#โ๐mods-making-discussion
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without the dots:
https://imgur.com/a/P7gyvWA
basicly search reddit ppl make these all the time
When throwing a grenade, does it count as "firing a weapon"? Looking to make a perk surrounding grenades for my pack.
what would be the correct way to add two required tools, trying to make smokes take hobo matches and og matches. i got fires to light with both.. now i just need smokes to light with both. i've tried
--required_tool = hobo_match or box_matches or matches
--hobo_match, box_matches, matches
and
--required_tool= hobo_match
required_tool= box_matches
none of those work
this is how i got both to work with lighting fires.
line 13 and line 27
is there a mod that shows how much damage i do? battlefield style
like this lol
What's up guys 
I wanted to know if it is possible to add this health system from A.R.E.A to G.A.M.M.A. I particularly like it a lot and if anyone knows where I can find it separately from the A.R.E.A modpack, please tell me and if it is possible to add it to G.A.M.M.A
Possible yes. BHS ui code is a bit of a mess, so tying in the limb damage might be the hardest part. the primary health bar is as simple as drawing the bar and setting it's value to db.actor.health and the condition indicators are pretty straight forward, actor_status.script is what puts them on the hud now so it is a good place to start.
not exactly battlefield style but
thats borderlands style ๐
I'd like to share a couple stories, cause I feel these aren't that well known, but some may have heard these already.
Is it about gamma? no. Both stories are about modding and copyrights and lessons learned.
- Brilliant artist/modder hired by studio overlooked giving credit to all artists that contributed works to his collection as per their license agreement, sadly was let go.
https://www.reddit.com/r/dwarffortress/comments/qzuu5m/comment/hlpruxg/?utm_source=share&utm_medium=web2x&context=3 - NBA 2K18 modders created copyrighted virtual t-shirts for players to buy, and once the claims came in, anyone who bought those shirts had it revoked, no refunds. https://youtu.be/Lt2u203-dNM?t=1308
Raven or Demon.. the xray gods who's names are scattered among many scripts, would on of you mind helping me get both of the matches as usable tools for cigs? i managed to get fires working for both
i feel like this happened back in 2015ish.. fallout 3 and obilivion modders had false copywrite claims and nexus purged mods and blocked modders.. i had a handful of dungeon addons that even got removed, all i got in return was a blocked account.. no reasoning other than "copywrite infringement"
it is handled by actor_on_item_before_use is itms_manage.script
either edit the script or replace the entire function via monkey patch
ahh okay. so simply adding another required tool in the Items_drink.ltx wont do anything. no wonder
you could make it work that way. wouldn't take much to make it look for items from a coma seperated list
i have the item names, but the 3 ways i tried to put them in didnt work.
it would let one or the other light my joint/cigs.. but half the time it would pop up _____is required to light
- you could edit the script to make it work that way
required_tool = hobo_match or box_matches or matches
i tried that, then with coma's, then on separate lines. i havent tried the itms manager yet. i thought items_drink would be enough to get it working
ill look at the other script too, first item usage change i'm doing. setting hobo matchboxes at 500 count was easy enough.
thanks dude. saved me some trial and error
Now that is sick 
anybody knows how to make Expedition (graphical only) compatible with mo2 ?
Hey i was wondering if we could implement a attachment system in stalker anomaly
Grips,foregrips etc etc
desolation style?
Yea
Wuut is working on the 1.5.2 update last i checked, he gave me permission to port the exe and weapons over to wardogs
so its just a waiting game right now
Would be Kino to have full customization
The only game that scratches my itch with weapon atts is zero sievert
Absolute kino
In gamma anyways, would be even better to bruteforce boomsticks and other dltx gun mods to work with it
Would it be hard?
If I remember right EFP had a build with desolation, but boomsticks didnt work at all with it
i tried adapting it to Wardogs/gamma.. didnt go well. i can do any old CoP/SoC gun.. but Desolation is different
Desolation has a lot of custom stuff running to get it working yeah?
Least thats what I understand
yeah.. i think i remember seeing 10 or so custom Wuut_ scripts
mags as well.. not mags redux
I can only dream of the day where I can run a normal Val and visually see 30 round SR-3 mags in it
so i got i think the m1014 working, but the reloads and attachments werent.. even though its a shotty.
A man can dream
Stalcraft has weapon attachments
But idk
once it's 1.5.2 compatible, ill scrap any BaS that's not compatible, using only textures that are better.. then hopefully someone will help patch the animations. i'm not much for animation editing
Normal desolation has mag changing now, if I recall, just hoping itll all come together soon
A world where bas custom guns are made with parts instead of full on kit addons is a dream
my dream is to have the ultimate weapon system in gamma.. we need parts, and body cam positioning
To make our own custom builds
Another note, anyone working on a disguise overhaul?
been playing with rifles in body cam position, its good for low ready, but not for ADS. if i can figure out the ads side of body cam positioning, it'll be gold for anyone wanting VR but not VR
it would work better if the camera was attached to a 3d model.. but the way stalker does it makes weapon handling wayy different to tune than arma 2 and dayz.. its throwing me off
Would love for a method to disguise as a loner wearing a monolith exo as a merc or another faction
Or a system that at least makes sense
kinda what im talking about, but i can't get the ADS side of things down. its pretty smooth for hip fire.
https://www.youtube.com/watch?v=8uO1E_q5g8g
This is a brand new indie game being developed in Unreal Engine 5 and it looks REAL! Paranormal Tales is being developed by two devs and is already shaping up to be a very spooky experience!
LIKE and SUBSCRIBE with NOTIFICATIONS ON if you enjoyed the video! ๐
Paranormal Tales on Steam: https://store.steampowered.com/app/2193600/Paranormal_Tales...
Beautiful
i can do it in unreal better than that showcase now that its been implemented better.. but xray is fighting back
As it does
thats the Alt aim, low ready, that i've been working on for rifles that dont have GL's. a few handguns have it now as well
as soon as i ADS, it goes wack. no amount of position tweaking will straighten it up correctly
SICK!
I never seen anything like that before. Recently, closest I know of was the GTA AI demo in a vehicle. https://www.youtube.com/watch?v=P1IcaBn3ej0
i've fallen in love with the new body cam positioning.. i spent 300 hours in heavily modded HL.Alyx overhauls.. and then played a UE5 demo with it.. you dont need VR to get that amazing look and feeling.
i deleted my DLTX for the EFP MCX body cam.. ill remake it and post it and see if someone can help sort out the ADS. if so, i can format a DLTX that will be easy to add each platform to as a baseline for anyone wanting to help turn all the guns into body cam positions
you know if what you said could be applied to the sim racing market, it'd sell well there, depending on the rec'd hardware specs
its really just inertia and head bob, mixed with the camera position
compared to a fps though. it's a small market yea
UE5 is helping to make it believable, borderline uncanny as well lol
guns need placement and orientation.. but making a 3D character then attaching the camera in the center, configuring the head bob and inertia to realistic.. easy enough. UE5 does most of it for you now
My opinion, if it stays above 1/60 frametime on PC outside of VR or 1/90 in VR. Then more people will keep it on and not ask how to turn it off. You're testing it in Alyx in VR too. Dope.
i was, my oculus took a shit so im saving for the full hsptic system and the treadmill
I did the math about a year ago, found we'd need 2x 8K VR monitors @ 90Hz, one for each eye, to match the amount of detail we can see today on desktop monitors. However being immersed in VR lets you overlook the lesser amount of detail sent to your eyeballs. Since it's not scientific, it's hard for me to say, oh yea spend x dollars to get a better experience.
If you get VR and desktop down, I say test on big screen monitors, small screen mobile devices. If it works everywhere and is a better experience. That's all we need to have better games.
something tells me, long term use wouldn't be good.. and quality vr is not going to be affordable for at least a decade.. so mastering that immersion through similar head and body movement in games we have is what i'm focused on now. as much as i'd love to rally 2.0 in 8k VR, in a reclining racing chair..
Rather enjoying my Index despite my lack of space, need another base station because it keeps lagging my right hand
I had the oculus without the base station.. maybe that's why it couldn't handle what I threw at it.
I was playing with a college students experimental boxing/ufc game.. it ran the headset hotter than any alyx mod
math I did, took the "average" irl FOV a gamer has when looking at their monitor, scaled that up to the FOV you get in VR, in VR it's really high as the monitor is some 1.5" from your eye. felt that was the best way to answer that question. my conclusion is that we need AI to help. there's this post Brent Knowles, game designer, (D&D, BG, NWN,DA:O) shared about AI in games. pretty cool
How was Baldur's Gate and NWN made and packed with so much content when games of today can't create an experience like that?
Just lots of very excited developers working far too long of hours. We got to put all of our cool / nerdy tabletop experiences into video games. It was awesome.
I think the main reason games like this are harder to make are the AAA requirements. Games that require full voiceover and high fidelity art require far more coordination and locking down of content than what we had to worry about on BG/NWN. We could add all kinds of things without really talking to anyone. Now it it has to be prepped and planned years in advance because an area might cost a million dollars to make.
Until AI starts building all of our art in games for us, I don't see this really changing (its hard to have a massive content heavy game with voice over and performance capture and realistic looking landscapes). I wouldn't blame the D&D ruleset at all -- even the super complex 2e rule set is trivial compared to the cost of making art in games.
Thanks for the great question
AI in VR. That'd be eye tracking to create a dynamic spherical LOD that only puts what you're looking at in 8K. Roughly 5 degrees of what's in front of us is what we look at in intense detail, heard that from the vid atop a fov calc https://andyf.me/fovcalc.html. In effect this would be able to provide quality higher than any monitor can provide.
Sounds like a lot of fucking math
๐ And possibly solved by one of the geniuses that posts the research papers of the gaming industry, many listed here https://www.siggraph.org/
Just don't let facebook buy the rights to it
Bugman Zuckerburg needs to stop ruining things
i think it has different engines change? but closed source
or smt like that
thats why you can't expect a 'desolation' merge with modpacks
Basically. Eventually addons will need to be properly ported from one to the other
Is there a way to spike or other perk-baded stacks not reseting on level change?
yo guys
yknow about "Living Zone" map?
dude was making full sized Pripyat city remake for 10 years
would be cool if smb would port it to anomaly instead of 'castrated' version from CoP
made my first mod. simple stuff. econ_3 difficulty starts you with zero money, zero items, zero points, zero items to pick. then dropped of easy econ mode and moved up the other two. but ask me what files I edited. not a clue lol.
i'm guessing to turn that into a mod i can check/uncheck in MO2 would require me learning how to write a script.
what do I need to edit to change a weapon's damage?
"hit_power" inside the weapons file
okay thank you
The weapon files are under "gamedata\configs\items\weapons"
yes the weapon's ltx
I added some weapons and wanted to balance them for gamma
Does anyone know how coords net is designed in stalker?
I have a hypothesis that cross-level distance calc doesnt work properly for
local dist = db.actor:position():distance_to(se_obj.position)
since there are no global coords - each level have it's own.
(Fast-traveling uses this dist for advancing game-time.)
Hmmm I don't really know, but when you leave a companion on a level and travel to another, there is some extra distance
Altought I think it maybe be a fixed value + your distance to the nearest level exit to your companion current level to "simulate" the calc of distance
it would be cool if the anomaly SDK was compleat and any major mapt work was posible
does not work cross map. there is a lua system that works ok
global_position.script .... GPS
function globalDistance(seObj1, seObj2)
local p1 = global_position.from(seObj1)
local p2 = global_position.from(seObj2)
return p1:distance_to(p2), p1, p2
end
can do something like this
Apologies if I'm asking in the wrong place. Mucking around editing config files, trying to get the pso2 scope on the ak103camo. I'm at the point where I assume I need to edit the .ogf files to make it work/appear?
yeah. the multi scope rifle system works by subbing one gun for another with ideintical stats except for having the scope and a diff modle (with the scope)
Just a short question: I was wondering if there's any mod that allows to stream the PDA to a smartphone / tablet in real life? That would be totally awesome for immersion reasons.
Fallout 4 collectors edition 
But yeah, that would be cool
That would be an engine edit. In theory some.lfnthenwork.has already been done due to the 3dpda.
Alternativevky one could just stream the data to a file and send it to an app and the app could display based on that. That could be done with Lua but would have more limitations
Stream it to an irl version of the PDA
I'm not certain where else to ask, but why are Ammo boxes limited capacity in Gamma?
I play very hoard everything, and noticed when moving large stacks of ammo to/from inventory, the game stuttered worse than accessing a chest with one of every weapon, or the chest with all the armors, or even the crafting chest with hundreds of weapon and armor parts.
Wouldn't the Item Bloat issue be helped by making Ammo boxes infinitely large, instead of one Item per 10/14/15 rounds?
And most weapons consume >1 Ammo box per reload?
Just seems unnecessary
balance reasons i think, also may help with the limit ID players reach quickly
64k? was the limit id? i don't remember
after that the game crashes if player/game produces a new id for a object
nvm i think i misunderstood
i thought you were talking about stashes capacity
Right, wouldn't it be helped with less items though?
The only reason I can immediately see for its reason to exist is
How would you buy from Vendors when they only have one stack of 120 and you cant afford all of it
Problem comes with crafting and trader lists. They use s the full stack size when looking at the item. For traders, you could technically uses some sort of trader_inject script to try and get around that, but crafting would still be a major balance problem
Can the same 'uses' concept seen on the Armor kits etc be applied to the Ammo crafting?
I have x2315 9x19 ammo
but 2315/15 'uses'
I believe that would have to be an engine-level edit. Because ammo uses its own variable that doesn't translate to the same things as uses.
Ammo has a unique quantity count with how a box of ak ammo is one item that represents 1-15 bullets. There is a bunch of Lua just making sure you don't end up with 500 objects with 1 round each
I think I could see larger ammo stacks working if they did something similar to the Armor Kit conversions (where the non-Gamma ones get swapped over) specifically when moving from Trader to Inventory, and when being used for crafting.
Trader-Ammo == 120 rounds; buy it, it swaps to normal Ammo in your inventory
Crafting-Ammo == 10/14/15 rounds; attempt to craft and a script goes off to grab and make a small stack for crafting.
But I dont think it would help Item Bloat, since the change would require swapping items all the time, and using specific Trader-Ammo and Craft-Ammo
So maybe something much simpler,
Update all ammo stacks to 30 (and update subsequent Crafting numbers)
Suddenly, there are 1/3 the number of SG Shell boxes
and 1/2 the number of all other Ammo boxes
You could attempt to re-write the crafting system to make ammo use different rules, but it can cause issues with other items coded as ammo (i.e. ammo powders, casings, and bullet parts)
yeah why don't you just, rewrite the entire thing from the ground up
I was thinking about an expansion to replace generic large, mid, pistol casings with casings for each caliber, I figure its a lot of format filling
It would just be creating more items. But that would create a lot more item bloat than needed. Not to mention it would make hoarding ammo even more of a problem in case you need that ammo down the line instead of breaking down unneeded ammo for parts that can be used for crafting a different caliber when you do end up getting a weapon with said different caliber.
Realistic? Yes.
Good gameplay-wise? No.
Sometimes you have to give up realism so that the game stays fun and engaging.
That is why Mags is left as an optional mod. Some people enjoy mags and maintaining them and all that, but some find it a pain with item bloat and even more item management.
Anomaly is one of the epitome's of bloat, the primary concern id be tackling is the issue with ammo crafting, such as .338 needing something like 40 large caliber casings despite only making 15 rounds
Alongside this I wanted to add ammo crafting components to more often show up in trader inventories, a bit tedious in my opinion to try farming them
So less of a realism issue and more just my own autism
And I understand that issue with ammo crafting as it stands. It does feel pretty cheap to have stuff cost more components than they usually give when dismantling. But I at least understand it from a balancing standpoint. I feel like a middle ground would be the best method, and I think adding ammo crafting components to mechanics would be a good choice. Probably still have it be ranked based so that you still need to give them the toolkits needed for higher-tier ammo parts.
Yeah I get you, so long as the system makes sense and isnt arbitrary for the sake of balance Ill take it, maybe tiered gunsmithing tools?
Basic havings tools for pistol/shotgun calibers then advanced for intermediate and so forth
Mechanic Ranks:
Rank 1 (no toolkit) = basic components for crafting FMJ/HP pistol ammo + buckshot
Rank 2 (Basic Toolkit) = basic components for crafting FMJ/HP for small caliber rifle rounds + more stock of Rank 1
Rank 3 (Advanced Toolkit) = basic components for crafting FMJ/HP for large caliber rifle rounds + more stock of Rank 2 + AP components for pistol and shotguns
Rank 4 (Expert Toolkit) = more stock of Rank 3 + AP components for small caliber rifle rounds
Yeah a system like that sounds good
I like this because It adds progression beyond just expert kit, it means you need at least one extra one to give to a mechanic
Would need some more coding in the workshop code to allow extra functionality + the ammo tab would be pretty bloated with multiple versions of ammo crafting recipes
Is there currently more than one recipie for gauss ammo?
Don't know off the top of my head.
I heard someone in the invictus chat talk about wanting cardan ammo, was thinking about a real basic quest to have him teach you a recipe for it
hey i wanna make a dynamic blood pool that appear below npc's body, but i cant make textures, lmk if someone wana help ;]
i only need a couple of different textures
sure thing buddy
thats really bad xd
you can try playing around with this. i left everything default from wherever i found that script. I'm not sure about how higher values would effect traders like they said
Thank you!
I added it..
New Game, I started with the 'correct' amount of ammo
- Gamma expected values, just less boxes
- Ex. x78 9x19 when taking the SMG on tourist difficulty
Sidorovich had more ammo
- It seems they carry 10 stacks, regardless of stack size
- Controlled elsewhere?
Need a moment to see how crafting is affected
willing to bet its trader files
you can do this in games. it's possible in some sim racing games, that stream your dashboard or a custom dashboard to any device on the same network that has a web browser, tablet/phone being used most.
https://www.youtube.com/watch?v=0WMgwvnkxi0
Sim Dashboard | all controls & monitoring (Best For The ETS2 ) | Sim Racing
Start (0:00)
Upgrade to PRO (0:10)
Simple Dashboards customization (0:35)
Games compatibility dashboards (1:08)
Pc Application installing (2:27)
overview (3:46)
Outro (5:42)
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basically. if it's possible to get data that's available from the PDA via the SDK. it's possible
really never know what people will make. if you give modders freedom. they could change the way games are played. i do hope stalker 2 is easy to mod and some kind soul creates a real wiki for the game that is endorsed by the devs.
(examples of 2 good wiki's: https://dwarffortresswiki.org/ https://darksouls.wiki.fextralife.com/)
If they don't restrict ue5, I'll have half of wardogs converted into UE5 a year into stalker 2 being out. Most these scripts are way easier to automate, and people already have a metric assload of weapons for unreal 5
lol
I'd love to see a section of the wiki dedicated to the SDK to make it easier to get into modding. two good examples of that: https://cppreference.com/ https://developer.mozilla.org/en-US/
stalker uses fandom, and that's just for the base game. having a main wiki, that any other mod could easily add their mod to in the same format would be awesome.
i have fandom.com blocked. i'll enable it once i get pi-hole setup to block their ads and i spend time redesign their entire site via css injection
also, moddb isn't the best, maybe to house mods, but what if i download gamma twice. i'm blocked from the entire site and can't read patch notes for another game for example. have to use a VPN and ... yea moddb isn't the best
