#╙🖇mods-making-discussion

1 messages · Page 19 of 1

amber flicker
#

Maybe something along the lines of Russian Doomer with some static might be nice for radio's?

hardy hound
#

this is what i tried, but i get the following error in console

* loading script modxml_menu.script
! [LUA] SCRIPT SYNTAX ERROR
! [LUA]  0 : [C  ] __index
! [LUA]  1 : [main] c:/modding/bin/..\gamedata\scripts\dxml_core.script(299) : 
! [LUA] c:/modding/bin/..\gamedata\scripts\modxml_menu.script:8: invalid escape sequence near '"music'
! [LUA]  0 : [C  ] __index
! [LUA]  1 : [main] c:/modding/bin/..\gamedata\scripts\dxml_core.script(299) : 
! [SCRIPT ERROR]: c:/modding/bin/..\gamedata\scripts\modxml_menu.script:8: invalid escape sequence near '"music'
! [ERROR] --- Failed to load script modxml_menu
function on_xml_read()
    RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
        if xml_file_name == [[ui\ui_mm_main_16.xml]]
        then
            local res = xml_obj:query("menu_sound > menu_music")
            local mus_t = {
    "music\mm_music\track_1",
    "music\mm_music\track_2",
    "music\mm_music\track_3",
    "music\mm_music\track_4",
    "music\mm_music\track_5",
}
            local picked_track = mus_t[math.random(1, #mus_t)]
            if res[1] then
                el = res[1]
                xml_obj:setElementAttr(el, {picked_track})
            end
        end
    end)
end
simple scaffold
#

so make all the \ in the track names into \\. (but not the xml name tho, that goes to a different system and is fine as it)

#

all haild xray the random as fuck

hardy hound
simple scaffold
hardy hound
#

you mean in the music track list?

if i do then it goes back to printing the invalid escape sequence near 'music' in console

   "music\mm_music\track_1",
    "music\mm_music\track_2",
    "music\mm_music\track_3",
    "music\mm_music\track_4",
    "music\mm_music\track_5",
#

and if i put music\\mm_music\\track_1 it crashes straight away

simple scaffold
#

i need to check the documnentation

#

you need to use setText in place of setElementAttr

use \\ to start with

#

you might want to also use:

        if xml_file_name == [[ui\ui_mm_main.xml]] 
        or xml_file_name == [[ui\ui_mm_main_16.xml]]
        then
hardy hound
#

script ends up like this

function on_xml_read()
    RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
        if xml_file_name == [[ui\ui_mm_main.xml]] 
        or xml_file_name == [[ui\ui_mm_main_16.xml]]
        then
            local res = xml_obj:query("menu_sound > menu_music")
            local mus_t = {
    "music\\mm_music\\track_1",
    "music\\mm_music\\track_2",
    "music\\mm_music\\track_3",
    "music\\mm_music\\track_4",
    "music\\mm_music\\track_5",
}
            local picked_track = mus_t[math.random(1, #mus_t)]
            if res[1] then
                el = res[1]
                xml_obj:setText (el, {picked_track})
            end
        end
    end)
end
#

and got a new crash

! [LUA]  0 : [C  ] __concat
! [LUA]  1 : [Lua] c:/modding/bin/..\gamedata\scripts\dxml_core.script(930) : setText
! [LUA]  2 : [Lua] c:/modding/bin/..\gamedata\scripts\modxml_menu.script(18) : func_or_userdata
! [LUA]  3 : [Lua] c:/modding/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA]  4 : [Lua] c:/modding/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA]  5 : [Lua] c:/modding/bin/..\gamedata\scripts\dxml_core.script(1189) : 
! [LUA]  6 : [C  ] ParseFile
! [LUA]  7 : [Lua] c:/modding/bin/..\gamedata\scripts\ui_main_menu.script(41) : InitControls
! [LUA]  8 : [Lua] c:/modding/bin/..\gamedata\scripts\ui_main_menu.script(24) : 
! [LUA]  9 : [C] [C](-1) : 
! [SCRIPT ERROR]: c:/modding/bin/..\gamedata\scripts\dxml_core.script:930: attempt to concatenate local 'text' (a table value)
 
FATAL ERROR
 
[error]Expression    : <no expression>
[error]Function      : CScriptEngine::lua_pcall_failed
[error]File          : ..\xrServerEntities\script_engine.cpp
[error]Line          : 204
[error]Description   : fatal error
[error]Arguments     : LUA error: c:/modding/bin/..\gamedata\scripts\dxml_core.script:930: attempt to concatenate local 'text' (a table value)
 

stack trace:
simple scaffold
hardy hound
sick seal
#

hey so im making icons for the new rifles in my BAS overahaul pack, and am curious if i need to cut out each and every relief cut in the weapon, like these for example, or if im fine just leaving them gray (the Blender background)

lone hedge
#

hey this is definitely not the place, but could i perhaps bother/DM one of you who may be more acclimated with console commands for this game? I've looked it up and its difficult to get a clear answer

hardy hound
lone hedge
#

Thank you, and sorry - i know some discords are super hard core about being in the right place.
I'm amateur, i've messed with consoles on about every game i could have.
I can enable the console but im not sure if theres a list of Gamma relevant item codes, or even commands to do various things?

hardy hound
lone hedge
#

I'm not tapping out, im ... headcannoning, im looking for the item code for a mosin and how to spawn it in, simply put.

hardy hound
#

just enable debug mode in launcher and in a loaded game, press F7 and then click on 'item spawner' it will open a window with all items divided by category to pick from

lone hedge
#

I gotta say, this is probably by far the least toxic community i've ever interacted with. All of you have been so good about how annoying i am, i seriously appreciate it.

undone lily
knotty prawn
jagged radish
violet ridge
#

every modding community has dark cornerns, cause I can say just as well ARMA3 one does too

#

humans can be shit, nothing new under the sun sadly

subtle trail
#

can someone tell me what the 1, 2, 3 and 4 are?

#

5 is expert tools but idk about the other ones

viscid crater
#

Anyone know of any modders that want to give the SVU some love? One of my favorite guns but it's been left by the wayside....

fading fulcrum
#

Has anyone seen the newest stalker screenshots!!? Its very amazing, is there any vegetation mods out there that mimick the Zone from stalker 2, somehow??

I know this is kinda dumb question😅kekw

violet ridge
violet ridge
#

much thanks

undone lily
subtle trail
undone lily
#

that's for stashes specifically

subtle trail
#

now, which one is which kek2

undone lily
subtle trail
#

thannmk

undone lily
#

there's no kit in tier 4

subtle trail
#

Oh

undone lily
#

Alternative system to the BHS system for health, because we need one vanilla system is too easy and BHS can get boring.

  • Only one health bar, just like vanilla
  • On hit, remove a fraction of the damages as permanent and temporary HP. The other fraction of the damages convert permanent HP to temporary HP.
    Full Health |==================|
    After Hit |===========---- |
    missing HP
    - temporary HP
    = permanent HP
  • Temporary HP are lost over time.
  • Temporary HP receive more damage than permanent HP (*1.3 damages for instance).
  • First aid kits, bandages etc recover only temporary HP (bandages recover only a fraction of temp HP, medkits gradually give temporary HP, injectors give instant temp HP + convert a fraction of temp HP to perm HP).
  • Temporary HP can be converted to Permanent HP using strong drugs (painkillers, antibiotics, stimpacks, injectors...).
  • Missing health causes debuffs (slower movements, higher stamina consumption, shaking hands...).
  • Player dies when the HP bar is empty (you can survive on temporary health only, but you will take more damages and loose health over time).
sinful canopy
#

Hey lads, does anyone know what mod holds the weapon parts? I'm making a weapon and want to integrate it to GAMMA and give it all the details

#

Because right now it doesn't have any replacement parts or the detailed condition

regal bolt
river fjord
knotty prawn
viscid crater
#

Found it! Svu reanimation and remodel by BarryBogs- Oh shit that's you! Well dip me in KY and call me a pornstar, you did an epic job! Thanks! Here's to hoping I don't assplode the install and tank gamma.

sinful canopy
river fjord
viscid crater
river fjord
#

ive seen screenshots of people using it in gamma so i know you can but im personally unfamiliar with gammas wpo version/changes
sorry i cant be anymore help sad_gopnik

regal bolt
hardy hound
sinful canopy
#

I looked at that one first but I didn't (or couldn't) find a weapon list with their parts or anything like that

#

nvm i found it in Item Parts Fixes

jagged radish
random fulcrum
#

it's hellishly spaghetti

#

it realy needs a rewrite or a complete rethinking

jagged radish
#

really? I like the detail in it

#

feels comprehensive and lots of items have cool uses

random fulcrum
#

yeah but that's on the outside

#

inside it's spaghetti and duct taped stuff

regal bolt
#

a real shame, especially if it slows down other changes to ballistics and anomaly effects

grizzled gorge
ocean pine
#

anybody know a way of unlocking all factions permanently without a save?

#

@jagged radish I agree

queen pineBOT
#

To unlock every faction from the beginning, you can type greh/renegades/isg/z when you start a new game in the character creation screen.
Since this sound strange, I literally mean "TYPE WITH YOUR KEYBOARD", you don't have an option where you can type in, like a console command.

For example, if you LITERALLY WRITE on your keyboard isg, and then you open the faction menu, you'll see the UNISG icon. Same goes for the rest.

tardy galleon
viscid crater
dull tusk
#

Does anyone know what kind of fonts are?
Or if I can do a modded font for this one?

fathom wagon
#

Does anyone know what causes the bullet points to become these symbols? Been trying to fix it for a few mods.

fathom wagon
#

Nvm I found out. Mod I was using had the text file saved in the wrong encoding.

thorn quest
#

is there a mod that gives more options for starting weapons?

subtle trail
#

Ссылка обновлена подправил физическую и графическую модель, подправил поведение камер и немного других исправлений.

