#╙🖇mods-making-discussion

1 messages · Page 20 of 1

surreal yoke
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Quick question: .script is lua right?

simple scaffold
undone lily
surreal yoke
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I was wondering how the callbacks interacted

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C++ Monolith repo is on bitbucket i saw

undone lily
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the easiest I would say is to reverse engineer existing scripts close to what you want to do

simple scaffold
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not impossible. but would be very hacky to do and i haven't actually tested the removal part yet.

undone lily
simple scaffold
undone lily
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as Raven said, the two best things to check to "tame the beast" is axr_main.script and _g.script

surreal yoke
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Yes, the global lua script

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Thanks <3

undone lily
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and yeah callbakcs basically say to the game when your functions should run

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otherwise they are run once on save load / after a loading iirc

surreal yoke
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Alright :), I have a couple years of experience in coding (mostly c#, native and web and some WinAPI stuff)

simple scaffold
surreal yoke
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Well I don't need a dynamic one like the mcm

simple scaffold
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the debug UI is static.

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might be easier to understand

surreal yoke
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I just want to move around the buttons, but they seem to have this weird ass table as their parent

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Aah yeah, good point

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"Shniaga" lol

simple scaffold
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or the item_map_kit.script UI. that was teh first UI i took apart.

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well first GUI. i had been working on huds for a while at that point. but that is where i learned interactive

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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

surreal yoke
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lol

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Yeah I saw Tronex' comments and uh yeah, script looks complex

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but as you recall, it's all possible to implement custom UI's pure through lua and xml data?

undone lily
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UI is quite complex imo. I usually endup ripping other UI and modify them

surreal yoke
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Or do you need to dive into exes?

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fair enough

undone lily
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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)

surreal yoke
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Oh great :)

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Is there an interactive build for xray monolith? Like, being able to drag UI's around and exporting that data into XML

undone lily
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No

simple scaffold
# surreal yoke Or do you need to dive into exes?

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

undone lily
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Edit XML manually and reload a save to check how it looks like

surreal yoke
undone lily
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thankfully very little things need to reboot the game every time

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F7 > Reload ini > load a save > done, works for almost everything

surreal yoke
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Wait what, that's a thing?

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lifesaving

undone lily
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Only things I know it doesn't work for: animations, models, and shaders (since those are cached)

surreal yoke
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Right, that makes sense

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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?

undone lily
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for scripts you actually just need to load a save

surreal yoke
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So like, writing a winmerge type of implementation

undone lily
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but usually you write random shit and it crashes the game peepoComfy

surreal yoke
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Only the changes in the new mod

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lol yes

simple scaffold
# surreal yoke Is there an interactive build for xray monolith? Like, being able to drag UI's a...
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read russian? try that

surreal yoke
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I speak russian

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reading as well

surreal yoke
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lmao

simple scaffold
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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.

surreal yoke
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I assume in the background it saves the data in xml format of the ui?

simple scaffold
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i have only read the translated description. i have never tried to make it work

surreal yoke
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Ah okay, i might try it sometime later

simple scaffold
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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.

surreal yoke
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Yeah very true

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Sounds like a cool idea

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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?

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Or do you need to copy the whole original script and edit it that way

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I guess I can just try it out... 5head

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answer is: no

simple scaffold
# surreal yoke back to lua: do you know if it's possible to only 'patch/mod' a single method (l...

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

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but yes, you can patch single functions in scripts or classes.

surreal yoke
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Ah...

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Okay, MO does winmerge in the background

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cool thanks

surreal yoke
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Yes, that's the stuff I've been reading

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the drive link is more in depth

simple scaffold
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the guide i linked you has been updated more recently than the version in the book

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yeah. i havn't gotten around to fixing the book version yet.

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updating

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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.

surreal yoke
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so it overrides global

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that means, if you override for example on_game_start, the game will use your function

simple scaffold
surreal yoke
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Ooh

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How do you know what namespace it's in?

simple scaffold
surreal yoke
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okay fair enough

simple scaffold
# surreal yoke How do you know what namespace it's in?

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

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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.

surreal yoke
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Aaah

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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?

simple scaffold
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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)

surreal yoke
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That means: don't use local except for constants that only your script uses?

simple scaffold
surreal yoke
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Aaah right

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I'll look this concept up on yt to understand it even better, appreciate the explanation so far

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I guess the global concept is a bit like the header system in C++

simple scaffold
# surreal yoke That means: don't use local except for constants that only your script uses?

