#╙🖇mods-making-discussion
1 messages · Page 20 of 1
yes lua 5.1 which is so very close to 5.0 that this free book will be a better resource than any modern lua turorials. https://www.lua.org/pil/contents.html
thanks
the base is LUA indeed, but there's the whole "XRay API" behind it (callbacks, etc), which is the hardest to learn
Aah i see now, makes sense
I was wondering how the callbacks interacted
C++ Monolith repo is on bitbucket i saw
the easiest I would say is to reverse engineer existing scripts close to what you want to do
not impossible. but would be very hacky to do and i haven't actually tested the removal part yet.
Yes the engine is written in C++, you don't need to delve into the engine to make LUA scripts though
axr_main.script lists all the callbacks. best way to findout how they work is to search for thier name in the anomaly scripts to see how they are sent
as Raven said, the two best things to check to "tame the beast" is axr_main.script and _g.script
Idd, trying to implement an interactive menu atm and using @simple scaffold MCM mod/script to check out
Yes, the global lua script
Thanks <3
and yeah callbakcs basically say to the game when your functions should run
otherwise they are run once on save load / after a loading iirc
Alright :), I have a couple years of experience in coding (mostly c#, native and web and some WinAPI stuff)
not the simplest UI to start with. being as it is made to be able to build a UI dynamicly from a table.
Well I don't need a dynamic one like the mcm
I just want to move around the buttons, but they seem to have this weird ass table as their parent
Aah yeah, good point
"Shniaga" lol
or the item_map_kit.script UI. that was teh first UI i took apart.
well first GUI. i had been working on huds for a while at that point. but that is where i learned interactive
I will be honest. I have to relearn what MCM is doing every time i go to make a change. Tronex is some kind of wizard to come up with that system in the first place
lol
Yeah I saw Tronex' comments and uh yeah, script looks complex
but as you recall, it's all possible to implement custom UI's pure through lua and xml data?
UI is quite complex imo. I usually endup ripping other UI and modify them
No, exe changes are for very specific stuff
any kind of UI can be made without engine changes (Aoldri even made a piano UI, and I don't think it required engine edits)
Oh great :)
Is there an interactive build for xray monolith? Like, being able to drag UI's around and exporting that data into XML
you have to use the lua wrappers for the engine ui classes. the interface for those is described in lua_help.script (which isn't a script it is an api dump)
and those classes are built using luabind so not "pure" lua. but can be done 100% in scripts without even referancing the engine code if you use other lua UI as referance
Edit XML manually and reload a save to check how it looks like

thankfully very little things need to reboot the game every time
F7 > Reload ini > load a save > done, works for almost everything
Only things I know it doesn't work for: animations, models, and shaders (since those are cached)
Right, that makes sense
Also last question: I read about some monkeypatching, not sure what it means but is it possible to let's say only change a single method?
for scripts you actually just need to load a save
So like, writing a winmerge type of implementation
but usually you write random shit and it crashes the game 
read russian? try that
oh wait that's thing ? ChadRaven
lmao
the UI wrapper classes have not be changed. so that should work, the scripts it puts out any way. it may try and referance textures that have been removed from anomaly.
I assume in the background it saves the data in xml format of the ui?
i have only read the translated description. i have never tried to make it work
Ah okay, i might try it sometime later
If you get it working and make a guide this comunity will love you. hand crafting GUI is hard enough only a handful of us ever do it.
Yeah very true
Sounds like a cool idea
back to lua: do you know if it's possible to only 'patch/mod' a single method (let's say you wanna remove or add a callback) and just put that as your only method in your to be modded script?
Or do you need to copy the whole original script and edit it that way
I guess I can just try it out... 
answer is: no
alway try and have your script be triggered by the anomaly callback system in axr_main first. a very large number of things can be done that way.
https://docs.google.com/document/d/1Y4IYgIpjkNcLkcr7EHpdVJovDQzTovbAIW0z5y7o6_M/edit
All code snippets used in the guide are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License This guide is specifically written for modding Anomaly. Much of it will apply with minor changes to any STALKER modding. The concept is not limited to STALKER or e...
but yes, you can patch single functions in scripts or classes.
the guide i linked you has been updated more recently than the version in the book
yeah. i havn't gotten around to fixing the book version yet.
updating
I need to add a chapter on the underlying structure of the script namespaces and the ramifications of that structure. Mainly that if you add a function with the same name as global function to a script namespace all calls to that function from within that name space will go to your function not the global one.
so it overrides global
that means, if you override for example on_game_start, the game will use your function
it overides the global only within that script namespace, every other script will still go to the normal global. surgical patching.
bad example. on_game_start is not a typical callback, or global function.
okay fair enough
each script is loaded into a table in _G (the global namespace) with the same name as the script. that table is refered to as the scripts namespace. anything defined in the script that is not local will be part of the scripts global name space. anytime the script tries to read a global value that isn't in it's name space a special function hidden in the way the namespace was built will re direct it to read from _G
so ui_inventory.script gets loaded into _G["ui_inventory"] which you can simply reference like: ui_inventory.GUI because _G is the default global namespace.
Aaah
Is it possible then to have multiple scripts in that same namespace (not the global one)? I would think not since the name needs to be unique?
there is no way to acess script namespace local variables. the trick that is used to give each script it's own namespace also blocks even the lua debug library from being able to read them. (unless of course they get passed out of the namesapce to somewhere that isn't local)
That means: don't use local except for constants that only your script uses?
name needs to be unique. if there is already some thing at _G["some_script"] the engine script loader will not load some_script.script from the script folder. this is to protect the global namespace from being overwritten by poorly named scripts
Aaah right
I'll look this concept up on yt to understand it even better, appreciate the explanation so far
I guess the global concept is a bit like the header system in C++
anything you want to be accessible from outside, should not be local.
however in nearly all cases you want to use local for variables defined inside a function. if you don't they won't be limited to that functions scope and could carry garbage into the next call of that function, or from one function to another if you reuse common names.
aditionaly within functions local variables are faster to access.
Only it's by default 'included'
Okay, i'll remember that
In normal lua all .lua files get loaded into the global namespace. the xray engine sets up the scripts in their own namespace because the x-ray devs were C++ programmers and this felt more natural to them. it also makes modding far simpler since you don't have to worry about breaking _G from inside your script.
Aaaah, yeah that's the resemblance
I feel like once you've accomodated to how lua in general works and understand the anomaly data strucutre, this is extremely powerful stuff
the only thing stopping you (if you don't know c++ and xray mono engine) is the engine limits itself
yeah. you can do a lot.
all of MCM (minus the logging utility) is built just using the anomaly callback system, and a tiny change to the main menu script to draw the MCM button. If i hadn't wanted that button the core of MCM could work with no base game script edits or monkey patching.
Yes, this thing:
That's the beauty of event/callback driven architecture
no direct dependencies
that is a UI callback. not the same thing as the anomaly script callbacks. (unfortunate name collision, out side of UI context, or engine/script interface context "callback" always means "script callback" in convernstion, because 90% of scripters only work with the script callbacks)
script callbacks are these ones:
RegisterScriptCallback("actor_on_net_destroy",actor_on_net_destroy)
RegisterScriptCallback("on_console_execute",on_console_execute)
RegisterScriptCallback("GUI_on_show",update_hud)
RegisterScriptCallback("GUI_on_hide",update_hud)
names listed in axr_main.
Aaah okay yeah
The self here, is it refering to the class?
Sorry if I bombard you with questions, I really appreciate the effort of trying to help me out
yes and no.
calling some_table:somefunction() is the equive of calling some_table.somefunction(some_table)
and defining function some_table:somefunction() is the same as defining function some_table.somefunction(self)
and defining function some_table:somefunction(some_arg) is the same as defining function some_table.somefunction(self,some_arg)
the "class" is actualy a table that is used as a template to make new tables that act like objects. but everything is just a table.
with one exception when the class "main_menu" (CUIScriptWnd) when the parameter CUIScriptWnd is a luabind export of a C++ class there is also a tie back to the engine C++ class built in.
i explain this another way in the Patching xray/luabind “classes” section of the guide i linked you
I'll check it out
not the part about engine classes, that is generally beyond the scope of most ppl
Okay I had to reread this about 5 times
, it's a bit overwhelming but I'll be coming back to this channel and reading all of it again
Concept of tables is weird coming from oop
but thank you for the help, really
valuable info right there
very much noted
pure lua oop is accomplished solely thru tables and a feature called "meta tables" ( oversimplified a templating tool)
luabind adds a "macro" to make the syntax for the templating system look like C++ classes to facilitate the goal of passing C++ objects into lua and, specially built, lua tables back into C++.
this complicates discussions around oop concepts in stalker because it makes it look like classes are a real thing when they are actually just tables. (when defined in lua, when defined in C++ and passed into lua they are "userdata" and the lua table library can't do anything to them, for instance you can't read the keys in a userdata "table/object" the way you can a pure lua table)
if it seems like i just threw another wrench at you with userdata... welcome to xray modding. an almost but not quite lua with just enough C++ snuck in to confuse ppl.
exactly, that last bit

userdata, the ltx? files
or is that smth entirely different 
userdata is what lua calls anything passed into the lua enviroment from C/C++
the "game objects" are userdata not tables. despite the fact that you can read and write to fields with obj.health = .5 and call functions on them with obj:section() those fields and functions actualy live in the engine tho, luabind has wrapped them in a wrapper lua can acess if the keys are know, but not manipulate with the table library like true lua tables.
