#╙🖇mods-making-discussion

1 messages · Page 17 of 1

random fulcrum
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what sarcasm mf i literally just gave you what you want

terse turtle
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Okay, and what file do i put that in.

random fulcrum
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gamedata\configs

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as mod_system_[something something].ltx

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mod_system_[...].ltx

terse turtle
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ohhhh okay

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I got it

random fulcrum
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yeah duly noted and dismissed my ass

terse turtle
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why are you so hostile bro

random fulcrum
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people ask for help and complain when they get help

terse turtle
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I just asked for help and youre ripping my head off

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also, I had no idea i could mod that way, forgive me for not knowing how to do something in the first place 🙂

wooden jungle
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Anyone got a howto on editing actor.ltx for this modpack? Is it the same process as base anomaly?

abstract halo
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Hey im looking forward to getting started in modding. Is there any "introduction" where i could learn the basics?

ornate spade
regal bolt
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@terse turtle I did just make a guide on how to change armor stats, see the reply
follow that guide and you'll be able to give any specific armor max slots

abstract halo
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How do you add something in the guides section in the pda?

surreal cipher
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Anyone would know how I would go about making a stash on death similar to the Minecraft Respawn addon, where all of your itens BUT the top 3 most expensive (in terms of base cost because lmao) would keep in your inventory?

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That and somehow making that stash get deleted if a certain amount of time passes

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The thing that worries me is: keeping that timer between level transitions and somehow store it when saving/loading

tender yarrow
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@surreal cipher are you asking for some scripting help/examples or just posting a mod idea?

surreal cipher
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I'm trying something

tender yarrow
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Today I've learned that I hate CreateTimeEvent even more. Firstly - when I've learned that time arg is not in milliseconds but seconds. Then that I'm required to to return bool to stop repeating event. Ok, thats all rtfm thing, but why the heck it repeats event every deamn frame ignoring timer arg?
(Apparently because by design the whole thing is a Queue where for each frame events are tested)

tender yarrow
hidden sleet
#

Does anyone know where I can find the UI Portraits that are used for Stalkers and the player? My searches in the Gamma directory are coming up short 😅

regal bolt
grizzled gorge
hidden sleet
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Sweet, thanks

terse turtle
regal bolt
#

magnificent work, and slightly terrifying

terse turtle
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all coding is terrifying to me

jolly galleon
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LOL

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yeah I was spinning my wheels trying to figure out why the edits I made in the unpacked section weren't being implemented but once I figured it out I felt like a real dumbass, shit is super ez even for someone really unexperienced with anything coding related

severe vault
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Apologies if this is covered somewhere but my searching gets me nothing. Is there any way to pull heighmap data from the game files? I have them extracted but none of the .dds file for the maps seems to be what I want. I'm looking at recreating Cordon in UE for a small side project for context

gentle silo
#

Sorry if this is not the right channel, but...

I 'made' this armor, but the "Backpack Slot" is locked due to unknown conditions.
If anybody knows any way to fix this, I'd appreciate it thanks a lot 🙂
Don't be afraid to ping me ^^

strange walrus
#

Anyone have a fix for the absurdly-low rate of fire for a lot of the semi-auto guns in the game? e.g. SVD and Mk23 pistol. Semi-autos fire as fast as you can pull the trigger, not sure why they've been cucked so badly. Regular Anomaly had that ROF issue with certain semi-autos like the SVD, too.

random fulcrum
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balance

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and npcs fire as fast as the stat says

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notice that if you give an npc an ebr

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he'll fire it basically fullauto

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or the svdpmc if inb4 but the ebr is not in gamma

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besides, the mk23 reaches low 400 fully upgraded

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but if you insist

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just change rpm to whatever number you'd like

strange walrus
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I know how to edit STALKER configs. Problem is not every weapon seems to have an LTX to edit, for example the Mk23.

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Was just wondering if someone already had the same idea or not

random fulcrum
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many people had it already

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everyone complained that as soon as they saw an npc with it they were firing at max speed

strange walrus
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I don't buy it. Not every semi-only gun has that low-RPM issue, even in regular Anomaly. Plus there are multiple modded guns of the same type (e.g. BaS SVD-S) that have higher RPM. Compare the default SVD's 60 to BaS SVD-S's 400.

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The SVD-S PMC's is even higher at 550

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Also, the Mk14 EBR's RPM is set above even that at 725 per the LTX

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Anyway, I still can't find an LTX for the Mk23, unless it's named something else or included in another pistol's LTX file.

Nevermind, found it. It's lumped in with the USP in w_usp45.ltx, under the wpn_usp_nimble heading.

viscid crater
#

Holy sweaty scrotum juice batman-
Somebody please tell me there is a mod that makes ladders slightly less infuriating to use.

ashen crypt
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Anyone know where Forester draws his inventory list? I can't seem to find where he pulls his stock from.

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Trying to edit specifically his inventory so he can sell wilderness/survival provisions like firelogs, cooking supplies, basic foodstuffs and water, etc.

fluid idol
random fulcrum
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they feel worse in gamma because we have a patch to make the actor have a slightly thinner hitbox

agile glade
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Stairs are the worse offender for me

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Wish I could walk up them like a normal human not a slug

fluid idol
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GAMMA's the only pack where I've had stairs completely stop momentum, as far as I can tell

peak haven
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What are some mods I need to be aware of when making an outfit? I’m following a tutorial rn but it’s just for base Anomaly

agile glade
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Outfits in gamma have separate helmets from the suit

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Biggest one really

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Also gotta make it play with gboobs by giving it a BR class

regal bolt
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okay so apparently survival mode doesnt work on gamma, so does anybody know of a mod that mimics that? or where i can have all spawns as zombies only?

celest forge
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Making my repo mod is making me cry blood tears

agile glade
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It's super tedious

celest forge
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I'm currently making a blindsides patch

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How am i supposed to level the grenade launcher

peak haven
agile glade
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There are some floating around in here but im not sure any are gamma specific

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I'm sure someone in here can hit you up with the specifics on BR class once you get there

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Am too stupid personally

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Just know it needs to be considered so I figured I'd give ya a heads up

undone lily
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Check out how other guns like AEK is doing it

celest forge
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Thing is

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this is just blindsides

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And the blindsides models are weird with the grenade launcher

severe vault
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where are the files for the cordon map? I cannot see it with the rest after unpacking the database in _unpacked\levels

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nevermind. I believe its called the escape

split bramble
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in the trade files, the things written behind the stuff in brackets [trade_generic_sell]:mechanic, toolkits_h does this only explain what the stuff in brackets mean or does it have a function?

thorn stratus
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what does this line do in the game music config file? [fake_start_musics]:background_music_shared, background_music_normal_day, background_music_normal_night, background_music_north_day, background_music_north_night

split bramble
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I slapped butchers file together with mechanics file to create this mess. He now sells cooking gear, water, and buys mutant parts at exactly the same price as butcher, basically he is now butcher but more far up north. When you give him basic tools, he also sells the Spetsnaz Switchblade and M9 Bayonet. This is my first attempt at making a tiny mod, so any feedback is appreciated. Idk if this is even worthy of posting it in #1035807043933720576.

regal bolt
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would be smart to post into there; if nothing else it will be easier to find later

random fulcrum
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that section defines the music that plays in that map

thorn stratus
short jay
#

is anyone working on thermal vision goggles atm? The heat vision mod stopped working with new exes I think, and don't know if it's still being worked on.

fair canopy
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Unless someone can modify the current gamma exes to work with the thermal goggles mod and keep modifying it every time there's a a change in gamma's exes then you probably aren't going to get a gamma compatible thermal goggles mod

fathom wagon
#

I am having a bit of trouble with finding out why my scripts aren't running. I checked the XRay log and all it tells me is that the scripts failed to load. Is there a way to diagnose what the problem is?

fathom wagon
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Here is one of them. I was taking scripts/functions from Anomaly RPG and separating them based on their script callbacks for use with the XP Framework. Wanted to avoid having them all in one file.

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The functions are nearly identical outside of a variable or two.

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I really hope I don't end up having to put everything into one script file again. Some of them do load, like my bartering script and my script that handles all possible "actor_on_update" perks. The others are having issues and I don't know why.