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.

surreal yoke
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Only it's by default 'included'

simple scaffold
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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.

surreal yoke
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Aaaah, yeah that's the resemblance

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I feel like once you've accomodated to how lua in general works and understand the anomaly data strucutre, this is extremely powerful stuff

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the only thing stopping you (if you don't know c++ and xray mono engine) is the engine limits itself

simple scaffold
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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.

surreal yoke
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Yes, this thing:

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That's the beauty of event/callback driven architecture

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no direct dependencies

simple scaffold
# surreal yoke Yes, this thing:

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.

surreal yoke
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The self here, is it refering to the class?

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Sorry if I bombard you with questions, I really appreciate the effort of trying to help me out

simple scaffold
# surreal yoke The self here, is it refering to the class?

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.

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i explain this another way in the Patching xray/luabind “classes” section of the guide i linked you

surreal yoke
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I'll check it out

simple scaffold
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not the part about engine classes, that is generally beyond the scope of most ppl

surreal yoke
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Okay I had to reread this about 5 times kekw , it's a bit overwhelming but I'll be coming back to this channel and reading all of it again

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Concept of tables is weird coming from oop

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but thank you for the help, really

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valuable info right there

simple scaffold
# surreal yoke Concept of tables is weird coming from oop

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.

surreal yoke
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userdata, the ltx? files

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or is that smth entirely different kekw

simple scaffold
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userdata is what lua calls anything passed into the lua enviroment from C/C++

surreal yoke
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Okay

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Lua++

simple scaffold
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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.

surreal yoke
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Right, like an interface

simple scaffold
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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.

surreal yoke
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Mem exceptions

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A lot to take in, different from minecraft modding but interesting to dive in

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bigbrain -> Pepepains ->PepeKMS

simple scaffold
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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"

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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

surreal yoke
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Pretty much

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Me: Wahh festivepepe GigaKek

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ui_main_menu.script: kekpoint

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can't imagine how unexperienced coders begin lol

simple scaffold
surreal yoke
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Hmmm yes, script callback system, yes hmmtakenote

toxic widget
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the position of the news in which file is written?

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Cant find proper setting.......

vale knot
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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

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It works for making the NPCs not enemies but doesn't actually change their goodwill

simple scaffold
vale knot
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thank uu

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i was hoping something in the game can do it but oh well

restive grove
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How do I enable this kind of sight?

restive grove
undone lily
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Will be fixed in the next patch

reef haven
restive grove
reef haven
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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

surreal yoke
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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

simple scaffold
surreal yoke
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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)

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But it is possible, right?

simple scaffold
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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.

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Like that is a hard coded class that exists just to do the main menu.

It might be posable to fake something similar

surreal yoke
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Yeah...

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i hate that name, it's so random lol

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also confusing how their menus are setup in general

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ui_mm_main containing... different parent menu but redundant buttons?

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also... network game?? kekwait

hardy hound
surreal yoke
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That never came out

hardy hound
surreal yoke
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wdym?

hardy hound
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S.T.A.L.K.E.R.: SOC Multiplayer In 2021
Military Warehouses - Team Deathmatch - 2021 - 4K - PC

#Stalker #STALKER #TeamDeathmatch

▶ Play video

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

▶ Play video

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...

▶ Play video
surreal yoke
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Aaah

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Myeah... that takes less effort than factions fighting each other and that to be sent to both clients

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netcode in openworld is... not fun to code i imagine

blissful lake
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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

simple scaffold
simple scaffold
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And the disabled multiplayer mode

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That is what makes replacing it hard. Dealing with the modes

surreal yoke
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I see yeah... what a clusterfuck

jolly galleon
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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

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has ANYONE ever seen that mod? add is really kicking my fucking ASS right now

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ok nvm that was for some AK's for a really old build

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I'm an idiot, I will see myself out now

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also has anyone else has noticed the bugged reload anim for the regular ass saiga 12

regal bolt
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why is dead zone gone ?

surreal yoke
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Could anyone with knowledge of .ltx files explain what the {+...} does?

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To my understanding, LTX is used to only overwrite specific vars right? with the '!' mark infront of the [object]

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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 (PepeKMS) versa

undone lily
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Read: despite years of modding this thing I don't know everything about NPC logic, sorry mate, can't help

surreal yoke
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Ah shit

undone lily
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send the file here

surreal yoke
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Sure but uh

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to give context: I'm at truck cemetery and killed the mechanic and then well, my game PepeKMS

undone lily
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happens sometimes

surreal yoke
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There's ton of files

undone lily
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the error is related to despawning the mechanic loot

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try again, and it won't crash

surreal yoke
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Aah, not the wb being coupled?

undone lily
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the error is unreliable that's why I never got to fix it...

surreal yoke
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Aaah I see

undone lily
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sometimes happens, sometimes not

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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

surreal yoke
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Yeah idd

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kind of a onDeathEvent

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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

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and this doesn't show in the log at all