what if gamma just used github? the versions of the mods in it have been tested and those mods are saved. if one of those mods update, tmk the downloader would get the latest version of that mod, which maybe untested. if the downloader already downloads a specific version of each mod, then why moddb over github?
bro your development channel...
EFP works kind of like that. Grok has very particular reasons for the way gamma works
I won't use mod dB or nexus anymore. And most of the community devs upload to github whenever they've got something ready.
I keep my armory in my channel, and the warfare overhaul on github. Armory will go to github whenever it's stable and feature complete.
@random fulcrum lol. exactly. it's why i mentioned a wiki to create a more connected community.
Mods-posting is one of the best modding communities I've been in. Wikis are cool and all..but this is perfect how it is
I kinda assumed that was the case after hearing OpDrewski's follow video of what happened.
you thought drewski was going to change how gamma is developed
I missed something important it seems
drewski posted an apology like thing after the fallout because his subscribers were complaining that the modpack wasn't even downloading
Ohh so like twitch drops on wipe day kinda deal.. servers took a shit
Oh thanks. I was looking
Oh shit. Yeah I missed his Ironman videos. I watched clips from the second episode on ifunny
Imagine if I decided to threaten to dcma any thing repacking MCM. (Ignoring the question of if I could claim to own something derived from anomaly itself)
Every anomaly modpack except gamma could be taken down.
smart. good point!
download the mods from wherever the modmaker uploaded it.
can i ask for MCM do you use git or github?
It is on my GitHub. Same user name as this one.
I don't put all my addons on there, the ones that are either are examples for guides or ones ppl requested to collaborate on.
it's cool. moddb is where we all go. for example here you've uploaded to github and then re-upload to moddb, that's the only point i'm making here.
I imagine many that make big mods are hopefully using git and possibly github.
I should put them all there, I'm just lazy.
All my addons are on modDB. With the exception of mags redux the moddb is current on all of them
Mags just has a bigger team and it is hard to keep on top of it.
perhaps a simple fix, allow modders to give a url to their mod if it's hosted on some other site. but the only urls accepted would be pre-apprved by moddb as that could lead to viruses and stuff
Well there are a few scripts I handed out on discord because someone wanted it that I might not have anywhere
me being one. thx. i still have the script and it kinda got me into learning how to mod the game.
It shouldn't be a surprise but I have code snippets and entire scripts in many other ppls addons as well
I think I'm working on a mod for gamma to add a new game mode. After balancing is done then I'll get to automating installation in MO2
In generally just package them as a BAIN.
I am checking crafting now..
Disassembly seems to work as expected?
I see consistently greater quantities of each ingredient when disassembling larger stack sizes
There is a large amount of variance with this though..
Including getting more of an ingredient than the stack supposedly started with:
Ex. x30 stack 9x19s Disassembly Results:
- 22 bullet, 16 casing, 20 powder
- 28 bullet, 32 casing, 32 powder
- 26 -- 20 -- 24
- 26 -- 28 -- 20
- 32 bullet, -- 24 -- 20
I would think disassembly already had to take into account quantity, to effectively disassemble partial stacks.
thanks.
the game mode will throw you in the zone with nothing, no money, only the bare essentials. so far thats (pda, bayonet knife, basic toolkit)
my roadblock or research project right now is the crafting system. it's not balanced or it's confusing
Yes. Some ppl have tried to overhaul it. I generally just ignore it.
(currently it's just a loadout but the game mode will use the ironman roguelite mod as well)
I avoid making things with gamebalnce implications. Mags being an exception and I mostly leave that part to arti
also saves are an issue. with ironman, saves are absolutely pointless.
i want the game to always save. not possible i guess. i can set it to save every 1 minute.
ok but what about the stuttering when it saves. is there anyway to stop that?
Crafting is broken, but in an obvious and expected way
The crafting recipe is intended to craft a 15 round box.
15 + 15 + 15 = 15
But increased stack sizes cause it to create a 30rd box, without scaling the recipe to match.
15 + 15 + 15 = 30
The ammo box changes don't affect the ammo ingredient stack sizes.. so potentially they just need to be synchronized to resolve the issue
Ship mod with ssd?
what about making ammo crafting mats multiuse instead of single use
as to separate them by boxes
i tried starting with no pda. i can't even see the tutorials or the missions I'm doing or what direction they are. for that reason PDA is required.
i also can't see the crafting recipes without a toolkit or paying the technician to glance at this majestic brilliance for 5 minutes. when you start with 0 RU, it's a lot to ask lol. i thought ok the basic toolkit what do i need to craft that, you can't for some reason. and to craft the advanced takes 5 basic toolkits. when it's possible to find them out in the open.
we fixed the crafting issue in Artigrok ballistics.. so go download that from ilraths github. he's working on some rebalancing still, and i'm about to start rebuilding arti's recoil system. it'll have the crafting file you need
Vanilla crafting recipes are in the encyclopedia. Idk about ones ppl add. IMO the should be but ppl are lazy
thanks. imo they all belong on a single wiki somewhere.
cool! spreadsheet on anomaly recipes
https://onedrive.live.com/view.aspx?resid=B3AA08183165729F!125&ithint=file%2Cxlsx&authkey=!AC8I6D5gu_72ph0
tutorial on the spreadsheet
https://www.youtube.com/watch?v=YAqvI1x474M
plug for a series I'm watching from that same youtuber who gave me the idea for this mod in the first place
https://www.youtube.com/watch?v=aB_-W8uegYU
I can't find it?
sorry not to me
curious if i could mod the source, first thing i checked if gamma did. it may have, this shows they're different.
Binary files Anomaly-1.5.1.2/bin/AnomalyDX10.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX10.exe differ
Binary files Anomaly-1.5.1.2/bin/AnomalyDX10AVX.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX10AVX.exe differ
Binary files Anomaly-1.5.1.2/bin/AnomalyDX11.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX11.exe differ
Binary files Anomaly-1.5.1.2/bin/AnomalyDX11AVX.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX11AVX.exe differ
Binary files Anomaly-1.5.1.2/bin/AnomalyDX8.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX8.exe differ
Binary files Anomaly-1.5.1.2/bin/AnomalyDX8AVX.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX8AVX.exe differ
Binary files Anomaly-1.5.1.2/bin/AnomalyDX9.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX9.exe differ
Binary files Anomaly-1.5.1.2/bin/AnomalyDX9AVX.exe and ../Downloads/Anomaly-1.5.1.2/bin/AnomalyDX9AVX.exe differ
Whats the mod that changes gun display stats to be a number instead of a bar?
obviously you'll get a mismatch, exes provided in gamma are patched with some of demonized's code and fixes
but not all of them
gamma by default features namely dltx, sss support and the doppler effect
and i think the autosave in case of a crash thing
I was able to locate the items needed and increased their box_size as well
Now I properly get
30+30+30=30 for ammo crafting
no dummy 30+30+30=90
good question! counting pips is not my form of fun
agreed so do u know?
i know one pack that has it, the expedition one, should be easy..
like mod pack? addon pack?
sorry it's not expedition 2.2, i played a pack recently that did that so somebody solved it
here's one, but no mention of the mod itself https://www.moddb.com/mods/stalker-anomaly/addons/monster-world
So far most of the small tweaks have been given to demonized to help prevent fragmentation.
Desolation being the exception.
Who needs weapons stat numbers when the an94 is the best gun
Imagine if the PDA had this feature. and of course the game used numbers instead of pips to show stats. https://wiki.eveuniversity.org/images/8/80/Compare_tool.png
Replace the encyclopedia. It is 100% lua
Or build a comparison UI. The tooltip popup is limiting
That's good. so get with demonized if i've any change. and all changes are open source, so i can still improve it
that too. still thinking about exporting the map to be used on a tablet
This change unfortunately breaks saves existing ammo stacks.
When attempting to test whether a change from 15rd -> 60rd stacks made any difference in stutter experienced while moving them, instead, the ammo just disappears, at least when trying to use Shift to move.
Speed Clicking works fine, and Shift Move works fine once they have been stacked in actor inventory
After that, moving x4162 9x18 HP rounds took no time at all, instead of the usual large singular chunk stutter.
So.. works + helps?
Confirmed
from trade_stalker_sidorovich.ltx
ammo_11.43x23_fmj = 8, 1
ammo_11.43x23_hydro = 8, 1
ammo_9x18_ap = 8, 1
ammo_9x18_fmj = 8, 1
ammo_9x18_pmm = 7, 1
ammo_9x19_fmj = 8, 1
ammo_9x19_pbp = 7, 1
ammo_7.62x39_fmj = 8, 1
ammo_7.92x33_fmj = 5, 1
ammo_12x70_buck = 8, 1
ammo_7.62x25_p = 10, 1
ammo_7.62x25_ps = 10, 1
ammo_20x70_buck = 8, 1```
5,7,8,10 are quantities
quite a process cross referencing everything and making sure ya got everything fixed.. for such a small change
Sounds like xray?
I mean, it has a noticeable benefit when dealing with large stacks of things
And might reduce item bloat
but does require a fair bit of checking..
Did the cost of the item change with more rounds? doubtful..
Which I suppose leads to
Should you change the cost
I would expect the 15rd boxes were to allow for cheap ammo
Quadruple the prices of all the ammo, suddenly 1 entire quest ~= 1 box of low quality ammo
So
Does quadrupling the amount of ammo in the zone align with Gamma?
Probably not. Its about scavenging, not buying.
Hobo phase is a thing.
therefore
If I leave it as is, it could be
Moar Boolets Mod
Literally just quadruple ammo / crafting
I'm sure people would get behind it as long as it doesn't change the balance of vanilla gamma
At the moment, it makes getting ammo fairly trivial
Same rubles for 4x the shots
But 4x the rubles is hard to get, even when working with cheap ammo, let alone costly ammo.
I guess I am thinking mostly of early game, where the thing the mod helps (Ammo item bloat) isn't really in play yet.
So early game gets harder in exchange for a few less ms stutter on each inventory open.
๐คทโโ๏ธ Maybe 4x boolets is a good thing for Gamma?
- Trivial Ammo != Trivial Guns; That challenge remains
- Trivial Ammo ~= Faster weapon degradation; more shots in general -> more jamming + repairing
- Trivial Ammo ?= more fun? Less ammo management stress? I might be able to fire some test shots to see if I like the gun?
Maybe keep cost where its at, but do quadruple weight, to prevent unlimited actor ammo
yea this would be the first change to the engine. when the game is saved, create a thread to save the game, not interrupting the game. pretty sure it's the engine.
I'm looking into preventing storing items in stashes. Quick fix I believe would be to re-enable NPC's looting stashes as I've heard it happened a lot in Anomaly. But not in gamma?
Is that a true and which mod prevents NPC's from looting stashes so I can disable it?
(reason is, ironman roguelite has persistent player created stashes, you create one from right clicking on a backpack, player stashes are also not looted by npc's and they show up on the map and you can teleport to them. the old stashes that you get from word of mouth should be just to give me what's in that thing and that's it.)
Sorry for asking this here, but i haven't gotten an answer anywhere else:
Is there any mod that increases the weight limit for NPCs? 30kg is too low'
Or at least that when giving my companions an exo with the 217- DNPCAV NPCs wear armor you give them (Crash to desktop sometimes with shift transfer) - RavenAscendant mod enabled, the carry limit would increase?
That, and companion carry weight tweaks. Both have files you can configure
But 53- Companions carry weight tweak - sneaky is in the disabled category on MO2
It's ok for me to enable it?
If so, where should i load it?
well, i edited it and built it into wardogs.. but when i was testing it, i think i had it exactly where i found it
remember to right click and save edited mods with a different name.. or.. drop the gamedata folder from it in here, and use this as your personal edit repo.
thats just an empty folder for people to use as a DLTX/tweak repo.
Ok, but what do i do with this?
Sorry bro, I'm not a modder, i don't know a thing a bout coding
I just wanted to know if the 53- Companions carry weight tweak mod can be used, and if so, where should i load it
just turn it on.. and ping me with the crash log
if you even crash. i didnt and i used both of those mods before i pulled them and started editing
Ok, thanks bro, ill tell you if i ever get a CTD
i remember this mod was enabled by default a long way ago, i think it was in the October update
I never knew why they decided to disable it
Its DLXT right?
its part dltx, part script
Ok, ill try using it, thanks for the help bro
oh look, the person who made it is typing
ohhhh
Find this on modDB, the author has an addon that gets rid of the npc carry weightimitvall together and a recent comment had axless cheat alternative where NPCs get backpack and armor bonuses
i think i used the armor visuals from moddb, should i of done the same with the carry weight tweak you made?
And that note about crashes is dumb because gamma has my fix for it as well.
DNPCAV was updated recently. Carry weight unlimited hasnt changed in 2 years. Still works great
I think you are referring to this one? This is the one that removes the limit entirely
https://www.moddb.com/mods/stalker-anomaly/addons/companion-carry-weight-unlimiter-rc18-23
we we're talking about carry weight crashing.. i used the recent moddb version of the visuals for wardogs
Yes
And it's yours
All the best addons are
literally nothing ive done would of been possible without Raven's scripting madness
i cant write them.. just read and understand.. reverse engineer
It should work on GAMMA right?
Yes
Thanks a lot bro
The only addons of mine that need patching are in gamma already
do you have anything i've missed that would fit the milsim overhaul?
Ok, good to know, and thanks again for this amazing and really useful add-ons
Cross hairs? It needs to be updated to use MCM but works.
Better.
thats what im seeing from the pics. i am sure some people would love to see it updated
I am working on an update. I just have so many addons now that just dealing with bug fixes take alot
i have noticed.. your name is everywhere.. in every file. its wild, really appreciate the work. if you need help, i can take do my best. your scripts are easy to read and understand
https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-151-track-stalkers-using-their-name-v10 whddya guys and gals think about this one?
Might try it out once I get back.
Might seem OP, but would be cool to post your own contracts on people(although this is less realistic part about it)
that is op
I mean, imagine side tier for pda (akin to what arty detectors have) with some downside to it
Yo @simple scaffold sorry for the ping, I'm trying to use your cool quickslotplus mod, I don't know if I'm missing something but I want this (first pic) and I can't find anything in MCM settings
I suppose that it should pop up under all that stuff in the four quick slots
Everything else seems to work fine (second pic)
The first pic has nothing to do with quickslots. That's the game engines ammo counter. I just had the hud positioned near it when I took the screenshot. As I recall Grok edited the maingame xml to hide it as part of the gamma hud.
ย ย ย ย ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_cur_ammo:SetWndPos(vector2():set(500, 400))
ย ย ย ย ActorMenu.get_maingame().m_ui_hud_states.m_ui_weapon_icon:SetWndPos(vector2():set(500, 400))
Put these lines in the script for the qslot hud. In the activate hud function, make these the first two lines
As they are right now they will put the ammo counter and icon in the middle of the screen.
Edit the numbers until it ends up where you want it. Keep in mind the max is 1024x768 anything higher will put it off the screen.
you can alt tab, edit the script save it, go back to game and load a save to see the new icon position. no need to relaunch the game every time
Anyone knows where the "trickery" that unloads mags on loot is hidden ? So the actual Mag Redux mod is edited and nothing overwrite it this is why i couldn't find it anywhere. npc_mag_loadouts.ltx handles the max amount of ammo found in mags
Quick question regarding this:
Which options did you use? The DXML one?
the DXML script is simply to hide the engine drawn quickslot hud if you have a hud addon like sidhud that shows it. i don't think gamma does show it so you probably don't need that script.
the other optional parts are just the hud starting position. you can move it from MCM.
Ah, so I can just tweak the position of the quickslots slightly from within MCM? Makes sense. I'll need to take a look.
hey real quick, whats the mod called where you can drag and drop when zeroing via Debugger Weapon Hud Editor? i took a few months away and cant remember and need to redownload.
i just finished adding foregrips to all the ISG AK's changing the 45 degree RMR to a Delta Point and i have the new anims and sounds working perfectly, but the thought of having to change Weapon Hud values via typing them for each gun and scope variation keeps me awake at night.
gracias friend!
make me pool textures ;[
does AKMSN Alternate have a different filename in gamma? I can't find it using the name in debug. The gun is making a weird slurping sound every time I reload 
I think it's a version under the akm.ltx
Thanks, found the sound files. They seem okay. Maybe its bugged out in my game cause I had prefetched sounds on and just repaired the gun
ig ill try turning that off
didn't work but found a different file that has the same audio
Is this supposed to sound realistic 
I hate asking for people to do anything for me, but could anyone rip blindsides knife animations out of gamma and dm the file to me? i just dont have enough space on my computer to install the entirety of gamma
if this is against the rules, i'll happily remove this post
Lmao nvm it sounds okay at half volume its just my volume settings
tried loudness equalizer on and off and still sounds weird af at higher volume rip
https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-weapon-reanimation-and-rebalance-loner im sure the mod has the knife animations youre asking for, and it only weights 70mb
gamma is 80-90% a downloader that DLs addons from modDB. just search there. or look them up in this https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_data/modpack_maker_list.txt
Why are there 3 diferent values on some mutants loot pool and on some there are only 2?
[snork]
mutant_part_snork_leg, 2, 0.57
mutant_part_snork_hand, 2, 0.1 ; 0.42
mutant_part_snork_mask, 1, 0.1 ; 0.42
[dog]
mutant_part_dog_liver, 1, 0.3
mutant_part_dog_heart, 1, 0.3
mutant_part_dog_tail, 1, 0.22
mutant_part_dog_meat, 2, 0.37
[flesh]
hide_flesh, 1, 0.45
mutant_part_flesh_eye, 2, 0.22
mutant_part_flesh_meat, 3, 0.37
There are 4 values in this one
[cat]
mutant_part_cat_thyroid, 2, 0.6
mutant_part_cat_claw, 5, 0.20 ; 10, 0.53
mutant_part_cat_tail, 1, 0.64
; is the ltx comment marker. everything on a line after a ; isn't active. probably somone was testing new values and wanted to keep the old for referance
that does explain why snork legs feel so common tho
Yeah, and their hands are rare as fuck
I have been having trouble getting 8 of them for Hip's Ghost quest
Even more since my game has almost no mutants on their "nests"
yo birdman is the chance thing applied for every instance of the item
So i can delete all values and left only 2 of them, right?
The first being the amount of the parts and the second being the drop chance, I'm i right?
like how cats have 5, 0.2 on claws
yes.
that's 20% for each claw until 5
or 20% to get all 5 at once or don't get nothing
this one i think
huh
i'm not going to look it up. i am going to bed actualy. goodnight
when's the crosshair mod getting updated
i think it would be 20% chance to get up to 5 claws
Good night bro, and thanks for the help
Hey there, I'm just getting into creating mods and have a short question.
I want to create a custom keybind for opening the PDA at the messages-tab.
I already kind of figured out, how the key-binding-stuff for MCM will work. But I can not create the right script for taking out the pda an open it at the section messages.
That's my code so far, I took it from GAMMA Free Zoom and tried to edit it. But as you can see, the important function is still completly missing, maybe you can give me some hint, how to do it:
KEY_PDA_MESSAGES = 341 -- Thumb mouse button
local mcm_keybinds = ui_mcm and ui_mcm.key_hold
function on_mcm_load()
return {
id = "st_messages",
sh = true,
gr = {
-- LuaFormatter off
{id = "title", type = "slide", link = "ui_options_slider_player", text = "ui_mcm_menu_pda_messages", size = {512, 50}, spacing = 20},
{id = "key_bind_toggle", type = "key_bind", val = 2, def = KEY_PDA_MESSAGES}
-- LuaFormatter on
}
}
end
function on_key_release(key)
--missing stuff
end
function on_game_start()
RegisterScriptCallback("on_option_change",on_option_change)
RegisterScriptCallback("on_key_release",on_key_release)
on_option_change(mcm_keybinds)
end
Unpack the anomaly scripts. Anomaly/tools/unpack
The keybind to open directly to the map screen is in actor_effects I think. If not search all the scripts for "CUSTOM20"
Hey folks, relatively new here but I was wondering if anyone knows of any mods where merchants actually sell weapons and armor? Kinda silly that they don't by default.
crap, wrong chat. sorry guys
disable gamma economy in mo2
Activate Trader overhaul and move it down the load order. Remove the ecologists trader files
Thanks Ren and Grok. Wanted to know if it was an option. Still gonna play around with the intended mechanics for a bit, I'm being a whiny n00b
Well, you can repair guns with 60% barrel easily
Otherwise just grab a good mutant hunting pistol and a good stalker killer SMG and repair them using a repair pistol kit, which is ยซย onlyย ยป 13k RU
damn thats too easy
it shocks me everytime


