#โ๐mods-making-discussion
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Oh thanks man, can you give me a tip on how?
die (i died)
UHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
tbh cant remember the name of the tool rn
but i do remember theres one that can convert them from ogf to obj
let me google it
but iirc you can find it in moddb
All good man, thanks anyway, just by knowing it is possible helps alot
If you find it, please tag me as well
@vernal epochhttps://github.com/revolucas/AXRToolset
click on code > download as zip
uhhh, thanks!!
if you want to export your own models from blender to ogf use this https://github.com/PavelBlend/blender-xray
Thanks a ton man
@vernal epoch Yo ma man, there we go
Thank you!
@nimble mango@vernal epoch another must read
gl with your modding endeavours, stalker
Thats actually why I asked, cause my network keeps failing to download the 9.6gb file from there
well, youre out of luck
the sdks might be uploaded somewhere else but hunting them is a pain in the ass
So glad the engine is called monolith, cause its the most accurate engine name ever
cs and soc sdks
and how to make them work in w10
Found that page before sadly, most of the links are dead ends
Gotta start a new game. Sadly the only way
No worries.
For now, I've turned off the option for 'Items in backpack weigh less' and I'm not putting anything in it. Works a bit like a normal backpack. Will do me for now.
@red crescent Fuck, I was able to open and see one file but out of nowhere this happens.
And these files don't really have a use for me, I thought the Object file would be a OBJ. but no...
well, the github has documentation pages for all the options the program has and how to use them
and theres also the issues tab which can help you in case somebody else is having the same problem as you
cannot help you anymore since im not the one who developed the program and i didnt encounter that issue myself when using it
youre on your own now
Thanks man
@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?
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?
Itโs a dds file in gamedata/textures
In the BHS addon
why doesnt my "start" button after creating the loadout work?
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?
How to resize what ?
Easiest is through texture edit
i was trying to resize the background because i was porting another skin and the backgound was too big and i fixed it
what im trying now is align the status indicators with the hud because it seems off
How to add animation of unjam for weapon that do not use animation?
About the status bars, yea itโs in a xml file custom msg thing
Make the animation for the gun
Which is terribly long to do 
๐
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?
and the status icons indicators, where i fix the alightment? on the custom msg too?
No itโs in the alt icons script
Which is modified in gamma Ui/gamedata/scripts
There are x and y coords in the script iirc
Had a question, anyone know where the like profile pictures you can choose when you make a char are at in the files?
Do you mean ui_actor_portraits in textures/ui?
EDIT: Nope, that's not the one you mean.
yes, i found it like by doing an .script search in mo2
this is really stupid ๐คฃ
the portraits you can choose when making a character, after that they change with your armor
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?
i mean, theres no need for radiation resistance if you dont walk thru irradiated spaces
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.
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
And of course, there's the whole cognitive dissonance factor I just brought up.
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
You can for example, change the values on the skat9s and they stay. But the nomad suit doesn't.
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.
...
see if it works for you, ive never tried it
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
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.
Yeah, I guess it's something in the back end I can't access, maybe
It's Defs a gamma thing, cause in baseline anomaly you can edit anything directly from the outfit file
just make the suit make you invincible
there might be a DLTX file that's overwriting your changes
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?
it is compatible, just delete the shaders folder on it and disable gamma weathers
Oh nice okay thanks, don't worry about SSS patch or anything?
sss doesnt have a patch for cgim2
when you delete the shaders folders it actually removing the patch from it
Ah sgim does indeed have a sss patch and beefs nvg shader included
just install the main and delete the shaders folder on it
Okay ๐
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
make one yourself
imagine the time it took for someone to actually make a storyline for clear sky let alone a storyline for the military
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.
And it does this for multiple armors, such as the bandit and clear sky scientific outfits
take a wild guess why armors weigh less and have somewhat less rads protection
given the file name
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.
Took a bit of brute force digging in the GAMMA directory, but there's the answer.