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I think I see the problem for this script I just posted. May have to look for the same issue in the other ones too.

undone lily
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There’s 3 end

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Should be 2

fathom wagon
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One too many "end" yeah. Simple blunder. Now I gotta look to see if I did the same thing in the others.

undone lily
fathom wagon
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Thanks for the help Grok. A second pair of eyes is always a good help.

undone lily
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Sadly I only have one eye

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I’m joking

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Going to bed

fathom wagon
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Sleep well brotha sleep

ornate spade
fathom wagon
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Been using Notepad++. There a setting I can turn on for that?

ornate spade
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idk about notepad++ since i don't use it, though a cursory google search says they aren't supported natively(?) - maybe raven knows more

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i personally use VSCode with a couple lua plugins

obsidian void
vestal scarab
ornate spade
vestal scarab
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Nice! Thanks

flat yarrow
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Is there script i can mess with to change the skills max level so its not capped at 30. I posted this to the newcomer chat but they said i should post it here

fathom wagon
red crescent
regal bolt
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any mods / animations for the ak-74m alternate?

undone lily
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Blindsides animations

regal bolt
undone lily
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It’s not really easy

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Like you need to know how to use Blender etc

surreal cipher
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Hey guys, how would I go about getting the base cost of every item in actor inventory?

split bramble
austere mesa
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What is the deal with the tabs on so many scripts being so fucked up

austere mesa
velvet sand
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is that the new BaS? looks like different animation compared to current gamma

austere mesa
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Yeah, new bas

austere mesa
#

It would appear swapping models on death doesn't work, even if you do it during on_hit.
The ragdoll gets compressed into a ball and explodes

velvet sand
austere mesa
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ATHI's patch

velvet sand
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ah ill check

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thanks

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the fact that discord still doesnt have a feature that allows you get to top of a thread is so fuckin stupid lmao its 2022 (almost 2023)

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i cant check any of those mods

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cant go through 600 message for 10min

austere mesa
#

There's some fixes in there you have to hunt down too

velvet sand
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oh lord

regal bolt
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just double checking, but anyone know if weapon sway 0.52 is already a part of gamma in some form? i dont think it is but just want to be sure

fathom wagon
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Is there a way to modify a weapon's stats on the fly? I am trying to make a perk that can modify how fast a player can attack with a melee weapon. I attempted to go about speeding up the melee attack animation in the same way Utjan speeds up reload and ready animations in Skills 2.0, but the attack animation is not any faster.

obsidian void
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can anyone tell me off the top of their head which weapon file contains the wpn_wincheaster1300? for some reason it's not named the same in the filename and I can't find it

random fulcrum
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w_toz194

celest forge
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Any idea to solve this? The position doesn't change even after putting the patch with the reposition, but it only doesn't work when i also have my other reposition mod on

fluid idol
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Is it dltx? They're alphabetical priority I think

celest forge
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DLTX indeed

fluid idol
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Might be getting overwritten

celest forge
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This is the load order

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First is my mod, then the gun that's having the issue, then the patch

fluid idol
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Oh no, I mean the dltx files themselves

celest forge
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Well the files are named differently, the patch just contains the hud values of the Kar

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And the patch is placed after the main gun and the repo mod

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With nothing else that touches the Kar after

fluid idol
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Load order is why so many mods have z's in their dltx files, but if they're already in order then it must be something else PepeHands

celest forge
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So if a DLTX file is named mod_system_zmod it will be loaded after mod_system_amod regardless of load order in MO2?

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Naming the file mod_system_zkar worked, thanks

tender yarrow
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my speculative theory is that MO2 order only helps to organize same-filename conflicts.

agile glade
#

Anybody know where Actor health is stored? I wanted to make a smol mod that locks it to a super low value so literally any damage = death.

tender yarrow
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So you want to prevent not death but healings?

vernal epoch
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Ye he wants to do a mod where any incoming damage is an instant kill

agile glade
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yee

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Am realizing that this would actually be a task tho since there are all those low health effects that play

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and all of those need to also get turned off

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Or the game tricked into thinking I am at full health

tender yarrow
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well yes - this could be just a

function on_game_start()
    RegisterScriptCallback("actor_on_before_hit",actor_on_before_hit)
end

function actor_on_before_hit(hit,bone_id, flags) 
    hit.power = 1000
end

though gamma last-chance mechanic will still active

agile glade
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ya which the health gate also needs to be yeeted

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I want any damage at all to = 3rd person camera lol

tender yarrow
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maybe just db.actor:set_health_ex(0)

agile glade
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ya I was asking where that stuff is am super unfamiliar with base anomaly modding

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Mostly just edit existing mods

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setting the actor health really low might just cause all the low health effects to start playing non stop

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would have to try it out

agile glade
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so I can nest it correctly

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in mo2

tender yarrow
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So you want to just modify existing mod ?

agile glade
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no like if its a base game file thats fine

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but ill turn the change into an mo2 mod obv

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so I can toggle it and shit

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and make easier adjustments

agile glade
tender yarrow
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RegisterScriptCallback("actor_on_before_hit",actor_on_before_hit)
is an event listener. No need to touch anomaly files

agile glade
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Ah there is a disconnect between us then I suppose

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uh

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idk how to explain myself better here

agile glade
tender yarrow
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Um, yes - seems you are missing some fundamental understandings. You need some basic tutorials first - try on youtube?

agile glade
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I mean I asked in here for a reason. The specific question was "where is the actor health value stored" which was not answered. This is fine I will continue to look for it myself.

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I was not looking for you to give me an entire modding tutorial if thats how it came across

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No worries

velvet sand
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what do i get if i use unofficial patch for BaS?

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like bad balance?

surreal cipher
velvet sand
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i just want new animations

surreal cipher
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That's why there is no need to go and modify any base scripts/files

agile glade
surreal cipher
agile glade
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also it wont affect damage from things like rads right?

agile glade
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see thats why I didnt want somebody to write code for me

surreal cipher
agile glade
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I just wanna know where the actors health is stored so I can go set it to something stupidly low

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and test what happens

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then work from there

surreal cipher
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I know, the thing is modding the actor health files itself would be an ordeal, as far as I know

agile glade
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yee im sure it is lmao

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it affects like everything in the game

surreal cipher
#

But, you could add another Callback so it also triggers on radiation/psy damage

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Your objective is to make it so any hit=death right?

agile glade
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yes

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and it needs to bypass the health gate

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like any health loss at all from any source = new game

surreal cipher
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Hmmm

agile glade
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the health gate stops me from just yeeting dmg values up to 30x and calling it a day

surreal cipher
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What if you just make it so every hit aplies two times with huge dmg?

agile glade
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multihit but intentional

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lol

surreal cipher
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Yes lel

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Thats what im thinking

agile glade
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idk how to do that

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would work tho

surreal cipher
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Gimme a minute

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I will try to look at that simple flueno code

agile glade
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Hey man only if you want to. Came in here for advice which two parties have now given me so I can certainly figure it out on my own

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obvs appreciate help tho dont think i dont. If you wanna poke at it be my guest

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Just saying you dont have to dont feel pressured

surreal cipher
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Im curious actually lol

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Its ikay

agile glade
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I wanna do a 0 damage invictus run

surreal cipher
#

Im also learning the basics of modding so this is a nice exercise

agile glade
#

or try to

surreal cipher
agile glade
#

its doable

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fun little side project for me

surreal cipher
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One thing, the health gate thing

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It triggers everytime actor receives huge damage or it only triggers by damage from full health?

agile glade
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anytime you hit 35% health

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from above it

surreal cipher
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Hmmm

agile glade
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it prevents that instance of damage from killing you

surreal cipher
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I have an idea

agile glade
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so two separate hits gets by it just fine

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i would just disable the health gate but i also dont know how

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simple as yeeting the code for it prolly

surreal cipher
#

What if on hit you first set actor health to barely anything and them apply a ton of damage?

agile glade
#

this is all stuff I was going to mess with if setting actor health low didnt work

surreal cipher
#

something like this

agile glade
#

uh as long as the first hit triggers the gate or puts you below 35% by some other means then the second hit kills

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its why multihits are so annoying

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they bypass the health gate

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so you get one tapped by a .338 when the health gate should have saved you

surreal cipher
agile glade
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ya if you can simply set health to a value on hit then sure

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would work

tender yarrow
#

I already gave you code t oset helth:
db.actor:set_health_ex(number_0_to_1)
setting it strict to zero might bypass survive-low-hp logic. Just test it

surreal cipher
#

yep

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Flueno, do you think something like this makes sense? it's just mashing both things you wrote but

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'''function on_game_start()
RegisterScriptCallback("actor_on_before_hit",actor_on_before_hit)
end

function actor_on_before_hit(hit,bone_id, flags)
db.actor:set_health_ex(0.1)
hit.power = 1000
end'''

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okay im too dumb to send text as formatted code on disc sorry lmao

tender yarrow
#

Grok's balancer might execute it's part before or after setting hit-power to zero. If you want to die after single hit - set hp to zero, should do the thing.
Or you want to die from a second hit? Prevent healing?

I dont really got your idea with one-hit to die but well, it's your own creativity, give it a try.

agile glade
velvet sand
surreal cipher
agile glade
#

Thought I did that but lemme re do it and make sure something did not get goofed

surreal cipher
#

I would test it myself but I'm not home so no GAMMA for me

agile glade
#

its cool I will re check how I did that

surreal cipher
agile glade
#

yup I did

surreal cipher
#

nice

surreal cipher
#

wait for comments

velvet sand
#

that animation is sick

surreal cipher
#

it does look sick

velvet sand
#

me kinda sad gamma dont care about weapon animation

surreal cipher
#

gunslinger mod for CoP in general looks bussin

surreal cipher
#

thats why some weapons are not present, as they do not fit the "gamma standard"

velvet sand
#

ah well, i mean there is few weapons that is updated i guess they till need some tweaks before addding to gamma

agile glade
#
    RegisterScriptCallback("actor_on_before_hit",actor_on_before_hit)
end

function actor_on_before_hit(hit,bone_id, flags) 
    db.actor:set_health_ex(0)
end``` It should Just look like this then Wall right?
surreal cipher
#

I see, theres some new models/animations mods to be added but Grok is sick right know so things are going slower

agile glade
#

Dont function tho

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ima try like 0.1 instead

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maybe game dont liek 0

surreal cipher
#

Nothing is happening on hit, I assume?

agile glade
#

just as normal

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take damage

surreal cipher
#

Right

agile glade
#

idk game might look at 0 and go "lol nope" and use normal values or something idk

surreal cipher
#

If it keeps doing nothing after setting to 0.1 I will take a look soon and see if I can help

surreal cipher
#

Btw, just for my curiosity, how do you do so good on ironman runs? Did you just learn how to deal with the AI to a masterfull extent?