Желательно установить модификацию: Припять живая зона
https://vk.com/projektx
https://ap-pro.ru/forums/topic/4023-zhivaya-zona-obt/
Будет работать и на обычной Зов Припяти но сломает стандартные вертолёты(они не смогут летать)
Ссы...

▶ Play video
#

no fucking way

subtle trail
#

the mod creator said he'll post the source code as soon as he finishes it

#

so, in theory, it's gonna be possible to adapt it for Anomaly

#

GAMMA helicopters when

turbid marsh
#

GTA: Chernobyl? peepoGlad

tame falcon
#

Hi, is there a way to turn off the visual effects of anomalies and make them invisible? I just want to remove the "idle" visual effects of anomalies (i.e. electrical field of Electro anomaly), but leave the effects of interactions (eg Burner's flare).

I would also like to leave the buzz sound that is heard in the vicinity of certain anomalies and if possible, I would like to add that sound to all anomalies so that it is possible to "feel" that an anomaly is near.

hardy hound
jagged radish
#

I kinda miss the helicopters, I wish they weren't bugged and could be turned on and off through the same playthrough

#

Imagine having them fly over in zaton and scramble to the nearest cover

subtle trail
jagged radish
#

Oh I know, just talking generally

#

They are still buggy right in default anomaly?

subtle trail
jagged radish
#

Hmm, they just seem to be a forgotten part, shame really, they could have the potential to be really cool

tame falcon
regal bolt
#

What mod is responsible for weapons running animations? I would like to bring back Howa20 animations for Scars. Did it in BaS folder .ltx but didnt work

jagged radish
#

there's a config file inside

regal bolt
#

Thank You so much

fluid idol
#

The names are a bit funky

tame falcon
fluid idol
#

You don't need to edit it

tame falcon
#

So I can just remove the particles.xr of that anomaly? I can do It with DAO?

regal bolt
jagged radish
#

are you sure? thats the mod that changes the sprint animations to the lowered weapon sprint anims

regal bolt
#

Yess but its only about lowered weapons

#

I need the animation with holding main rifle in vertical position in 1 hand - only Howa20 has it now

#

I checked almost every mod with anim., weapon, bas etc in the name

random fulcrum
#

lmfao have you tried disabling

regal bolt
#

No, i need to find scar.ltx file and EDIT hud anim lines lmfao

random fulcrum
#

well you just need to change one line

#

the howa and the scar iirc have the same rig

#

most of the bas rifles have the same bones

#

so animations are interchangeable

#

have you tried using mo2's search function

regal bolt
#

Yepp but so many files are ovwritten that changin bas or bas update scar.ltx doesnt work though sprint anim text is the same and animations are different

random fulcrum
#

dude

#

the virtual folder

#

use the virtual folder

#

look for dltx too

whole glen
#

Tries to fix TOZ-34 "Chimera Sniper" rifled barrel upgrade, and have this issue. how i can make it work?

#

(now if you put "rifled barrel" upgrade on TOZ-34 Chimera Sniper, is switch from 23x75 to 12x76, i try to fix it)

fluid idol
#

Should the elements line include up_sect_firstf_toz34_23?

whole glen
#

(also i replace toz34_mark4_23 model to toz 34 "Bull". imho 23 gauge shotgun must use holosight instead of sniper optic)

fluid idol
#

The error says there's something wrong with the "up_firstf_toz34_23" section

whole glen
#

Idk whats wrong with this, cause i just copy up_sect_firstf_toz34, rename it (add _23) and replace ammo_class

fluid idol
#

should up_firstf_toz34_23 be up_sect_firstf_toz34_23?

whole glen
dull tusk
#

does anyone know how to change or add a custom font to another mod?

hardy hound
#

oh well, description says it works for any stalker game

simple scaffold
simple scaffold
simple scaffold
native tiger
#

Is it possible to customize music that you can hear on the radio? Is it simple as just finding the appropriate folders and putting song files in there, or is it more complicated than that?

vernal epoch
#

You are making the actual upgrade application part of the code try to apply up_sect_firstf_toz34_23 but are pointing it at up_sect_firstf_toz34

#

Also

#

If you've got a replacer upgrade, you probably shouldn't still have the default one in the same file and pointed at

rough lion
#

Is there a way to globally increase armor wear rate for realism sake?

whole glen
vernal epoch
#

comment out or remove this

#

and see if the crash persists

whole glen
#

also, how i must write "upgrades" part in weapon config?

vernal epoch
#

I'd change it to just have up_gr_firstab_toz34, up_gr_seconab_toz34, up_gr_thirdab_toz34

Because the upgrade scripts thingy makes them look for follow on upgrades as defined

#

Whats this file supposed to do, what did you envision?

whole glen
vernal epoch
#

you commented out what I said you should?

whole glen
whole glen
vernal epoch
#

Did you add the mark4_23 yourself?

whole glen
#

i already change model mark4_23 to toz34_bull model, cause imho 23 gauge weapon with sniper scope looks stupid
(maybe later i can fix script in Nimble trades to return toz34_mark4 in game, but for 12 gauge (it already exists in game too, as part of standart gamma wp)

vernal epoch
#

Give me a moment to check something

whole glen
#

config file here:

.Grok's Modpack Installer \ G.A.M.M.A \ modpack_addons \ G.A.M.M.A. Weapon Pack \ gamedata \ configs \ items \ weapons \ w_toz34.ltx

vernal epoch
#

So you want the chimera sniper rifled upgrade to fire barrikada rounds and the other toz 34 variants to be untouched by the change?

vernal epoch
#

Take a look at how I've done the files and edits

#

I took the lazy way of doing the upgrades, by cloning the entire upgrade tree into a new file that only the chimera hunter uses, so that the changes to any of its upgrades only affect it

#

Then the dltx file is purely to make the chimera hunter use those new upgrades

whole glen
#

(alse chimera sniper is wpn_toz34_mark4_23, your file send it to toz-34 "Zubr", 12 gauge scoped double-barell)

vernal epoch
vernal epoch
random fulcrum
vernal epoch
# whole glen so it must looks like this?

That will work but also give it all the stats of the bull that are different from the chimera hunter baseline. I'll show you the line you want in a few just cooking

whole glen
vernal epoch
whole glen
#

everything works good, Nimble trade too. Tysm, @vernal epoch

vernal epoch
#

Have fun

whole glen
#

ok, how i try to fix description, and eng descr works fine, but rus descr use only name, and other description takes from st_wpn_toz34_mark4_descr, not from st_wpn_toz34_mark4_23_descr

#

russian localization file don't have st_wpn_toz34_mark4_23_descr, i copy it from eng localization and change text in it
in eng localization i just change text

whole glen
#

nwm, i fix it

regal bolt
#

what exactly governs how fast any given outfit wears from taking damage? I've had a Berill survive severe mutant attacks and bullet storms with little to do no damage, but a SEVA shatters from even slight bit of claws and bullets
is it just low resistance = fast armor wear or is there a general "durability" stat? none of the statistics in outfit stats editor are obviously that, at least

random fulcrum
#

nothing else other than damage received due to the actor damage balancer

#

your suit degrades on 7% of damage taken

#

in vanilla it depended on damage and the outfit immunities for that damage type

regal bolt
#

another stupid question, what do I tweak to change the Ballistic Overhaul's "ballistic resistance" of an outfit?
none of the stats editor ones change it, and digging around in GBOOBS got me the upgrade values that change bones_koeff_protection_add
but the only thing I managed to do with that is a dltx of the usual variety with
bones_koeff_protection = 0.3
which made the outfit I was editing have no listed ballistic resistance and spawning the outfit crashes the game with the log saying "Can't open section '0.3'.

random fulcrum
#

there's nothing in gboobs regarding damage to the player

regal bolt
#

I did say it is a stupid question
also, damnit

ember niche
#

Hi. If this is new to you, then I come with gifts. I concluded I make zip archives more than 7z due to how hard it is to create 7z archives in Win11 now. Until installing NanaZip. Attached a snip from their roadmap, dark mode 7zip, i'd like to see that. They're in Windows Store as well.
https://github.com/M2Team/NanaZip

Why post this here? You all are the music makers and the saviors of bandwidth lol.

naive plank
#

anyone know why the armors don't drop properly on test map?
Is it that stalker npc spawns are not from DICK?

#

outfit drop chances are all at 100

vernal epoch
#

Progressive or full loot system?

naive plank
#

Than mcm option?

#

Because I just hit f2 in main menu

#

ah ok, now i see it, turned loot to full

#

thanks for the tip Shon

#

do you perhaps know of a way to spawn npcs by visual name?

vernal epoch
#

Visual name? You mean their model appearance?

naive plank
#

yep

#

parameter if you get info is called Visual

vernal epoch
#

Experiment with the text box is all I can think of

naive plank
#

Yeh, I guess there ain't easy way for that

vernal epoch
#

Doesn't the guide for reviving NPC's deal with spawning them by name or code or something

naive plank
vernal epoch
#

Yea, just thinking you might be able to use it's methods to figure it out

naive plank
#

the doc does mention that it's possible to spawn by look

vernal epoch
#

Neat

#

so all you need to do then is dive into dicks files

naive plank
#

that part I have figured out, only the commands needed I am missing. But I guess thats for when I will have a bit more time

undone lily
#

There’s a mod_system file in configs folder that defines the BR value for all armors

regal bolt
lunar nimbus
#

i dont see how it can be any useful

tropic badge
#

Can shotguns employ a reload_empty animation? I've never seen an empty reload on any of them and am messing around with the protecta

simple scaffold
#

npc:set_visual_name(npc_visual)

you could paste level.get_target_obj():set_visual_name(npc_visual) into the debug lua console. but if the thing under your crosshair isn't an npc when you hit the button game will crash.