@drifting ermine I messaged you a fix for that a couple hours back. It worked in my game with with an ltx edit.
are mods just written in lua?
yes
and xml in some cases too
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.
bruh just double click unpack all
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.
i don't believe in time events
they are most likely the cause of busy hands
but i don't know how else would you do this feature
maybe check demonized's code
he has an entire library on a lot of time event methods
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?
Been looking at the descriptions and the ammo's variables but don't see much of a correlation.
you have to unpack them to get to them
normalised vector
(hit_power * k_hit, 1, 1.5)
that gives you the displayed damage
only if u register it incorrectly
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
Thank you for that. I'll take a crack at it later this week.
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 ?
Anyone have some tips for easily adjusting the position of guns and ironsights
you are the actual best thank you
haven't used it myself, but others say it is a lifesaver
homeslice you do not even know
wasn't it like
manually editing the file and having to restart the game and spawn a new weapon to see the changes?
Anyone got tonemap extended version 6 stored anywhere? I wanna use the vanilla weather values, 7 updated for mychkino weathers
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?
How do I turn off the new dismemberment ?
it's baked into gboobs
check near the end of the stalkers' section of the script and comment the headshot thing out
Thanks 
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?
i got xrcompress but it's talking about some ltx files
ok i already have a mod folder, what next
check the guitar songs thing
what is that supposed to mean, what do i check?
the mod that adds guitar songs
in gamma
idk what it's called
it's under gamma audio
oh, is that modded? i thought that was default behaviour
ok i found it in MO2 its called "G.A.M.M.A. More guitar tracks"
yeah structure your mod like that
packing .db files is something of the past
it only helps with filesize but arguably makes the game load slower
ok its gamedata->sounds->music
and makes further modding harder
so i do that then run the xrcompress bat file?
ok please i'm new to this
ohhhh so i literally just replace the files in that directory?
not necesarilly
make a new mod
use the same file structure as the other mod
guitar tracks stack on top of each other
the game just adds them to the list
yes, what tool do i use to make a mod though? i'm really new to this i just wanna put in new songs
oh ,so i can't just put in a whole like 3 minute song
or will it still work
bruh
just copy the folder structure
paste inside said folder your songs
add the mod to MO2
enjoy the already added songs + yours
ok, i will try
if you only want to listen to your selection of songs disable gamma more guitar tracks in MO2 and keep yours enabled
as shrimple as that
it will still work but you'll get a guy playing the guitar for 3 minutes straight
or yourself if you use the guitar
nah i'm fine with that
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?
i don't understand the question
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
no idea honestly
Fair
You need an arty to craft gauss batteries
Could look there
But thats crafting not upgrading so idk
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
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)
those two file extensions have nothing to do with each other
Mod Idea: Any chance to get a Fetal position button while proned for when ex: im getting rekted by a Controller in Great Swamps
I need to modify anm file to shorten animation, so how i can do it
what addon? @gray crescent
@undone lily sorry for ping, i sended you a dm, please answer when you have time
actually i can try to make an adaptation for it but some of the stuff from it
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.
The items having "loot smoke" over them is super cool and a crazy thing to get working in STALKER
better stat bars isn't even rooted into gamma like other mods such as gboobs
it's just a qol ui tweak
you can just disable it
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.
wew file structure is something else here
So got it to work but it does mess up any item tooltips
Yeah I wouldn't recommended it. Only use it for a separate Anomaly install or a separate mod order
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.
Still a really cool idea. Crazy to think he made it in 3 weeks.
i guess we could go about making a compat patch?
i built a SUPER modder friendly framework around gboobs and the abd
we can take some of the stuff and import them on gamma
so everything should be just monkeypatching
so we can make gamma more immersive than what it is
why you have to be so intense bro?
You don't have to. Some things are not always meant to be compatible. Mostly with something like that mod being as big in scale and how much it changes. Wouldn't be playing GAMMA at that point.
oh but it's such a nice concept
if the thing gets added to gamma
EVENTUALLY (IF)
i'll work on a full compat patch
i'm a sucker for looter shooters
You could try to load it at the very bottom of your load order, but it will mess with a lot of configs.
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.