Right, like an interface
this tie to the engine can be fragile and that is why you will see warnings not to store game objects outside of a brief function scope. if you hold onto them too long and the C++ object goes away you endup making pure virtual function calls on the C++ class, generally doesn't end well.
instead store the object id and ask the engine to fetch it for you when you need it later.
Mem exceptions
A lot to take in, different from minecraft modding but interesting to dive in
->
->
If you hadn't decided to start with UI where you have to use the luabind class system 90% of the weirdness would be unnecessary to learn except a few rules like "don't store game objects outside of a function scope"
TBH a lot of this is unnecessary for basic modding but it would bug/trip up an experienced C/Java programmer enough... so you have gotten the big brain dump
Pretty much
Me:

ui_main_menu.script: 
can't imagine how unexperienced coders begin lol
modifying the scripts from the game or other ppls addons. then being told they should have used the script callback system for compatibility reasons.
Hmmm yes, script callback system, yes 
Quick question, how do i get the "add goodwill" function in debug to actually work, trying to see if this mod i edited to not spawn in traders inventories actually works
It works for making the NPCs not enemies but doesn't actually change their goodwill
The addon reputation Editor on modDB can edit goodwill
How do I enable this kind of sight?
I want to enable this kind of sight instead of this (attached photo)
Will be fixed in the next patch
@restive grove quick fix while you wait for next update
How do I install this?
click this button on Mod Organizer 2, then choose the 7z file i just sent
It will be added to the end of the list
then you check it to turn it on
Thanks a lot for the reply
Is anyone interested in this releasing as a mod? I credit @hardy hound for his dynamic hud mod (I just download/recorded vids and added some effects on top with the music)
If anyone knows how, I'd like to seperate the buttons and move them around
Main menu uses a special structure. Braking the buttons out of a column would require abandoning that and building a more complex by hand
Yeah, noticed they're children of something I don't know how to access, i think it attaches to a CUIWindow component (uses it as a pointer param)

But it is possible, right?
Probably, the shniga menu somehow handles the various different modes the main menu can have. I am not sure exactly how to replicate that properly.
Like that is a hard coded class that exists just to do the main menu.
It might be posable to fake something similar
Yeah...
i hate that name, it's so random lol
also confusing how their menus are setup in general
ui_mm_main containing... different parent menu but redundant buttons?
also... network game?? 
probably for the multiplayer menu
m...mul-multiplayer
??
That never came out

each game had multiplayer
wdym?
https://www.youtube.com/watch?v=ZCJCxI5Vna4
https://www.youtube.com/watch?v=cwP4ZNPHxE4
https://www.youtube.com/watch?v=Uxq7rXpTjRA
S.T.A.L.K.E.R.: SOC Multiplayer In 2021
Military Warehouses - Team Deathmatch - 2021 - 4K - PC
#Stalker #STALKER #TeamDeathmatch
S.T.A.L.K.E.R.: Clear Sky Multiplayer In 2021
Still pretty busy considering the age of this game, hope you enjoy!
#STALKER #STALKERClearSky #Chernobyl
I check out the multiplayer portion of this game which still has a few servers and a people playing!
Check out the second channel for my one-off videos:
https://www.youtube.com/channel/UCWiEj41C6vEn2hhXSu4-tWQ
========================
For more stuff, check out:
http://letscrosby.com
http://www.reddit.com/r/lclp/
https://twitter.com/KhadBanks
h...
Aaah
Myeah... that takes less effort than factions fighting each other and that to be sent to both clients
netcode in openworld is... not fun to code i imagine
So, a while ago I tried to disable the "all recipes know" from gamma, recently I remembering the file structure of anemole and found out death_items control how to find the recipes, they were just removed from tables (don't know why just comment them out instead), so I edited my craft.ltx to require recipes again, but I'm kinda confused about death_items, since recipes tables are only found in mercs and monolith (and freedom has some drug recipes), is this vanilal behavior? I only played loner so I don't know how the gameplay feels for other factions but if you play merc or monolith isn't kinda harder to find recipes this way? or am I missing something and recipes are distributed in another way? I searched online and found similar comments of people only finding stuff in 2 factions
Different modes. The main menu when you first start the game is different from the one when you hit escape while playing.
Aaah
And the disabled multiplayer mode
That is what makes replacing it hard. Dealing with the modes
I see yeah... what a clusterfuck
GUYS sorry but I am about to lose my mind, I found a mod while scrolling moddb earlier and I cannot find it, literally was just a mod that got rid of the merc and egghead logos on their respective saiga's
has ANYONE ever seen that mod? add is really kicking my fucking ASS right now
ok nvm that was for some AK's for a really old build
I'm an idiot, I will see myself out now
also has anyone else has noticed the bugged reload anim for the regular ass saiga 12
why is dead zone gone ?
nice
Could anyone with knowledge of .ltx files explain what the {+...} does?
To my understanding, LTX is used to only overwrite specific vars right? with the '!' mark infront of the [object]
I think I've found the source of the [parent_id] missing (someone said it had to do with the vice being coupled to the mechanic, and once the mech died... it would result in a npp) so I think it has something to do with that 'bind'? the +
I'm trying to find where the mechanic gets binded to the workbench or vice (
) versa
NPC logic specific synthax
Read: despite years of modding this thing I don't know everything about NPC logic, sorry mate, can't help
Ah shit
send the file here
Sure but uh
to give context: I'm at truck cemetery and killed the mechanic and then well, my game 
happens sometimes
There's ton of files
Aah, not the wb being coupled?
the error is unreliable that's why I never got to fix it...
Aaah I see
sometimes happens, sometimes not
Some script must run on mechanics death. Usually there's a stutter anyways when doing so, and I guess it conflicts with another script also deleting loot. Both try to remove the same item and one item doesn't exist anymore but it still trying to get deleted and bam, you got your crash
Yeah idd
kind of a onDeathEvent
Also, I've modified your remove exo's from south to instead remove npcs that have negative health... This gives me a fuckton of annoying freezes (taskmgr) (mostly this is common against fighting renegades or military) and I saw other ppl complaining about it too
Imma test if it works consistently and lyk
and this doesn't show in the log at all
it just freezes, no CTD
froze 
?
This error is not related to negative health issues
The message under it
or I highly doubt it, NPCs almost always end up with negative HPs when dying
otherwise this can be easily fixed by making sure grok_bo.script doesn't generate NPCs with negative health
the freeze is related to killing mechanics and having items that need to be despawned from their bodies
No no, it's not the mechanic that's being killed
That's idd a freeze and a problem of itself
but without killing him, game freezes sometimes
army_south_mechan_mlr19182
After hitting/killing some npc
/////////// Stalker Hit registered: GBO v1.6.6 //////////////////
army_south_mechan_mlr19182 about to be hit by actor in bone 15
NPC visual model: actors\stalker_soldier\stalker_soldier_3
ammo_5.56x45_fmj shot with wpn_m4a1_siber_susat, Weapon power= 0.498, AP power= 0.27, Hit multiplier= 1.05, Air res= 0.2, Distance= 25.455196380615 m, Barrel condition: 0.96
Bone hit= bip01_head, Bone damage mult= 4, Bone AP scale= 0.75, Bone hit fraction= 0.3, Bone armor= 0.3
Real AP power= 0.25957909070544, Bone armor after hit= 0.14425254557674, Damages inflicted= 0.66358804702759, Remaining health= -0.21622037887573
! ERROR on rejecting: entity not found. parent_id = [19182], entity_id = [19187], frame = [92963].
stack trace:
at address 0x000000014014D0FA
army_south_mechan_mlr19182
parent_id = [19182], entity_id = [19187]
Parent ID is the NPC, entity_id is one item of the mechanic
Yeah that's mech freeze bug
I think what happens is the "NPC don't drop weapons" script interact with gear removal of the mechanics upon death
or another interaction
I need to test it, but as I said, since the error isn't always reproducible, it's hard to know if the fix actually fixed anything
god damn I wish the freezes I have generated some log, it's frustrating I can't prove what I mean
I have freezes not related to mechanic, but there's no log of it and it happens consistently on load
To reproduce, could try teleporting to the south mil checkpoint @ cordon (fast travel is a must) and then killing them one by one, that's how I encountered it the first time
Here's something that will make sure NPCs don't have negative health:
replace the same script in GAMMA Close Quarter Combat/gamedata/scripts
I'll try this out, thanks
Any way to freeze a stalker in place?
like they don't move from a spot? or no movement all, no idle animations?
no movement. Like just turning off there AI
I want shooting targets that dont run away
just for testing? use the debug tool to make them a companion and tell them to stand in place.