"dynamics\outfit\army_outfit" is the format for npc_visual should be replaced with.

#

well it might not crash every time, but it could

naive plank
naive plank
#

now that I think about it, an easier (but more dumb/tedious) way is to just set the same outfit to drop from all npcs and see of that works, that way I can spawn in some generic merc 5 and see how it goes from there

#

but if I find the commands for spawn by visual, I'll be sure to share here(and mb ask to add to npc respawn faq section)

lunar nimbus
#

u'll need to make an idk array with all model names, then find corresponding npc_visual in outfit from it and then an xml profile to find the npc that spawn with it.... very tedious

#

not sure if set_visual_name will change its outfit loot but if it does its the best way ;]

simple scaffold
lunar nimbus
#

then ye use this method

pastel dove
#

gave it a way to add ENB like Autunumn Auora 2 from SOC ?

velvet mural
#

hello guys i try to install the mod for the sig 550 replacer from gunslinger but that didn't work i have this message on the screen, what can i do ?

empty edge
#

right now its layed out like gamma > sig550 > subfolders
but it needs to be sig550 > subfolders

#

oh wait. it might be more than that

#

ping me if you can go into vc

velvet mural
#

thank you for your help man unfortunately it's not working all i can do is "set at gamma directory" or "create directory"

cunning isle
#

SSS 14.2 released!

glass knot
cunning isle
undone lily
#

What we really need is AI remake of the textures, not upscale. I’m pretty sure midjourney can do it

#

Imo AI upscale would benefit to first person body textures the most. But usually the textures are of so low quality AIs have a hard time to improve them without creating weird artefacts. I was using giga pixel 2 years ago when trying it

random fulcrum
#

no please

#

textures are fine, people like dead zone for some reason

#

if not they can roll back to how it should look

#

but for portraits with ai?

#

nah, please don't

#

just wait until dux finishes making accurate character portraits

naive plank
#

had a laugh reading this for sure

glass knot
sand cloak
#

guyys need help
im making addon for late game
give to npc new armor with high stats
like
bip01_head = 1, 1.5

hit_fraction_npc = 0.15
ap_scale = 0.5

my actor does the intended damage to him
but other npcs kill him with few bullets

is npc to npc damage calculated in a special file / section or what&

small musk
#

Is it mechanically possible to give some mutants a Ballistic Rating?

vernal epoch
vernal epoch
small musk
#

Cool, I was gonna make a suggestion, wanted to make sure it was possible.

sand cloak
leaden scarab
#

hello i have a question.
how i can gat back my old spectator scope design (red) after it get updated to the new black design

naive plank
#

either way, figured out in which sim section that visual is and just kept spawning em until I got the one I needed

simple scaffold
naive plank
#

Either way it worked out

regal bolt
#

Anyone up to merge a mod into gamma for a comission?

#

DM me if interested

hardy hound
regal bolt
#

basically I want to get an addon working with gamma

#

but my tries, while not crashing

#

do not work

hardy hound
#

say what addon lol

regal bolt
#

ok, I'm a simp right?

#

the problem is it needs an update to 1.5.2

#

and whiel I can merge mods fine, I can't update them

random fulcrum
#

dude dick spawns girls

hardy hound
regal bolt
#

yeah but this one has unmasked models

random fulcrum
#

but muh immersion

regal bolt
#

I just want even moar variety to go with my gun mods with guns from ALL THE MODS

mighty barn
#

anyone knows if latest gamma version includes newest BaS version?

random fulcrum
#

it doesn't

mighty barn
#

ty

regal bolt
#

nah that's just how biology works
dick also spawns boys

bronze linden
#

Hmm. I want to make a little addon that does nothing except add more generic/callout/observational lines to the NPC PDA pool.

I imagine I could look at the original scripts to figure out how that's done, but how could I integrate them without writing over the original files? Or would a MO2 mod that overwrites the original files work, as it should be reversible?

regal bolt
bronze linden
#

Or well, maybe to post it on ModDB if it'd work for regular anomalie too. Would be better with DLTX then, I think

regal bolt
#

DLTX is a semi-recent development, and saves so many headaches
it lest a dummy like me adjust armor and weapon attributes without having to replace the entire outfits.ltx file
in fact, here's a guide on how to do those armor edits, which shows how simple edits like that are

#

more particularly for your modding purposes, if you can figure out how where exactly the game stores chatter, you could replace lines with this (assuming they are coded in .ltx files)
just make sure to follow the formatting listed

bronze linden
#

Thank you, I'll look into this as soon as I can

#

I'll have to read through all the existing PDA messages to try to copy their general style, though. Would feel weird to see a stalker use a phrase barely heard outside of New Mexico

regal bolt
#

I dunno, would be amusing to see a conversation where one Stalker uses a foreign (for the mostly-slavic population of the Zone) phrase, only to immediately get confused replies

#

much in the same format as this, just with more linguistic confusion

bronze linden
#

OH that would be fun, yeah!

#

I'm hoping you can somewhat nudge the chances of a message appearing less frequently than other can, but I'll see

regal bolt
#

there probably is, either that or I just get very "lucky" and see the same few messages a dozen times over before getting something new (like the playboy one right above)

bronze linden
#

Yeah I've seen the same ones a fair bit. But I've also played it for a fair bit :L

Are any PDA messages added by Gamma, or is it using the base Anomaly ones?

regal bolt
#

I tried to check for myself on the quick, but no luck; if there are, they are not added by any mod that came up from searching the mod list for a couple keywords ("chat", "talk", "PDA", "forum")

bronze linden
#

Yeah I tried "pda" and "messages" with asterisks on each side in kfind, but to no avail.

#

Google isn't helping either...

#

I'll ask @undone lily, sorry for the ping, but do you know where I can find the file/location where the NPC PDA messages are? I'm going to make a mod that adds maybe a hundred more, if that's possible to do

bronze linden
#

Oh, nice!

undone lily
# bronze linden Oh, nice!

check the following files:

configs/text/eng/st_dialog_manager.xml
configs/text/rus/st_dialog_manager.xml
configs/misc/dialog_manager.ltx

cerulean tide
#

where should i start if i wanna implement a new ammo type? do i have to locate where the files for all of the existing ammo in the game is?

bronze linden
undone lily
#

Should be enough to add new ones and tie them to the desired communities

bronze linden
hardy hound
bronze linden
undone lily
#

ah yes sorry

#

AAAAAHH sorry I searched the wrong string

#

checked "bone a" to get the dialog
<string id="st_broker_npc_about_pda_junk_15">
<text>Photos of a Freedomer trying to bone a bloodsucker...</text>
</string>

I remembered it as a PDA random message but it's actually a PDA broker dialog thing

bronze linden
#

Oh, would I have to add it as a sub-submod for Dialogues Expanded? Am I allowed to?

hardy hound
bronze linden
bronze linden
#

How does this dynamic news system work? If this is the last relevant line to a specific situation, can I simply add a new one in the same pattern with the next logical number?

#

Like this? :L

    <string id="st_dyn_news_time_night_26">
        <text>I heard the spooky night goblins steal your rubles at night.</text>
    </string>```
graceful jetty
#

Which file determines the new game loadouts?

cerulean tide
#

sorry in advance if this seems like a stupid question

regal bolt
#

So I added new entities in character_desc_ files

#

but they don't show up in game

#

aka. I can't spawn them

random fulcrum
cerulean tide
#

rn what i'm thinking is just a variant of an existing ammo

random fulcrum
#

i have the suspicion that the game will break if you add a fourth ammo type

cerulean tide
#

like an HP version

#

338 lapua HP to be specific

random fulcrum
#

check my .45 behemoth thing

#

or the .357 monolith mod that was posted way earlier

cerulean tide
#

ah yea that one

#

i'll download that and see if i can wrap my head around it

random fulcrum
#

your main concern is making every single weapon that uses the caliber to be compatible

#

everything else should be smooth sailing

cerulean tide
#

ah

#

i mean there's only like

#

1 or 2 338 lapua guns right

#

hopefully shouldn't be too much work

random fulcrum
#

there are like 6 r700 variants that shoot lapua in the latest bas

#

and in the base game you had the awsm, the bravo and the sako

#

for current gamma there are only 4 lapua guns

cerulean tide
#

ah

random fulcrum
#

the 3 from the base game and the deer hunter

cerulean tide
#

i think for now i'll just try and make it work with specifically gamma since i can't be fucked with doing all of those guns lmao

#

okay i think i can comprehend most of this
i just hope i don't have to do much with grok_bo.script because that looks like a lot of shit i don't understand

#

actually if i were to just edit this i would need to ask for permission wouldn't i

random fulcrum
#

dunno i built a whole ass new system on top of gboobs

#

but it shouldn't matter since as of anni the mutant damage bonus was axed

cerulean tide
#

hm alr

random fulcrum
#

how would you do lapua hp tho

#

i'm genuinely curious

#

like stat wise none of that irl milsim crap

cerulean tide
#

i was planning on it being a kind of anti-pseudogiant round, ludicrous enough damage to kill it in like 1 or 2 shots but very little armor penetration

#

and ofc still very expensive so you wouldn't go around using it on unarmored stalkers or dogs or smth

cerulean tide
#

alr so where would i find the files for the existing lapua, just so it's easier to compare it when i'm making the hp

#

i've no idea what i'm actually doing here but i think i'll just wing it

#

searching "lapua" or "ammo" doesn't seem to come up with anything

#

nvm i found it i think

#

the files for the crafting recipes at least

random fulcrum
#

it's magnum_300

#

iirc

cerulean tide
#

ye

#

actually i think i will have to go into the game to see what some of this stuff means dread

#

this is gonna take some time

#

i assume this defines how much of the ammo stalkers can drop on death?

random fulcrum
#

chance i believe

cerulean tide
#

ah

#

i mean it does say "item_count"

random fulcrum
#

check the original file

cerulean tide
#

yea i'm tryna find the original files for 338 rn, all i've found so far is the one that manages the crafting recipe

random fulcrum
#

but lapua is vanilla

cerulean tide
#

wait have i been looking in the wrong place this whole time

#

i've been digging through the gamma rc3 folder

simple scaffold
#

tutorial/example of how to use the callback that controls what weapons an NPC uses. this example forces companions to use pistols.

