#โ•™๐Ÿ–‡mods-making-discussion

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red crescent
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the problem is youll need to convert them from ogf to obj

nimble mango
grizzled light
red crescent
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tbh cant remember the name of the tool rn

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but i do remember theres one that can convert them from ogf to obj

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let me google it

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but iirc you can find it in moddb

nimble mango
vernal epoch
red crescent
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click on code > download as zip

nimble mango
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uhhh, thanks!!

red crescent
nimble mango
vernal epoch
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Thank you!

red crescent
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@nimble mango@vernal epoch another must read

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gl with your modding endeavours, stalker

vernal epoch
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Thats actually why I asked, cause my network keeps failing to download the 9.6gb file from there

red crescent
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well, youre out of luck

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the sdks might be uploaded somewhere else but hunting them is a pain in the ass

vernal epoch
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Yea ain't that the truth

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thanks for help tho

red crescent
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just as the modding process itself

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god bless xray

vernal epoch
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So glad the engine is called monolith, cause its the most accurate engine name ever

red crescent
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cs and soc sdks

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and how to make them work in w10

vernal epoch
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Found that page before sadly, most of the links are dead ends

fathom wagon
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Gotta start a new game. Sadly the only way

charred dragon
nimble mango
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@red crescent Fuck, I was able to open and see one file but out of nowhere this happens.

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And these files don't really have a use for me, I thought the Object file would be a OBJ. but no...

red crescent
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well, the github has documentation pages for all the options the program has and how to use them

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and theres also the issues tab which can help you in case somebody else is having the same problem as you

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cannot help you anymore since im not the one who developed the program and i didnt encounter that issue myself when using it

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youre on your own now

nimble mango
pulsar cape
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@undone lily sorry for pinging you but i have a question from the bhs system because you are the one that designed it, what file is the one that actually manages the size of the blur background in the bhs dds file?

versed wave
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Soo... I want to create a female voice acting for the player. My mom generously agreed to donate her time and voice to do that

I need help locating all voice lines that actor says. Obliviously that includes gamedata/sounds/actor but is there more?

undone lily
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In the BHS addon

dim pumice
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why doesnt my "start" button after creating the loadout work?

pulsar cape
# undone lily Itโ€™s a dds file in gamedata/textures

i mean i know it was inside the textures, i just wanted to know how to resize it in the ui of the game, i found the size location already on this file ui_custom_msgs.xml, by the way where is the file that allows to edit the status indicators?

undone lily
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Easiest is through texture edit

pulsar cape
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i was trying to resize the background because i was porting another skin and the backgound was too big and i fixed it

pulsar cape
toxic widget
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How to add animation of unjam for weapon that do not use animation?

undone lily
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About the status bars, yea itโ€™s in a xml file custom msg thing

undone lily
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Which is terribly long to do dread

toxic widget
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๐Ÿ™‚

narrow geyser
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I'm currently trying to recreate the loading screen since it bothered me that especially the GAMMA logo is so pixelated. What are the two fonts?

pulsar cape
undone lily
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Which is modified in gamma Ui/gamedata/scripts

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There are x and y coords in the script iirc

onyx zinc
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Had a question, anyone know where the like profile pictures you can choose when you make a char are at in the files?

narrow geyser
pulsar cape
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this is really stupid ๐Ÿคฃ

onyx zinc
drifting ermine
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I'm trying to mod the Wastelander so it has 3% radiation protection to at least match Duty's shitty medium armor rad resist instead of the piddly, basically non-existent 1% it has right now and so I don't suffer cognitive dissonance about the designers of a protective suit who have experience walking on foot through a radioactive industrial hellhole deciding that for their suit to be used in said radioactive industrial hellhole that "Eh, fuck it, who gives a shit about radiation anyways just like wear gas mask and not get hit in head (but make sure to armor body because body hurt bad when bullet hit, not head)?". Unfortunately, changing radiation_protection in o_explorer.ltx for it doesn't seem to do shit regardless of what value I set it at. Is radiation resistance controlled by a different file in Stalker GAMMA instead of the armor's file in the outfits folder?

red crescent
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i mean, theres no need for radiation resistance if you dont walk thru irradiated spaces

drifting ermine
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Sometimes you need to take cover instead of standing in the open and sometimes that cover is right next to or in radiated spaces. And sometimes hallway level design means moving through radiation with no alternative passage.

vernal epoch
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It's not controlled elsewhere afaik, but some suits just don't seem to hold the changes and I haven't looked into it deep enough to know why

drifting ermine
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And of course, there's the whole cognitive dissonance factor I just brought up.

red crescent
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i remember wavey made a video on how to make your own custom suits for anomaly but i have no idea if that'll work in gamma tho

vernal epoch
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You can for example, change the values on the skat9s and they stay. But the nomad suit doesn't.

red crescent
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Stalker Anomaly 1.5.1 - How to Guide - Creating a new outfit based off an existing one, modifying values, and adding to the traders' inventory.

This isn't for everybody, keep in mind as much as I tried to explain each and every little step, it is a little bit technical.

Otherwise I hope this might help someone who's interested in the process.
...

โ–ถ Play video
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see if it works for you, ive never tried it

vernal epoch
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Like I said, I haven't bothered trying to find out why, but you are at least changing the resistances in the right place given you can find where else gamma affects outfits

drifting ermine
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Even if you go "Oh, well an experienced stalker would just walk around the radiation patches", said experienced stalkers would also know any air currents could end up shifting that patch of radioactive airborne dust right into your path if you're unlucky, so going "Who gives a shit about any of that" when those same stalkers are designing a custom suit just makes my brain fart.

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Yeah, I guess it's something in the back end I can't access, maybe

vernal epoch
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It's Defs a gamma thing, cause in baseline anomaly you can edit anything directly from the outfit file

random fulcrum
ornate spade
jagged radish
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It's not mod making per day but didn't know where else was applicable, but, how would I go about making CGIM 2 compatible with gamma?

pulsar cape
jagged radish
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Oh nice okay thanks, don't worry about SSS patch or anything?

pulsar cape
jagged radish
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Oh no sgim had a patch for enhanced shaders I think

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Not sss

pulsar cape
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when you delete the shaders folders it actually removing the patch from it

jagged radish
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Ah sgim does indeed have a sss patch and beefs nvg shader included

pulsar cape
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just install the main and delete the shaders folder on it

jagged radish
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Okay ๐Ÿ‘

cerulean tide
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not sure if this is the right place to ask, but are there any existing mods which add proper storylines to the factions that don't have them? (renegades, bandit, sin, monolith, etc)
kind of sucks that some of the most interesting factions to play as don't even have any kind of main story, and the only "unique" factions are military and unisg

random fulcrum
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make one yourself

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imagine the time it took for someone to actually make a storyline for clear sky let alone a storyline for the military

drifting ermine
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I figured out what was preventing any changes to the Wastelander's rad resist in o_explorer.ltx from reflecting in-game. There's another .ltx file named mod_system_g_a_m_m_a_no_integrated_helmets_in_armors.ltx which overrides not only the protection sections of the armor's original .ltx file, but also some other parts like inventory weight and cost. This file can be found in the G.A.M.M.A. Armors no integrated helmet mod, and making modifications to the protection values in there is what shows up in-game.

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And it does this for multiple armors, such as the bandit and clear sky scientific outfits

random fulcrum
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take a wild guess why armors weigh less and have somewhat less rads protection

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given the file name

drifting ermine
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So, for any other modder who might be working with an armor that doesn't seem to reflect any changes that's being made in the associated armor file, it's probably being overwritten by that one.

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Took a bit of brute force digging in the GAMMA directory, but there's the answer.

random fulcrum
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have you used notepad++

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or really, even regular ass notepad

jagged light
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@drifting ermine I messaged you a fix for that a couple hours back. It worked in my game with with an ltx edit.

agile comet
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are mods just written in lua?

random fulcrum
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yes

red crescent
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and xml in some cases too

civic finch
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Can someone save me the chore of unpacking every anomaly damn texture. I just want a kind soul to share me the SPAS-12 textures files (specially the modernized version). I want to remove the awfull brown color on it and add some marks instead.

random fulcrum
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bruh just double click unpack all

fathom wagon
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Anyone know where I can learn how to make use of "CreateTimeEvents"? I am trying to fix Anomaly RPG's Stun Shot perk from leaving an NPC permanently unable to move once stunned. I want it to only stun them for a few seconds.

random fulcrum
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i don't believe in time events

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they are most likely the cause of busy hands

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but i don't know how else would you do this feature

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maybe check demonized's code

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he has an entire library on a lot of time event methods

fathom wagon
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Gotcha. Also, any idea of how Grok and the team calculates the damage seen on ammo types? I understand the AP stat, but where does the DMG stat come from?

