#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 18 of 1

onyx gorge
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thx

simple scaffold
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basicly search reddit ppl make these all the time

fathom wagon
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When throwing a grenade, does it count as "firing a weapon"? Looking to make a perk surrounding grenades for my pack.

tardy galleon
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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

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line 13 and line 27

velvet sand
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is there a mod that shows how much damage i do? battlefield style

velvet sand
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like this lol

oak phoenix
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What's up guys PeepoPing
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

simple scaffold
steady apex
velvet sand
ember niche
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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.

tardy galleon
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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

tardy galleon
simple scaffold
tardy galleon
simple scaffold
tardy galleon
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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

simple scaffold
tardy galleon
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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

tardy galleon
fathom wagon
modest sedge
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anybody knows how to make Expedition (graphical only) compatible with mo2 ?

keen lion
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Hey i was wondering if we could implement a attachment system in stalker anomaly

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Grips,foregrips etc etc

keen lion
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Yea

tardy galleon
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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

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so its just a waiting game right now

elfin shuttle
keen lion
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The only game that scratches my itch with weapon atts is zero sievert

keen lion
elfin shuttle
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In gamma anyways, would be even better to bruteforce boomsticks and other dltx gun mods to work with it

keen lion
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Would it be hard?

elfin shuttle
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If I remember right EFP had a build with desolation, but boomsticks didnt work at all with it

tardy galleon
elfin shuttle
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Desolation has a lot of custom stuff running to get it working yeah?

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Least thats what I understand

tardy galleon
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yeah.. i think i remember seeing 10 or so custom Wuut_ scripts

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mags as well.. not mags redux

elfin shuttle
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I can only dream of the day where I can run a normal Val and visually see 30 round SR-3 mags in it

tardy galleon
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so i got i think the m1014 working, but the reloads and attachments werent.. even though its a shotty.

keen lion
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Stalcraft has weapon attachments

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But idk

tardy galleon
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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

elfin shuttle
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Normal desolation has mag changing now, if I recall, just hoping itll all come together soon

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A world where bas custom guns are made with parts instead of full on kit addons is a dream

tardy galleon
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my dream is to have the ultimate weapon system in gamma.. we need parts, and body cam positioning

elfin shuttle
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To make our own custom builds

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Another note, anyone working on a disguise overhaul?

tardy galleon
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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

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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

elfin shuttle
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Would love for a method to disguise as a loner wearing a monolith exo as a merc or another faction

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Or a system that at least makes sense

tardy galleon
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kinda what im talking about, but i can't get the ADS side of things down. its pretty smooth for hip fire.
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elfin shuttle
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Beautiful

tardy galleon
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i can do it in unreal better than that showcase now that its been implemented better.. but xray is fighting back

elfin shuttle
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As it does

tardy galleon
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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

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as soon as i ADS, it goes wack. no amount of position tweaking will straighten it up correctly

ember niche
tardy galleon
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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

ember niche
tardy galleon
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its really just inertia and head bob, mixed with the camera position

ember niche
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compared to a fps though. it's a small market yea

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UE5 is helping to make it believable, borderline uncanny as well lol

tardy galleon
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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

ember niche
tardy galleon
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i was, my oculus took a shit so im saving for the full hsptic system and the treadmill

ember niche
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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.

tardy galleon
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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..

elfin shuttle
tardy galleon
ember niche
# tardy galleon something tells me, long term use wouldn't be good.. and quality vr is not going...

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.

elfin shuttle
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Sounds like a lot of fucking math

ember niche
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Just don't let facebook buy the rights to it

elfin shuttle
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Bugman Zuckerburg needs to stop ruining things

hardy hound
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or smt like that

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thats why you can't expect a 'desolation' merge with modpacks

simple scaffold
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Basically. Eventually addons will need to be properly ported from one to the other

warm hollow
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Is there a way to spike or other perk-baded stacks not reseting on level change?

covert latch
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yo guys
yknow about "Living Zone" map?

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dude was making full sized Pripyat city remake for 10 years

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would be cool if smb would port it to anomaly instead of 'castrated' version from CoP

ember niche
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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.

lilac compass
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what do I need to edit to change a weapon's damage?

native shoal
lilac compass
native shoal
lilac compass
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I added some weapons and wanted to balance them for gamma

tender yarrow
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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.)

surreal cipher
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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

simple scaffold
simple scaffold
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global_position.script .... GPS

steady apex
void galleon
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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?

simple scaffold
tame bluff
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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.

tardy galleon
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But yeah, that would be cool

simple scaffold
elfin shuttle
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Stream it to an irl version of the PDA

fickle wing
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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?