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it just freezes, no CTD

surreal yoke
undone lily
surreal yoke
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The message under it

undone lily
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or I highly doubt it, NPCs almost always end up with negative HPs when dying

surreal yoke
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Yeah well it's weird

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Game freezes but no log

undone lily
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otherwise this can be easily fixed by making sure grok_bo.script doesn't generate NPCs with negative health

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the freeze is related to killing mechanics and having items that need to be despawned from their bodies

surreal yoke
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No no, it's not the mechanic that's being killed

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That's idd a freeze and a problem of itself

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but without killing him, game freezes sometimes

undone lily
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army_south_mechan_mlr19182

surreal yoke
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After hitting/killing some npc

undone lily
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/////////// 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

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army_south_mechan_mlr19182

parent_id = [19182], entity_id = [19187]

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Parent ID is the NPC, entity_id is one item of the mechanic

surreal yoke
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Yeah that's mech freeze bug

undone lily
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I think what happens is the "NPC don't drop weapons" script interact with gear removal of the mechanics upon death

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or another interaction

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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

surreal yoke
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god damn I wish the freezes I have generated some log, it's frustrating I can't prove what I mean

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I have freezes not related to mechanic, but there's no log of it and it happens consistently on load

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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

undone lily
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replace the same script in GAMMA Close Quarter Combat/gamedata/scripts

surreal yoke
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I'll try this out, thanks

tender marsh
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Any way to freeze a stalker in place?

surreal yoke
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Okay nevermind, killed the trader this time... not the mechanic

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Great

simple scaffold
tender marsh
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I want shooting targets that dont run away

simple scaffold
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just for testing? use the debug tool to make them a companion and tell them to stand in place.

tender marsh
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You can't make companions of spawned stalkers, and don't companions have different health to normal stalkers?

simple scaffold
tender marsh
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any stalker i spawn in says it is a story npc

simple scaffold
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did you spawn them as a squad, or just a stalker?

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you can spawn squads, they should be able to be made into companions.

tardy galleon
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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

tardy galleon
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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

simple scaffold
tender marsh
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thx

tardy galleon
tardy galleon
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the list at the bottom is to add important npcs to

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i left the meta file so you can pull the moddb post

tardy galleon
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@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

simple scaffold
tardy galleon
simple scaffold
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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

tardy galleon
simple scaffold
tardy galleon
simple scaffold
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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

simple scaffold
tardy galleon
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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

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everyone using it does claim ai is harder to fight and uses cover more often now. so i got something right

fathom wagon
tardy galleon
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Try the one I just posted and replace the one in danger zone

fathom wagon
tardy galleon
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The one in wardogs 3.0 is edited a little, but the one I linked raven is my newest one I'm testing

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I decreased the coward chances, and changed the health pool requirements for aggression

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Before, they'd push hard when down to 20% health. Now, they should stop pushing hard at 50% health

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Having trouble figuring out exactly what all the functions do.. it's a lot of trial and error lol

fathom wagon
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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.

tardy galleon
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They don't need to buy it anyways kekw

fathom wagon
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Which one was the problem? Was it one of the Gunslinger ports that have been coming out recently?

tardy galleon
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It might of been. Every single gunslinger port has been crashing my game upon installation.

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Usually one of the animation scripts

fathom wagon
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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.

fathom wagon
tardy galleon
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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

tardy galleon
fathom wagon
tardy galleon
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I'll look for it. Might as well tell them all to hide it now lol

fathom wagon
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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.

simple scaffold
tardy galleon
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seems likely

fathom wagon
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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

tardy galleon
#

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

tidal cedar
#

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.

random fulcrum
#

it is possible

tidal cedar
#

is there a place where I could learn how to accomplish it?

neon kite
#

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

lunar nimbus
#

theres no need to overwrite anything

lunar nimbus
regal bolt
#

Hi; in what addon are the outfits ltx files? Id like to do some editing

regal bolt
regal bolt
#

Ok thx

sand cloak
#

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 😃

regal bolt
vernal raptor
#

guys, what tools or software are recommended to downscale textures?

vernal raptor
#

from 4096 to 1024

#

from 4096 to 1024 (bump)

regal bolt
#

what is a good default running animation replacer?