You can't make companions of spawned stalkers, and don't companions have different health to normal stalkers?
with the debug menu you can force any stalker (or atleast any stalker in a squad) to be a companion.
stalker resistances are decided by their model (except for special story NPCs like hip or strelock) and all NPCs have a health of 1.0
there are addons that mess with the damage companions take, i made one, IDK if they are in gamma but you could turn them off if they are.
any stalker i spawn in says it is a story npc
did you spawn them as a squad, or just a stalker?
you can spawn squads, they should be able to be made into companions.
I have an edited version of a companion script that will 1:1 the damage done to them by the player. I think raven made the original version. I just edited it to use like you're trying to use it
thx
that'll be good thx
I have issues with that occasionally, I'll use warfare mode to make random squads my companions so I bypass the debug storymode npc issue
if this still happens, you'd need to make a custom logic ltx that locks them out of combat and assign it to them with the npc logic tool.
i think, i have never tried this.
thx
load this highest prio, and make sure raven's No more Companion friendly fire is turned off.
What does this do?
its edited version of Hexef's mod included in gamma. it 1:1s all damage to important npcs and companions
the list at the bottom is to add important npcs to
i left the meta file so you can pull the moddb post
@simple scaffold
function pure_enemy_distance(npc, enemy)
local st = db.storage[npc:id()]
local enemy = st and st.enemy_id and (db.storage[st.enemy_id] and db.storage[st.enemy_id].object or level.object_by_id(st.enemy_id))
local pos1 = npc:position()
local pos2 = enemy:position()
local dist = pos1:distance_to_sqr(pos2)
if (dist < 100) then
return true
end
am i reading this right? if the enemy is over 100m, then the ai returns to cover? so, getting sniped at from over 100m
No. Distance_to_square doesn't do the square root to be more efficient. It returns the distance between the points squared. So that <100 is less than 10 meters.
ohh gotchya. thanks for clarifying
Also most combat ai is given over to the engine. The exception being the zombified stalkers and stalkers at particular camp locations.
If a stalker throws a grenade at you it is controlled by the engine, we can't do that in script ai
just for clarification, you mean a set guard like this one?
[camper@guard_4]
path_walk = guard_4_walk
path_look = guard_4_look
on_combat = combat
Npc specifically set to use the camper ai.
That looks like it might be
alright. thank ya. working on combat campers.. extended smart cover and fighting from behind cover. pretty much got it all figured out but i didn't realize the square root thing so that explains why some functions weren't working
not xr_combat_camper.script, that is unused. xr_camper.script is what i was refering to.
combat_camper used to beused for companions but isn't used for anything now as far as i can tell
now if you changed this to have on_combat = camper that might push it into xr_combat_camper but i have never tested that
this is what i've been recoding and tweaking lately, i am using it with an old version of xr_combat_camper.script, but like you said, it might not be using it correctly. this is a little different than Enfusion engine ai. i feel like i am winging it through trial and error
everyone using it does claim ai is harder to fight and uses cover more often now. so i got something right
One thing I've noticed about the Danger Zone AI is that sometimes messes with friendlies is that they tend to take aim at you when you fire. Even in the middle of combat. Can;t tell you how many times I almost gunned down a companion cuz he was aiming at me lol
You know, I've noticed an increase in aggression by Friendlies. That mora script is also the original one. I've been working on it a lot since Danger Zone 1.1 but haven't actually activated it extensively yet. I am wanting to fix some of those things people noticed
Try the one I just posted and replace the one in danger zone
The one above or is there one in WarDogs you posted recently?
The one in wardogs 3.0 is edited a little, but the one I linked raven is my newest one I'm testing
I decreased the coward chances, and changed the health pool requirements for aggression
Before, they'd push hard when down to 20% health. Now, they should stop pushing hard at 50% health
Having trouble figuring out exactly what all the functions do.. it's a lot of trial and error lol
Will test it out most likely tonight on stream during my Invictus attempts. Currently trying to figure out the artefact count bug. I think I know what the problem is and fixed it, but some of the artefacts I am finding are still not counting towards my own count on a new save. Weird stuff.
I haven't found any yet, turned chances down to .01.. I did manage to fix that trader auto injection that wasn't compatible with artigrok. Didn't even bother to see why, just replaced it with my old injector. It was probably the 50bmg
They don't need to buy it anyways 
Which one was the problem? Was it one of the Gunslinger ports that have been coming out recently?
It might of been. Every single gunslinger port has been crashing my game upon installation.
Usually one of the animation scripts
Also do you have a crafting recipe for .50BMG and 4.6? If not, I'll have to give you a file for it for WarDogs.
The scripts you want to hide for that are animation_common and uni_anim_core in those ports. Grok and the team made patched versions of those scripts for GAMMA since we use an older version of WPO. Hiding them in the ports should fix those crashes.
I don't believe so, we also made 6.5x25 for the CBJ. Probably going to release a standalone version of that gun once I make a non green retexture and fix the sounds
Animation common is working fine, but uni anim core is the one I've had to delete
You'll run into a crash every once in a while with animation_common. Had a crash when changing ammo types on a vanilla shotty
I'll look for it. Might as well tell them all to hide it now lol
I'd say if there are any aol or animation scripts that the Gunslinger ports are overwritting from Barry's Axes and Knives in GAMMA, hide them to try and decreases any chance of crashing.
yeah, i don't know what you are doing but i have a feeling you are working around the existing system not with it.
seems likely
I'll be testing it in a live environment to see if anything weird occurs. Worst comes to worst, we have to gut the Dead Air scripts but he can still keep all his smart scripts to simulate Warfare spawns and combat without needing Warfare on
so far, the ai in cordon seem to be acting pretty good. gonna keep testing it through the evening. only difference is the weapons/npc loadouts provided by wardogs. all the zoning and ai combat will be the same for us
Hey - I am looking for someone that might help point me in the right direction for making a very simple mod where I can add lore friendly poetry I wrote to the game.
I wrote it over a long period as a character I roleplayed as on a Dayz stalker roleplay server.
Surely it cannot be difficult to make a mod like this. Something with notes?
I have never modded anomaly before, but I would be super greatful if someone had a second to chat with me about it
Maybe something like, duplicating the monolith prayer items and renaming and rewriting them? And making them drop in different places? / from different factions?
Surely this has to be possible.
it is possible
is there a place where I could learn how to accomplish it?
im sure you could ovewrite the text file on the notes and recipies you find on bodies with your poetry.
should be fairly simple with tweaking the ltx files
theres no need to overwrite anything
thats quite easy to do without any conflicts, do u have any preferences? like who should drop it, faction, rank, chance etc?
if u know how to write ltxs for new items, i can make a script, hate ltxs
Hi; in what addon are the outfits ltx files? Id like to do some editing
if all you want to change is the statistics, you can do it via DLTX; this will ensure more compatibility and will break less things
here's an amateur guide written by an amateur (me)
Ok thx
Guyys need help
What i need change to make npc's offer more tasks , like not 1-2, maybe 5
I checked this scripts are in axr_task_manager
But just change numbers not work 😃
Where are armours .ltx files located?
guys, what tools or software are recommended to downscale textures?
never mind, I actually found one from Skyrim's
from 4096 to 1024
from 4096 to 1024 (bump)
what is a good default running animation replacer?
cause i don't really enjoy the look of the normal running animation
What is the easiest way to make some weapons (like the RPK) have the option for scopes?
pay someone to do it for you
load model in blender, add the scope on it, making sure it's nicely added on the picatiny rail. Export. Add the new model in the game folder. Edit the gun ltx file so that the new scope is supported. Boot the game. Reposition the aim view using the HUD editor. Change aim view values in the ltx file.
Repeat for every scope.
Yeah yeah, well, fuck it right?
is there an addon that exists to add weapons from EFP into gamma or do i need to manually copy paste the files into my gamma files
because i know the latter is an option but that sound like a way my dumb ass could fuck up my install
I doubt someone's published a rip, easy enough to do it for yourself though
yeah thats what i heard
is there like a guide somewhere i can follow for doing that?
Two questions, how do I format a ray cast function to look for water, and can I remove or reduce radiation from stepping in water because even dipping a pinky toe in is deadly early on.
Don't know about the 1st.
Water radiation can be edited in G.A.M.M.A. Radiation Dynamic Areas
There's an LTX for radiation water settings
Fantastic thanks very much
Does anyone know if there is a mod which can be used as a template/Framework/BaseForLearning to create a voice line mod? I do have so many high quality voice lines from several games and would love to add them to the game
don't know if they contain the stuff you want but the Merc voice mods might be worth poking around in
that is, 8- Better Merc voicelines - YankeeGolf and G.A.M.M.A. Better Mercs Voices
Thx for the hind!