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And most weapons consume >1 Ammo box per reload?
Just seems unnecessary

hardy hound
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64k? was the limit id? i don't remember

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after that the game crashes if player/game produces a new id for a object

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nvm i think i misunderstood

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i thought you were talking about stashes capacity

fickle wing
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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

fathom wagon
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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

fickle wing
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Can the same 'uses' concept seen on the Armor kits etc be applied to the Ammo crafting?

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I have x2315 9x19 ammo
but 2315/15 'uses'

fathom wagon
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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.

simple scaffold
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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

fickle wing
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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

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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

fathom wagon
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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)

random fulcrum
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yeah why don't you just, rewrite the entire thing from the ground up

elfin shuttle
fathom wagon
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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.

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Realistic? Yes.
Good gameplay-wise? No.
Sometimes you have to give up realism so that the game stays fun and engaging.

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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.

elfin shuttle
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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

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So less of a realism issue and more just my own autism

fathom wagon
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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.

elfin shuttle
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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?

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Basic havings tools for pistol/shotgun calibers then advanced for intermediate and so forth

fathom wagon
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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

elfin shuttle
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Yeah a system like that sounds good

boreal elm
fathom wagon
elfin shuttle
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Is there currently more than one recipie for gauss ammo?

fathom wagon
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Don't know off the top of my head.

elfin shuttle
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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

lunar nimbus
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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

random fulcrum
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sure thing buddy

lunar nimbus
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thats really bad xd

hardy hound
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smh, also picky

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bad modmaker

tardy galleon
fickle wing
tardy galleon
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willing to bet its trader files

ember niche
# tame bluff Just a short question: I was wondering if there's any mod that allows to stream ...

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

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Start (0:00)
Upgrade to PRO (0:10)
Simple Dashboards customization (0:35)
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Outro (5:42)

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โ–ถ Play video
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basically. if it's possible to get data that's available from the PDA via the SDK. it's possible

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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.

tardy galleon
ember niche
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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

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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

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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?

random fulcrum
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bro your development channel...

simple scaffold
tardy galleon
ember niche
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@random fulcrum lol. exactly. it's why i mentioned a wiki to create a more connected community.

tardy galleon
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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

ember niche
random fulcrum
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you thought drewski was going to change how gamma is developed

tardy galleon
random fulcrum
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drewski posted an apology like thing after the fallout because his subscribers were complaining that the modpack wasn't even downloading

tardy galleon
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Ohh so like twitch drops on wipe day kinda deal.. servers took a shit

tardy galleon
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Oh shit. Yeah I missed his Ironman videos. I watched clips from the second episode on ifunny

simple scaffold
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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.

ember niche
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download the mods from wherever the modmaker uploaded it.
can i ask for MCM do you use git or github?

simple scaffold
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It is on my GitHub. Same user name as this one.

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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.

ember niche
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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.

simple scaffold
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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

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Mags just has a bigger team and it is hard to keep on top of it.

ember niche
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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

simple scaffold
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Well there are a few scripts I handed out on discord because someone wanted it that I might not have anywhere

ember niche
simple scaffold
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It shouldn't be a surprise but I have code snippets and entire scripts in many other ppls addons as well

ember niche
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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

simple scaffold
fickle wing
# tardy galleon willing to bet its trader files

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:

  1. 22 bullet, 16 casing, 20 powder
  2. 28 bullet, 32 casing, 32 powder
  3. 26 -- 20 -- 24
  4. 26 -- 28 -- 20
  5. 32 bullet, -- 24 -- 20

I would think disassembly already had to take into account quantity, to effectively disassemble partial stacks.

ember niche
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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

simple scaffold
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Yes. Some ppl have tried to overhaul it. I generally just ignore it.

ember niche
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(currently it's just a loadout but the game mode will use the ironman roguelite mod as well)

simple scaffold
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I avoid making things with gamebalnce implications. Mags being an exception and I mostly leave that part to arti

ember niche
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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?

fickle wing
# tardy galleon willing to bet its trader files

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

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The ammo box changes don't affect the ammo ingredient stack sizes.. so potentially they just need to be synchronized to resolve the issue

random fulcrum
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what about making ammo crafting mats multiuse instead of single use

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as to separate them by boxes

ember niche
# simple scaffold Yes. Some ppl have tried to overhaul it. I generally just ignore it.

