#╙🖇mods-making-discussion
1 messages · Page 17 of 1
Okay, and what file do i put that in.
yeah duly noted and dismissed my ass
why are you so hostile bro
people ask for help and complain when they get help
I just asked for help and youre ripping my head off
also, I had no idea i could mod that way, forgive me for not knowing how to do something in the first place 🙂
Anyone got a howto on editing actor.ltx for this modpack? Is it the same process as base anomaly?
Hey im looking forward to getting started in modding. Is there any "introduction" where i could learn the basics?
"modding" is a super generic term so it'd be better if you could describe the kind of things you want to do/achieve
nonetheless, the modding book is probably your best bet:
https://igigog.github.io/anomaly-modding-book/
Thx
@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
How do you add something in the guides section in the pda?
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?
That and somehow making that stash get deleted if a certain amount of time passes
The thing that worries me is: keeping that timer between level transitions and somehow store it when saving/loading
@surreal cipher are you asking for some scripting help/examples or just posting a mod idea?
scripting help/examples
I'm trying something
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)
demonized_time_events has reworked timers.
perk_based_artefacts.script claims to have persistable events system.
Also look at https://www.moddb.com/mods/stalker-anomaly/addons/workbenchvice-stash
and for inventory transfer and spawning - https://www.moddb.com/mods/stalker-anomaly/addons/hideout-furniture-hf
This site has a lot of useful info. http://sdk.stalker-game.com/en/index.php?title=S.T.A.L.K.E.R._MOD_portal
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 😅
idk where they are exactly but i think i remember them being tied in some way to dux's character kit, which breaks the game if you edit portraits at all. just a headsup
_unpacked\textures\ui\ui_actor_portrets.dds
Sweet, thanks
I was able to do it, took 30 minutes after adding Artefact_count = 5 to over 500 lines of text but I did it 😄
magnificent work, and slightly terrifying
all coding is terrifying to me
LOL
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
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
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 ^^
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.
balance
and npcs fire as fast as the stat says
notice that if you give an npc an ebr
he'll fire it basically fullauto
or the svdpmc if inb4 but the ebr is not in gamma
besides, the mk23 reaches low 400 fully upgraded
but if you insist
just change rpm to whatever number you'd like
I know how to edit STALKER configs. Problem is not every weapon seems to have an LTX to edit, for example the Mk23.
Was just wondering if someone already had the same idea or not
many people had it already
everyone complained that as soon as they saw an npc with it they were firing at max speed
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.
The SVD-S PMC's is even higher at 550
Also, the Mk14 EBR's RPM is set above even that at 725 per the LTX
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.
Holy sweaty scrotum juice batman-
Somebody please tell me there is a mod that makes ladders slightly less infuriating to use.
no
Anyone know where Forester draws his inventory list? I can't seem to find where he pulls his stock from.
Trying to edit specifically his inventory so he can sell wilderness/survival provisions like firelogs, cooking supplies, basic foodstuffs and water, etc.
They're worse in gamma so feel free to investigate
they feel worse in gamma because we have a patch to make the actor have a slightly thinner hitbox
Stairs are the worse offender for me
Wish I could walk up them like a normal human not a slug
GAMMA's the only pack where I've had stairs completely stop momentum, as far as I can tell
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
Outfits in gamma have separate helmets from the suit
Biggest one really
Also gotta make it play with gboobs by giving it a BR class
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?
Making my repo mod is making me cry blood tears
It's super tedious
I'm currently making a blindsides patch
How am i supposed to level the grenade launcher
Are there any guides? I don't plan on making headgear just make some of the suits in Dux's mod obtainable
There are some floating around in here but im not sure any are gamma specific
I'm sure someone in here can hit you up with the specifics on BR class once you get there
Am too stupid personally
Just know it needs to be considered so I figured I'd give ya a heads up
Yeah it’s the hardest
Check out how other guns like AEK is doing it
Thing is
this is just blindsides
And the blindsides models are weird with the grenade launcher
where are the files for the cordon map? I cannot see it with the rest after unpacking the database in _unpacked\levels
nevermind. I believe its called the escape
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?
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
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.
would be smart to post into there; if nothing else it will be easier to find later
fake_start is the debug map
that section defines the music that plays in that map
thank you
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.
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
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?
Send your script here
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.
The functions are nearly identical outside of a variable or two.
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.
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.
function fast_hands_speed(anim_table,obj)
-- if not IsWeapon(obj) then return end
if (fast_hands <= 0) then return end
local anm_speed = anim_table.anm_speed
if show_anims[anim_table.anm_name] or hide_anims[anim_table.anm_name] then
anim_table.anm_speed = anm_speed * (1 + (fast_hands * 0.1))
--printf("Weapon Handling Show/Hide")
end
end
end
There’s 3 end
Should be 2
One too many "end" yeah. Simple blunder. Now I gotta look to see if I did the same thing in the others.

