#╙🖇mods-making-discussion
1 messages · Page 19 of 1
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
use \\ slash is the "escape character" in C meaning used for codes like \n which is a new line. so they made \\ to be \ however stalker text strings vary as to when you need to use \\ or not.
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
assigning \\ ends up with a crash ☹️
[error]Expression : false
[error]Function : CXml::LoadFromString
[error]File : xrXMLParser.cpp
[error]Line : 154
[error]Description : XML file:ui\ui_mm_main_16.xml value: errDescr:Error reading Attributes.
stack trace:
try / somethimes the file system is ok with that
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
i think it is not an attribute.
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
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:
get rid of the {} aroud {picked_track}
thank you! that was it 
works perfectly
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)
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
ask here what you want and someone will probably answer
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?
is there anything exact you are searching for/want to use? or just console commands in general
I'm not tapping out, im ... headcannoning, im looking for the item code for a mosin and how to spawn it in, simply put.
ah no need for console commands
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
Oh i got it dawg lol, thank you. The blunt of my console experience is from bethesda junk and thats all manual input. Thank you so much seriously
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.
First time I’m reading from a stalker community

He probably just hasn't been on moddb yet 
You haven't seen the Skyrim modding Community have you
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
True 
can someone tell me what the 1, 2, 3 and 4 are?
5 is expert tools but idk about the other ones
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....
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😅
what are good resources for STALKER modding education beside the http://sdk.stalker-game.com/en/index.php?title=S.T.A.L.K.E.R._MOD_portal ?
for anomaly
much thanks
items rarity
Is there like a list for every rarity
that's for stashes specifically
yeah, I wanted to make something like a "!toolkitloc" command so people will know where to look for tools
now, which one is which 
[itm_basickit]
tier = 2
[itm_advancedkit]
tier = 3
[itm_expertkit]
tier = 5
[itm_drugkit]
tier = 3
[itm_ammokit]
tier = 1
thannmk
wait, what about tier 4?
Oh
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).
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
I recall some beat-em-ups having health bars that function similar to that
I assume health restoring artefacts/outfits still restore permanent HP, though it could maybe be interesting if they instead slow temp health decay or even give constant temp health
you should check moddb, there is one
Very subtle 
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.
Could anyone help me, please? I really like the concept of weapon parts getting damage individually and them being displayed in the tooltip, but I don't know what mod controls that
you might need to update a few things for it to work in gamma, i think gamma runs a bit of an older wpo version and the svu requires the latest
check the mod description for more details but updating wpo + making sure no other mod is overriding those up-to-date wpo scripts should be enough
Ah, ok- I'll have to look into that. Anyone you know do it successfully in gamma?
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 
please lads
have you tried searching MO2 for "parts"?
the weapon parts are originally base Anomaly AFAIK, but the main mod that changes how they work in GAMMA is 140- Weapon Parts Overhaul - arti, and probably some extra changes in G.A.M.M.A. Items Parts Fixes and G.A.M.M.A. Part Type Fixer
not sure where exactly in there you'll find the information you need though
isn't it weapon parts overhaul?
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
I really enjoy BHS, would be a real shame to see it go
really? I like the detail in it
feels comprehensive and lots of items have cool uses
a real shame, especially if it slows down other changes to ballistics and anomaly effects
Same as you through it sounds as it is not a replacement but an "Alternative to vanilla system"
anybody know a way of unlocking all factions permanently without a save?
@jagged radish I agree
!factions ?
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.
Yes 
I'll make a mod for it that doesn't require my warfare overhaul. I won't do zombies though, broken af and ctd heavy
Hey its all good! Much appreciated!
Does anyone know what kind of fonts are?
Or if I can do a modded font for this one?
Does anyone know what causes the bullet points to become these symbols? Been trying to fix it for a few mods.
Nvm I found out. Mod I was using had the text file saved in the wrong encoding.
is there a mod that gives more options for starting weapons?
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...
no fucking way
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
GTA: Chernobyl? 
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.
u would need to edit particles.xr with SDK if im not wrong
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
yeah but the mod is about you being able to control them

Hmm, they just seem to be a forgotten part, shame really, they could have the potential to be really cool
Thank you. Has anyone more details?
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
there's a config file inside
Thank You so much
If you find the individual anomaly configs you can change which particles they use, no particles.xr required
The names are a bit funky
Where can I find no particles.xr?