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.

tardy galleon
simple scaffold
ember niche
ember niche
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sorry not to me

ember niche
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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
junior bay
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Whats the mod that changes gun display stats to be a number instead of a bar?

random fulcrum
#

obviously you'll get a mismatch, exes provided in gamma are patched with some of demonized's code and fixes

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but not all of them

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gamma by default features namely dltx, sss support and the doppler effect

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and i think the autosave in case of a crash thing

fickle wing
random fulcrum
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no dummy 30+30+30=90

ember niche
junior bay
ember niche
junior bay
ember niche
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sorry it's not expedition 2.2, i played a pack recently that did that so somebody solved it

simple scaffold
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Who needs weapons stat numbers when the an94 is the best gun

ember niche
simple scaffold
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Or build a comparison UI. The tooltip popup is limiting

ember niche
ember niche
fickle wing
# tardy galleon we fixed the crafting issue in Artigrok ballistics.. so go download that from il...

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?

fickle wing
# tardy galleon willing to bet its trader files

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
tardy galleon
fickle wing
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I mean, it has a noticeable benefit when dealing with large stacks of things

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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

tardy galleon
fickle wing
#

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.

#

๐Ÿคทโ€โ™‚๏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

ember niche
# simple scaffold Ship mod with ssd?

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.

ember niche
#

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.)

cunning isle
#

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?

tardy galleon
cunning isle
#

It's ok for me to enable it?
If so, where should i load it?

tardy galleon
#

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.

cunning isle
tardy galleon
#

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

cunning isle
#

Its DLXT right?

tardy galleon
cunning isle
tardy galleon
#

oh look, the person who made it is typing

cunning isle
#

ohhhh

simple scaffold
tardy galleon
simple scaffold
#

And that note about crashes is dumb because gamma has my fix for it as well.

simple scaffold
cunning isle
tardy galleon
cunning isle
#

And it's yours

simple scaffold
cunning isle
#

You know it, thanks

#

im not going to go deeper on this

tardy galleon
#

literally nothing ive done would of been possible without Raven's scripting madness

#

i cant write them.. just read and understand.. reverse engineer

cunning isle
simple scaffold
#

Yes

cunning isle
#

Thanks a lot bro

simple scaffold
#

The only addons of mine that need patching are in gamma already

tardy galleon
#

do you have anything i've missed that would fit the milsim overhaul?

cunning isle
simple scaffold
#

Cross hairs? It needs to be updated to use MCM but works.

tardy galleon
#

kinda like dynamic crosshair on moddb?

#

oh wait, i just found yours

simple scaffold
tardy galleon
#

thats what im seeing from the pics. i am sure some people would love to see it updated

simple scaffold
#

I am working on an update. I just have so many addons now that just dealing with bug fixes take alot

tardy galleon
#

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

naive plank
#

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)

Mod DB

Ever wanted to punish an enemy that was bold enough to brag about their actions using social media? Ever seen a message asking for help but couldn't find the person that needed it? Some guy just found a powerful artifact, and you desire to take it for...

velvet sand
#

that is op

naive plank
#

I mean, imagine side tier for pda (akin to what arty detectors have) with some downside to it

tidal elbow
#

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)

simple scaffold
#

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.

simple scaffold
# tidal elbow Yo <@155830872027693057> sorry for the ping, I'm trying to use your cool quicksl...
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

grizzled gorge
#

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

charred dragon
simple scaffold
simple scaffold
charred dragon
sick seal
#

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.

lunar nimbus
#

make me pool textures ;[

turbid marsh
#

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 yep

tardy galleon
turbid marsh
#

ig ill try turning that off

turbid marsh
#

didn't work but found a different file that has the same audio
Is this supposed to sound realistic yep

regal bolt
#

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

turbid marsh
red crescent
simple scaffold
cunning isle
#

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

simple scaffold
#

that does explain why snork legs feel so common tho

cunning isle
random fulcrum
#

yo birdman is the chance thing applied for every instance of the item

cunning isle
random fulcrum
#

like how cats have 5, 0.2 on claws

random fulcrum
#

that's 20% for each claw until 5

#

or 20% to get all 5 at once or don't get nothing

simple scaffold
random fulcrum
#

huh

simple scaffold
#

i'm not going to look it up. i am going to bed actualy. goodnight

random fulcrum
#

when's the crosshair mod getting updated

cunning isle
#

i think it would be 20% chance to get up to 5 claws

cunning isle
tame bluff
#

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

simple scaffold
echo panther
#

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

undone lily
echo panther
undone lily
#

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

velvet sand
#

it shocks me everytime

undone lily
regal bolt
#

Is there any way to make custom questlines?

