo it from scratch
Try asking in #🔨modded-gamma-support they add some additional stuff to G.A.M.M.A.
Personally I like to use Upscale Pack Skyboxes instead of the default G.A.M.M.A. skyboxes, those are absolutely amazing! And they fix some of my issues with the night sky textures, as exporting without some really professional works has a really bad effect on the dark colors, which makes the night sky look, uh... bad, really bad!
How bad was it?
It’s fine, it’s just too close to your face
I need to make it held farer from the camera
Which requires remaking the aim pos of all sights

I've never seen these types of blood stains before, does anyone know what caused this? And if so, can something be done to fix this?
bullets cause bloodstains if you hit stuff that can bleed
Look a bit closer.
It's like someone took a half of the blood stain, they all have these weird shapes.
It's like something cut the blood stain in half, and the area around it is green.
Maybe it is some type of texture glitch?
Or something with the ground mesh?
Because you are it!
Because this place is supposed to be full of absolute geniuses who know everything, or so I've been told.
It does indeed look like some kind of bad geometry. Is there some way around it? An alternative way of displaying decals or maybe removing them from the ground? This seems to happen on roads, yes I dragged the body.
I have made some tests, sometimes the blood stains are completely distorted on some surfaces, on others, they look alright or really good, like walls, mainly flat walls.
I think I do have some idea how to fix this but I'd need the help of someone who can actually code because I certainly can't, changing a number here and there in a file is hardly even modding.
Would anyone be interested?
a mod where you can command your companions to sit near the closest campfire would be sick
stand near a campfire, talk to your companion, tell him to wait
its possible play gamma with HD models?
yes
I was working on porting over some weapons from different packs for personal use only (e.g. EFPWP) and was wondering which file actually affects the stock of a trader, if I would like to add gun for testing purposes to their stock.
So far editing Sidorovichs personal ltx "trade_stalker_sidorovich.ltx" or "gamma_wp_preset.ltx" (within the GAMMA Economy mod) didnt seem to yield any results.
Is something intrinsically prohibiting me from adding a testing weapon to a traders stock or am I simply looking at the wrong files?
You can just spawn it via debug to test it
Oh yeah definitely and I did that initially as well for testing. I was just looking for an at least somewhat immersive way to acquire them without adding them to the drop list while I am ironing out any missing scripts that could crash my game
would be pretty cool if someone made a mod implementing escape from tarkov recoil
happens depending on the ground
2009 game, keep in mind
Be sure to refresh trader stock
But it is just a sprite, right? It could still be fixed, it's still a 2D layer placed on top of the ground texture, correct?
the sprite is good
Could the sprite placement be adjusted? As in placed further above the mesh?
Or, maybe as an alternative to avoid all the blood glitches, maybe disable blood stains on surfaces but keep them on the models?
And as an extra alternative, what if the sprite size was reduced?
we can make new blood wallmarks anywhere (and even make them dry out and choose rotation in 1.5.2 .. or not, dont remember ;] ), it doesnt sound hard to place custom blood somewhere and maybe not even hard to calculate direction and shit... hardest will be to disable default ones
i think we can replace default wallmarks for blank ones (easiest way imo), its just tedious because u replacing the entire blood wallmark engine system in lua ;[
wallmarks are luckily very cheap, not so sure about the calculation xd
I think you can disable the default ones very easily, some snowflake already made a mod which does this:
https://www.moddb.com/games/stalker-call-of-pripyat/addons/stalker-call-of-pripyat-no-blood-no-swear
Would it be possible for someone to make a mod to separate weapon parts below 60% on second open inventory/stash just by pressing a button?
It is time consuming and boring to do manually. And it is something that is done very often.
what?
Shortcut to move all items based on criteria - this is how I understood it
yep
i don't know
it's not something you do often unless you mindlessly hover with shift held
try learning to prioritize loot
Does better sorting has option to sort by condition?
I just thought of something really interesting, there's volumetric light, smoke, how about volumetric blood? Is that possible?
how tf do you make blood volumetric?
not even that, what the hell is volumetric blood?
Here's an explanation:
Unity3d package of blood fx with the baked fluids.
Works with URP/HDRP.
Link on assetstore https://assetstore.unity.com/packages/vfx/particles/volumetric-blood-fluids-173863
So... it looks like these blood decals can be easily edited via system.ltx or you can just use mod_system_blooddecals file in G.A.M.M.A.
bloody_marks are responsible for the blood stains on walls and they can be disabled, I think. Setting the size to 0 should do it.
anybody know a mod that makes npc’s shoot only in semi-auto?
Hello, guys. How do I get the backpack animation for Gamma? I saw streamers playing gamma with this animation but my gamma doesn't have it.
Any clues?
not my point, full auto is rarely used in real gunfights
the point is for immersion
should be in MCM options for FDDA
should be in MCM options for FDDA ? Sorry, where is that<? Tnaks for responding
press escape, go to MCM menu, find FDDA and enable backpack animation
I think it's not in mcm anymore cause it's causing busy hands
!busyhands
DO NOT ENABLE any of the disabled animations. These are the root cause of multiple animation loops that can break the game, to the point where you have to delete your current save file.
This bug is called "busy hands", an animation loop that prevents the player from interacting with the action keys, except for movement. This bug can also and especially be found with vanilla animations. Try not to spam them.
If you are still unsure whether you have it or not, try to do any of the following:
- interact with objects or people
- use a weapon (you shouldn't even be able to see it when you select it)
- open your inventory
- drink/eat/sleep
- check your HUD in the bottom left corner
If you cannot do any of this, it probably means you do have busy hands.
The only possible way to, maybe, remove it completely, is to disable any extra activated animation that was previously disabled. You will also have to go back to a previous save where you are 100% sure that you don't have busy hands.
Certified DISABLED animations that bring busy hands:
- Opening/closing backpack and any option related to this
- Animation for skinning mutants
- Disassembling objects with Left-Alt pressed
- Picking up objects where you can see the hand movement
ah muh realismo i get it
yeah the whole point of all these mod packs is for more immersion/realism compared to base stalker/anomaly so lmao of course I’d want the gunfights to be treated the same way
eh, GAMMA's always been gameplay before realism, so that does not fully apply
but I just foresee the AI using their cybernetic trigger fingers to fire at 100% RPM even if forced to semi-auto fire
point is, if you have mods that add drinking/healing animations, while also reworking the entire ballistic system, having to clean and maintain several parts of a firearm, asking for NPC’s to shoot semi-auto is not at all asking too much
m14’s can go full auto so, sorry buddy your joke doesn’t work there 💀
not the one in game
and video games have always been very bad about giving the M14 it's giggle switch
the one in-game is the civilian M1A, despite being called an M14
but yes
Is he serious? Semi auto? Can anyone recall body cam footage of someone shooting in semi in the past few wars? Unless it was a firefight taking place at a 300+m range?
you are correct
lmfao I can link you a shit ton
no idea why you’re being an ass about it I’m just asking a question lmfao
and youre getting an answer lmao
you realize the purpose of an M249 is to go fully cyclic during a firefight
Your point is?
he didn’t though, he’s just been saying a bunch of sarcastic stuff
kindly have your argument in DMs instead
Also disregard the people with AR platforms.
ok another, more realistic (i guess) example
the svd pmc shoots at an staggering 550 rpm
it's only in semi auto
mobs spray you with it
he did tho, just spawn a m14 for whoever is your companion and enjoy the semi auto fantasy
The other take on why stalkers mag dump, is cause like barely any of them have formal training, and when something dangerous is near you in the zone, a few extra bullets down range never hurt
unless your infinite gun nut wisdom proves me wrong
that is my point, that’s literally his role in the squad, literally every other gun besides MGs are used in semi-auto IRL lmao
you’re just baiting at this point, don’t give a shit anymore lol
You're kinda avoiding his buddies with ARs but mkay, I guess there's no point in arguing, you obviously made up your mind.
you forgot to attach the lmao in the end
then what the fuck was the point
complaining about being bad at the game?
scram, maybe complain in suggestions
and i hate how vanilla anomaly's svd only has like 50-65 rpm
ain't worse than the wa2000
but whenever i think of the wa2000 my mind immediatly goes to how fast it shoots in gfl
i don't think i've ever seen it drop in vanilla
one of the nimble things ever
I wonder if geiger counter be able to read outside radiation. When you get good gear and you stand in radiation pocket the geiger shows zero radiation but we know, that it should still show radiation that is outside. It would be nice immersive touch.