Maybe isolating the loot generation aspect would be the best direction if you solely want the armor and weapons to have various qualities..
man id love to if i knew how
hoping to get into modding myself, was gonna start off with something simple by making an ammo type
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?
they can be adjusted via ltx
see the hud section of your weapon
there's this number next to each animation (sometimes at least)
that number is the speed of the animation
it seems that it caps at like 2
keep in mind sounds will not be synced
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
Has anyone got the configs.db0 unpacked?
We may still have Strafe aiming hidden in there
And now all the anim breaks are fixed it would be fucking badass
Shit son
Okay, enable it, go in game, ads and move
Damn I know there's a way of getting the gun walk anim to play ads, aI got it working before
This is gonna do my head in now
No, you know how the weapon bobs when you're walking in your hand, like the actual animation loop
It plays the idle movement animation loop while ads
Somehow, I've toggled the strafe_aim_enabled and got the strafe inertia working
But not the anim loop
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
file is called new game loadouts
you can look for it on the mo2 filetree search
or you can just simply look for the mod called gamma starting loadouts
This new engine feature allows us to blend weapon animations with different motions like walking or sprinting without the need to create new animations for every weapon. The feature and animations shown in this video are still work in progress.
Thanks to Souvlaki for helping with the animations :)
Here, the animation blending for ads and movement, that
It's toggleable
But I forgot how
ohhhhhhhhhhhhhhh that
i had this enabled in another anomaly instance i had but heh i don't remember how either
not the guns and such but like the profile pictures you can choose for your character right? I'll check it out
Quick question: Why does it seem most people hate Aggressor Reshade? Does it really look that bad?
i cant bold it enough but, BLUE
@regal bolt Blue?
You know the original Deus Ex Human Revolution (the not directors cut one, thats grey)? Imagine the orange replaced with blue.
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 
I'll check it out I guess for my next playthrough but now my hopes aint so high lolk
lol
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?
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)
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
only one way to find out
haha true, wanted to go full Tarky for my next playthrough as a merc. Thanks for the input!
I think it has something to do with weapon_sway or something like that
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
I think you can disable that specific mod in MO. Not 100% sure tho. I feel like ive seen it in there
Which one is it?
Prolly this one
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?
The only fix for the control room seems to be by entering the transition area while in low crouch
@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
Huh
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.
I have had something like this actually. Will think/look into it. If you need help with it like, right the second it is prolly best to go ask up in #๐จbase-gamma-support or #๐จmodded-gamma-support
But ya thats strange
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
any particles guru here?
is there a way to dump the properties of an effect so that I can add it to another particles.xr file?
That's the one, it would he cool to have that a toggleable feature in the MCM or settings somewhere
i think it was toggle-able in 1.5.1 somewhere in the settings but got removed from settings menu in 1.5.2
Yeah just console command now
Should still work
Could you test it for me if you're in game?
At work at the moment but can't wait to find out ๐
that transition does not have a prompt with or without the mod
also there are two entrances to that map
one of them is a TINY hallway that almost always spits you back
but getting kicked out of the level via the main entrance sounds like maybe strelok and co are pushing you
g
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?
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
everything else is gucci
but very subtle
id say 5 frames, perhaps (out of 60 if you doing your animation for that target framerate)
anomaly\tools\unpacker
not unpacker_all
just unpacker
maybe add hitsparks
animations can't go over 30fps iirc
yea and some wavedash and shinewave
Thanks for your response! ๐
I've run the unpack.bat but cannot find the gamedata>configs>items>outfits.... ๐ค
so the engine does frame interpolation for the animations? if not then animations would look very jittery when running the game over 30fps
or even at twice the speed
tools\unpacked\
๐
Ignore my last message im blind.....
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'
no, that folder just has the vanilla anomaly files
unpacked
it's up to you to add them to an actual mod folder
Thanks a heap, Got it all working now ๐คฉ
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?
read the last like 10 messages
also you just need a text editor
Cool. Thanks!
I could do with some peoples opinions on my new little mod if anyone wants to test it

I'm excited to try it later 
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.
I believe you'd have to wait for their stock to refresh for changes there to take effect
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
duty traders don't sell nato ammo?
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
are you not friendly with freedom?
nope, i started with duty. they are hostile with freedom and merc
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
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
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.