hardy hound
#

ofc

#

better check out custom storylines, it's files and see how it works

regal bolt
#

ok thanks

simple scaffold
# tame bluff Hey there, I'm just getting into creating mods and have a short question. I want...
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.

tame bluff
#

TRhanks for the advice!

simple scaffold
#

๐Ÿ™‚

tardy galleon
surreal cipher
#

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!

tardy galleon
sick seal
#

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.

tardy galleon
#

or, Github might have the old versions

tardy galleon
sick seal
gentle stag
#

guys take this as a request can any of u make a m16a4,MK14 EBR,SPR MK12 remodel plzzzzzzzzzz

tardy galleon
#

there's a lot of options for m4 platform remodels. i currently have the mk14 rsass, and the m14 wooden dmr with a scope

gentle stag
#

remodel to update textures and quality animations

random fulcrum
#

pay me

gentle stag
#

how much

#

how much per gun

violet ridge
#

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

violet ridge
#

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

thin parrot
#

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

Mod DB

This S.T.A.L.K.E.R Anomaly mod gives the player a more progressive approach to Ironman playthrough by allowing certain aspects of a prior playthrough to be tracked and restored on successive playthroughs. The system currently has the following features...

regal bolt
violet ridge
#

and yes, thank you for pointing me in the direction to start me off some small scale modding

surreal cipher
foggy sparrow
#

make crcr gamma

hardy hound
red crescent
#

make bussin gamma frfr no cap

ember niche
#

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?

foggy sparrow
hardy hound
simple scaffold
#

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

foggy sparrow
wanton bramble
#

Do we have a mod out at all for gamma to make nvg's clear?

#

aka not so static looking

turbid marsh
#

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

dreamy cliff
turbid marsh
#

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?

simple scaffold
dreamy cliff
# turbid marsh Is there any way to stop the sun's lighting from affecting scopes?

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:

dreamy cliff
turbid marsh
# dreamy cliff probably not, and it would be a stupid way to edit it as it would effect all you...

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 peepopray

dreamy cliff
turbid marsh
dreamy cliff
simple scaffold
turbid marsh
#

It's okay, besides the stutters caused by Alife settings, the game still runs decent

thanks to my 1066x600 res, most probably dread and me turning off pretty much almost everything related to shaders

red crescent
#

lul

#

been there done that

#

dont forget to use also use the no grass no lods mod

ember niche
# simple scaffold xr_box.script you can make it use a more constant seed if you want. you could ma...

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

drifting glade
simple scaffold
simple scaffold
simple scaffold
ember niche
# simple scaffold the modding book is still 75% guides that were written separately, by many ppl. ...

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

GitHub

STALKER Anomaly exe edits with patches by community - GitHub - themrdemonized/STALKER-Anomaly-modded-exes: STALKER Anomaly exe edits with patches by community

ember niche
simple scaffold
# ember niche i'm just not sure what xr_box.script is. I can't see it, I'm guessing I have to ...

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.

ember niche
simple scaffold
#

๐Ÿ˜€

thin parrot
simple scaffold
#

(just remembered he promised an intro to making HUD's and GUIs guide to someone a year ago.....)

viscid crater
#

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.

thin parrot
#

jabbers ironman roguelite is not working... any suggestions?

tardy galleon
#

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

Mod DB

This S.T.A.L.K.E.R Anomaly mod gives the player a more progressive approach to Ironman playthrough by allowing certain aspects of a prior playthrough to be tracked and restored on successive playthroughs. The system currently has the following features...

thin parrot
tardy galleon
#

where's it at in the load order? highest priority?

thin parrot
#

just default, 201

#

should i try moving the priority of the mod?

tardy galleon
thin parrot
#

oh, the moddb one i manually installed it and removed it

tardy galleon
#

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

thin parrot
#

k

tardy galleon
#

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.

thin parrot
#

i jsut want one for invictus tbh

tardy galleon
#

ironman is the way to go then. i think curse kinda nerfs invictus

thin parrot
#

imma just ditch the mod then

tardy galleon
#

@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.

thin parrot
#

wtf

thin parrot
drowsy cloud
#

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? ๐Ÿ˜…

modern zephyr
#

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.

modern zephyr
#

How can i remove or decrease the short slowing effect that you get when bitten by mutants?

jovial kelp
lean mural
#

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...

sick seal
#

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!

eager talon
#

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?

surreal cipher
# viscid crater Ok I have three quality of life suggestions. The first is some way to tell which...