Thanks for the help Grok. A second pair of eyes is always a good help.
Sleep well brotha 
if you use a text editor with a linter, it should flag these kind of syntax errors
Been using Notepad++. There a setting I can turn on for that?
idk about notepad++ since i don't use it, though a cursory google search says they aren't supported natively(?) - maybe raven knows more
i personally use VSCode with a couple lua plugins
There might be a plugin you can download. I have an XML syntax plugin
Could you share what lua plug-ins you use?
it's actually only the one extension: https://marketplace.visualstudio.com/items?itemName=sumneko.lua
i had another one enabled for snippets which I realise is probably redundant
Nice! Thanks
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
Search for skill_haruka.ltx in the Data window of Mod Organizer 2. You can easily change the max_level values to whatever you please in that file.
geez this is actually very cool, you should post it in #1035807043933720576 tho
any mods / animations for the ak-74m alternate?
It’s already in gamma
Blindsides animations
I was wondering if there could be other kind of grips or animations
Most certainly. Now do you have what it takes to learn how to mod it yourself… ?
It’s not really easy
Like you need to know how to use Blender etc
Hey guys, how would I go about getting the base cost of every item in actor inventory?
Ah great, it doesnt even work. Well, i didnt expect much to being with
What is the deal with the tabs on so many scripts being so fucked up
Well... kinda works I guess. No clue what the hell happened to the body though
"kinda works"
why kiparis look different?
is that the new BaS? looks like different animation compared to current gamma
Yeah, new bas
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
How did you update bas?
ATHI's patch
ah ill check
thanks
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)
i cant check any of those mods
cant go through 600 message for 10min
Yeah, it's dumb, discord threads are trash
#1036086143923536055 message
There's some fixes in there you have to hunt down too
oh lord
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
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.
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
w_toz194
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
Is it dltx? They're alphabetical priority I think
DLTX indeed
Might be getting overwritten
This is the load order
First is my mod, then the gun that's having the issue, then the patch
Oh no, I mean the dltx files themselves
Well the files are named differently, the patch just contains the hud values of the Kar
And the patch is placed after the main gun and the repo mod
With nothing else that touches the Kar after
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 
So if a DLTX file is named mod_system_zmod it will be loaded after mod_system_amod regardless of load order in MO2?
Naming the file mod_system_zkar worked, thanks
my speculative theory is that MO2 order only helps to organize same-filename conflicts.
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.
So you want to prevent not death but healings?
Ye he wants to do a mod where any incoming damage is an instant kill
yee
Am realizing that this would actually be a task tho since there are all those low health effects that play
and all of those need to also get turned off
Or the game tricked into thinking I am at full health
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
ya which the health gate also needs to be yeeted
I want any damage at all to = 3rd person camera lol
maybe just db.actor:set_health_ex(0)
ya I was asking where that stuff is am super unfamiliar with base anomaly modding
Mostly just edit existing mods
setting the actor health really low might just cause all the low health effects to start playing non stop
would have to try it out
so say I wanted to make this change where is this value in the files
so I can nest it correctly
in mo2
So you want to just modify existing mod ?
no like if its a base game file thats fine
but ill turn the change into an mo2 mod obv
so I can toggle it and shit
and make easier adjustments
Where is this value located in anomaly
RegisterScriptCallback("actor_on_before_hit",actor_on_before_hit)
is an event listener. No need to touch anomaly files
Ah there is a disconnect between us then I suppose
uh
idk how to explain myself better here
How does one apply this to my game
Um, yes - seems you are missing some fundamental understandings. You need some basic tutorials first - try on youtube?
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.
I was not looking for you to give me an entire modding tutorial if thats how it came across
No worries
You just need to make a .script file with code that Flueno gave you
The way that work is that script "tells" the game to be activated on a certain condition (this case just before actor get hit damage, but got hit)
i just want new animations
That's why there is no need to go and modify any base scripts/files
ya I got that but that code will still trigger the health gate no?
Good question, i dont really know :c
also it wont affect damage from things like rads right?
Yep
it should trigger it ya
see thats why I didnt want somebody to write code for me
On hit only triggers on being delt damage by a certain source, I think
I just wanna know where the actors health is stored so I can go set it to something stupidly low
and test what happens
then work from there
I know, the thing is modding the actor health files itself would be an ordeal, as far as I know
But, you could add another Callback so it also triggers on radiation/psy damage
Your objective is to make it so any hit=death right?
yes
and it needs to bypass the health gate
like any health loss at all from any source = new game
Hmmm
the health gate stops me from just yeeting dmg values up to 30x and calling it a day
What if you just make it so every hit aplies two times with huge dmg?