#

@ionic zenith might i request a pin?

glass knot
#

New textures for exoskeletons are ready. Soon will post the link. Did not find any bandit in standard exo suit yet so - no screens, sry.

whole glen
#

It's AI upscale or redraw vanilla textures?

regal bolt
#

also, those look deliciously crisp, very nice work

fierce garden
#

hey guys im completely new to stalker modding, i wonder if there are there any helpful resources on UI and its interactivity? for example how to change icon positioning, etc

regal bolt
#

I give up, if anyone wants to earn some $$ just dm me to get that one addon I want to work with gamme working

hardy hound
#

if you don't, then maybe just grab the .ogf from the zip and replace some ogf of dux with the .ogf from that addon

#

and you may see the spawned models you want

mint swan
#

Quick question if anyone can help. I've currently installed the refill canteens mod so specifically there's two questions I have. Currently I removed the check if you're standing in water since by the time you fill the canteen you have a lethal dose of radiation and I didn't want to blow through anti-rads. Firstly is there a way to check if you're near water, say within 2m or so, and can you check if it's raining? Secondly can you have two outputs to a crafting recipe so if you cook boiled boar or whatever it gives you the food and an empty canteen?

bronze linden
bronze linden
#

Just trying to figure out if the numbers are there purely to determine differentiate entries, or if they're there because something else rolls a dice between a set number to determine which message to use

vale knot
#

You could make your own version of the file with just your custom ones and see if they appear

bronze linden
#

That's true, but I figured it'd be easier to know from the start to avoid standing around ingame to wait for them (Even if the delay between each one is at its minimum, although if it's a few seconds as a minimum then it's fine)

vale knot
#

Im not familiar enough with it, all i do with this game in terms of modding is slight script changes and i made 1 texture mod

#

But my assumption is the numbers are there for just neatness sake

#

Instead of naming every event a different name just name them "dynamic_event_1"
"dynamic_event_2"

bronze linden
#

Yeah that was the plan, I was mostly just worried cus I wanted to add a hundred of them in a row (hyperfocus moment) and it'd suck if I had to re-do all of them afterwards, but I'll just make a backup for sure

vale knot
#

I don't even have my computer so i cant test for u

bronze linden
#

No worries, I'll check myself soon :L

vale knot
#

Ive edited the same script before to remove the "connection lost..." pda message

#

But you're adding not removing so opposite of what i was doing

bronze linden
#

Oh, that actually helps me a lot to know! :0

#

Because I imagine it would crash if it was rolling a set number and tried to roll a 14 when 14 no longer exists, or 26 if 26 no longer exists, etc

vale knot
#

When i removed it from the script, and played an emmission it still displayed a message but that message was like
"st_dynamic_news_'something'"

#

I fucked that formatting but you get it

#

I had to remove something from another file that i found with just searching the message

#

But im not at my computer so i cant check exactly what i edited

bronze linden
#

Ouh now it's complicated again, lol it's alright I'll just add the same line 100 times and it should tell me if it works

#

and then if it does I can just replace the placeholders with actual dialogue

#

Though you could let me know if you hop on your pc later, I'll be writing a lot of these and that sure takes some time

vale knot
#

Idk if theres a way to call dynamic news messages from debug mode, idk if you looked in there

bronze linden
#

No clue! There might be a command, but... I don't know it :u

vale knot
#

But yeah id personally just add your custom messages, with the number following how many are in the game and just see if they show up with dynamic news set to most frequent

#

Im sure theres a better way to go about it but im not knowledgeable enough to know

bronze linden
#

Yeah I was just gonna tack on numbers increasing from the ones that are already present

crude aspen
#

Would it be possible to port over the Dragon's Breath shells from EFP to GAMMA?

#

I've still gotta work on getting those melee weapons together, but another side project might be cool.

bronze linden
random fulcrum
#

not without making a merge from gboobs mechanics and arti balls ammo into the ballistics framework

#

since the ballistics framework is vastly vastly different to gboobs

#

but i guess it shouldn't be that hard

#

just knowing how to keep the code clean and cutesy

bronze linden
#

I'm not sure how the dragon's breath rounds actually work in EFP, if it's entirely custom then it would probably be quite hard?
But I imagine if it's just "really short range, changed up birdshot that sets stuff on fire when it hits", then it could probably easily be re-worked for it

#

You'd also have to change each 12g shotgun to be able to use it afterwards individually, right? Since some shotguns can only use slugs, and that one dart gun too

#

Unless you're trying to make the Toz-106 into a chad weapon kekwait

random fulcrum
#

dude arti balls ammo are just reskinned old ammo

crude aspen
#

I'm scripting illiterate and I only do modeling and stuff, this seems a little beyond my reach kekwait

random fulcrum
#

there's no need at all for new ammo types

bronze linden
mint swan
simple scaffold
mint swan
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)

#

_g.script is the global utility function axr_main.script is the callbacks. lua_help.script is the engine API.

#

there is a ray cast function that can be used to scan the area around the player.

#

you can ask the weather system for the curent weather

#

ui_workshop has the crafting. I'd probably not touch that but instead change the recipie to create a dummy item and have a script watching for that to enter the players inventory that deletes it and replaces it with the two items you want to be the output.

mint swan
fathom wagon
#

It has GAMMA's balance while adding in the special effects and reskinned bad ammo in damage calculations where I saw fit. I tried my best to remove any chance of double-dipping into the two ballistics systems and made nearly everything go through GAMMA's damage script.

native shoal
#

Am I the only one who has problems with the AK-12 Monolith, not the kit upgraded version? The shoot animation makes it impossible to shoot wit it when aiming because the camera moves down left a bit. Most noticeable is it with a sight attached, then the red dot moves away from the center and you cant aim for shit.

native shoal
# undone lily yes something's fishy

seems to be "wpn_hand_ak_tact_shoot" or "wpn_ak_tact_shoot" since every weapon which uses that animations for the shoot animation has this problem

#

An example would be the AK-74 "RD-74M" ISG (wpn_ak74u_isg), when attaching a sight (which is kinda stupid because it has a canted one) the same problem is present, but the canted sight works good.

undone lily
#

What happens if you disable the shoot animation in the ltx fiels ?

#

it could be the shoot camera animation otherwise

native shoal
# undone lily What happens if you disable the shoot animation in the ltx fiels ?

There is something funky with the animations, could be that I am understanding something not right (I never before worked with animation settings).

For the AK-12 Monolith (wpn_ak12_custom) I used the animation the AK-12 (wpn_ak12) uses for anm_shots_aim and anm_shots since they look the same but that does not work, I did not expect it to work tbh. The animation is changed but looks totally wrong. The weird part is that the AK-12 Monolith uses wpn_hand_aksu_tact_run for its anm_shots_aim which if I change that to anything else does nothing different for the gun. But why does it use an animation called "run" to use for aimed shots

I tried to use other animations but noticed quick that you can not just use other animations 😄

undone lily
native shoal
#

Yeah ^^

#

It feels like it is the same weird camera "feature" some reload animation used before they got fixed

native shoal
undone lily
#

Usually these anms are good but sometimes they bring issues especially with the recoil system

subtle trail
#

does anyone know where these icons are located? the rank icons in the inventory

native shoal
#

lower left corner

vernal raptor
#

I hope this is the right channel to ask.

Can I make a guide on how to improve the graphics in DX8 and post it in #1035807043933720576 ?

hardy hound
#

of course

vernal raptor
#

Got it. It should be probably fine as long as I credit the authors of the mods I'm using and gonna input in my guide.

#

It will be up for tomorrow.

unreal crane
#

im curious. why is it that anomaly has never to my knowledge had a true attachment system similar to other games such as cod, payday, or tarkov?

regal bolt
#

I remember playing some mod at around Call of Chernobyl times, well before Anomaly, that had a more "deep" attachment system
you could get small items that changed the aesthetics of your firearm, used in the same way as scopes are now but unremoveable
I remember having a SR-3 Vikhr in it that one could change the foregrip to be folded or not, by using a separate item for each

it was very clunky and the mod otherwise seemed rather weird in many ways, but that is the only case I can remember of having attachments beyond suppressors and sights

hardy hound
#

yea looks like same current system

hardy hound
#

equipping the attachment makes it use a new mesh

tardy galleon
#

Retrogue made a lot of the attachments for them. Got permission to port from Wuut once he's done with 1.5.2 update

#

Including the new magazine system and PiP scopes that I guess he fixed engine side

tardy galleon
#

Most of the chat is in Russian, I saw a video posted awhile back that showed off some of the new engine features

violet ridge
#

I see, most curious

turbid marsh
tardy galleon
violet ridge
#

no pressure, just link or pointing me in general direction will do

turbid marsh
tardy galleon
tardy galleon
tardy galleon
random fulcrum
#

frame skipping is configurable in console

tardy galleon
turbid marsh
tardy galleon
tardy mason
#

Hi all, I want to make a small mod that overrides the player outfit to match the NPC (as many outfits look different on the player as the NPC). I have tried editing the LTX files in the MO2 directory, but it doesn't seem to make any difference. Can anyone help me out?

simple scaffold
tardy mason
# simple scaffold NPC's don't wear outfits, they have models assigned to them. when an NPC dies ...