#

cause i don't really enjoy the look of the normal running animation

vernal raptor
#

@regal bolt wrong channel to ask, sorry

sand grove
#

What is the easiest way to make some weapons (like the RPK) have the option for scopes?

regal bolt
#

pay someone to do it for you

undone lily
sand grove
#

Damn that's a lot of shit

#

But thanks for your reply regardless

stable orchid
#

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

limpid geyser
#

I doubt someone's published a rip, easy enough to do it for yourself though

stable orchid
#

yeah thats what i heard

#

is there like a guide somewhere i can follow for doing that?

mint swan
#

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.

limpid geyser
#

There's an LTX for radiation water settings

radiant nexus
#

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

regal bolt
tidal cedar
#

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

turbid marsh
tidal cedar
#

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?

regal bolt
tidal cedar
#

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

regal bolt
#

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

tidal cedar
#

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

hardy hound
tidal cedar
#

no.

tidal cedar
hardy hound
#

put "title\n rest of text"

hardy hound
tidal cedar
#

But then wont the rest of text

#

still block up?

hardy hound
#

try it

tidal cedar
#

ok so, title, then at the end of each line do

hardy hound
#

put \n in the text and.keep testing

tidal cedar
#

\n

#

ok

#

thank you : )

hardy hound
#

like "hello\nworld"
will appear like
"Hello
World"

#

I think

tidal cedar
#

: )

#

ok ill try

tidal cedar
#

That didn't work, unfortunetly : (

hardy hound
novel temple
#

sorry if this is the wrong place to ask, but is there a way to disable exploding heads on headshots?

tidal cedar
#

oh, im an idiot

#

ehhhh

#

: D

woven mountain
#

Officially restarting development of chatty companions. Let me know if you're interested and willing to help with ideas/writing/testing/translation

regal bolt
#

oh nice, would be happy to help with that

past barn
#

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

past barn
#

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

turbid marsh
#

Anyone know what this HUD is? (If it's even publicly available? Would like to get that ammo counter

past barn
turbid marsh
#

Huh
I didn't notice that when I first saw that mod peepostarechamp thnx!

burnt quartz
#

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?

red wasp
vale knot
#

gamma has its own system for these things so probably a pain to get it all working with no conflicts

regal bolt
#

Where can I find armours .ltx files? Id like to do some minor outfits editing and im not able to find these files…?🤷🏼🫣

sacred token
sacred token
regal bolt
#

But in what addon? Or should i just unpack Anomaly db files? 🤷🏼

past barn
#

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

regal bolt
#

.ltx file. Scope zoom factor line

random fulcrum
#

i don't think he meant that

#

there's a zoom step console command iirc

violet ridge
#

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)

past barn
#

But this one has a lot more steps by default compared to scopes, not sure if there's a setting for that somewhere

regal bolt
#

so hd model mod is it good or bad ?

fathom wagon
past barn
#

Which file sets a mountable scope's zoom factor? I want to lower the magnification of ACOG 3.5

vale knot
#

anyone got an idea on how id restore the original psy death?

random fulcrum
#

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

vale knot
#

nvm i figured it out, i assume it was turned off for a reason tho

vale knot
#

mmm thank you

#

ill leave it off then

#

i like the effect but i rather have functioning game

random fulcrum
#

i've never ever seen that glitch myself or anyone else in the entire internet report it

vale knot
#

yeah me neither

narrow stirrup
#

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

Mod DB

Because silence or just a heartbeat (which are just leftovers from Misery) is terrible and because i love the combat music, i took Call of Pripyats combat music and compiled my own versions of the Clear Sky combat music to work with the CoP/CoC/Anomaly...

woven mountain
# narrow stirrup

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

narrow stirrup
#

dont want to replace .actors only want to concatenate with something like (.actor+.mutant)

woven mountain
# narrow stirrup

I think the db.actor section stops the music when you are dead. You should be able to remove the check and test

random fulcrum
#

yes, it checks if the actor doesn't exist

#

which is also true if the actor is dead

#

well i mean, false

woven mountain
narrow stirrup
#

oh sure thats why the voice mods are called actors

#

i thought thoose were the humans npc

woven mountain
narrow stirrup
#

IsStalker(npc) something like this right?

woven mountain
#

I can post a section of my code that differentiates enemy types from each other if that would help

woven mountain
narrow stirrup
#

thank u gonna try it

woven mountain
random fulcrum
#

use codium

woven mountain
#

Notepad is bare bones

narrow stirrup
#

i'm with visual

#

love the parent things to delete or modify words fast

noble fossil
#

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

amber sedgeBOT
violet ridge
noble fossil
#

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

past barn
fast karma
#

How do I export as a ogf.? I keep getting "can't find root-objects" message.

#

In blender

simple scaffold
floral crane
#

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:

  1. How can I mod and change loading screens?
  2. 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)

woven mountain
simple scaffold
# floral crane hi guys, I'm completely null in modding, but I think more and more to do somethi...
  1. see message above yours.