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Been looking at the descriptions and the ammo's variables but don't see much of a correlation.

fair canopy
random fulcrum
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(hit_power * k_hit, 1, 1.5)

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that gives you the displayed damage

lunar nimbus
lunar nimbus
# fathom wagon Anyone know where I can learn how to make use of "CreateTimeEvents"? I am trying...
local function some_func()
  -- code to execute after 10 seconds
  return true  -- return true else function will run forever
end

local time = 10 -- irl seconds
CreateTimeEvent("random_unique_id_e", "random_unique_id_a", time, some_func)

--[[
  you can pass more arguments to the function like this:

    local function some_func(one, two)
      return true
    end

    CreateTimeEvent("e", "a", time, some_func, arg1, arg2)
--]]
#

obviously u can easily break things if u pass an object that wont exist after that time or similar xd

fathom wagon
livid hazel
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Hey, is it posible to modifie armor values ? and belt sloths etc ? i found it imposible to do in gamma ... maybe due to first person armor models ?

vernal epoch
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Anyone have some tips for easily adjusting the position of guns and ironsights

vernal epoch
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you are the actual best thank you

regal bolt
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okaycathappy haven't used it myself, but others say it is a lifesaver

agile glade
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homeslice you do not even know

regal bolt
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wasn't it like
manually editing the file and having to restart the game and spawn a new weapon to see the changes?

vernal epoch
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thats what I was doing

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T-T

jagged radish
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Anyone got tonemap extended version 6 stored anywhere? I wanna use the vanilla weather values, 7 updated for mychkino weathers

cursive gale
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Hey, i got a Question for you mod makers out there. Would it be possible to make a mod where if you ask an NPC for a Task instead of Showing the name of the Item it would show the icon for easier identification?

cold loom
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How do I turn off the new dismemberment ?

random fulcrum
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it's baked into gboobs

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check near the end of the stalkers' section of the script and comment the headshot thing out

cold loom
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Thanks okaycathappy

lapis widget
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ok, so i extracted all the .db files in the sound directory and changed the guitar tracks to exclusively 5'nizza songs, but now i'm wondering how to pack it up again and get it in the game?

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i got xrcompress but it's talking about some ltx files

random fulcrum
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make a mod folder

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check the guitar songs thing

lapis widget
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ok i already have a mod folder, what next

random fulcrum
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check the guitar songs thing

lapis widget
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what is that supposed to mean, what do i check?

random fulcrum
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the mod that adds guitar songs

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in gamma

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idk what it's called

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it's under gamma audio

lapis widget
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oh, is that modded? i thought that was default behaviour

random fulcrum
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check file structure

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it's vanilla

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that mod just adds more guitar tracks

lapis widget
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ok i found it in MO2 its called "G.A.M.M.A. More guitar tracks"

random fulcrum
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yeah structure your mod like that

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packing .db files is something of the past

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it only helps with filesize but arguably makes the game load slower

lapis widget
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ok its gamedata->sounds->music

random fulcrum
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and makes further modding harder

lapis widget
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so i do that then run the xrcompress bat file?

random fulcrum
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no brother

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use loose files

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it's healthier

lapis widget
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ok please i'm new to this

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ohhhh so i literally just replace the files in that directory?

random fulcrum
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not necesarilly

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make a new mod

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use the same file structure as the other mod

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guitar tracks stack on top of each other

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the game just adds them to the list

lapis widget
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yes, what tool do i use to make a mod though? i'm really new to this i just wanna put in new songs

lapis widget
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or will it still work

red crescent
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bruh

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just copy the folder structure

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paste inside said folder your songs

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add the mod to MO2

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enjoy the already added songs + yours

lapis widget
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ok, i will try

red crescent
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if you only want to listen to your selection of songs disable gamma more guitar tracks in MO2 and keep yours enabled

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as shrimple as that

random fulcrum
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or yourself if you use the guitar

random fulcrum
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then you're golden

vernal epoch
# random fulcrum then you're golden

Asking before I can get to my pc and check. Would artefact melter have what I need if I wanted an upgrade to need tools and a specific artefact?

random fulcrum
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i don't understand the question

vernal epoch
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When you do weapon/armor upgrades, it tells you that you need expert tools + prior upgrades. If I want an upgrade to require expert tools +prior upgrade +goldfish artefact, where would I look to see how it's written

random fulcrum
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no idea honestly

vernal epoch
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Fair

agile glade
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Could look there

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But thats crafting not upgrading so idk

pulsar cape
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i have a question for the experienced modders here, anyone here knows where is a guide to edit the ui elements and how to work with them, for example i want to know how the xml files know the position of elements inside the .dds files

tender yarrow
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Why can we only process alt-ctrl-shift keys in on-key-pressed cb when inventory is opened?
(while direct checking with key_state works ok)

toxic widget
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How to convert anm files to ltx?

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Need to shorten an animation

random fulcrum
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those two file extensions have nothing to do with each other

pastel sage
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Mod Idea: Any chance to get a Fetal position button while proned for when ex: im getting rekted by a Controller in Great Swamps

toxic widget
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Ok

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How to edit animation

random fulcrum
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no idea

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but the .anm files are camera movement animations

toxic widget
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I need to modify anm file to shorten animation, so how i can do it

gray crescent
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dude if that monster hunter addon worked with gamma...

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๐Ÿคค

pulsar cape
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what addon? @gray crescent

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@undone lily sorry for ping, i sended you a dm, please answer when you have time

fathom wagon
pulsar cape
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actually i can try to make an adaptation for it but some of the stuff from it

fathom wagon
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It is a .lua based mod. Makes Anomaly a looter-shooter and is compatible with weapon mods. However, the biggest culprit of non-compat. with GAMMA from what I've seen is Better Stat Bars.

pulsar cape
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from example the monsters level ranks

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could be something interesting to see, though

fathom wagon
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The items having "loot smoke" over them is super cool and a crazy thing to get working in STALKER

random fulcrum
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better stat bars isn't even rooted into gamma like other mods such as gboobs

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it's just a qol ui tweak

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you can just disable it

fathom wagon
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You'd have to mess with a file in GAMMA Keybind Fixes as well as it also includes the same script file that monkeypatches the stats display.

random fulcrum
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wew file structure is something else here

fathom wagon
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So got it to work but it does mess up any item tooltips

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Yeah I wouldn't recommended it. Only use it for a separate Anomaly install or a separate mod order

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Gotta load it high above anything else to get it to not mess with a lot in GAMMA. Even at that point, it is still not very consistent.

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Still a really cool idea. Crazy to think he made it in 3 weeks.

random fulcrum
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i guess we could go about making a compat patch?

pulsar cape
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i mean

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we actually dont need everything from it

random fulcrum
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i built a SUPER modder friendly framework around gboobs and the abd

pulsar cape
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we can take some of the stuff and import them on gamma

random fulcrum
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so everything should be just monkeypatching

pulsar cape
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so we can make gamma more immersive than what it is

random fulcrum
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buzzword

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scram

pulsar cape
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why you have to be so intense bro?

fathom wagon
random fulcrum
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oh but it's such a nice concept

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if the thing gets added to gamma

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EVENTUALLY (IF)

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i'll work on a full compat patch

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i'm a sucker for looter shooters

fathom wagon
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You could try to load it at the very bottom of your load order, but it will mess with a lot of configs.

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One thing to note is that it will despawn nearly everyone as it will start to randomly generate enemies. Seems to be how the mod reworks the spawning system.

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Maybe isolating the loot generation aspect would be the best direction if you solely want the armor and weapons to have various qualities..

cerulean tide
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hoping to get into modding myself, was gonna start off with something simple by making an ammo type

ancient pecan
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Are things such as animation speed and total animation time for weapons purely controlled by the animation files or are there config files that can adjust these without making changes to the animations themselves?

random fulcrum
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they can be adjusted via ltx

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see the hud section of your weapon

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there's this number next to each animation (sometimes at least)

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that number is the speed of the animation

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it seems that it caps at like 2

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keep in mind sounds will not be synced

ancient pecan
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ok thank you! I will take a look later when I have some time. I want to see if I can just make some of the really long draw/stow weapon animations at least faster so I don't die every time I want to pull out a gun and my char can't find the safety

jagged radish
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Has anyone got the configs.db0 unpacked?