Thanks for the response. Forgive me, I don't have a lot of experience with the game files. So my understanding was that I could edit the LTX file and change the actor_visual to be something else. Additionally, I can edit the other attributes of that outfit as I see fit. However, I tried testing some of the attributes to see if it would show up in game, and none of them changed, and the gear stayed at its default values. I am looking for the LTX files in MO2 under tools/configs/items/outfits.

The reason I am in the mods-making discussion is because previously someone had suggested I create a mod that overrides the player model for certain outfits.

At the end of the day, I just thing that the NPC models with the apocalypse helms look so cool and I want my player to have one as well

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.

to make a mod on mo2:

in mo2 right click on any mod and from the first submenu select create empty mod above. once you do that rightclick on that and chose "open in explorer" in the windows file explorer window that opens put the gamedata folder with your file in there. enable the new mod and see what mo2 says.

#

any outfit LTX files included in a GAMMA mod will take precedence over the ones that the unpacker will give you. you should use those like you said.

#

However you are correct. changing the player visual line is how you change the player appearance. death_outfits.ltx has a list of all the NPC appearances and what outfit they line up to. they are missing the path name however.

the charecter description files will have the full path names.

#

9 times out of 10 the missing part of the path will be the same as the NPC visual for that armor. if you guess wrong you crash tho

simple scaffold
#

player visual should change however. it is read directly from the ltx when you equip the item.

tardy mason
#

Awesome it worked! Now I have to find the model I wanted previously. Thanks again

mint swan
#

Would anyone be able to help me out with this? Basically I'm just trying to spawn in an item by pressing a button. I'm using the swiss knife from the crafting and repair overhaul as reference. What I've done is attached below. when I use the "swiss_knife" script it works fine but when I try "test_knife" it does not. I know it's probably a noob mistake but I'm trying to learn and google isn't helping.

latent fern
#

Anyone know what mod adds the little white icons onto health and food items?

opaque night
#

Does anyone know of any efforts to add a seasonal shader like what was worked on in dead air?

simple scaffold
latent fern
#

I thought it was dynamic icon indicators but i cant find it in the load list

simple scaffold
latent fern
quasi prairie
#

anyone know what mod adds the percentages to the field strip mini menu?

undone lily
storm umbra
dull tusk
#

Question: It is possible for the engine to simulate a flat compass? Just to know if I can make something similar to a modern FPS mod

rustic carbon
#

hey uö

#

m

#

does anybody have some fresh axr_options.ltx file to spare?

#

I literally just need that file to fix my game

#

also it seems like there is no localization.ltx in the gamedata/configs files in my Anomaly folder

jagged remnant
#

Hello, what are the proper settings to save a .dds file on Paint.net ? I'm editing ui_icon_equipment.dds

violet ridge
#

there's general format bits mentioned at the bottom of the page, dunno how that matters to paint.net as i never used it

jagged remnant
#

Thanks 👍

glass knot
#

Enjoy.

undone lily
#

it's not impossible because you can extract player orientation on actor_update, the main issue is how you change a compass texture based on this. Most likely you need the compass to be as a flat texture, and show a portion of the texture on screen based on the current actor direction. I can't think of any mod doing this currently. I'm not even sure the engine supports such "texture sliding" effect

#

otherwise you could "hack" it by making a texture for each gradation... (like every compass state as separated images) and on actor update, display the correct image based on actor direction.

#

that's very lame but it should work.

ornate spade
#

you can rotate images in ui

undone lily
#

yes that's what is used for current compasses mods

#

but to have a flat looking compass like modern games, I don't think you can use image rotation

ornate spade
#

oh a horizontal compass thingy? you can just dynamically move the position of the image then
a more tricky idea is to slide the UV coordinates of the texture around with SetWndRect, though i wouldn't recommend

steady apex
#

Can you offset from what coordinates to draw?

undone lily
ornate spade
#

SetWndPos(vector2) for moving on screen, SetWndRect(Frect) for adjusting UV coordinates and dimensions on the texture space

steady apex
#

No idea tbh

#

My vasya idea is, make texture consisting of two compasses in a row and change offset to draw

#

If you can't do repeating texture or uv manipulationa

regal bolt
#

What do you think about gunslinger

simple scaffold
# dull tusk Question: It is possible for the engine to simulate a flat compass? Just to know...

yes. there is a function that lets you take a portion of a texture. you do some math and extract the portion of the flat compass texture that fits in your window and has the current player heading centered, update every 50 ms or so. The trick to it is that your compass texture should have more than 360 degrees so that you can always fill the window with texture no matter what the center it. minimum is half the width of your window on each side, but 720 degrees will let you have any window size upto one that shows all 360 degrees at once.

simple scaffold
#

it is how the game takes parts of the big icon texture to make item icons. can be used for this.

BAN was supposed to get me a texture that fit in with stalker to do this with. I should have followed thru with my threat to use the one from skyrim.

regal bolt
#

Is gunslinger mod worth the trubble of adding it in ?

crystal valley
#

Im pretty sure some bits are here already idk tho I just want to give you an answer

simple scaffold
ornate spade
celest oyster
#

hey everybody, im trying to make a mod that adds more uses to pill bottle meds. i used a mod that adds more uses to cigarettes as a starting point, and after renaming some stuff i have it working with ibuprofen. its quite simple its just a config file that has these lines in it
![akvatab]
cost = 15652
max_uses = 10
inv_weight = 0.054

random fulcrum
#

15k for a bottle!!

celest oyster
#

however doing the same thing for yadylin is not working, wondering if anybody knows why this would be the case. i have my file overwriting everything so its not that as a problem

celest oyster
random fulcrum
#

yadulin is being overwritten by the medications balance files

#

dltx files are loaded alphabetically

#

those that are called mod_system_[...]

#

see you might want to make your file something like mod_system_zzzz_yoyoyo_meds.ltx

#

add or remove z's at your leisure

celest oyster
#

okay cool, i had it named mod_system_more_pills_in_bottle.ltx

celest oyster
#

unfortunately thats not working, the price is changed to what i set but the uses is still not showing up. im going to take a look at the medical balance files

celest oyster
random fulcrum
#

not really, dunno

#

wasn't there a mod that added multiple uses to pills?

#

i remember there being one back in the day

celest oyster
#

i will check into that quick. thanks for the ideas tho i appreciate it

celest oyster
random fulcrum
#

it will most likely be overwritten by other dltx files

celest oyster
#

i will give it a try and see what happens

reef haven
#

how can I damage my limbs in debug mode?

celest oyster
# random fulcrum it will most likely be overwritten by other dltx files

okay i really dont know what is going on. everything is working. this mod was supposed to make yadylin have 4 uses, but it has 10. like putting in this mod made the my edit to the meds rebalance take effect. then i re added my file and set this one to overwrite it, so now both ibuprofen and yadylin have 10 uses and use the price i set them to have. thanks again for the help

simple scaffold
tardy galleon
#

Wow my chat was behind. As soon as I sent that, the whole thing refreshed kekfacepalm

celest oyster
#

anybody know where i can find the file to edit/see the vodkas rad removal? i want to take the script lines from a regular vodka and add them to the metal bottle vodka to have it remove rads as well instead of the resistances it gives.

tardy galleon
celest oyster
tardy galleon
tardy galleon
# celest oyster you are a legend, thanks

Mod file. load normally.
gamedata/configs contains 8 WiP DLTX files for food/med/smokable/cooking.

Pulled straight from WarDogs. I have not fully gotten to pricing, perks, and reorganization.

The only file you need is "mod_system_realistic_food_rebalance"
alcohol is at the bottom. all other lines and scripts can be removed, but i included them for easy editing if you so choose.

celest oyster
#

this is perfect, thanks again

tardy galleon
#

still a lot of work to do on them, so if you keep them all and do anything, let me know because it might be something i needed to do and you could save me time lol

tardy galleon
# celest oyster will do!

i do have some food mods added, most of them except Western food. so if you crash due to missing something, just remove those lines or add the mods. i can try to find them. some came from mods-posting, some came from moddb

celest oyster
tardy galleon
celest oyster
#

okay sounds good. any idea about the water_drink?
![water_drink]
cost = 800
boost_time = 1
boost_radiation_restore = 0.003
eat_alcohol = -0.3
eat_satiety = 0.0
eat_sleepiness = -0.025
eat_thirstiness = -2.5

tardy galleon
celest oyster
# tardy galleon nah, i just downloaded MOMO's more item uses and havent removed the old values y...

so after tweaking a bunch of values everything looks to be working flawlessly. though im wondering about how to add psy damage heal to things, would that just be "boost_telepat_restore"? theres a mod that basically turns psy into stress, and has it constantly but very slowly drain when not around a campfire or within "safe" areas, i was considering using it but wanted to be able to customize the items that restore it if i were to

celest oyster
tardy galleon
#

boost_telepat_protection = 0.0005
is what i added to things, i use campfire for psy healing

celest oyster
celest oyster
tardy galleon
#

that medical revisions script is what i have customized so far. you can add more to than just radiation healing to it in the same format

celest oyster
warm tiger
#

Is game using GAMMA Close Quarter Combat\gamedata\scripts\grok_bo.script to determine actor-to-NPC damage, or it's just some junk file, and actual damage balance is located elsewhere?

undone lily
tardy galleon
fathom wagon
wraith barn
#

has anyone here tried mapping for stalker?

dense meadow
#

theres plenty for the older games, idk for anomaly

wraith barn
#

curious about trying it out but i have no clue where to start with xray

past barn
#

Where's the self-made backpack stash icon in the game files? I can't seem to find it anywhere. There are various stash icons in some texture files but none of them are the icon that's actually used by the game. I want to edit it because it blends into the map, it's practically invisible