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
anyone here knows what mod is the one that select this icons in ui_icon_equipment.dds ?
i think that might be deadenvoys backpack icons?
Is there any addon that adds more outfits into Gamma?
You could try adding exo ceva but you'll probably need to reinstall a few things to get it fully working
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
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)
is there a way to modify the Haruka skill system to remove the skill cap
In mods posting someone has a version where the max level is 999, check that for a start I guess
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.
Anyone know where i can find SDK for Anomaly? Default SDK from CoP doesn't work correctly with anomaly
May I ask how does Warfare play with Gamma? Is it a good experience or does it fuck everything up?
It messes everything up
Oh ok. I imagined. I just wanted my boys to keep Cordon after I raid every single bandit village every day xD
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
Sorry this is a bit late but you can just edit the config file in the mod with notepad or notepad++
it was updated somewhere
from the same guy im pretty sure, look up his messages
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
Full upgrades, same deal, the message I linked above's author should have posted updated addon.
There it is - #๐old-mods-posting message
Is it? I'm still using it even in my playthrough
it's good, it's just not as smooth
not like this question belongs to this channel
but it doesn't screw up anything at all
Thanks dude, hopefully it still works.
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
anyone knows why there are weapons that have silencers avalaible and when you try to equip them it doesnt work, how to fix that?
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.
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
my guess is those are weapons replaced by others through the mod pack (like the augs)
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
ohh right that too, yeah. might also be for grenade launcher as well
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
so they're more common
yup, got it now
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.
check the github changes maybe?
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?
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
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
wpn_name:first_val:second_val:third_val
first_val = attachment code. 0 for none, 4 for a scope, r for random
second_val = ammo used, using 0-based ammo index from the gun ltx file.
thrid_val = % of chance of spawning, expressed between 1 and 100.
any reason why you're not using the spawn chance variables? I assume it's because of what I posted above, it being easier to just control granularity with repeating lines
I use it for rare guns
also, chance doesn't change attachment value
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
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
the debug menu
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?
F2
in main menu
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
why would using dltx be a problem
if anything it would be based
fuck overwriting
I don't know how to use it
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
that sounds simple as fuck
it is

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?
in what file can I find file names for weapons in game? sorry if this is the wrong place to ask this
is this in hud_base?
If you mean the ones currently active, then grok provided a file in GAMMA\ .Grok's Modpack Installer\G.A.M.M.A\modpack_addons\good_weapons.txt
thank you!
oh i get it now
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
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
all hud classes inherit from hud_base already
how would I set different classes for different values then?
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
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
gauss is a sniper
so I just need to pick one weapon of each class and set the values in each of them?
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
i'm confused now
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
doing that would affect the gauss only
not the class its in
but in the context of dltx, you don't need to setup inheritance
how would I set it up per class
well you could update just the guns that spawn in gamma
thats true, but seems like a cool thing to just limit to gamma
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
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
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

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
Is there any mod that lets you play as a female character?
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
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.
How do I generate ammo in magazines? any mods for that?
Can dltx change what a section inherits from?
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.
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.
yeah looks like its a anomaly bug
going to third person and first person makes weapon/arms invisible
you can still shoot ofc, but cant see them
Hooray, that only took like 4 hours to figure out ._.
Stalker go voop
Yea I tried everything to fix it like trying to spawn the arms in or load the animations for scoping in but I have no idea what to do. Amazing mod idea cause I want to play in third person
Most likely needs a fix in engine side
Has the mulit-hit fix been implemented? If not is there a place I can find it?
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
i guess if it doesn't make the cut by next monday i'll just post it in #1035807043933720576
anyone know off the top of their heads where to find the files for mutant pelts?
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
based, pelts are absolutely useless now
imo they should be ALMOST at t1 arti level
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
pelts do not degrade
really? thats interesting, i thought for sure they did but i never really paid much attention i guess. goes to show how often ive used them
must be because they spawn at random condition
but they don't degrade
nor you can repair them
that will be fun to balance, having to leave upgrades down to luck if stats change according to condition
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
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
Thx if i remember right it's on grok_bo.script and the description is on the Text folder
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?