  2. #╙🖇mods-making-discussion message
    you want the all to see testrures.
    then in unpacked go to textures\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.

stable orchid
#

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

random fulcrum
#

slot

stable orchid
#

do i just look for that in weapon files

random fulcrum
#

yes

vernal epoch
stable orchid
#

oh yeah should have checked

#

ty ty

neon kite
#

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

vernal epoch
regal bolt
#

is it possible to make something like a tool ingame to rename npcs on the go without a config?

woven mountain
stable orchid
#

hey what would be the best way to see weapon item codes?

random fulcrum
#

like their definition (stats and crap) or just their class name

stable orchid
#

like the wpn_(name)

random fulcrum
#

debug has them all

stable orchid
#

got it ty

random fulcrum
#

just to the left of the tab that shows all the icons

stable orchid
#

i have 1 handed sawed offs now ty

neon kite
vernal epoch
regal bolt
vernal epoch
simple scaffold
regal bolt
simple scaffold
regal bolt
#

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

simple scaffold
#

If I remember I will test it. If anyone else wants to try it you have to use util_stpk.script

violet ridge
#

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 ?

fathom wagon
#

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?

simple scaffold
fathom wagon
#

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.

vale knot
#

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

vernal epoch
#

You mean the player actor or the NPC actors?

vale knot
#

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

woven mountain
vale knot
#

ahh alright

#

cus in anomaly it was under /configs/items/outfits

woven mountain
vale knot
#

not doin arms just the player model when you go into third person

vernal epoch
#

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

woven mountain
vernal epoch
#

Yea

vale knot
#

yes

vale knot
#

heres one of the og anomaly files where it determines your portrait and model

vernal epoch
# vale knot yes

You could also just make a dltx to override the one you want to change, instead of trying to find it

vale knot
#

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

bold mural
#

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

vernal epoch
bold mural
#

Ah, will check it out

vernal epoch
#

Don't know if it has the answer, but its as good a place as I can think of starting

glass knot
bold mural
#

clean

bold mural
vernal epoch
#

Big sad. Maybe the uh

#

Parts mods that cover field stripping

#

And maintaining

bold mural
#

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

vernal epoch
#

Yea, makes sense

bold mural
#

i... actually don't know where the mod that actually handles field stripping is

vernal epoch
#

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

bold mural
#

oh i'm a derp

#

is it the utils_ui_custom script?

#

oh, nvm, it's far down in the arti_jamming_repairs script

vernal epoch
#

Was busy going through all the stuff trying to figure it out myself. I suck at script

bold mural
#

i'm doing a thing with the RF packages mod and it's script all the way down

vernal epoch
#

Sounds interesting and incredibly painful

bold mural
#

peeps on the main anomaly discord linked me a dynamic functors guide

#

and that explains everything

vernal epoch
#

ooh, please link it to me if you don't mind

bold mural
#

it was a .script file itself

#

well

#

it's a guide attatched to a script that enables it

#

that is in gamma already

vernal epoch
#

Ah, ty

bold mural
#

yeah making a PDA right click option that cancels the current package

vernal epoch
#

That sounds like needed qol

#

Given that sometimes your package is in the ass end of nowhere or fallen through the floor

bold mural
#

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

vernal epoch
#

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

bold mural
#

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

knotty prawn
#

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?

random fulcrum
#

cam_dispersion

#

and zoom_cam_dispersion

past barn
#

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

knotty prawn
hoary jolt
past barn
#

@undone lily @ornate spade So I'm not sure if this is still relevant or not but a similar thing happened to me: #1073321570673643520

broken galleon
#

newb question: What file dictates which weathers are going to be in the loop?

past barn
#

@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

silent gust
#

@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!

past barn
#

The modding rabbit hole is inevitable

vernal epoch
#

Complete Facts

slate jacinth
#

Is there a working gamma mod that incorporates seasonal changes? 🙂

steady apex
#

no 🙂

neon kite
#

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

random fulcrum
#

it is as simple as adding a number difference

undone lily
vague sphinx
#

Just passing by, GAMMA is love, GAMMA is life, modding hates you, modding hates your life

regal bolt
#

guys i have a crash problem where should i post it to get help am kinda lost

hardy hound
fathom wagon
# neon kite mentlegen, theoretically how hard is it to edit reload speeds of shotguns? From ...

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.

neon kite
#

Thanks for the feedback gents

random fulcrum
woven mountain
#

Can companions bleed?

random fulcrum
#

no, there are no bleeds in the game

plucky sparrow
#

shut up idiots!!!!!!!

random fulcrum
#

everything can bleed through some scripting tho

#

well i mean except player bleeding of coirse

broken galleon
#

what tool i need to edit and make particles so i don't have to run game every time to test them?

daring mauve
#

Can someone who knows script coding help me? Its about the a minimap script file

random fulcrum
#

and no one knows how to do particles

#

literally the only tutorials online are in russian

daring mauve
#

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?

random fulcrum
#

dead() iirc isn't a thing

#

try if obj and not obj:alive()

#

god i wish lua had !

daring mauve
broken galleon
daring mauve
#

Now I can see a counter for corpses only, next to the minimap

hardy hound
broken galleon
hardy hound
#

ah no idea sorry

broken galleon
#

what about that merging you mentioned?