#

I've tried editing ui_common.dds, ui_hud.dds and ui_actor_hint_wnd.dds but the changes don't reflect on the PDA so it must be somewhere else

past barn
#

Nah nah, I'm looking for the stash icon that appears on the minimap & PDA, when you create a stash from a wearable backpack or box. The same icon that's used for white and green stashes. Except these custom ones are light grey/purple which is indistinguishable from the map

grizzled gorge
#

oh mb

#

can't read lel

grizzled gorge
past barn
#

I found this one too, but editing this piece doesn't change the custom stash icon in the game. That's why I'm confused, I can't seem to find the texture or setting that's responsible for it. If I change this particular one, then the white stash icons change as well, like this square lol:

#

But the custom one doesn't. Good luck spotting that okaycatcry

#

And it seems to have a different color than the original purple ones from ui_common.dds

grizzled gorge
#

weird, custom stash works on my side, though i can't replicate the regular stashes as all my actual saves are new but to me it looks like they share the same icon

past barn
#

Are those backpack-made stashes on your PDA, and not random stashes given by NPCs?

grizzled gorge
#

yeah

past barn
#

What the hell

grizzled gorge
#

Also, Hideout furniture don't give any icon as far as i know

past barn
#

I haven't used anything related to hideouts just yet, only a custom stash so far. Well I gotta investigate my mod list it seems like

#

If I change the entire file to solid grey, then the custom stash does follow it. So it's in here somewhere

grizzled gorge
#

can you send ui_actor_hint_wnd.dds you using ?

past barn
#

I was using the default one from "G.A.M.M.A. UI" folder. I believe I haven't modified this one. I no longer have the modified ones I posted screenshots about since I keep changing it around trying to find this stash icon

grizzled gorge
#

and you don't use any other ui related mods ?

grizzled gorge
past barn
#

I do, but according to MO2 this is the file in use, if I understand this correctly. Other than default GAMMA mods, I have:
• Alternative blind dogs and psydogs models
• Descriptive stash coordinates
• Aydin's HUD tweaks
• Modular compass minimap extension
• Your Z4 scope and NVG keybind fix
• Weapons' control_inertion_factor fix by myself
• Plus I edited the dead body markers from cyan to white

But I think I'm onto something that might help

grizzled gorge
#

So It can depends if the xmls have been edited : eg linking differents coords in the dds

past barn
#

Okay I found it. My game takes the top left one of these 3 stash markers for the custom stashes. The NPC-given green markers are the top right, and the NPC-given white stashes use the icon that you pointed out earlier. The bottom red one seems to be unused. They're in ui_actor_hint_wnd.dds, right next to the large red (full screen?) thing, towards the bottom of the canvas

grizzled gorge
#

Looks like something is telling in textures descriptions that custom shashes must have this icon.

random fulcrum
past barn
#

Got it

past barn
grizzled gorge
#

~~ui_actor_hint_wnd.xml, this section i guess ~~

modern zephyr
#

Guys, how do i fix some icons looking scuffed on texture quality settings lower than 100%? Most icons from mods display properly but some are blurred and displayed only partitially. On 100% texture quality settings everything works as intended.

modern zephyr
#

If texture quality in graphics settings is below maximum, the icons display incorrectly.

grizzled gorge
#

oh k mb

dull tusk
#

I think I should use maingame_16 instead of zone_map16 in order to get a flat compass Im correct?

random fulcrum
modern zephyr
#

Gonna try

grizzled gorge
past barn
#

I might be wrong but I think this file only describes what parts of the texture should be used. All the stash markers are the same 27x27 px in size, yet the white ones ingame on the PDA are really small

#

(Also my phrasing wasn't the best up there, I'm trying to make the white ones appear as large as the others ingame)

grizzled gorge
past barn
#

Thanks! I was doing a larger stash icon and changed the texture_descr file instead xD But this should be a better solution

past barn
#

Are you knowledgeable in maps configs perhaps? PepeHands

#

:D

past barn
#

I'm trying to make #1041435123444367491 larger. The relations between the actual map size (level_frame) and the compass texture (compass) are unclear to me in maps_spots_16.xml. If you happen to know how they work I appreciate the help, but if you don't then I don't want to waste your time any more than I already did. I'll figure it out sooner or later

grizzled gorge
#

can't help you much about this one i never used any minimap in anomaly "and disabled everything related since i use gamma"

past barn
#

That's fine. Your help has been awesome, thanks

tranquil shale
#

is there a mod out there that inverts mouse wheel zoom?

simple scaffold
past barn
#

Where can I change the color of the blinking corners on a primary objective on the minimap/PDA? The texture files themselves don't seem to contain such a thing, and I couldn't find it in configs either. There are lots of stuff with similar names but none of them seem to be what I'm looking for

past barn
#

Found it: the textures they use are at gamedata\textures\ui\ui_common.dds on the right side under the large radiation symbol. They're white, but the primary mission markers turn yellow based on the code in gamedata\configs\ui\map_spots_16.xml at line 1197 and 1204

They're taken from the texture like this:

calm chasm
#

Edit: nvm I figured it out. When saving using nvidia's tool, change the format to bc3 interpolated alpha. And uncheck generate mipmaps

how do you export dds files from photoshop? I'm tyring to use Nvidias exporter tool and it just crashes the game.

simple scaffold
calm chasm
#

I have no experience with dds so I just tried to export as default

rancid moth
#

Hey all, by no means a modder but I understand following syntax. I am looking to modify the KS 23 Boar and Drozd to be 1H weapons and fit in vision and melee weapon slots. All of the 1H weapon mods I see are smgs/machine pistols/other sawed-off shotguns. I looked through the configs of similar mods but am not sure I fully understand what needs to change and the best way to go about it. I know I'm probably a lost case but any help would be appreciated greatly

simple scaffold
calm chasm
#

I tested multiple times and it was the same error. So its not something else thats causing it

queen yoke
calm chasm
#

At first I was using bc7. When its supposed to be exported using bc3

queen yoke
#

ahh yep ui needs to be bc3

#

you can also use 8.8.8.8 irc

calm chasm
#

is there any difference between the two?

queen yoke
#

i dont think so, at least nothing youd notice in ui.

#

imo ui elements should be as readable as possible with alpha elements

undone lily
subtle trail
#

Huh

queen yoke
queen yoke
#

dx11

subtle trail
#

so gamma has textures with a bad compression format?

simple scaffold
# undone lily Wait what this error is related to bad texture compression format ? <@3415224602...

I think I figured it out.

It's the ctd save. If the game crashes before the actor is loaded and that save starts it sends the save_state call back which tires to read the actor and crashes on it being nil.

So this isn't one crash, it's a bunch of crashes being masked by the ctd save system breaking.

@steady apex can you stop the ctd save from happening if the game crashes before, idk, actor first update?

steady apex
#

just disable it with crash_save 0 in console

#

im not doing another engien edit this week

simple scaffold
#

Have ppl turn off crash save. See what the actual crash is

calm chasm
#

I can try to reproduce it now

calm chasm
simple scaffold
#

And that makes sense for what you were doing. Mystery solved. That crash message has been driving me nuts since Xmas

#

And the timing makes sense. Gamma started getting reports of that crash right after the crash save feature was added

undone lily
#

Very good catch @simple scaffold

#

👍🏼

#

@subtle trail tell people type crash_save 0 in the console to see the actual crash

subtle trail
#

waiting for results

undone lily
vernal raptor
#

I hope this is the appropriate channel to ask.

I can't find the shader folder in base Anomaly. Is it packaged in the shaders.db0 file?

umbral flower
vernal raptor
#

but how

#

for the context of what I wanna do

#

I'm trying to like import dx9 water to dx8

umbral flower
#

go to tools, Then db_unpacker_all.bat, let that run and then in your tools folder will be a folder called _unpacked

vernal raptor
#

there is this mod that does that, but it crashes

umbral flower
#

it just exports all the files to the game not sure how to do all that but can atleast get you to those files that way

umbral flower
#

Np

vernal raptor
#

I never explored the "tools" folder so apologies

umbral flower
#

Lol tonights my first night im looking to make these bed icons different colors but cant find the dds or where the files is to do so

#

so if anyone knows or can help that would be great!

vernal raptor
#

It's probably have a references to the specific file path

#

It doesn't change the bed icon marker tho but I hope you can get the reference

vernal raptor
vernal raptor
#

you are welcome

regal bolt
#

does gamma use different grenade checkout sounds? and if i wanna replace them what do i do?

#

i noticed that the rgd 5 grenade uses its default anomaly checkout sound

#

even tho its supposed to be replaced with another file in dark signal audio

whole glen
#

I tries to remove uses artifact melter charge for melting same artifacts together (restoring durability), but idk what i must change in script file. Changing local degrade_factor don't help, it's still use 1 charge for melt
Can anyone help me?

Path to addon: .Grok's Modpack Installer \ G.A.M.M.A \ modpack_addons \ G.A.M.M.A. Artefacts Reinvention

gusty narwhal
#

Hey modders
I've got some question
I wanted to get into modding stalker, but I'm not sure if my resolve is strong enough to play around with modifying individual strings in ltx/script files
Was there ever an attempt on creating an SDK for Anomaly that'd allow you to generate those files based on some config that you'd specify through using some standard programming language? What I mean is that having all the item name strings as constants grouped in categories would be more convenient than remembering all of them or checking their names each time you want to modify something

latent fern
whole glen
past barn
simple scaffold
gusty narwhal
# simple scaffold Ltx is slightly modified ini Script is Lua 5.1 Both basically standard programm...