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
Knee cap them for buckshot, NPCs have less armour on their legs. if you're shooting low/no pen ammo centre-mass or at their armoured domes you're doing it wrong
I should have thought that Sooner
Also if you overpenetrate an enemy with too much AP, you might end up doing reduced damage overall.
Thx for the advice ๐

Curious what you gonna do with this
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.
@strong pasture Sorry to ping you here, but I think the newest version of Autumn Redux has an INVERNO texture in for concrete.
Thanks, in new version I will fix it

didn't realize how widespread a single texture could be.
might be more than one, building walls are slightly different but also icy.
in the new version there will be a mix of snow textures and regular. surface textures
Gotcha 
Sounds great
I think this weekend you can update, I'm already finishing
there will be a separate page on moddb, like project inverno, have
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.?
only some specific tools for specific purposes
and a pile of suffering
based
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?
Plan is to give high ranking stalkers magic powers to simulate them using artifacts
@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?
Please do that for ISG

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.
check debug if the item exists
you need to add the item to loot tables for it to be able to spawn
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.
oh i know
I mean to add an item does it just need an ![id] :category and placed in an ltx?
you put ! behind the class?
Yeah I don't know the syntax
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
so [myNewItem]:picture_woman ?
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 ._.
comments in ltx format are declared with ;
using - will crash the game
ah okay, nice one
Why the hell does the debug world keep spawning me into the swamp?!
U keep hitting a corner on one of the walls
its a map transition
Oh, that's annoying lol
does dltx only work if you're changing values from default? I'm not sure adding new values like this is working
yes it works
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?
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
no, just the hud
gotcha, got it working
first pistol, before second, after!
before and after
quite happy with the results
nice and tight handling for pistols
Anyone think I should make the ads sway a little looser? Or is this good?
i don't know it seems good to me at least
Yeah, trying to make it more responsive feeling cos it's pistols, but at the same time don't want it too stiff
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?
play as merc and youll hear them
Out of curiosity, has anybody experimented with adding a weapon's animations onto another weapon? Specifically, the Howa's tactical sprint?
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
Gun held up more vertically like in CoD, probably
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.
You don't need to get the point. ๐
Will disabling that mod switch it for ALL guns though?
what do you think
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.
holy shit lmfao
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.
Yeah, I dunno
Your asking if you can take the animation from another gun and apply it to every other gun. The short answer is yes, the long answer is probably not.
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
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.
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.
That shouldn't be too much of a problem for the Howa's specific animation, since the left hand is removed completely from the gun. I was just wondering if there's like an ANM file somewhere I can overwrite or something, but everything is so scattered that I'm having trouble locating specific ones.
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.
section is the class name, like wpn_gauss
parent_id is an enigma, maybe try pointing to the id of the owner?
like db.actor:id()
it should work?
I guess, I'll try it
Thanks, I'll look into it.
The gun animations are in the dynamics folder before that. Its the same deal though, the animations might not be in the Howas folder, and might be in some M4 animation omf.
You've put me on much more clear path than just searching the weapon IDs in file explorer though, you've been a great help.
time for my question 
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.
you're looking too deep into this

Yeah, probably. Lol. I tend to do that, like a crackhead carpet surfing. I either find what I'm looking for or go completely insane for a day or two before completely forgetting about it randomly. Lol
Oh jesus christ...
Lesson learned, sensei.
i honestly can't believe it doesn't look broken
the empty one will 100% be broken
idk diy
perhaps got lucky and who did the anims put them all at 0,0,0
But I already know it ain't like that
anims aren't governed by offsets in the ltx
it's more about the bones
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.
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.
come on that 500kb thing doesn't even touch scripts
it's that "name swap" thing i mentioned
<-- stoopid button clicker. Lol
Welp, using the actor ID doesn't crash, but I have no idea where the hell my bolt spawned 
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
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
Apparently just regular alife_create can spawn bolts fine
i'd be actual pissed, mad even
Then I won't ask. LMAO
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
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.
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]
That's what I thought, but all I'm seeing are OGF files.