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
obvs appreciate help tho dont think i dont. If you wanna poke at it be my guest
Just saying you dont have to dont feel pressured
I wanna do a 0 damage invictus run
Im also learning the basics of modding so this is a nice exercise
or try to
I guessed, good luck that looks like a ton of suffering lmao
One thing, the health gate thing
It triggers everytime actor receives huge damage or it only triggers by damage from full health?
Hmmm
it prevents that instance of damage from killing you
I have an idea
so two separate hits gets by it just fine
i would just disable the health gate but i also dont know how
simple as yeeting the code for it prolly
What if on hit you first set actor health to barely anything and them apply a ton of damage?
this is all stuff I was going to mess with if setting actor health low didnt work
something like this
uh as long as the first hit triggers the gate or puts you below 35% by some other means then the second hit kills
its why multihits are so annoying
they bypass the health gate
so you get one tapped by a .338 when the health gate should have saved you
we just set health to something like 1% and them register the damage
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
yep
Flueno, do you think something like this makes sense? it's just mashing both things you wrote but
'''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'''
okay im too dumb to send text as formatted code on disc sorry lmao
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.
So assuming you nest this like any other mo2 mod then it does not seem to work
https://www.moddb.com/mods/stalker-anomaly/addons/desert-eagle-gunslinger
is this mod safe to use?
it needs to be in a function like that little code block, just delethe the "hit.power" string and put db.actor:set_health_ex(0)
Thought I did that but lemme re do it and make sure something did not get goofed
I would test it myself but I'm not home so no GAMMA for me
its cool I will re check how I did that
make sure your script file is in the right place so the game loads it (gamedata/scripts)
yup I did
nice
no idea, tbqh
wait for comments
that animation is sick
it does look sick
me kinda sad gamma dont care about weapon animation
gunslinger mod for CoP in general looks bussin
actually, the pack tries to get best looking models/animations mods
thats why some weapons are not present, as they do not fit the "gamma standard"
ah well, i mean there is few weapons that is updated i guess they till need some tweaks before addding to gamma
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?
I see, theres some new models/animations mods to be added but Grok is sick right know so things are going slower
It looks functional
Right
idk game might look at 0 and go "lol nope" and use normal values or something idk
If it keeps doing nothing after setting to 0.1 I will take a look soon and see if I can help
Yep lol
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?
I did some one-life iron runs on medium difficulty and got enraged lmao
Just does a shit load of practice
(Skill issue i know)
Ya even at 0.1 its not workin. I do not think I did anything wrong as far as nesting it goes
Hmmm
Whats the file name?
I see
zipped in its own folder gamedata/scripts/lowhealth.script. Does it need a specific name?
Oh, wait, its zipped?
Ya just a lot of playtime
Ahhh i see
its not zipped into mo2s mod folder or anything
I tought it was zipped on the scripts folders lol
i just keep all my mods zipped up neatly in a folder and install them into mo2 that way
nah
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
so the full path is Gamma/mods/low health mod/gamedata/scripts/low health.script
That looks right, if it is ticked on mo2 then it should be loading
Slapped in there same as sent to me
It looks correct
Idk sometimes copypaste is a little wacky lel
Fair
Im looking for typos in the function names but everything looks right
yee
You sure its set as on on MO2?
so something else must be setting the health that this script does not touch ya?
Ya
its on
Maybe its not triggering for some reason
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
i gotta go in a minute too but last test
sure
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
if it loads, it will send a pda message
yep, just make sure to overwrite the original one
Ya nothing came in
its not loading, then
fuck knows why
A story for another day I suppose
yep
when im home tomorrow I will try and test ii too
both of us lmao
It was fun, I gotta practise scripting for my mods so it was a small exercise
henlo
is there any way to get the weapon that killed a npc on npc_on_death_callback?
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?
Works for gun audio at least
let's say an anomaly sound
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
thanks
What a nifty mod. I could see potential in expanding it to include actual value to patches beyond a small repair bonus & quest items.
The problem with this is that it takes up a lot of in game memory and may cause crashes depending on how many patches you have
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
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
I know this guide, it's very good
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
Ah unfortunate
Some callbacks are really easy to guess (such as actor_on_hit)
One would hope a handbook would have the list
Others are convoluted
I tought it would, too
Nevertheless, a lot of nice info
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
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
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
#🔍automod-notifications message on my phone so a link is as good as you'll get. Can DL the ltx and have a look if ya like.
