#โ๐mods-making-discussion
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I dont see it in my mod organizer
if its enabled, "which it is" Why cant i still get full upgrades then 
just added the mods from the minimod. Will test it now
because it's not installed with that mod select
ed
reinstall as a new mod and select full upgrades
i installed them ๐ We wil see
I got it to work, Now I just ned to figure out what mods to edit so I can get 5 artifact containers on my belt
the only thing im missing for my XM8 addon is the m203 bone structure for the hud.. if anyone can help with that
If it's missing the bone for the grenade launcher then it's not just about adding it to the bones. You'd either have to move the gun to the bones of a similar gun with a grenade launcher or add the grenade launcher bone to the existing bones and edit the animations for the xm8 to include the new gl bones you added. If you just try to add the bone to it without doing any animations edits you'll get a crash when you or an npc have it equipped
thats what im experiencing. was hoping someone could fast track that part for me. i've not done animations since... d2 or oblivion. i looked through a few older mod packs and couldnt find the bone structure for anything similar. seems all the g36s have it disabled or im overlooking something
Check nimbles g36 from the g36 pack. It can use a gl
i did manage to switch the model out with the Crysis scar from Misery. looks dope, but doesnt fit
would be cool as a legendary, if i can find something else to replace it with
how do I make an item stackable like meds or military ration packs
I can change stack size, but I don't know how or where to toggle the durability bar
anyone know what the "extra level transitions" mod does?
You can right click mods and visit on moddb.com in MO2
Where do you get access to the vanilla Anomaly guns? Like the ltx file, I want to mess around with some weapons
You can put the game in debug mode (type !debug to learn how), Open Debug menu F7 then access the 'Weapon Stats Editor' '6'. In there you should be able to play with the stats of all weapons in the game.
Anyone know how to change the yield amount from disassembling ammo, Unsure if what I'm looking for is somewhere in the 'Ammo Maker' mod itself or somewhere else in Anomaly files... ๐ค
The weapon editor never works
I asked on bug fix once and the guy told me it never worked
However I have only been able to make one single adjustment to a RPK
Never used it myself sorry, Just knew it existed
Changed its fire rate to 1000 in Limansk. I have never been able to recreate that feat ever again
In that case only way i can think of modifying it is to make your own mod file in MO2 with the adjusted weapon stats
i don't know how to do that
Modded weapons is easy since their file location is not hidden and are easily accessible
I can change stats of any extra mod weapons just fine
It's the weapons in vanilla Anomaly
To do this you'll need to unpack the game files using the 'db_unpacker.bat' located here C:\Anomaly\tools
Then go into the newly upacked folder and navigate to _unpacked\configs\items\weapons
modify the desired weapons .ltx file with your desired changes
Then create a new folder here 'C:\GAMMA RC3\mods' and set up some folders inside it with the same names leading to where the .ltx weapon files would normaly be located, in your case it'll be YOURCHOSENNAME\gamedata\configs\items\weapons
Put all the modified .ltx files in this folder then compress them into a zip or .7z file
Add this compressed file to your MO2 as a mod and enable it
Your then good to go
thinking of modding in a bandaid
does half the amount of healing that yadulin does and about 100ML of bleeding control but it does not cause that dizzy effect and is dirt cheap at traders (probably something like 500 roubles at normal traders 300 at medics and have that scale up with difficulty)
thats awfully cuntish... i love it
literally the only reason for something like this is because have you ever had those moments where you heal up but theres that tiny bit of health left that is too small to waste a medkit on but dont want to be dizzy cause you took some pills to top it off? thats what the bandaid is for
or you could stand by a fire?
too long
you can take caffeine pills/coffee to remove dizziness instantly
or cocaine? not sure about that one
glucose for sure, + glucose refill sasiety
cocaine takes away health kind defeats the point of using yadulin to heal up in the first place
exactly the reason I don't know, bc I never took it
https://www.reddit.com/r/stalker/comments/zc9p7a/a_short_guide_to_handle_alife_issues_and_crashes/
Is this the main reason why ammo disassembly only yields a fraction of parts needed to craft them? Always wondered about that misbalance.
11 votes and 5 comments so far on Reddit
i mean it's a balance thing too
unintended but whatever
Anyone know how to change the yield amount from disassembling ammo, Unsure if what I'm looking for is somewhere in the 'Ammo Maker' mod itself or somewhere else in Anomaly files... ๐ค
Have a look in gamedata\configs\parts
I also changed this for myself. As far as I know it is not realistic to gain only a fraction of propellant when disassembling ammunition.
Though, as that post points out, it may be better to not change these numbers after all. Having a limit of just over 50k items and ending up with over 10k occupied by ammo parts is probably not a good idea for performance.
Or the crafting system has to be reworked in such a way, that there will be no such accumulation. -> ressource sinks
Glad to hear I'm not the only one who thinks its a bit unrealistic.
Not entirely sure how to modify the text in the 'parts_ammo.ltx' file, Do i need to change the values that i've underlined in red here?
The above just being one example of the many entries in the file of course
Yes, these are the respective modifiers. Be aware though, that these will not always result in 15*modifier. That's my observation at least. Has to do something with the ui_workshop.script logic.
Sounds like you've played with these modifiers a fair bit, Do you have any recommendations for what value I should use?
I sent you a pm : )
Got it, Thanks a heap! ๐
Whats the point of zis zzz hell (aside from dltx) ?
Are there any conventions in the community?
Do I get it right that MO2's 'load' order only helps to win direct file-name conflicts? (meaning we are still relying on the filenames order after script-list is gathered)
-full-script-override-by-name,
-monkey-patching (has call to base version),
-full-method-overrides(no call to base version),
-overrides-on-game-start-phase(~runtime?),
Uh, what else and where does script-name matters?
i think it's due to priority when game runs the script?
in console you will see that it prints 'executing zzzz_xxxx.script'
or smt like that
to see if it runs or fails in console
I don't know. Reading through the corresponding base anomaly lua scripts and other scripts I came across, it seems to be rather deliberate.
I'd be really surprised, if modders like Arti and Grok would not know about these limitations.
After all, Item Clutter is really a problem, overall
( a lot of one-use items and so on )
I know that warfare is bugg and not supported, but its so much fun for me.
I noticed that most of the issues come from trying to index a nil value
gamedata\scripts\global_position.script:75: attempt to index local 'offset' (a nil value)
I wonder if it would be possible to go into the global position script and add a check to see if there is a nil value passed into it and if just roll on with the game without crashing.
the entirety of the global position script:
function from(object_or_position, level_id)
if (level_id ~= nil) then
local offset = level_offsets[level_id]
local p = object_or_position
return vector():set(p.x + offset[1], p.y + offset[2], p.z + offset[3])
else
if (object_or_position.position and object_or_position.m_game_vertex_id) then
local global = from(object_or_position.position, game_graph():vertex(object_or_position.m_game_vertex_id):level_id())
object_or_position.global_position = global
return global
end
end
end
The script dies on local p = object_or_position line
check my mods-posting for stable warfare
Oh I will!
Its not only warfare though, dynamic mutants also crap out on global position script.
I have no idea how to script in lua though. Is it possible to catch when a nil value is passed into the global position script and have return like the fake offset of 0,0,0? Just so the game does not crash.
I know that the perfect solution would be to fix the issue with scripts trying to pass garbage into the function, but that would mean doing some actual work ๐
depends on what remove means in this context
Trying to add failsafes to the global position script, just in case some other script tries to pass garbage into it.
function from(object_or_position, level_id)
if (level_id ~= nil) then
local offset = {0.0,0.0,0.0}
if (level_offsets[level_id] ~= nil) then
offset = level_offsets[level_id]
end
local p = vector(0,0,0)
if (object_or_position ~= nil) then
p = object_or_position
end
return vector():set(p.x + offset[1], p.y + offset[2], p.z + offset[3])
else
if (object_or_position ~= nil) then
if (object_or_position.position and object_or_position.m_game_vertex_id) then
local global = from(object_or_position.position, game_graph():vertex(object_or_position.m_game_vertex_id):level_id())
object_or_position.global_position = global
return global
end
else
return vector(0,0,0)
end
end
end
Total kludge, but it might work
Has anyone ported the shoc snork into cop/anomaly? Frankly I think it looked better and Id like to add it alongside the new snork
the goofy mask one?
dunno if it would work straight away
the way models work changed after soc
Yo people, can someone share the Kukri texture, I wanted to edit it and make it look decent instead of this Fallout New Vegas level of shit looking thing.