Thanks
Will have a look

I was thinking about writing some addon that'd modify the artifact system, which is IMO the worst part of Gamma (almost scared me away when I first read about it - almost missed out on a nearly perfect modpack)
Wanted to add some AMK-like arties, smooth art transmutation and some incentives to actually look for the artifacts instead of farming patches and killing Sin
I'll definitely try to write some ltx generator for that with structurized classes

random fulcrum
#

zased

#

please make artis interesting and not completely bypassed by mashing 1 at aslan's

gusty narwhal
#

I've never done any mod for stalker before, so it might take some time xD
I've got quite a lot of experience as a developer (not lua, tho it looks pretty easy, although a little bit messy), so maybe I'll get to it

steep yew
#

How can i change the quest arrow color?

random fulcrum
past barn
#

You either take ui_hud.dds from gamedata\textures\ui\ and edit the red arrow at the top center of the texture, or place the attached file into the [your GAMMA install folder]\mods\G.A.M.M.A. UI\gamedata\textures\ui\ folder. I changed the red arrow to white, everything else is untouched from vanilla Anomaly (since GAMMA doesn't use this particular file inside any mod)

gusty narwhal
#

Can I access functions defined in different script files?

ornate spade
#

you can access anything in different script files as long as it's not local:
script_name.variable/function/class/table

gusty narwhal
#

Yeah - I thought so
Just needed some confirmation
I guess it's time to learn how to log stuff and debug it

steep yew
steep yew
gusty narwhal
#

I guess I'm done writing my first script
Selling weapon parts is a quite good money making strategy at the start of the game, so I've written a script that allows for quick weapon stripping through holding a key (similar to fast transfer mod)
You think it's worth posting?

random fulcrum
#

just post the thing dude

simple scaffold
gusty narwhal
#

Not sure why, but it didn't want to work without the debug mode

simple scaffold
gusty narwhal
simple scaffold
# gusty narwhal Coolio Might try it out later

I was just sick of having to dig thru thousands of lines of x-ray log to find my prints. Also sick of seeing prints I forgot to disable in ppls crash logs. If they are in their own file ppl won't see them unless they go looking so my shame is hidden.

fierce garden
#

i wonder if whoever made the modern ui font did it by hand hence only 1 variation...

#

is there like a list of symbol numbers somewhere in the files so i dont have to reverse engineer the ini

simple scaffold
fierce garden
#

thats what i meant

#

planning to make a tool to create font atlases for stalker out of ttf but would not be cool if someone did something like this before and i’m not aware

minor gorge
#

Does anyone know if there is a ModDB API and if so, where I can find documentation on it?

fathom dagger
#

Can someone PLEASE send me their "Unjam and reload on the same keybind" mod?

past barn
fathom dagger
gusty narwhal
#

Need some help kekcry
I've been writing some scripts and everything works well except that it seems like my script breaks execution of other scripts, e. g. can't access stashes, can't open PDA by pressing M (P works), can't open debug menu
It's not the busy hands bug, as I can shoot and talk with people

Could it be caused by errors like this?

!ERROR get_object_by_id | no game object recieved from id (4373) [2]
!ERROR get_object_by_id | no game object recieved from id (5469) [2]

or

! you are trying to use a destroyed object [27646]

I've been trying to create some throttling/debouncing functions, but this damned language seems to execute some stuff synchronously and other stuff async (placed 3 logging lines - one before executing a callback, one inside the callback and one after it... only the one inside the callback was not called)

#

Guess I'll try to debug it tomorrow and learn more about this magic, but maybe some of you had a similar problem and knows the solution

simple scaffold
floral cypress
#

What file contains repair info, i.e. gun and armor repair kit usage?

regal bolt
#

Hi; what line in the weapon.ltx file is responsible for vertical gun position while close to obstacle? I installed bas gamma update and it seems that gun position is way to low…

steady apex
#

you meant for weapon cover tilt?

regal bolt
#

I think so….cover tilt params

steady apex
#

so, if you updated BaS you can redownload weapon cover tilt mod and install the patch for the new bas version

#

the positions are stored in weapon_cover_tilt_positions_bas_new.script file, there are other similar files as well if you want to tweak different guns

#

additionally in mcm you can add an offset to positions globally

#

will apply to all guns

regal bolt
#

Where can I find new weapon cover tilt mod? Moddb?

steady apex
#

yes

regal bolt
#

Thx

#

Could You link it maybe?

steady apex
regal bolt
#

Thx so much it workes as a charm!!!! You really made my day mate!!! 😘😎🖖

#

But very 1 last issue: can i make g28 look smaller in the hud? Just this 1 rifle? It doesnt look like in org BaS and I got no clue what may cause that….

tardy galleon
fierce garden
#

roboto condensed instead of shitty arial

#

this should open up some options to scale fonts for 1440p and 4k

bold mural
#

naisu

fierce garden
#

unfortunately cant test cause i only have 1080p

bold mural
#

currently struggling to figure out MCM menu stuff.

does it just automatically find the option titles in the text files based on the ID given?

#

for example, in the mcm script for the fire mode switch sound mod there's nothing telling it to produce the "sound" and "volume" text directly

fierce garden
#

just install with mod organizer

simple scaffold
bold mural
#

sweeet

#

ty!

#

and yeah i sorta just assumed it did and structured my stuff accordingly, will check out that menu tho

#

making a patch for the RF package mod. eventually gonna do an overhaul so it has scaling rewards

bold mural
#

goddammit, it's not showing up in MCM and i can't figure out why :\

#

oh i think i was missing a comma

#

lol

#

well, it's showing up but the text is fudged, great

#

progress

simple scaffold
bold mural
#

ah, i have someone i call on for doing translations, just trying to get it working in english first

simple scaffold
#

need to make a copy of that sheet to use it

simple scaffold
bold mural
#

ahk

simple scaffold
#

it is annoying to copy the text out as google sheets adds a bunch of " that you have to remove, but i still find it faster

bold mural
#

oh there's an mcm tab

#

nice, thanks

simple scaffold
#

I got sick of messing them up. And for some reason no one would belive me when i said i was new at this

#

🙂

bold mural
#

hmmm, looks like my text xml file is formatted correctly

#

already

#

actually, might have something to do with my option path

simple scaffold
#

that isn't provided by the sheet and if you made your xml from scratch it is easy to miss

#

(i just keep copying a template and editing it)

bold mural
#

you're gonna have to go reeeeeeeal layman for me here, i got through about 2/3rds of a semester of year 1 uni compsci before depression screwed my learning capabilities

#

idk what a wrapper node be

simple scaffold
#

<string_table>

    <string id="ui_mcm_desc_mcm">
        <text>Welcome to Anomaly Mod Configuration Menu. By itself MCM does nothing. MCM provides a place for other mods/addons to display a settings UI.
        \nTo the left you will see a list of mods/addons that are using MCM to do so.
                </text>
    </string>
    <string id="ui_mcm_desc_mcm2">
        <text>Bugs with MCM or crashes with ui_mcm.script in the log are most likely
caused by one of the mods/addons using MCM and should be reported to that mod/addon's author.     
                 </text>
    </string>

</string_table> ```
bold mural
#

here's my MCM code, if you can spot what i'm doing wrong that'd be a great help

simple scaffold
#

<string_table> is the wrapper. because all the other string nodes are inside of it. wrapped in it

bold mural
#

ah right

#

well got that

#

i think the inside of the text xml file is all fine, problem's probably elsewhere

#

and here's the current outcome

bold mural
#

gamedata\configs\text\eng\ui_mcm_RF_patch_options.xml

#

ah

#

mcm needs to be at the end

#

wait does it?

simple scaffold
#

not for translation strings.

bold mural
#

the title comes through fine

simple scaffold
#

these are perficly normal translation strings

simple scaffold
bold mural
#

aaaah

#

wait

#

huh?

simple scaffold
#

title comes thru because it is a manual assignment and you probably copy pasted it. you don't need to use the ui_mcm.... formatting for translation strings in the text= fields. you still should since the whole idea was to avoid namespace collisions.

bold mural
#

wait

#

idk where the mcm tab name is coming from

simple scaffold
#

the reason the translation keys are taken from the setting path is partly because it removes the need for a text field in every option and two because since your mcm path has to be unique the string key will be too.

simple scaffold
#

just look at the text on the screen and you will see what the key needs to be.

bold mural
#

"ui_mcm_menu_rf_package_patch" isn't a name i use anywhere

#

so i'm a bit confused

simple scaffold
#

the tab names are auto generated to a different pattern. ui_mcm_menu_ + the id of the tab. in this case rf_package_patch from line 4 of your script

#

it dumb and i feel silly it took me 2 years to realize i should standardize it. but then it took me a year to actualy start modifying the code i copied over from ui_options

bold mural
#

ahk, so how do i make it use the "ui_mcm_menu_RF_patch" text

#

do i just rename that string to "ui_mcm_menu_rf_package_patch"?

simple scaffold
bold mural
#

sweet

#

so how do i fix the other stuff?

simple scaffold
#

list items also have a special pattern. i would in your script delete the ui_mcm_lst from the second element of each entry.

then make the text in your translation string id match the text that mcm is putting up on the screen.