Works great
Also removes the health gate

GET is a chad
oof, i get it
very nice, thanks!
npc
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).
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
Inside of MO2, go into the "Data" window on the right and search that file name. It will show you it
thanks buddy
Bro I found the line (251), is there a way to disable this parameter without deleting it?
dltx
?
I'm not a modder bro, so i don't understand bro
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
momopate not insulting (impossible challenge)
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
maybe ask grok
Thanks bro
better call grok
You can’t
and did it work to fix the weapon this way?
Hi what's the def for medikits and other meds on the files
It does fix it, the issue is caused by the ltx invoking a non existant animation. You can thank bas for fucking up everything
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
Where do I change the drugs max_uses can't find it
Please I need an adult 
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.
Is that mod compatible with Gamma?
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.
Do you think the mod pack would explode if I just go and cram it up the mod file?
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
Is there any weapon pack out there with a good looking FN2000 ?
like stalker in general not just anomaly
You know what? It would be so cool to make a quadruped mutant riding mod, both for difficult fun and for transport.. racing, maybe? 🤣
Can sombody tell me what the "tier" value in item files is used for?
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.
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
what
just put this here, since I already figured this stuff out for making CBSE mod compatible with gamm(finally)
there seems to be not at the moment
Purely because its being used on the Frontlines, I will be retexturing it or finding a new model to use.
Ugly as it may be, it's now an active combat rifle.
it just needs good model and animations
with good animation any weapon will look nice
I'm not sure anyone likes it enough to put that kinda effort into it.. so I'm looking through other games
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
what DLTX means?
DIFFERENTIAL LTX LOADING
okay modderman but what does ltx mean
Or it’s @azure basin text format
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
this one
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
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
found a model but im failing miserably to port it on to augmented animations
That's beyond me man, last I did model porting was havoc engine.. I can make new sounds for it.. make the texture higher quality, ect.
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
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.?
I think theres a section about this in igigog's modding guide!
Heres the link
Oooo thanks tons!
np!
Thanks, fixed it myself by changing the load order
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
On its own, it is not compatible as it does change drugs a lot. I have a version in #🖇old-mods-posting that I take the changes and "make" them their own drugs. Only can be crafted though as I never got around to making them drop as loot.
One thing to note: you should make a backup of your save. If you ever decide to not use it after installing it, your game will crash.
i see well thx i will look into your mod. umm by any chance is there a way i can modify gamma drugs a bit? like changing quantity or reduce drug thirst?
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.
Im gonna try your mod that you told me just then, should i install this mod after yours?
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
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
i'm on skeleton smoko (ancient australian ritual)
gotta have a pack of dying bryans to start the day
The cunt
fuck me cob, you came outta the blue. how ya garn?
good
choice

hey ilrath, the MO said that its anomaly 1.5.1 . is it still ok if i proceed?
Don't mind that. Right-click Normal BHS and set that as the directory. Then install. You should be good.
me too, thats why i'm trying to learn code and join everyone here as a modder lmao
Hello guys, could someone answer me, about - I can change the meshes and texture of main character or not?
I swear, I love monkey patching. Saving me so much time in getting these perks to work.
i don't know if you have already tested this, but the fix does indeed work
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.
how do i get keywrapper?
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
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.
HP bar is shown below I guess ?
But imo the red yellow white thing works only for bars, not for actual limbs
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?
id wager the thin green line at the bottom is health, the middle is stamina, the bottom is rads or something
the bars are the most intuitive way to display the information quickly for sure, which is ultimately what matters 95% of the time in your mod pack
imo with this ui i'd probably get rid of colours all together and visually try and display the limbs as damaged
I wish sidhud was compatible with BHS I'd be happy as can be
guy`s am I the only one who thinks we need flooded areas full off aqatic mutants like mutant fishes
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
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.
It is, just use text display of health bars from BHS
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.
Applying Colors with the BHS system is simply impossible and wouldn’t work
And also in terms of visual perception EFT system is simply garbage because being at 80 or 78 makes a huge color difference for no reason
anybody know of a good snow mod?
Graupel
anyone please make a furniture mod
there is one?
if you're talkin' chairs n shit, make one yourself 
there's even a guide
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.
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?
likely not mainlined into HF proper, but their custom stuff is looking super cool 
do you mean making your own callbacks?