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I did some one-life iron runs on medium difficulty and got enraged lmao

vernal epoch
#

Just does a shit load of practice

surreal cipher
#

(Skill issue i know)

agile glade
#

Ya even at 0.1 its not workin. I do not think I did anything wrong as far as nesting it goes

surreal cipher
#

Whats the file name?

surreal cipher
agile glade
#

zipped in its own folder gamedata/scripts/lowhealth.script. Does it need a specific name?

agile glade
#

as any other mod

surreal cipher
#

Ahhh i see

agile glade
#

its not zipped into mo2s mod folder or anything

surreal cipher
#

I tought it was zipped on the scripts folders lol

agile glade
#

i just keep all my mods zipped up neatly in a folder and install them into mo2 that way

surreal cipher
#

Open the file and send me a screenshot of the text, I'm on my cellphone right now and cant see the formatting for good as plain text

agile glade
#

so the full path is Gamma/mods/low health mod/gamedata/scripts/low health.script

surreal cipher
agile glade
#

Slapped in there same as sent to me

surreal cipher
#

It looks correct

agile glade
#

Seeing as I did not write the code makes sense its good ya

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lmao

surreal cipher
#

Idk sometimes copypaste is a little wacky lel

agile glade
#

Fair

surreal cipher
#

Im looking for typos in the function names but everything looks right

agile glade
#

yee

surreal cipher
#

You sure its set as on on MO2?

agile glade
#

so something else must be setting the health that this script does not touch ya?

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Ya

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its on

surreal cipher
#

Maybe its not triggering for some reason

agile glade
#

could be

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not sure why

surreal cipher
#

We could try to test if the script is loading at all

#

Gimme a minute

agile glade
#

sure I got about 20 min then I wont be able to play sadly

#

still be around in chat but the testing will be done for the day

surreal cipher
#

i gotta go in a minute too but last test

agile glade
#

sure

surreal cipher
#

try this

#
    RegisterScriptCallback("actor_on_before_hit",actor_on_before_hit)
    RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end

function actor_on_first_update()
    news_manager.send_tip(db.actor, "Im loaded", nil, nil, 30000)
end

function actor_on_before_hit(hit,bone_id, flags) 
    news_manager.send_tip(db.actor, "i was triggered", nil, nil, 30000)
    db.actor:set_health_ex(0.1)
end```
#

try this

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if it loads, it will send a pda message

agile glade
#

aight just drop that in like the other one

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like same place and all

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right?

surreal cipher
#

yep, just make sure to overwrite the original one

agile glade
#

Ya nothing came in

surreal cipher
#

its not loading, then

agile glade
#

fuck knows why

surreal cipher
#

we must've overlooked something lol

#

the callbacks are there

agile glade
#

A story for another day I suppose

surreal cipher
#

yep

agile glade
#

Ill play around with it too when there is time

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im dumb but im not stupid

surreal cipher
#

when im home tomorrow I will try and test ii too

surreal cipher
agile glade
#

Fair point

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but nah thanks for the help

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the both of ya

surreal cipher
#

It was fun, I gotta practise scripting for my mods so it was a small exercise

cobalt ferry
#

henlo

#

is there any way to get the weapon that killed a npc on npc_on_death_callback?

wild swallow
#

so i got a question: let's say i want to replace a sound in gamma, could i just take my .ogg and rename into original .ogg and replace them?

agile glade
#

Works for gun audio at least

wild swallow
#

let's say an anomaly sound

fathom wagon
# cobalt ferry is there any way to get the weapon that killed a npc on `npc_on_death_callback`?

https://www.moddb.com/mods/stalker-anomaly/addons/tagged-patches
Take a look at this mod. It records what killed an enemy on their patch

Mod DB

Adds info about a stalker's death to the patch they drop. [Update 1.1]: Now patches show range and location of kill. MCM option for immersive cause of death and other MCM options added. [1.5.1/1.5.2]

cobalt ferry
#

thanks

edgy crane
fair canopy
surreal cipher
#

Hey uh, this might be a lot to ask for

#

But is there a list of some kind describing every stalker anomaly callback? Or function?

#

this would be super handy to a beguinner, as it is kinda hard to figure out from other mods code/the g_script and axr_main files

agile glade
#

There is an anomaly modding handbook

#

I can find the link

#

If you want it

#

Not sure if it has what you need but ya

#

Not sure if it helps but there ya go

#

Well oof

#

Link broke

#

Hmmm

surreal cipher
#

I know this guide, it's very good

agile glade
#

Oh ok

#

Cool

#

It don't have a nice list?

surreal cipher
#

But it doens't have the callback list :c It points you out to g_script and arx_main but its kind of a trial-and-error thing at this point

agile glade
#

Ah unfortunate

surreal cipher
#

Some callbacks are really easy to guess (such as actor_on_hit)

agile glade
#

One would hope a handbook would have the list

surreal cipher
#

Others are convoluted

surreal cipher
#

Nevertheless, a lot of nice info

agile glade
#

GET slapped together my one tap mod btw using The Thing

#

And I figured out how to make rads instakill

#

So I can do my one tap run now

surreal cipher
#

Oh shit

#

Can I see the code?

#

I'm curious

#

But thats very nice, gl on the run btw

#

Do you record these things? It must be interesting to watch

agile glade
#

If I could record it I absolutely would

#

Alas recording runs as long these take is like over 1tb of footage

#

My mans JK recorded his invictus speedrun in 2:13:00 tho which is a treat. I'll grab that one tap thing for ya sec

agile glade
#

Works great

#

Also removes the health gate

#

GET is a chad

random fulcrum
#

wow a the thing recomendation?

#

not sponsored

agile glade
#

Also very Based modder

lusty gate
#

npc

dark veldt
#

is it possible to change the online Alife radius? It is supposed to be 300 by default in GAMMA but I'm unsure and do not find the setting.

Also, would "outposts" (e.g. machine yard in great swamps) be occupied / used by different factions over the course of the game without warfare? In my last playthrough I think military was there and in my current playthrough nobody is there. May this change over time on its own?

I'm thinking of changing the Alife values as suggested by Grok here #📢announcements message since my zone is not very dynamic atm with everything left to current default (I guess the mentioned next update is not released yet).

cunning isle
#

Where can i find this file: w_ak74u_tac.ltx?
I want to implement this fix, because i wasted a lot of freaking money on repairing and fully upgrading the weapon
#📎to-do message

fathom wagon
cunning isle
random fulcrum
#

dltx

cunning isle
random fulcrum
#

hold on i'm on a good mood today

#

give me a sec

#

seriously doubt completely removing the line solves whatever issue was supposed to be happening but i did what was on to-do

still meteor
modern zephyr
#

I need to have the ".Grok's Modpack Installer" and "downloads" folders on a HDD drive while the MO2 and anomaly folder remain on SSD. Can i change the file path the gamma installer uses so i don't have to juggle files every update?

#

Basically i want to change the file paths GAMMA installer uses

random fulcrum
#

maybe ask grok

cunning isle
modern zephyr
dark veldt
young roost
#

Hi what's the def for medikits and other meds on the files

dull nimbus
#

Happened since the last exes were updated

#

It might also happen with ak12 mono and the upgraded version since I think they use the same animation

young roost
#

Where do I change the drugs max_uses can't find it

young roost
#

Please I need an adult sadge

fathom wagon
#

Take a look at how they do it here. Be mindful: it doesn't use DLTX so it may end up overwriting any balance changes that GAMMA has for meds and drugs.

young roost
fathom wagon
#

You'd have to make it compat. by either merging GAMMA changes with it, or use DLTX. Even then, you have to know what you are changing and what GAMMA changes.

#

Some items can't have multiple uses by just changing or adding a max_uses variable. They might need a change in inheritance for typing.

young roost
#

Do you think the mod pack would explode if I just go and cram it up the mod file?

fathom wagon
#

It would play fine. Just some cost inconsistencies like some drugs would stay the same price as if they were their old uses/single use.

#

Also, by looking at GAMMA's files, it looks like you should be fine. They edit the meds' stats via DLTX. That way, they overwrite any other changes to drugs (mainly healing stats). GAMMA doesn't touch max_uses or anything.

#

If you ever want to take a better look at what files have those stats, you need to unpack Anomaly and look for the files items_drugs.ltx and items_medical.ltx

cold loom
#

Is there any weapon pack out there with a good looking FN2000 ?

#

like stalker in general not just anomaly

drifting dirge
#

You know what? It would be so cool to make a quadruped mutant riding mod, both for difficult fun and for transport.. racing, maybe? 🤣

native shoal
#

Can sombody tell me what the "tier" value in item files is used for?

small musk
#

Hey guys.