Since everyone is more active here right now, does any of you absolute coding sages know how to implement some volumetric blood? I've mentioned it earlier.
nah maybe wait for lvutner to stop his shader autismo
Huh? What, what? There's some shader related issues?
definitely not 300 meter range and very obviously semi-automatic
for a community who keeps jerking off about how "hardcore and realistic" GAMMA is, you're ignoring simple facts about firefights
Sorry, can't say I care.
LOL ok man
Yup, I care about the technical glitches, like texture issues, sprites, ways to improve the game and just because you toss some vid showing a guy shooting an old AK in semi auto won't make me interested.
Also, ancient AKs are not the best at full auto, even at 500RPM, so I'm not really surprised.
I'm just waiting for a genius coder to tell me if volumetric blood can be implemented.
You wanna talk realism? How about you take care of the weird looking bloodstains first? Which are far more jarring, kk?
doesn't matter if a guy is shooting an old AK or any sort of AR-15 style rifle, semi-automatic is definitely better for the vast majority of engagements due to ammo conservation and also accuracy
whether it's a close or long engagement
._.
get a load of the gun nut
it's not even being a gun nut, it's just common sense LOL
Ye, well, again, I don't care and I won't argue.
I'm really just waiting for coding God who can give me some info on the whole volumetric blood thing that I've mentioned earlier just so that I can stop looking on weird blocky smudges on the roads when I shoot someone, kk? You understand, right? I'm not really interested in your vids, for each one I could post 3 more and I don't wanna get in to an endless loop here.
what are you on about bro you're embarrassing yourself
you said this already
yeah i know, but tarkov losers keep on coming
I don’t wannna be that guy
you’re projecting, clearly all you know is tarkov, some people here actually have knowledge on this topic/and or actual experience
try not being an asshole about a simple question next time

Yes, I'm sure you are a veteran of the great moon wars of 2020.
I don’t think anyone who spells Patrick wrong will be taken seriously
Honestly you’re kinda retarded for linking a funker video at the peak of GWOT
nope I’m a veteran of arma 3 mil-sim 😱😎
That's literally how you write my name.
Patryk – oboczna, skrócona wersja imienia Patrycjusz. Jeszcze innym wariantem tego imienia jest Patrycy. Pochodzenie i znaczenie: łacińskie: patricius – patrycjuszowski, szlachecki, szlachetnie urodzony. Forma żeńska to Patrycja.
Patryk imieniny obchodzi 17 marca.
Znane osoby święte noszące imię Patryk
święty Patryk (ok. 389–461) – święty Kości...
oh god he's p*lish
Served 3 tours on Altis, been deployed to Stratis 2 times
don't care didn't ask + you're white
fuck he’s polish….
funny how this every channel devolves into neanderthal fighting whenever gun realismo autists pop up
@brave prism
I think the clown world just knocked on my door...
...
anyways you really just waited to be that guy to pushes up glasses pulls pants up links funker video to be a faggol over a small question
@brave prism hey I know he’s @ing you, but if you would like to scroll up, all I did was ask a simple question and he started talking shit for no reason
he literally asked a harmless question and you chose, made a conscious decision to be a retard about it.
surprise pikachu face
@random fulcrum call it “gun autismo” but this is actually common knowledge, it says a lot about you if you know nothing about it and says more that you can only relate it to Tarkov 💀
Sir, if you have an issue with people who are "white" or more specifically Slavic maybe this game is not for you.
You know, S.T.A.L.K.E.R. was made by people from Ukraine.
isnt ukraine black though???
no i just have an issue with unintelligent people who soil their pants playing STALKER 18hrs a day
I guess this is going to be today's theme.
change your diaper

Patrick is 12 years old
Man I just wanna learn about modding my insane ideas into stalker and we got trolling and name calling 💀💀
yeah this is gold actually, I can’t believe someone linked me the most popular and well-known Funker530 video and acted like they know how firefights work
same I just asked a simple question and the dude with the anime pfp went egotistical and started shitting on me for asking about a realistic mod to add to my realistic 321+ modpack
such a friendly environment welcoming to new players 👍
p! mute @sullen flame 5d war footage/being an asshole in a discussion that he wasnt even invited to and insulting members/xenophobia and insulting people based on their country
@sullen flame has been muted for 5 days.
Yea I should first search and then ask. Tnx anyway man. 👍
divine intervention
Get Good just got some opinions that’s all 💀💀 his first response is always “why???” Or “game already too ez” Lol😂
Me too, I found a way to do several fixes like weapon FOV, solved some texture compression issues and... I have no idea where these people came from. All I wanted is some really brilliant person who could explain if the game could handle volumetric blood, much like the already existing volumetric light and smoke.
rip bozo lmao
lol those aren’t opinions dude is being egotistical calling people gun autists for asking about an immersive mod to add on top “the most hardcore and immersive” stalker mod out there
Yeah well sometimes it’s like that, people will ask, “why bother” to a video game to a feature that’s “realistic “ but actually isn’t fun
what
But he’s just one of those dude who’s mastered stalker and isn’t afraid to show it 😂
Personally, I just think the AI just gunned them down through foliage or something.
how does changing an AI to shoot from full auto to semi make the game less fun
How does it make it more? 
True, how does it matter tbh
did we not just have an entire argument above talking about how more immersive semi-auto is because that’s how guns are shot IRL?
But nobody care about this part of the immersion
immersive =/= fun
But where is it “more fun?”
Solo game btw
preach
Know what it's immersive? if the character actually was to stop to take a shit 
Not much fun tho
@random fulcrum @vivid jackal @solemn oak please calm down in your discussions and dont make it a clown fest of insults.
seriously momopate, calm down with the sarcastic answers and gatekeeping when answering questions
you say this but GAMMA literally adds maintaining several weapon parts with more realism than literally any other game on the market
That... has nothing to do with immersion not being the same as fun
We’re just asking, is the feature of more semi auto shooting more fun?
But idk tho I’m not gatekeeping
that dude literally linked like 5 videos of real life firefights, for a game that has a modpack who’s creator literally made a more realistic ballistic system, and tons of other immersive features,
how in the world is having a mod making NPC’s shoot in semi-auto (as how actual guns are used IRL in 99% of firefights) not more immersive (which directly correlates to “fun”)
immersive =/= fun tho
Solo game = / = Multiplayer balanced game
↑
opinions are subjective
yeah and that applies to your logic too buddy
lmao* almost forgot to add it that time
I mean, if you want people to only use semi-auto guns, just edit the loadout files yourself and comment out all the auto weapons and see if you enjoy it
Well man, what are you gonna do? You gonna try to make a mod that makes Stalkers so use more semi auto fire? Good luck then man I mean it
Btw, is it possible to make the ai run out of ammo ?
It might be cool but at least if it’s like against other stalkers them using semi auto on mutants will just get them killed 💀💀💀
Immersion wise, most people in the zone are not trained people, so I prefer having them mag dump at me
@vivid jackal thing is that this mod is going for immersion and gameplay, not full realism. You can snore coke and drink coffee and literally never sleep
. If you want a really niche mod, you gonna need to do it yourself probably
most likely yeah, but probably needs to edit engine
NPC with limited ammo could be nice
imo doesn't make much balance
either you make them carry like 90-200 rounds and one tap them and you already got bloat of ammo in beginning of game or the npc spams and then later dies bc it doesn't have any ammo and encounters random mutant/stalker in a life
i’m assuming that the mod doesn’t actually exist so, this is the best answer I’ll get
there's ai_tweaks.ltx in configs\ai_tweaks
thank you
it has the infinite ammo toggle
i tend to find volumetric blood over the top in regards to the initial bullet impacts, since you dont really gush out blood when you get shot, instead it sort of mists onto surfaces from the exit. rather imo its post-bullet pen that volumetric blood really shines, leaving blood trails and pools as you bleed out. if we could get both systems working in harmony with the bleed mechanic i think this could turn out really neat, or even just setting the values up just right on a volumetric system alone would be good enough
Seeing as the code lines aren't commented out, it does something I assume
you’re not wrong about most people in the zone not being trained but even shitheads from terrorist groups know the only way to accurate hit a target is with semi-auto
You might be right if the amount of volumetric blood was over the top but what if it was toned down a lot?