Yep, something like triggering a script on the execution from a function on another script
The objective is to make it so when using mods such as minecraft respawn or curse of immortality, the games forces a autosave
Are there any mods that reanimate the M82? It really needs a new anim to make it feel heavier and true to its size...
one day there will be
If it's a new type of event - target script should at first subscribe to it (register it's callback), then you trigger(send) it
Ok! Thanks
also you need to declare new type of callback before sending/receiving them with with
AddScriptCallback("on_my_action")
Ohhh, i get it know
You can throw bolts at it, sometimes it works and you slowly nudge it away
Tough luck :c
Can I re-enable non-buffered log-appending ?
MCM has a logging utility. If the log is declared to be continuous and continuous logging is allowed in the MCM settings it will write to the file every time you send it something.
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
Right, I will work on this, thanks! By the way, love your addons, dude
I'm doing some changes for personal use on your minecraft respawn script, trying to do something like a "runescape respawn", where you drop everything but the 3 most valuable itens and your stash is timed before it gets deleted
I'm still really bad at scripting so things are.. wonky, but getting there
Good way to start modding
I need to revisit that one. Need to see if I can find a good way to move the stash out of anomalies
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
Yep, looking at working scripts + some guides is very nice
Igigog's guide was a Godsend, I've also been taking a look at the resources in Anomaly discord
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?
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 😀
It's okay, this already clears it up a lot! Thanks for the advice
Will put it to practice right away, actually
Anyone know, which folder place armors for hero ?
Gamedata/configs/items/outfits/
thanks
Is it possible to edit GAMMA's weapons' characteristics in any way through the files included with the mod package?
Are you talking about stats? If so, those can be changed via a DLTX edit without editing the files themselves.
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.
Exactly that.
I'm interested in editing the weapons and ammo to enhance the realism a bit.
https://igigog.github.io/anomaly-modding-book/
Read into weapon parameter and ammo parameters, as well as how DLTX works. Will help you get a good grasp on how to do it.
@fathom wagon Oh, hey, thanks, buddeh
Alternatively, you can look for other mods that re-balance weapons via DLTX on ModDB and see how they do that.
This is exactly what I was looking for, I think.
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?
All found, no need for help
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:
- i have to somehow let the mod know that there is a new file to use
- weather effects number is limited, and i cannot create new files
?
Iirc there’s a file dictating the different weathers and to which weather group they are in. Check other weather addons @sick coral
It might be easier to redefine the texture description files to point at new .dds rather than try and edit an existing one. Combining that with editing the UI xml is the typical way to change UI appearance. Directly editing the textures is clunky.
@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
@simple scaffold Thx! "Tick" for a future works!
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.
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.
Yes, thank you, but i know it. The problem for me is zero experience in editing alpha channels dds format.
The anomaly discord has a channel for art. Ppl there would know.
(I do everything short of editing dds for UI. I bug others when I need art)
When I saw your mod I started thinking about where I could put these icons on the UI, and I think I’ll opt for an Ui overhaul with the compass round minimap and quick slot icons in the bottom right corner of the screen
Ok. I can add that in to my list of optional xmls in the next update. Most likely that will be when some one gets so annoyed with my Google translated Russia that they give me new translation strings
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?
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
Thanks for that. I only asked since I was curious why it was there. I assumed it was a stand-in for checking if something was dead so that damage calculations wouldn't need to be done on something that is dead.
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
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 
If you want to do something like combat soundtrack, you could look at how some of the dynamic soundtrack mods do it, like this one
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.
Money patching is life
I want that stuff you have on the left
I mean the stimpacks, food, bandages, etc.
Pls
#🖇old-mods-posting message
It is a "side effect" from using Slimey's Colored Map icons. No work of my own.
I need to pester him then, thank you
#🖇old-mods-posting message
@fluid idol I need that quickslot thing, tell me how 
Use quick slots plus instead. Much easier to configure
https://www.moddb.com/mods/stalker-anomaly/addons/quickslotsplus
This one? Good to know, thank you 
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
i dont know much about modding, but from what u say just adding a new file, will not affect anything, because game is not reading whole folder, but only files that are specified in some other file?
I made a new file, for like really cloudy and dark weather and it is visible through Debug menu, but from what i understand it does not mean that it will appear ingame ?
Simply reverse engineer other weather mods
Gamma doesn’t add new weathers, it modifies the existing ones
I know i sound stupid, but could you give me a example of such mod? GAMMA weathers according to MO2 simply adds new .lti files and that's all
I'm curious, what does it do exactly?
it determine how fast you ADS
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
0.25 means you ads in ~0,25 Miliseconds
Like some lines of code or some mods that do the same (cant think of any of the top of my head now)
Huh, tought we already had something like this
Placebo effect is strong lmao
not to my knowledge, every weapons ADS time is the same
at least it feels so
But would add some interesting depht to weapon choices, just... Looks like a ton of work
Just like the inertia thing that got added
read that some times, never looked into it
It does seem so, I jut got so paranoid thinking about idk R6S that I though that different scopes added diferent ADS times
it looks doable
I like it myself, gets some weight to weapons and makes things a little more physical
that together with Weapon Cover Tilt make guns really feel like physical objects
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
Ooooh, if you want some playtesting done I can do some for you XD didn't know you got so far already
This is really deatailed, I like that
I could give you my weapon dltx file to test it, and the weapon stats display if you want.