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 artefactpepe

viscid crater
visual slate
#

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.

#

Still want to know about the multi threading though.

turbid marsh
#

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

fickle wing
#

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_ ?

random fulcrum
#

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

fickle wing
#

Thank you!
What about Recoil?

random fulcrum
#

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

fickle wing
#

so no clear way to calc the same stat without Grok's secrets

#

Damage?
hit_power + hit_impulse?
What is the math?

random fulcrum
#

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

fickle wing
random fulcrum
#

hit_impulse is just the amount of force applied to the corpse

#

i don't know

#

it's on the code

#

like that

fickle wing
#

lol ok

  1. These three values
  2. Math
  3. ???
  4. Accuracy
random fulcrum
#

dude can you like, look around for yourself

#

i just threw in some stats and the angle matches with accuracy

fickle wing
#

Ok, so it is the angle..
I tried on the AK74 and AK105, and didnt quite get the same results

random fulcrum
#

i don't fucking know if it's the angle or not

rough blade
#

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

fickle wing
#

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

random fulcrum
#

what is the purpose of tiering in a singleplayer only game that's already fucked inside out with shitty "realistic" balance

fickle wing
#

Community Resource?
I want to know myself?
An answer to which do I upgrade?

Maybe un-fucking it up by creating visibility?

subtle trail
#

hey @cosmic current you here?

vernal epoch
#

I bet he's busy being asleep

cosmic current
#

what's poppin

cosmic current
#

@subtle trail

subtle trail
#

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

cosmic current
#

hmmm

#

i'll need to take a look at what it is I did because that was a while ago that I wrote that

subtle trail
#

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

cosmic current
#

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

subtle trail
#

removing that db.actor:inventory_for_each(itr) completely fixes the issue

#

and the script still works

cosmic current
#

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

subtle trail
#

((one guy reported that after removing line 527 the crash now references line 529))

subtle trail
cosmic current
#

i don't know

subtle trail
#

this whole section

cosmic current
#

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

subtle trail
cosmic current
#

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

subtle trail
#

this was the update after which the first itms_manager.script crash appeared

cosmic current
#

hmm

violet ridge
#

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 ?

tardy galleon
sick seal
#

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!

sick seal
#

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.

civic finch
wet grail
#

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

lunar nimbus
#

somebody know basic modelling?

sick seal
lunar nimbus
surreal cipher
# lunar nimbus

for a moment i got spooked as i thought you posted random gore all of a sudden lmao

lunar nimbus
#

;]

tardy galleon
# lunar nimbus ;]

are you tellin me, that on top of new blood pools.. we might be seeing dismemberment soon?!

lunar nimbus
#

yes as soon as someone make limb models xd

surreal cipher
#

This is already looking awesome, yo're doing magic with code

lunar nimbus
#

just took what was already there in some other addons

tardy galleon
#

plenty of gory body parts in SoF lol

lunar nimbus
#

i dont have sdk/blender to port them for stalker

tardy galleon
lunar nimbus
#

;[

simple scaffold
subtle trail
simple scaffold
subtle trail
#

grok ping?

#

I mean, it happens even to people who installed the game yesterday

simple scaffold
#

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.

simple scaffold
simple scaffold
#

when testing quickslots i told grok that the modded exes nov builds had a bug that one of the scripts in quickslots could trigger.

subtle trail
#

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?

simple scaffold
#

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

subtle trail
#

if all of this is happening because of the nov 27 build im gonna cry

subtle trail
#

oh

#

oH

#

well

#

i guess the case is solved..?