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We may still have Strafe aiming hidden in there

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And now all the anim breaks are fixed it would be fucking badass

random fulcrum
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define strafe aim

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oh it's there

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but i still don't quite get it

jagged radish
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Shit son

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Okay, enable it, go in game, ads and move

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Damn I know there's a way of getting the gun walk anim to play ads, aI got it working before

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This is gonna do my head in now

random fulcrum
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like

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does this mean you can move at jog speed while aiming?

jagged radish
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No, you know how the weapon bobs when you're walking in your hand, like the actual animation loop

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It plays the idle movement animation loop while ads

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Somehow, I've toggled the strafe_aim_enabled and got the strafe inertia working

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But not the anim loop

onyx zinc
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Still looking for the icons you can choose at the start of the game for your character if anyone knows where those are in the files, surprisingly difficult to locate, like the different armor selfies

pulsar cape
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file is called new game loadouts

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you can look for it on the mo2 filetree search

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or you can just simply look for the mod called gamma starting loadouts

jagged radish
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Here, the animation blending for ads and movement, that

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It's toggleable

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But I forgot how

random fulcrum
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ohhhhhhhhhhhhhhh that

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i had this enabled in another anomaly instance i had but heh i don't remember how either

jagged radish
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Fuck, I need to know

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It's doing my head in, I know it's a console command

onyx zinc
north wigeon
#

Quick question: Why does it seem most people hate Aggressor Reshade? Does it really look that bad?

regal bolt
north wigeon
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@regal bolt Blue?

regal bolt
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its painfully blue

north wigeon
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Care to elaborate? PepeHappy

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ah, like tint?

regal bolt
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You know the original Deus Ex Human Revolution (the not directors cut one, thats grey)? Imagine the orange replaced with blue.

north wigeon
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I'm asking because I really can't tell from vids I've seen of it and didn't realize it was widely hated until recently....I liked Deus Ex HR kekcry

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I'll check it out I guess for my next playthrough but now my hopes aint so high lolk

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lol

regal bolt
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I liked it as well but on a technical level, visually HR is actually a nightmare. Theres the orange filter, the orange tint theyve added to the textures, and a secondary orange tint on top of that, plus a filter for the lighting thats orange iirc?

north wigeon
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Yeah, I misread the part you said about the orange filter. It deff had that although I felt like it added to the general art style. I totally get why peeps would dislike it. It's weird though because they based it off Tarkov and I feel like tarkov doesn't really have a blue tint. Idk maybe I've just gotten used to it over the years (forgot I do use post settings in that game too so makes sense)

regal bolt
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i think its just an issue with reshade maybe, plus ive also heard the sky is fixed now so maybe its less blue and your eyes will live

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only one way to find out

north wigeon
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haha true, wanted to go full Tarky for my next playthrough as a merc. Thanks for the input!

cold loom
peak lake
#

Has anyone made a small mod to bring back trading with random stalkers? I assume it was removed so you can't buy guns off them or something, but it'd be nice to be able to barter a little or dump some stuff without having to run back to base

north wigeon
peak lake
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Which one is it?

agile glade
north wigeon
#

Hey bois, is anyone else having a bug when trying to level transition to the Sarcophagus or Control Room in NPP? After a quick search in Discord it seems I'm not the only one but I want to know how widespread it is before I make a post. Anyone on the newest update have or not have this issue?

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The only fix for the control room seems to be by entering the transition area while in low crouch

agile glade
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What bug?

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like what happens?

north wigeon
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@agile glade The level transition doesnt happen. The loading screen pops up but it then just spits you back out where you were at NPP

agile glade
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Huh

north wigeon
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So far, its been the entrance to the Sarcophagus and the control room. Like I said, low crouching will allow you into the control room (crashed shortly after anyway tho lol) but that doesn't work on the sarcophagus entrance. I've disabled level transitions mod and it still occurs.

agile glade
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But ya thats strange

north wigeon
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I did, but honestly there really hasn't been many folks in there lately that know how to help for really any new issues or things not specified in the other discord channels. I wanted to see how widespread it was first before making a bugs/suggestions post

thorn stratus
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any particles guru here?

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is there a way to dump the properties of an effect so that I can add it to another particles.xr file?

jagged radish
cold loom
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i think it was toggle-able in 1.5.1 somewhere in the settings but got removed from settings menu in 1.5.2

jagged radish
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Yeah just console command now

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Should still work

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Could you test it for me if you're in game?

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At work at the moment but can't wait to find out ๐Ÿ˜‚

random fulcrum
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also there are two entrances to that map

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one of them is a TINY hallway that almost always spits you back

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but getting kicked out of the level via the main entrance sounds like maybe strelok and co are pushing you

grizzled light
thorny sluice
#

I want to make visual changes to in-game armor but am unable to find the 'gamedata>configs>items>outfits' folder, Someone mentioned somthing abbout having to unpack a ltx file to mke the changes however i can't find the unpacker tool that they mentioned.

Where can i find this unpacker tool and how do i repack my changes back into a ltx file once im done?

red crescent
#

perhaps give it a lil more "hit stop" for when he inserts the mag to the end? kinda like a confirmation that it is properly inserted

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everything else is gucci

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but very subtle

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id say 5 frames, perhaps (out of 60 if you doing your animation for that target framerate)

random fulcrum
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not unpacker_all

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just unpacker

random fulcrum
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animations can't go over 30fps iirc

red crescent
#

yea and some wavedash and shinewave

thorny sluice
# random fulcrum just unpacker

Thanks for your response! ๐Ÿ˜€
I've run the unpack.bat but cannot find the gamedata>configs>items>outfits.... ๐Ÿค”

red crescent
#

or even at twice the speed

red crescent
#

๐Ÿ‘€

thorny sluice
#

Ignore my last message im blind.....

thorny sluice
# random fulcrum tools\unpacked\

Thank you again for your help so far.

I've made my changes to the unpacked folder, How do i make these changes stick? Do i need to repackage the unpacked folder or do i just move the changed files into where they would be located in the Anomaly folder?

The file in question is the 'o_nosorog.ltx' from ':\Anomaly\tools_unpacked\configs\items\outfits'

random fulcrum
#

no, that folder just has the vanilla anomaly files

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unpacked

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it's up to you to add them to an actual mod folder

thorny sluice
main birch
#

Hey guys, I have a little experience with Fallout 4 modding. I used to make some light edits to rebalance the game according to my taste, I want to do the same with STALKER. Is there a starter guide? What tools are used to edit game files?

random fulcrum
#

read the last like 10 messages

jagged radish
#

I could do with some peoples opinions on my new little mod if anyone wants to test it

fluid idol
#

I'm excited to try it later verynice

wild swallow
#

so i guess this is the best place to ask. is there any way without making new mods, but like editing the xml files, to increase a traders stock of a specific item? like making barkeep sell me 10 bottles of water at a time instead of 2 or the scientists sell 2+ artifact melters? i tried to edit the numbers in the traders word documents, but without success.

fluid idol
#

I believe you'd have to wait for their stock to refresh for changes there to take effect

raw prawn
#

Heya, i want to reduce standard NATO ammo for the duty trader. anyone know where trader prices are stored?

#

reduce the price*

#

cant find it in the economy mod

cerulean tide
raw prawn
#

found it

#

i added standard 5.56 and 7.62 to duty trader level 4

#

cant be arsed to grind my way up clear sky relations and traveling all that way

cerulean tide
#

are you not friendly with freedom?

raw prawn
#

nope, i started with duty. they are hostile with freedom and merc

regal bolt
#

kinda shot yourself in the foot there then
then again, I personally keep my 5.56 reserves high just from shooting Mercs in Wild Territory

cerulean tide
#

yeah, only reason to go duty is if you want to use WP weapons and ammo

#

aside from that playing them is like the exact same as every other faction except you have some different enemies and tasks

teal pier
#

EOTS-62 Description states that it has Target Detection functionality, doesn't work afaik though. Don't know if requests is chill (can totally understand). Would love if someone could give this that functionality though, if its possible.

random fulcrum
#

someone made this work a looooong ass time ago

#

but it required the full upgrades mod

#

that one that lets you install the dual upgrades

pulsar cape
#

anyone here knows what mod is the one that select this icons in ui_icon_equipment.dds ?

sullen dew
golden ravine
#

Is there any addon that adds more outfits into Gamma?

fair canopy
#

You could try adding exo ceva but you'll probably need to reinstall a few things to get it fully working

random fulcrum
#

exoseva is kinda redundant tho since in gamma you can use exosuit/space

#

which was the main thing about exoseva

#

all the mods i've seen that add outfits just add more combinations with already existing items

#

like, skat/m50

cursive pulsar
#

Just a +1 here. This worked flawlessly. Grabbed stalker_greh_leader.ogf, copied it, renamed to the missing file and it's working A-okay now. Thanks for your help (in the past)

twin swift
#

is there a way to modify the Haruka skill system to remove the skill cap

vernal epoch
twin swift
#

ah yes I found it

#

thanks

fathom wagon
# twin swift ah yes I found it

That version has it to where you are neutered until hitting Rank 30 on all skills. After that, you starting seeing small gains. But leveling up is super slow in that one for sure. If you simply want to increase the level cap of skills, search for skill_haruka.ltx and you can change the level caps there. I would advise looking at the bonus increments as well to make sure you don't make yourself too overpowered by simply increasing the cap with GAMMA's default values.

whole glen
#

Anyone know where i can find SDK for Anomaly? Default SDK from CoP doesn't work correctly with anomaly

lapis hinge
#

May I ask how does Warfare play with Gamma? Is it a good experience or does it fuck everything up?

lapis hinge
#

Oh ok. I imagined. I just wanted my boys to keep Cordon after I raid every single bandit village every day xD

velvet sand
#

Is there a mod that adds more variety to sellable loot?. Like there is only 3 atm, jewelry box,deck of cards and watch. Stalker anomaly set in 2018, there should be many technological items around like computer parts,phones etc... but only thing we find is some old watch and jewelery box lol

drifting hearth
cinder ivy
#

from the same guy im pretty sure, look up his messages

shy oriole
#

is there a mod for gamma that enables upgrades to be installed simultaneously?