Would it be possible to mod IR lasers so they don't produce lasers but powerful gun torches? Is that hard to code?

#

Headlamps are shit, IR pointers work wonky and I think a lot of people would like focused torches instead.

naive plank
#

Hello fellow stalker!
It seems that you searched death_outfits or con_parts_list and are not getting expect results.
That means you are trying to add an armor most likely exo type. But it has no parts and doesn't drop from npcs.
Well how I found out it works:
Take a look at Armors no integrated helmets.
That is the place to make changes.
mod_generic_death for drops
and mod_parts for outfit parts.
to remove restriction for helmets/backpacks check which outfit_restriction your outfit has and add line with its name and !outfit_restriction_* in mod_system_g_a_m_m_a_no_integrated_helmets_in_armors.ltx

random fulcrum
#

what

naive plank
#

just put this here, since I already figured this stuff out for making CBSE mod compatible with gamm(finally)

still meteor
random fulcrum
#

nobody likes that ugly ass gun

#

i hope it gets axed from 1.6

tardy galleon
velvet sand
#

it just needs good model and animations

#

with good animation any weapon will look nice

tardy galleon
#

But once I saw it being used by morter crews in Ukraine, decided that it needs to be issued to duty officers or maybe higher ranking freedom

cobalt ferry
#

what DLTX means?

still meteor
#

DIFFERENTIAL LTX LOADING

random fulcrum
undone lily
random fulcrum
#

i know i was just goofin around

#

it's actually lookup table xray

undone lily
#

Or it’s @azure basin text format

modern zephyr
#

I'm trying to adapt some weapon add-on to gamma (MPSO DLTXified) but i get this crash when spawning a gun that is affected

#

Do guns need some special jam property to work in gamma?

#

Figured it out

#

It was caused by weapon mods overwriting some jamming scripts

#

No big deal

shut prawn
#

Hi, someone could tell witch file from witch mod it's the healing item values, I want to twick a bit some values. For the actual gamma load

cold loom
tardy galleon
fathom wagon
# modern zephyr this one

It is trying to use the most-recent version of WPO. Newest version uses a different way to get jams vs GAMMA's version which checks if it is in a "jammed_guns" list.

#

For a simple but dirty fix, just add -- where I have them in the uni_anim_core.script

balmy idol
#

Hello everyone! I want to make a weapon animations mod for STALKER just as animation practice basically. Has anyone here done something similar? Got any tips / tricks / advice / etc.?

surreal cipher
#

np!

modern zephyr
lucid adder
#

hey ilrath, just asking if this mod compatible with gamma? as i look into the mod it change drugs use alot. sorry im not good with mod in details

fathom wagon
lucid adder
fathom wagon
# lucid adder i see well thx i will look into your mod. umm by any chance is there a way i can...

https://www.moddb.com/mods/stalker-anomaly/addons/food-drug-drink-visual-accuracy-tweaks

Although this does change uses, it doesn't touch any stats so it should be fine. You can also look in its included ltx files and adjust uses and the thirst stats as well. Some changes might not take effect as some stats are modified by GAMMA at runtime due to DLTX.

Mod DB

This mod changes the max item use for multiple medical items, drinks and cigarettes to add a bit more realism.

lucid adder
queen yoke
#

sometimes i just like to come into this channel and look at all the code and models and things and it all makes zero sense to me but i do not care because it makes me happy to see everyone here working to make other strangers have more fun in a nearly 20 year old game

agile glade
#

Same

#

Although don't you have a zone to go make spooky

#

Enjoy your reshade btw if I ever swap away from Golden autumn I'll try it out

queen yoke
agile glade
#

I'll take your word for it lol

#

Oh no he's here

regal bolt
agile glade
#

The cunt

queen yoke
regal bolt
#

good

queen yoke
#

choice

agile glade
lucid adder
fathom wagon
surreal cipher
bronze oracle
#

Hello guys, could someone answer me, about - I can change the meshes and texture of main character or not?

fathom wagon
#

I swear, I love monkey patching. Saving me so much time in getting these perks to work.

cunning isle
fathom wagon
#

If I wanted to grant someone damage resistance, would I need to add the resistances into the grok_actor_damage_balancer.script, or would I simply need to make sure my scripts run before Grok's scripts so that the damage is modified beforehand?

#

I am now starting to really think about making sure stuff goes into the correct channels so that GAMMA's damage system can go through and apply correctly.

safe glacier
#

how do i get keywrapper?

grizzled gorge
modern zephyr
#

How can i adapt this add-on to GAMMA?
There's a new add-on on modDB that adds a new EFT-like UI for BHS called "inversion project". It looks quite promising because limb health is shown on actual limbs and not some bars like default BHS, But it's kinda weirdly packaged.
It's description is in russian. And it includes the whole BHS mod although it's just a UI change (bruh).
It has two versions the main version, which changes the whole UI and is made in a classic stalker style, which doesn't fit GAMMA. And an EFT version, which is really cool, BUT, only displays in the inventory screen.
So, can someone try properly adapting the EFT version UI to gamma? It's pretty nice and Much more intuitive than having an individual health bar for each limb.

Link to add-on https://www.moddb.com/mods/stalker-anomaly/addons/inversion-project-body-health-system40grok41-by-said
Link to EFT like simple UI https://www.moddb.com/mods/stalker-anomaly/addons/inversion-project-bhs-eft/#8454332

Mod DB

Inversion project является тем самым Body Health System, но подвержен, кардинальному визуальному перевоплощению. Теперь у модели присутствуют части тела...

Mod DB

Inversion project сделан на базе аддона (Body Health System(Grok)).

tender yarrow
#

Are there any more UI samples? I dont get the idea - how would you fit both general hp and per-lilmb hp into a one body-shape picture.

undone lily
#

But imo the red yellow white thing works only for bars, not for actual limbs

zealous loom
#

Hey yall, sorry if this is off topic, but I'm trying to make guns from ATHI's weapon pack more rare.
I see the NPC loadouts file here. Do the numbers mean how rare the gun is?

queen yoke
queen yoke
#

imo with this ui i'd probably get rid of colours all together and visually try and display the limbs as damaged

agile glade
#

I wish sidhud was compatible with BHS I'd be happy as can be

regal bolt
#

guy`s am I the only one who thinks we need flooded areas full off aqatic mutants like mutant fishes

regal bolt
#

near cnpp we could have this

#

and in the red forest regins the bear form metro exodus

#

not only super chimeras/bloodsuckers/etc

#

mutants

#

!mutants

queen pineBOT
#

1. In MO2, find your "Night Mutants- xcvb" mod and right click it. It should show a list of things.
2. Click "Visit on www.moddb.com"
3. On the mod's page in moddb, click "Download Now", to download an updated version of Night Mutants.
4. In your MO2 again, go to the very top-left of your window. Click "File", then "Install Mod"
5. Find your downloaded version of "Night Mutants" and click it to install. Rename the mod to "Night Mutants Overwrite", or something like that.
6. "Night Mutants Overwrite" should now be a mod in your "GAMMA Disabled" section. Find it, and click the empty box on the left of its name to enable it.

undone lily
modern zephyr
#

Tbh i think Tarkov has the best way of doing body part health HUD where it's indicated by colors and not with bars of any shape. But idk how hard it is to do in X-ray. Probably with texture overlays that are applied by scripts. But i have no idea how to make those scripts.

undone lily
undone lily
regal bolt
#

anybody know of a good snow mod?

ornate spade
#

Graupel

regal bolt
#

anyone please make a furniture mod

still meteor
ornate spade
fathom wagon
#

Or just wait for Hideout Furniture to be updated. EFP 4.0 team has been teasing new things for Hideout Furniture.

#

Not sure if for public release, but def will be used in EFP 4.0.

surreal cipher
#

Hey guys, wanted to know something about scriptcallbacks

#

Will it only work with functions from the main game (like actor_on_before_death) or can it work by registering a callback from a function in a new script?

#

Like, let's say I wanted to call an script when something like ammo_check checks ammo

#

Would it work like normal?

ornate spade
ornate spade
surreal cipher
#

The objective is to make it so when using mods such as minecraft respawn or curse of immortality, the games forces a autosave

prime briar
#

Are there any mods that reanimate the M82? It really needs a new anim to make it feel heavier and true to its size...

velvet sand
#

one day there will be

tender yarrow
surreal cipher
#

Ok! Thanks

tender yarrow
#

also you need to declare new type of callback before sending/receiving them with with
AddScriptCallback("on_my_action")

surreal cipher
#

You can throw bolts at it, sometimes it works and you slowly nudge it away

#

Tough luck :c

tender yarrow
#

Can I re-enable non-buffered log-appending ?

simple scaffold
simple scaffold
# surreal cipher Ohhh, i get it know

Addscriptcallback should be in the body of the script, meaning not in a function. Registering callbacks should be in on_game_start (or later)

This is because if a callback is registered before it is added the registration fails and is lost.