The entire install folder???
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
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.
the unpacker unpacks everything
text, that is
unless you used the unpacker_all
go into unpacked\configs\items\
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.
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.
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
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
https://youtu.be/IvqrlgKuowE would this even be possible in this engine?
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What if you didnโt need the best frame rate to reduce input latency? What if your displayโs refresh rate was enough all on its own? With Async reprojection, anythin...
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?
I would not be surprised, given XRAY's special spaghetti
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)
i would propose this in the openxray discord/github
tho i dont think itll be implemented any time soon
this is honestly hilarious
go into anomaly\tools\
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
Glad you got a laugh out of it. I have no idea what I'm doing ๐ thanks for the help
they're in a standard texture format that almost all of the non-drawing oriented image softwares can open and edit
For future reference, what are these files? I tried looking into them and all I could find was database stuff. They are obviously game data files but I'm MechEng, I've got no idea on this stuff
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
Quick general question, what aspect of stalker is the easiest to mod? Textures, npcs, weapons, quest lines, A.I.. I have a few suggestions Iโd like to throw out but Iโm hoping to present the change on the part of the game that is most feasible and doesnโt 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
it depends on the scope and how much time you want to invest
I can see that, Iโm sure there are crazy good ideas out there. But I donโt want to come off as foolish for throwing a great idea out there but have had no clue it would take a team of 40 people to achieve
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!
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
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
I'm lost in a sea of values and I've eaten too many blue M&M's
i love testing values to the extreme so I can just comment them so I remember what the fuck I'm doing
it reminds me of arma 1 or og operation flashpoint aiming
an acquired taste
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
og insurgency had that too. I used to love free aim
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.
smesert_smegol is a hilarious name
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
i was pissed off and tried naming it something different. They are all consistent now lol
I was about to say lol
without parts the gun will crash the game
So the default desert eagle should have parts.
Just copy the parts from the desert eagle or disable parts match script
You'll have to add them to your gun anyway though
Okay, il try that.
I havnt had this issue with the Mp5's which is why i find it extremely odd
uhhh does anyone have the unpacked files?
i basically did wpn_mp5_9x21 and wpn_mp5sd_9x21 and changed a couple things but i didnt include parts
i need the fnp-45 model
gah dayum
I can send you the unpacker if you want?
Kek
Can't axrtools unpack dbs?
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
I was wanting to try getting the sdk working for Gamma, i gave up after 2 mins due to the confusing instructions lol.
Yeah same I haven't bothered with the sdk considering you don't really need it
i just wish there was a loose tool to see particles
I wanted to try some mapping, even tho people say its cumbersome
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
Thats the one thing i wished was more accessible is mapping. Imagine the new areas we could have had if it werent so hard
i guess if anomaly's maps weren't closed source we'd already have a op 2.2 map port
Ahh they really dont want to share them?
i don't know really
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.
from what i read, they need the rawdata? from the maps for the sdk, the rawdata should be from last day mod
but isn't available anywhere, not even anomaly devs have them
or smt like that
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
dumping everything into gamedata is an outdated as fuck approach to modding stalker
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?
create a folder in gamma\mods\ gamma or mo2 or whatever you called the folder
and inside that folder do the usual gamedata shenanigans
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
did you edit the options script?
yes I did
woah lmao
ill try it now
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
Uploaded a few mods to #1035807043933720576
I'll have a LOT more as people request and as i find mods i want merged in.
if someone supplies me the upgraded workbench textures, i'll do the rest.
or if we can find a mod that does it ill merge it into the current crafting system mod.
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:
- Is the file "death_generic.ltx" the overall loot table for all stalkers?
- 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"?
- 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.
Yea they need unpacked base maps.