Oh, and no, FNV is a great game, but the default textures are cancer for my eyes.
if i can get something like this working, my warfare pack will be even more stable at high spawn rates
does your patch work with the warfare-story merge mod
mine? my file is a full ZcP/warfare replacement. no patches required, just some unticks and loading it highest priority. im adding in rep editor in the McM by default later on
and my companions loadout mod is already included in the warfare mod. just need EVEN TOUGHER COMPANIONS/IMPORTANTS (for warfare/survival): #1048482284069724220 message loaded in above it. ill make it an optional install later on
I'll be releasing a new version of my horror audio addon soon. I've fixed that annoying controller audio (my bad), but I was after some ideas on what to tackle next? So far I've added:
- Sirens for both storms (both are used now)
- new poltergeist audio
- additional storm audio for blow-outs
- reverting some changes I made to zombies
- changed the burer psy audio to something more subtle
- x8 is especially cursed
i'd like for the old psy antenna voices to come back
Hey modders, is someone interested in making a mod for low ready and high ready weapon position? Would be a nice feature i think :-D. But i don't know if it is even possible.
looking forward to it.I uninstall Dark Signal anomalies and blowouts as I prefer Horror Overhaul and soundscape Overhaul
That is not possible
Low ready is possible
You can tweak the position to look like its in ADS but just lower
I always wanted it so that lowered weapon is default and I press thumb button on my mouse and brings to low ready position that looks like ADS but lower and has worse accuracy and then ADS with best accuracy of course
Hey Wolfstriked, stupid question what does ADS mean?
aim down sights
Ah okay
And thats never a stupid question...its orks me when people say first you bring ADP and then PPK and if your not in know your instantly lost
I agree
I once read a book (TRIED) on the cosmic radiation in the universe and I couldnt get past the first freaking paragraph

๐คฃ
thats when I realized I should just stay a truck driver

The 3 rd word in paragraph threw me for a loop and I never recovered.When your searching online for meaning of the dam 3rd word in a paragraph....give up!
And you better know that time is governed by the frequency of atoms or at least grasp this
tough stuff you are reading
damn it what a pity ๐
what is ppk
lol
...
LOL it was just used as an example...ADP and PPK
up next from War Dogs Armory...
thanks to Grip6 check them here https://grip6.com
are there any mods for the Nagant revolver?
i need a lore friendly revolver to add
I'd love a Nagant, but I don't know of any mods that add one
there also are not that many first person games with nagants in them, so porting from other games could be difficult
Anyone good at coding? Looking to extend the aim rattle to happen when you pan around quickly
I distinctly remember Radiation Fallout blowouts in Call of Prypiat. It was like emission but with huge spike in radiation instead. It might have been a mod though, but it would still be cool to see it added to Anomaly, just as a change of pace.
Man let me know if you got it, the simple weapons pack only has 3 revolvers. 2 are the same just in a different caliber
same scene from yesterday, new hippoS and Jaku shader tweaks
really seems to be handling the highlighted grass a lot better, not sure whats changed there exactly but looks really good
thats vanilla anomaly
and screen space shaders
so basically i can't really do anything on my side to improve this?
(kinda sad since i wasn't noticing this with stock gamma textures)
nope, nothing, its just cos hippor is more vibrant that it's being noticed, ~I feel like default Gamma is just really dark so you miss these things
alright then, cheers for the answers
Can i ask here questions about adding mods or enabling some? i just want to add 2 mods and seems like the #๐จmodded-gamma-support is quite inactive at the moment
best to stick with that channel, unless it's proper dead and you really can't get help
Update, a guy 10 years ago made one for the gunslinger team...with NICE animations.. trying to get ahold of him, it never made it into CoP gunslinger so I can't rip the files
there are a lot of very detailed nagant revolvers in some games, animating could just be about looking at reference
take for example the bf1 one or the one in hunt showdown
Here's one I saw.
I think I found it in an old gunslinger file..
But it's not the same polished one I saw in a short clip from 2012
ะก ะข ะ ะ ะ ะ ะ ะะ 2.2 ะฝะฐัะฐะปะพ ัะฐะฑะพัั. ะะพะทัะผะธัะต ัะตะฒะพะปัะฒะตั "ะะฐะณะฐะฝั" ะธ ะฒะพะดะบั.
This is how to find cool stuff right at the start of the OP 2.2 play session. I had to start a new game, so I made this video to help out. This is where the Nagant revolver and Vodka bottle is to get you started.
ะะพั ะบะฐะบ ะฝะฐะนัะธ ะบััััะต ะฒะตัะธ ะฒ ัะฐะผะพะผ ะฝะฐัะฐะปะต ะธะณัะพะฒะพะน ัะตััะธะธ OP ...
If artyom gets a nagant, we should all get nagants. It's just the way it should be, so I'll make it happen
I'm trying to find that polished up animation and model I saw
it's the first time in my life i see someone outside of /vg/ call op 2.2 polished
and maybe the last
nagant m1895 model/texture: Red Orchestra 2: Heroes of Stalingrad
nagant m1895 rip: Chyvachok
music: rammstein - los (instrumental)
My first revolver. Old work. Was made for GUNSLINGER MOD. I decided to show you ;)
That's the one I'm tryna find
I said that's not the polished one
Yeah that one from the STRIFER guy is good.
And should I? I'm playing CoP gunslinger currently
i mean cop gunslinger is just cop but with gunslinger
Kinda what I wanted to relax to lmao. Just old school stalker with some guns
op 2.2 is a megasoup that has, get this, at the very fucking least, 300 hours to 100%
and that's considered some hardcore speedrunning
Wtfff.. okay yeah I'll look into it. It's been years since I played old stalker and gamma modding has me itching for old school stalker lol
I never touched stalker mods until gamma. I didn't think to ever look.. the game was just so damn good already.
@random fulcrum /vg/ talks about stalker kek ?
i mean there's stalker general, they have a very high opinion on gamma in particular
heh
Real
There used to a /sg/ that โusedโ to talk about it. Iโve never looked for it for literal years
Hi, guys! I'm probably gonna get banned for asking the same thing everywhere, but how does one enable Full Upgrades properly? Tried enabling the option without any patches from 196- DLTX minimodpack -> crash.
yeah im trying to find that animation and model from Strifer that i posted earlier.. if anyone knows where he is now
Ask on the anomaly discord
bet. not sure how often he checks youtube comments
is there a simple fix or a mod that allows me to fast travel to my custom stashes regardless of where they are placed?
but it's an anomaly feature
you could also just create a dummy stash and use it for fast travels, its not like a bag is the most expensive item to buy/craft in the game
that is true
Suggestion: Compatibility patch for Hideout Furniture and Roguelite
working on it tomorrow. noticed the overwrites earlier. ill work the files together and get yall something to test
rougelite is a big part of my life.
speaking of which.. where is the azazel_mode.script file located? i have a way to make warfare/ironman/azazel all compatible with storymode..
It's in files.db0, you gotta unpack it
ahh explains it. i knew i saw it earlier but i did a full wipe and reinstall and deleted everything i unpacked
it's in its final stages of testing. ironman azazel with warfare and storymode. starting in zaton as the CoP gods intended.. just me and my not kiddnapped hobo pal. He doesnt know what he's waking up to.. who knows.. i might be him pretty soon
we need the AA-12 mod back in the game please ๐ฆ
Brief showcase of the RAPTR Shotgun in S.T.A.L.K.E.R. Anomaly G.A.M.M.A. modpack (patched 2022-11-29)
azazel storymode patch is out. ironman compatible, has rougelite built in.
thanks jabbers for that mod, it helps pull that patch together nicely for ironman users.
is there a mod that adds a timer to medicines used in the ui?
this might've already been addressed but is there any mod that adds in the ability to equip other small smgs to your knife slot? like it will let me put a whole p90 there but i for some reason cant equip a vz.61?
there are like hundreds upon hundreds of that exact same concept in both #1035807043933720576 and #๐old-mods-posting
i made one myself a few days ago that also makes those guns tilt upwards
and it's dltx
instead of just copying and pasting the whole file and editing a small bit
thanks, just look under oldmods?
thanks for making already exactly what i was looking for ill try to look through already created stuff before randomly asking'
And then there's me who couldn't find those things right at the very beginning and said "yep this is Alt+F4 time"
Is there a way for me, to "adjust" the "difficulty & progression" pre-selection? To make a customized preselection?
best would to make a addon for it.
configs/plugins/difficulty.ltx
Is there a modding guide link? found a guide. I have to unpack the DB and yeah look at example mods.