#

you still need tools and everything but the upgrades do not conflict with each other

cinder ivy
shy oriole
#

thanks

#

well It's outdated

cinder ivy
#

Is it? I'm still using it even in my playthrough

random fulcrum
#

not like this question belongs to this channel

#

but it doesn't screw up anything at all

teal pier
dull nimbus
#

Anyone knows how the npc_loadouts files work? I'm trying to edit it so some guns become rarer but I've no idea what any of these values mean

pulsar cape
#

anyone knows why there are weapons that have silencers avalaible and when you try to equip them it doesnt work, how to fix that?

sullen dew
# dull nimbus Anyone knows how the npc_loadouts files work? I'm trying to edit it so some guns...

it's a mess, there's a tutorial script for anomaly in the basegame files, but they seem outdated. loot table weighting for weapons seem to be reliant on the npcs rank and just random in what it picks from the loadout. only specific chance categories you see next to the weapon is the possibility of having a scope or silencer attachment from my understanding. usually items higher on the lines (lower in the document) are less common, but i only see actual percentages listed like :30 or :50 for misc items or specific stuff. afaik :0 means it's all RNG within the rank loadout pool.

#

this is only my layman's understanding of it so don't take it as legit. there's usually more going on within the system.ltx scripts that mount the mods to anomaly itself.

dull nimbus
#

I found this after unpacking the db files

#

e.g: wpn_gsh18_custom:0:0 will spawn with no attachment, default ammo

#

not sure why grok's files has guns repeated

#

I suppose 6 points to ap or hp ammo

#

to my understanding you can add an extra variable wpn_ak105_sp:0:0:[0-100]

#

the number being the chance that that gun is picked

#

so wpn_ak105_sp:0:0:5 would spawn an ak105 with no attachment, default ammo, 5% chance

#

Ohh, I understand the repetition now, I think

sullen dew
#

my guess is those are weapons replaced by others through the mod pack (like the augs)

dull nimbus
#

if no chance is inputted, it will go through the list and pick one

#

I guess not having chance in there gives more granularity to what gun is picked

#

so you can specifiy how many guns come with ap/hp ammo

sullen dew
#

ohh right that too, yeah. might also be for grenade launcher as well

dull nimbus
#

yeah

#

it's easier to just add a line for each gun to give it a chance to spawn than to add a bunch of variables

#

as each repetition will give it a chance in the pool

#

that's why grok is repeating the lines

#

so to make guns rarer, you can add more of the other items on the pool

#

or just remove it from the stalker ranks you want

random fulcrum
dull nimbus
sullen dew
#

the deagle was just made rarer, my assumption is that exactly happened. i believe certain loadouts like mono_experienced or veteran had chances for deagles but that's probably gone.

random fulcrum
#

check the github changes maybe?

sullen dew
#

im also now curious about how this script works with things like the old ammo alongside the different types. grok of course made it so it auto converts to standard in player inventory but would it be added lines for the weapon to get old ammo? or is it just another variable in a different table of what ammunition is put into the gun when a stalker spawns or is looted?

random fulcrum
#

what?

#

you mean the ammo type selected in loadouts?

#

number represents the slot they use in the weapon's definition

#

like ammo 4 would be ap for x51 guns

#

because there's fmj, fmj_bad and fmj_verybad

sullen dew
#

like, is there another part of the script that weights old ammo vs new ammo? or is it just random whether it's old or new ammo of the type yiu choose

undone lily
dull nimbus
undone lily
#

also, chance doesn't change attachment value

dull nimbus
#

I see it now, thank you. I'll make a mod to make some guns even rarer now. Too many tacticool AKs in my neighborhood making the game too easy

jagged radish
#

Odd question, but is there some kind of spreadsheet with a list of weapons and their categories?

#

Theres a part of me that wants to go balls out with this weapon inertia thing, if I have an organised base to work from it's somewhat possible to get it done in a timely manner

random fulcrum
#

the debug menu

jagged radish
#

But, is there a paper version? I don't wanna have to boot the game up every time i want to check a weapon type

#

It's a lot of ltx diving

#

Well I say paper.. I mean document/spreadsheet

#

Plus how do I get to that debug world so I don't have to dick around in game?

jagged radish
#

Ah okay that's useful

#

I don't necessarily need to go through every single gun to change the sway values, so that cuts some time, just find one decent set of values per category

#

Problem is, I'm gonna have to make it dltx tho cos I'm sure there's a fair few other mods changing the weapon lrx files

random fulcrum
#

why would using dltx be a problem

#

if anything it would be based

#

fuck overwriting

jagged radish
#

I don't know how to use it

random fulcrum
#

gamedata\configs\

#

mod_system_yourmod.ltx

#

inside that you

#

![wpn_gauss]

#

that ! thing tells the engine you're overriding that definition

#

say you want the gauss to have 2 bullets

#

all that's needed to be in the file is

#
![wpn_gauss]
ammo_mag_size = 2
#

and that's it

jagged radish
#

that sounds simple as fuck

random fulcrum
#

it is

jagged radish
#

hmm

#

with the
strafe_hud_offset_rot_16x9

strafe_aim_hud_offset_rot_16x9
comments, I take it if I add this in the weapon ltx, will the global value be added on top? or be overwritten?

mellow sorrel
#

in what file can I find file names for weapons in game? sorry if this is the wrong place to ask this

random fulcrum
#

is this in hud_base?

kindred tiger
random fulcrum
#

yes, if you do dltx on [hud_base]

#

every class that inherits from it will inherit the values you added in the dltx

#

obviously given they aren't being overwritten

jagged radish
#

so, I put the set of values in here for example [wpn_gauss_hud]:hud_base

#

then that weapon just inherits those values, overwites global settings in user.ltx

random fulcrum
#

all hud classes inherit from hud_base already

jagged radish
#

how would I set different classes for different values then?

random fulcrum
#

wdym

#

dltx > class > inherited class

#

hud_base sets up defaults

#

wpn_gauss_hud sets up values for that class only

#

and you dltx on top of that

jagged radish
#

so the gauss being a heavy weapon, any other heavy weapon I put in it's hud base will inherit its values

#

then say I want the ak74 to have a different set of values on that same perameter, I just edit the hud base of said weapon

random fulcrum
#

gauss is a sniper

jagged radish
#

so I just need to pick one weapon of each class and set the values in each of them?

random fulcrum
#

check the kind value

#

in the weapon's definition

#

which match with how they're grouped in debug

#

melee/pistol/shotgun/smg/rifle/sniper/explosive

jagged radish
#

ah gotcha, makes sense

#

so add values to one different weapon per kind

random fulcrum
#

i'm confused now

jagged radish
#

right

#

[wpn_gauss_hud]:hud_base
trafe_hud_offset_rot_16x =
strafe_aim_hud_offset_rot_16x9=

strafe_hud_offset_rot_16x9=
strafe_aim_hud_offset_rot_16x9

random fulcrum
#

doing that would affect the gauss only

jagged radish
#

not the class its in

random fulcrum
#

but in the context of dltx, you don't need to setup inheritance

jagged radish
#

how would I set it up per class

random fulcrum
#

it should only be ![wpn_gauss_hud]

#

you can't

#

you have to do it by hand

jagged radish
#

oh

#

bollucks

#

thats what I was hoping to avoid

random fulcrum
#

well you could update just the guns that spawn in gamma

jagged radish
#

thats true, but seems like a cool thing to just limit to gamma

random fulcrum
#

i mean if you want to do it for anomaly then you'd still have to do all the other weapon mods

#

like, patch bas

#

patch misc/simple wp

#

the taz merge

#

cwwp eventually

jagged radish
#

the only weapons that spawn in gamma are in the debug right?

random fulcrum
#

no, debug lists everything in the game

#

check the mods folder

#

where mo2 is located

#

inside there's good_guns.txt

#

idk if any guns have been added or removed since that list was created

#

besides the thompson

jagged radish
#

okay, hmm, I might just leave the global values as is for now and see how well it's adopted

#

look what I still have haha

obsidian void
#

Is anyone aware of a list of all the traders with their engine names? For example, Sidorovich is called "esc_2_12_stalker_trader". I would REALLY prefer not to go in the game and have to look at every trader in debug to figure this out

golden ravine
#

Is there any mod that lets you play as a female character?

random fulcrum
#

there are some, but most of them don't include hands models

#

nor do they include a respective voiced actor patch

#

there was this guy a few moons back that said he got his mom to do voice for the game

#

but he kinda vanished after that

golden ravine
#

lol

#

I saw one of these mods for Anomaly 1.5.1 but I can't check it out atm because moddb thinks I'm a bot.

past apex
#

How do I generate ammo in magazines? any mods for that?

inner rose
#

Can dltx change what a section inherits from?

regal bolt
#

Hey I was trying to edit the accuracy on a shotgun and was wondering which lines of code to edit in the ltx file, Lmk if you know.

stray stag
#

Any information on this perhaps?
The mod im trying to improve is https://www.moddb.com/mods/stalker-anomaly/addons/playable-third-person-camera-ptp-camera/page/2#comments

However the kcam switch while scoped in results in invisible weapon and arms. Not quite sure why but as mentioned it happened between anomaly versions.