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 ^^
Calculator
CALCULATOR,Weapon Overhaul
KIND,Stat,Value,Multiplier,WEAPON,Notes
ACC,90,0.140,0.0152,wpn_scarl_m,Ammo upgrade zu 7.62x51 hinzufügen
85,0.216,fire_dispersion_base,wpn_carl_blk_m,Ammo upgrade zu 7.62x51 hinzufügen
HDLG,81,0.630,0.0425
78,0.758,PDM_disp_base
DMG,240,1.200,NONE
160,0.8...
Ah yeah, I specified "big" and "small" weapons too and depend on that the stats differ too, same goes for Ads ^^
I could do it, just tell me how to install and I will take a look later!
Btw, Im using some of ATHI's weapons (mateba and taurus judge, to be precise)
Do you think this could raise any problens?
Most of his work is in there, same foes for nearly every weapon mod posted here. I even included EFP weapons into my game so no problem there
It’s not necessarily a good addon btw
Ohhh, automated tables help a lot
Impossible to balance stuff right without a good table ^^
Right now I am looking for the inertia thing you said, I can remember that some weapons had this applied to them but I never looked into it. I am curious now
Oh no ... I found another values one could fumble with xD
@surreal cipher The "interia" thing you mean would be Grizzys edit for "strafe_aim_enabled" to be enabled. This one makes it so your reticle moves when you aim. I use this addon which edits each weapons strave values: https://www.moddb.com/mods/stalker-anomaly/addons/aiming-movement-redux
I need to add the added weapons to this one too
I forgot Grizzy's name when I was talking about that addon lol but yeah, it's that addon!
but for the porpouses of testing, they would not mess with the mod, right?
nope
Okay, if you want to send me the dltx later, just let me know
I will only get to play a bit tomorrow tho
Need to finish the settings first ^^
When I am finished and satisfied I will PM you
Okay!
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
No, exes along with reshade has to be installed manually
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
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! 😄
thanks for the reply but yes I have confirmed that it is possible to load exes from the MO2 virtual folders
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
90% sure the exes and or mo2 will freakout
anyone know where the BaS weapon kits are located off the top of their head?
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.
The Interactive PDA mod already does something like that! It's really cool
btw, I made a really tiny smug edit to it so it better fits GAMMA economy & balance, if you want to check that out 
you can do that in warefare (ie hijacking/hiring squads etc), issue is warfare is broken atm
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
@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.
If you did not found already, they are inside "weapon_addons.ltx"
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
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
Surprisingly enough, everything is running great like this. ONLY caveat is you have to start the game through the Anomaly launcher
I did this as a mad science experiment and it worked out well enough haha
hey guys, can anyone please tell me where can i find textures for faction patches?
gamedata\textures\ui\ui_mm_faction_patches.dds
you have to unpack anomaly
aaaah, thank you
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?
addons.ltx iirc
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
for PDA: the PDA Radio Extended in moddb adds more playlists that you can use as a reference
for the HF placeable radio: look at the guide pinned here - it should have most, if not all, the info
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.
msi afterburner is mainly for tweaking gpu, the profiling is on rtss
it technically has bots
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?
wpn_pfx_laser_beam.dds
wpn_pfx_laser_beam_green.dds
wpn_dot_green.dds
wpn_red_dot_reticle.dds
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
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
thanks gonna check that out shortly
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
Hmmm I'm gonna check those again. Thanks for the answer anyway my friend.
Not so hard actually
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
lol, in the Anomaly Modding Book.
demonized and grok saw this and were like
hold my beer
I'm going through the Anomaly Modding Book
https://igigog.github.io/anomaly-modding-book/
Looking for a way to see the amount of time the engine spends on each mod per frame.
Is there something like this found in game or via some external profiler?
Alright! Seems I've got a very very rough and early idea of how to do these melee weapons now
https://feen.us/q4r063gfznjouuz1kmt5frsgt5p4fqspkf78r131qjmv9qfrqu.mp4
place of power... gotta be
I've got the position on the sword adjusted alright now, but I'm having issues with getting the textures to work on it.