Anyone knows which file controls the dynamic news block position ? I found how to mod inside the block but spent my entire day yesterday looking for the file that controls the block position without success.
Is there a way that I can mod the Kriss Vector and have it fit in a pistol slot in my inventory?
Also, I cannot find vendors that sell Vector magazines, no matter if Duty, Freedom, or Loners
are there console commands/ debug ways to see objects(namely rf receiver packages) easier? I have suspicion that one bugged out in dead city
controled in engine
it's not LUA / XML / LTX based
at least i don't feel blind anymore. xD
quik question is it possibel that thers a mod ( or making a mod) that replaces the sound of the K98k + Mosin and SVT-40 with the sounds from Red Orcestra 2 heros of Stalingrad ? thx in advance
Anyone knows how to change a scope from PiP to normal 2D texture?
I have a mod that uses PiP scopes but they lag my game so bad i'm trying to convert them to 2D scopes, however when i change the scope status value, it either crashes the game or it flat out doesn't work
did you specify a crosshair texture
maybe that's what's crashing the game
you also need to edit the model maybe to remove the shader from the scope
that allow the pip thing to begin with
Ayyyyyyy i got it
Yeah i just realized that
Like it works now
But with the pip shader the scope does this weird thing
oh sure blender works, the ogf editor is easier
Obviously did something wrong
Blender automatically saves texture paths. You have to set it to a generic texture folder IN gamma so that it'll read textures correctly
So it's easier to do this with the ogf editor i presume
When can i get it
Or how can i save with the correct paths
when you export as .ogf in blender
there's a checkbox that says something akin to "save with texture paths"
untick that
yeah that one
Thanks a lot :)
Hell ye
Lens doesn't have a texture
But i'll take it
Now i need to make a different animation for when the rifle is scoped
I assume that can be done
clipping
Because on the normal mosin the scope is on the front
And the animation makes it so the arm and hand go all the way over the gun
So in this model it clips with the scope
How do I make a gun fit vision/melee
I believe slot = 1 and/or single_handed = 1 are the settings that control that
Cool
turns out you only need slot = 1
i tried to make the short ks23 fit melee and i couldn't for the life of me force it to be two handed
What file do i need to modify to change the color of the "Green House" icon on the PDA and the Mini Map
They are hard to see on most parts of the map, so i want to change its color
I already did this with the icons for vendors and more from the file: ui_actor_hint_wnd.dds
I have been searching over all the dds files on the G.A.M.M.A. UI mod folder
But i can't find this icon on any of them
im making mod for gamma.
Where i can find texture files of this icons, they are not inside ui_actor_hint_wnd.dds sadly
But where is this file located?
So i know where to place it after modifying it
gamedata/textures/ui/ui_hud.dds
Why do i don't have that file bro?
However, the icon on the PDA keeps showing even if i don't have that file in the GAMMA UI mod folders
you need to unpack the file with tools unpckaer in anomaly folder
unpacker_all.bat
What if i just modify the dds file you gave me?
Do i also need the .htm file in the same folder as ui_hud.dds
Is there an actual master list of callbacks anywhere? _g definitely doesn't contain all of them
What chunk of the files governs weather it is day or night. Want to whip up a mod that makes it perma night time
config/enviroment/weathers
Thanks
axr_main
your main 3 scripts to look at when modding are _g, axr_main and lua_help
now replace the teleport sound with the DBZ instant transmission sound
what the fuck is going on
Every NPC generates with a magic power they can use in combat
Which basically translates to either spawn an anomaly or teleport around right now
Also, the teleporty dude is teleporting in a straight line because apparently Y is up?
Currently working on a mod that let players configure the cooldown between Barrier Defense tasks. Also lets you configure how many days until they start appearing when starting a new save. Hopefully this monkey patch works.
Can be useful as an Invictus speedrunning tool to help those runs not struggle too much with bad luck on loot. Ofc you have to make sure you can beat the Barrier Quests as well. Once I can get it to work, I'll look into letting players configure which Barrier Quests can spawn (Zombie, Monolith, or both like normal)
Imo: this needs to be added to ISG only and have like a 10% chance of happening when shooting them > teleport them.

or just give it to SIN so they can be even more of a pain in the ass
No Sin is hard enough imo
and ISG is lacking as an end game threat imo
I did that too, but reverted it because the ks23 is a pump action shotgun and when you fire while one handing it you pump it with your mind ๐
just wanna double check, the kriss vector is a gamma exclusive weapon right?
just organising things a bit better in the ltx
lunatic ported it to anomaly from taz ages ago
athi saved the model from it and made it compatible with bas scopes many moons back
and gamma's own vector just released
Ah okay, yeah just, makin sure I track down what pack exactly each gun comes from is quite the slog. Making the formatting of my ltx easier for people to understand and patch
And for my own sanity instead of just having a list of weapons that I don't know where they're from, should be easier to update/patch with a dedicated patch section

how do I add a mod to MO2 that is a folder
Just nest the file(s) exactly as they were when you grabbed them from the game/somebody else's mod and compress the whole thing to a .zip file. That's it.
I got kind of annoyed that the whole game got high res updates but the loading screen was still low resolution. This is the first try of a high res loading screen of mine. Suggestions are appreciated
Eden's 2K loading screens are present, but they get overwritten by "G.A.M.M.A UI".
If this symbol is present for a mod: right click -> information -> check the "Conflicts" tab.
There you see exactly what is overwritten by which mod.
The only problem is that there is almost no difference between the loading screen included in Edens mod and the one already in GAMMA UI. It's just a simple upscale and I think a little sharpening. I'm not sure if you would even notice a difference if it wasn't overwritten as I barely see a difference having them side by side.
Sure, you would most likely only a difference when running the game in 4k. The 1k original most likely scales worse.
I was about to add something but I misread, you're specifically talking about the GAMMA background image, not the screenshots that get displayed.
It's looking nice 
A possible addition would be some gamma green glow leaking through cracks in the metal.
anyone know where I can edit the weapon hud for the k98 in the mod files?
anyone got a mod that can help support 32:9
to be specific on res --- its 5120x1440
@eternal leaf have you tried the 32-9 mod that is already there?
yea i had the same issue with 21:9 ๐
how i turn that on xD
im on the g9 and i would love to see this game on the big boy
in the mod organizer search for resolution
yea thats why i was asking if you had seen it ๐
yeah i seen that xD
but like the ui on that scale gets utter fucked
im doing a fresh install rn ill show you what i mean when i get her downloaded
@grizzled stump belive it or not it fixed everything

ikr im like double pogging rn
time to actually enjoy the game 
HOW EVER THO
**update you just have to turn off the 3d model for the pda
then it looks way better
plus its bigger
@fair canopy i noticed your a revolver fan have you any plans to update any of the other revolvers from those weapon packs such as the scoped 357 redhawk?
I thought about it. I'd most likely remove the scope though
Thing is, I haven't touched the base loading screen but rather replaced the pictures in each so a total of 182 with higher resolution custom ones
Hello- I'm relatively new to gamma. Had it installed for a month before I decided to update and I didn't like some of the changes. How would I go about making psy damage only affect the psy health bar instead of doing physical body damage? It just completely runs a train on my immersion when I have to heal damage from ghosts/apparitions with a tourniquet/medkit because an imaginary-not-real psychic attack somehow damages my physical body.
Is there an itx file I can nuke or a setting I can change? If not how do I make a mod to change that?
shame itd be a rather uniques sidearm for gunslngers and heavies like myself
Anyone know where exactly gamma defines the BR of each outfit?
any idea why my vscode can't read the dots ?