Mod DB

Now you can look at the game from a different angle! / ะ’ะทะณะปัะฝะธั‚ะต ะฝะฐ ะธะณั€ัƒ ะฟะพะด ะดั€ัƒะณะธะผ ัƒะณะปะพะผ!

still meteor
#

going to third person and first person makes weapon/arms invisible

#

you can still shoot ofc, but cant see them

austere mesa
stray stag
still meteor
inner rose
#

Has the mulit-hit fix been implemented? If not is there a place I can find it?

random fulcrum
#

it's not implemented and it's not currently available either

#

i don't know why it keeps on being delayed

#

but i guess the more time it gets delayed the more crap i can get in it

#

and fix

regal bolt
#

anyone know off the top of their heads where to find the files for mutant pelts?

random fulcrum
regal bolt
# random fulcrum configs\items\items\items_monster.ltx

thank you, going to look into maybe making a mod that buffs rupture resistances so pelts can have more use mid/late game like the armour plate inserts do. I had a run where i was locked to mostly light armour sets and I think itd be neat to just extend their usefulness a bit more, coming from about 12 in-game (almost no sleep) days worth of gameplay/testing

random fulcrum
#

based, pelts are absolutely useless now

#

imo they should be ALMOST at t1 arti level

regal bolt
#

ill probably have to do a lot of testing, my first thought going into this is "Just scale them based on how hard mutants are to kill relative to plate upgrade %"

#

may not turn out how i like, so ill just keep poking at it until im satisfied

#

also pelts degrade where as plates do not, so that also has to factor in to balance

random fulcrum
#

pelts do not degrade

regal bolt
random fulcrum
#

must be because they spawn at random condition

#

but they don't degrade

#

nor you can repair them

regal bolt
#

that will be fun to balance, having to leave upgrades down to luck if stats change according to condition

plush olive
#

Hi i would like to ask a question how do i Increase Ammo Piercing? I check the config folder on Ballistic Overhaul but can't find any

fathom wagon
#

It is on an ammunition basis. You'd have to change the k_ap value of each ammunition in the ammo config files if you are trying to increase AP

#

Not to mention fixing the descriptions of the ammo to match the new AP values

plush olive
fathom wagon
#

You could TECHNICALLY hard code a multiplier in the damage calculations to try and force higher AP across the board, but that would make almost every weapon type good against armored targets.

#

Any reason you want higher AP?

plush olive
#

Well Theres this clear sky that took 10 20x70 in the head until i realize it got no Armor penetration i do not have the stuff yet to fully fix my other guns

regal bolt
plush olive
fathom wagon
#

Also if you overpenetrate an enemy with too much AP, you might end up doing reduced damage overall.

undone lily
#

Curious what you gonna do with this

fathom wagon
#

So I went ahead and threw out my patched version of the latest WPO version. Selling (WORKING) weapons was cool and all, and having mechanics clean non-broken parts when repairing guns was nice. But, its weapon parts condition generation was consistently bad. Even trying the other options didn't produce nice results.

fluid idol
#

@strong pasture Sorry to ping you here, but I think the newest version of Autumn Redux has an INVERNO texture in for concrete.

strong pasture
fluid idol
#

didn't realize how widespread a single texture could be.

#

might be more than one, building walls are slightly different but also icy.

strong pasture
fluid idol
#

Gotcha okaycathappy
Sounds great

strong pasture
#

there will be a separate page on moddb, like project inverno, have

ocean pecan
#

oh hell yeah, stalker uses LUA as its scripting language and a C based language for config data

#

is there a stalker mod making client like fallout's G.E.C.K.?

regal bolt
#

only some specific tools for specific purposes
and a pile of suffering

ocean pecan
#

based

jagged radish
#

apparently mags redux and my aim tweaks arent compatible, but I can't see where.

#

it doesn't seem to touch the deine.ltx file

#

am I missing something?

austere mesa
jagged radish
#

@undone lily do you have an up to date list of the weapons currently in gamma? Also how did you fix the mags redux compatibility?

odd pawn
#

Hi all. I'm looking at the game file structure and trying to figure out how I can add a new unique item to the game. As a test I've tried to duplicate the "![picture_woman]:tch_junk" definition and all that follows it with simply adding new definition of "![picture_woman2"]:tch_junk". I don't know how to spawn "picture_woman2" item and if what I am doing would be valid.

random fulcrum
#

check debug if the item exists

#

you need to add the item to loot tables for it to be able to spawn

jagged radish
#

preparing...

#

I hope this list is correct kekcry

random fulcrum
#

i mean it seems correct to this day

#

maybe ask grok

odd pawn
# random fulcrum check debug if the item exists

Thank you. I tried and failed. In the debug menu I looked in Items (Misc) Picture of the Loved One sits but there is only picture_women there and not any additional picture_women2. I also set it to spawn 100% of the time on a dead npc and it didn't spawn.

random fulcrum
#

oh i know

odd pawn
#

I mean to add an item does it just need an ![id] :category and placed in an ltx?

random fulcrum
#

you put ! behind the class?

odd pawn
#

Yeah I don't know the syntax

jagged radish
#

Ive thrown the question his way

#

if not it's only a couple of weapons to add

random fulcrum
#

you're telling the game you're overriding an existing class

#

delete that !

#

and instead of inheriting from tch_junk

#

inherit from picture_woman

#

so that you have a clone

#

and edit from there on

odd pawn
#

so [myNewItem]:picture_woman ?

random fulcrum
#

yeah mynewitem

odd pawn
#

Thank you I will try

#

Thank you that did the trick ๐Ÿ™‚

jagged radish
#

it's okay having annotations like this in the ltx dor dltx right?

tender yarrow
#

self.object returns me a 'function value' instead of a normal obj after monkey-patching over binder-ed type. Does anyone know what might be the cause?
upd: it was yet another one embarrassing typo ._.

random fulcrum
#

using - will crash the game

jagged radish
#

ah okay, nice one

jagged radish
#

Why the hell does the debug world keep spawning me into the swamp?!

teal pier
#

its a map transition

jagged radish
#

Oh, that's annoying lol

jagged radish
#

does dltx only work if you're changing values from default? I'm not sure adding new values like this is working

random fulcrum
#

yes it works

jagged radish
#

right, I think I've figured out why it ain't working, I need to be putting [wpn_mp443_hud]

#

is that where I was going wrong?

random fulcrum
#

yes

#

_hud are the hud classes

jagged radish
#

right, I knew something wasn't right

#

it'll still point it towards the correct ltx right? or do I need to put

[wpn_mp443]
[wpn_mp443_hud]

#

like one after the other

random fulcrum
#

no, just the hud

jagged radish
#

gotcha, got it working

#

before and after

#

quite happy with the results

#

nice and tight handling for pistols

jagged radish
#

Anyone think I should make the ads sway a little looser? Or is this good?

random fulcrum
#

i don't know it seems good to me at least

jagged radish
#

Yeah, trying to make it more responsive feeling cos it's pistols, but at the same time don't want it too stiff

worthy frost
#

Has anyone noticed in G.A.M.M.A. Better Merc Voices that there are so many great dialogues we never hear in game?

#

Anyone know why this is?

red crescent
#

play as merc and youll hear them

hexed forge
#

Out of curiosity, has anybody experimented with adding a weapon's animations onto another weapon? Specifically, the Howa's tactical sprint?

random fulcrum
#

just swap the names

#

now wether it behaves correctly or not depends on how the model is rigged

#

what the fuck is a tactical sprint

fluid idol
#

Gun held up more vertically like in CoD, probably

hexed forge
#

I have no idea what you mean by "swap the names". The tactical sprint is like COD:MW's sprint where the character points the barrel into the sky and swings the offhand like a regular empty-handed sprint, if that makes sense.