You don't need to edit it
So I can just remove the particles.xr of that anomaly? I can do It with DAO?
Unfortunately thats not the mod i need
are you sure? thats the mod that changes the sprint animations to the lowered weapon sprint anims
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
lmfao have you tried disabling
No, i need to find scar.ltx file and EDIT hud anim lines lmfao
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
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
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)
Should the elements line include up_sect_firstf_toz34_23?
it replace up_sect_firstf_toz34 in up_gr_firstef_toz34
i use up_gr_firstef_toz34_23 in toz-34 config file, for wpn_toz34_mark4_23
(also i replace toz34_mark4_23 model to toz 34 "Bull". imho 23 gauge shotgun must use holosight instead of sniper optic)
The error says there's something wrong with the "up_firstf_toz34_23" section
Idk whats wrong with this, cause i just copy up_sect_firstf_toz34, rename it (add _23) and replace ammo_class
Nope, game crashes too
I'm not on pc now, but this was not the same error
does anyone know how to change or add a custom font to another mod?
you mean for another stalker mod that isn't anomaly?
if not, then use this as a base maybe
https://www.moddb.com/mods/stalker-anomaly/addons/font-for-anomaly-recreated-from-tactical-shooters-farts
oh well, description says it works for any stalker game
It's not saying there's something wrong it's saying it's missing.
The entry in the elemsys list should be
up_firstf_toz34
These section names don't have the 23 for some reason.
Cannot add, the font list is hard coded into the engine.
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?
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
Is there a way to globally increase armor wear rate for realism sake?
i must try to create up_firste_toz34_23 (copy up_firste_toz34, just rename it)?
Change this to reflect your edited version, and then
comment out or remove this
and see if the crash persists
also, how i must write "upgrades" part in weapon config?
That looks fine, because the part thats breaking is in the upgrade file still
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?
yep, i have no crash after rename "section" in up_firstf_toz34_23
but after upgrading gun in the game it still change ammo to 12x76
you commented out what I said you should?
i want to replace "rifled barrell" upgrade for wpn_toz34_mark4_23 and don't touch any other versions of this weapon (toz34)
this?
Did you add the mark4_23 yourself?
nope, it standart weapon in gamma weapon pack
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)
Give me a moment to check something
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
So you want the chimera sniper rifled upgrade to fire barrikada rounds and the other toz 34 variants to be untouched by the change?
yep
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
ok, thank you
one question: if i want to replace toz-34 chimera sniper model to toz-34 "bull" model, i need to replace ![wpn_toz34_mark4]:wpn_toz34 to ![wpn_toz34_mark4]:wpn_toz34_bull or just change this line in w_toz34.ltx?
(alse chimera sniper is wpn_toz34_mark4_23, your file send it to toz-34 "Zubr", 12 gauge scoped double-barell)
In the .ltx where it defines the bulls model, just copy paste that into my file.
Ah, my bad, just edit the line to match
so it must looks like this?
the thing (wink wink) makes this the case for the player (and it's customizable too!) and npcs
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
.ltx file looks this, i just take all stats from bull (it's similar with toz-34 "Zubr") except damage, ammo and shoot sound
but idk how i must write "upgrades" section
(also, bon appetit)
(kekw moment, forgot image)
The stuff I sent you will already ssort the upgrades out. You just need to put the line from the file that says mod_system_ to the upgrades in your .ltx you sent a picture of.
everything works good, Nimble trade too. Tysm, @vernal epoch
Have fun
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
nwm, i fix it
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
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
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'.
there's nothing in gboobs regarding damage to the player
I did say it is a stupid question
also, damnit
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.
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
Progressive or full loot system?
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?
Visual name? You mean their model appearance?
Experiment with the text box is all I can think of
Yeh, I guess there ain't easy way for that
Doesn't the guide for reviving NPC's deal with spawning them by name or code or something
it concerns unique/named npcs, not generic ones(which I am interested in)
Yea, just thinking you might be able to use it's methods to figure it out
the doc does mention that it's possible to spawn by look
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
Check the GAMMA Actor Damage Balancer
There’s a mod_system file in configs folder that defines the BR value for all armors

darn, I searched for "bullet" and "armor" and all things, but not damage
thank you based Grok, will tweak around
oof why
i dont see how it can be any useful
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
i know how to change an existing NPC to any visual if all you want is to look at the model. it only collapses them into a ball 1% of the time.