Hey looking for console commands for testing
trying to kill a bunch of ppl to check some text formatting on some things
so i need to be like invincible or something
or take no aggro

so -
I got to one of the things I wanted to check -
I have created a file that can be found with a poem on it, the poem is the "Description" of the item, and you can read it in full if you open the "Details"
However, it is not formatted how I have written it in the XML
How can I get the formatting to be the same?
basic debug mode in-game has god mode and invisibility both
invisibility makes it so that even your bullets are ignored, you can be shotgunning someone point blank and they'll just stand and take it
right.
- see this is the formatting I am getting
but I want like,
Half-life
Voices of empty buildings are so loud they go ignored.
An ever present spectre-song
In every weathered board.
Unknowingly we're dancing to the designs of the dead.
The echos of our arrogance won't be muted with lead.
No amount of iodine can undo what's been done.
Can't deny it's purposeful, proof in every gun.
This half-life we are living, is still life after all;
Perhaps it's time we accept it.
To symbiosis fall.
- Yole the Poet
This to be the formatting
not sure how the details page formatting works; you could see if any item has anywhere similar formatting (or at least has line breaks) and find the files for that, adapt to your own needs
easier if it's some specific mod and not an item native to Anomaly since finding the files for those requires unpacking
oh, and nice poem
I am not literarily experienced enough to say more, but I like it
This is my first day of any modding or coding in my life
but im generally tech savy
glad you like my poem though!
I doubt I can find something like that
maybe in the monolith prayers
does anyone here know how I can get ahold of sage da herb?
im sure they would know how to help me
did you put \n inside the "" string?
no.
What does that do?
put "title\n rest of text"
does a line skip iirc
try it
ok so, title, then at the end of each line do
put \n in the text and.keep testing
\n not /n
sorry if this is the wrong place to ask, but is there a way to disable exploding heads on headshots?
Officially restarting development of chatty companions. Let me know if you're interested and willing to help with ideas/writing/testing/translation
Latest version:
oh nice, would be happy to help with that
What program can unpack the vanilla S.T.A.L.K.E.R. Call of Pripyat resources.db files? Nothing that I've found online works at all, they either give me errors, create empty folders or do nothing. I used to have something to mod the vanilla game but I don't have it anymore and can't find it either
Okay never mind, I only needed to rename the "resources" folder inside CoP to "db" and copy "Tools" folder from Anomaly to Cop's folder and use that unpacker
Anyone know what this HUD is? (If it's even publicly available? Would like to get that ammo counter
Huh
I didn't notice that when I first saw that mod
thnx!
Hey, im trying to find "the rebirth" med files in folders and i cant find this specific one med XD . Is this the right section to ask?
hi STALKERS.
what do you think about this mod?
https://www.moddb.com/mods/stalker-anomaly/addons/151-banjajis-realistic-bodily-needs
gamma has its own system for these things so probably a pain to get it all working with no conflicts
Where can I find armours .ltx files? Id like to do some minor outfits editing and im not able to find these files…?🤷🏼🫣
Take a look at CoTZ if you haven't already.
/gamedata/configs/items/outfits
But in what addon? Or should i just unpack Anomaly db files? 🤷🏼
Latter
Is it possible to edit the zoom levels of a dynamic scope? The step in terms of zoom factor between being the most zoomed in and a step before that is too large imho. I'm either not zoomed in enough, or too zoomed in and there's no proper step in-between
.ltx file. Scope zoom factor line
soon (TM)
would appreciate any feedback about the icons, whether they should be darker or etc.
also much thanks to Grok's DDS export tool, so I no longer have to deal with manually making an alpha channel (among making the process of texture export all that much easier)

This only seems to affect the binoc's zoom unfortunately
But this one has a lot more steps by default compared to scopes, not sure if there's a setting for that somewhere
so hd model mod is it good or bad ?
It has some issues when it can cause crashes in certain places. Also some of their visuals seem a little out of place in some cases.
hmm i think that i wont get it
Which file sets a mountable scope's zoom factor? I want to lower the magnification of ACOG 3.5
anyone got an idea on how id restore the original psy death?
it's per weapon
check every weapon's _acog variant
acog zoom factor is 25 in like every weapon
but that's 4x
if you want real 3.5x then zoom factor should be 28.57
yes zoom is 100 / zoom factor
nvm i figured it out, i assume it was turned off for a reason tho
this i think?
mmm thank you
ill leave it off then
i like the effect but i rather have functioning game
i've never ever seen that glitch myself or anyone else in the entire internet report it
yeah me neither
Hey i'm trying to make this mod working when you are in combat with mutants. At the moment the script works when you face the .actor(only works when you are in combat with humans) but i wonder if i can concatenate .actor with the mutant equivalent id at the script lines https://www.moddb.com/mods/stalker-anomaly/addons/combat-music-restored-extended
Beautiful drawing. You also need to know the purpose of the function/how it gets used
Can you replace it and should you replace it are different questions
As faa as i know the mod works when humans (enemies)see you and fade away when combat ends, this looks as a loop with conditionals i guess actor wakes the lines
dont want to replace .actors only want to concatenate with something like (.actor+.mutant)
I think the db.actor section stops the music when you are dead. You should be able to remove the check and test
yes, it checks if the actor doesn't exist
which is also true if the actor is dead
well i mean, false
db.actor refers exclusively to the player for context
oh sure thats why the voice mods are called actors
i thought thoose were the humans npc
Nope human npc's will typically be stored as obj from a callback
IsStalker(npc) something like this right?
I can post a section of my code that differentiates enemy types from each other if that would help
Yes IsMonster(npc) also works, just checks if npc is a mutant
Also, highly recommend getting notepad ++
use codium
Notepad is bare bones
hey so i replaced the death sound that plays when you die to a song but it dosnt play when i die and i converted the file to a .ogg file named then correctly but it still dosnt work i feel like i missed a step but if anyone could help that be cool
can you trigger something else to happen when you die to know the sound script even fires or that it's something wrong with the file format ?
yes i used another mod to test the seinfeld death song mod and it worked just fine but when i use my sound file it just dosnty play but the file is in the right place
i dont think anything is wrong with the file format because i converted it to an .ogg file
nvm i figured it out its an issue with the youtube to mp3 converter i used
it wokrs great now
I'll take a look, ty
How do I export as a ogf.? I keep getting "can't find root-objects" message.
In blender
maybe this will help? https://igigog.github.io/anomaly-modding-book/blender/creating-model-in-blender.html
i am not an art person. you could try the modding-arts channel on the anomaly discord as well. lots of arts ppl there.
hi guys, I'm completely null in modding, but I think more and more to do something for our community. The first thing would be completely redesigning loading screens. Can I ask someone to simple guide me with 2 areas that I would potentially need:
- How can I mod and change loading screens?
- How can I export selected character models to play around them in Blender
Thanks in advance for helping! (yeah, I know that resolving will be much more complex rather than just asking for simple steps)
I can't help you (I only know some coding) but I recommend asking in the stalker anomaly discord. They have a modding arts section for artistic stuff.
-
see message above yours.
-
#╙🖇mods-making-discussion message
you want the all to see testrures.
then in unpacked go totextures\intro\there is a folder for each level. the images are randsomly selected from the ones in that folder for that level. you can add as many as you want. due to how xray works you can only "remove" the orginal images by replaceing them with a new image of the same name.
would it be that hard to give certain guns the 1 handed property? im mostly just trying to give it to the modified ks23, the sawed off toz, and the really stubby mossberg
slot
do i just look for that in weapon files
yes
Theres a pin that handles this as well
if anyone is a bit more proficient at locating it. My goal is to find the ltx files for the Kriss vector; specifically the mags to edit the size value from medium to small. Ive searched all over the config files in the mag redux folder but am having a hard time trying to find it.
Its possible the file itself is within the kriss vector one since the gun is more recent but im not sure.
maybe im just blind and just missed it as well
C:\Games\Gamma\mods\271- G.A.M.M.A. Large Files - GAMMA Team\gamedata\configs\items\weapons\magazines2
is it possible to make something like a tool ingame to rename npcs on the go without a config?
Almost certainly, but introducing ui elements is difficult so the easiest way would be to do it at a button press and set the name to something pre determined
hey what would be the best way to see weapon item codes?
like their definition (stats and crap) or just their class name
like the wpn_(name)
debug has them all
got it ty
just to the left of the tab that shows all the icons
i have 1 handed sawed offs now ty
tried locating the kriss files. Only can seem to find the tommy gun and the raptr file.
From a glance I can see that the file path you have there is different from the one I linked. I'll check again in a bit
how about implementing it as a command usable in the debug menu console?
C:\Games\Gamma\mods\271- G.A.M.M.A. Large Files - GAMMA Team\gamedata\configs\items\weapons\magazines2
This takes you to the exact folder holding the file defining the magazines for the Vector.
Those can't take arguments. Lame I know

Could just call the function from lua console in debug however.
While I know how to change the name I'm not sure if it will stick or if it will work once the npc is fully spawned. The utility is typically used for editing parameters during spawn
its not even necessary tbh, but for the sakes of RP kind of nice to be able to rename npcs on the go without having to go through configs everytime
If I remember I will test it. If anyone else wants to try it you have to use util_stpk.script
more of an art question than stricte modding:
Most dds files come with black background, is there an easy way to remove it using the alpha channel so I have the assets without it/on transparency background, for further refining/editing/whatever ?