Body of your script will happen before ongamestart

surreal cipher
#

I'm still really bad at scripting so things are.. wonky, but getting there

simple scaffold
#

I need to revisit that one. Need to see if I can find a good way to move the stash out of anomalies

surreal cipher
#

That crossed my mind, too, getting a stash under some whirlgig or something could be disastrous

#

By the way, might I ask you something? It may be a dumb question, its about scripting

surreal cipher
#

Igigog's guide was a Godsend, I've also been taking a look at the resources in Anomaly discord

surreal cipher
# simple scaffold Sure

How would I go about getting itens equiped in slots? I know that slot 16 is for backpacks (as your script points out), but can't figure out the rest

#

And is there a way to make those itens go to the stash when it gets dropped?

simple scaffold
#

I think _g has a list of what is in each slot. Use the function I use to get the back pack to get the other slots.

Once you have the item object transferring would be done just like happens in the inventory iterator that moves the rest of the stuff.

#

I'm on my phone, soni can't answer with exact function names. Without my notes and references I get dumb fast 😀

surreal cipher
#

It's okay, this already clears it up a lot! Thanks for the advice

#

Will put it to practice right away, actually

bronze oracle
#

Anyone know, which folder place armors for hero ?

simple scaffold
bronze oracle
grave tree
#

Is it possible to edit GAMMA's weapons' characteristics in any way through the files included with the mod package?

fathom wagon
#

To change how long a healing item's temporary health lasts, do I modify the item's timeregen variable? Looking to create a perk that increases how long temp. health lasts.

#

I am looking in the zzz_player_injuries script and the only place I can look to modify that specific variable is in the "MedicineUsed" function. Going to attempt to monkey patch to make the perk.

grave tree
#

I'm interested in editing the weapons and ammo to enhance the realism a bit.

fathom wagon
grave tree
#

@fathom wagon Oh, hey, thanks, buddeh

fathom wagon
#

Alternatively, you can look for other mods that re-balance weapons via DLTX on ModDB and see how they do that.

grave tree
#

This is exactly what I was looking for, I think.

twin swift
#

good day, which file do we edit to turn guns one handed?

#

nvm it was pinned

toxic widget
#

How to properly edit dds format of io files? (ui_actor_menu.dds, for example)

#

What software use and what parameters i need to use in order to properly save file?

toxic widget
#

All found, no need for help

sick coral
#

Hey guys, i found that Debug mode Weather control is unable to do new files and stuff, but my question is: if i add new files with new values manlually, like this:

#

will that new file jest kind of go to the "weather loop" and will be used, or:

  1. i have to somehow let the mod know that there is a new file to use
  2. weather effects number is limited, and i cannot create new files

?

undone lily
#

Iirc there’s a file dictating the different weathers and to which weather group they are in. Check other weather addons @sick coral

simple scaffold
#

@undone lily do you have cords for a good location for the qshud with the gamma UI? That way I can add it as an option to QSP. I know your installer can handle it but there are ppl that use your UI separate from gamma

toxic widget
#

@simple scaffold Thx! "Tick" for a future works!

simple scaffold
# toxic widget <@155830872027693057> Thx! "Tick" for a future works!

https://github.com/RAX-Anomaly/MagsRedux/blob/main/gamedata/configs/ui/textures_descr/ui_magazines_hud.xml

This is a texture description that grabs parts of base game dds files for use as parts of my own UI. Should show the principal and location of the files.

GitHub

Rework of Wuuts Mags. Contribute to RAX-Anomaly/MagsRedux development by creating an account on GitHub.

toxic widget
#

Thats great. Thank you.

simple scaffold
# toxic widget Thats great. Thank you.

The texture descriptions are how the big combined textures are broken into bits. Any time the game tries to load a texture by name it looks for a texture description before a file.

You need to use something like notepad++ to search the texture descriptions file contents for the names in the xml files.

If there are duplicate entries the one in the later alphabetically named texture description wins.

toxic widget
#

Yes, thank you, but i know it. The problem for me is zero experience in editing alpha channels dds format.

simple scaffold
undone lily
simple scaffold
fathom wagon
#

So I noticed in grok_bo.script this line:
if bone_id == 65535 then return end

Is this bone_id the id for a corpse? Is this similar to checking if an enemy's health <= 0?

simple scaffold
# fathom wagon So I noticed in `grok_bo.script` this line: `if bone_id == 65535 then return end...

No. 35535 is the max id value. It is special. It never gets associated with an object. Instead it is used for the parent of items that don't have a parent.

Like an item in your inventory has the actor id, 0, in the parent value. But one in the ground has 65535.

I assume it is similar for bones. Either way it is never going to be the value of an actual bone.

Corpses would still have bones with valid ids

fathom wagon
simple scaffold
#

Nope stand in for when the code asks for the parent of a bone and gets the special no parent value instead of a real value.

It will always be an invalid id. If your code starts running into it you just add a check like that

south lion
#

does anyone know if there is a short walkthrough for converting sound files to work with Anomaly as a replacement soundtrack?

#

am considering adding the Soundtrack from splinter cell:chaos theory to the game verynice

surreal cipher
ebon relic
#

sorry if this isn't the exact right chat, but how can I modify damage and spawn values in stalker gamma? I went looking for the config files but was unable to find what I'm searching for. Mutants specifically.

fathom wagon
tidal elbow
#

I mean the stimpacks, food, bandages, etc.

#

Pls

fathom wagon
tidal elbow
simple scaffold
tidal elbow
# simple scaffold Use quick slots plus instead. Much easier to configure
Mod DB

Quick Slots Plus adds quick slot sets to the game. You can press a button and have all your quick slots reassigned, allowing quick access to the many healing items in the game. To improve the quick slot experience QSP includes a new Quick Slot HUD. The...

native shoal
#

Can someone tell me why we did not mess with "zoom_rotate_time" for weapons yet? It seems to be an easy way to make gunplay and weapons more versatile and different from each other. It is kind of a makeshift ergonomic factor for guns.

The standard value is 0.25 and I tested it a bit and it is pretty noticeable when you set snipers to 0.4-0.5, smg to like 0.15-0.25 and pistols to 0.1. Animations do not break nor did I encounter any downsides.

#

And you can set the value for attachments too, when you attach a big scope you get an ADS punishment so it could be better to detach a big scope when going into close quarter combat or have a fast gun on hand

#

The only downside seems to be that it would be much work to do it

sick coral
undone lily
#

Gamma doesn’t add new weathers, it modifies the existing ones

sick coral
surreal cipher
native shoal
surreal cipher
#

By the way, if anyone has some pointers on how to make a player created stash be deleted on a trigger (if it is on a different map than actor), it would be very helpful

native shoal
#

0.25 means you ads in ~0,25 Miliseconds

surreal cipher
#

Like some lines of code or some mods that do the same (cant think of any of the top of my head now)

surreal cipher
#

Placebo effect is strong lmao

native shoal
#

at least it feels so

surreal cipher
#

But would add some interesting depht to weapon choices, just... Looks like a ton of work

#

Just like the inertia thing that got added

native shoal
surreal cipher
#

it looks doable

surreal cipher
#

that together with Weapon Cover Tilt make guns really feel like physical objects

native shoal
#

Tbh I set values for all SMG, Pistol, Shotguns and snipers already. Only need to work on Rifles now then recheck the values, apply them to my DLTX file and I would be good to go. I even added a display to the weapon stats ^^

#

Making that into a mod which everyone could use would need some extra work

#

Because I overhauled all my weapons and even took grips etc into account for accuracy and handling, the same I am doing for ADS so that weapons with grips got better ADS time

surreal cipher
surreal cipher
native shoal
native shoal
# surreal cipher This is really deatailed, I like that

https://docs.google.com/spreadsheets/d/1ZOtfYiH_mCzMQ2JD1giJJ3HTspwsc3I3IEOWx7zcrFc/edit?usp=sharing Thanks to the work I have done beforehand it is easy to add for me ^^

#

Ah yeah, I specified "big" and "small" weapons too and depend on that the stats differ too, same goes for Ads ^^

surreal cipher
#

Btw, Im using some of ATHI's weapons (mateba and taurus judge, to be precise)

#

Do you think this could raise any problens?

native shoal
undone lily
#

It’s not necessarily a good addon btw

surreal cipher
native shoal
native shoal
#

Oh no ... I found another values one could fumble with xD

#

I need to add the added weapons to this one too

surreal cipher
surreal cipher
surreal cipher
#

Okay, if you want to send me the dltx later, just let me know

#

I will only get to play a bit tomorrow tho

native shoal
#

When I am finished and satisfied I will PM you

surreal cipher
#

Okay!

wintry sluice
#

Just realized I should use this section for this question

#

is it possible to load the gamma exes from inside a MO2 virtual folder?