Do you have it set to the right encoding?
thank you very much i learned something ๐
It's listed at the top of the xml, they use an odd setting
Do you guys think a "sanity" mechanic could be somehow implemented in the engine? I'm thinking sanity/mental health could be another resource for the player to manage, same as hunger and thirst (and with somewhat similar effects if you neglect it). For example: getting shot/wounded, killing people, looting corpses,taking certain drugs, psy-attacks of course, maybe certain anomalies or places (underground),and generally having a shitty time would lower your mental health. Now, since this is just how life in the zone is, the player would need to develop coping mechanisms such as: eating good food, recreational substances (weed, tobacco,alcohol,coffe), talking to other stalkers by the campfire, playing music, maybe some antidepressants could be implemented or books/magazines you could read for small boosts, maybe simply getting more experienced (gaining ranks) could help you become desensitized to the horrors.
Could make for an interesting addition to the gamplay loop
also already have a psybar, so
pretty sure i already seen in the past a mod that reduce your psy health based on the "stress"
like the time you spend in the zone or something
I'll have to chek it out, tho i doubt it's compatible with gamma, still it's nice seeing that it CAN be implemented
I was thinking in having sanity as a separate resource such as hunger, separate from the psy bar, and have it be affected more by your actions than just time in the zone
Kinda like in chernobylite. Your character starts as an average joe, so going around killing folk and stuff fucks him up real bad, at least at the start
I need to play Chernobylite, just waiting for their last content pack of the year.
It's pretty good, not a stalker game in any way, shape or form -not even a good shooter really-, but it's cool, and i wish i could take some some features from it into anomaly - specifically the (awesome) base building and well done sanity mechanic
It's an interesting RPG/atmosphere game for sure. And hardbass gopnik is a plus
anyone have a guide for each parametre for each projectile in gboobs
@tardy galleon you know how the gboobs parametres work, tyrna get the arti's ammo feel with the 'surplus' ammo to work with gboobs
Does anyone know how I'd go about reducing the intensity of the yellow Controller tint? Is is just a config file that needs to be edited, or does it have to be changed in the base .ppe file?
guys, do you now if this is the BAS texture file that applies to the LAM/Sights pack that the Ak5 use?
What exactly are you trying to do? GBOOBS works by manually scaling damage in the grok_bo.script for certain ammunition. Also takes into account the ammo's k_ap values as well.
If you take a look in that script, you'll see how it modifies the damage. iirc .45 Hydro is listed to get a damage modifier in the script as well as .357 HP.
And if I remember, s_hit.power is the damage variable. I'd be more specific, but I am not at home currently.
im editing the arti/grok ballistic that scavs made to be more in line with 'real' values that you could find in arma 3 or some other sims but still staying inline with gamma's ballistics
finding a middle ground between gboobs and actual ballistics, whilst using the re-purposed old ammo from arti
shouldnt be doing it at almost 1 am but am in the mood
We are both trying to do that as well. I got .45 ammo fixed up since their AP values were all sorts of wrong lol and I am working on fixing 12x70/12x76 shotgun ammo as some of the slugs don't work correctly. We were going to do a simple copy-paste job but some ammo isn't the same as GAMMA ammo.
For example, 5.56 AP is changed to 5.56 EP in ArtiGrok, and the AP is now the original bad AP ammo. So would take some time to sit down and make sure everything lines up.
im also swapping the icons for some of them and using the shabby icons, like the 556 ap (good) uses the green tip icon which should be for the 556 ep m855
taking into account the hotter loads in epr
probs gonna change the M69 SLAP to M80A1
just fits better
Well, this is blowing up. I'm really eager to see what yall come up with. I initially just wanted them to work together so I could tweak weapons and worry about what yall are doing last.. but damn. Yall got it on lock
im just changing ammunition lol
If yall get ammo to Arma standard as closely as possible, I'm doing the same thing for all the weapons. Except rouges and hero. They got stats damn near perfect
only thing i dont understand in the config is the dg_chance
It's something though, and it was an intention just not a priority yet. I liked the mixture of old ammo types because it makes sense for the game, but also wanted the variety that arti has
Unpack the tutorial mods, I think the ammo breaks down all those variables
I'm not home or I'd do it
it is compatible you'd only lose gamma's hilarious psy regen
@tardy galleon
Well, you can check the "real" values in the gamma xls file
also the actual pen value is important so you can compare ammo to your BR class from your armor
Anyone know if there's a stick mag for the ppsh in Mags?
I need mah stick mags for early game. Opening inv while a pack of psy dogs is jumping you isnt fun
Is the GAMMA Installer open source?
youd wish
why?
I want to make my personal installer
I need some info about moddb bot flagging aso
its not necessary but it would probably help
anyone know if the author of the mod "interactive pda" is here? or anyone know how the delivery system work in the mod (mainly like if i purchased something, how will i get the delivery, does it remain if i go to another area)
xcvb
anyone have used the HD models pack?
Grok, when Installer sauce?
I believe they may be some engine lingo for "degraded ammo" and "degraded chance". Might be variables somewhere but don't know where they could be.
Correction: they just seem to be variables that Arti uses to try and downgrade special ammo to the standard counterparts. Thought it would be the other way around and it try to swap "new" ammo with the "old" ammo. Still not 100% but it does look like it is trying to change out ammo in some way using them as variables.
Found the values. They are in Arti's custom ammo files (configs\items\ammo\ammo_[ammoClassHere].ltx). Here is a snipper from the pistol file.
what the fuck is that color scheme
sorry to have been blowing your shit up a lot lately on this server but where should this be in the MO2 load order for GAMMA?
Anywhere really but at the bottom is best
Easier on my eyes personally.
and since there are so many reposition fixes and shit in gamma's mo2 list, does the default method of adjusting weapon positions after saving the stats to the .cfg file still apply?
I saw something about creating a DLTX mod with the position stats or something to load but my chimp brain started to sizzle and fry trying to understand
yeah im digging those ammo icons for sure. wayyy better than boxes imo
the dark mode people flip out on anything that doesn't look like you're spelunking in a 2000ft underground cave
@undone lily woyld you mind if I released the MDRs as a separate mod?
I use Dark Mode, but the "dark mode" on Notepad++ uses a black that is almost as annoyingly bright as white. Weird to say but it annoyed me lol
@undone lily The magic_muggle flag was supposed to be a quick failure check to see if a character doesn't have magical effects without individually checking every available "spell" type, from when there was more than just teleporting. magic_<spell> in this case magic_tele is intended to be the flag that allows teleports.
But whatever works 
thats why im putting together my pack.. WAY to many modules for gunplay and gun related things.. 60+ more mods in the load order than are necessary. i got so annoyed trying to mod and finding 25 versions of one gun in mods folder.
making players download 40gb of mods for only 20ish of them being used... maybe its just my OCD but it doesnt really seem like the proper way to do it
yeah like I LOVE gamma and the effort and love everyone has put into it is incredible
but a lot of the core components of gamma aren't really how I like to play stalker
But I enjoy it because grok took the headache out of getting so many (really good) fucking mods to work together
Yeah literally everything minus the guns would be damn near impossible to get working together without groks patches. That's where gamma is king.. but there's a TON of duplicate assets
I helf off installing gamma for so long because nobody told me he made a fuckn installer for it. I read 320 mods and said fuckkkkk that no way I can get them working right. 100 in a elder scrolls load order was hard enough
does anybody know any mods adding like artifact ammo, like bullets infused with gravi tips for ap or like mini elctro damage from bullets made with flash artifacts etc?
arti balls have weird and quirky ammo
what is arti balls? not encountered it yet
another ballistics mod
like gboobs
no it won't work with gamma
needs a ton of adapting
yeah seems like it'd be a lot of work to merge it in, I was just curious anyway, thanks for pointing it out ๐
Thought someone was working on it
mo3 has talked about a merge going on
he hasn't posted it by the looks of it
but i hate the forum thing about discord with a passion so i don't even look in mods posting
unless i'm posting my own crap
i'd want to integrate arti balls into the thing
Imo core stalker games are story focused. Anomaly is freeplay, which calls for different systems to be actually interesting, i.e. survival elements and long progression, which is what I'm doing with GAMMA, and apparently that's what people want.
Anomaly with "OG stalker like" progression is simply dull and boring. If people want that, they should rather play actual good story mods like Goldsphere instead of trying to make Anomaly a story-based mod. Unless people improve Anomaly story, but no one is working on this atm sadly enough. At some point, I will work on it, but I want a solid, balanced, stable and actually interesting core gameplay and mechanics first.