Does npc:marked_dropped(itm) check to see if the item has been dropped by said NPC? I am wanting to add a check to my looting perks that ensures a player can't drop an item to then pick it up to increase its condition if it falls below the perk's minimum condition threshold.
If it does that, I would have to put if not db.actor:marked_dropped(item), correct?
I don't know how that works. Use info_portion
Info portions are basically flags and can be a y text. So add an info portion "cxv_dropped_by_actor" and check for that later
That line does not do what I thought it does. Still unsure what it does but it isn't important. Now to find a way to check if an item has been picked up already/dropped by the player.
does anyone know what files actually determine what armors use what models for the actor etc? it doesnt seem gamma uses the default anomaly files for this
Believe it's DICK
You mean the player actor or the NPC actors?
player actor, i already know what model i want to use but i cant find the file where its actually determined
i checked everywhere in DICK
but its the only one that makes sense
DICK is non player. Didnt read your question carefully
I think arms are THAP and not sure what legs are
not doin arms just the player model when you go into third person
I know roughly where it is, but I can't remember the exact structure ATM. Try looking for files named "integrated" in the mean time. There's a few dltx files that affect some stats and the visuals iirc
That's a thing?
Yea
heres one of the og anomaly files where it determines your portrait and model
You could also just make a dltx to override the one you want to change, instead of trying to find it
i just make my own mods of files and put them at the bottom of mo2 but idk how to do that exactly, i tried using the og anomaly file and it didnt change anything
just as a test really
anyone know of a resource that could help me figure out how to add a right click option to an item?
trying to add an option to the PDA
Before i link it, have you checked the anomaly modding book?
Ah, will check it out
Don't know if it has the answer, but its as good a place as I can think of starting
STALKER 2 exos are almost ready to be published
clean
the "UI" section of scripting hasn't been written yet
oh yeah that's another example i could look at, i've looked at the interactive PDA ui script but i can't really make heads or tails of a lot of it
Yea, makes sense
i... actually don't know where the mod that actually handles field stripping is
second
I'm assuming its part of the weapon parts overhaul, heres my file path C:\Games\Gamma\mods\140- Weapon Parts Overhaul - arti
Yea its in there
oh i'm a derp
is it the utils_ui_custom script?
oh, nvm, it's far down in the arti_jamming_repairs script
Was busy going through all the stuff trying to figure it out myself. I suck at script
i'm doing a thing with the RF packages mod and it's script all the way down
Sounds interesting and incredibly painful
peeps on the main anomaly discord linked me a dynamic functors guide
and that explains everything
ooh, please link it to me if you don't mind
it was a .script file itself
well
it's a guide attatched to a script that enables it
that is in gamma already
Ah, ty
yeah making a PDA right click option that cancels the current package
That sounds like needed qol
Given that sometimes your package is in the ass end of nowhere or fallen through the floor
pretty sure the fallen through the floor thing actually ends with the package despawning and triggering a failsafe i've already done a patch for lol
that package despawning issue is actually what got me making changes to this mod in the first place lol
shrug I haven't had the issues myself, but yesterday there were people who had packages that needed reloads to be collected because they were below terrain
hmmm, interesting, might look into that and try figure out if i can find a better position to spawn those packages
but yeah, the base mod had no way to handle the package despawning/getting deleted somehow and would render the package area unplayable as it would crash your game as the script that does the RF beeps is constantly comparing your position to the package's, which if it despawned was null
and it just gave you a message telling you to contact the mod maker, but they're no longer active in the anomaly modding scene as far as i could tell
How would I go about decreasing the vertical recoil of a gun? The G36L specifically I think has a little too strong of a recoil when shooting, so I would like to decrease it. However, I can't make head or tails from the config file for the weapon, so could someone point me in the right direction?
Where's the file or line that sets the neutral and ally NPC markers' size on the map in PDA view? I noticed a custom icon shows up in the correct size on the minimap but it's upscaled on the PDA which looks awful tbh. I've been digging through files but I can't find it. The icon is from ui_common.dds (under the name of ui_pda2_squad_leader*) at x=807 y=797. I've checked map_spots_16.xml & map_spots_relations_16.xml and as far as I can tell the size of the icon should be the same across the board, yet it isn't
*Edit: ui_pda2_squad_leader
Now that I'm looking at it it seems to be a global scale or something, every icon is larger in full screen PDA view
Thanks
can any weapon modder check Lee enfield mod from Taz for me Please!
@undone lily @ornate spade So I'm not sure if this is still relevant or not but a similar thing happened to me: #1073321570673643520
newb question: What file dictates which weathers are going to be in the loop?
level_weathers i think
@silent gust Let's move the discussion here:
_ _
Anomaly files are stored in .db files across a bunch of folders in [your Anomaly folder]\db\. You can use the default unpacker to make them editable, which you can find in the "Tools" folder right next to "db". The files you need are "db_unpacker.bat" and "db_unpacker_all.bat". The former only unpacks configs I think (not sure which exactly) and the latter unpacks everything
If you don't want to unpack literally everything like sounds and such, I'd recommend is to copy your "db" folder so you won't mess around with the original files in the copied version. Then delete the stuff from the "db" folder you don't want to unpack, then run the db_unpacker_all.bat, iirc that'll create an "unpacked" folder inside the "Tools" folder where you'll see all the stuff in the same folder structure as they are in the game files which is something you should use when you create your own mods, otherwise they won't be read by the game. For example if an original config is in gamedata\configs\alife.ltx then you should paste your modded config into [your G.A.M.M.A. folder]\mods\[a custom mod folder name]\gamedata\configs\alife.txt for example. Take a look at the other stuff in "GAMMA\mods" and you'll get the hang of the structure quickly
_ _
Alternatively you can edit existing files in GAMMA since it's effectively a million mods layered over each other in the "GAMMA\mods" folder. That also means certain files appear multiple times and depending on GAMMA's load order everything is ignored other than the file on "top layer" afaik. So if the first mod has this "alife.ltx" and the 450th mod also has it, the 1st will be ignored and the 450th will be in effect. To check which one is currently used by the game open MO2 and on the right side switch to the "Data" tab, then search for what file you want to change, in this case searching for "bloods" gave 1 result, the "From" 🔴 (when you hover over the file) tells you where it is inside the "GAMMA\mods" folder inside the 🔵 folder structure. Make sure to backup every file that you edit so you can revert if something goes wrong
@past barn Wow, that is a super comprehensive guide! I was busy combing over the m_bloodsucker.ltx so I didn't notice you made this post. It makes perfect sense with the unpack .bat and the folder structure of the game files.
@vernal epoch also told me about the file search bar in MO2. I've backed up the files, and made my changes. I'll try to actively seek out a bloodsucker and see if the changes have been implemented!
Again, thanks a lot for the help! If it bears fruit, I might do a deeper dive into the game files, and maybe see if I can implement some other small changes I have in mind!
The modding rabbit hole is inevitable
Complete Facts
Is there a working gamma mod that incorporates seasonal changes? 🙂
no 🙂
mentlegen, theoretically how hard is it to edit reload speeds of shotguns? From what ive seen on reading its possible but its probably not as simple as adding a number difference to the ltx file. How would the animations be affected? Im assuming they would lag behind if you made it faster
it is as simple as adding a number difference
You need the modified OMF editor tool and open the hand OMF and gun OMF files and change the hand reload and reload animations speed factor
Just passing by, GAMMA is love, GAMMA is life, modding hates you, modding hates your life
guys i have a crash problem where should i post it to get help am kinda lost
if it's vanilla gamma #🔨base-gamma-support
if you modded/added extra mods #🔨modded-gamma-support but you won't have a guaranteed response
So, if you look at how Skills Expansion 2.0 does Weapon Handling/Reload Speed bonus, it adds a multiplier to the animation speed on the fly (if you want to go the route of doing via script). However, you are inevitably going to come across the audio being out of sync with the reload animation. This is sadly not something you can fix without also changing the reload audio to be faster as well. If you are okay with a bit of desync then look at how 2.0 messes with it by using scripts.
Like Momo said, there is a way to make it faster through the LTX file, but you will run into the audio desync still.
yo eden when's lttz for every faction dropping
Can companions bleed?
no, there are no bleeds in the game
shut up idiots!!!!!!!
everything can bleed through some scripting tho
well i mean except player bleeding of coirse
what tool i need to edit and make particles so i don't have to run game every time to test them?