Steel for humans, .45 hydrashock for monsters
But as I want to do a meelee focused run, I'm curious to see what you come up with heh
What? Lost your nerve?
Current ideas:
The Witcher Sword/Silver Sword is gonna be intended to have high flesh damage, but no armor pen since silver is for monsters.
Gut's sword (Dragon Slayer)/Hunk-of-Iron is gonna be the beast with high reach, damage and armor pen, but the swing speed will be slow as shit.
Sir Radzig's Sword/Bohemian-Blade is gonna be a middle ground blade.
beyond that, not sure what else I'll add
No fucking way, yo're going to make dragon slayer?
ye
Count me in this looks goofy and sick as fuck at the same time
animations won't be more than just the new axe animations unless I get someone to do new animations for me
Mod name is gonna be Sharpswords & Sharpshats
Imagine killing a ton of monolith with dragon Slayer while playing "My Brother" or something like that
noice
CLANG
Had to watch the first 6 episodes of berserk 2016....Never again...
EDIT: WHO ARE YOU PEOPLE!
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
Does anyone know the name of the mod that displays the weight of items on their icons?
No but I know it is by demonized
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.
fyi. luaJIT is mentioned in pcgamingwiki here: https://www.pcgamingwiki.com/wiki/S.T.A.L.K.E.R.:_Call_of_Pripyat#Modified_LuaJIT_library
If you haven't found it yet, it's Inventory Weights Revised
may I suggest that this gets to be the the hunk-of-iron hit sound? 
Stack melee artefacts

Yep, but it would be even more interesting with a random witcher or berserk sword lmao
@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.
Thanks
is there a mod that can make 2-3 companion maintain their distance ?
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.
i have some built into WarDogs.. i can see about making a standalone
if i dont have that sword in my armory.. i might kick a hobo
Soon™️
world models are looking decent too
they could be bright yellow and talk like spongeman whenever you hit someone.. i just want swords.. like a true Russian
For those of you interested in the mod, do want me to add damage values and reach values to the description of the blades?
how much is it compared to knife and axe?
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
not embedding /:
yep. the damage is overkill you just one body tapped the heavy-ish medium armored dude
I could do that with a regular axe too
I'll test it too
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
if you are referring to sword, its not heavy at all IRL
I want difficulty and fun more than realism
yeah.. axe to the head = dead. fuck them clear sky lol
then release whatever version you decide is balanced for you, and ill edit it for Wardogs if thats okay
someone wanted swords awhile back.. i couldnt find anything recent
a broad sword isnt heavy..?
yea go ahead
nope
here's the axe comparison video
have you ever held a non replica broad sword? lmao
I don't see much different in the damage
the fuck kinda sword you have been handling, most of proper one handed to long sword is between 2-4 lbs (1 to 2 kg for metric people)
seriously, its not heavy
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
which broad sword, you need to be more specific
broad sword is too... broad term for large/long sword
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
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
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.
Dude...
if you think you'd be getting back up after getting hit by one of those.. even with ceramic.. come on man.
did i have mentioned that you will be ok after getting hit with it somewhere in our conv?
you're implying that it shouldn't be a one shot hit? so.. yeah?
for game balance reason, yes
and i was referring to IRL balance for Wardogs mil sim
even with IRL, its very survivable with sword smacking your plate unless you got smashed in skull, then its ehhhhhhhhh
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.
then we are talking about 2 very different thing then
WarDogs is the milsim overhaul.. everything balanced for as close to IRL as the engine will possibly allow.. letting realism sort out the balancing.
close your eyes for me.. and imagine our two profile pictures arguing in real life.
This is beyond ghetto... I dunno about spears
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
Doable only if lean is set to toggle
interesting. because I can simulate toggle/no-toggle using autohotkey. how would it work with toggle enabled?
MCM keybinds as a starting point maybe?
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.
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.
see if that works the way you want.
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.
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
SDK, is used not used for scripting amusingly enough. it is for editing levels, particle effects, has some utility for modeling. but i have never gotten it to work properly and there are many of my scripts running in GAMMA.
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.
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
Thanks! Take but a moment.
I'll see if I can't piece together some sort of frankenstein script to override the player_eng voicelines but
if you just press install mod and add that mod it works. i can't guarantee it's the proper way todo it.
it will take some time
no I get what you're saying but
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
in the base game. nearly all voiceovers are english by default. for some reason anomaly changed that.
because it's BETTER, obviously
being in Ukraine it would feel weird to hear everyone speaking English
whats going on over here? weapon QoL?! 
my spidey senses were tingling
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.