#

what you had in mind?

hardy hound
# broken galleon what about that merging you mentioned?

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

broken galleon
#

that's good to know, thank you

#

what do you use for .xr to open them? notepad++ just gives giberish

#

?

broken galleon
#

oh, ook that's almost downloaded

#

thanks a lot man

daring mauve
#

is there any way to reload the minimap script file changes without restarting the game every time?

random fulcrum
#

f7 > f5

turbid marsh
#

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

random fulcrum
#

gmtop

turbid marsh
random fulcrum
#

yeah, disable that

turbid marsh
#

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

daring mauve
#

thanks @random fulcrum I think I nailed it now, exactly how I like it.
Appreciate the help 🙂

pine quartz
#

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)?

river fjord
#

items_devices.ltx inside configs\items\items

random fulcrum
#

the detector hud cdlass

#

class

vocal talon
#

anyone know if activating Mysteries of the Zone questline in MO2 is safe and won't fug up ur current playthru

supple marsh
broken galleon
#

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?

woven mountain
broken galleon
#

main reason was to edit and make new particles but now i think i want to edit levels too, add some stuff to them

woven mountain
broken galleon
#

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

woven mountain
broken galleon
#

i better then install clean anomaly and work on that, running this ultra modded one is taking time

vague sphinx
woven mountain
vague sphinx
#

At this point that's not a club but a whole assembly xD

broken galleon
#

thank you, ill do my best

woven mountain
broken galleon
broken galleon
#

nmf i found it

#

yeah that was it

woven mountain
woven mountain
broken galleon
#

the what?

woven mountain
woven mountain
broken galleon
#

okay, thank you. you guys are top tier... i was using some unpacker but i guess it was not working very well

errant kraken
#

How would I go about making it so that dismantling ammo returns the full component cost?

fathom dagger
#

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?

errant kraken
fathom dagger
#

get an idea how it works

errant kraken
#

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.

fathom dagger
#

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

errant kraken
#

stalker-chat and newbies-chat are both good places to ask.

fathom dagger
#

unfortunately this weird new ranking system prevents me posting anything there

drowsy sail
#

You are level one should be able to post there now.

tender dome
#

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

lunar nimbus
#

relaunch game after edit

tender dome
#

still showing up with the previous text after both relaunching game and trying a new save

regal bolt
#

make sure the file isn't being overridden by another mod

tender dome
#

ah, the "gamma massive text overhaul" mod was overriding the description. it works now. thank you!

safe sand
#

oh come on BAS. why?

#

why anm_hide and anm_show use same animation?

#

anm_hide should be wpn_hand_rpg7_out.

past barn
#

Where are the buff, debuff, sleep, thirst etc. icons in the game files? I can not find them anywhere

undone lily
past barn
#

POGGIES1 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

hardy hound
#

inside alt icons

past barn
#

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

errant kraken
#

How would I go about making it so that dismantling ammo returns the full component cost?

woven mountain
# errant kraken How would I go about making it so that dismantling ammo returns the full compone...
  1. Download Agent Ransack to help you search through files
  2. Search "disassembl" to catch both disassemble and disassembly
  3. Find "ammo_maker.script" in "G.A.M.M.A. Arti Recipes Overhaul"
  4. Copy script into your own mod (with correct file structure)
  5. Locate "local salvage_coef = part_lookup:r_float_ex(sec, "salvage") or 0.4"
  6. Change to "local salvage_coef = 1"
  7. Save and export mod as .zip
  8. Put into moddb as last file
  9. Play

Should work, havent tested

errant kraken
#

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.

woven mountain
woven mountain
errant kraken
#

Kinda figured.

#

Thanks for the detailed help though, that's exactly what I needed.

woven mountain
random thicket
#

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?

vale knot
#

anyone got a link to an .ogf viewer?

vale knot
#

dont need to edit ogf files just need to look at em

random fulcrum
#

blender

#

and this plugin

vale knot
#

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

hardy hound
#

you probably downloaded other thing in github rather than release

vale knot
#

oh no

#

nah i knew i checked

wet grail
#

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

errant kraken
#

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.

woven mountain
# errant kraken So, if I set the local salvage_coef to 1, it gives me two of every component for...

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.

errant kraken
#

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.

woven mountain
# wet grail does anyone know what file do i need to take a look to be able to remove barrels...