#

I was just kind of curious because I noticed a couple things about the Howa.
You know how when you lower most weapons and sprint, they are back up and ready when you're done sprinting? I do not like this. LOL
But the Howa doesn't do this. When you sprint with the gun lowered, it looks like the normal sprint. Sprinting with the gun up does the tactical sprint. And you can switch between these on the fly mid-sprint with the 'lower weapon' key without interrupting momentum. Kinda slick, and I'm wondering how to add it to the Hera.

random fulcrum
#

i don't get the point

#

disable lowersprintanimation

#

mod 41

hexed forge
#

You don't need to get the point. ๐Ÿ˜‰
Will disabling that mod switch it for ALL guns though?

random fulcrum
#

what do you think

hexed forge
#

That's what I figured, and kinda what I was hoping to avoid. Tactical sprint with a PKM or a Barrett would just look strange.
But if the Howa is the only gun that has it with lowersprintanimation on, there's gotta be a way to add it to other specific guns.

random fulcrum
#

holy shit lmfao

hexed forge
#

Don't like it, don't answer. I'm only asking here because if I can find out how to do it, I want to.

#

I'm not looking for a hand-holding tutorial, just a point in the right direction.

teal pier
austere mesa
#

Any of you know how spawn_item(section, position, level_vertex_id, parent_id, bool return_item) works?
I'm trying to spawn a bolt, but I have no clue what tf a "section" is or what the parent_id is supposed to be

teal pier
#

You would need to use blender to edit the gun animation, onto every other gun (which isn't impossible because they all mostly use the same skeleton).

#

The real challenge I imagine, is having to edit the hand animation. The howa grip isn't the same as every other guns grip, so you bet your ass that thing is going to clip like crazy through the hands, and you're gonna have to tweak it to even make it look even remotely ok.

hexed forge
#

I kind of understand Momo's reaction now, after a little experimentation. Mod 41 doesn't actually make every gun a tactical sprint like I was assuming before I had even looked at that mod. Lol.

hexed forge
teal pier
#

Find the Howas LTX, and you can see what the names of the animations actually are.

#

They might be thrown in one of the animation OMF files. You'll have to unpack them and find it yourself. Probably something M4 related, idk.

random fulcrum
#

parent_id is an enigma, maybe try pointing to the id of the owner?

#

like db.actor:id()

#

it should work?

austere mesa
#

I guess, I'll try it

teal pier
hexed forge
teal pier
#

time for my question clueless

#

How do I get keys to work for DIK. I'm trying to change the bind that Full Stat Bars and Drop item use, to anything other than the command keys, but it doesn't work.

#

I'm even getting the bug (fps drop) with Full Stat Bars changed to C, but it doesn't show the full stats when I hover over anything.

teal pier
hexed forge
hexed forge
random fulcrum
#

i honestly can't believe it doesn't look broken

#

the empty one will 100% be broken

teal pier
#

tf

#

what it look like on an AK tho

random fulcrum
#

idk diy

teal pier
#

perhaps got lucky and who did the anims put them all at 0,0,0

#

But I already know it ain't like that

random fulcrum
#

anims aren't governed by offsets in the ltx

teal pier
#

no

#

I mean when they were made

#

in whatever program

random fulcrum
#

it's more about the bones

teal pier
#

Its why I dropped transplanting animations. cause the origin was wildly different animation to animation.

#

which made lining them up to not jump in position, a massive pain in the ass.

hexed forge
#

For real though, you just saved me potentially hours of over-curiosity. I wouldn't have actually changed anything if I wasn't 100% sure it would work, but still, I wouldn't have even thought to look into scripts. Thank you.

random fulcrum
#

come on that 500kb thing doesn't even touch scripts

#

it's that "name swap" thing i mentioned

hexed forge
#

<-- stoopid button clicker. Lol

austere mesa
#

Welp, using the actor ID doesn't crash, but I have no idea where the hell my bolt spawned RW360thinknoscope

random fulcrum
#

could've been worse

#

maybe try logging the position of the thrower and the position of the bolt?

#

to figure out what's going on

hexed forge
#

Hey Momo, would you be super pissed at me if I asked you how to find exactly what name to swap for that? My curiosity on the possibilities of this is spiraling. Lol

austere mesa
random fulcrum
hexed forge
#

Then I won't ask. LMAO

random fulcrum
#

check under the hud class for anm_idle_sprint and anm_idle_sprint_idle

#

replace those values with the ones from the gun you want to export the anims from

#

and that's that

hexed forge
#

I'm apparently not understanding what you mean by hud class or how to find it for specific weapons. I'm searching the entirety of my install folder at this point and I'm clueless. Guess I'm just too new to this.

random fulcrum
#

the _hud things

#

see the weapon's ltx

#

say, the gauss

#

you check w_gauss.ltx

#

you see in the file there's [wpn_gauss] and [wpn_gauss_hud]

hexed forge
#

That's what I thought, but all I'm seeing are OGF files.

random fulcrum
#

you're not looking where you should be

#

go into configs

hexed forge
#

The entire install folder???

random fulcrum
#

not into meshes

#

like, gamedata\configs\

#

and then depending on if the mod is dltx or not, gamedata\configs\items\weapons or just gamedata\configs\

#

the example i posted about the hera is dltx

#

that's another, separate, but really small can of worms

hexed forge
#

Wait wait wait wait... I need to use the unpacker, don't I...
I thought I already had, but apparently only did it for outfits.

random fulcrum
#

the unpacker unpacks everything

#

text, that is

#

unless you used the unpacker_all

#

go into unpacked\configs\items\

hexed forge
#

Alright, I feel even dumber than before, but less confused. I think I got it now. Everything is unpacked, but I had only moved Outfits into Anomaly's gamedata. LMAO

#

And I moved all of the Unpacked folder elsewhere.

hexed forge
#

Nope. Still lost. And giving up.
I got what I wanted from the Hera, that's good enough for me for now.
I'm going to bed. Thank you for all your help with everything though.

severe vault
#

Not really sure where to post this but is there a way I can rip some Icons from the game easily? I'm specifically looking for Artefacts and devices (and accompanying materials) so that I can make some documentation for the game. I would rather not just a screen grab if possible

severe vault
#

my assumption is that it will be tied up in the db files but I have tried opening them with SQLite but it refuses to recognise the .db files as a database

old lintel
#

https://youtu.be/IvqrlgKuowE would this even be possible in this engine?

Get up to 25% Off Pulseway's IT Management Software atย https://lmg.gg/PulsewayLTT

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What if you didnโ€™t need the best frame rate to reduce input latency? What if your displayโ€™s refresh rate was enough all on its own? With Async reprojection, anythin...

โ–ถ Play video
umbral harness
#

While doing some experimentation with the XML language files and Powershell I came across this error " Error: "An XML comment cannot contain '--', and '-' cannot be the last character.". Some of the modded files contain incorrectly formatted comments. I'll have to run a regex replace to continue working on them, but does this mean that the Stalker engine's implementation of XML is not standard?

regal bolt
#

I would not be surprised, given XRAY's special spaghetti

naive plank
#

Does GAMMA implement gun/armor parts differently?
I installed a mod and the armors it adds doesn't have any parts associated
(in vanilla anomaly parts are present)

red crescent
#

tho i dont think itll be implemented any time soon

random fulcrum
#

run unpacker_all since you want textures

#

this will eat up like 10~15gb

#

then you just hop into unpacked\textures\ui\ and rip what you're looking for

severe vault
#

Glad you got a laugh out of it. I have no idea what I'm doing ๐Ÿ™‚ thanks for the help

random fulcrum
#

they're in a standard texture format that almost all of the non-drawing oriented image softwares can open and edit

severe vault
random fulcrum
#

funny file extension, they're ultra compressed archives that contain the game's files

#

it ain't no traditional database

#

you're looking for .dds files

remote venture
#

Quick general question, what aspect of stalker is the easiest to mod? Textures, npcs, weapons, quest lines, A.I.. I have a few suggestions Iโ€™d like to throw out but Iโ€™m hoping to present the change on the part of the game that is most feasible and doesnโ€™t require super big brain to mod. Thanks

#

Believe it or not I was shocked at the idea of adding custom arms female limbs, would translate to having to mod every armor in the game to match it. So what I would think is easy is actually much more complicating. Hence why I ask

random fulcrum
#

it depends on the scope and how much time you want to invest

remote venture
jagged radish
#

omg I'm discovering what more of these settings do in hud inertia, I can make this fucking loads better now!