Can someone who knows script coding help me? Its about the a minimap script file
the sdk
and no one knows how to do particles
literally the only tutorials online are in russian
I want to change this line "if obj and obj:alive()" to "if obj and obj:dead()" but it doesnt work, any other substitute that might work?
that worked beautifully, thank you!!
thanks bro.. Momma didn't raise no quitter, ill do my best to figure out
Now I can see a counter for corpses only, next to the minimap
you want to create particles from scratch? or you are trying to merge particles from various addons
i just need something to test the behavior of particles without having to run the game every time after i change the .pe file
ah no idea sorry
nvm if you wanted to idk, grab electra particles from CVFX but you have hollywood fx, both use particles.xr file to load the particles in game, but since 1.5.2, game allows to load loose particles files, not requiring everything inside a particles.xr anymore
so the loose files override anything that it's inside the particles.xr file
that's good to know, thank you
what do you use for .xr to open them? notepad++ just gives giberish
?
you need the sdk
is there any way to reload the minimap script file changes without restarting the game every time?
f7 > f5
Anyone know if there's a mod that turns off flavor text? At lower resses it's really hard to read the actual important info, a lot of stuff goes off the screen
gmtop
I thought that was supposed to add to it? 
yeah, disable that
I wanted to get rid of the vanilla stuff too though, that wouldn't work would that? The bigass paragraphs are usually more problematic than the small bits from gmtop
thanks @random fulcrum I think I nailed it now, exactly how I like it.
Appreciate the help 🙂
anyone happen to know which files in Anomaly pertain to the animation and positioning of the left hand used for 'detector' items (flashlight, anomaly detector, etc)?
items_devices.ltx inside configs\items\items
anyone know if activating Mysteries of the Zone questline in MO2 is safe and won't fug up ur current playthru
hey does anyone know if this file is hand-written as XML, or generated from some other template?
Anyone here that can help me out with SDK installation? That google doc is a bit confusing for me, do i install patch in separate folder or i install all of the stuff in the same place?
What are you trying to do with the sdk first of all?
main reason was to edit and make new particles but now i think i want to edit levels too, add some stuff to them
Okay yeah that probably requires the sdk, was just making sure you weren't over complicating things. Also, pretty sure the levels are extremely hard to edit, could be wrong. Unfortunately can't help you since I've never installed the sdk
do you know then is there a way to test particles i edit without having to run game every time? plus cleaning shader cashe folder
it's really killing my will
I'm not sure. I run the game everytime I make changes to a mod, you just kinda get used to it
i better then install clean anomaly and work on that, running this ultra modded one is taking time
I'm currently waiting for GAMMA next annoucement + patch to drop, to make sure I can have all the updated files, then I'll resume work on it as soon as possible, I'll be focusing on it for the rest of this month afterward
Hope you join the modder's club!
At this point that's not a club but a whole assembly xD
thank you, ill do my best
If you can't figure something out just ask. Modders often times will help you out, they won't debug your whole code though
i think i need help again, i just realized im not gettin all files when i unpack my game, what do you use to extract absolutely everything from game files?
That was meant to be a link but oh well
Fuck you got it first
Make sure you have recursive on
the what?
Then select the root folder and it will do the subfolders
okay, thank you. you guys are top tier... i was using some unpacker but i guess it was not working very well
NP
How would I go about making it so that dismantling ammo returns the full component cost?
How do you take over an owned base in warfare? clear sky owns the north east checkpoint in truck cemetery and they respawn every 5 minutes after i kill them. I have sent a bandit squad to the checkpoint and they are there with me, they've taken up guard positions. Yet the base is still owned and respawning clear sky?
What's that have to do with mod making?
get an idea how it works
Are you trying to figure out what's going on code-wise, or are you just asking how to do it in the game?
Because it looks like this is just a gameplay question and this isn't the channel for that.
I don't play warfare so I couldn't tell you.
both. Not too sure where else to ask since i'd get the same reply as yours in another channel. I tinker with scripts in my free time and read this channel for tips
stalker-chat and newbies-chat are both good places to ask.
unfortunately this weird new ranking system prevents me posting anything there
You are level one should be able to post there now.
edited a gamedata\configs\text\eng text file but the in-game text is still showing up as the previous text, will it only take effect on a new save?
the files in gamedata\textures updated so I assume it's the right directory
relaunch game after edit
still showing up with the previous text after both relaunching game and trying a new save
make sure the file isn't being overridden by another mod
ah, the "gamma massive text overhaul" mod was overriding the description. it works now. thank you!
oh come on BAS. why?
why anm_hide and anm_show use same animation?
anm_hide should be wpn_hand_rpg7_out.
Where are the buff, debuff, sleep, thirst etc. icons in the game files? I can not find them anywhere
Check Alt icons textures folder
thanks
And what controls the color of the square around the hunger/thirst/etc. icons? You know the ones that start from white --> yellow --> red depending on severity
in the script i think
inside alt icons
It didn't seem like they would as far as I can understand them
But I think I found it, just need to test it to make sure
How would I go about making it so that dismantling ammo returns the full component cost?
- Download Agent Ransack to help you search through files
- Search "disassembl" to catch both disassemble and disassembly
- Find "ammo_maker.script" in "G.A.M.M.A. Arti Recipes Overhaul"
- Copy script into your own mod (with correct file structure)
- Locate "local salvage_coef = part_lookup:r_float_ex(sec, "salvage") or 0.4"
- Change to "local salvage_coef = 1"
- Save and export mod as .zip
- Put into moddb as last file
- Play
Should work, havent tested
Would it also work if I just edit the script file in the Arti Recipes Overhaul mod folder itself? I just found the value you indicated.
I assume it would be reverted when I download updates or something.
Don't do that. Never edit a file directly. Always edit a copy. Best practice
Also it will be reverted if the original file is edited by Grok and pushed to an update
No problem, felt bad when you didnt get any responses. Also please ping me if it doesnt work
Hi Guys is it possible to replace certain suit skin/look to another one. If yes is it possible to change it to an npc look. Lot of npc have a really cool look is it possible to use those and apply to a suit. E.g an npc has a cool look and swap that/apply that to an exo which i can get in game?
anyone got a link to an .ogf viewer?
dont need to edit ogf files just need to look at em
blender
and this plugin
thanks
i tried using ogf viewer off github but uh
these just look like build files and i got no idea how to build them
you probably downloaded other thing in github rather than release
does anyone know what file do i need to take a look to be able to remove barrels from guns like stripping them like the other parts
So, if I set the local salvage_coef to 1, it gives me two of every component for each bullet I take apart, regardless of type, and if I set it to a value less than that then I get a random amount the seems to average around two components multiplied by the value.
So taking apart any handgun round gives pistol powder, handgun cases, and either normal or AP pistol bullets, for example. But always two per bullet.
Which would be fine if all bullets cost the same, and I'd just set the salvage coefficient to 0.5 and figure the randomness works out in the end (and it does for FMJ), but it gets weird when taking apart special ammo that should have much different yields.
This is why you never mod the file directly. The more changes you make the more it can be difficult to remember where everything goes if you want to undo certain changes. You have the right file. Play around with it. By doing so you will gain an understanding of how the code works. For context, I literally don't know the answer so I can't just give it to you. Also, this is my way of coaxing people into being more modding literate.
I didn't think you'd know how to get it to work since you told me to set the value to 1 in the first place, I just wanted to let you know what happened so now you know.
I'll keep poking around with it and let you know if I make progress on it.
Just getting Agent Ransack has been super helpful.
I don't but you could start by downloading Agent Ransack (It's free and very useful) and following the steps here in broad strokes. Some leads for searches might be "barrel" or "trigger". Another helpful tip is that since barrels work in unique ways, they are going to need their own unique section of code. That might be a good thing to look for/edit first
- Download Agent Ransack to help you search through files
- Search "disassembl" to catch both disassemble and disassembly
- Find "ammo_maker.script" in "G.A.M.M.A. Arti Recipes Overhaul"
- Copy script into your own mod (with correct file structure)
- Locate "local salvage_coef = part_lookup:r_float_ex(sec, "salvage") or 0.4"
- Change to "local salvage_coef = 1"
- Save and export mod as .zip
- Put into moddb as last file
- Play
If you can't get it, I can take another look at it. Or if you would prefer, you could ask the coding section of the anomaly discord. They are very helpful but they are not going to do everything for you. You should go to them with a specific question like "How does this chunk of code work". Be careful though, the more code you send them the less likely they are to help you. Worst comes to worst you could just ping/DM arti. He is on the server
I've done some stalker modding before, just never anything to do with salvage.
Mostly just stuff with gun/ammo/armor values.
Gotcha, welcome to scripts (They are coded in LUA btw)
Oh one more thing. If you do get it to work, you can post it in #1035807043933720576 to share it with others.
Will do.
Do enemies make use of special ammo types, or do they just use FMJ for every gun that has it?
I'm not sure, that would be a question for vanilla anomaly so you'll want to unpack vanilla anomaly and sift through those files for that question
I'm considering dropping AP ammo damage by a fair bit so it's not just better than FMJ, but if high end enemies are using AP then I might inadvertently bork the difficulty curve.
You could look for the file and try to figure it out. Gboobs (Grok's Ballistic Overhaul of Bullets) might have stuff as well. At this point though, I would recommend not touching that cause that involves even more considerations. I think IRL though AP is just better than FMJ. Grok has tried really really hard to get the ballistic values to be realistic and fun so again it might be worth just playing it as it is.