Now you can screenshot that and tell the moddb, CCon discord and Reddit GAMMA haters 
tfw virtuoso was right
Still surprised that people haven't figured out that Anomaly is a STALKER sandbox while the other games are the main games, including the good story mods.
There are some elements I'd like to see in Anomaly from the main games, like secret stashes/containers that have unique loot. But, in a sandbox, that doesn't make sense as progression is up to the player. Give and take.
@woven terrace saw your kriss vector mod on moddb, is it integreated with gamma already or do you know if i can install it with it? ...does it allow for zoom scopes?
i need testers, game wont load.. MIGHT fix some ai combat issues
i tested it a little then started working on sounds for guns lol
fair. Never meant to step on your toes at all. Your work here with gamma is a fucking masterpiece and I hope my gripes about something so microscopic in the grand scheme of things don't come off as me being entitled or unappreciative. I love every other aspect of gamma aside from playing with vanilla models, but it's such a small nitpick sry sry pls keep doing god's work
just because some of the gameplay features of gamma aren't what I LIKE, doesn't mean they aren't fantastically made and curated. The sheer amount of gunplay overhauls & shader overhauls and all the other small details added together make for the best overall stalker experience I've ever had in my many years. Hell, these past few months I've been at the lowest point in my life with mental health and having an escape from it all coming home to plug in to the zone experience gamma has offered has played a big role in saving my life
uh oh Beetus is over sharing in the large public discord again
sorry @undone lily ily
that's a weird approach into fixing the game
Well, it might work and I can't test every combat scenario myself lol
The game won't load because I've got files hidden and pulled while I'm working on warfare
ok but what was exactly changed
"fixing combat" is to broad of a statement
too
like, what am i looking for when testing
It's an extension on how they react to shots and move to and between cover. I looked at the new ai rework and some of the scripts that desolation was using and came up with this
Sorry. Should of included a .txt or something
gonna give it a try tomorrow
I'm about done with what I'm doing. Going to reinstall fresh and do more testing myself
Looking for anyone to test my best attempt to merge the stats of GAMMA into Arti's Ballistics. This is solely stat edits. I edited it based on Mo3 gave me previously to help him get it working for his War Dogs pack. No scripts have been touched as of yet. I want to know of any outliers or inconsistencies even after the merge so I can get a better picture of what may need looking into for the script work later.
#1048482284069724220 message
Is there any other way to get the names of the items in game besides individually writing down each item name from the debug menu ?
for what
server_obj:section_name()
go into debug room with clean inventory, spawn whatever items u need
then press "M" with this script and then check log
alright dumb questions in that case
how do I get to the debug room? And how exactly would I run that script?
add the script as a mod?
One of the F-keys does it at the main menu
which one?
f2
and how would I add the script as a mod then?
thank you
enable in mo2
my neanderthal brain is fried at the moment
so I appreciate the patience and instructions
looking at other mods should have done the trick
never said I was the smartest man
so again thank you
alright I got that far now it is enabled in m02 but nothing happens when I press M with that script. I have checked the logs unless it is making a log somewhere else.
posted a pretty thorough write up on how to use hd models with minimal effort and no convoluted file replacements or anything in #๐จmodded-gamma-support
game runs a lot better without loading both DICK and HDM like I was doing for a while as a shitty workaround
Hey! I want to create macro or something that do this: change view distance to. So when I'm in crowded areas I'll just use button "A" to decrease it, and button "B" to increase it. How many hours it takes for someone who have 0 exp in mod creation?
I mean should I just use in-game sliders instead?
It will take quite some time to understand anything. Depends on your initial knowledge though.
First thing would be to install Notepad++ and executing: Anomaly\tools\db_unpacker.bat
which creates a _unpacked folder that contains only the configs and game-scripts.
You can use Ctrl+Shift+F in Notepad++ to search for specific keywords in the files of that directory.
The game files are the main documentation of the game. Especially _g.script and lua_help.script
For example: There's a function whose usage or utility you don't know about -> Look up where and how it is used.
Learning boolean logic and the Lua syntax is beneficial.
That's how I've done it in the past. No matter what I am modifying. Not just games. I hope, this helps.
Hey man. That mod is super old. I am working on an update, that will be much more high-quality. I hope to have it completed in the coming weeks. Thanks for the patience!
Does anyone know of a way to view all the items in the inventory on a save game in plain text? I am trying to debug a mod. I need to generate a list of items that are missing description edits. It's a pretty long list of weapon IDs so I would rather not have to transcribe them manually.
Look up a few posts. @random fulcrum provided a script to run as a mod in the debug room to list everything in your inventory when pressing the M key.
no i did not
Yeah, I missed that you just explained how to use it. @lunar nimbus posted the script
Found it thank you. This will make my life much easier
I'm also having some trouble finding the print from your script in the log.
it's just a print
press the button and check the console
might want to pause the game
not the escape menu, pause
I need to copy these lines from the console how can I do that?
what
I have 88 items I need the entire list lol
go to the log and find the thing you're looking for
say, ctrl f the first item in the list
or the last
finally got it thanks
absolutely huge favor to ask. Is there an easy way to make the script print the base cost of the item as well?
change item:section() to ini_sys:r_string_ex(item:section(), cost)
thank you
Fatal error.
not huge ;]
almost correct but cost argument must be string and the value is float ;p
tell me the magic words I need to write in the text file
ohh almost had it
this will probably be more comfortable, it will create a txt with all these prints in root folder
is there a mod out there for me to add a suppressor to the mosin?, I have way better snipers that are suppressed but i don't wanna get rid of it because its my favorite weapon
Anybody know where I can find theese files? w_gammaraptr.ltx
mag_raptr_drum.ltx
heavy files in the github repo
Hey there, I asked a question in general yesterday about lighting in Dead City. Figured this might be a "better" spot for it. I was told the mod that used to add the dynamic lighting to Dead City and Rostok was removed in the current iteration of GAMMA due to efforts to increase performance.
Does anyone know what that mod was titled, specifically? I'd like to add it back in as a custom mod for my own use (I really liked it). I still have my old downloads folder, and assume it's in there, but I haven't been able to find anything related to lighting, dynamic, or dead city....
Itโs much faster with Demonized Draggable HUD Editor though
That's what i'm using
It's still a pain in the ass as i don't fully get how some guns get their positions
The AK-74M Custom, AK-74M Duty camo and AK-74M PK-A use the AK-74M base as a position source
But the AK-74M Alternate and AK-74M Camouflaged don't
Respite all being the same model with texture changes
Apparently they are different models
Ever so slightly different
Most of these canโt be obtained in gamma FYI
Because most variants got ditched
Yeah ik, just making a general repo mod for anomaly, and whatever pack includes whatever vanilla guns they include lol
All good 
Donโt forget to make it DLTX for maximum compatibility
And good luck with the BAS sights ๐
I am
Somebody already commented if it works with GAMMA on moddb lol
Should, since it's DLTX, but GAMMA already has repos
Just make your dltx files mod_system_zzzzzz_juam_repos.ltx

Is there a guide for modding guns? I want to change the mag size of a weapon but the editor in debug mode isn't working
@agile glade You know about this stuff ^ I bet
Just go into the ltx file of the gun and find the line that says something about mags then make it like bigger.
And where are the files located? Can you also change the ammo type this way?
mp7 and the scar
Scars are all in the BAS reposition sneaky mod tbh idk where the mp7 is
oi
find the stuffs?
I made you a mod that makes all the scars 9x18 and gives them 69 round mags
enjoy
Found the mp7 but the scar is giving me some problems. I changed the values but i havent found the right vairant yet..
Thanks for the help!
You can use the mod I just send and change the values in there
if you want
just add the mp7 in
It has all of the scars and shit already there lol
I like the top pic but I imagine you modded the bottom?
for anyone who does development for a living - beware theres a buncha ransomware going round, my company got hit last night, been a massive spike in it last month or so
Yeah
Top is vanilla Anomaly position
holy based?
Lmao
when is this getting officially added?
Firing from shoulder vs firing from hip.For shoulder firing yours does look way better.