Is there any way to make custom questlines?
ok thanks
function pda_key()
if some_condition_i_had_in_my_code then --you don't need this if it was in my example and i'm too lazy to fix the tabs.
local pda_menu = ActorMenu.get_pda_menu()
local pda3d = get_console_cmd(1,"g_3d_pda")
if not (pda_menu:IsShown()) and db.actor:item_in_slot(8) then
if (pda3d) then
db.actor:activate_slot(8)
else
pda_menu:ShowDialog(true)
end
pda_menu:SetActiveSubdialog("eptLogs")
elseif (pda_menu:IsShown()) then
if (pda3d) then
db.actor:activate_slot(0)
else
pda_menu:HideDialog()
end
end
end
end
if you type three glaives (typically on the same key as ~ near the 1 and esc keys on American keyboards any way) this key : `
then the letters lua
you will get a block of text with code highlighting and you can type newlines with out the message sending. close the block with another three glaives.
TRhanks for the advice!
the codeblock sugestion is pure selfishness, trying to read code in the default formatting makes my brain hurt
๐
Trying to read your code is like dr suece. Anyone can do it. Thank you raven 
https://igigog.github.io/anomaly-modding-book/ There are some pointers on doing simple tasks on the modding book
I would also recommend to take a look at #modding-code in Anomaly's oficial discord, as there is some usual discussion about the matter there!
More options? I'm with it.
New icons as well, or just capacities?
does anyone have the Pretty Pistols pack from the previous build? or know where i can find it? apperantly they removed the MP Shield and im trying to add it back in. but lost the files i had with the older build of the mod.
go to gamma folder.
open downloads
mine has the last 4 versions of PPP in it.. yours might as well
or, Github might have the old versions
thanks dude! much appreciated, ill go check now and hopefully its there, if not ill peep the github link you gave! i was so heartbroken when i saw my favorite handgun was swapped for the hs2000, but hopefully itll be like it never happened haha.
guys take this as a request can any of u make a m16a4,MK14 EBR,SPR MK12 remodel plzzzzzzzzzz
remodel to what? like updated textures?
there's a lot of options for m4 platform remodels. i currently have the mk14 rsass, and the m14 wooden dmr with a scope
remodel to update textures and quality animations
pay me
New icons. For now just used photos from web (40 rounder uses "vanilla" mag icon, just has UP added to differentiate), but plan to commission artist friend for custom art for them
40 rounders setup to still be Small size category, but 50 rounds drum would be Medium size. At least I think it would make it fair
If anyone has any wishlist for more mags to add variety for guns that lack them, feel free to throw them at me. For now doing MP5 and Glock mags cause those are close to my heart
anybody knows how to make this mod work? https://www.moddb.com/addons/jabbers-ironman-roguelite1 i used the wearable backpacks as stash as always i do, i died by 3 random nades milly threw which i only heard 1 and after a new game, no stash or any indicator
ay nice you found some icons for them, glad to have helped
if you really want to do more mags, the AUGs could use one or two
they're stuck with just the basic 30-rounders, would be nice to get those slightly odd 42-round magazines
maybe even fast-loading ones? not sure how to set up that particular quirk in the Mags Redux items
sounds very much doable
and yes, thank you for pointing me in the direction to start me off some small scale modding
this mod is already in gamma's modlist, just turn it on
I think the one that comes with gamma may be an adapted version
make crcr gamma
what?
make bussin gamma frfr no cap
noticed after I died and reloaded, stabbed a box and got different loot
are all containers randomized on load
does the engine allow fixed seeds through the api?
chernobyl relay chat rebirth
yes
Already works?
I'm not sure it is by the engine.
Try ph_box.script if that is a thing.
Assuming it is script based you could use the box's id as a seed.
Multiply it by some value generated randomly at new game to prevent edge case like cordon boxes always being the same due to spawn order keeping the IDs in a narrow range or something
oh didnt know
Do we have a mod out at all for gamma to make nvg's clear?
aka not so static looking
anyone know what file causes the blue tint on the back of the scope and if it'll clear up if i delete said file? It looks weird
thats just how that sights looks, it would probably be a seperate lens texture for the sight with transparency, if you delete it probably wont work, you'd have to modify the texture to have a clear alpha
Oh rip. Nvm then, i know nothing about properly doing all that stuff. So weird how it stands out because of that, ig I'll try reinstalling all the shader mods for scopes and if that don't work I'll just stick with it
Thanks for confirming the sight looks like that, though. I was wondering if one of the recent mods i installed did that and it didn't fix after deleting all the files in said mods with that scope name
What's odd is that sometimes the thing looks clear other times like this
Maybe it's just some invisible lighting my weather mod doesn't change and makes it happen on certain times of the day lol
Yep it only happens when the sun's on my back
Is there any way to stop the sun's lighting from affecting scopes?
xr_box.script you can make it use a more constant seed if you want. you could make the nth crate always have the same items if you really wanted.
probably not, and it would be a stupid way to edit it as it would effect all your weapons sights, I cant seem to replicate it, although I do remember the blue lens from previous versions, are you using an older version of the mod?
this was taken in clear 2 with sun facing the back directly, also tested at various different times and weathers and couldnt reproduce it. In taking a look at the rakurs 1p76 texture files there doesn't appear to be a seperate lens texture for it which means its most likely using one of these:
what shader mods for scopes? the ones included in gamma by default for 2D scopes would have zero effect on 3d scopes like the rakurs, its an ugly sight anyway.
so it turns out it wasn't my weather mod
I was running the BAS Performance Textures mod seeing if it actually helped performance issues
Every time I had issues with scopes (like the "glass" being an ugly moss tinted mess), i just deleted the relevant scope file every time i disliked a certain sight. and then I deleted all the scope related files, so I didn't think it'd be the mod still messing with my scopes in the end
Just disabled the whole thing since I have no idea what to look for now, and it probably doesn't help with performance that much. Thanks, though, sorry for making you go through all the effort 
eww "performance" textures, youd hardly gain many frames from ugly downsized textures on weapons anyway, at least on modern hardware ๐
Welp, I'm on a GT 1030 so I at least wanted to try it out 
think a tinted scope texture is the least of your graphical concerns
Might just want to start with base anomaly rather than gamma
It's okay, besides the stutters caused by Alife settings, the game still runs decent
thanks to my 1066x600 res, most probably
and me turning off pretty much almost everything related to shaders
thank you. I'm very new at this. I tried to follow along with the anomaly modding book, but it's a bit confusing what references are relevant, answers to noobie questions.
I used the Anomaly/tools/db_unpacker_all.bat and didn't see that script listed. also didn't see it when searching in the file filter in MO2. I did see it's mentioned by bind_physic_object.script
how do I get access to this script?
also tried unpacking the anomaly sdk, nothing there at all. not even documentation
before i even could run Anomaly vanilla at 15 fps. I played Dead Air lol
When you run either unpacker, it creates a folder _unpacked in the tools folder. That folder is the gamedata folder for the compressed files. So _unpacked/scripts/bind_physics_object.script
i don't use the sdk. its mostly useful for art stuff and level editing, the later of which is broken in anomaly for reasons.
the modding book is still 75% guides that were written separately, by many ppl. so it lacks coherance and not everything is as useful as everything else. it is very much a work in progress. it is infinatly better than where we were 2 years ago when i started. half of it wasn't written then.
regarding BAIN. the document referenced is fantastic: https://drive.google.com/file/d/10CP5wsPb5OO9Zf53G1N_bUHGeF_c4rvn/view
But the moment you're taking a picture of a software application in order to show how to use a UI is when it should be considered if text-format is best to explain this. It's likely less than 5 minutes, but the document probably makes it feel or even take much longer.
compared to compiling the source, those instructions I understand: https://github.com/themrdemonized/STALKER-Anomaly-modded-exes#user-content-how-to-make-my-own-modded-exe
i'm just not sure what xr_box.script is. I can't see it, I'm guessing I have to create it? But would that mess up existing code?
You can read the reference copy the unpacker made in tools/_unpacked
If you make a copy of that and change it and place it in your active gamedata/scripts folder, I recommend doing this via mo2, it will take precedence over the one packed in the game files. As long as your changes don't change the existing function names (and are consistent with return values) it shouldn't break anything. That script spawns items randomly from a list. You can change how it chooses items with out braking the game.
Because this script is so small and doses only one thing you probably don't need to worry a out making it into a monkey patch and can just include the edited file in your addon.
ui_inventory.script is probably monkey patches by a dozzen addons in gamma, something that wasn't possible in the days of every addon including modify scripts.
i feel stupid. i searched in all files for it but not searched files for it.
Opening the folder in windows a d scrolling to x seems to work.fine for me
๐
sry for the late reply, thx man, didnt knew we had it since it was on optional tab lol
That's a nice one to start with. The comments are in English and it basically does one thing of note.
Might be a good tutorial subject. For a first script addon primer.
(just remembered he promised an intro to making HUD's and GUIs guide to someone a year ago.....)
Ok I have three quality of life suggestions.
The first is some way to tell which scope that you select with the grenade switch button.
For example: I am packing the RD 74 with the trijicon/rmr combo kit. Some way to tell which one is selected before I hit the aim button would be great. The best way I think is if your character is holding the gun pre-canted so that it's obvious he intends to use the red dot, or he holds it normally to indicate he is going to look through the magnified optic.
The other way is to have a little indicator at the bottom of the screen with a small image of a scope, a red dot, or a grenade launcher depending on which one is selected. I prefer the first method because of MUH EMMURSHION!
Second QOL mod would be to have an indicator on the pda as to what time a blowout is scheduled to occur. So you pull up the pda or look at the minimap and there is two sets of clock numbers with a dash in-between to show when a blowout/psystorm is estimated to occur. When current time reaches the beginning of the "danger hours" the first set of numbers become the word "NOW."
So it would look like:
13:27 [BO/PS: 14:00 --- 20:00]
An in-game hour later its:
14:27 [BO/PS: NOW --- 20:00]
just a thought.
Third QOL mod: I play with toggle aim on. It would be great if my character automatically went back to aiming when the gun is far enough away from cover to stop tilting so I didn't have to keep hitting the aim button.
jabbers ironman roguelite is not working... any suggestions?
are you using the gamma version or the one included in gamma.. confusing i know
https://www.moddb.com/mods/stalker-anomaly/addons/jabbers-ironman-roguelite1
from my understanding, this version is more up to date and compatible with gamma.. its the one i use with my Azazel/storymode mod
i tried both and it doesnt work... it shows on mcm but thats it
where's it at in the load order? highest priority?
yeah, try putting the moddb version highest priority
oh, the moddb one i manually installed it and removed it
it might really just be a UI issue. i have to untick fast travel mods for warfare ui to work right.
so install the moddb version, and load it highest priority. then untick the gamma included version
k
if you can't get that to work, theres an alternative.
https://www.moddb.com/mods/stalker-anomaly/addons/respawn-mod-for-anomaly-151
is the old version.. i think the gamma version is on here somewhere, or i have it.
i can also send you Azazel/storymode.
the curse health pool acts like the ironman mode.. so when your health pool drops below whatever you set it to, it resets your character.
each death you lose health pool, each time you sleep you gain some.
i jsut want one for invictus tbh
ironman is the way to go then. i think curse kinda nerfs invictus
i set it to the no1 priority, still doesnt works...
imma just ditch the mod then
thats wackkk. sorry i couldnt help more
@marsh vapor you got a minute? assuming you're the same chad that made the mod
sorry for the ping, but i had some players with issues as well, and moddb isnt the best place to ask for help.
You can DM me
wtf
nah, thx for the help tho
hey I found this "hight" line in the gamma lottery rebalance script file and wanted to ask if there's any way to reimplement this loot table again (it being called "hight" makes me wonder if it was just disabled that way) (thinking about adding merc armours for that tier)
the thing is there's only these 2 lines for 15 and 30 patches in here and I'd like to add another tier for that "hight" loot table
does anyony by any chance know what I could do? ๐
What values in a Mutant's LTX file affect it's maneuverability? I want to change blind dogs to make less sharp turns when running.
How can i remove or decrease the short slowing effect that you get when bitten by mutants?
Blowout timer? Bro, disable all warnings (just keep the siren for psy storms) and radio predictions and see for yourself how fun can it be when Zone surprises you 
Is there anyone here with the skills who'd be willing to make a small mod which makes consuming Russian Chocolate restore Psy health? I had a look at it but there isn't a psy regen/restore consumable effect that could be added simply through DLTX, so it would need to be done by attaching a script to either the consumable or the player (?) which triggers a scripted regen in the same way as Cosy Campfires does it. I ran out of skill though so I'm hoping someone who actually knows what there doing could knock this out in an evening...
I have a quick question about Animation and Sound swapping between different weapons, Ive edited some BAS meshes to add foregrips to ISG AK's and used the bones and armatures from the AK104alpha as a foundation, everything lines up perfectly, the ak104 anims play flawlessly, but the reload and gunfire sounds that get played are still the stock ISG AK sounds, ive changed them to the AK104 in every BAS file and overwriting patch that contains the weapon config Ltx file but still i get no AK104 sounds, if anyone has an idea of how i can fix this id be very grateful!
guys im trying to disable all blurs in game cuz it hurts my eyes really bad
my settings:
disabled all reshaders
disabled blur in sss settings
disabled blur/effects in players settings
but i still get blur when im hurt as you can see in the image
if i disable 184- Body Health System it fixes it, so i went to the mod and tried to remove the blur from there
C:\GAMMA\mods\184- Body Health System - Grokitach\gamedata\scripts\zzz_player_injuries.script
and added -- to every line with cam effector
didnt solve the problem, any help?
As a begginer modder, I would say the first suggestion is interesting, but the first way would require a ton of work, as it would create the necessity to make tons of new positions for a bunch of guns, the second way is very doable tho and I would say that's a nice suggestion for #1040164855325409310 (do not forget to read the pins before posting tho)
Second suggestion kinda alredy exists in the form of the Interactive PDA mod (will leave a link for it down bellow), where you can ask other stalker through the PDA for a rough estimate of the next Blowout/Psystorm. It's not exact, but helps in planning your trips and its very immersive
Third is doable, but it's kinda nieche, would suggest talking to some modders/looking at some basic guides and I'm sure you could learn enough to do the modification to Weapon Tilt Cover yourself, but if you can't, you could try to ask nicely to people here or in Anomaly's oficial discord modding section
I hope I could help 
Ah so that's the thread I should have posted it in- whoops. Think I read the pins earlier but got this one confused for the other. Gotcha
It's okay, it happens
Does anyone here know what install GAMA uses? I would like to know if it already supports multi threading or not. I can just read the source code too, but can't find it on the github.
Never mind it is not open source. https://github.com/Grokitach/Stalker_GAMMA/issues/75
Still want to know about the multi threading though.
Does anyone know any mods that reduce the amount of foliage (Specifically trees)? Or are there stuff in the default modlist that do that?
If there are, i might have disabled a few for installing Graupel, if i can get their names i can try reactivating them, just for fps reasons
Can someone detail where Accuracy, Handling, Reliability, and Recoil values exist in the .ltx's?
I am trying to automate scraping all the stats, I was able to locate weights, costs, distances, etc in the w_*.ltx's
But I'm not clear on those other stats..
Is Accuracy some math using the various *_dispersion values?
Handling is .. relax_speed?
Reliability is .. misfire_ ?
accuracy is a normalised vector on (fire_dispersion_base, 1.5, 0)
handling is two normalised vectors ((PDM_disp_base, 2.1, 0) + (control_inertion_factor, 3, 1)) / 2
keep in mind handling is a really really deep stat, everything that has PDM on it affects handling
and reliability is just an average between condition_shot_dec and condition_queue_shot_dec
Thank you!
What about Recoil?
recoil used to be an average of like 9 numbers related to recoil
now it's different
grok changed it
dunno what is it now
i just know it's still arbitrary math and a vaporwave stat
so no clear way to calc the same stat without Grok's secrets
Damage?
hit_power + hit_impulse?
What is the math?
hit_power * k_hit
in a normalised vector
can't remember the other numbers
maybe 1.5 on y
0 on z that's for sure
k_hit coming from the ammo
I am not seeing how these results add up.
When I normalize that, I get a Magnitude, a normalized vector set, and an angle
Can you elaborate?
hit_impulse is just the amount of force applied to the corpse
i don't know
it's on the code
like that
lol ok
- These three values
- Math
- ???
- Accuracy
dude can you like, look around for yourself
i just threw in some stats and the angle matches with accuracy
Ok, so it is the angle..
I tried on the AK74 and AK105, and didnt quite get the same results
i don't fucking know if it's the angle or not
oh oh oh right
that was one of my main questions
who the hell do i sell the jellyfish too
i have never found a trader that wants it
Please dont misinterpret, I very much appreciate your help.
look around for yourself
Do you have any good places to start?
I am attempting to find | grep -P (big perl pattern) on w_*.ltx to gather all the values
I wanted to put the same engine math for Acc etc in the sheet, so I can just
Update > grep > Paste into sheet
what is the purpose of tiering in a singleplayer only game that's already fucked inside out with shitty "realistic" balance
Community Resource?
I want to know myself?
An answer to which do I upgrade?
Maybe un-fucking it up by creating visibility?
hey @cosmic current you here?
I bet he's busy being asleep
@subtle trail
so, uhm
apparently this part of your Wildkins's Ammo Parts on Hover mod causes crashes
the db.actor:inventory_for_each(itr) line, to be exact
hmmm
i'll need to take a look at what it is I did because that was a while ago that I wrote that
it has been happening in every support channel since the mod was added to gamma
and it happens basically to everyone randomly on loading after playing for an hour or two, even to me