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

  1. Download Agent Ransack to help you search through files
  2. Search "disassembl" to catch both disassemble and disassembly
  3. Find "ammo_maker.script" in "G.A.M.M.A. Arti Recipes Overhaul"
  4. Copy script into your own mod (with correct file structure)
  5. Locate "local salvage_coef = part_lookup:r_float_ex(sec, "salvage") or 0.4"
  6. Change to "local salvage_coef = 1"
  7. Save and export mod as .zip
  8. Put into moddb as last file
  9. Play
woven mountain
# errant kraken I'll keep poking around with it and let you know if I make progress on it.

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

errant kraken
#

I've done some stalker modding before, just never anything to do with salvage.

#

Mostly just stuff with gun/ammo/armor values.

woven mountain
woven mountain
errant kraken
#

Will do.

#

Do enemies make use of special ammo types, or do they just use FMJ for every gun that has it?

woven mountain
errant kraken
#

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.

woven mountain
# errant kraken I'm considering dropping AP ammo damage by a fair bit so it's not just better th...

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

errant kraken
#

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.

celest forge
#

Does anyone know what line in a weapon's LTX file is responsible for the alt aim or "laser aim" some mods use?

vernal epoch
#

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

random fulcrum
#

use_alt_aim_hud = true in the weapon's definition

#

and then i don't remember what the position properties were called

vernal epoch
#

Pretty sure its this

random fulcrum
#

yeah those 4

celest forge
#

Thanks a lot

maiden pike
#

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.

random fulcrum
#

is 7% of received damage too much?

wet grail
#

You get so much money anyways, and the repair is so cheap too

random fulcrum
#

check grok_actor_damage_balancer.script and check lines 501, 508, 518 and 525

#

those 4 have the degradation math

maiden pike
#

Thanks a lot! I‘m going to tweak it just a bit.

celest forge
#

Hmmm i having an issue where my game lags a lot when I aim down with this weapon

#

Despite the scope not being PiP

vernal epoch
#

Which scope?

celest forge
#

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

celest forge
#

Nvm figured it out

analog kettle
#

anyone have any documentation or want to explain how actor voice works as a mod and what I can do with it?

random fulcrum
#

it's really well explained with comments in the script

analog kettle
#

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

light solstice
#

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

quiet mauve
#

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?

subtle trail
vale knot
#

Would there be an easy way to make identification ui only work when using binoculars?

random fulcrum
#

maybe

random fulcrum
vale knot
#

Fuc i just turned off my pc

random fulcrum
#

it's janky but so is the entire mod

vale knot
#

I just like the idea of binocs having a use

#

You spawned in drip bandit

turbid marsh
#

Binocs are more fun with the general detector mod

random fulcrum
#

dude that bandit model goes hard

#

i don't want to kill him

vale knot
#

Did you see the one i found

random fulcrum
vale knot
#

He had whole trenchcoat fit + sunglasses

#

Found him

vale knot
broken bear
#

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?

vast plank
#

I want to edit a gun so i can mount more scopes on it, how can i do that?

fathom wagon
# kind fjord Exo anims?

Pretty much all of the ones the poster posted: PM Pack, Groza, P90, Pistols, etc. All of them are off of ModDB

random fulcrum
#

teivacz had an episode

kind fjord
kind fjord
#

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'

random fulcrum
#

what tco means, nobody knows

#

but he's reserving all the gunslinger anims for that

#

so it had nothing to do with strifer

kind fjord
random fulcrum
#

provak's 3

vale knot
#

God

celest forge
#

The Chernobyl Ordinance

#

It's a weapons pack

celest forge
#

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

kind fjord
#

A noble cause

celest forge
#

It was in beta phase and then they decided to do it from scratch again

#

So who knows when it'll be out

vale knot
#

I still have yet to get the toz34 pack working in gamma

#

Either crash on startup or broken model/animations

kind fjord
#

What does it say when it crashes on startup?

vale knot
#

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

kind fjord
#

You can doubleclick a mod and go to the conflicts tab to see what flies exactly are in conflict

vale knot
#

Do you got the pack?

kind fjord
#

No

vale knot
#

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

random fulcrum
#

i have the release version of these

#

so i'm lacking the aek and the p90 i guess

vale knot
#

I got the aek but i also couldn't get that one to work

kind fjord
#

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

vale knot
#

Didnt download p90 one cus i dont like p90

random fulcrum
#

based p90 hater

kind fjord
#

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

vale knot
#

Five seven is much cooler imo

celest forge
#

Anyone knows how to fix that bug with the gun animations where it keeps looping to the beginning to the anim

kind fjord
true tapir
celest forge
#

Where could one get the omf editor

#

In the SDK?

kind fjord
vale knot
#

Still wanna try my hand at a weapon mod

#

Might do something more simple first tho

celest forge
#

So check that stop at end box?