#

@simple scaffold

undone lily
#

It includes these ones:

subtle trail
steady apex
simple scaffold
steady apex
#

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

undone lily
subtle trail
#

oh

undone lily
#

I need to update the exes yes

subtle trail
#

i wonder if the 1040 crash is also caused by the exes thonk

undone lily
#

basically only changing the bmp everytime so that people can easily tell if they have the good exes or not goddamn

subtle trail
#

the 1040s started appearing in september

undone lily
#

well actually I thought I would have time to work the engine but no

subtle trail
undone lily
#

hopefully the exes update will work

#

I'm still trying to find a balance between my health, modding, work and family currently

subtle trail
undone lily
#

I should also work on getting my modding environment up and running on my work computer, so that I can actually mod at work

subtle trail
#

10.09 - 1040 appears
05.11 - 1040 disappears, itms_manager appears

undone lily
#

the game should run fine, I have a GTX1650 and a i7 1280P with 32Go RAM

subtle trail
#

also yes, it runs fine on 1650

#

60fps with gamma's grass

simple scaffold
subtle trail
simple scaffold
#

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.

undone lily
#

Ok I'll push the new exes as an hotfix ASAP

subtle trail
undone lily
#

They can already do it

#

get the exe from Demonized repo and see if it crashes or not

subtle trail
#

playing for more than 1h-2h will be already an achievement

subtle trail
grizzled gorge
#

Anyone knows if there is a version of SAVandT that allows to edit files bigger than 10mo ?

toxic widget
#

is there any possibility to remove weapon from save to complitable mod delete?

versed wave
#

if I have two DLTX mod files, that modify the same file, how can I ensure load order?

random fulcrum
#

dltx loads alphabetically

versed wave
analog summit
#

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

simple scaffold
subtle trail
simple scaffold
simple scaffold
subtle trail
simple scaffold
# subtle trail 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

sick seal
#

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.

simple scaffold
simple scaffold
#

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

sick seal
simple scaffold
sick seal
#

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.

simple scaffold
sick seal
#

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.

simple scaffold
#

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.

sick seal
#

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!

simple scaffold
simple scaffold
#

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.

subtle trail
#

or less

noble fossil
#

i want to make a phantom cigar mod so in game time can pass

grizzled gorge
noble fossil
#

PepeKMS 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

simple scaffold
#

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)

south cobalt
#

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.

grizzled gorge
native shoal
#

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 ๐Ÿ™‚ . I looked a bit into the treasure_manager.script but the "rare_stashes_names" lines are not commented out.

regal bolt
#

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

simple scaffold
#

locations that were guaranteed to have good loot if chose to be a stash (50% odds in vanila anomaly) was considered too good/cheaseable.

native shoal
simple scaffold
simple scaffold
#

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.

native shoal
simple scaffold
#

you could write a script that goes thru the caches table and prints off all the stash names

native shoal
simple scaffold
#

have fun

native shoal
# simple scaffold 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

simple scaffold
#

i am not as familiar with how grocs teir system works. i mostly use the vanila anomaly stashes

native shoal
#

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

simple scaffold
#

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.

modern zephyr
#

What do i need to change in a mutant's LTX file to decrease their health? Resistances?

simple scaffold
#

so you need to make them take mor damage

modern zephyr
simple scaffold
undone lily
# modern zephyr What do i need to change in a mutant's LTX file to decrease their health? Resist...

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.

https://github.com/Grokitach/Stalker_GAMMA/blob/4bca7045c3850fb7f2db3b4f138ab78c2a23cf79/G.A.M.M.A/modpack_addons/G.A.M.M.A. Close Quarter Combat/gamedata/scripts/grok_bo.script#L341

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

modern zephyr
#

Thanks but i want to have vanilla compat. too so LTX is the way for me.

undone lily
#

mod_system_mutants_health_values_edits.ltx

![cat_test]
MaxHealthValue        = 200; 165
undone lily
#

Hum actually I'm not sure maxhealthvalue works......

#

please test it out x)

native shoal
# undone lily for the tiers, it's at the start of the script in table, let me point it out: <...

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.

random fulcrum
#

everything has 1 health in xray

#

you need to modify their resistances

#

and also the bone multipliers if you want to get really accurate

simple scaffold
native shoal
# simple scaffold the code to write to that ltx file looks intact. however being in that list will...

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.

simple scaffold
#

rare stashes are assigned by quests, posibly there are not quests that give rare stashes in those locations?

native shoal
#

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.

native shoal
#

and I never actively looked if PDA, npc or interrogation gave rare stash coordinates

simple scaffold
native shoal
# simple scaffold i misread. any stash that isn't set to have a particular marker, either no stash...

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.

modern zephyr
violet ridge
#

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 ?

random fulcrum
#

very likely to be possible, see utjan's skills expansion

simple scaffold
sick seal
# simple scaffold this will be easier to do if you are working with the version on our github not ...