#

I'm teaching myself Anomaly's folder structure (mostly for future texture work) and I'm running modded exes. I was informed those exes won't run with GAMMA so here I am

hardy hound
#

drag and drop the .exes from the zip of modded exes and replace the ones that are in gamma root

#

GAMMA uses modded exes

#

the only changes afaik, are the 'splash' texture/logo to be a green GAMMA one instead of default vanilla one

#

nothing else

wintry sluice
#

Oh, nevermind I decided to take the bin folder of anomaly along with the gamedata folder and run them through MO2 and it does in fact work. It treats the exes as if they are in the root folder! 😄

wintry sluice
#

I unpacked Anomaly's database files so I can take a peak of what's going on and I'm doing strange things with it xD

#

Here's the receipts! 😄

#

the only thing in the gamedata folder is the cache_dbg.ltx file

#

no bin at all. It's in the 0ANOMALY virtual folder within MO2

#

then I'll add the GAMMA exes into it's own folder right after anomaly's so I can play around with both at my leisure

simple scaffold
regal bolt
#

anyone know where the BaS weapon kits are located off the top of their head?

dry gull
#

What do you guys think of adding a feature to allow you to use your PDA to send out help requests to other factions members in your area for temporary support? Maybe there is something like this. my thought is to allow you to use your reputation as a currency to request backup for a short time, and there may or may not be anyone else around. If youre rep is too low you would get a quick rejection over the PDA.

surreal cipher
#

btw, I made a really tiny smug edit to it so it better fits GAMMA economy & balance, if you want to check that out clueless

regal bolt
ember niche
#

stalker gamma - github
stalker call of chernobyl - github
stalker x-ray engine - github
anomaly - bitbucket

sad really. can't see forks. why bitbucket?

#

I'm digging around to find how to better the input. There's too many commands to put on one hand and would be great to have shift states. (Ctrl+C, etc)
Also, the engine passes the Windows key through to the OS and doesn't allow rebinding the scrollup/dn keys

native shoal
#

@surreal cipher Implemented the values. Added the files for the stat display but those are the ones from my game and differ somewhat from the originals. I did not add any values for weapon with scopes yet.

native shoal
lime gale
#

rapid question: what's Gavrilenko's character desc. in the Desc_bar file?

#

Working on something for compatibility of another mod

#

*from anomaly's last version

oak vale
#

does anyone know the name of the mod/addon that shows the total weight of the item on its icons? it seems like a QOL that id like very much

wintry sluice
#

I did this as a mad science experiment and it worked out well enough haha

regal bolt
#

hey guys, can anyone please tell me where can i find textures for faction patches?

grizzled gorge
regal bolt
#

thank you

#

something just dont want me to mess with that

grizzled gorge
#

you have to unpack anomaly

regal bolt
#

aaaah, thank you

ember niche
#

Has anyone used SpecialK? (not a cereal, a benchmarking tool that runs faster and less overhead than MSI Afterburner.)
Have you tried/got it working in Stalker?

dusky bronze
#

Hello, sorry for asking here but i dont get a answer on the other channels,
does anyone know how to put your own songs on the radio?
I want to make my own playlist

ornate spade
ember niche
#

stalker has timescale from quake3. you can make the game run faster, the entire game and all NPC's and you move faster or slower.
time_factor #
how is this useful? in a DM arena environment or in some form of arena training.
you can train yourself to shoot more accurate, and faster, and spot threats faster, by increasing the gamtime

the way it was done in quake. you would play a match 50% faster than normal. then a match 50% slower than normal. then finally when you went back to playing normal speed, everything seems to be moving very slow. in quake mind you. doing that cycle over and over was a quick way to git gud.

stalker has a MP DM mode. if it has bots. then it's capable of this.

#

it also means getting max fps @ your monitor refresh rate would be very important. and should have some easy way to save/load various graphical setting presets.

wooden hemlock
civic finch
#

guys, I edited all the laser related images I could find to change the color from green to red. I could get the beam to be red, but not the actual dot from it, do I need to edit scripts or FXs files?

grizzled gorge
balmy idol
#

In Clear Sky, how do I make dead bodies vanish after 4 hours instead of the default?

#

Asking here since I bet Anomaly and GAMMA use the same system

urban orchid
#

Good day fellow stalkers im after a little help locating the correct files for the sawn off shotguns with intent to change the slot from 2 to 1 so the they can be used later in to the game as an emergency weapon via the pistol slot i have looked through files and online but thought it best to ask here before going forward so i don't cause any damage to my current install thanks in advance for any advice

red crescent
urban orchid
crude aspen
#

Anyone know how hard it would be to just use the animations for the axe in Gamma to make custom melee weapons?

#

I've got basic-advanced blender know how, but animations I won't personally touch with a ten foot pole. I do rig and weight paint though

#

to my knowledge, there aren't third person animations for the axe so all I'd have to do is make the first person stuff look decent

civic finch
shut prawn
#

I'm trying to tune the npc die in anomalies with reasonable probabilities. I make it with npc steal stages. As far I understand uses the same function used to hit the players, anybody knows how tune spend between check and check?

#

With that I can estimate the real time that a npc should be in range to hurt with 95% probability

ember niche
#

lol, in the Anomaly Modding Book.
demonized and grok saw this and were like
hold my beer

crude aspen
hardy hound
#

place of power... gotta be

crude aspen
#

I've got the position on the sword adjusted alright now, but I'm having issues with getting the textures to work on it.

surreal cipher
#

But as I want to do a meelee focused run, I'm curious to see what you come up with heh

surreal cipher
crude aspen
surreal cipher
crude aspen
#

ye

surreal cipher
#

Count me in this looks goofy and sick as fuck at the same time

crude aspen
#

animations won't be more than just the new axe animations unless I get someone to do new animations for me

surreal cipher
#

Animations are really hard

#

But hey, Barry's animations are sick

crude aspen
#

Mod name is gonna be Sharpswords & Sharpshats

surreal cipher
surreal cipher
crude aspen
crude aspen
#

If anyone does modeling/texturing I would appreciate some pointers on how to set the materials up since I can't figure out how to get them to show up in game

oak vale
#

Does anyone know the name of the mod that displays the weight of items on their icons?

simple scaffold
ember niche
#

Meanwhile.
On the Anomaly discord server

david327:
I'm going through the Anomaly Modding Book
Looking for a way to see the amount of time the engine spends on each mod per frame found in game or via some external profiler?

RavenAscendant:
not that i am aware of. however each lua function knows what script file it is defined in. so it is certainly possible to tie function execution time to a script file. which can then be grouped by mod, more or less,

exception being mods that include modified base game scripts would probably need to have times for each function in that script assigned to them based on if the function was modifies/added

Accounting for non script mods gets harder. you'd almost need to use a statistical aproach. Just because a mod added stalker is being processed doesn't mean they are adding to the game load if they are taking the place of a similar load base game stalker.
It may be that luaJIT could be told to to the script statistics by way of some compile time flag.

fluid idol
surreal cipher
surreal cipher
tender yarrow
#

@undone lily Got tired of this snd_volume_eff spam caused by BHS on every actor-update.
(Not sure if this didnt break concussion state-machine though)

#

This will make xr_effects.snd_volume_off() or any other snd_volume_eff 0 calls to really mute sounds, not only music.

undone lily
#

Thanks

potent tinsel
#

is there a mod that can make 2-3 companion maintain their distance ?

crude aspen
#

Finally got the textures working

tardy galleon
#

does anyone here identify as a test subject/lab rat? I have an alife.ltx that replaces "turn this on if you stutter" and i need more machines to verify it working.

tardy galleon
tardy galleon
tardy galleon
#

i tactical axed a military master yesterday.. now i need more melee

crude aspen
#

world models are looking decent too

tardy galleon
#

they could be bright yellow and talk like spongeman whenever you hit someone.. i just want swords.. like a true Russian

crude aspen
#

For those of you interested in the mod, do want me to add damage values and reach values to the description of the blades?

vernal cypress
#

how much is it compared to knife and axe?

crude aspen
#

1 longer in both light and heavy attacks.

#

twice as strong as an axe

vernal cypress
#

probably need to dial the damage down tad then

crude aspen
#

Hmm, you right

#

here it is in action, I like how the swing actually simulates and you can catch people in an arc without needing to be 100% precise

vernal cypress
#

yep. the damage is overkill you just one body tapped the heavy-ish medium armored dude

crude aspen
#

I'll test it too

tardy galleon
#

if its not to much to ask of el Hermano

#

Blunt damage + Heavy and sharp = limbloss to anything not an exo..

maybe tone it down for people who want game-balance, and leave an optional for people who want IRL-balance

#

i would be including the IRL balance in WarDogs if that was the case.. or editing whatever version you do end up releasing

vernal cypress
crude aspen
#

I want difficulty and fun more than realism

tardy galleon
#

yeah.. axe to the head = dead. fuck them clear sky lol

tardy galleon
#

someone wanted swords awhile back.. i couldnt find anything recent

tardy galleon
vernal cypress
#

nope

crude aspen
tardy galleon
crude aspen
#

I don't see much different in the damage

vernal cypress
#

kekwait seriously, its not heavy

tardy galleon
#

a one handed sword had to weight less than 1600g.. or like 3.5lb.

a 3lb sharp metal object swinging at you is going to cut clean through your ceramic plates or leather jacket.. or kevlar helmet

#

in terms of sharp metal objects, 3.5lb is heavy. and a broad sword is more than that

vernal cypress
#

which broad sword, you need to be more specific

#

broad sword is too... broad term for large/long sword

tardy galleon
#

the ones he's modeling after look to be pre 1600s... so not anything made with refined metals

#

unless those are smaller than they look in the pictures

vernal cypress
#

and i think you watched too much hollywood, it aint going to cutting tho ceramic plates plus kevlar but it will shatter them just fine

tardy galleon
#

and you think that you'd be getting back up after that Mr. Chad?