!spread
Spreadsheets about:
Weapons + Armours + Mutants + Artifacts + Food + Drinks + Medicine + etc.: https://docs.google.com/spreadsheets/d/1OWE25Go9kSao5-IDOS4ZWkBtLfyEF_hPLJz7QQR2lqY/edit#gid=302497032
Zone Handbook (contains a lot of good guides): https://docs.google.com/spreadsheets/d/17ZLrcwv-5aFjusQ6yKdHrBkq0fiPRBCvdCnzrvpz-Y0/edit#gid=0
Nimble weapon trade RUS/ENG: https://docs.google.com/spreadsheets/d/1iteyvFLFqIZU_Uzx1UTboueiAafXX4yrvCGrVfCYF40/edit?usp=sharing
Visual guide for Full Empty/Volat Emerald/Compass (until it will be added in some doc): https://cdn.discordapp.com/attachments/912320242301149216/1039517855588306986/azeazeazeaze.png
Aslan Lottery Outcomes: https://docs.google.com/spreadsheets/d/1Ocz6SF8KT0DVYTy7gkH6FYX9bd-IwbW8ONbb6IGmc0c/edit?usp=sharing
Making comprehensive overhauls of big systems is the kind of thing I do for fun. Before anomaly came out I'd redone all the weapons and ammo types in a couple of other weapon packs to my own preference.
The guns in GAMMA feel good though, so no point messing with that. Probably the only thing I really feel like changing is the movement speed multiplier when moving and aiming down sights. Make pistols and SMGs faster than rifles while ADS.
Does anyone know what line in a weapon's LTX file is responsible for the alt aim or "laser aim" some mods use?
its under the hud section, usually called alt aim
If the gun doesn't come with an alt aim, copy the lines from one that does before editing it
use_alt_aim_hud = true in the weapon's definition
and then i don't remember what the position properties were called
Pretty sure its this
yeah those 4
Thanks a lot
Hi. Does anyone know how to change outfit durability? Love everything about this mod, but the degradation rate of armor is a bit much for me.
is 7% of received damage too much?
You get so much money anyways, and the repair is so cheap too
check grok_actor_damage_balancer.script and check lines 501, 508, 518 and 525
those 4 have the degradation math
Thanks a lot! I‘m going to tweak it just a bit.
Hmmm i having an issue where my game lags a lot when I aim down with this weapon
Despite the scope not being PiP
Which scope?
It's a 2D scope, the ps01
Thing is this gun had a pip scope but i changed the shaders of the models so the scope parts are just model shaders
But still, when I aim i get the lag
Nvm figured it out
anyone have any documentation or want to explain how actor voice works as a mod and what I can do with it?
it's really well explained with comments in the script
oh! that's actually fair, I'll look into that as soon as I can
where are the English merc lines stored? which mod enables them? Not the player, npc Merc lines
where would the sounds (mod or folder) from silenced shotguns come from when i disabled the dark signals audio pack? i tried to edit a file in "better silenced shotguns" mod but that didnt seem to work
i got the sound file and just want to tell the game to play that sound when i fire my gun
because currently it plays no sound when silenced
Yo! I kinda wanna check out gamma's WP, but I kinda don't wanna download 70 gigs of the pack. Could someone help me out with just the weapons portion of the pack?
you haven't downloaded gamma yet?
Would there be an easy way to make identification ui only work when using binoculars?
maybe
Fuc i just turned off my pc
it's janky but so is the entire mod
Binocs are more fun with the general detector mod
Did you see the one i found
i have it on
Also thankie
Aw damn, just noticed that the Gunslinger animation packs got removed from ModDB, I wanted to grab the packs and see if I could use them
anyone have 'em still?
I want to edit a gun so i can mount more scopes on it, how can i do that?
Exo anims?
Pretty much all of the ones the poster posted: PM Pack, Groza, P90, Pistols, etc. All of them are off of ModDB
teivacz had an episode
There's a direct link for the exo anims one in #📎mods-added-for-next-build
Does anyone know the cause of the episode?
Anyone know which mod adds a glock with a laser upgrade? I'm trying to solve a crash for a guy that's using my exo anims patch. Game's looking for a model file 'dynamics\weapons\wpn_glock17\wpn_glock_lazup_hud.ogf'
he's working on this tco thing
what tco means, nobody knows
but he's reserving all the gunslinger anims for that
so it had nothing to do with strifer
Teivacz' complete overhaul
provak's 3
God
He just don't doesn't have time to actively work on TCO and upload and update the mods to ModDB at the same time
So his Gunslinger stuff will be part of TCO
Which, apparently, aims to replace every single vanilla anomaly gun with something else and then add some more guns
A noble cause
It was in beta phase and then they decided to do it from scratch again
So who knows when it'll be out
I still have yet to get the toz34 pack working in gamma
Either crash on startup or broken model/animations
What does it say when it crashes on startup?
Something about unjam status, which points to WPO but when i used newest version i still got it
If you put the pack in ~75 priority on the load order you dont get that crash but the gun is completely fucked
No animations and the model is wayy back farther than it should be
I noticed one mod for VSSK animations was conflicting it but when i moved it below that too it was still borked
I have conceded to the toz34 pack
You can doubleclick a mod and go to the conflicts tab to see what flies exactly are in conflict
Do you got the pack?
No
I can send you it if you're interested in trying to see whats wrong, cus it beat me
I got mp5, sig550 and groza just fine
I got the aek but i also couldn't get that one to work
Yeah, no. I patched the exo anims thing to play nice with gamma's dof on item use and a guy is getting crashes because there's a missing weapon model. Allegedly only happens with my patch. I'm pretty stumped. I don't even have anything in the mod that's not in gamma or the exo anims
based p90 hater
Momo, since you're using the pistol pack from gunslinger, can you dl my mod and see if it crashes, dude says it's the weapon mod he has
Five seven is much cooler imo
Anyone knows how to fix that bug with the gun animations where it keeps looping to the beginning to the anim
Stop at and in OMF Editor or Blender.
https://github.com/mortany/omf_editor/releases this i think
So check that stop at end box?
Seems like it yeah
U need this for hands or weapon? This name look more like animation for gun.
Make sure that hands animations stop at end too.
Time to look what anims this gun uses
I'm guessing an "idle" animation shouldn't be like this
Giving me goddamn PTSD from sifting through that mess to only emd up with 3 guns I ended up throwing out since their file directories were misnamed and jumbled together 
Watched a "Every STALKER Game Reviewed" and the guy recommended Provak's. Worst mistake of his life lmao
Why yall so hates Provaks weapons? I dunno reason
It was very shitty weapon pack or what?
It was yeah
A bunch of assets from a bunch of places that were all slapped together without any sense of consistency or balance
Also it added a bunch of shaders and particles that made the game not only look kinda cheap and shitty but also run like shit in most of the cases
Since most of the scopes were PiP'd
It is a bunch of stuff throw together with very little order to it all, and not all of it is very good. If a gun is messed up or something is broken, you are going to have a very hard time trying to fix it. It is unstable and a lot of the animations and gun quality is not great. A lot of bloat as well. Only like a few guns are actually of decent quality like the Flamethrower (but doesn't even make custom ammo for it, something I did when I was still trying to salvage from the mod).
Again, as someone who sifted through it all, there was no organization to the thing. If anything breaks in that pack, it would take even the modpack creator way too long to fix trying to remember what goes where and where it belongs.
a question if anyone seen that or know if it's possible:
Can you make an attachment item that would add a Full auto mode to a weapon that by default is only semi auto ?
(once again asking for the angle as alternative to having to mess with the upgrade trees of existing weapons)
No I have not. I don't have space on neither my hdd or ssd and downloading 70 gigs just to check some guns kinda misses the point therefore I asked here.
the problem is
people who haven't downloaded it are kinda not supposed to be here
I had downloaded it in the past. Also I upload mods I made here.
And since the weapon pack is the only thing of interest for me as I already know how gamma plays I just wanna check it out.
Bas is on Moddb, along with all the other weapons gamma uses
What about the raptr? This one is the one that is the most interesting for me.
there was a desert eagle released ?
would you mind telling me the archive name and archive date so that I can scan the moddb servers to retrieve the download link ? Thanks 🙂
it's a gamma gun
Hopefully all of them can go into GAMMA with the relevant fixes, since Gunslinger animations are just, MMMMM
Will wait for the update with them instead so they're fixed up and patched up

hey peeps, what do I need to know about the .dds files to modify item icons? (like compression settings and such)
or maybe the default saving settings are good already?