I still need to give it ks-23 recoil per shot
Then it'll be done
Yeah, i guess my repos aren't like EFT like and more counter strike / CoD like
I was thinking yours looks like EFT LOL
I just in my mind feel that we are running around with weapon at hip judging from other stalkers
they do look more like cod, too high compared to eft or cs
Oh ok yeah to me they look the same
DLTX
based fucking finally a dltx repos mod
@meager birch mine vs EFT like
Ima try and make this one day and beat invictus with it
Also going to add more to it I think
Ye
Since the only two alternatives are EFT repo and Position and View, and i don't love either, figured I'd make my own
my body is ready
I'm barely at the AKs but I'll finish it eventually
Any clue why this popped up?
hm
weird question but i have this file from liek a while ago, i think someone posted it RE: a BAS shader bug
is it redundant now? i cant find the original post
Anyone had an issue with the raptr not having any sound when silenced?
What section in weapon.ltx file is responsible for recoil? And recoil control factor plz
Id like to nerf a bit Hk416 replacer cas its insane recoil control
finally, someone that actually thinks it's too low
jump to the cam_dispersion values
all that block controls recoil
Thats plenty of linesโฆI would appreciate more precisive directions
Lol. Those are the ones you need to edit for recoil.
Ok. I will compare them to similar rifle and will try to make some edits ๐ช
Is there a way to write the minimum item condition for sale into difficulty.ltx ? by default vanilla set it to 0 and i see no line at all in anomaly vanilla file.
off the top of my head
cam_return means that the camera will return to the place it was before shooting
cam_return_speed controls the speed of that movement
cam_dispersion is the initial recoil
cam_dispersion_frac i don't remember what the fuck it's supposed to do
cam_dispersion_inc is how much is added to the initial recoil after every shot
cam_max_angle is the max vertical climb that can be applied on one singular shot
cam_max_angle_horz is the same but for horizontal
cam_step_angle_horz is the amount the camera goes left/right after every shot, direction picked at random
zoom_[...] are the same thing but for when you're aiming down sights
Thank You mate ๐ช๐
wish i had the original recoil files lying around
that thing used to kick way harder
but people complained that it was too much for a gun with a vertical grip
so i lowered it and people still complained
Talkin bout Hk 416?
yeah
You are the author of this addon?
I may check if i have org Anomaly files if it helps You
nah those are even lower
Hehehe
1 more thing, there is recoil control factor. Hk416 has insane value around 250โฆ! How to lower that bout around half
Is there a way to guarantee that stashes specifically will drop higher condition items? Kinda sick of finding armor at 10% condition in a stash.
I don't want to disable the economy or use debug I just want to change this specific case. I suppose this is tied to progression?
Hey everybody. So I didn't really make any mods, but I edited some audio based mods in GAMMA that I think some people might like. Is it okay to post in mods-posting, or is that against the rules?
its encouraged
just read the mods-posting rules
what sounds did you edit? 
A lot of it was simple replacement, but I made/edited only a few sounds.
English VA to Shadow Company lines (different from the one you can find on ModDB), replacements for the English โdoom-like weapon inspectionโ audio, replaced some Merc voice lines that I found repetitive and annoying, and edited the Extended Radio mod so itโs propaganda only (no more music).
Basically I was tired of listening to the shit English VA (no offense to whoever it was) and listening to the Shadow Company โvery funny guysโ line over and over
bet, ill look at it if you post. I'm slowly working on interior reverb for mutants and gunshots
More advanced than what I did
i can do it UE5 easy.. this engine not so much. but its helping me learn
So quick question, I am modifying the starting loadouts and for some reason when I add medkits (the one with the syrets not the ones that have a whole bunch of stuff in them that you unpack) They don't appear in the loadouts or as a selection (This is all under [shared]:custom)
medkit = false,1,0
medkit = true,2,75
Is this because you can have only one of each type in a loadout or something else?
but if i could do it for oblivion/fallout 3. i can do it in stalker. just gotta figure out how to perfect it
Okay now its just taking the values from the second one and putting it in the loadouts
oh I am a dumbass I figured it out
Yeah my first time I was going crazy. I put things in custom shared, then put them in certain factions as optional.. or something like that. Been a bit. But they wouldn't show up. Spent a solid 3 hours trying to figure out why
Yeah goes to show how literal this statement is in the loadouts.ltx file.
"item_section": is the section name of the your item. NOTE: don't make lines with the same "item_section", only the last one will be read
I thought it was just the last one in that section nope its means in total so you can't be cheeky and put stuff in [shared]:custom and then into the other [faction_loadout]: shared sections
Any idea how I can go about making some changes to trader inventory? IE. Removing or repricing things like variable optics, I'm editing the files in ".Grok's Modpack Installer\G.A.M.M.A\modpack_addons\G.A.M.M.A. Economy\gamedata\configs\items\trade" as well as the presets in that folder but it doesn't seem to do anything.
because those are the installer's files
not the installed files
yes it sounds dumb
go into mo2/mods
Holy shit this explains so much lol
@random fulcrum Thanks for pointing me in the right direction. Edited the correct files, still wasn't working and I realized mag mod also had presets that needed to be edited in addition to the GAMMA economy stuff and it's good to go now, really appreciate it I was pulling my hair out over what apparently was just me being dumb haha
how long to wait after goodwill changed to 2000 through debug until supply level goes to 5?
tryna repeat the bug
Until the next resupply cycle. It depends on your economy difficulty setting how long that takes
can i force it?
I'm not very knowledgeable, but iirc no just sleep it off
costs you like 3 charges of sleeping pills, mineral water and food at it's worst tbf
takes little time as well
welp, flea market being neutral does not help raising supply level, already slept for a week
i think flea market stays lvl 1 the same as butcher
well, flea market defo doesn't stay at lvl 1 with black market installed
Brand new to modding STALKER. I want to make a patch that adds more suits that we find in the game but canโt get. What do I need to do for this?
be sure to check the F7 > Spawn item menu first
there are already a lot of suits
Iโve seen several NPCs wearing really cool suits with the Bandit coats that I canโt find in the F7 menu so I want to add Bandit alts
i was wondering if there was any mods that fix/change the laser sights in the game, i dont know if anyone else has noticed it but the green laser is more of a crosshair that just moves fixed with your characters movements.
what is there to fix about laser sights
creativity and an image editor
That's basically what it is, engine limits can't make it an actual beam of light, so it's an actual mesh/texture that goes so far out to the center screen to simulate the effect
the tech's there, though CWWP isn't out yet
#783718802830786590 message
that makes sense i was just curious because with all these cool reshades out my games looking super photorealistic and its the laser that irks me a little bit
would it be possible to take that laser anomaly that pops up every now and then? and then just sticking that on the end of your gun and making it less transparent or something lol
Enjoy coding your own shaders or asking CWWP devs to release their code

The galil doesn't have a different hud state for when it has the scope on
That might be the only gun that does that
Oh wait, yes it does?
It also doesn't drop in gamma
Hey, does anyone has any pointers to guides and/or resources for beguinner modders? Want to try and start making something but don't really know where to begin besides learning lua and all
the modding book now has guides for beginners:
https://igigog.github.io/anomaly-modding-book/scripting/index.html
otherwise, look at existing mods and ask pointed questions
This is what I need, tysm!
oh yeah, this might be useful if you're completely new (look at the comments too):
https://www.moddb.com/mods/stalker-anomaly/addons/is-it-night-time-educational
I already did that to some extent, when trying out some edits on the powered exos + sound mods
This is perfect, thanks! Hope I can finally contribute to the comunity XD
Does anyone know what mod the IBAz Interceptor armors are from? I've gotten curious to the idea of maybe changing up the player model that an armor set gives you, since I've seen some NPCs with outfits that I want for myself
I have no idea if it's possible at all, probably is a really bad idea, but hey, I'd still like to try
yeah you can, check how this addon works for changing visual model
https://www.moddb.com/mods/stalker-anomaly/addons/dltx-151-more-portrait-icons-and-actor-visuals
iirc, Maid (efp dev and author of it's own icon pack) it's making a updated IBAz outfit icons and assigning some cool dux model, i will say wait for it
very cool stuff
Damn, nice!