Also do you have any coding knowledge?
the method is there but it's unused
Well dog if you do manage to make a balanced semi auto fire mod for stalkers you’d be a legend 💀
Like I said, just comment the lines in npc loadouts and see how it goes for you if you wanted to try it
Maybe make it so when enemies die they lose a lot of their ammo anyway
Svd guys tapfire at max speed regardless
I gave a dude a 12.7 revolver from the simple weapons pack and the dude just fires it like an AR 💀😂💀😂💀😂
Yea, npc's don't care about things like recenter time and so on
sadly not, i have a brain full of ideas and clear direction but i am illiterate for the most part. im trying to pick up some basic lua to work on a mod but its difficult between health issues and life. regarding toning it down, i think if anything going with a subtle blood system would likely be more impactful to the player. irl most impacts on target go unnoticed, with most of the effects coming from exit wounds (same for target shooting at gun ranges, could also add a better bulllet-to-metal impact sound for non-penetrations/ricochets) ie : blood splatter pattern on walls (could be a mix of texture and volumetric for visual direction), aforementioned bleeding (pooling + bleedout from untreated wounds, trailing [could need periodic spurts instead of 100% constant flow, stopping/slowing as your healthpool drops. maybe to 20%]) --needs scripting. seeing a combat aftermath like that, if you could overcome engine limitations for how long decals stay, would be rather immersive since it would also apply to NPCs too. the amount of times ive gone to the garbage and seen dead bandits in odd places and/or mutants mid-running away....
you know, actually volumetric blood should be achievable with gross hacking via particles
I see I'm not the only one with health issues, hope you get better soon!
For a while now, I have been looking at, editing and generally messing with a lot of the blood sprites and they do look pretty bad on uneven terrain, as in, the texture gets completely distorted.
In short there's 2 big issues I have with them:
- The area around really intense blood stains gets very green, for some reason, like from a shotgun blast to the head.
and
- All that uneven terrain is cutting up the sprites in to all types of weird shapes, and that can look really bad! I had something like one blood sprite divided in to 4 really weird looking sections on the ground right in the middle of a dirt road, or maybe it was several sprites because I was using a shotgun, I can't really say.
That's why I thought that a really subtle volumetric blood/liquid option could resolve these issues. No matter what you do with the textures, they might still cause a lot of problems.
That's what I thought as well but since I can't code I'm trying to check if someone would not only see that as a solution to a few problems but also maybe try to implement it. It's nothing critical, after all sprites can be turned off like I've mentioned but if there's some really smart person out there with time to spare, maybe he or she could make at least a really basic volumetric blood mod. I'm sure that it would be great for G.A.M.M.A.
i wonder if layering various textures (like a system where one large texture is placed, followed by a few or so smaller textures generated at random spots onto the location of the larger texture) would help reduce the placement issues and division regarding the second issue. the reason im hesitant to suggest a fully volumetric system is mainly the fact that the engine is very old and its not using the full power of our pcs atm. idk how it would handle hundreds of fine volumetric droplets per bullet being plastered on some wall, especially from the 30 to 71 round automatics (ak, bizon or ppsh41).
It's worth a try, maybe making it an optional file? If everything was toned down and the blood would vanish within maybe let's say 5 minutes, it could work?
I'm not sure if messing with the textures is the way to go, even if it does go more easy on the hardware. I've been trying various different blood mods and stuff, haven't found any solution, not even any minor improvement.
if you have published mods in #1035807043933720576 and you think pins will make your life easier there, feel free to vote this suggestion https://discordapp.com/channels/912320241713958912/1044560633338798110
fluids are hard
anomaly is going to go wild if the devs working on the core releases ever figure out a way to get the engine to play ball with modern hardware limitations
How hard can it be? There's already volumetric smoke and light.
i've seen volumetric clouds too in the works
but the thing is, stuff like blood or any liquids need to interact with the environment
like yeah duh that's what volumetric means in games
but light is static
and volumetric smoke is kinda a scam
since afaik the only thing that toggle does is disable collision for smoke particles
which cvfx 3.5 doesn't even have to begin with
im still blown away by how (i think its hollywood fx? or cv?) has barrel overheating from sustained fire, and its been awhile since that was a part of the effects list
but you know, blood needs to interact properly with EVERYTHING in its way
Hmmm, I'd suggest making an expanding blood sprite that would appear underneath the body but I have a bad feeling the terrain would also cause issues.
Is there perhaps some way to change the way the sprites interact with the environment?
I guess they look distorted because they are trying to somehow fill a section of the surface mesh?
What if they didn't have to? Is that possible?
with shaders maybe ;] i dont really know, i only know about 2d wallmarks
what i meant earlier is that u can make different sprites (with different angle) and draw them based on direction
That wouldn't help, it's like, every single sprite is trying to adjust itself to the mesh, right? So each time it has some weird geometry it gets stretched and the more intense the sprite the more green the outline gets. I don't know why it is so discolored, some type of transparency issue?
So... the wallmark would have to stop trying to adjust itself to the surface mesh somehow.
never seen this
if u wana rewrite this system in lua u'll need 50 different textures anyway ;p there will be no auto stretching, lua's wallmarks are much more limited, but can be better than engine's... its just boring to do
50!?
i mean for different angles xd if u wana make it stretched, like normal texture for direct shot, stretched to 45 at 45 angle etc
You've seen that link to my previous message, you see how it looks like.
I even dragged one body all the way down the road and this happens all over the map, except for a few surfaces.
i never really seen this green outline ;p its not really about stretching, its when texture meets the non-flat static geometry it draws itself with a weird color, i had this problem too
although i didnt see the outline i always had it getting darker
I've tried changing textures for it but that didn't help. The green outline is always there for some odd reason, maybe it's because of that particular surface.
But it's not just the green color, it's all just looking so messed up.
If it was just dark red and not green then it wouldn't really be an issue.
Anyway, technical details aside, is there any fix for this?
🤷♂️ its a first time i see it honestly
maybe channels gets scuffed, remove shadows around the texture, make it transparent
I have no idea how almost nobody else notices this, every time I find some glitches people are surprised that something is messed up, like the detector, or night skyboxes.
The textures are already transparent, well, partially transparent.
Each time the geometry is straight, like a wall, very flat surface such as a concrete floor, things look fine but the moment the geometry becomes more complex, every blood stain gets distorted.
I might have something but a pro would have to take a look at this.
https://www.moddb.com/mods/blood-particles/addons/blood-particles-mod-1-0
that's what i was talking about with gross hacking
the main idea was just to make particles look less like one single image
but i thought of making them move dynamically
because you can define particles movement but it will be static or random
but can't easily be made to follow idk, the bullet trajectory
keyword easily
because it CAN be done
i know it can be done
but holy hell even thinking about this gives me a headache
Would this old mod perhaps remedy some of that? The creator seems to have it all figured out.
it's just this @solemn oak
What are you trying to say?
Is the file this guy made useful?
Could someone take a look at it and try to add it in such a way it would work with, Anomaly and G.A.M.M.A.?
Honestly, if it would consist of just a few random images, that would fine.
As long as the spite doesn't have green edges around the blood and it looks good it's still going to be an enormous improvement.
@undone lily mrd when grok, when? 
When I know how to balance it
Also whenever I have the courage to do the position 
Among the myriad of other stuff to do
TDog said he would look at it
I need to speed up the animations as wel
Because it uses Ash12 anims
Sorry to bother you Gork, I'm sure you are a busy man but would you happen to know how to deal with the blood decals on uneven surfaces? Here's what I'm talking about:
#╙🖇mods-making-discussion message
Besides turning them off completely I don't know what else to do, tried some texture mods, messing with the size, nothing really gives a good effect. I even suggested some old mod from the older S.T.A.L.K.E.R. game:
#╙🖇mods-making-discussion message
But I don't know if it can be made compatible or, more importantly, if it would even work.
Would you happen to have any ideas for a possible fix?
terrain geometry?
I was thinking of something much less extreme, as in adjusting the decals in such a way that it wouldn't matter what geometry the mesh has.
Or! Possibly replacing the whole thing with volumetric blood, maybe something like particle effects? Anything, anything at all.