(using paint.net because I'm lazy like that)
http://sdk.stalker-game.com/en/index.php?title=Editing_ui_icon_equipment.dds
the very base basics
there is also a converter *.bat Grok made that eases exporting images into DDS
i dont have a link on me rn, but it's somewhere on this discord
do mind that wiki is somewhat dated, but core basics still should hold up
don't plan on digging too far, should prove more than enoughh for what I have in mind right now, thanks 😁
No prob
Ye I figured, since I am running my own pack, will try to see if I can port it similarly to the gunslinger standalone thing I did
Shame lots of stuff is pack specific nowdays, but thank god for playing Stalker since 2006 builds, as at least I know how to separate stuff I want
Iirc that raptr is like the ONLY gamma exclusive gun
custom AEK, SR25, Vector, Ash12
Hello, I added this gun to the game by merging my model with the bas akm. How can I make it possible that that gun accepts the eotech 553 from the game?
out of curiosity how practical would it be to link the inventories of 2 different stashes?
reading inventories on other maps tends to break things eventualy. If you limited to simple things like ammo and meds you could do it by storing a list of items and spawnign the items when the stash is opened. this is very hard t manage with weapons and such however
I wish that was a thing. Why is it difficult with guns tho?
guns have data regarding condition, parts (and their conditions), upgrades, attachments, ammo
Does anyone know how I would go about changing the default appearance when not wearing armor? Like say if I want to make it look like the sunrise outfit instead of the sweater?
specifically the appearance itself if viewing it from 3rd person
no idea if you can actually change that specific outfit, the no outfit model
didn't find it in any ltx, you could try locating the .ogf for the sweater and grabbing another .ogf file with the model you like and rename it to the original sweater
yeah, that's my thoughts aswell, I found the sweater its called "Sviter"
but I think its in the compiled Anomaly files
so I have to uncompile it I guess and replace the DDS I want for the new outfit over it?
what about actor.ltx
ill take a look
the visual property isn't the default model?
yeah
If that's it then that's super simple, thank you! @random fulcrum
I can then just add a new model and have it reference it
i don't know if that's it
we'll see in a sec!
okay, made my backups, testing now
That did not do it, maybe there's something more..
i've been trying to decypher how other mods manage to do it, the one recently i've been trying to figure out is that old "Play as female stalker!" mod, but i'm not really understanding how it manages it.
The DDS files aren't replacers, and the only thing available are these two mods, which don't seem to have any reference to the replacer models for the default appearance
Okay..I think I figured it out? Testing now, wish me luck
make a dltx file, replace actor_hud_5 with whatever suit you want, i do this for my personal custom arms
I'll give it a shot! Thanks Barry!
definitely easier then what I was about too do
im actually thinking now there might be a few more steps too, i can check when im back at my pc in a bit
Alrighty! I appreciate any help at all with this
oh yis ok sorry what i mentioned above was for something else. what youre looking for is actor_hud_hand_animations.ltx which is in gamedata\configs\creatures change the visual line below to whatever you want the new one to be
[actor_hud_05]:actor_hud
visual = anomaly_weapons\hands\wpn_hand_no_outfit```
and that will change the third person model?
oh i missed that part, most likely not. your on your own there sorry
Nah its fine! @river fjord that information was still super valuable, because I need to change first person later too
thank you
it looks like for third person all I have to do is make a replacer for the sviter dds and mesh files
the hardest part seems to be /finding/ the correct files I want to replace them with
Okay, got tired of trying to find the correct filepaths, just going to slam my head as hard as possible against this problem and see if that works by guessing the locations.
And there we go!
That did it
code monke strong, code monke beat engine with head, engine fixed, ook ook
just replace these paths with whatever mesh and texture you want
gamedata/meshes/actors/stalker_hero_coc/sviter_3.ogf
gamedata/textures/act/act_stalker_sviter.dds
boom, new 3rd person model
if you don't mind me asking, what was that first part used for that you removed here?
was just part of a different ltx used to make every suit visual the same one
Oh! That's super useful
what would i need to do to give a certain weapon a certain sound?
i want to give my silenced weapon its sound back
unfortunately i dont know much about modding all i got is time 😄
Может кто-нибудь подсказать, как сделать, что бы при включенной опции «тень от солнца», тени были только на оружии, а на ландшафте их не было?
@undone lily if I'd create an addon that'd port all the AMK and SoC artifacts to the Anomaly (with revisited stats ofc), would you consider adding such a mod to the pack?
I've been thinking about it for a long time now. The main goals would be:
- remove condition based artifacts crafting
- use AMK/SoC and Perk artifacts as the base artifact system - this would mean that some artifact types would have up to 6 tiers
- rework Aslan's lottery to make artifact hunting actually rewarding
- adjust crafting recipes
- given that AMK/SoC artifacts would now be used as base artifacts, I'd have unused assets from Anomaly and could change the existing artifacts into some exceptional and extremely rare artifacts that'd add some additional flavor to every run you would manage to find one on (e. g. 0.1% or 0.01% chance to drop such an artifact)
I've already tried playing around with importing .ogf files and SoC artifacts look really dope in Anomaly
Ofc it would take a lot of time to port all the icons, descriptions and stats properly, so it would be a long time project
Speaking as someone who as addons in the pack, addons not in the pack and addons that only got added to the pack after a version or two: make a good addon for base anomaly + minimal mods, keep in mind what it would take to make it work with gamma, efp and base anomaly.
Hey guys, been asking around, but is there a mod that make "burst-fire mode" function with just a click but not by holding down?
Well, that’s a lot of work I would rather use to improve the current system.
Sure % condition could be replaced by tiers. Now what happens if you combine a tier 1 with a tier 3 artefact ? Makes a tier 2 artefact ? What’s the goal then ? Combine tier 2 with tier 1 and it makes a tier 3 ? Well why not, that’s what my system does more or less, but you’ll have trouble with other aspects:
Now, what would you do with the crafting, crafting tier 2,3,4,5,6 tiers ? Man I don’t want to look at the crafting UI window with all these tiers…
Also, good luck to balance all the artefacts spawns when you have tons of tiering that you need to adjust manually.
The current system allows a lot of granularity while keeping everything simple. That’s why I made it this way. What it needs are more fine tuned artefacts stats, improved artefacts spawning logic, and more solid artefacts condition save.
A new kind of ultra rare uncraftable 60 to 98% random condition could be interesting. But it’s double edged: I made my system so it doesn’t revolve around single lucky finds that ruin your run (yeah finding a 98% compass just because you pulled your detector is fucking ass)
More artefacts could be good, yeah, but imo there’s enough room with the current artefacts to make them interesting and all unique
No no if anything, what needs to be worked on are:
- the goddamn mutant parts, they need a dedicated barter system for medications, bullets and whatnot imo. So they aren’t just something you sell to butcher.
- the goddamn mutant pelts, these need to be boosted, fine tuned, possible to be combined like artefacts with a tanner kit.
Actually the AMK artifact crafting system was based on throwing things like mutant parts alongside artifacts and some other trash into anomalies to get some new artifact
This would also make mutant hunting more rewarding
It wasn't like you could combine T1 and T3 artifacts randomly to get some other shit - there were specific recipes to upgrade some artifacts
It also had a chance to fail
As for being able to find a very rare artifact - I don't see why it should be a problem
These could only be found far north and you're risking meeting stalkers using AP rounds there, so I'd say it's ok to give players a small chance to get some cool artifact
Also what Raven said
That’s more or less what EFP is doing
Change to fail = fucking save scum
So that’s dumb already

I haven't played EFP v4, so I didn't know 
Aslan gamble is the same
Prove me wrong 
it is the same
Aslan will be adressed
make the result change per ingame time
like how the bat works in the later pba releases
Actually I did play EFP v4, but maybe for a day or two
Didn't like it
Mutant parts for artefacts crafting could be easily added to the current system though
I edited one of the texture files from G.A.M.M.A. UI but I added that as a new mod without touching the stock G.A.M.M.A. UI. But now my "custom" UI causes a serious issue with bolts throwing. The animation "breaks" and no bolt is thrown, and the hand holding the bolt disappears.
I've confirmed that disabling my custom UI and going back to the original one fixes the issue.
How do I use my custom texture file without having this issue?
if it's only a texture .dds file
then it has nothing to do with breaking a bolt animation
I swear it did break the animation, I checked it multiple times, including on a new game. And just now I compared my custom mod with the original one, only ui_actor_menu.dds was changed all other files are the same.
Could it be that the name of the mod causes the issue?
Oh wait a sec, priority is different in MO2
It has priority 445 vs 295 (original)
Does anyone have a clue that lets me tweak the burst-firing mode from having to hold into a tap?
How do i fix the priority?
Can you send it over? I'd like to check
It sounds really strange that a texture breaks something that has nothing to do with it
I just need to change priority, because it has prio 445 while the original is 295. Just pls tell me how to set it to the correct number?
drag it
Tbh I highly doubt the priority would be the issue. It's just a texture file, if it's the highest priority out of all the texture files with the same name then it's going to be used by the game. If not then it won't be used at all
well, we're about to find out. I set it to 296, because 295 is the original. Thanks @low tangle btw
does this define which sound is played if the gun is fired?
Yep, it was the mod priority. Now my custom texture works fine.
Btw, I put the original G.A.M.M.A. UI at the highest priority (445) and the problem came back.
It needs its default prio to work without issues
What else is overwriting it at 295?
Priority was the issue, its confirmed 100%. I can send you the file, but it doesnt have a problem, the texture file is fine.