well it didn't seem to occur when it was first added
it's been long enough that it's entirely possible that the mod is fucking things up by overwriting that script file with an older version
or my code is just bad
anything is possible
and guess what
removing that db.actor:inventory_for_each(itr) completely fixes the issue
and the script still works
yeah okay i just opened it up
that's an issue with itms_manager not my mod specifically
its just that my mod is the last one to touch itms_manager
GAMMA Starter items are not broken has the same line of code
entirely possible that 1.5.1 -> 1.5.2 bricked it
i'll get my dev stuff updated and see if I can't track down the new script file to see if it changed that
((one guy reported that after removing line 527 the crash now references line 529))
what will happen if all of this will get removed?
i don't know
this whole section
but that section is in the vanilla itms_manager
so
this is a vanilla bug, if it's really this section that's causing it
or well
vanilla anomaly bug
if you get what i mean
it will because the problem is db.actor is apparently null
which
if that's the case
things are already fucked
yeah that function should be called when the game tries to save everything about the player
so that speaks to something bad happening at a higher level
especially since these crashes seem to appear starting in november I'm wondering if this might either be a) a 1.52 issue or b) some other mod doing something wacky that causes db.actor to be null when savestate is called
hmm
Question, as I linked before, I do tinker around with small mod to add some extra mags to Mags Redux, but I am rather still green when it comes to STALKER modding.
Now it works fine and dandy on my end, but what would be a good way to test it doesn't set fire to someone else's machine/playthrough when I do eventually publish it ?
Ya send it to Mo3, then he sends it back after bugtesting โค๏ธ
I have a quick question about Animation and Sound swapping between different weapons, Ive edited some BAS meshes to add foregrips to ISG AK's and used the bones and armatures from the AK104alpha as a foundation, everything lines up perfectly, the ak104 anims play flawlessly, but the reload and gunfire sounds that get played are still the stock ISG AK sounds, ive changed them to the AK104 in every BAS file and overwriting patch that contains the weapon config Ltx file but still i get no AK104 sounds, I creating my own overwriting mod and its the very last mod in my load order, so it has priority over everything and still i get no AK104alfa weapon sounds i even changed the akm_isg sounds in the weapon_sounds.ltx file as well and still nothing, if anyone has an idea of how i can fix this id be very grateful!
okay i fixed the AK sound issue, now if anyone can help me with an animation bug, i am using the bones and armatures of AK104 alfa on the ISG AK's, everything lines up perfectly, all the bones and armatures are set correctly, the animations play flawlessly, but after firing the first bullet, the rifle climbs up to the point my Stalker is firing straight up in the air 1 handed, and lets go of the front foregrip. i havent had this issue in my past itterations of this weapon mod, but im having it now and am unsure how to fix it.
Cant help you myself. But nice work so far buddy. Keep triying, sooner or later you would get that shit done champ.
where can i find the files for ammo types in the game ? i wanna make a new ammo type for the 5.7x28mm but don't know where they are exactly
somebody know basic modelling?
depends on what you need help with. i can maybe answer.
for a moment i got spooked as i thought you posted random gore all of a sudden lmao
;]
are you tellin me, that on top of new blood pools.. we might be seeing dismemberment soon?!
yes as soon as someone make limb models xd
This is already looking awesome, yo're doing magic with code
just took what was already there in some other addons
just rip some from the old Soldier of Fortune games
plenty of gory body parts in SoF lol
i dont have sdk/blender to port them for stalker
yeah and thats way beyond my skill. i can... retexture things
;[
Modded exe's version from November can cause that, make sure they are using updated modded exe's
Without using the correct exes they wouldn't even be able to launch the game (the head_damage_17 error)
No. The version of the exes. The November version had a bug with dxml that would result in db.actor being nil
Hmmm maybe that is different.
At the very top of the log is a build date. Anything older than December 20 is subject to this bug (or a different one)
db.actor being nil is a deep problem. Not something an addon should cause
If it is happening with the jan3 build get a log in debug mode.
build 8695, Nov 27 2022
most recent one
#๐จะฟะพะดะดะตัะถะบะฐ-ััะฐะฝะดะฐัั-gamma-ru-ua message