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
messing with dead npc loot, want to check if changes had any effect at all.
Hmm.. will try it out, and see how that effects loot
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)
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 ;]
it does. atleat loot based on death_outfits, IDK why you would do emprical testing when you can just read the code
then ye use this method
gave it a way to add ENB like Autunumn Auora 2 from SOC ?
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 ?
the box that says sig550. drag that to be above gamma.
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
thank you for your help man unfortunately it's not working all i can do is "set at gamma directory" or "create directory"
SSS 14.2 released!
Working on HD exo textures.
looks really good!
AI upscale ?

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
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
had a laugh reading this for sure
nope, as it was mentioned earlier - ai can not do it right in the most of the cases. handmade work.
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&
Is it mechanically possible to give some mutants a Ballistic Rating?
Npc on Npc doesn't use gboobs, so they deal more damage to each other
Momo's the Thing has that,
Cool, I was gonna make a suggestion, wanted to make sure it was possible.
but changes in damages.ltx not work on npc to npc dmg too

Gg
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
couldn't figure this out or it didn't work, by debug lua console you meant npc logic / execute?
I did not get a CTD, but nothing happened. Unless I also need to refresh game
either way, figured out in which sim section that visual is and just kept spawning em until I got the one I needed
Why don't you just read death_outfits.ltx
Because that is the exact file that I made changes in(well, that and gamma specific grok's file)
Either way it worked out
you mean addon or mod? anyway you can ask in #🔨modded-gamma-support for help idk
basically I want to get an addon working with gamma
but my tries, while not crashing
do not work
say what addon lol
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
dude dick spawns girls
dux kit already has a chance to spawn women npc
yeah but this one has unmasked models
but muh immersion
I just want even moar variety to go with my gun mods with guns from ALL THE MODS
anyone knows if latest gamma version includes newest BaS version?
it doesn't
ty
lol, without context this sounds cursed
nah that's just how biology works
dick also spawns boys
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?
the usual non-overwriting thing is do make a mod using DLTX, meaning that you can make an .ltx file that replaces specific information from other .ltx files
and yes, all MO2 mods are reversible (far as I know, nobody's made a mod that just... breaks that functionality)
Ah! Okay, thank you, I didn't know the X-Ray engine could do that.
I'll look into DLTX, as I wouldn't want to save some time just to possibly end up breaking someone's game, lmao
Or well, maybe to post it on ModDB if it'd work for regular anomalie too. Would be better with DLTX then, I think
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
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
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
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
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)
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?
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")
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
that's possible I think yes
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
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?
Ah, thank you, I'll take a look
Should be enough to add new ones and tie them to the desired communities

if you want to edit pda messages like this then check st_dynamic_news

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
Oh, would I have to add it as a sub-submod for Dialogues Expanded? Am I allowed to?
No worries! :L
Aha!
you could either grab the vanilla st_dynamic_news file or modify the st_dynamic_news file from dialogue expanded, or GAMMA UI in my case
Ah, I'm guessing the end result stays the same, but with some differences in setting it up? Or is it just "basically the same lmao"?
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>```
Which file determines the new game loadouts?

sorry in advance if this seems like a stupid question
So I added new entities in character_desc_ files
but they don't show up in game
aka. I can't spawn them
depends on what you're trying to add really
rn what i'm thinking is just a variant of an existing ammo
i have the suspicion that the game will break if you add a fourth ammo type
your main concern is making every single weapon that uses the caliber to be compatible
everything else should be smooth sailing
ah
i mean there's only like
1 or 2 338 lapua guns right
hopefully shouldn't be too much work
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
ah
the 3 from the base game and the deer hunter
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
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
hm alr
how would you do lapua hp tho
i'm genuinely curious
like stat wise none of that irl milsim crap
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
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
ye
actually i think i will have to go into the game to see what some of this stuff means 
this is gonna take some time
i assume this defines how much of the ammo stalkers can drop on death?
chance i believe
check the original file
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
but lapua is vanilla
wait have i been looking in the wrong place this whole time
i've been digging through the gamma rc3 folder
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?
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.
New sexy exos

It's AI upscale or redraw vanilla textures?
handmade as said earlier, here
also, those look deliciously crisp, very nice work
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
I give up, if anyone wants to earn some $$ just dm me to get that one addon I want to work with gamme working
do you want the specific npc woman medic?