If MCM can't find the key it wants it just puts the key on the screen instead so you know what the key should look like.

bold mural
#

ahk

#

OH IT'S "lst" not "1st" GODDAMMIT

#

rofl

#

that's very annoying

#

mcm menu stuff done, now to check if my actual code is working

graceful jetty
#

If I want to exclude advanced tools from cordon and garage stashes, where would i look - is it defined in configs or a script?

regal bolt
bold mural
#

@simple scaffold i'm having trouble with my code not reading my MCM menu option changes

nvm, figured out a fix

#

here's my code related to it

#

i've confirmed that the code is functioning how i want it aside from not updating on mcm menu changes

hardy hound
regal bolt
#

Thx I will try for sure. I didnt even know that there is such a tool…! Does it save changes in ltx files or i have to EDIT values every time?

random fulcrum
#

copy those numbers into a dltx

regal bolt
#

Ok cheers mate

unborn geode
#

Hey all, i have an idea for a mod but i don't know where to start, i have 0 knowledge, any idea about where i could start ?

icy crystal
#

Does anyone know what file I would need to edit to increase the yield for breaking down ammo for the ammo maker mod?

gusty narwhal
#

Are all weapon/outfit parts above 1% sellable?
I'm writing a script that'll leave good parts (50% for armor and 60% for weapon), move sellable ones to trade window and automatically donate the broken ones and I'm not sure what treshold should I set for unsellable trash

bold mural
gusty narwhal
unborn geode
unborn geode
gusty narwhal
# unborn geode The thing is, i want to learn how to make it, so

I'm not sure if modding stalker is the best way to start your journey with programming, but maybe you could find some tutorials out there
I mean I've started modding it yesterday, but I've got 6 years of professional experience, so picking up patterns wasn't that hard
For a newbie though, it might be quite hard to understand how things work

bold mural
#

you don't need a huge amount of coding experience to really decipher it, but having at least some will help a loooot

unborn geode
gusty narwhal
#

I'm learning through looking at the existing mods or scripts and looking for parts that I need in them
Not the most convenient way of writing the code, but I've done worse things kekcry

unborn geode
#

Oh, okay i thought it was Python

bold mural
#

honestly reading existing mods is far from the worst way to learn. generally provides active functional examples which is good.

the biggest issue is bugfixing

unborn geode
#

Well, first i think i'm going to download visual studio and look into the scripts which are similar to my idea

bold mural
#

personally i use notepad++

unborn geode
#

Does it tell you when there's an error somehwere ?

bold mural
#

ah, no

unborn geode
#

I guess visual studio for a newbie would be a better choice than notepadd++

bold mural
#

yeah fair

unborn geode
#

I found out that there's visual studio and visual studio code

bold mural
#

welp, just finished all my coding, was a very productive night

#

feelsgood

gusty narwhal
# unborn geode I guess visual studio for a newbie would be a better choice than notepadd++

You can use both
I'm also using VS Code for error checking
I don't know how standard Lua programs look like, but VS Code will show you a lot of warnings about undefined global variables that actually are accessing functions in other scripts (so they're not undefined)

This forces you to use global string search instead of easily accessing the function signature through IDE shortcuts

unborn geode
gusty narwhal
serene wagon
#

guys, is it possible to install heat vision addon? game crashes when hvg is enabled

random fulcrum
#

no, it's not possible

serene wagon
#

why?

random fulcrum
#

because it's an engine edit

#

and its source isn't public

#

and the author hasn't released it

#

so you either get dltx, dxml, bas engine edits, a plethora of bug fixes, screen space shaders, doppler effect and shader based scopes OR heat vision

serene wagon
#

definitely heat vision 🤡

graceful jetty
#

Is this not the anomaly engine source code?

#

Or you mean some other engine

#

@random fulcrum

past barn
serene wagon
gusty narwhal
#

Damn
My inventory_gui:Action_Move(obj, "actor_bag") is blocked by :IsTradeable() method, even though by Gamma standards the thing I want to move is tradeable (in original Anomaly it'd be too damaged - I'm trying to move a weapon part)
How do I get around it?

Ishy does exactly the same thing in his fast transfer and yet his script works properly 🤔

#

Btw inventory_gui = ui_inventory.GUI

regal bolt
gusty narwhal
graceful jetty
#

@undone lily I want to remove any chance of getting advanced tools from cordon, marsh, and garbage. By looking at this code, will removing the ,3 from the garbage vector suffice?

hardy hound
# graceful jetty Is this not the anomaly engine source code?

heat vision modifies the source code? or smt like that, but there are other addons that modify it, that's why most of them include a .diff file to show the changes and be able to compile each modified bin into a single one, things like modified exes github does, but heat vision doesn't have a .diff file included in it's archives so you can't see what the changes are made

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tldr; heat vision doesn't have .diff files which other addons that modify exes have, thus can't be merged

graceful jetty
tame falcon
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Hi guys, is it possible to change the time range in save time limit mode?

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I mean, I would like to limit the save to 5 min, instead of minimum of 10 minutes

ember niche
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Hi.
Where is the source code for gamma located?
I noticed there are executables being used that aren't what's included in anomaly 1.5.2 and I'm curious how to recompile gamma's executables.

hardy hound
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Only change would be the splash screen at start up

undone lily
regal bolt
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Its about BaS update again; Ive noticed new BaS guns parts do not degrade ( except barrell but very slowly). Overall gun condition degrades as normal. What files should I EDIT to fix this issue plz?

gusty narwhal
regal bolt
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Funny bur Kriss isnt from BaS but from different addon

regal bolt
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oh boy here goes another one of my wacky ideas here goes

✨ cryptocurrency✨
in short a extension of the hideout furniture mod where you can craft gpus and fans to slowly mine bitcoin overtime

alright now for the long version
same as short but certain things can happen in the zone that can affect the price of the cryptocurrency (imma just call it stalkoin from now on) certain things like assassinations of other stalkers that have some form of a majority of bitcoins might cause the price to get uneasy (sorta like a top 10 stalkers thing but for stalkoin) also assasinations of highly important characters E.G faction leaders would cause a large decrease in stalkoin turning off brain schorcher might fluctuate the price a little bit (yknow cause alot more space for large scale crypto mining operations) thats all i got so far ill try to think about it more

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also might be able to find USBs on other stalkers that requires a computer (either bought or crafted i guess) to be able to extract the stalkoin

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holy shit i completely forgot about this

woven valley
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Idk

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Stalker is a desolate wasteland

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That just seems too tarkov

regal bolt
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Finally i did it!!! The reposition of HK g28 from BaS update! DLTX addons were casing issues, but I found short guide on Tilt Cover moddb...

[13:05]
The last issue now is upper kolimator on the scope cas it got a little misaligned ....Editing .ltx may help...?

milleros99 — Dziś o 13:15
What lines in .ltx file can be about kolimator hud position?

undone stag
undone stag
# regal bolt Finally i did it!!! The reposition of HK g28 from BaS update! DLTX addons were c...

So, for example, if the gun was the HK416 with the AC10632 sight, you would go to w_hk416.ltx, go to the section of the file that says [wpn_hk416_ac10632_hud]:wpn_hk416_hud, and edit the aim_hud_offset_pos_16x9 and aim_hud_offset_rot_16x9 parameters there.

To simplify this process, enable debug mode in the game launcher (the actual Anomaly Launcher, not MO2), launch the game, load a save, pull out the weapon, and press F7. Then, select the "Weapon HUD Editor" by either pressing 5 or selecting it from the "Editor List" box in the bottom-right of the debug menu. This will allow you to edit these parameters in real time and see how they would look. Make sure you enable the crosshair in the weapon HUD editor, so you can match the dot on the sight to the crosshair. Otherwise, your gun will still be incorrectly positioned, even if it seems centered.

Furthermore, DO NOT try to apply the new values while in the editor. That feature only works on Anomaly's vanilla weapons, and that's assuming that you don't have any mods that override or edit them, which GAMMA does. Instead, write down or photograph the values that work, and then copy them to the w_*.ltx file.

regal bolt
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Yeah I know i did it all with editor for g28 hud reposition. The problem is there are No offset positions in weapon Hud editor. But lines are Big clue. Thx

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Perhaps for this special kolimator it could be: aim hud alt position???

stable orchid
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hey i know theres the ambient music pack in the game but it doesn't seem to have the tracks that come from darkwood and signalis

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is there are place where those tracks would be?

grizzled gorge
regal bolt
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I did it finally!!! If somebody wants Hk G28 for Gamma with nice hud etc hit me…thx everybody 4 helpin me 💪😎

cosmic spear
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Guys how can I make radios play SOC music only?

undone stag
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Does anyone know how to edit gamemtl.xr? I want to play around with how good different materials are at stopping bullets.

random fulcrum
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or something like that

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that mod makes the radios have songs other than the ones they played in the originals

cosmic spear
random fulcrum
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ok so what did you disable?

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relating to radios it's somewhat weird because we didn't have the tech to do them with more compatibility

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check mod 197

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reinstall that mod and tick only STORYLINES_DLTX

cosmic spear
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I'm testing n

cosmic spear
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and I doubt it was in any of the original games

cosmic spear
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gamma soundtracks guitar tracks and soundscape overhaul

serene pine
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Does anyone know how to get the height map for an area?

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or reverse engineer one, even

reef haven
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Is there any way I can search the actor inventory for a specific object using only the item section and the item condition? Without using id

simple scaffold
reef haven
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where can I find an example of those iterators? xD

simple scaffold
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ui_inventory.script

reef haven
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gotcha, gonna take a look

simple scaffold
blissful lake
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Where can I find a vanilla craft.ltx and death_items.ltx file? trying to edit my loot tables

lunar whale
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Anyone feels that Yakovleva's original rank rebalancing is better than the re-rebalancing we have now by mandothreesixtee?
For reference, to get to legend now, you have to kill 100 legends, or 166 masters. That's a lot!
In the old balance, it was 33 legends or 45 masters. Which, you know, if you can kill 33 legends you probably deserve to be a legend itself.
Couple with this is the gear progression mod which locks gear dropping by rank, which forms a kind of double block combined with the crafting system which I don't feel is really necessary --
E.G. You find an exosuit relatively early but it doesn't matter because you can't repair it or use it. Ditto for any high caliber rifles. Anyway, that's all.
Links:
https://www.moddb.com/mods/stalker-anomaly/addons/improved-ranks
https://www.moddb.com/mods/stalker-anomaly/addons/improved-ranks-revisited

violet ridge
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hypothetical question, could you theoretically change the weapon caliber through "an attachment" (ie items akin to suppressors and scopes) instead of via the upgrade system ?

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moving caliber change to "attachment like item" could free up the upgrade trees, and ease adding rechamber options to existing weapons

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i suppose adding it to a weapon would also need to force the ammo/mags to be unloaded to avoid issues

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and I suppose it still would require technician/workshop to attach this "attachment" to make things fair ?