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

simple scaffold
#

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

sick seal
#

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?

simple scaffold
#

Similar system but I think they have dedicated keywords

sick seal
#

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.

simple scaffold
#

I can never get the grid right without it

sick seal
#

yeah thats what i was most worried about, but IES makes it borderline fool-proof.

fathom dagger
#

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

random fulcrum
#

yes i have considered this exact idea we must be connected somehow

#

yes indeed

fathom dagger
#

I run GAMMA with 400 mods, I edit ltx here and there, this must mean something

#

Wouldnโ€™t it be incredible

#

I argue better than Alyx if you didnโ€™t consider the puzzles

vernal epoch
#

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

fathom dagger
#

Exo suits perfectly suit the Zone, as does the HEV suit

vernal epoch
#

It'd still just be stalker with a reflavour mod, not a whole new scene or game

fathom dagger
#

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

tardy galleon
#

My dayz server is hardcore tarkov/stalker SCP and people love it. Faction ai and all

short island
#

Water droplets on PDA during rain PagMan

lunar nimbus
#

make me damn meshes

#

please

strong prairie
#

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

simple scaffold
strong prairie
#

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

simple scaffold
#

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.

graceful locust
#

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.

simple scaffold
# graceful locust So I'm trying to change the colors of the part condition bars because I'm colorb...

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

graceful locust
#

I appreciate your help, I'll let you know how it goes

graceful locust
#

@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

icy briar
#

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?

simple scaffold
#

Make sure that option in settings sound it off

simple scaffold
# graceful locust <@155830872027693057> Got it working, might tweak the colors more later now that...

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)

Mod DB

Customizable crosshairs. Chose different crosshairs for different situations. Adjustable size. Optional size with target distance. Includes a colorblind friendly IFF system that changes the crosshair shape based on target hostility. Modular support for...

graceful locust
simple scaffold
simple scaffold
regal bolt
#

hey guys i want to make a mod that changes the menu to stalker area how would i approach doing that?

simple scaffold
lethal talon
#

is there a mod that makes hipfire accurate? I wanna start playing like csgo

wheat moss
#

Hey all! Where I can find my position in coordinates ?

lethal talon
random fulcrum
#

snipers are also accurate????

#

have you like ever left clicked without aiming?

lethal talon
red crescent
#

have you ever left clicked without aiming?

lunar anvil
#

wasnt there a mod posting that allowed traders to sell weapons?

next ocean
#

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

tropic badge
next ocean
#

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?

tropic badge
#

Never modded soc myself, check moddb

next ocean
#

Daamn

#

Aight

random fulcrum
tropic badge
#

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

random fulcrum
#

nah it's an old ass meme that refuses to die

tropic badge
#

HUH

#

no way

#

that's crazy now that I'm looking it up

hardy hound
#

you mean people lied to me in the internet

red crescent
#

5head = ๐Ÿ’ฅ

wooden hemlock
#

have somebody made mod with mag loading machine?

wooden hemlock
# lunar nimbus why

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

wooden hemlock
lunar nimbus
#

so to load magazine with magazine machine u gotta first load the magazine machine?

regal bolt
#

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

jovial kelp
#

or set speed of loading each round to maximum

#

i bet it will match the efficiency of "mag loading machine"

wooden hemlock
wooden hemlock
hardy hound
knotty prawn
knotty prawn
knotty prawn
# wooden hemlock nope, too slow

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

wooden hemlock
#

why even bother with mags if you can load bullets with speed of machine sitting in combat

simple scaffold
wooden hemlock
#

ye but its not ideal

simple scaffold
#

someone on efp did make a mag loading device.

#

seems pointless to me

undone lily
#

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

velvet marlin
#

Gโ€™day. Does anyone know how to change weapon damage stats please?

undone lily
#

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

velvet marlin
#

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

regal bolt
#

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?

lime gale
#

Anybody got a good link to the black market mo;d?

tidal elbow
#

It's not even buried under some other mod

lime gale
#

I wasn't able to find it. Difficulties loading Discord.

hardy hound
#

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)

queen yoke
still condor
#

Would it be possible to have a tier 4 nvg that's thermal or gives outlines perhaps?