lemme look for other logs
Yeah that one is a build I know had this bug from testing quickslotspluss
when testing quickslots i told grok that the modded exes nov builds had a bug that one of the scripts in quickslots could trigger.
another build 8695, Nov 27 2022
#๐จะฟะพะดะดะตัะถะบะฐ-ััะฐะฝะดะฐัั-gamma-ru-ua message
this guy literally installed the game 2-3 days ago
something is really wrong here
@undone lily what is the current build of .exes for gamma?
#๐จะฟะพะดะดะตัะถะบะฐ-ััะฐะฝะดะฐัั-gamma-ru-ua message another nov 27, installed it literally an hour ago
this is the bug i warrned you about that the mod_dxml script in quickslots could trigger. Dem fixed it by at least the dec20 build
any mod_dxml script can trigger it tho. maybe other things, idk
if all of this is happening because of the nov 27 build im gonna cry
The following commits are missing from current gamma exes
It includes these ones:
the build in peoples logs shows as Nov 27 2022 tho
why it can trigger db.actor nil though
I don't know. But it did. One of my testers had that crash only with the qslot mod_dxml script installed and when they updated from Nov to dec20 build it stopped.
I figured it was another bug you had fixed.
hm, i dont think so. must be a coincidence
anyways, the latest version should be fine
the latest is 2023.01.06. unless there is something urgent, i wont be updating them since to have more long term service
that's when I made the exe iirc
oh
I need to update the exes yes
i wonder if the 1040 crash is also caused by the exes 
basically only changing the bmp everytime so that people can easily tell if they have the good exes or not goddamn