I've always wondered how hard it would be, with all these snowy mods, to implement a weather / seasons mod with them? Maybe sometimes switching the game to a snow mod during sleep, if the weather says it snows?
It seems really hard and inefficient, but it would be an incredible player experience.
at the very best (maybe) is ASR
which is a late autumn/very early winter texture pack
that has occasional slight snowfall
looks really moody
and cold
without needing to resort to covering the map in snow
like, yeah it could provide for a much better experience
thing is actually making the transition while ingame
i myself have a few texture packs on my gamma instance
that i switch from time to time
Hey quick question I was wondering if the DLTX mod is compatible with Gamma

It’s an old game. That’s it. There’s no fix.
Decals are applied above the texture
If the reaches the texture on weird angles you’ll get weird decals that’s it
question
how hard is it to make a new rifle kit for a gun already in game
base being mosin
this is my mosin with an arc angel
how would i go about making this work in xray?
Edit the R700 and Mosin meshes
Which will result in a horrendous result most likely unless you know 3D modelling
But an archangel mosin is like an archangel r700
yes same stock different magazines
So it’s most likely easiest to make an r700 variant that is a mosin 
ooo thats a damn good idea
its basicly a modified svd mag
Load up svd > take the mag and delete the rest > load up r700 > remove the mag > join the svd mag > add it to the r700 mag bone group > place the new mag as it should be like the normal r700 mag > export as OGF > edit ltx with the new OGF > try it in game > make a completely new LTX for the working OGF > edit XML to add the new gun name and description which is referenced in the LTX
Yeah it’s not exactly easy, welcome to X-ray
It’s not positioned
And I don’t have time for it
TDog is gonna work on it
by the way grok
thank you and the team for bringing stalker back to the modernday
Like MCX spear etc if they are good
O7
💚
Thanks the modders community as well
man i wish working on xray wasnt this much of a pain in the ass
is it at all possible to import with unity?
or will they not tlak to each other nicly
most of the time you need plugins to be able to export to xray file formats
thats the biggest problem
anything else is, if it can model, you can make it
On the other hand, you throw a script file in gamedata/scripts and it’s used and you can modify it while playing > load a save > new script version is loaded

So it’s easy to develop and test shit
.. youre a wizard
Has anyone tried any HD models mod for Gamma yet, like the one for EFP?
Not really, just extreme dedication
It doesn’t work because GBO models ltx file isn’t updated yet
HD models work with Arti ballistics though
I’ll update the HD models patch for GBO soon
grok, why you are using an old version of bas and not the updated one?
to confirm im not stupid
https://www.indiedb.com/engines/x-ray-enginei use this to edit right
you should join the stalker anomaly discord server if you want to find guides on how to do models and stuff for the game
because iirc you need soc sdk for maps but for models you need the coc/cop sdk
yeah fair point
And how about an alternative to decals then? I've mentioned volumetric blood previously, some people said it is possible but would you happen to know anyone who could implenet such a thing?
Or, is there maybe an alternative to decals? Something simpler than volumetric blood and not a decal?
It is a lot of work to make sure a patch for it works with everything they have planned for the 1.0 release, as well as changing anything they feel needs changed to fit the team's vision.
Volumetric blood… good luck with this. You need to change the engine for sure. It’s possible, look at the puddles. Now it requires a lot of skill and time
where i can actually change the weapons sounds?
I have been sent from afar to ask or mention the possibility of changing the position of guns in your POV
mainly because NVG scopes or scopes in general with some guns take up a lot of space on screen and FOV is not a fun option as an alternative to fix that
and/or how I myself could edit or change it
There's no way I could make that happen, I have no idea how to code, I just make some occasional tweaks through researching and trying to deal with a problem via dumb luck really.
And I take it that there's no other alternative?
Nope
Well, at least now I know for certain, what a shame. I hope that someone will try to make volumetric blood eventually.
Alright guys i need a modding wizard to have a talk with me about a mod idea i have. if someone in here knows how to edit actor suits, as in world models and possibly how to add new ones, as in variants of existing ones this would be very helpful. please let me know if you are interested
I really wish we had the option (MCM or Mod Organizer) to have snow textures/weather. I love the fact that I can easily switch between default (barren) zone and lush zone through MO without having to download anything extra. Please Grok, all I want for Xmas is switchable snowy zone (by default). 
🗿
He didn't revolutionize STALKER
anomaly's dev team*
Providing a clean base over the misery and last day bullshit though

Once elemental res is done, all the damages will be handled on LUA comprehensively following a WYSIWYG concept based on the armor and attachments stats
did you make it work with gboobs
What do you mean work with gboobs? I mean, the HD models doesn't conflict with it. And buckshots are still very low on armor penetration
because old models from hd models still have gboobs profiles
new models will default to no helmet berill
I... don't know what that means lol. I legit only start playing Gamma 3 days ago, I mainly use it for myself and it doesn't have problem so far
Does berill suit suppose to have helmet in Gamma?
no, as for damage to npcs go
ever since vanilla anomaly there have been berill/no helmet models
which as you might have guessed don't have head armor
and that's what gboobs defaults to
Hmm.... I don't know, i haven't test that out yet, guess I will check it out first
I was playing with a bunch of untranslated mods from #1035807043933720576 on ru version and it got me wondering - how hard is it to translate mods without prior stalker modding knowledge assuming i have no trouble with language?
I would like to translate them and share the translation.
Maybe there's a guide somewhere?
just edit the .xml files
Yeah, I know about it. But it would be great to have the textures as part of default Gamma mod-pack experience.
Instead of downloading them manually and setting them up on Gamma.
problem is, this is very large
aaahh, got it
where can i find task_id for mortal sin quest? i've been searching for quite some time in st_quest_xx.xml but i can't seem to find it
uhhhh can i request
some to port blind zombies' anims to the regular zombies
since they have the same bone set (presumably)
and the blind zombie appears only ONCE in the game
tm_lostzone_ms.ltx
configs > misc >task
thanks!
Can’t find any mod like the following:
Show crosshair only when in third person. That way I can play both ways.
First person no crosshair and third person with it.
Does this exist?
does anyone know how can i add a diffrent color for the tool stashes in this mod ? https://www.moddb.com/mods/stalker-anomaly/addons/player-and-town-map-markers-contrasted-for-anomaly-152
probably opening the texture file, editing the color of the stash and then saving it again
how can i do that exactly ?
ive never worked with texture files so i dont have a clue
Find the file with the textures in the mod, open that in your art editing program of choice, save the file back where it was
okay will give it a try thx
i cant understand anything of what is going on that texture map
Is anyone aware of a method to inject a function into a .script without actually overwriting the original script?
isnt the mosin supposed to load bullets with a mag strip instead of loading the bullets separately?
It's possible with 1.5.2 with the recent engine update that improves the scripting capabilities where weapons can have different reloads like this Arisaka here
However I imagine that's pretty much hell/take a lot of time to implement
iirc weapons (or is it bas only?) already come with animations for tactical and dry reloads
perhaps is just a matter of doing the animations rather than implementing it via scripting
yeah it's just reload and reload_empty
To my understanding a weapon is tied to a class from the original trilogy, if you open the configs you may see the an m16 designated to the LR300. Now bolt actions are designated to the shotguns and this ties on how they reload, by inserting shells/round individually. Now what jady has done here he switched the mosin, which was classed as an SVD, to the shotgun class which allowed him to implement this
oh
So shotguns can only have one type of reload if we take things simple, unless you're the Gunslinger team which if we want to be on par with them with the detail and quality our little reanimated project's gonna take years
I believe there are 4 people on the team and they're doing it as a hobby
In a few people's hard drives I assume, no videos only screenshots from the anomaly discord
where i can look to fix this silencer bad positioning on the ui, this bothers me and looks gross af 🤣
Lore justification it's gotta be in 7.62x39 Chinese converted Arisakas smuggled to the zone somehow
!bas
- Download the old BaS version:
Mirror 1: https://drive.google.com/file/d/19ttcqQ-iAxgmeZ0ufjYc2XEOb5y-T1lH/view?usp=sharing
Mirror 2 (only if first mirror is down): https://mega.nz/file/2JFXQAhR#ZPV7LkKuWba60Kkfjf1lOK0Zx-IqXHLDfeF-zBL7AO0
Mirror 3 (smaller DL, only if other mirrors are down): https://store2.gofile.io/download/383d6066-319c-4cef-9869-02fb5c165c8f/76- BaS 28-Nov-2021.7z
2)** Extract** what you downloaded wherever you want
3) Copy the gamedata folder you'll find inside
3) Open your GAMMA RC3 folder and go to GAMMA RC3/Grok's Modpack Installer/GAMMA/modpack_addons
4) Create a new folder exactly named 76- Boomsticks and Sharpsticks - Mich
5) Paste the gamedata folder inside this newly created folder
6) Now go to GAMMA RC3/mods and look for a folder called 76- Boomsticks and Sharpsticks - Mich.