#

i dont think you've seen enough death in your life.

vernal cypress
#

kekwtf Dude...

tardy galleon
#

if you think you'd be getting back up after getting hit by one of those.. even with ceramic.. come on man.

vernal cypress
#

kekwtf did i have mentioned that you will be ok after getting hit with it somewhere in our conv?

tardy galleon
#

you're implying that it shouldn't be a one shot hit? so.. yeah?

vernal cypress
#

for game balance reason, yes

tardy galleon
#

and i was referring to IRL balance for Wardogs mil sim

vernal cypress
#

even with IRL, its very survivable with sword smacking your plate unless you got smashed in skull, then its ehhhhhhhhh

tardy galleon
#

you take that to the collar bone full swing and then pick your rifle up

#

nobody is stabbing anyone in the chest with one of those, its gonna be swings to the arms, head, collar bones, legs, and stabs to the stomach.

vernal cypress
tardy galleon
#

WarDogs is the milsim overhaul.. everything balanced for as close to IRL as the engine will possibly allow.. letting realism sort out the balancing.

tardy galleon
#

close your eyes for me.. and imagine our two profile pictures arguing in real life.

crude aspen
ember niche
#

I want to mod leaning (QE keys). And have it be one key (ALT) when pressed will lean in the direction of whatever I'm strafing. My understanding, this isn't something that can be modded in game without recompiling the base game right? I should look to something like autohotkey here?

#

(in the case of only wanting to lean left or right and not strafe. holding Alt then pressing AD would lean in that direction. holding Alt then holding AD would lean in that direction as well as strafe

simple scaffold
ember niche
#

MCM keybinds as a starting point maybe?

simple scaffold
# ember niche interesting. because I can simulate toggle/no-toggle using autohotkey. how would...

Probably easier to set up with auto hot key.

Set up a key callback for A/D (actually the key bound to the movements whatever it may be) press that checks of alt is down and if so sends the key bound to lean to the engine to start the lean. Also set a status flag.

Another callback for key up on alt to send the appropriate lean key based on the flag to untoggle the lean.

There isn't a good way to stop movement so tap of strafe would still move you a tiny bit.

#

This isn't a good thing for MCM keys. You are 100% wanting to react to normal keybinds.

#

There is a bit more to check the _g flag for GUIs that block keys.

The alt up callback would need to check more states to make sure that the char is leaning before sending the unclean just in case the flag desyncs. Or maybe the move state check can work as the flag.

ember niche
#

Thank you.
I once rebound quick melee to Alt. Don't do that if you use Alt+Tab.
Alt for this function would work well with Alt+Tab.
I wouldn't consider publishing something like this without being able to properly test input latency.

For me ahk is easier because I've used it before and there's tons of documentation. The only documentation I found for stalker is the Anomaly Modding Book, great no doubt, it's difficult to answer questions using it. Like where' the API documentation? Examples of using the API. Maybe it's in the "SDK Resources" in the guide https://igigog.github.io/anomaly-modding-book/resources/sdk-resources.html - currently downloading.

#

When using ahk for other games, if you were to type in that game, messing with any a-z key gets messy, especially for games that have 5 different types of chats. Ultimately I believe ahk adds a lot of input lag and modding the game should be the more efficient option.

simple scaffold
simple scaffold
#

there is a send hold key event. but I am not sure it works well for hold movement keys. that would take more testing than i want to do today.

in anomaly/tools/ run the unpacker the lua API for the engine is loosely described in lua_help global functions are in _g.script callbacks are in axr_main.script for more details on usage search the other scripts. read other ppls scripts.

one thing with the script i posted, you may want to add a movestate check to the strafe keydown events to not send the lean key if already leaning. i was not 100% on how you would want that to behave.

again requires the lean controls to be set to toggle in the anomaly settings.

jolly galleon
#

hey, has anyone here attempted to replace the voiced actor sounds in gamma with other stuff? this is specifically in regard to the english speaking factions. honestly I cannot stand the current voiced actor setup for UNISG/Mercs, and I wanted to try to replace the voicelines with the shadow company ones from shadow company voiced actor but honestly renaming hundreds of files to work with the pre existing structure sounds like a massive NOPE. If anyone has a bit more of a streamlined way of going about this please hit me up

#

it's really been a big drag on my UNISG playthrough, all of my teammates sound cool as FUCK but then when it's my turn to speak I sound like Wendigoon trying to do a low voice impression through a really shitty blue yeti mic

#

I've managed to make it work with monolith, but since UNISG and Mercs use a different string of scripts under player_eng it doesn't work

#

and disabling GAMMA voiced actor causes a CTD

simple scaffold
ember niche
# jolly galleon hey, has anyone here attempted to replace the voiced actor sounds in gamma with ...

The mod that works well for me is https://www.moddb.com/mods/stalker-anomaly/addons/english-voices-complete
however I'm near certain you should use Gamma EXT to install any additional mods and not simply press install mod. I could be wrong.

Mod DB

This addon will replace russian voices of special characters and normal stalkers from all 3 stalker gamers with english variants. Some russian dialogue will still play but at least you will hear english most of the time.

jolly galleon
#

I mean in a perfect world I would like to still speak russian as a UNISG but if I disable GAMMA voiced actor it just crashes immediately

#

thank you though

ember niche
jolly galleon
#

I'll see if I can't piece together some sort of frankenstein script to override the player_eng voicelines but

ember niche
jolly galleon
#

it will take some time

jolly galleon
#

using other voiced actor mods as a faction member that is NOT UNISG or mercenaries has worked just fine for me

#

it boils down to the script structure of the english speaking factions

#

and this is for JUST voiced actor

#

the voicelines for the NPCs are just fine

ember niche
#

in the base game. nearly all voiceovers are english by default. for some reason anomaly changed that.

jolly galleon
#

because it's BETTER, obviously

#

being in Ukraine it would feel weird to hear everyone speaking English

tardy galleon
#

my spidey senses were tingling

ember niche
# jolly galleon being in Ukraine it would feel weird to hear everyone speaking English

it's not complete. for example the zone itself, the look of the sky, the intensity of the sun, the amount of light we see in game, the brightness of the colors. this is what you would typically see in a more northern longitudes. the campfires are great showing that off. but there's no snow, no temperature system in game of needing to warm up if you're cold. no clothing system.

sure it's designed to show off an area of the world. you have to consider what's fun and immersive. would it be more immersive for me to hear someone speak english or not? what about those in my own party when they call out during combat or the like. for me the only one mod i'd ever install is the english voiceover mod, it's that important

#

at least enable english captions when someone is talking and show who's saying it.

jolly galleon
#

regardless

#

I appreciate the fact that I cannot understand 95% of what people are saying to me while I am in the exclusion zone

#

not going for 1:1 realism

#

I just was asking if anyone had dabbled in making their own custom voiced actor mods work with gamma's english speaking faction voiced actor version

simple scaffold
#

i'm going to forget i have this installed from testing it and confuse the crap out of my self in about a week

jolly galleon
#

I have made a really REALLY fun voiced actor mod for monolith, but for some reason when I try to do the same for UNISG or Mercs it just shits itself

tardy galleon
ember niche
jolly galleon
#

I think an even EASIER way to fix my problem would be to figure out where the config is that determines whether or not the UNISG faction is an english or russian speaking faction

#

if that makes sense

#

yes yes please make fun of the simpleton who is teaching himself how to mod this game for not knowing the correct vocabulary or terminology, for those of you out there that scoffed at what I said before this

jolly galleon
#

thank you

#

now that we have established that I am an idiot

tardy galleon
#

i too, am an idiot

jolly galleon
#

does anybody know how to help a caveman learn to read and write

#

better put

tardy galleon
#

no, i only give cavemen guns

jolly galleon
#

does anybody know where the config is that determines whether a faction is english or russian speaking for the voiced actor shit

simple scaffold
ember niche
# simple scaffold i'm going to forget i have this installed from testing it and confuse the crap o...

🙂 MLG peeking, say leaning and strafing left, pinkie on A, middle on Q, index on
W/S (forwards/backwards). If that's not something player is willing todo, can
have Q lean right and E lean left. The issue is in this game is there's no shift
states, I can't hit Ctrl+C and have it do something in game and there's so many
keyboard shortcuts you need closer to home row. This idea was an attempt to
solve all those issues.

simple scaffold
ember niche
#

Is that what the 'hotkey' button is?

simple scaffold
#

the MCM keybind system is not suited to movement keys however. the multimode (tap, double tap, press and hold) system introduces a fraction of a second of lag

jolly galleon
#

my head is spinning from figuring this out

#

I will just cope

#

with really shitty english voicelines

#

sorry to the devs of that but

#

god damn

#

let ME voice them

#

I would do a better job

#

the scripts for it are great

#

amazing

#

but the actual recordings for them are vomit inducing

ember niche
jolly galleon
#

makes me sad I can't just disable it

tardy galleon
simple scaffold
# ember niche Is that what the 'hotkey' button is?