the 1040s started appearing in september
well actually I thought I would have time to work the engine but no
and stopped when the itms_manager.script crash appeared

hopefully the exes update will work
I'm still trying to find a balance between my health, modding, work and family currently
which was in the start of november
I should also work on getting my modding environment up and running on my work computer, so that I can actually mod at work

the game should run fine, I have a GTX1650 and a i7 1280P with 32Go RAM
GTX1065 
also yes, it runs fine on 1650
60fps with gamma's grass
I trust my tester that they only had the crash on dems mid nov build, which is probably what groks late nov build is based on, when a mod_xml_xxx.script was present. If any of the logs you have with the db.actor being nil message were in debug mode it might be worth seeing if there was a mod_xml script loaded.
how is it possible to check that?
if the game is in debug mode it lists out every script as it is loaded
DXML scripts all start with mod_dxml so if there is a mod_xml script present you might be able to resolve it for them by having them disable the addon using that script. assuming i am correct in my conclusions about the db.actor nil (itms_manager) crash.
Ok I'll push the new exes as an hotfix ASAP
what about testing them first 
like pick random people from #๐จะฟะพะดะดะตัะถะบะฐ-ััะฐะฝะดะฐัั-gamma-ru-ua and tell them to play with the new exes for several hours

They can already do it
get the exe from Demonized repo and see if it crashes or not
playing for more than 1h-2h will be already an achievement
just tell them to unzip those to the anomaly folder and replace?
Anyone knows if there is a version of SAVandT that allows to edit files bigger than 10mo ?
is there any possibility to remove weapon from save to complitable mod delete?
if I have two DLTX mod files, that modify the same file, how can I ensure load order?
dltx loads alphabetically
ty
Anyone know what would cause 75x25 shrapnel error I'm trying to use provaks gun mod i know it's buggy but I fixed it but this error keeps popping up assuming some mod is conflicting would anyone know what mod uses 75x25 shrapnel pretty sure it's a shotgun mod as I looked up the caliber and its a shotgun shell
take the section name from you crash log. search by contents your mo2/mods folder for that text. notepad++ can do a file contens search and is free.
that will tell you all the files that have that section in them. the files path will tie it to an addon.
Ty for the info!
Btw, the new. .exes did not fix the itms_manager.script crash