If you have this folder - delete it, if you don't have it - skip this step.
7) Launch the GAMMA installer with admin rights, press Download G.A.M.M.A. data and then Only install G.A.M.M.A. addons
8) If your issue isn't solved, press Download G.A.M.M.A. data and then Full GAMMA Installation in the installer.
Hey, wanted to report a "bug" sort of but can't find any dedicated channel here.
Does anyone have any idea how to adjust the bullet hole decals on trees?
Or just disable them.
eh, just change the animation system
(i have no idea on how to do it)
i dunno if it worked on a pu mosin (or any guns that can't use stripper clips with the scope on)
(oh ye this for "balancing the gun because it's better than the kar in every way possible, even availability")
just trying to make the gun slightly awful compared to the kar while not messing around with the stats
I have no idea why this is happening, first it all looks fine.
that faction logo or whatever that is hurts my soul 
Yeah you too right 
Then this is how looks like.
And what happens next? All the bullet holes appear again, then few seconds later, same thing happens.
(Yes, yes I know, slow internet.)
Are the trees in the game moving?
Can anyone tell me how exactly do i translate mod? I created "rus" folder besides "eng" folder in the "text" folder, then copied and translated xml file properly (using other mod as a reference). Do i need to do anything else for it to work or should it work already?
I don't really see any tree movement but it looks like the decals sink literally in to the tree and then pop back out again. It's so annoying!
I noticed that trees are moving on the wind.
Textures at least.
Idk what causes that.
Well, that would explain the decal issues.
I thought that only the upper part of each tree moves, I had no idea it was the WHOLE damn thing!
That should work
Thanks, checking now.
Hmmm, I guess that when I set:
tree_amplitude_intensity
in all the weather related files:
w_clear1.ltx
w_clear2.ltx
w_cloudy1.ltx
w_cloudy2_dark.ltx
w_foggy1.ltx
w_foggy2.ltx
w_partly1.ltx
w_partly2.ltx
Then the trees should remain static, am I right?
But is there maybe some alternative to keep the branches moving and just leave the tree trunk static?
i can revert it to normal, im just testing, but how to fix the silencers position in the ui @undone lily / @wanton knot ?
🤣
Make a DLTX mod to tweak those, it would look like this.
or i can edit the files already in the root 
I recommend DLTX as messing with root files can cause issues if not done properly and can conflict with other mods.
Listen to the man, unless you want to keep editing those files forever everytime there's an update, or having outdated data in your modlist without even realizing
Also, it's waaaay cleaner to have all the tweaks in one file than having one file for each weapon. 
So guys... Is there a difference between walking speed and walking speed while ads?I thought that having a minor bump in speed while adsing attached to endurance (having a new skill would be even better) would be really cool
I have actually managed to fix the trees so that the tree trunks don't move (at least after some initial testing they seem stable) and thus they display the decals properly without them popping in an out all the time.
Just set:
tree_amplitude_intensity to around 0.005 or 0.004 or even 0.003
It makes the tree trunk far more stable and gives the branches a bit more of that natural movement, some decent movement is still visible at 0.005 maybe it could be pushed to 0.007 without impacting the tree trunk too much.
By default the tree swaying effect was WAYYYY too extreme.
i mean in that im with you, you can make one dltx file with all the patches info that you need to your needs
Yeah, I'm making a new mo2 profile for 1.0 now and I had a few non dltx edits I did, changing those up asap.
can you show me how to do the dltx edits?
I'm def not an expert on that (at all) for my icon edit I just used another mod as a base to create my own
I'm just a dumb artist, I'm the "copy+paste till it works" kind of guy 
There's some good info on dltx though, even some videos. I'll send the link if I find it here but you can easily find in this disc
hello guys i have a quick question i want to change the LShift key to the mouse side button does anyone know what i sould replace in this lines ?
local function on_key_press(key)
if key == DIK_keys.DIK_LSHIFT or key == DIK_keys.DIK_RSHIFT then
shift_down = true
end
end
local function on_key_release(key)
if key == DIK_keys.DIK_LSHIFT or key == DIK_keys.DIK_RSHIFT then
shift_down = false
end
end
rephrasing what i need to know is the name of the key so i can replace it
@normal sapphire try this STR_INPUT_DEVICE_MOUSE_4
not sue if DIK codes are global but that's what I found from arma DIK list
just look at lua_help
I know there was someone who was interested in a zone-lore friendly(ish) trader weapons stock mod that uses the gamma economy a while ago, so I'll get to making it ASAP
It'll be based on non-consistent stocks and availability, with thought put into who would sell what and how easy it'd be for them to get enough to sell off a few extras
couldn't make it work sadly i will give it another try tomorrow
I'm glad to see it! Since every Stalker in the Zone is already there illegally, and already shoot-on-sight by the military, and all of them need guns, I can't imagine why they'd care if the UN banned the sale of weapons in the area.
I'd love to see missions for gun-runners, like the ones done to retrieve Sidorovich's missing shipments.
Well I don't know how to make missions, but my mod is gonna assume that many of the weapons in the zone are nabbed from the dead and refurbished for future customers
So you may not even see the same rifle three trader resets in a row, but there should always be something...
Does anyone know where the "disassembly chance" variable is located (i.e. the chance an item's parts/upgrades are given to the player when disassembling an item)?
either if key == 340 or if key == 341
i tried this, take a look and if u like delete weapons from it
https://www.moddb.com/mods/stalker-anomaly/addons/overhaul-of-trader-overhaul
Guys i need help from someone that knows how to switch world models, i am biting on granite here for almost a full day now
Sorry, I don't quite understand, do you mean to use that as a base?
uh no, just something to take a look at xd
mostly description i think (its more about variety based on lore and logic)... because the configs reduce the amount of items to very minimal
Oh okay, sure I could do that
Oh yeah this is basically what I'm up to but more in-depth
Does anyone know what the research institute loudspeaker in Agroprom is called by the engine? I'm trying to find out the name of one of the songs it plays.
Found it, it is called "comandir_megafon" within the radio pack. 
It was in the Barman's radio folder. 
(Aaaah.. Scorpions. Of course it was familiar.)
I still need help figuring out how to change this world model in this mod i am working on can someone please help me
Can someone tell me how to replace a missing actor file i have with another existing one? Its in reference to this error due to HD models in Red Forest. A lot of people seem to have this crash and it makes Red Forest unplayable. FATAL ERROR
[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 120
[error]Description : fatal error
[error]Arguments : Can't find model file 'actors\stalker_greh\stalker_greh_dazhbog.ogf'.
try putting the HD models in priority position 32 in Mo2 and see if that fixes the issue. if not ur in the same boat as me with asking for help. so far noone has answered my calls for it
Would it be too hard of a task to implement placing weapons on the ground or any other solid surface via using their bipods.
Would apply to LMG/HMG and some snipers. It would increase accuracy and recoil if used.
I think of putting this into suggestions but not sure if it requires too much work. Just a simple bipod placement and temporary stat increase.