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
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?
NICE! These really look like they're made out of materials suited for walking tanks

Bit of a bump but I still need some clarification here
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
You could make your own version of the file with just your custom ones and see if they appear
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)
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"
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
I don't even have my computer so i cant test for u
No worries, I'll check myself soon :L
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
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
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
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
Idk if theres a way to call dynamic news messages from debug mode, idk if you looked in there
No clue! There might be a command, but... I don't know it :u
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
Yeah I was just gonna tack on numbers increasing from the ones that are already present
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.
I think it would be possible, since EFP and GAMMA are both based on Anomaly
But you might want to ask the person who made the Dragon Breath rounds if it's OK for you to do it first.
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
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 
dude arti balls ammo are just reskinned old ammo
I'm scripting illiterate and I only do modeling and stuff, this seems a little beyond my reach 
there's no need at all for new ammo types
Me too but for writing/lore, at best I can make a shell script shitpost
Just trying again, really want an answer cause I know other people in the mod db have the same question.
raining yes, near water maybe but it would be hard to do and laggy. 2 items from crafting: not imposible but would require modifying the crafting system or a ridiculous hack.
Fantastic, could you give me a general overview of the code format or point me in the correct direction, I'm not one to turn from janky solutions as long as they work
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.
Sorry for the late response but thank you so much! I'll drive into this when I get home and see if I can get a working version to upload or at least tell others that may want to do the same how to modify it themselves.
I already made a merge of Arti's/EFP system and ammo with Grok's/GAMMA's system. Just follow the install instructions.
#1065168136577482753 message
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.
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.
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.
What happens if you disable the shoot animation in the ltx fiels ?
it could be the shoot camera animation otherwise
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 😄
you can't swap animations like that
Yeah ^^
It feels like it is the same weird camera "feature" some reload animation used before they got fixed
Disabling anm_shots and anm_shots_aim seems to work

Usually these anms are good but sometimes they bring issues especially with the recoil system
ui_actor_menu.dds
lower left corner
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 ?
of course
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.
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?
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
yea looks like same current system
Desolation mod by Wuut
equipping the attachment makes it use a new mesh
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
the new magazine system
oh ?
From what I've seen, it can be turned off in mcm mid save and is way more configurable
Most of the chat is in Russian, I saw a video posted awhile back that showed off some of the new engine features
I see, most curious
https://www.moddb.com/mods/stalker-anomaly/addons/craft-from-stashes
Has anyone been able to patch this to work with gamma yet? 
Let me go scrolling
I'm using it currently
no pressure, just link or pointing me in general direction will do
you integrated the artefact crafting menu (and other gamma menus) into it?
Not yet, but shouldn't be a hard task.
Not mag related, but expanded in game settings
I've got quite a few patches I'm testing and working on currently, that's on the list for ones to start soon. But I like testing mods as they come before expanding or patching
frame skipping is configurable in console
True, but settings are nice
awesome, that's good to know, i tried looking at doing it myself but it's way too much for me, i only knew the barest basics of this stuff
good luck
I'll try to remember to ping you when I post it in my channel
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?
NPC's don't wear outfits, they have models assigned to them.
when an NPC dies an outfit based on their model is put in their inventory, many models get the same outfit meaning getting the player to "match" the npc visual is a nebulous goal.
the player visual for the outfit tends to be one of the NPC visuals that can drop that outfit.
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
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.
Lastly some addons make changes to outfits in DLTX files in gamedata/configs with names like mod_system_ravensoutfits.ltx these files take precedence over any others. to over write thier changes you would need to make your own DLTX file https://igigog.github.io/anomaly-modding-book/addons/dltx.html
trying to learn modding in a heavily modded enviroment like GAMMA is harder.
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
some attributes won't change for an existing item, you would need to spawn a new one with the debug tools to be sure
player visual should change however. it is read directly from the ltx when you equip the item.
Thank you so much for your reply. I am going to go through this and see if I can come to a solution.
Awesome it worked! Now I have to find the model I wanted previously. Thanks again
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.
Anyone know what mod adds the little white icons onto health and food items?
Does anyone know of any efforts to add a seasonal shader like what was worked on in dead air?
the squares that count how many uses an item has?
No, the ones that show what kind of properties an item has. I'm trying to patch some items becuase they won't appear on them.