interesting. it should be really hard to break db.actor
be interesting to see the list of scripts in their VFS gamedata folder particularly as compared to standard gamma
like this one?
That is a full list of every script. I'm more interested in what mo2 has in the script folder of the data tab. What core anomaly scripts might be. Eing replaced by addons
you mean this data tab?
Is anyone on who knows how to create new custom Icons and get them displaying in the UI and wouldnt mind explaining to me? i have a weapon pack in the works and would really like to include new Icons but thats something ive never tried before nor do i even know where to start.
Yeah, the contents of the script folder there
Item icons are groped together in a single dds in a 50x50 grid.
An item ltx entry has (or inherits) 5 entries that control what icon.
inv_grid_x = 22
inv_grid_y = 1
thiese pic the cell in the 50x50 grid in the dds that is the top left of the icon.
inv_grid_width = 1
inv_grid_height = 2
these are how wide and tall in those 50x50 grid cells the icon is
icons_texture = ui\ui_icon_magazines
this is the path to the file. likely you would want all of your guns to have thier icons in one file
this can help
okay awesome! that makes sense to me and sounds alot more simple than i thought it'd be. now i can inject my Razor UH1 sight to traders without using the XPS3 Icon for it lol.
adding new icons for new items is simple. editing existing icons is where dltx or icon_override come in and complicate things
is it not possible to just delete pre-existing icons and add the altered ones back in as a "new" icon?
i made over 175 new meshes for the more modern BAS AK's adding foregrips, different suppressors, 2 or 3 new sights. etc. and editing the pre-existing icons for the weapons would be nice but not all that important compared to adding in icons for the new stuff i made.
you can if you want to edit the items ltx directly, but that introduces compatablity problems with any other addon that also touches those files. dltx and icon_overrride offer ways around that.
for example, an edited AKM_ISG with a foregrip, pl-15 suppressor wrap, different colored laser (done for every isg AK variant, swamp thang, 2015 ak12, etc) . its using the ak104 anims. and having a new icon would be neat, but i rlly just want to make sure i can get the few new sights created ingame.
you don't have to use dltx or icon_overide, they didn't exist 2 years ago, icon changes were al done by editing the dds file or by editing the items ltx entry. and those methods still work.
alright awesome, that makes me happy to hear. im still getting familiar with modding Stalker and that doesnt sound out of my comfort zone. thanks alot for breaking it down for me! i sincerely appreciate it!
link to this guys crash log?
so this is happening when this guy quits the game/saves/changes levels ? that is very different
there is a non zero chance that gamma may be too big for thisguys system. the only explanation i can offer right now is that all the addon scripts saving thier data takes soooooo long the engine gives up and deletes the actor before actor_binder:net_destroy(), and more exactly the save state callback it triggers, manages to finish.
it happens to everyone after loading saves for ~11 times
or less
i want to make a phantom cigar mod so in game time can pass
chop some wood 
but would look cool wonder if i could use that script to do something but i need to try to learn this stuff
but its mainly for iron man mode so i can forward time without cheating or sleeping kind of thing
Anomaly/tools there is a tool called unpacker it will give you a reference copy of anomalys compressed game files.
The all version unpacks all the art and eats up gigs of space. The other version is just the text files. Scripts, item files, character description.
Unless you want to make an art based addon you do not need the all version.
Make a copy of the file that you want to change. Make your changes and place it in the gamedata folder in the same path that it is in the unpacked files.
Files in the game data folder will take the place of the ones compressed in the game, this is how addons are made.
Scripts, items, armor and weapons can also be made by adding a new file if you want to add things, but best to start with modifying. (Except for scripts adding scripts is always preferred)
Is there an option in modding to make the shotguns uses different caliber? Such as using 20x75 buckshots.
I think that shell is a waste of potential since only the toz 196 uses it.
You need to edit ammo_class line in the ltx file of the weapon you want
Can every stash location be a rare stash or are there special rare stash locations? "grok_treasure_manager.ltx" has a section for "[rare_stashes_names]" but a comment above says it is no longer used and before I scramble trough the whole script maybe someone can tell me ๐ . I looked a bit into the treasure_manager.script but the "rare_stashes_names" lines are not commented out.
I've certainly seen some stash locations get green or white stashes (both on different playthroughs and just getting the same stash several times), so if there are "special" stashes I've not seen such
that section was for unmarked stashes that would get treated as rare stashes. doesn't happen any more. quests can still reward you with marked rare stashes however
locations that were guaranteed to have good loot if chose to be a stash (50% odds in vanila anomaly) was considered too good/cheaseable.
Good to know! Since there is no list of stashes, at least none I can find, I assume rare stashes are not at fixed locations? I ask because many maps have fixed rare locations on them, or are these those unmarked rare stashes?
stashes are built into the map. the script runs thru every item in the game and builds a list of every map stash.
I keep looking ๐
in the treasure manager script change local enable_debug = false to be true and it will put a marker on the map for every stash, full or not.
I have to make a habit of looking for debug stuff :D, thanks!
you could write a script that goes thru the caches table and prints off all the stash names
first of I can do jack shit in terms of writing code ๐ . The Debug is enough, hovering over the stashes gives out their names! I now hope I understand stuff somewhat and can achieve my goal of implementing more rare stashes in the north
have fun
Thanks! I do not like how you get to radar and have a 75% T5 so I overhauled the map tiers for stashes but then noticed beyond red forest/radar there are no rare stashes anymore
i am not as familiar with how grocs teir system works. i mostly use the vanila anomaly stashes
Grok uses a fix tier range for stashes of specific maps to make the loot more linked to location aka further north = better loot. Standard anomaly does shuffle the tier of loot you get from stashes, I do not exactly know how it does it but it does and grok edited it out
vanila anomaly has 2 types of stashes, normal and rare. rare only come from quests. the normal are mostly crap. and the best thing in the rares are tool kits. grok makes them more interesting and uses the tier system to avoid giving too good of stuff too early.
i know what the script does, i've read to help ppl with issues, but i don't know what tiers are where having never played with it.
What do i need to change in a mutant's LTX file to decrease their health? Resistances?
for the tiers, it's at the start of the script in table, let me point it out:
One tier is randomly picked from the array for a given map, as seen here: https://github.com/Grokitach/Stalker_GAMMA/blob/4bca7045c3850fb7f2db3b4f138ab78c2a23cf79/G.A.M.M.A/modpack_addons/G.A.M.M.A. Rare Stashes Balance/gamedata/scripts/treasure_manager.script#L553
yes, because everything n the game has 1 health
so you need to make them take mor damage
Thanks
well there you go from the man himself
the best way to edit mutant tankiness in gamma is to tweak grob_bo.script values most likely. Otherwise mutant ltx file yes, let me find this out.
Snorks tankiness value (the lower, the more tanky)
health values for online fights for cats (the higher, the more tanky): https://github.com/Grokitach/Stalker_GAMMA/blob/4bca7045c3850fb7f2db3b4f138ab78c2a23cf79/G.A.M.M.A/modpack_addons/G.A.M.M.A. Mutants Overhaul/gamedata/configs/creatures/m_cat.ltx#L21
You can easily DTLX mutant health
Thanks but i want to have vanilla compat. too so LTX is the way for me.
mod_system_mutants_health_values_edits.ltx
![cat_test]
MaxHealthValue = 200; 165
Thanks.
Thanks for the clarification, that one I read out of it and made a progressive table.
The problem I now have is that after radar and red forest there are no rare stashes which would make my settings impossible because T5 stashes start to appear at those placed with a low chance (<10%) and ramp up beyond Jupiter.
With the treasure_manager.script debug enabled I can right click stashes and save them as rare stashes, they get written into the file I already assumed. But I am not sure if it works right now.
maxhealthvalue is for offline combat
everything has 1 health in xray
you need to modify their resistances
and also the bone multipliers if you want to get really accurate
the code to write to that ltx file looks intact. however being in that list will not affect the stash contents in groks or vanila.
Yeah the code is intact and the debug menu shows stashes as rare stashes like they are listed in "rare_stashes_names". The right click -> "save as rare stash" thing does add the name of the stash to the list but destroys the file because many lines get deleted on top of that. It does nothing for the stash other then changing the icon for the debug since the list, like commented in the script, does nothing for loot.
If the stash is marked as a rare one and has rare loot can get applied to every stash.
odd that it breaks the ltx.
rare stashes are assigned by quests, posibly there are not quests that give rare stashes in those locations?
yeah it writes that stuff inside the "treasure_manager.ltx", which is not used if you use groks overhaul but that could be fixed relatively easy. When you add the stash name via the in-game right click it completely changes the file somehow.
Tbh I did not exactly find how the rare stashes are determined but I asked some streamers to show me their rare stashes on the map and they were all over the place, not only at the locations where the debug menu shows rare stashes could be
and I never actively looked if PDA, npc or interrogation gave rare stash coordinates
i misread. any stash that isn't set to have a particular marker, either no stash or something special like the isg stashes, has a chance of being rare.
i can see no reason why you would not see them in particular location except for coincidence.
Yeah that was my main question, if all stash locations have a chance to be rare or if there are only rare stashes at designated locations. The question for me popped up when I saw that many maps for Stalker anomaly had marked rare stashes which were all at the same locations
But we have the answer to that now. The rare stashes at those locations of the map which go around on the internet have the icons of rare stashes designated by the "treasure_manager.ltx" via the "rare_stashes_names" section, which is no longer in effect.
Tested it. MaxHealthValue is for offline combat simulation, it doesn't affect the actual online "physical" snorks you can shoot.
hypothetical question, would there be possibly some way (meant for Mags Redux) to introduce reload delay of the magazine itself into the weapon ? ie. to simulate fumbling with a big drum mag as opposed to normal box magazine, as a means of balance ? so magazines are not just matter of getting the largest capacity that will fit your vest, but come with pros and cons ?
very likely to be possible, see utjan's skills expansion
this will be easier to do if you are working with the version on our github not the one in gamma.
hey question, i got all my icons made for the new scopes and upgrade kits, but when setting up the LTX files for each weapon it asks for an licon layer then an X and Y axis.....whut this? lol also i have an animated scope, the Razor Vortex + Eotech Magnifier. irl and in other games you can flick the magnifier up and down changing your sight from a x1 to a x4 and back. i set up the hand anims and keyframes for the scope, do you think Xray engine is capable of using such a scope? i was thinking maybe linking the magnifier anims to Grenade Launcher button. but thats something far down the road, just wanna make sure im not wasting my time. but the licon in the Ltx Config files for the weapons, thats the priority atm, just dont wanna miss anything.
been working on this non stop since monday, so far i have over 150 different altered AK meshes for 5 or 6 different AKs in BAS. so missing even the slighest thing will cost a ridiculous amount of time and effot. like i spent the last 6 hours adding the PL-15 Suppressor Sleeve to the ISG Suppresor/AKs lol
It is a 1icon_layer you can have up to ten of them. Think the little artifact icons on the lead box when you put an artifact in it
It is a way to layer an icon onto your icon
Optional
You could use it to add a common feature to a set of icons. Make one bayonet grafic a d put it on several guns
Best example it probably the artifact cases.
I think the scoped an-94 in vanilla has its scopes as icon layers. I forget
yeah that explained it well, the artifact cases. but as long as its optional. i have no idea how to edit or change any of that stuff. if i dont set 1iconlayer lines will that prevent the Sight and Suppressor Icons from appearing once attached to a weapon? or different things.
or is that different?
Similar system but I think they have dedicated keywords
alright, well im learning as i go so this who thing has been trial and error, im sure if anything pops up ill figure it out. btw thx for sending me the Icon editing tool. its been a massive help. making meshes and animations come easy, but photo editing is alien to me.
I can never get the grid right without it
yeah thats what i was most worried about, but IES makes it borderline fool-proof.
Has anyone considered if we can replace Monolith with Combine from Half-Life 2? Sin can be the white and red Combine Elites. We can keep mutants as is, although every mutant from HL2 can to some degree be explained to exist lore wise in Stalker Lore
You can create a completely different game, with a potentially incredible mod scene
Bugs and headache induced aneurism included
I run GAMMA with 400 mods, I edit ltx here and there, this must mean something
Wouldnโt it be incredible
I argue better than Alyx if you didnโt consider the puzzles
I mean, even if you do it for base anomaly, you're basically texture swapping the monolith. You'll spend more time getting the mutants to act riggt
Exo suits perfectly suit the Zone, as does the HEV suit
It'd still just be stalker with a reflavour mod, not a whole new scene or game
I imagine something that will take as much dedication as GAMMA has been is necessary to make that idea work
At least how I imagine it
SCP universe!! Anything is possible
My dayz server is hardcore tarkov/stalker SCP and people love it. Faction ai and all
Water droplets on PDA during rain 
Can someone look into the Ironman Roguelite addon please? For some reason it doesn't have the setting for Haruka's skills degradation in MCM whlie other parameters do. But most importantly it seems to not work properly even with hardcoded numbers, this variable always drops with nil value (at least for me, checked it in the logs).
Also when I replaced this variable in the script with the constant 99% and removed this part it still didnt recount levels, so I still do not lose anything in skills between tries and do not understand what is wrong with the scripts to fix it myself
i'm going to bet the next to last line has an extra d and that it should be skill.experience not skill.experienced
I dont think so, because I saw in the logs after this change that it was recalculating exp values properly with 99% penalty, but that did not change skill levels and bonuses
Or maybe you are right, debug text goes right before this line, it was displayed, but actual assignment wasn't working
I'll try that, thanks
the word "experienced" is only in haru_skill_system once and it is in reference to the stalker rank. it is not a key in the skill table.
So I'm trying to change the colors of the part condition bars because I'm colorblind, and grok told me to change colors in XML files via notepad edits, in gamedata/configs/ui > inventory stuff, however I can't find those folders, can someone walk me through how to do this?
The bar is green for any part above 60%, and yellow for any part above 40% (i think), and it's hard for me to tell the difference between the two, I just want the color for parts above 60% to be dark blue or something that contrasts well so I can tell part condition at a glance instead of needing to hover over each part individually.
he's wrong. you want utils_ui.script and you are looking for this table
local bar_list = {
["condition_progess_bar"] = { min= {255,196,18,18,0}, mid= {255,255,255,118,0.5}, max= {255,107,207,119,1}, background= true},
["power_progess_bar"] = { def= GetARGB(255,86,196,209), background= true },
["uses_progess_bar"] = { def= GetARGB(255,255,255,255), background= false },
}
those are ARGB values so ignore the first number and the next three are an rgb color
also ignore the last number that is the fraction of condition to which they apply
so min = { 255, 252, 15, 192, 0} would make the low condition color a shocking pink
got it, I'll give it a go in a few mins, need to save my game first
I appreciate your help, I'll let you know how it goes
@simple scaffold Got it working, might tweak the colors more later now that I know how to do it. Thank you so much!
Some of the parts above 60% are still showing up as yellowish, but it's not the end of the world, anything above 65% or so is blue and easy to see now
Quick question: in GAMMA theres a mod that plays music while exploring but when a gunfight breaks out the music stops, does anyone know what that mod is called so i can deselect it?
If it wasn't given combat music the base anomaly dynamic music would do that
Make sure that option in settings sound it off
https://www.moddb.com/mods/stalker-anomaly/addons/ascendantcrosshairs
This should work with gamma. Its settings are not in MCM (it's older than MCM) instead they are in the anomaly settings.at the bottom.
It can be set to change crosshair shape based on if you are aiming at an enemy. Similar to how the anatomy crosshair changes color. (Assuming that gamma doesn't hide the crosshair I forget)
I actually don't use crosshairs, the only issue I was having was the condition bar colors, thank you though.
NP, not surprised most ppl that like gamma go low hud and the faction identification addon does make that feature less needed.
it runs the colors thru an interpolation function. to make them smoothly transition from one color to the next. it may be hard to find three colors that work well with that for all values. I could write a script to replace that system with one that just transitions sharply between colors. could have more colors as well.
hey guys i want to make a mod that changes the menu to stalker area how would i approach doing that?
edit ui_mm_main_16.xml here to look look like the ui_mm_main_16.xml there (don't just use the area xml it won't work, you need to use it as a guide to adjust the placement of the buttons in the gamma one, fonts, textures too)
from the ui_mm_main_16.xml in area you will need to extract the names of all the textures. then go steal them.
ok
is there a mod that makes hipfire accurate? I wanna start playing like csgo
Hey all! Where I can find my position in coordinates ?
hip fire is accurate
so if I enable the crosshair will I be able to play without aiming down sights at all? (apart from snipers)
i meant not ADSing any weapons apart from snipers
have you ever left clicked without aiming?
wasnt there a mod posting that allowed traders to sell weapons?
Guys sorry if this might be the wrong channel to ask but does anyone have any mods/modpack to make stalker SOC's gunplay feel simmilar to GAMMA?
Im really interested in the lore and such but the gunfights just feel too janky for me. Im fine with the graphics tho
Play on master difficulty for your own damage
If you need more look around for weapon overhaul mods and experiment with different ones to find what you like
Good point, had tried on high difficulty and it does makes things a bit more better, but animations and such are still not that good. Any recommendations?
Never modded soc myself, check moddb
difficulty does not affect your damage output
Huh? I thought the sentiment with vanilla stalker games was play on master so you can actually kill things
I haven't played vanilla in years so I could be wrong
Only played it for the experience too
nah it's an old ass meme that refuses to die

you mean people lied to me in the internet
= ๐ฅ
have somebody made mod with mag loading machine?
i mean if you think every mag is handloaded its fine, but there's no real benefit in having to load mags by hand outside danger zones
i mean its even easier
but for fun factor lets only have it limited to heavy device/additional crafting tool
alternatively, clips
so to load magazine with magazine machine u gotta first load the magazine machine?
theres a option in mags redux that makes it so loading bullets into a mag thats into a stash immediately fills up the mag just use that or sum idk
or set speed of loading each round to maximum
i bet it will match the efficiency of "mag loading machine"
there's more advanced contraptions
oh yeah i forgot bout it
nope, too slow

just turn off hand loading in MCM??

wait you're telling me I don't have to load bullets into the speedloader for it to have bullets in it? That's some advanced Monolith shit right there 
just install skill system expansion and lvl your mag loading skill, at max level you are loading ~2 bullets/s, double that with fast loading mags
if you need it faster, why even bother with the feature lol
why even bother with mags if you can load bullets with speed of machine sitting in combat