X-Ray Engine
Simple
Choose one
To place the weapon, player needs to go into low crouch position.
there's weapon sway, it has this feature
Can someone please help me with changing a worldmodel / 3rd person model of a suit? I'm trying everything and i cannot get it to work
just copy any random model file from greh/sin folder and rename it to the file it wants
easy fix
groks has basically said in various suggestions regarding third person to abandon all hope for it, iirc because of the first person player view models being the priority and being too difficult to fix and get aligned & functional between Dux's innumeral character kit, THAP and its patches plus i think body awareness (?).
i don't know what that is supposed to mean. It is possible to change world models of suits / items, i'm just doing something wrong so thats why i ask for help
actor visual or something like that in the outfit's definition
sounded stupidly straightforward to me
check how 251- Better Portraits Icons - Lauta_ro addon works
it's the addon that replaces portraits/characters visuals in third person
thats literally what i have been trying to do in the o_lcs.ltx i have tried changing the
actor_visual = actors\oa_ee\stalker_ghillie.ogf
npc_visual = actors\oa_ee\stalker_ghillie.ogf
to one of the many models that Dux's Innumerable Character Kit is providing to the NPC Models. But nothing i do tracks
And my "mod" is in last in the loadorder
did you spawn a new copy after the change
yes
do a DLTX mod
it means my brain is fried after waking up and i cant read channel names anymore. still, basically its just what ive heard regarding third person view models as a whole. changing them seems to be a pain
i don't know how to do that
just edit the addon i sent you
i'm new to stalker modding i'm just trying to get this to work as a prove of concept so i can then focus on making more suits that have different looks
like idk, you want to edit sunrise stalker suit
first check if it doesn't exist in the file of the addon
if not, type
![stalker_outfit]
actor_visual = actors\oa_ee\stalker_ghillie.ogf
npc_visual = actors\oa_ee\stalker_ghillie.ogf
what addon do you mean the 251 ?
that one deals with portraits though doesn't it ? I want to change the 3rd person model that is applied to the player when he puts on a ghillie
that's what he's telling you to do
ok thats fine but the mod he directed me to is not doing any of that but concentrating on portraits instead of world models. so i'm at a loss of what to do now
if any of you are available to walk me through it once in VC that would help a lot

yeah thanks i feel very welcome
Is it on by default?
it's not even in gamma
is there mod that allows create campfire, find it weird that i'm at a tech place with a storage stash but yet not a single campfire outskirts/pripyat area
There is, its included by default in gamma
use firewood from the inv
oh thanks, wow, didnt know that lol
Oh no, the Pack of New Devices for GAMMA link is dead
ok new question. What tool do i use to look at .ogf files as in visually look at the model?
thanks
this look cool !
thanks
Ah yes many fun with it in Rising Storm 2
truly one of the australian guns ever
Run the Browning HP, F1 and FAL for full Aussie experience
Where are the files located that hold dialogue for various traders? I just want to read them easily so I can easier contribute to a mod being worked on for Gamma
Does anyone know if it would be possible to adjust the player's shadow position? It's kinda disconnected from the model.
Also, can someone tell me if tree_amplitude_intensity is affected by wind_velocity?
Does GAMMA use DXML modded execs?
yep, DXML and DLTX are all pre-packaged for gamma
ty
hello guys I've never done any modding on stalker but i kinda like the idea. i know c/c++/c# and other web languages, and was wondering if any of these are useful for modding
moding stalker is in LUA afaik, from wiki: Paradigm: Multi-paradigm: scripting, imperative (procedural, prototype-based, object-oriented), functional, meta, reflective, if these are familiar to you, you are in luck
i don't think so, i've seen weathers with FLYING clouds but kinda static trees
is noone tampering with the game's engine?
it ain't necessary 99% of the time since 1.5.2 included a bunch of callbacks that are REALLY useful for modding
plus the ability to implement your own custom callbacks
engine modding is now mostly relegated to implementing very minor stuff, mostly qol
In some cases, tree_amplitude_intensity was set to 0 so no matter what wind_velocity you'd set you would probably not affect them, at 0 they are completely static objects.
yeah that's why i said "kinda static"
they moved
but i don't know
weathers seem too tedious to do
they remind me of weather modding for old gta games
basically the same method
can i read more on this? sounds interesting
so you call the callbacks from the scripts?
like some sort of interoperability between c++ and lua?
It's not so bad, takes a little bit of dedication but you can get it working reasonably well, just gotta adjust it for rain and storms a little and that's easy enough with Notepad ++ I just set one stable value for each weather type between 0.006 and 0.003.
Going too far with tree_amplitude_intensity causes a massive issue with decals on trees, as the tree sways like mad, which it shouldn't (except for the branches, like during a storm) will cause the decals to sink in to the mesh, giving this really weird effect where the decals appear and vanish only to appear again.
how to swap a folder from anomaly packaged one to a modded one? I need to get rid of original contents completely and fill it with my own
*@still meteorthanks bro, imma try it out!
@still meteor i may ping you again if i cant figure out how to do it so sorry in advance
Yeah, if someone could walk me thorough this actor file replacement it would be greatly appreciated. Ive tried renaming a file in the sin folder (i think) to this-
stalker_greh\stalker_greh_dazhbog.ogf' and it still says the file is missing. Im sure im doing something wrong. pls help
basically the game wants stalker_greh_dazhbog.ogf file
if you type the model name, it won't find anything
yeah, may have just fixed it!
i just renamed a actor file from the greh folder to the missing file and was able to take a few steps past the point of crash ive been experiencing . I think i used the wrong greh folder the first time i did it (connected to a diff mod not the core folder)
thanks for your help. This issue does seem to be fairly widespread for those of us that us HD models and its always with this one file in particular in red forest so hopefully this helps other folks too
the only thing that you need to do for hd models to work are follow the steps posted and start a new game
you do no need to replace any files
!hd
HD models are here: #custom-textures
even if you go to gamma extended mod in #1035807043933720576 you gonna see he have a profile ready with all the requirements and you gonna see in brackets that say a new game is required
im aware but im telling you that there is either a conflict or some issue relating to that file. I was 50+ hours into this play thorugh (using HD models the entire time since new game and ive pretty much memorized the conflicts listed in this discord) and still ran into this issue. If you search in the discord using my error message youll see about 10 others referencing this
Idk if in their playthorughs they tried adding HD models in midway but I can assue you i did not
Ive only ever played with them
because as explained before, gamma has some npcs linked to dux, and request files from dux, for you to fix you need to make a patch and edit the npc actors files to work with hd models.
Thats the first Ive heard of that. Like I told the other guy I've replaced the missing file with an existing one so it appears to be working now. Is that what you mean by patch?
that works as a patch too
but if you make a dltx edit you can avoid that type of conflict too
How come this isnt stated in the custom textures?
and then you dont have to replace files
I dont know how to do that and i doubt neither do most peeps
it may help for someone to put that in the custom textures tab with assistance or a walk through on how to prevent this in the future.
to be more specific, with dltx you can actually override everything in gamma and fix whatever you need without conflicts
Interesting, i just don't have any experience working with mods in that way. Thanks for the info. Im sure if I read through it enough I could figure out what youre saying but I'd still say a simple walkthrough maybe should be pinned in the custom textures tab relating to HD models as a warning/fix. (not that im saying it should be you necessarily)
Like i sort of know what DLTX is but not how to work with it. It probs sounds simple to you tho lol
it is simple
because what you need to find is the string that actually is requesting stalker_greh\stalker_greh_dazhbog.ogf
and replace it with the hd model of your choice
and put the indicator that tells the engine is an override
Gotcha, well like I said I just did it in file explorer but I see what you mean about preventing future problems by doing it that way.
From DXML man. Where do I find _g.script?
gamedata\scripts?
there is no COnXmlRead in any -g.scipt I could find
iirc the exes had their own modified? _g script
then got removed bc i think they found a way to avoid modifying that file
check dxml_core.script
Is there a way to force a reset on task-giver cooldowns? Might look into making a mod that allows you to spend money to force a reset to allow some NPCs to have tasks to give again. Similar to spending money at Sid for stash locations. Makes a way to allow for faster Goodwill accumulation at the cost of cash. Time is money 
Winter texture pack is making this part of the UI very difficult to see
Quick and dirty edit
@agile glade
Nice
should've just sent you the ltx since it seems both 1894 were ripped from either one of the dltx weapon packs
it fires way faster and reloads really fast compared to the original
added a custom made aft repos
Neat thanks
windows tells me the folder is empty lol
very confuse
Fixed it computers are strange
is there a way of merging the edits to the .exe files in this mod with the existing gamma .exe ones? to get this mod working with gamma ? https://www.moddb.com/mods/stalker-anomaly/addons/heatvision-v02-extension-for-beefs-nvg-dx11engine-mod
Is there any plans to have the latest WPO updated and put into GAMMA? Would love to have the new Jam sounds
local function actor_on_weapon_zoom_out()
if zoom_flag then
level.add_cam_effector("camera_effects\zoom_crp.anm", 1907, false, "", 0, false)
end
end
is this the animation for zooming out scope?
who smart
how do i remove this damn color code from the string
this shit works and at the same time it doesnt
? ;]
anyone know how to fix this?
running level.press_action(bind_to_dik(key_bindings.kCAM_1)) within a script while scoped in third person results in invisible hands, but i can still see the body. Im trying to revive an old mod as this issue happened between anomaly 1.5.1 -> 1.5.2
ive been scratching my head for hours looking for use of actor_on_weapon_zoom_in where i can run to fix this problem. not sure what to do
Hey, any idea where the game is pulling the patches textures from?