#

figured out not just can I minipulate the hud inertia on directional mouse movement, but figured out I can get the same effect on movment change with ADS

#

this is big, this means big old cumbersome heavy rifles!

stiff arrow
#

that reminds me, has anyone played SMOD tactical? i loved the hardcore aim it had, made the close range gun play much more challenging and dynamic

jagged radish
#

damn, seems that its being temperamental, the two hud directions from mouse input and ads seem to clash and don't play nicely together for whatever reason

jagged radish
#

I'm lost in a sea of values and I've eaten too many blue M&M's

jagged radish
#

i love testing values to the extreme so I can just comment them so I remember what the fuck I'm doing

drifting glade
# stiff arrow

it reminds me of arma 1 or og operation flashpoint aiming

#

an acquired taste

jagged radish
#

I feel like the author went for a toned down arma feel, but, just feels floaty, going for a more gun going with your body like you're leaning into your actions, tarkovy feel. seems to be working

wanton knot
fallow parcel
#

Any idea why doing this:

#

Would cause a script error when spawning the weapon?

#

Ive done something simmilar with wpn_mp5 and it works fine.

random fulcrum
#

smesert_smegol is a hilarious name

fallow parcel
#

Basically what I'm aiming to do is have a weapon instance for the .50 AE desert eagle I've implemented. As it stands the player can change the calibre to .50 AE using a mod. I want to have some high-tier stalkers spawn with it in their inventory. It is not playing ball as when I try to spawn by section when it inherits from wpn_desert_eagle it shits the bed and churns out that error which looking through the scripts I'm sure I've done nothing to affect. Its essentially the same as spawning wpn_desert_eagle

random fulcrum
#

and not at all desert_eagle_50ae

#

it's not what's crashing the game

fallow parcel
#

i was pissed off and tried naming it something different. They are all consistent now lol

random fulcrum
#

ah i know

#

you need parts

fair canopy
#

I was about to say lol

random fulcrum
#

without parts the gun will crash the game

fallow parcel
#

So the default desert eagle should have parts.

fair canopy
#

Just copy the parts from the desert eagle or disable parts match script

#

You'll have to add them to your gun anyway though

fallow parcel
#

Okay, il try that.

#

I havnt had this issue with the Mp5's which is why i find it extremely odd

random fulcrum
#

uhhh does anyone have the unpacked files?

fallow parcel
#

i basically did wpn_mp5_9x21 and wpn_mp5sd_9x21 and changed a couple things but i didnt include parts

random fulcrum
#

i need the fnp-45 model

fallow parcel
#

I think i have the unpacked stuff il check

#

Ive just got the configs ๐Ÿ˜ฆ

random fulcrum
#

gah dayum

fallow parcel
#

I can send you the unpacker if you want?

random fulcrum
#

nah i have it i just want the fnp-45 model

#

i guess i'll unpack the game

fallow parcel
#

Kek

random fulcrum
#

i wish there was a unpacker bat that didn't go into maps

#

or audio

fair canopy
#

Can't axrtools unpack dbs?

random fulcrum
#

maybe ||but i don't have axrtools, never bothered||

#

because there are more recent and easier to use tools

#

closest thing i have is the cop sdk, badly installed

#

as i only use it to see particles

fallow parcel
#

I was wanting to try getting the sdk working for Gamma, i gave up after 2 mins due to the confusing instructions lol.

fair canopy
#

Yeah same I haven't bothered with the sdk considering you don't really need it

random fulcrum
#

i just wish there was a loose tool to see particles

fallow parcel
#

I wanted to try some mapping, even tho people say its cumbersome

random fulcrum
#

i know you can do particles without repacking particles.xr now

#

but i don't know how it's looking

#

for maps you need meatchunk's files

#

so that's a dead end

fallow parcel
#

Thats the one thing i wished was more accessible is mapping. Imagine the new areas we could have had if it werent so hard

random fulcrum
#

i guess if anomaly's maps weren't closed source we'd already have a op 2.2 map port

fallow parcel
random fulcrum
#

i don't know really

fallow parcel
#

That sucks

#

Yea stingy bastards... The potential for new development on Anomaly and Gama is insane. Its really the only thing holding the mods back is new areas i think

#

I would like to try fleshing some of the areas out too.

#

Atleast we should be able to do that with stalker 2 provided the mod support is Unreal Engine integrated.

still meteor
#

but isn't available anywhere, not even anomaly devs have them

#

or smt like that

terse turtle
#

Im new to modding gamma, however I have modded other stalker games, Im just new to this file structure with the Mod organizer. Is there a directory I can just store files from gamedata, or do I have to make a minimod for the mod organizer?

#

just looking to edit carryweight is all

random fulcrum
#

dumping everything into gamedata is an outdated as fuck approach to modding stalker

terse turtle
#

Im aware..

#

But im not able to do that with Gamma afaik

#

just installed it literally. Does it read the files from the anomaly Folder that I pointed to during installation?

random fulcrum
#

create a folder in gamma\mods\ gamma or mo2 or whatever you called the folder

#

and inside that folder do the usual gamedata shenanigans

terse turtle
#

see I did that for my carryweight mod, but it doesnt seem to have done anything for the carryweight slider

#

Its still maxxed at 50

random fulcrum
#

did you edit the options script?

terse turtle
#

yes I did

random fulcrum
#

huh

#

okay well uhh

#

maybe the mod isn't enabled?

terse turtle
#

facepalm I didnt enable it

#

lol

random fulcrum
#

woah lmao

terse turtle
#

ill try it now

north nexus
#

just a spitball but i had this idea where the hideout furniture workshop gets split into multiple stations covering the different crafting (the 3 tool tiers, medical, ammo, artis) all stations being craftable requiring their respective tools. And then make the tool kits themselves useless thus making having a hideout important and eliminating crafting in the field

#

i dont have the skills to implement it but thought itd be a fun hardcore-ish/masochistic idea to muse about

tardy galleon
#

Uploaded a few mods to #1035807043933720576
I'll have a LOT more as people request and as i find mods i want merged in.

tardy galleon
native shoal
#

I want to understand how the drop system in Stalker works and maybe someone can help me. I looked into the death_manager.script and itms_manager.script to see if I can manage to understand but I am still not 100% sure.

The main thing I want to know is:

  1. Is the file "death_generic.ltx" the overall loot table for all stalkers?
  2. If an item is defined in "death_generic.ltx" but not in "death_items.ltx" is the chance to drop the item always 100% because there are no values for chance inside "death_items.ltx"?
  3. When an item is selected with a chance of "0.0" defined inside "death_items.ltx" does the item just not drop or does another item get selected to drop?

I ask because it would be nice to make it possible to define the chance to drop better or more uses of an item depending on the faction and rank the stalker has but that results in a lot of "0.0" values inside the "death_items.ltx" which would result in very rare item drops when 50% of the items which get selected have a zero chance.

fallow parcel
fallow parcel
native shoal
fallow parcel
#

So death Generic is for all stalkers i beleive

#

I beleive death items are faction specific

#

and the numbers are chance, ammount

native shoal
#

So I did conclude the generic file must be the loot table with min/max amount of items to be able to drop (EFP changed some lines in there from 1, 1 to 0, 1 for rarer loot)

fallow parcel
#

What you could try and do is reduce the counts in the generic file to 0?

native shoal
#

and the item file must be the % chance for the specific item drop chance in relation to faction and rank

native shoal
fallow parcel
#

Yea, its a float from 0.0 -> 1.0f in terms of 0 to 100%

native shoal
#

and for ammo for example the standard file uses 0, 6 etc

fallow parcel
#

Yea, im not entirely sure on the difference

native shoal
#

so I just concluded it is the min / max amount of that item to be droped

fallow parcel
#

Yea that makes sense

#

So death_items is the chances, and death_generic is the ammounts?

native shoal
#

In my try to make drops more rewarding in terms of which rank of stalker you kill I have to determine each stalker with the different items which can drop, but not including a higher rank item inside the death_items.ltx causes the item to be still able to be droped and that at 100% so I have to include them with "0.0" chance

fallow parcel
#

Shits serious when you get the spreadsheets out

native shoal
#

But I do not know if the 0.0 items reduce the item drop overall because the item pool for all stalker with 0% chance would be much higher than in the normal files. I tested the drops and you 100% notice the increase in loot for higher rank stalkers but I like to be sure about this stuff ^^

fallow parcel
#

Personally i would play the game and get a feel of how OP it is rather than worrying about the numbers too much

#

Thats what im doing with my mod as i play

native shoal
native shoal
#

and I like numbers ๐Ÿ˜›

fallow parcel
#

I'm weird, I'm definitely on the spectrum but I don't care much for numbers ๐Ÿคฃ

native shoal
#

and my death_items file is now ~60k lines long instead of 4250 ๐Ÿ˜…

fallow parcel
#

Jesus wept ๐Ÿคฃ

#

You could Dltx your mod potentially

#

breaking it up into smaller files

native shoal
#

Yeah, but that would not help me in any way. My build is very specific with an own build economy in mind so I do not really care to share it and doing anything in DLTX format is good to be shared but not necessary for me

tardy galleon
#

quick question, which gamma economy file controls which guns cant be sold? patching in DLTX misc and Simple guns. wanting to make a version with just "scav" guns tradeable, and one with no guns tradeable.

jagged radish
#

I did it

#

every gun

#

every class

#

numbers... so many numbers

velvet sand
#

the numbers mason what do they mean

jagged radish
#

they mean everyone has badass handling guns, with different sway and handling depending on weight and barrel length

#

I just need to zip it up, make a release vid and then, I can, well.. I don't know, give my fried little brain a rest

regal bolt
#

do non-number things for a bit
hit mutants with axes or something

burnt dirge
#

order some shitty Chinese food and put on futurama

jagged radish
#

I'm making some beef fried rice, and futurama is a damn fine idea

terse turtle
#

What file do I edit so I can sell guns to traders?

tardy galleon
terse turtle
#

I found it, its in the Trade_presets.