and that is why the put the mags and bullets both in a stash to instant load them options exists. it makes things faster while you are at a base while not really being usable in combat
ye but its not ideal
Yeah exactlyโฆ
Maybe something that could give you a passive buff to ammo reload speed. Like how the bed mattress improves your sleep.
@simple scaffold ^ could be something actually
Gโday. Does anyone know how to change weapon damage stats please?
In the guns ltx files
Or add a factor in grok_bo.script formulas if you want it across the board
Or edit k_hit of specific ammo in w_ammo.ltx file
ok thanks. I'll go hunting for it.. oh by the way cheers to u and the team that helped u make this mod pack
Hey guys! I'm new to modding on Xray engine, so I have some questions regarding textures work. I ported ak's parts from EFT, rigged the whole shebang to an AK104 alfa anims. I set the materials with the good paths (I guess). Now my problem is the texture files with the extension .thm, what do they do? Same question for the bump#.dds, what's that? Is that needed to the materials to work correctly?
Anybody got a good link to the black market mo;d?
It's... literally in #1035807043933720576
It's not even buried under some other mod
I wasn't able to find it. Difficulties loading Discord.
there are textures replacement
model is still the same
unless you mean a different animation then no
you have vanilla or pda reanimated (which gamma uses)
would love some more depth to sleeping right, the last update that made free beds far less consistent for sleeping full hours has me using sleeping bags all the time. changes the game too because im not worried about getting back to a safe area at night
Would it be possible to have a tier 4 nvg that's thermal or gives outlines perhaps?
Or the opposite PNV57A gen 0 NVG
mods that add thermals do exist but require patching to make work IIRC
and word is they won't be added officially ever due to being unbalanced
What does "jump_factor" affect in the snork's .ltx file?
Apparently it's the jump speed
What could be cool is a "stalker funeral body extraction" task. Basically a stalker is dead and his family paid to get the body back. You just have a general idea of where the body is located in a given map. You need to find the body and move it to an extraction point to get it out of the Zone (simply a heavy item in your inventory looking like a body bag), for instance in a spot in Cordon or something (just leave the body bag at a designated spot).
It's kind of unique because you really need to empty your inventory while planning a rather long trip back and forth to get the body and move it to the designated spot. The reward should be high considering you need to really prepare for that task.
Searching for tutorial to mod this game made me realize how difficult it was and how it's more stream line today. But still, with Stalker 2 on U5 it will be a lot easier. I can't wait to see what the community can do (beside "fuck you" ironsights) with a modern engine and modtools made by the devs themself. Merci ร Grok qui se tue ร la tรขche ahah...
Same for me, there is the sdk stalker-game guide though. Plus you can get a feel of how it works with the mods that are installed. But it is quite tough : )
oh hell yeah
I always appreciate Stalkers showing at least some reverence to the dead; the random PDA messages of Stalkers losing their buddy and thinking of going to at least give him a proper burial later is always touching
give me some reasons to feel like my character is not a complete sociopath
in nlc there was a task where u had to drag the body of soldier through some location and then half of the swamp to the church to bury him, the most painful memory
i dont even wana remember how annoying it was
Is there a global var "character_community()" somewhere in scripts?
Cant find
It is a part of level.object_by_id attributes?
hey im having troubles with animations in my BAS overhaul mod im making, ive added foregrips and new attachments to alot of the modern AK's and ISG AK's (32 variations x 4 isg AK's alone...alot of work in blender) and when firing the weapons with foregrips and new/replaced animations, at the first round fired the gun sticks striaght up x1 handed and just fires into the air, but the bullets land on the crosshair, so it shoots straight but the animation is fucked. anyone know whats causing this? the bones and armatures are set correctly, ive made sure of that by redoing then x4 times over, then just stealing the bones from the AK104_alfa after i started troubleshooting to make things easier on myself. and cant figure out what the issue is. i desperately need help fixing this otherwise the overhaul ive spent the last 2 weeks on is dead in the water. ive used the AK104 alfa anims on AK's before (back in November) and didnt have this issue. but now its every AK using new foregrip anims, whether theyre mine or BAS anims.
maybe the less busted looking trucks that dot the landscape. i think that would provide ample drop points across maps, makes sense in context, and already is in the game.
Would be interesting for there to be a neutral Military in the Loner Village who gives these tasks every 3 days for Loners. They only have a "mutual" agreement to split the money but will not offer you any protection from any other Military. Strictly business venture.
You could always go with Sid (think the intro scene from SoC) for Loners, but I like the angle. Maybe that the Military just wants to get the bodies buried properly (assuming they are citizens) but some of the militia heads are still hardcore on hating the Loners despite the manpower.
Just thinking out loud about some possibilities for a story beat if the task ever gets off the ground.
This would also tie back into Sid's paying off of the military to ignore rookie village existing
Definitely. Could say that the Military is adding a new part to the deal. Trying to leverage to Loners in exchange for keeping the "deal" in effect while trying to fix the Military's public world image. Getting the dead back to their families will signal that they care even for the Stalkers who break in and break their rules of entering the Zone.
Could also just be an informant thats offloading dangerous work to the expendable loners instead of the military
Trying to keep Military numbers steady. That is a good angle.
Looks bad on the news when you have yet another patrol of military guards dying trying to recover bodies from the zone, when the illegal trespassers are vibing
Only thing I would do squadwise is trying to lower the amount of possible Military roaming Cordon while increasing the Bandit presence (maybe even a few Renegades) to maybe show that these factions are taking advantage of Stalkers who are participating in this new venture. A heavy-loaded Stalker is an easy target.
Imo whatโs important is new tasks that anyone can give
For example a random loner could give you info about a fallen comrade. He contacted the family and they paid to get the body back. Etc
Clicked on this channel by accident but i very much like this idea
I have no problem with that. Just thought it would be nice to add a bit of world-building. If you want it to be kept simple, I support that idea as well. Can never go wrong with simple.
Any flora mods y'all use? I tried out Golden Autumn Retexture but it definitely doesn't look as good on my end as it does in the screenshots.
Maybe look into the reshades or screenshots channels for that?
requests from npcs for the player to fix a broken gun and return it at 100%?
Could be doable yes. Itโs already in game actually

spare parts hoarders be like
should barrett be champered for 338 instead
oh sorry shon i wanted to enable you in that mod
Its already chambered in .338 tho
why is the google doc wrong again
@vernal epochfor real tho i want those sights. i'll give you a doom eternal steam code for it
How about a quest where you have to save one of the devs of STALKER2 and escort him back to his crew so they can finish the game
recording a video would be nice of the issue would be nice
Would being able to build a base be doable with modding? With AI that you can send out to do tasks amongst other things? (Might be too big of a project, but still, I am curious.)
@boreal dust Hello, comrade! I decided to stubbornly translate the names in your ANUS into Russian, and literally in the very first file for singles I found 4 variants of the name Alexey (ะะปะตะบัะตะน in Russian): Aleksey, Aleksei, Alexey, Alexei. Let's say I can translate two options into "ะะปะตะบัะตะน" and "ะะปะตะบัะธะน", but the other two are clearly superfluous and cannot be converted into anything. If the translation into Russian is still needed and not being done, what should I do better: leave duplicate names or comment out so that you can then remove them in the English and Russian text?
i'm trying to make hip(devushka in the games files) invulnerable
but i can't seem to make the "invulnerable = true" flag affect her in any way
anyone have any tips for a way to do so?
i tried changing the "invulnerable = false" to true in gamedata\configs\scripts\escape\devushka.ltx
as well as adding "invulnerable = true" to gamedata\configs\scripts\beh_companion.ltx
i'm going to try starting a new game with my current setup in case some variables are persisting across sessions
nope, no luck
do it through scripts
good idea, lemme see what i can find
this one doesn't work
https://www.moddb.com/mods/stalker-anomaly/addons/immortal-important-npcs-151
https://www.moddb.com/mods/stalker-anomaly/addons/companions-dont-die
this one isn't perfect for my preference, but with a little tweaking i can get it there
at least it works
Search for this line (ctrl+z) in your weapons .ltx: "anm_shots_aim = wpn_hand_aksu_tact_run" and just delete the all thing. Then you most likely be good.
BTW is someone knows a quick way to adjust/zeroing sights without trial and error tedious process (check ingame/quit game/ repeat until it's done)?
i use this addon for iron sights
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
i enter debug hud mode
made the changes i like, then click 'apply' and those changes you made get saved in cache_dbg.txt
while in game, go to your MO2 find that file and click on 'refresh' button on top, it will refresh the file and you can see the contents inside
then you make a dltx file and put the values there
for example
![wpn_glock_hud]
aim_offset_16 = 0.34,0.23,0.1
or smt like that were the line names for weapon position i don't remember
Thank you kindly I'll check that.
anyone got any advice for a mod that makes cats, dogs and snorks just a little bit slower? their speed is ridiculous
maybe try this
check how i made the code and do it for the other mutants too
i cut the cat's movespeed by half for demonstration purposes
ooooooouki
i have literally 0 coding/modemaking xp ๐
how do i even open a .ltx file lol
any text editor
it's just a fancy extension for the engine to read
but it's just plain text
so i guess every mutant has that kind of parameters somewhere in a file, if i change the numbers with a text editor it will change speeds in game?
yeah basically
you'd need to make the game load the mod tho
so make sure you add it to the mods folder
aha, i can't just change it by finding the speed values in the game files directly?
that's short for some sort of database files i guess'
last time i wrote code was in BASIC and PASCAL ๐
but with a funny extension for engine reading
so i guess I'll have to browse around to see if anyone already made something similar hehe
thanks for the answer and explanation
it's just like modifying a .ini file dude
try it out
it can be helpful down the line when you want to tweak something
oki cheers!
Guys, how i can make weapon world model?
Hi all, does anyone know if there's a way to freeze AI so it can't move? I want to do some damage comparisons for different guns vs Mutants but they don't wanna stay still obviously. Also how do you guys go to that testing map with the four pillars?
testing map with 4 pillars
initiate debug mode in Anomaly Launcher
press F2 once you start the game and get to the main menu
it should load you there
Awesome tyvm
hey guys i wanted to increase a little bit the weight limit of my stashes (the box you find scattered near cities/encampment). Right now it's 70kg (or that's what i mostly found), i wanted to bring it to 120kg or something like that but i could not find where to change that number.
I think the script name where this change is made is in .\245- Hideout Furniture - Aoldri\gamedata\scripts\stash_capacities.script
And maybe the line is:
inventory_update = ui_inventory.UIInventory.UpdateWeight
function ui_inventory.UIInventory:UpdateWeight()
inventory_update(self)
local stash = self:GetPartner()
if not stash then return end
local section = stash:section()
pr("STASH SECTION: " .. section)
if not stash_sections[section] then return end
local capacity = ini_sys:r_float_ex(section,"capacity") or 60
pr("CAPACITY: " .. capacity)
self.npc_weight_max:SetText( strformat("(max %s %s)", capacity, game.translate_string("st_kg")) )
end ```
Do you think the 60 is the number i should change?
Thanks for the help!
Who gave stashes a weight limit? Why does gamma hate players?
pretty sure there's an optional unlimited stash weight option in the modlist
i think it was off to help prevent lag from filling a stash too much plus a bit of immersion?
!weight
Stashes now have limited carry weight. To store many items, you need to craft boxes where you'll have more space to store your loot. This change was made so that base building mechanics has an in-game purpose.
It forces the player to think about what he/she chooses instead of piling up tons of useless weapons that worsen loading times, inventory opening times, it also makes the game "lighter," all stuff related to make the game more "quicker".
If you don't like this change or maybe you're in the middle of a run and can't afford/don't want to use straight away the hideout feature, you can enable this mod under G.A.M.M.A. Fixes called "Unlimited Stashes Weight".
i did, at a lower cap than GAMMA even 
It's an option from Aoldri ^^
Actually it promotes crafting stash boxes and organize your loot. That's the only way I found to stop the players shoving 3000kg of random loot in a single stash which will crash people's game when they try to open it @simple scaffold

two birds, one stone

only issue remaining is people putting stashes in god know's where and which weird positions, and sometimes their stashes disappear

edit mod_system_stash_capacities.ltx in configs/
inv_backpack are normal backpacks
inventory_box are world stashes
you can probably add the other stashes added in HF to that dltx, to avoid overwriting items_placeable.ltx
I heard it's usually stashes or boxes added on top of shelves etc
first i've heard of this - like they disappear mid save, or spawn in a weird spot?
when they load their save back
It seems very rare though
@lunar nimbus didn't you have issues with stashes falling thru the map and or floors?
yes
when u spawn something it stays where u want, after next loading the inv_box will stay on this spot, but the model of stash will be pushed to the lvid position
So they could open it by pointing at where it was?
wait, did you spawn two things: a stash model, and the actual inventory you can interact with?
oh wait i think i mixed it up.... the model stays where it spawns but inv_box is pushed ;[
yes, is it wrong? xd
Nice, thanks!
you can just use the inventory class, like vanilla backpacks
won't have collisions tho
Raven told me that, but i think i had some problems with it
i needed interaction not to open inventory but to open the GUI
i had problems with instantly closing it after "use" and then opening my GUI
ah fair, that's how my workshop works as well
if someone comes across the same issue, I'd be interested in where they placed it in case I can reproduce it
Ok. <@&1026149063411896481> in case you find someone with the error (spawned a stash > the stash is gone after loading the save), please report back here and ping Aoldri and me.
Something about the rougelite stash script makes me think that it's fixable
I'm but only a noob though.. that just came to mind. Good system, and persistent. Maybe adaptable to gamma
Hey everyone, I need your help with determining something:
After having played GAMMA with the new custom soundtracks
Are you satisfied with the custom Main Menu Theme?
โ : yes | โ : no | โ: other (please specify via message
Also, considering the other ambient tracks that are implemented in the game, if you have anything to comment about them/feedback or even ideas to give, don't be shy to send me a DM
(The audio file for reference)
while the new menu is cool, it gets boring after some time, i had to change menu soundtrack to another one
one cool option would be to make some kind of script to random menu music on boot, but im not sure if it's possible at launch
Could do it with dxml.

With this in mind; what's the better way of resolving this if it were to be implemented, various menu themes that have a "post-apocalyptic" stalker-ish vibe, or a multitude of tracks that are similar to one another but with variations? (such as progressive composition, think of the darkwood soundtrack)
I think with the post-apocalyptic it could be do-able, but might be off-putting for some people? Personally a multitude of tracks that are similar to one another but with variations sounds better, but also riskier to not make something that has already been used. As to not make it feel like just a loop.
how would i be able to do that?
only thing that i could think using dxml it's changing the <menu_music> </menu_music> path from the .xml but no idea how to make it random
dxml changes are done by a script. you could make the script read all the files names from sounds/randommenumusic/ and randomly pick one to sub in for the default music.
or more simple just list the files in the script and randomly pick one