Has to be two different files for the screenshot above since Monolith patch in the loot window differs from the one in the new game faction selection screen.
Find the engine patch and maybe

Not currently because it introduces a number of things I’m not a huge fan of
Atleast at some point the balance got changed a lot and I didn’t like it
I see, thanks Grok. Is there a way to patch it in with the current GAMMA or more hassle than it's worth you think?
You should be able to use the new version. Simply take care of the conflicting files, namely Reload and Unjam on the same key
What about anomaly gunslinger when it comes out
Is anyone really developing this ? 
yep its almost done actually
Source ?
A.Z.O.N.E HAZE 2
its cringe that they decide to release it in a modpack but
whatever
looks legit idk
If you know how half of gunslinger is working, I doubt anyone can adapt it for anomaly
What can be done is porting all hands meshes and guns and forget any compatibility with anything but gunslinger in anomaly
The engine is not the problem its the hand and weapon mesh
Yeah I know it very well 
The thing is gunslinger isn’t only hands and guns, so many things are added by engine code injection
I usually use mags so it disabled but I kept getting an a_arti_jamming_mcm error. Not sure what causes it.
Mainly all the cool effects and things that make gunslinger nice
yeah yeah excuse me then, what I meant is gunslinger animations
Well, it’s good, but gunslinger vs everything that is developed in anomaly right now…. ?
Like, all the anomaly animations newly developed won’t be compatible
(Knives, axes etc)
New guns aren’t compatible
why wouldn't they be
afaik Parazit is porting gunslinger's weapons
Oh
go check the VK you can see them using BAS weapons and Gunslinger at the same time
Releasing it in a modpack isn’t the smartest move but ok
^ This
it wont be port actually, its more of a replication since skeletons are different (except gun models)
Or in a modpack but accessible on GitHub like what gamma is doing is fine
But shoving it in a 14Gb archive isn’t smart
I doubt they'll have a github let alone a modorganizer kek
Делаем сборку на Аномали 1.5.2. под названием H.A.Z.E и крупный мод пак на Fallout : New Vegas.
I discussed with the haze author at some point after an altercation but we are cool now
Let’s see if I can get some of their stuff if they agree in exchange for gamma stuff 💚
lets fucking gooooooooooooooooooooooooo
its gonna be a gamedata modpack
Anyone know what file this is referencing? I can't find it or anything like it anywhere. sim_default_killer_5_default_1
C:\GAMMA RC3\MODS\29- Dux's Innemurable Characters Kit - DuxFortis\gamedata\configs\gameplay\character_desc_general_killer_dux.xml (4 hits)
Line 2262: <specific_character id="sim_default_killer_5_default_1" team_default = "1">
thank you
What am I missing that custom upgrade schemes cause a crash on entering mechanic or workbench screen
i remembered that i made this animation 2 months (ish) ago (A reimagined version of Better Bizon's current anim, which is also made by me)
(sorry for high cavity)
100k downloads, what in the
(yes this is 0.7 second slower than the original anim)
too much drip and swag minibak modern warfare hyper3d
if nothing else MW'19 and MW2'22 both have insane animation quality.
played a CoP mod the other day that was using the stcop pack and I remember when those were top of the line. 
Low effort mod but the initialism 

Is anyone working on a Echo Detector mesh fix?
you need the src folder which contains the engine changes diff?
otherwise you can't merge it with the rest of the exes
that addon current version doesn't have it
and author seems to have dissapeared
i see
hey lauta, como puedo hacer para que el sss nuevo funcione con gamma sin conflictos?
just installl latest SSS in mo2, and then install the BIN folder manually in root anomaly folder
replacing the exes
but i have the demonized exes already
what options to choose? i want the blurry effect on the weapons when you aim
dof
Does anyone know how to adjust disassemble efficiency? I've been attempting to adjust ammo crafting to scale gunpowder amounts based on some ammo value metrics I've been playing with. I've made some adjustments on the crafting end that I'm happy with but disassembling ammo is exceptionally inefficient.
How do I spam to xray log? printf does not seem to work
no
is your script even loading then
how do i change the compatible repair kits for a weapon
repair_type
yep
I'M ON THE SCREENSHOT
no but while ingame, if you're in debug
open console > run_script modxml_test
idk what does it mean tho
it loaded
Could someone check my DXML script please? I barely had any experience with LUA outside From The Depths, I have almost no idea what I'm doing and can't figure out why it does nothing, doesn't even print anything to xray log
found this, maybe something useful? idk
#╙🖇mods-making-discussion message
seems like dxml knows this one
from dxml_core.script
-- Special case for character_desc_general.xml files since it can be huge
if xml_file_name == [[gameplay\character_desc_general.xml]] then
return xml_string
end
hm. i'll test it skipping this file just in case
![axr_main callback_set] callback on_specific_character_init doesn't exist!
:(
well, at least log works
here's the script in question, I'm out of ideas
mod idea:
prisoner convoys
basically what this is is say after a fight happens and theres a downed stalker (any faction really except mono for obvious reasons) the people that downed that stalker might decide to take them as a prisoner or captive so they would walk around the map with the captured stalker
this is where you come in
you can decide to save them resulting in some reputation some money and maybe a stash coordinate if you're lucky
TL:DR hostage rescue missions but they can happen by themselves and move around the map without needing to get given the task by some random stalker
We will have it for the first time, we will file it, add something else and then release it to the public.
So I'm trying to figure out how to change the color of the condition bar below gun/armor parts. I'm colorblind and it's hard for me to make out the difference between the green and the yellow. I want the color for part condition above 60% for guns and 50% for armor to be one I can actually see, like blue. Right now I have no way of quickly seeing if a part is able to be repaired or not, I have to hover over each part individually, and when there's a lot of parts and a lot of parts per stack that is very annoying, and time consuming. Would someone be willing to either explain to me how to do this, or point me towards an existing mod that does this? Thank you.
Have you installed modded exes correctly? You need to unpack all folders from the archive manually into anomaly directory
never made a mod before, but i'm looking to start with something simple by making a new ammo type, does anyone know any tutorials relevant to that i could use?
Not sure if this is the best place to ask, but worth a shot I guess.
Back when I first played STALKER - Shadow of Chernobyl, there was the 'Shadow of Chernobyl Complete' mod (https://www.moddb.com/mods/stalker-complete-2009)
One of the things I loved from it was the save menu options - you could hit 'Save Level Name' or Esc + S and it would do it immediately. Basically a much better version of 'SaveGameName' (https://www.moddb.com/mods/stalker-anomaly/addons/savegamename)
Screenshots show the name that is saved and the option in the menu (and shows the shortcut text in bottom left-hand corner)
I don't mod this game at all, but 'm thinking, it should be easy enough to take the menu items from the .ltx files and integrate them into a mod for GAMMA? Not sure if someone could help with it (I have STALKER Complete installed, so I could find the relevant files).
TL:DR - Want a mod/support to make this mod that adds a new save option - when you click it, or use the shortcut (Esc + S or something) it saves the level name, date, time immediately.
@native shoal I have a question regarding the Improved Ultimate Backpacks Version 2 mod (#🖇old-mods-posting message)
I have an issue where when I loot something, the weight display changes to what I think is the incorrect value. But this also negatively impacts stamina (so it's a real weight change). If I save the game and reload, it fixes itself. But I have to do that every time.
Not sure if it's a problem with additional mods I have, or if I have the wrong load order. Happy to help provide logs if you can point me in their direction. Thanks 🙂
So how would I go about making a script so if you're within extinguish distance of a campfire, you can use cigarettes without matches?
anyone have a copy of this mod i can get? (grok's update ruined it & i need this file to play my save) : Longreed's fixed artefacts spawns under maps
my first thought is piggybacking off of gamma's cooking overhaul, i think its the 'mod_system_satiety_GAMMA' file which is allowing you to cook without needing charcoal with the basic stoves
it's part of gamma_large_files.zip
but here's the version I have at hand
Uhhh hey all, Im kinda new to mod-making (still shit writing in lua but okay) and I've got an idea for a mod, but I would like to know how doable it is before I sink ours into a impossible project lmao
thanks, appreciate it!