By editing the profiles on the bottom of the file, I can make traders accept guns

#

it didnt work ๐Ÿ˜ฆ

tardy galleon
#

lmao i'll figure it out tomorrow man. i need to add the DLTX weapons to the no trade list anyways

#

thinking of getting every weapon from every pack and combining it into one, then doing a realism overhaul of all the specs. As a prior gunsmith, i have damn near every manual for most of the guns

terse turtle
#

nvm I got it to work. I can sell guns to medics among others ๐Ÿ˜„

random fulcrum
#

by default, items that you add can't be traded anywhere

terse turtle
#

it seems It takes a bit before it updates in the game

random fulcrum
#

unless you add them to trading files

tardy galleon
#

wait on restock

terse turtle
#

I added all 3 kits to the traders ๐Ÿ™‚

tardy galleon
#

im also going to remove all the NPC names, and add GARY as the only name. As a Fallout 3 joke mod because im bored

#

up next? everyone is Ivan ivansky

high zodiac
#

Is there a link to some good guides on making mods for gamma/anomaly? For someone who knows a few coding basics but is basically an intelligent idiot?

fair canopy
queen pineBOT
grizzled light
#

@undone lily I wanna ask something. Does GAMMA have the hyperburst feature for the AN-94?

undone lily
#

Ak12 has it too

twin swift
#

Wait what's the hyperburst feature?

fluid idol
#

2-shots on the same target

twin swift
#

Ooh sweet

edgy tendon
# undone lily Ak12 has it too

how accurate is the ak12 burst mode though? since it's 700 rpm, an-94 burst mode is 1800 rpm which would be a far more accurate

undone lily
#

and no it's not 700 RPM it's more than that, it's like 1200 RPM

edgy tendon
undone lily
#

Yeah itโ€™s 1200 RPM 2 rounds fire mode. Abakan is 1800

edgy tendon
#

was wondering if a burst mode could be programmed to be more accurate than automatic mode or semi for example

jagged radish
#

just released an update to fix some issues that were niggling me

fluid idol
#

unrelated, which file determines a weapon's lowered position, is it just within their ltx?

cold loom
#

yep

#

anomaly really needs a mp7 reanimation

#

and 50 cal reanimations as well, all other guns are mostly covered

regal bolt
jagged radish
edgy tendon
#

reminds me of this lol:

#

south park always trying to be so edgy keksad

tardy galleon
#

is the dead_air_xr_danger file for gamma ai rework still broken and needing to be overwritten by the fixed file?

teal pier
#

I added a 5th upgrade path to a gun as some testing. One of the upgrades was an Optical Scope mount. When I enable this upgrade, the scopes lose their zoom. Anyone know why?

limber oasis
#

hey guys

#

just a quick uestion since this looks like the most relevant section to ask for... I see that FDDA is activated but I dont see it in the MCM menu

dawn sonnet
#

where should I go poking to change outfits stats? Basically I wanna revert the rad changes in chest pieces and increase them a bit?

random fulcrum
#

to the upgrade

teal pier
#

Can I change what the first upgrade for the fifth row is, and retain the 2nd upgrade (caliber conversion)? I tried doing it once, but it changed both upgrades, even tho I only changed A/B

naive plank
#

Well, let me try this again.
Does any mod in gamma implement armor components differently, a mod that adds armors, the ones inside don't appear with parts.
I checked the base-parts and parts_* implementation seems coreect.
I am wondering also how does one add compatability with modular helmets (and backpacks)
mod in question is exoseva mod. https://www.moddb.com/mods/stalker-anomaly/addons/exoseva-cbse-outfits-12-for-rc22

Mod DB

Ever wanted the fancy SEVA-like exoskeletons some of the master stalkers are wearing? Well, I did too. This mod makes them into proper outfits. 1.5.2

#

before anyone asks, I did patch/merge changes from gamma mods

random fulcrum
#

but isn't exoseva redundant since you can use the radsuit (or a exoskeleton for that matter) with the space helmet

naive plank
#

I did have that though, but after debug comparing some stats exosevas have better options for belt/arty slots and anomaly resistances. Plus at this point I wanted to do it just to learn more how to mod

bold glen
#

"Fixed" the binoculars been broken when using the 21:9 scope mod.

Need to open \GAMMA\mods\258- 2D Scopes 21-9 Resolution Patch - Kuez\gamedata\configs\ui\scopes_21.xml

Find <wpn_crosshair_bino x="0" y="0" width="2048" height="1536">

And change <texture>wpn_crosshair_add_lblack</texture>'s width to 224

  <wpn_crosshair_bino x="0" y="0" width="2048" height="1536">
    <auto_static x="224" y="0" width="576" height="768" stretch="1">
      <texture>wpn_crosshair_bino</texture>
    </auto_static>
    <auto_static x="0" y="0" width="224" height="768" stretch="1">
      <texture>wpn_crosshair_add_lblack</texture>
    </auto_static>
    <auto_static x="800" y="0" width="224" height="768" stretch="1">
      <texture>wpn_crosshair_add_rblack</texture>
    </auto_static>
  </wpn_crosshair_bino>
#

@sage mortar Assuming you're the same person who made the addon, any chance you could take a look at this when you have time ^? Thanks!

sage mortar
# bold glen <@772207444407091243> Assuming you're the same person who made the addon, any ch...

Yea... I don't. Roll credits. ๐Ÿ˜‚
For real though, I was talking about the binos with Grok like 3 months ago - still don't have a clue what to do with them.
What I mean by that is: I have no idea how to make them interesting/ good looking in any way. It would literally just be two gradiented circles...

I'd just change it to:

<wpn_crosshair_bino x="0" y="0" width="2048" height="1536">
<auto_static x="0" y="0" width="1024" height="768" stretch="1">
<texture>wpn_crosshair_bino</texture>
</auto_static>
</wpn_crosshair_bino>

*or something that just fills the screen completely, without the black bars

...and call it a day.

#

To make them properly we would need a custom "double tube" shader for the SB2DS.

obsidian void
#

I need some help with this dxml script. I'm trying to use a table so I can modify weapon descriptions in mass instead of having to make a script for each and every weapon. Of course it doesn't work as intended because I have basically no idea what I'm doing when it comes to scripting. The table is being referenced, but it crashes the game because the DXML function doesn't know how to handle a table, it wants a single string.

I was able to successfully use a table in the dialogue script, but it's using different functions. Full disclosure, I just copied someone else's dialog script and changed the table and supporting files to do what I needed it to do. basically I'm trying to do the same thing now but with weapon descriptions.

bold glen
#

I managed to find a decent middle ground with 130 width bars and offsetting for that:

#
  <wpn_crosshair_bino x="0" y="0" width="2048" height="1536">
    <auto_static x="130" y="0" width="764" height="768" stretch="1">
      <texture>wpn_crosshair_bino</texture>
    </auto_static>
      <auto_static x="0" y="0" width="130" height="768" stretch="1">
      <texture>wpn_crosshair_add_lblack</texture>
    </auto_static>
    <auto_static x="894" y="0" width="130" height="768" stretch="1">
      <texture>wpn_crosshair_add_rblack</texture>
    </auto_static>
  </wpn_crosshair_bino>
terse turtle
#

has anyone made an ALL weapon and armor unlock mod? That allows you to upgrade everything on armor and weapons?

agile glade
#

I think one is floating around ya cannot remember the name though.

terse turtle
#

where could I find it?

sage mortar
bold glen
#

ah ok, ty

random fulcrum
#

it's in the dltx minimod repository

terse turtle
#

do I need DLTX?

agile glade
#

Ya thats the mod

random fulcrum
#

gamma comes with dltx

terse turtle
#

Okay, where is this "repository"

random fulcrum
#

and dltx should honestly be enforced on every anomaly installation