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
a way to have strafe (A/D) also lean when holding alt.
i'm going to forget i have this installed from testing it and confuse the crap out of my self in about a week
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
i am now emotionally invested
You never know. It might be awesome. Like the choice to have shift quickly transfer items between player and container. That works so well, feels like it should be in all games.
https://cdn.discordapp.com/attachments/914216733810761798/936956601296883792/GAMMA_keymap.png
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
i too, am an idiot
no, i only give cavemen guns
does anybody know where the config is that determines whether a faction is english or russian speaking for the voiced actor shit
hmm, could probably add to the on_key_release callback to undo the lean when the lean keys are released emulating the hold down beahvior even tho the key is really in toggle mode. if you were going to cook this up as an addon for release that would be a good thing to shove in an mcm option. could also make the script set the game setting to toggle.
🙂 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.
thats why i created MCM keybinds and the MCM Key wrapper.
Is that what the 'hotkey' button is?
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
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
we all know. it's a meme at this point.
makes me sad I can't just disable it
i recently got permission from FourtyOne to pull any of his voicelines from tarkov to use.. as long as we give him credit.
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.
im currently using niko since he speaks both russian and english
ah. sorry. I get it now. 'hotkey' was added by some mod and I don't know which one, there's no tooltip when hovering over Hotkey.
but you in testing spun all of the plates needed to add a key wrapper in game. f'n brilliant
MCM 1.7 i'm going to stop relying on ppl to name/tooltip thier keybinds clearly and generate the tooltip my self with the MCM path. MCM 1.6 can't do that, i need to add an few bits to the MCM API.
whaaaaat!!
https://www.youtube.com/watch?v=Y05jVYsI_l8
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...
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
yesssir, those would be the ones i can use
that is kind of a lie, anomaly only actuly uses 73 of those 90+ actions
and anything else he's made in other games
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
The keys in that list should be in order by addon. So if you know the addon for keys above and below it, you can narrow down where to look.
I'm going to guess "parches by hotkey"
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
A powerful, visual tool to configure your keyboard. Based on the open-source QMK firmware.
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 🙂
thats my plan with what i'll be starting in UE5.1.
Wardogs and my DayZ server are.. social experiments you could say
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.
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
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
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
;------------------------------------------------
#🖇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)
you can try, its worked with other quest variables
yes. I made sure i had a simple way to identify magazines when i wrote the mgazine_binder script. it made it much easier to write the uninstall script.
Thanks, thats good to know
if you wanted to change it to remove bandages from your save you could have is_bandage = item:section_name() == "bandage"
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
you could call ```lua
mag_sec = magazine_binder.get_mag_property(wpn:id(),"section")
if mag_sec ~= "no_mag" then
mag_capacity = SYS_GetParam(2, default_mag, "max_mag_size")
end
then do whatever you want to the gun based on the capacity, or just do it based on the mag section.
might need a nil check in there if you call that on guns that mags redux doesn't support. but that's the gist
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
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.
glad to hear the data system i made is easy to use. i tried to maximize for clarity and lazy, even if that split everything across several ltx files.
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
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.
now only if i could make mags change gun meshes.. that would stop bugging some of my players.. i can ignore it, oddly enough
i'm going to say there is no way to do that until anomaly engine is updated for it. that's not to say that there isn't a hack, but it's a sucky hack that snowballs in complexity very quickly
Someone was working on it a few years ago, but it was for a CoP modpack and custom engine
closer to home Desolution is working on or has something similar.
the anomaly dev team is working on it as well, but they tend to under promise over deliver so details are few.
ah, see i was talking to Wuut about porting the Desolation weapon parts system, he did say to wait til the next engine update.
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
Yeah it is a problem. That needs an engine level solution.
i'm not trying to learn xray on that level.. i'm just practicing for UE5.1 
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?
"Step" is the value of the increment when changing the option. In this case:
Weight slider has a minimum value of 10 and a maximum of 50. With each increment. or step, of the slider, it increases your selected option by +1 (39 --> 40 or 25 -- 24)
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
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
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.
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.
Yes I only wanted to change that, since it's what I did back with SoC
Take Raven's advice. It is much cleaner as it is update-proof for GAMMA.
Alright so just leave the file in the screencap as it is and make a new file with the code that Raven gave me
Pretty much yeah
Thank you :D (also nice destiny player)
Does diff****.ltx settings have caps? So i can make 5000 weight, but hit_power - no.(if it works at all)
Yes. In the case of hit the calculations using it have a max value they can be evaluated to.
That's funny to have 500x in random_items crates loot setting and hit_power cap
Thx anyway
hey does anyone here have a resource for the full PDA map of stalker anomaly?