Ive done a bit of poking around here to get my new ammunitions to drop on stalkers.
implementing new items is not that hard to do, I aim to implement a ranking system for items and relate the drop chance of items to rank and faction
So death Generic is for all stalkers i beleive
I beleive death items are faction specific
and the numbers are chance, ammount
Thought that too but I wrote some items into the generic file but not into the item file and the stalker which did not have the items listed inside the item file did drop items which where inside the generic file
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)
What you could try and do is reduce the counts in the generic file to 0?
and the item file must be the % chance for the specific item drop chance in relation to faction and rank
did that and helped to not let them drop yeah
Yea, its a float from 0.0 -> 1.0f in terms of 0 to 100%
but the generic one uses "1, 1"
and for ammo for example the standard file uses 0, 6 etc
Yea, im not entirely sure on the difference
so I just concluded it is the min / max amount of that item to be droped
Yea that makes sense
So death_items is the chances, and death_generic is the ammounts?
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
Shits serious when you get the spreadsheets out
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 ^^
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
The problem is that I mod more, because I somehow like it, than playing the game because I mod that much that any game I start now may get unplayable in the long run ^^
And yeah I tested it and noticed that the repair items dropped by master/legend stalker is pretty high and not limited by the script, like food is. So I had to reduce the chance of repair stuff
and I like numbers ๐
I'm weird, I'm definitely on the spectrum but I don't care much for numbers ๐คฃ
I would say that is pretty normal, the amount of spreadsheets I created for my stalker build is absurd ๐
and my death_items file is now ~60k lines long instead of 4250 ๐
Jesus wept ๐คฃ
You could Dltx your mod potentially
breaking it up into smaller files
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
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.
the numbers mason what do they mean
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
do non-number things for a bit
hit mutants with axes or something
order some shitty Chinese food and put on futurama
I'm making some beef fried rice, and futurama is a damn fine idea
What file do I edit so I can sell guns to traders?
just remove gamma economy and no bas injection under it. as far as removing JUST the restrictions... im working on a patch for that
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 ๐ฆ
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
nvm I got it to work. I can sell guns to medics among others ๐
by default, items that you add can't be traded anywhere
it seems It takes a bit before it updates in the game
unless you add them to trading files
wait on restock
I added all 3 kits to the traders ๐
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
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?
!Vanilla
If you want to be able to buy and sell guns/armors again: #โญ๐faq message
@undone lily I wanna ask something. Does GAMMA have the hyperburst feature for the AN-94?
Yesโฆ.. just spawn it with debug mode

Ak12 has it too
Wait what's the hyperburst feature?
2-shots on the same target
Ooh sweet
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
Just.... test it ?
and no it's not 700 RPM it's more than that, it's like 1200 RPM
i will eventually, i was just wondering if you knew the stats from a sheet or something
Yeah itโs 1200 RPM 2 rounds fire mode. Abakan is 1800
yes, sorry i meant accuracy, not sure how that is measured in anomaly
was wondering if a burst mode could be programmed to be more accurate than automatic mode or semi for example
just released an update to fix some issues that were niggling me
unrelated, which file determines a weapon's lowered position, is it just within their ltx?
yep
anomaly really needs a mp7 reanimation
and 50 cal reanimations as well, all other guns are mostly covered
niggling? is that even a word?
It's a British word, come to mention it, it does sound a bit suss don't it ๐คฃ๐คฃ
is the dead_air_xr_danger file for gamma ai rework still broken and needing to be overwritten by the fixed file?
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?
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
where should I go poking to change outfits stats? Basically I wanna revert the rad changes in chest pieces and increase them a bit?
you have to add the dynamic zoom property
to the upgrade
Yeah, that's what I thought tbh
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
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
before anyone asks, I did patch/merge changes from gamma mods
but isn't exoseva redundant since you can use the radsuit (or a exoskeleton for that matter) with the space helmet
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
"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!
Yea... I don't. Roll credits. ๐
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.
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.
looks a bit funky
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>
has anyone made an ALL weapon and armor unlock mod? That allows you to upgrade everything on armor and weapons?
I think one is floating around ya cannot remember the name though.
where could I find it?
Ow... That's is exactly because of SB2DS then.
You need to set the bino radius in radii.script to much higher values.
ah ok, ty
iirc full upgrades does this
it's in the dltx minimod repository
do I need DLTX?
Ya thats the mod
gamma comes with dltx
Okay, where is this "repository"
and dltx should honestly be enforced on every anomaly installation