Not sure what you mean by 'hotkey'

i don't think gamma makes use of the Key Wrapper tho. it is a separate addon still. i havn't integrated it into MCM because it is too complicated still. EFP uses it heavely and had to make a video and ppl still get confused by it.

jolly galleon
#

mf still speaks english or it crashes lol

#

oh huge

tardy galleon
#

im currently using niko since he speaks both russian and english

ember niche
simple scaffold
ember niche
# tardy galleon i recently got permission from FourtyOne to pull any of his voicelines from tark...

The new voicelines from USEC 3 on Tarkov Patch 11.7! Including all combat mumbles,
and usec taunts! Loving the new voice by FortyOne! It's the Escape from Tarkov Wipe Time! Good luck out there!

Meet the Legend behind the voice, FortyOne (Voice of USEC 3) @ TWITCH LINK: https://www.twitch.tv/fortyone
Follow me on twitch!
https://twitch.t...

▶ Play video
simple scaffold
# ember niche ah. sorry. I get it now. 'hotkey' was added by some mod and I don't know which o...

https://www.moddb.com/mods/stalker-anomaly/addons/mcm-key-wrapper

this can take over some of the base game keybinds and make them follow the MCM keybind rules. like not firiering if alt is held down. or the key is double tapped. Once you enable the key in the key wrapper you CANNOT change it in the normal keybinds until you disable it in the key wrapper (this is what confuses ppl the most, keywrapper remapping the keys in the normal keybinding ui) and what i realy need to resolve by MCM 1.7

Mod DB

Anomaly has over 90 actions that can be bound to keys. The game engine is not able to distinguish between pressing C and pressing C while holding shift. That means that each of these actions need to be set to a separate physical key. A typical full sized...

tardy galleon
simple scaffold
#

that is kind of a lie, anomaly only actuly uses 73 of those 90+ actions

tardy galleon
#

and anything else he's made in other games

simple scaffold
#

mcm key wrapper doesn't touch movement keys. and a few others. but the script i cooked up for you isn't really suited for MCM keybinds because you don't want it tied to the A key you want it tied to Lstrafe

simple scaffold
ember niche
# simple scaffold mcm key wrapper doesn't touch movement keys. and a few others. but the script i...

it's smart not touching movement keys. if you got a split keyboard like a ergodox ez. shift states on homerow is near impossible without noticing the latency. here you can check out all of the published keyboard layouts that people did for that keyboard, don't need the keyboard, and you'll notice patterns of what works best, which might help mcm binds.
https://configure.zsa.io/ergodox-ez/search

#

Or if you could watch a vid on how it or a similar kb like that works. my mind was blown first time i seen what you could do and how much you could customize it

#

but then like you said. the issue is getting others to wrap their heads around all this power. we need some big game to grow a pair and get us all used to this stuff, just like we got used to WASD instead of arrow keys, or pressing I for (I)nventory. some ways just aren't the best. culturalized misbeliefs 🙂

tardy galleon
simple scaffold
#

That's why I used the name MCM. It would have taken a lot longer to catch on if it was called something else and I was waiting on mod makers to see the benefit.

But once anomaly had MCM all the ppl familiar with the name in Skyrim/fallout demanded addons use it.

Saved me a lot of convincing ppl.

ember niche
#

I remembered seeing this vid https://youtu.be/h4HY8ZtdMNg from rocket jump ninja. no need to watch it.
he goes over his quake live keybinds. ESDF, ok that's not WASD, but it makes sense, you can access more keys the more centralized your hand is. Except he only uses SDF, mouse2 is forward, A is jump. Very different, however that is not too uncommon in the quake scene, hell I checked it even went back to 1998 if not earlier they were using mouse2 as forward. Like, we switched to WASD around 1994 or so. Another related thing, when your hand is stressed or fatigued, perhaps a lot of typing & gaming, it's easier to press the keys below homerow than above homerow. It's hard to switch from what you're used to. If someone was just getting into PC gaming, I'd tell them to always rebind all keys, as that's likely how the quake vets found that layout lol

wooden hemlock
#

how can i create a patch to remove pip scopes from our holy land once and forever?

#

i can edit each file of gun but thats kinda lame

whole inlet
#

Hello, everyone. Does anyone know how to rewrite variable value used in .ltx tasks files? For example, I have a Mortal Sin Task 4 and it fails on condition +stalker_stitch_dead. Can I somehow rewrite this value to contain false? ;------------------------------------------------
; Mortal Sin Task 4-
[lttz_ms_runaway]
icon = ui_inGame2_Issledovatelskaya_gruppa
prior = 195
storyline = true

title = lttz_ms_runaway_title
target_functor = task_targets_lostzone_all
descr = lttz_ms_runaway_descr

on_init = %=clear_smart_terrain(red_smart_terrain_3_2:true) =create_squad(stalker_stitch_ms_squad:red_smart_terrain_3_2)%
on_complete = %=reward_money(5000) =reward_item(yadylin) =complete_task_inc_goodwill(50:stalker) =give_task(lttz_ms_needle_haystack)%
condlist_0 = {+stalker_stitch_mortal_sin} complete
condlist_1 = {+stalker_stitch_dead} fail

;------------------------------------------------

abstract halo
#

#🖇old-mods-posting message how does this mod identify the magazines? based on their function or based on that it comes from the mod?
im guessing this line "is_magazine = magazine_binder.is_magazine" is when they are 'identified'? (sorry for bad english)

tardy galleon
#

you can try, its worked with other quest variables

simple scaffold
simple scaffold
#

if you wanted to change it to remove bandages from your save you could have is_bandage = item:section_name() == "bandage"

tardy galleon
#

well.. while i have you.. is there a way to make drum mags or mag dumps over 40 rounds to start increasing recoil?

example being in arti recoil, crouching and first round recoil.. we were trying to play around with the scripts and see if there's a way to give a debuff to recoil after x amount of rounds. realistically, first shot should recoil the most, then steady out after 2-3 rounds.. but after 30-40, arms get tired, gun gets hot.. you start to lose control again

#

idk if you've seen our artigrok ballistics merge, but i was wanting to build onto and rework arti recoil to give players an alt to gamma enhanced

simple scaffold
#

might need a nil check in there if you call that on guns that mags redux doesn't support. but that's the gist

tardy galleon
#

pretty sure i have all my guns patched at this point. had to make some new mags for older CoP guns but that was simple. imma shoot this over to the guy playing with recoil. Thanks!
I am also going to try and fix that Gunslinger Persistent weather mod you helped with. That one should be easy, they said it was just a little to persistent. assuming there's a time variable in there. Gonna dive into that tonight

simple scaffold
#

magazine_binder.is_supported_weapon(wpn) i maximized lazy you can give this function a game object, an se object, a section or an id and it will work.

simple scaffold
tardy galleon
#

i have noticed how much easier this is than weapon modding on arma 2 and DZSA

#

those monsters prepared me for this.. so easy. Thanks.. I am doing all this to prepare for a UE5.1 project.. SPC universe.. Tarkov/Stalker. like my dayz server

#

milsim combat

simple scaffold
#

base_type is wierd at first but having that as a soft assosiation between magazines and guns makes adding guns that use existing mags or more mags for existing guns much quicker.

tardy galleon
#

now only if i could make mags change gun meshes.. that would stop bugging some of my players.. i can ignore it, oddly enough

simple scaffold
tardy galleon
simple scaffold
tardy galleon
#

Retrogue said i could use any of the parts he made, but the huds and stuff arent compatible.. i spent a day or two trying to pull guns and parts from Desolation

simple scaffold
tardy galleon
#

i'm not trying to learn xray on that level.. i'm just practicing for UE5.1 kekfacepalm

icy wyvern
#

Hello. I have a question regarding weight values, if i want to increase from, lets say 50 to 60, what would the step value be?

fathom wagon
#

min and max pertain to the variable you are changing
step is how fast/how much freedom you can change the value when in the options menu b/w those values

icy wyvern
#

Ohhh i see. But if I change it from the file itself, do i need to change it as well?

#

Sry for the dumb question

simple scaffold
#

weightmod.script

function on_game_start()
if  0 == #ui_options.options then
  ui_options.init_opt_base()
end

ui_options.options[4].gr[4].gr[8].max = 10000 --make this what ever you want
ui_options.options[4].gr[4].gr[8].step = 100 --how much the slider changes by adjust in proportion to max
ui_options.init_opt_coder()
end

make a new .script file and put this in it.

fathom wagon
#

In that file from what I can tell in the screencap, you are merely changing the range and step. However, I would take Raven's approach so as to not mess with the default settings files.

icy wyvern
#

Yes I only wanted to change that, since it's what I did back with SoC

fathom wagon
#

Take Raven's advice. It is much cleaner as it is update-proof for GAMMA.

icy wyvern
#

Alright so just leave the file in the screencap as it is and make a new file with the code that Raven gave me

fathom wagon
#

Pretty much yeah

icy wyvern
#

Thank you :D (also nice destiny player)

warm hollow
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Does diff****.ltx settings have caps? So i can make 5000 weight, but hit_power - no.(if it works at all)

simple scaffold
warm hollow
#

That's funny to have 500x in random_items crates loot setting and hit_power cap

Thx anyway

onyx gorge
#

hey does anyone here have a resource for the full PDA map of stalker anomaly?