I thought it was dynamic icon indicators but i cant find it in the load list
if gamma doesn't have DII then those would be not so dynamic indicators. AKA part of the icon texture
so all you need is paint.net or gimp
Ur right, I was looking at the wrong .dds. They are indeed there. Thank. My B.
anyone know what mod adds the percentages to the field strip mini menu?
thank you! ❤️
@ornate spade Not sure if this is exactly what you are looking for, but maybe? #╟🔰☢newbies-chat message Stash teleported up to the roof
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
This is good enough imo.
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
Hello, what are the proper settings to save a .dds file on Paint.net ? I'm editing ui_icon_equipment.dds
there's general format bits mentioned at the bottom of the page, dunno how that matters to paint.net as i never used it
grok also posted a manner of dds converter from jpg which uses NVIDIA dev tools
#1062746688130928750 message
Thanks 👍
@here HD Exoskeleton texture pack released: https://www.moddb.com/mods/hd-exoskeletons-v20
Enjoy.
most likely you'll need to code this from scratch
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.
you can rotate images in ui
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
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
Can you offset from what coordinates to draw?
yeah that's also my interrogation... Can't think about any example where it's used in game 
SetWndPos(vector2) for moving on screen, for adjusting UV coordinates and dimensions on the texture spaceSetWndRect(Frect)
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
What do you think about gunslinger
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.
SetTextureRect
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.
Is gunslinger mod worth the trubble of adding it in ?
Im pretty sure some bits are here already idk tho I just want to give you an answer
you don't "add" gunslinger. You "port" gunslinger from CoP to Anomaly/gamma and like was said, most all of the gunslinger content is in anomaly/gamma already.
Ah k thanks
Sweet, I can reproduce it on the moddb version and it should be fixed in the upcoming release
Thanks!
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
15k for a bottle!!
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
for 10 uses yeah lol, i think the defult is 6 and the price is about half
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
okay cool, i had it named mod_system_more_pills_in_bottle.ltx
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
adding zzzz to the file name did not work, so i went into the med rebalance configs and added max_uses = 10 under the yadylin values but that also did not work. any ideas?
not really, dunno
wasn't there a mod that added multiple uses to pills?
i remember there being one back in the day
i will check into that quick. thanks for the ideas tho i appreciate it
i found this mod here but it just overwrites the items_drugs.ltx and items_medical.ltx files so it might break other things? https://www.nexusmods.com/stalkeranomaly/mods/5?tab=description
it will most likely be overwritten by other dltx files
i will give it a try and see what happens
how can I damage my limbs in debug mode?
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
Drop a grenade at you feet
I'm in the process of porting a lot of it, but I put it on hold since I've been seeing moddb postings by someone claiming to be working on the full port
Wow my chat was behind. As soon as I sent that, the whole thing refreshed 
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.
I have a dltx file I can send you. Gimme like 10 min to get back
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.
this is perfect, thanks again
not a problem. just pulled them from my main project lol
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
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
okay i will keep that in mind. is the water_drink the small water can, sparkling water i think its called ingame? im also seeing the itemuses.ltx and the realistic_food_rebalance has some inconsistent values, specifically the itemuses.ltx has uses for vodkas set to 12 while the realistic_food_rebalance.ltx has the max_uses value set to 5, is that intentional?
nah, i just downloaded MOMO's more item uses and havent removed the old values yet from the other dltx
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
pretty sure its the small can
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
it is i changed the value and saw a difference ingame
boost_telepat_protection = 0.0005
is what i added to things, i use campfire for psy healing
alrighty, im going to try boost_telepat_restore and see what happens
unfortunately boost_telepat_restore did not work. do you happen to have a file with medicine values? not only would i find the psy damage heal line there, but i would not mind tweaking the effects and prices of some medicine too
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
alright i will check that out and try some more things for the psy damage heal. thanks for all the info, help, and the mod file!
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?
Thanks
That’s what determines actor to npc damage yes
If you want a good example on edits, ilrath's recent special ammo mod has a modified grok_bo
If you want to do anything with it, read it carefully. Understand what all of it does before you going editing it as it handles your damage output. Incorrect syntax or not putting good error checks will result in either the script not loading (bad), inconsistent/incorrect damage (pretty bad), or constant crashing (worst).
has anyone here tried mapping for stalker?
theres plenty for the older games, idk for anomaly
curious about trying it out but i have no clue where to start with xray
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
this one ?