How hard would it be to have a pseudodog companion using the existing companion system?
The idea would be to have this as reward from a sidequest
I mean, swamp doctor and clear sky got a doggo, why cound't we get one? Lol
I have no idea how hard it is to make a mutant AI that follows you and attacks your enemies
making a specific AI not attack the player is hard and unreliable enough
but at the same time, I really would love a doggo of my own
I mean, the one at Clear Sky base already follows you sometimes, altought for... mixed results
Balance also worries me
AI is kinda bad at shooting small mutants
Anyway, if anybody got any tips or ideas on how to start a project like this, let me know
Can someone tell me how to export this with the transparency intact? Each time I export one of these I get a black square with a bit of transparency in the middle around the texture.
give rat companion pls D: i wanna be The True RatKing; with an army of a b-BILLION RATS!
Doesn't splash screen come from modded execs? Install manual does not include step to add modded ones, I though they are installed by Grok's installer, considering I saw them somewhere in installer's folders
I'll try to install them manually now, one sec
upd: Yep, seems like DXML is not installed correctly
Should I ping Grok
?
i dont know whats included in gamma
speaking strictly for my repo only
you can check if it is installed correctly when you enter to the game on the left bottom corner, it says demonized exe (sss, bas ect etc) 3.2 and something else
any artist over here? im trying to make a patch for the simplified vision ui icons and i need someone to edit the colors for me
So you're saying the gamma installer does not install the DXML modded exe?
pm
+, or at least it is not installed correctly (missing .script files it seems)
I KNEW IT. I was struggling to get a DXML script to work and I just kept thinking something else has to be wrong here...
@undone lily

but you can just install the modded exes repo just fine
i don't know what's holding you back on this
gamma uses the modified exes by demonized but further modifies them
as far as i understand at least ?
The engines modifications are here
Not yet
Dxml 2.0 too?
there is a new version ?
I was fooled by the splash screen 😅
Tt just did not occur to me that it could be not working for whatever reason
Newest version? I haven't updated the latest one I think
and author Said to delete _g script (from dxml 1.0) if you were updating to dxml 2.0
it is missing something
when I installed modded execs manually, I finally got my script executing and now have to fuck with LUA errors. but it's working at least
I think execs are fine, it is missing these
For sure it doesn’t have the dxml core stuff
it aint in MO2 either
Mainly because I don’t need it currently in the pack
then the splash screen is misleading and I (and it seems I wasnt alone) wasted 3 days for nothing
i sended you a dm
but it doesn have dxml, just not the most current version
it wasn't working at all for me, idk
The exe have dxml but the scripts aren’t there yes
ok, that will sound like I'm trying to annoy you, but I'm really just trying to understand what I'm missing
why include DXML on the splash screen if it's not working?
Cause I thought DXML addons would add the dxml scripts anyways
oh
And currently gamma isn’t using any dxml related addon
So indeed the scripts aren’t there
But the exe should be DXML compatible
i guess it's a nice incentive to maybe try and patch the existing addons into dxml
also i believe
that storylines has been dxml since a long while ago
Indeed. But honestly it’s not a big issue for gamma, I just merge XML files
Gamma set the new version of all the storylines xmls anyways
Since that’s the gamma community that improved the translation

Dxml is nice indeed
what about this mod @undone lily https://www.moddb.com/mods/stalker-anomaly/addons/old-dog-sleeves
well that's fine, it works, keep it in your modlist
THAP looks incredible. Prefer the Nosorog arm I can see vs those above
i for expample use thap haze because it looks hilariously operator-like
and i like really over the top stuff
The only thing bothering me currently with my mods is the DLTX Ultimate Backpacks not updating the weight properly. Or messing it up when I loot stuff. Constantly have to reload to get the correct weight to show up.
yeah backpack open kinda mods work very broken
not really recommended, from what i read it could corrupt your save long in the playthrough
some old dog hands look really good
specially the for the no outfit/novice outfits
some for duty too and sevas
couple of screens
Doe anyone know an answer to this?
I'm just trying to make a smaller blood stain in GIMP, I saved the file as a PNG and I have no idea how to save it as a DDS with transparency.
Oh shit. Really?
I do like the weight reduction part, but maybe I should just leave it alone and be happy with just extra weight allowance from a backpack.
What is the sec parameter that shows up in lots of scripts?
check what it's being defined as?
for all it's worth you can see a lot of variables called poop
I'm trying to understand the arguments of utils_item.get_param. I'm not sure what a 'section' is.
Thanks. I think I've got the velocity-dependent sin shields written now. Now to test!
Can anybody tell me the name of the font used for the Gamma logo? Not the gamma itself but "Grok's automated modular modpack anomaly"?
it's the modern warfare 2 logo
I knew it looked familiar... lol
if voice_no == 4 then voice_no = 3 end
umm... this somehow didn't work... wut? 
voice_no was left at 4
so is there a season change mod that works with gamma? (just tried project inverno, like the snow but its lil dark and seems only winter season constant)
???
if you mean, in game season change then no
need to modify outside game
I can't find the font for the life of me. Everywhere it says it's supposed to be BankGothic but the ' and M is different. The K as well
local results = xml_obj:query("specific_character")
if is_not_empty(results) then
local i = 1
while results[i] do
local snd_config = results[i]:findElement({name = 'snd_config'})
(...)
i = i + 1
end
end
FATAL ERROR
[error]Arguments : LUA error: d:/games/anomaly/bin/..\gamedata\scripts\modxml_test.script:115: attempt to call method 'findElement' (a nil value)
dont forget that arrays the first position is 0, not 1
not in LUA
not in lua
in that case, i can't exist outside the function
oh come on did this guy try to knowledge check without knowing what locals are?
got it, I need to call xml_obj:findElement({name = 'snd_config'}, results[i]) which is... a strange way to do it
i know that he is trying to call a variable because if you read the code makes sense that he is trying to find a value and if the value is not found to attach it and return the result, it doesnt require a genius to understand code syntax
anyone here knows how to edit and calculate the position of hud items?
Hey GET GOOD in that Winnie mod you shared a while back; where are you pulling the audio from? Like I see that it says its from the type 63 but im not sure where those files are actually located that it is pointing to
Do you know the full tree by chance?
uhhh it's the same section for the type63 audio from jsrs
and it looks like from the new dark signal audio too
check maybe weapon_sounds.ltx or the files included in it
i just copypasted the whole section to add the lever sound thing
Ya I basically just want to point it away from the type 63
which, yes i know, it's dumb and i could have done it through inheritance
ah just change the portion that isn't the lever sound
to another gun's sound
i don't even know which layer i slapped it onto
Aight that's just a mod right
it was the old gun audio mod gamma used
now it's dark signal something something
maybe idk
haven't really updated gamma in a while
Cool thanks
I appreciate it
We made a 45-70 variety and I wanna slap on some chunky audio
im not talking about weapons @random fulcrum im talking about the hud itself like the BHS system
to be more specific im talking about the ui
It is not worth the trouble. The weight decrease idea is cool, but very flawed for Slav jank. They would've been better off making it a small mobile stash rather than trying to dynamically decrease weight in a really bad way.
You end up becoming heavier than you would if you just had all the items not in your bag due to coding logic and X-Ray engine
Yeah, I am definitely falling into that trap now 😔
Hey so on some guns when you shoot there is a screen blur and shake. What is the value one needs to add/modify if they wanted to stick those effects on another weapon
just editing the cam _ stuff does not seem do do it
which makes sense
Sorry to ping you again @fathom wagon
Any chance you know the best way to remove the DLTX Ultimate Backpacks mod from my save?
Or is it a case of needing to start a new game to safely remove it?
is there a mod where we can see replacement parts conditions with a bigger font ?
the script should go in /gamedata/scripts
thank you! saving eyes
Couldn't think of a better place to ask this, but anyone know if I can get acess to the guns models of the game and maybe open them on blender for example?
yes you can