Yeah, the thing is, me playing as a Mercenary, I came across a few of those Mercs that wear Opscore helmets and IBA-looking armor, and I thought to myself why I'm stuck with the weird-looking Metro armor when I could look like them
Especially considering that I'm wearing the same MGU-2P gas mask as one of those models
hey so I might be smoking the good crack here, but has anyone noticed that a lot of the higher fire rate weapons and most of the AK's in general have really buggy/choppy audio when being fired
like I used to run JSRS and BaS back in the day on my own build, it was a few years ago, but I pulled out my old build just to test as a comparison
not sure if something broken with the JSRS version in GAMMA or what but
wasn't sure where to post about this
Yeah it actually seems to be really simple to change the model if it uses this same actor_visual system, now the question is; Where exactly is the script that dictates the actor's appearance in the current setup of Gamma?
Because the appearance does change already, but where the actual file is located is something different
gamma uses the same addon i linked, if you mean you want to see where do the actor visual file path is from
you need to go in game, aim at a npc you like, open debug menu with F7, and 'get info'
does anyone know where I can get the JSRS V5 gamma patch, I see a lot of people talking about it but I do not have it in my MO2 list and I can't find it online
jsrs v4 kinda poopy lowkey
It worked! Thank you so much!
No longer included
pffffffffffffft
Never worked bc ir wasnt patched
pain
You need to onclude yourself AND patch it
fantastik
why on earth does EFP repos require an audio file patch
it's literally just a reposition, unless I am mistaken
because it's cringe non-dltx
bruh moment
i still dont fully grasp that, but i think i did it right in the pack
I think this has compelled me to get learnt on computer science
this is helping me get a job in ai/machine learning
I'll be back in a month after enrolling in a course at my local community college
LOL
but god damn some of the AKs just sound so fucking terrible
i patched a lot of them in my pack
maybe it's just my shittotron 4000 pc I'm using atm while I wait for my desktop RMA to be finished
fried my motherboard to smithereens with a swiffer dust wand
@tardy galleon where do I find this
just released .1 for play testing. some DLTX guns from Call of Pripyat still need love. but its a full gun/animation/texture/sound/ballistic overhaul
almost everything to do with guns
feel like an idiot for asking but would the current JSRS EFP patch still hold if I loaded in the newer JSRS and blindsides patch
or is that the main reason JSRS V5 wasn't pushed to gamma
i probably won't make it into a moddb addon
cry about it
It's not that hard to convert any repo to DLTX, tbh, just tedious
i dont think i have everything dltx converted but mostly should be, still need a breakdown on what tf that means
What, DLTX?
dude it's the exact same thing as regular ass ltx but you don't overwrite anything
you just override values in a file
If need to DLTX something last as a pre-caution when taking into account other DLTX mods, you just add a punch of z's at the front
ahh so yeah i did that with a lot
because thats how most of the mods i pulled from had it already so i just followed suit
whats the name of the mod that gives all upgrades for weapons and armor again?
do any of you massive brained geniuses know how a simpleton like myself would go about replacing the gunshot audio of a certain weapon with another weapon's audio
for example
if I wanted to replace the RPK16's gunshot audio with, say, the audio from the AK-105
yes...
hail mary
I tried doing a bit of a hackjob myself but it did not seem to net the results I was looking for
wanna hop in a voice channel?
wilco
Does anyone know how to revert the asnen cig anim back to it 3 pulls long version?
GAMMA has shorten it and it look kinda lackluster
Probably search for any gamma files modifying the animations
Maybe under gamma fixes
aye will try it out
Send me the weapon.ltx and I'll find it for you. I have a repo of animations
just got back, I got it, sending the file to you
wait but which weapon.ltx in which file are you talking about?
you meant the ltx file in asnen mod?
Does anyone know where the piss yellow controller effect lives?
yeah, just send me whatever weapon.ltx file you need old animations for. i have things dating back to Chernobyl mods that i've started patching
uhh.. Bissonnette street in houston or garfield ridge in chicago
Weird that every FDDA relate mods dont have weapon.ltx file in it
mod_system_weaponname ??
you can send me the whole mod if you want, or a link to it
sure, give me a sec
this is default GAMMA (title name)
I think it affect this file
oh cigs not gun. okay im looking.
coomputiiiggggg..
Man i just said ciggy anim at the start 
why didnt ya ask why tf i was talking about a weaponltx lmao my bad.
so here is asnen, its being overwritten by gamma reliable animations and is overwritting food drugs and drinks.
animations that you dont want overwritten, right click and hide them.
if you know which mod had the animations you liked then make those animations aren't being overridden.. ie, hide the ones above it.
so i you want food drugs and drinks animations, right click and hide the ones from asnen and gamma reliable
its kinda just trial and error unless you have something to open animations in
i've heard that too about some mods.. havent had issues yet
ok so this is what happened when I overwritten asnen cig anim over the reliable animation
any idea?
there's something else reliant on that script
if you use anytext, it will scan all files for mentions of whatever broken script its popping in log
ok update @tardy galleon
the reliable animation had nothing to do with the shortened asnen cig anim
my guess is that it come from the asnen cig itself as it probably got editted to the core
my guess as well
i only do guns, economy, and ai. some sound work
ah hell, at least i know what cause it
thanks
imma try install the asnen cig from outside and see how it goes
good luck. check around the moddb for food/drug animations or overhaul packs. i have one that i think came from DLTX minimod
OK WHAT THE FUCK
@tardy galleon IT DOESNT EVEN COME FROM THE ASNEN CIG ANIM
I installed the separate asnen cig but it still retain it shortened animation
I think it come from the FDDA feel fried edit itself
If anyone know how to revert the asnen cig anim back to it long version please let me know
try hobo matchbox.. it might have custom animations.. cant remember
Uhm whats hobo matchbox?
https://github.com/SmurfzXD/Hobomatches
no new animations but it adds more matchboxes
needed for the lootbox mod i think
@tardy galleon i see
So do i need to disable anything when using thidd mod?
i dont think so. just new stuff
I got it
ok that was a negative @tardy galleon
that mod also didnt revert the cig back to it og animation
so well, unless the fdda file was extensively editted which is something out of my league, i dont think there could be anything else to be done about this
yeah i didnt think it used any old animations
not til someone better than me gets on and sees this
no problem. check out my warfare/storymode overhaul for gamma if ya ever feel frisky
azazel works with storymode now as well, and my warfare overhaul.
if changing controller ltx doesnt do anything then its in postprocess.ltx (dont know the section name)
Hi there, everyone! Hope you're all well.
Question: Will someone please indicate what is the current correct DDS format for scope crosshair files, for Photoshop 2023 and the NVIDIA Texture Tools Exporter?
I keep getting a purple square whenever I zoom into a modified scope crosshair. This did not happen a few months ago.. please help!
Thanks much!
hey guys has anyone ran into this error before?
Mod suggestion
Weapon deliveries from the outside has been sanctioned, so why not make it your business?
In the Gamma lore, you cant buy guns because gun trafficing has been blocked, so wouldnt it make sense to receive quests from factions to obtain and fully repair guns, paying a nice amount of cash
For example: "Obtain 5 5.45 weapons with atleast 75% overall condition for Duty"
(Posting here because #1040164855325409310 rules state no suggestions requiring extra mods)
Tho an other option would be to allow selling of guns again, with a 75% overall condition minimum
Thanks
Wouldve been suprised if that wasnt made before
@limber sphinx
- Disable G.A.M.M.A. FDDA Rework
- Disable Asnen's and Grok's Better Cigarettes Animations
At this point it brings back the old long FDDA cig animation. If you want the new one, download the latest FDDA and disable the one in gamma. - If you want FDDA options back in mcm + the skinning animation, delete .script at the end of enhanced_animations.script & enhanced_animations_mcm.script in G.A.M.M.A. Reliable Animation Settings.
- For the backpack, I don't know I use Ultimate backpack. (disable Demonized FDDA New Time Events)
- I don't use the pickup animation as it has some weird interaction with Mag redux in some cases
why there is no uzi and mac-10 weapon mod lol
they use .45 acp ammo too i hope someone make one
kinda weird stalker not have them
yeah i checked, very bad quality
maybe this is already answered or asking in wrong place but is there a way to get more blood in the game? Blood splatter is very underwhelming and takes away from the power of the guns (edited)
my entire weekend has been ruined and it hasn't even started yet. In the YEARS I have played this game I am ashamed to admit I have never picked up or used a PKP or PKM ONCE. Was messing around in the debug area with some guns and I emptied a mag of a PKM and... well
the mag counter read zero, but the belt
anyone have some spare copium around
ill have to patch it in my pack as well.. ill put a patch out tonight or tomorrow
Hey guys, could someone point me in the right direction to modify the max amount of ammo in a "stack" currently for rifle ammo it is 30 for example, for pistols 15 and for sniper ammo 10. These get bunched up into a single item but they're all still separate stacks. Is it possible to increase the stack size so the inventory won't lag when you open it when you have more than 500 rounds of ammo?