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
Here in ui_actor_hint_wnd.dds
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 
And it seems to have a different color than the original purple ones from ui_common.dds
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
Are those backpack-made stashes on your PDA, and not random stashes given by NPCs?
yeah
What the hell
Also, Hideout furniture don't give any icon as far as i know
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
can you send ui_actor_hint_wnd.dds you using ?
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
and you don't use any other ui related mods ?
the same i use and mod, I don't understand why it doesn't work on your side :x
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
So It can depends if the xmls have been edited : eg linking differents coords in the dds
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

Looks like something is telling in textures descriptions that custom shashes must have this icon.
red stashes are from hollow boundaries
Got it
At least we got it figured out. Do you happen to know what file's responsible for it? And whether I can make the white stash markers larger?
~~ui_actor_hint_wnd.xml, this section i guess ~~
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.
you mean 100% of the size ?
If texture quality in graphics settings is below maximum, the icons display incorrectly.
oh k mb
I think I should use maingame_16 instead of zone_map16 in order to get a flat compass Im correct?
someone told me that doing textures in power of 2 resolutions helps with this
So, i need to resize them? And change the configs too?
Gonna try
mb, I think its in ui_actor_pda_icons.xml actually, search "icon_secret" or line 31 (The file is located in unpacked anomaly, looks like vanilla gamma does not modify the descriptions)
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)
found it, map_spots_16.xml line 648
Thanks! I was doing a larger stash icon and changed the texture_descr file instead xD But this should be a better solution
wdym
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
can't help you much about this one i never used any minimap in anomaly "and disabled everything related since i use gamma"
That's fine. Your help has been awesome, thanks
is there a mod out there that inverts mouse wheel zoom?
Auto hotkey. Mouse wheel is hard coded in x-ray nothing we can do to change it
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
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:
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.
You got this crash from a bad .dds export?
yes
I have no experience with dds so I just tried to export as default
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
@undone lily check this out
I tested multiple times and it was the same error. So its not something else thats causing it
curious, what dds are you trying to export
I figured it out. But I was trying to export a ui dds file using nvidia texture tools. I just had the wrong format and I had generate mipmaps selected
At first I was using bc7. When its supposed to be exported using bc3
is there any difference between the two?
i dont think so, at least nothing youd notice in ui.
imo ui elements should be as readable as possible with alpha elements
Wait what this error is related to bad texture compression format ? @subtle trail
Huh
i think so. when i first tried modding ui elements with nvidia exporter i got ctds until i read up more on what compression to use with the engine
You used dx11 ? Or dx10 ?
dx11
so gamma has textures with a bad compression format?
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?
just disable it with crash_save 0 in console
im not doing another engien edit this week
This
Have ppl turn off crash save. See what the actual crash is
I can try to reproduce it now
@undone lily @subtle trail @simple scaffold new error after turning off crash saves
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
Ah that makes more sense. Will disable the ctd crash saves then
Very good catch @simple scaffold
👍🏼
@subtle trail tell people type crash_save 0 in the console to see the actual crash
already did
waiting for results

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?
are you looking for this?
yes that
but how
for the context of what I wanna do
I'm trying to like import dx9 water to dx8
go to tools, Then db_unpacker_all.bat, let that run and then in your tools folder will be a folder called _unpacked
there is this mod that does that, but it crashes
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
got it
thank you very much
Np
I never explored the "tools" folder so apologies
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!
I think I have a mod that changes the map markers contrast
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
that would be great!
Thank you!
you are welcome
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
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
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
Lines 422-427. Try removing or commenting out.
-- Remove 1 use of the repair kit if IsItem("multiuse",nil,self.obj) then utils_item.discharge(self.obj) else utils_item.degrade(self.obj, degrade_factor) end
it was so easy....
thank you
vision issue
It's in ui_actor_hint_wnd.dds on the left side of the texture. The file is located at gamedata\textures\ui\ (attached the original file)
Ltx is slightly modified ini
Script is Lua 5.1
Both basically standard programming languages.
You can load both into an ide like visual studio with the right plugins
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
zased
please make artis interesting and not completely bypassed by mashing 1 at aslan's
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
How can i change the quest arrow color?
making artis shouldn't be hard tho, just time consuming to fine tune their stats
Are you familiar with changing textures?