Or the opposite PNV57A gen 0 NVG

regal bolt
#

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

modern zephyr
#

What does "jump_factor" affect in the snork's .ltx file?

modern zephyr
#

Apparently it's the jump speed

undone lily
#

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.

vernal epoch
#

Anyone want to enable me in making a dumbass mod?

regal bolt
#

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...

amber flicker
regal bolt
lunar nimbus
#

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

toxic widget
#

Is there a global var "character_community()" somewhere in scripts?

#

Cant find

#

It is a part of level.object_by_id attributes?

sick seal
#

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.

queen yoke
fathom wagon
# undone lily What could be cool is a "stalker funeral body extraction" task. Basically a stal...

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.

vernal epoch
fathom wagon
vernal epoch
#

Could also just be an informant thats offloading dangerous work to the expendable loners instead of the military

fathom wagon
#

Trying to keep Military numbers steady. That is a good angle.

vernal epoch
#

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

fathom wagon
#

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.

undone lily
#

Imo whatโ€™s 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

faint sand
fathom wagon
amber elbow
#

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.

amber flicker
queen yoke
undone lily
still condor
#

oh sorry shon i wanted to enable you in that mod

vernal epoch
#

Its already chambered in .338 tho

still condor
#

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

wintry sluice
#

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

finite musk
amber flicker
#

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.)

mystic quest
#

@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 (ะะปะตะบัะตะน in Russian): Aleksey, Aleksei, Alexey, Alexei. Let's say I can translate two options into "ะะปะตะบัะตะน" and "ะะปะตะบัะธะน", 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?

lunar ferry
#

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

random fulcrum
#

do it through scripts

lunar ferry
#

good idea, lemme see what i can find

#

at least it works

regal bolt
#

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)?

hardy hound
#

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

Mod DB

[FOR MODDERS] Allows you to change hud values in weapon hud editor by dragging your mouse

regal bolt
regal bolt
#

anyone got any advice for a mod that makes cats, dogs and snorks just a little bit slower? their speed is ridiculous

random fulcrum
#

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

regal bolt
#

ooooooouki

#

i have literally 0 coding/modemaking xp ๐Ÿ™‚

#

how do i even open a .ltx file lol

random fulcrum
#

any text editor

#

it's just a fancy extension for the engine to read

#

but it's just plain text

regal bolt
#

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?

random fulcrum
#

yeah basically

#

you'd need to make the game load the mod tho

#

so make sure you add it to the mods folder

regal bolt
#

aha, i can't just change it by finding the speed values in the game files directly?

random fulcrum
#

no, because they're inside the .db files

#

you can upack them to see source assets

regal bolt
#

that's short for some sort of database files i guess'

random fulcrum
#

nah just an ultra compressed folder

#

like .zip

regal bolt
#

last time i wrote code was in BASIC and PASCAL ๐Ÿ™‚

random fulcrum
#

but with a funny extension for engine reading

regal bolt
#

so i guess I'll have to browse around to see if anyone already made something similar hehe

#

thanks for the answer and explanation

random fulcrum
#

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

regal bolt
#

oki cheers!

true tapir
#

Guys, how i can make weapon world model?

jade bison
#

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?

violet ridge
#

it should load you there

steep yew
#

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!
simple scaffold
#

Who gave stashes a weight limit? Why does gamma hate players?

turbid marsh
#

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

queen pineBOT
#

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".

ornate spade
undone lily
#

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

faint sand
undone lily
#

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

ornate spade
undone lily
#

I heard it's usually stashes or boxes added on top of shelves etc

ornate spade
undone lily
#

It seems very rare though

simple scaffold
lunar nimbus
#

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

simple scaffold
#

So they could open it by pointing at where it was?

lunar nimbus
#

yea, inv_box doesnt move anywhere

#

if they can find it ;p

ornate spade
lunar nimbus
#

oh wait i think i mixed it up.... the model stays where it spawns but inv_box is pushed ;[

ornate spade
#

you can just use the inventory class, like vanilla backpacks

#

won't have collisions tho

lunar nimbus
#

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

ornate spade
#

ah fair, that's how my workshop works as well

ornate spade
undone lily
tardy galleon
#

I'm but only a noob though.. that just came to mind. Good system, and persistent. Maybe adaptable to gamma

halcyon plover
#

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?

โœ… : yes | โŽ : 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

hardy hound
hardy hound
halcyon plover
amber flicker
#

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.

hardy hound
# simple scaffold Could do it with dxml.

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

simple scaffold
#

or more simple just list the files in the script and randomly pick one