I've noticed that that's what causes the insane lag/freeze when opening inventories, it's not how many different items you've got, it's the huge bunched up stacks. (The overall amount of items that are loaded in as singular items that are then bunched up into single slot items... I hope this makes sense.)
im pretty sure its a global stack amount, meaning if you change that from 30 to 500 in order to 'solve' the inventory issues its going to effect vendors and any other method of ammo crafting etc where youd normally be buying/crafting a single stack at a time
maybe add stack limit to them instead of infinite stacking, it should be like 100 for ammo and ammo parts etc...
or 5 times the stack limit like 15x 5.56 ammo = 75 ammo stack so there will be only 5x15 to prevent lag
right, well if you were to hold 150 ammo that would still result in 2 bunches of 5x15 ammo which would still load in 10x 15 ammo "stacks"
I'm not sure if its a global stack amount
but if you were to increase it to let's say 10x what the "Stack" limit is currently, you could hold 100 bullets, and it would count as 1 "Stack" and if you held 300 hundred it would count as 3 bunches instead of 10 etc.
it also lags when you try to move them between stashes, its big pain to carry over 10000 ammo parts
I don't think I've tested it thoroughly enough, but so far that's my explanation for it
it will affect most stuff like Awry said
I see, but it would be possible then?
like finding ammo in stashes or from ground will be over 100 everytime
I see :/
p sure its possible not sure how ๐
is it possible to have weapons look (visually) change like it shows in the upgrade craft screen? upgrade is cool but idk why it doesn't match the look as the upgrade screen, would be cool if possible
like this: (where my cursor is)
wpn_fnp_snd_shoot_actor
i need help finding the mod that has that sound file. #274 dark signal has the command using it, and i have the same one in my pack.. but it's saying missing sound, could be reason behind the last of my crashes
! Can't find sound 'wpn_fnp_snd_shoot'
! Can't find sound 'wpn_fnp_snd_shoot_actor'
right off the bat i know its referring to the FNP45, i think PPP may be whats using it?
see, and i thought i had fixed the PPP side of WarDogs.. i must of missed that. sometimes starting a new game is fine, others it CTD's.
im going to reinstall the gamma version and see what i forgot to merge
ty
that fixed it!
glad to hear
hey guys, i keep editing the trader files, but im finding when I start the game, it somehow goes back to default like Gamma is resetting the mods...
I moved my install over to my SSD and now im having all these weird issues ๐
New gamma shader gloss settings
create a new file that contains the edits youve made with the correct file paths, then place it into MO2 at the bottom of your load order
i have a question regarding providing credit in #1035807043933720576 , is it preferred to use @ user or just type out their name in plain text? personally, id imagine itd be a bit more annoying being @ 'd for every addition thats made
Question: is there already an option that forces your character to be woken up when a emission starts, regardless of how much or little sleep you have gotten?
I'll be the first to say I'm not a light sleeper. Heck I'd probably sleep through my roommates banging at the foot of my bed and I'd just snort and roll over. But even I can't imagine being able to sleep through a rolling wave of psychic radioactive thunder blasting over the hole I'm tucked into.
If not is that something possible to implement? I'd call it the "Light Sleeper" option.
anyone know a way to increase the amount of blood that appears when entities are shot? Very underwhelming at the moment
#๐จbase-gamma-support message
is that still a valid way to edit armor?
editing the armor that way produces the "no valid game data" error, what am I missing?
are you trying to edit armor stats?
anybody checked this one out? https://www.moddb.com/mods/stalker-anomaly/addons/experience-framework
Yea I followed that guide in the message link above
ok so I actually figured this out myself yesterday
you've already made edits to the outfit's ltx in the unpacked section yes?
mfw experienced modders in this server prob laugh at me when I literally throw a daytona 500 level celebration after teaching myself how to do the most basic shit
No I basically followed this:
#๐จbase-gamma-support message
I unpacked it but made a new mod
I do not recommend doing that, seems difficult
instead DLTX your changes
by which I mean follow this guide that I made based on what I myself did
do @ me if you get problems
I make no guarantees, and am in no way responsible if you break things with this
it just Works On My Machineโข๏ธ
@regal bolt ok I was doing something similar but maybe no zipping it and installing it was the problem. Do you have any idea which one covers the speed of the suit? thanks alot!
not sure, I don't remember if it was in the stats you can edit in the ingame editor (which is where I grabbed what I have in there)
but I also didn't include outfit's price in that stat block, so you might want to check for yourself
it might also be controlled by another mod, but if you can find the name of that modifier you should be able to change it in that same .ltx file you're now making
should be able to, there may be exceptions due to spaghetti code
no so really all you have to do
is just replicate the folder structure for outfits in the vanilla anomaly folder that your MO2 is linked to
what @regal bolt did yeah sry I should've read
anyone here know why the howa 20 doesn't lower when sprinting like the rest of the guns
props to mich for making BaS but bro that tac sprint animation
makes me sad
ily though if you read this
the lowered sprint mod has special exceptions programmed to it
if you want to exclude that, you can edit the script of the mod 41- LowerSprintAnimaiton - Skieppy
just remove the line exclude["wpn_howa20"] = 3
@regal bolt sorry to be annoying but artefact_count is belt slots? I doesn't seem to want to change. Does debug armor spawn the changed armor?
it should be yes, and the changes to base stats should apply to all armors, even ones already existing in-game when you load in
did any of the other changes stick? if yes, then I don't know what went wrong
if no, make sure you restarted the game after installing the mod
@regal bolt thanks a lot that guide was really helpful. I didn't have the file extensions on so I wasn't converting it to an LTX file.
ah, that'll do it
could've added how to do that in the guide, but I'm glad you figured it out
WHATS THE mod that allows all weapon and armor upgradeS?
does anyone know?
please reply if you do so I can trace it
dltx mini modpack has one
cool, I think i got it ๐
anyone know where i can find the tactical scope kits ? like which mod is it in?
bas
thanks
is there a mod that allows you to get all the artifact slots for suits?
2nd time, to be exact
Hey uh, does anyone know how to manually revogue ironman status from a save? I'm really tired of getting killed by random funny epic gone sexual xray momentos #38 and don't want to lose my current run, I will just edit and use minecraft respawn and ASS for challenge, fuck this shit
I just got killed by a fruit pouch trough a concrete wall, it may be too late now but that made me realize that as a working adult I don't have time to lose my shit to this degree
do u know the mod
Anyone played around with making the Voiced Actor taunts a keypress? Tried copying the grenade throw function, but I'm obviously doing something wrong.
Hey, that's more than it was doing before (which was literally nothing) so I must be getting SOMEWHERE. LMAO
brute force

The best kind of force. Lol.
I'm learning. XD
STILL LEARNING. And I think actually know what I'm missing now.
Isn't there a taunt mod? You could look at that framework
That's pretty much what I'm doing, yeah.
Well, stopped the crash, but now it's back to doin' nuthin'. Lol.
I understand the if/then part, and see how each function looks at another, but I'm too stoopid to put it on a keypress. Oh well.
STILL looking how to edit artifact container size
Why?
because I want to?
so i can have more than 2-3 artifact containers
the files i edited, dont appear to be taking
Sorry, should have asked exactly what you meant. Are you trying to put more than one artifact into a container? Or are you trying to decrease the weight?
oh no, Im trying to make it so i get 5 artifact containers on suits instead of having 3
Oh that's easy go to the groks no integrated helmet mod and just add arty slots
Should be simple as
not seeing anything to edit that would do that.
The "OUTFITS" folder contains those files for the suits. But those are not in there
aka C:\Gamma\mods\Full_upgrades_\gamedata\configs\items\outfits
Artifact count should be in there would have to be at my pc
To tell you specifics
Can look later and ping you
I'd appreciate that ๐
Dont know what your problem is, I was looking for something to edit
your sarcasm is duly noted, and dismissed