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)
The arrow opacity is coded in the engine itself, afaik you can't change that easily.* But the white arrow is already a huge improvement over the stock red
Can I access functions defined in different script files?
you can access anything in different script files as long as it's not local:
script_name.variable/function/class/table
Yeah - I thought so
Just needed some confirmation
I guess it's time to learn how to log stuff and debug it
Yeah a little
Oh that's wonderful! My colorblindness thanks you 😄
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?
just post the thing dude
I recommend using MCMs logging utility. Keep your messages in one place so you can see them easier. Also MCM logs update every few seconds by default and can be setup to write instantly if you need to. (X-ray log is cluttered and only writes to the file when you quit and can lose stuff in some kinds of crashes.)
If you run Anomaly in debug mode, your logs should also show up in the console (~)
At least it worked for me 😄
Not sure why, but it didn't want to work without the debug mode
Printf will show up even when not in debug mode.
MCM logging utility has a function that can do both printf and log to the MCM log.
Wonderful! Many thanks 😄
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.
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
or since the list of fonts is hard coded and you can't add new ones only replace existing, maybe they only did the one not to change the base game fonts more than necessary.
well originally there is 16pt and 18pt versions of the main font, as well as a graffiti font for the main menu etc
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
Does anyone know if there is a ModDB API and if so, where I can find documentation on it?
Can someone PLEASE send me their "Unjam and reload on the same keybind" mod?
@fathom dagger
many thanks
Need some help 
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
Send me the script I'll try and look at it in the next 24 hrs
What file contains repair info, i.e. gun and armor repair kit usage?
items_repair.ltx
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…
you meant for weapon cover tilt?
I think so….cover tilt params
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
Where can I find new weapon cover tilt mod? Moddb?
yes
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….
I can assist in moving it away from your face a bit. Draggable hud editor seems to work great, although I tend to play with the numbers still
finally
roboto condensed instead of shitty arial
this should open up some options to scale fonts for 1440p and 4k
naisu
unfortunately cant test cause i only have 1080p
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
can some1 test how it looks on 1440p
just install with mod organizer
yes. there is a manual at the end of ui_mcm.script
or you could look at the mcm script for that addon and the translation strings for that addon you should be able to figure out the pattern.
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
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
nice thing about those translation strings is that when you mess them up the text that MCM puts up is what the key should be. I used to break mine all the time.
now i use this and it happens less:
Google Sheet that can help with making translation strings. Uses Google translate, but is better than nothing. Has a second tab that provides additional assistance with making mcm option translation strings: https://docs.google.com/spreadsheets/d/1pBBV2qa2lv-srN8qEasA1Y9SwKzASsp414kyecES3Do/
ah, i have someone i call on for doing translations, just trying to get it working in english first
need to make a copy of that sheet to use it
the mcm tab does some of the key formatting and it will still show you what the xml should look like for the english
ahk
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
I got sick of messing them up. And for some reason no one would belive me when i said i was new at this
🙂
hmmm, looks like my text xml file is formatted correctly
already
actually, might have something to do with my option path
there is a wrapper node that goes around all of the individual string nodes
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)
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
<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> ```
here's my MCM code, if you can spot what i'm doing wrong that'd be a great help
<string_table> is the wrapper. because all the other string nodes are inside of it. wrapped in it
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
path of the xml?
gamedata\configs\text\eng\ui_mcm_RF_patch_options.xml
ah
mcm needs to be at the end
wait does it?
not for translation strings.
the title comes through fine
these are perficly normal translation strings
none of your translation strings have "package" in the id, but your mcm tab does
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.
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.
tab names and list items have a special format. I am not sure why tronex did that and i'm probably going to standardize them in the next update.
just look at the text on the screen and you will see what the key needs to be.
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
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"?
two options, change the id in the xml to match the text mcm is putting in the tab now. or add a text field to line 4 of your script and assign it manually like the title does. tabs, titles, and descriptions use (or can use) the text key to manualy assign a trnslation string
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.
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
If I want to exclude advanced tools from cordon and garage stashes, where would i look - is it defined in configs or a script?
Anybody got the solution 4 that plz? Annoying as hell…
@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
well you need to edit the reposition values for that gun
read this and do it for your gun
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
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?
copy those numbers into a dltx
Ok cheers mate
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 ?
Does anyone know what file I would need to edit to increase the yield for breaking down ammo for the ammo maker mod?
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
all else fails simply finding mods that do similar things and reading their code can help
Are you familiar with basic coding?
If not, then maybe it'd be better to share your idea and maybe someone would pick it up
Otherwise, you can learn through reading other mods code
mm yeah that's what i thought
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
you don't need a huge amount of coding experience to really decipher it, but having at least some will help a loooot
Yeah i don't even know which language it uses for scripting
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 
Lua
Oh, okay i thought it was Python
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
Well, first i think i'm going to download visual studio and look into the scripts which are similar to my idea
personally i use notepad++
Does it tell you when there's an error somehwere ?
ah, no
I guess visual studio for a newbie would be a better choice than notepadd++
yeah fair
I found out that there's visual studio and visual studio code
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
Mmmh alright, well i just opened a script from a mod and i think it's going to be very, very complicated, and long 😆
Have fun 
The most important thing about coding is to not lose your resolve
guys, is it possible to install heat vision addon? game crashes when hvg is enabled
no, it's not possible
why?
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
definitely heat vision 🤡
Is this not the anomaly engine source code?
Or you mean some other engine
@random fulcrum
None of that. True stalkers only need a gun and vodka 
:(((
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
I did perfect reposition of HK g28 in the hud, but cant see through the scope and the upper kolimator sight is misaliagned…I think its far beyond my skills etm
I think I've been using the wrong bag xD
Gotta try out something else
@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?
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
tldr; heat vision doesn't have .diff files which other addons that modify exes have, thus can't be merged
Thanks. Yeah, I figured what they're talking about after reading further comments.
Hi guys, is it possible to change the time range in save time limit mode?
I mean, I would like to limit the save to 5 min, instead of minimum of 10 minutes
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.
Im sure gamma exes are the same that modded exes github uses
Only change would be the splash screen at start up
garbage chance is very small, simply remove the 3
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?
You know what's even funnier?
If you upgrade Kriss with durability nodes, you might go above 100% and the weapon will slowly repair itself 
Mine went from 93% to 100% pretty fast
Funny bur Kriss isnt from BaS but from different addon
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
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
holy shit i completely forgot about this
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?
Edit the aim_hud_offset_pos_16x9 and aim_hud_offset_rot_16x9 parameters, under the variant of the weapon with that attachment, in the weapon's .ltx file.
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.
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
Perhaps for this special kolimator it could be: aim hud alt position???
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
is there are place where those tracks would be?
yes, alt pos is for all alternate aiming positions, the gl one is for grenade launcher.
Try this mod if you feel tired of rebooting your game after each modification.
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
I did it finally!!! If somebody wants Hk G28 for Gamma with nice hud etc hit me…thx everybody 4 helpin me 💪😎
Guys how can I make radios play SOC music only?
That's probably it.
Nvm.
Does anyone know how to edit gamemtl.xr? I want to play around with how good different materials are at stopping bullets.
disable uhhhh anomaly radios extended
or something like that
that mod makes the radios have songs other than the ones they played in the originals
I did that, I disabled every song related mod plus deleted anomaly song file still it didn't work. I annually play the trilogy and I just want the SOC atmosphere nothing more.
ok so what did you disable?
relating to radios it's somewhat weird because we didn't have the tech to do them with more compatibility
check mod 197
reinstall that mod and tick only STORYLINES_DLTX
I'm testing n
There is still some russian alternative rock playing in sidorovichs radio
and I doubt it was in any of the original games
1,3,5,12,15,18,19
gamma soundtracks guitar tracks and soundscape overhaul
Does anyone know how to get the height map for an area?
or reverse engineer one, even
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
db.actor:object (section)
Will get you an item by section.
If you want to get by condition and section you need to use one of the inventory iterators and look at every item.
where can I find an example of those iterators? xD
ui_inventory.script
gotcha, gonna take a look
Anomaly discord resources chanel might have something you can use
thanks
Where can I find a vanilla craft.ltx and death_items.ltx file? trying to edit my loot tables
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
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 ?
moving caliber change to "attachment like item" could free up the upgrade trees, and ease adding rechamber options to existing weapons
i suppose adding it to a weapon would also need to force the ammo/mags to be unloaded to avoid issues
and I suppose it still would require technician/workshop to attach this "attachment" to make things fair ?