kind fjord
#

Seems like it yeah

celest forge
#

Dang

#

Didn't fix it

true tapir
celest forge
#

hud_anim

#

So gun i guess

true tapir
#

Make sure that hands animations stop at end too.

celest forge
#

Time to look what anims this gun uses

#

I'm guessing an "idle" animation shouldn't be like this

fathom wagon
# random fulcrum provak's 3

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 kekcry

#

Watched a "Every STALKER Game Reviewed" and the guy recommended Provak's. Worst mistake of his life lmao

grave cairn
#

Why yall so hates Provaks weapons? I dunno reason

#

It was very shitty weapon pack or what?

celest forge
#

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

fathom wagon
# grave cairn Why yall so hates Provaks weapons? I dunno reason

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.

violet ridge
#

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)

quiet mauve
subtle trail
#

people who haven't downloaded it are kinda not supposed to be here

quiet mauve
#

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.

vernal epoch
#

Bas is on Moddb, along with all the other weapons gamma uses

quiet mauve
#

What about the raptr? This one is the one that is the most interesting for me.

undone lily
#

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 🙂

broken bear
#

Will wait for the update with them instead so they're fixed up and patched up

vague knoll
#

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?

vague knoll
#

oh nice a wiki, exactly what I needed

#

thanks bub

violet ridge
#

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

vague knoll
#

don't plan on digging too far, should prove more than enoughh for what I have in mind right now, thanks 😁

violet ridge
#

No prob

quiet mauve
# undone lily it's a gamma gun

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

celest forge
#

Iirc that raptr is like the ONLY gamma exclusive gun

undone lily
celest forge
#

Sorry daddy grok

#

Please don't smite me to the bowels of hell

atomic arrow
#

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?

stable orchid
#

out of curiosity how practical would it be to link the inventories of 2 different stashes?

simple scaffold
stable orchid
#

got it

#

ty for the answer

past barn
#

I wish that was a thing. Why is it difficult with guns tho?

random fulcrum
#

guns have data regarding condition, parts (and their conditions), upgrades, attachments, ammo

buoyant jackal
#

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

hardy hound
#

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

buoyant jackal
#

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?

random fulcrum
#

what about actor.ltx

buoyant jackal
random fulcrum
#

the visual property isn't the default model?

buoyant jackal
#

@random fulcrum this part?

#

actor/stalker hero/yada yada

random fulcrum
#

yeah

buoyant jackal
#

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

random fulcrum
#

i don't know if that's it

buoyant jackal
#

we'll see in a sec!

#

okay, made my backups, testing now

#

That did not do it, maybe there's something more..

buoyant jackal
#

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

river fjord
buoyant jackal
#

definitely easier then what I was about too do

river fjord
buoyant jackal
river fjord
# buoyant jackal 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```
buoyant jackal
river fjord
#

oh i missed that part, most likely not. your on your own there sorry

buoyant jackal
#

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

buoyant jackal
#

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

buoyant jackal
river fjord
#

was just part of a different ltx used to make every suit visual the same one

buoyant jackal
#

Oh! That's super useful

light solstice
#

what would i need to do to give a certain weapon a certain sound?

light solstice
#

i want to give my silenced weapon its sound back

#

unfortunately i dont know much about modding all i got is time 😄

timid crescent
#

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?

gusty narwhal
#

@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

simple scaffold
south cobalt
#

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?

undone lily
# gusty narwhal <@145883656500543489> if I'd create an addon that'd port all the AMK and SoC art...

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.
gusty narwhal
# undone lily No no if anything, what needs to be worked on are: - the goddamn mutant parts, ...

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

undone lily
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Also what Raven said

undone lily
undone lily
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So that’s dumb already

gusty narwhal
gusty narwhal
random fulcrum
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it is the same

undone lily
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Aslan will be adressed

random fulcrum
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make the result change per ingame time

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like how the bat works in the later pba releases

undone lily
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If anything it needs to be non random

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And toned down

gusty narwhal
undone lily
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Mutant parts for artefacts crafting could be easily added to the current system though

daring mauve
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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?

hardy hound
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if it's only a texture .dds file

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then it has nothing to do with breaking a bolt animation

daring mauve
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Oh wait a sec, priority is different in MO2

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It has priority 445 vs 295 (original)

south cobalt
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Does anyone have a clue that lets me tweak the burst-firing mode from having to hold into a tap?

daring mauve
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How do i fix the priority?

past barn
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It sounds really strange that a texture breaks something that has nothing to do with it

daring mauve
vernal epoch
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drag it

past barn
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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

daring mauve
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well, we're about to find out. I set it to 296, because 295 is the original. Thanks @low tangle btw

light solstice
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does this define which sound is played if the gun is fired?

daring mauve
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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

vernal epoch
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What else is overwriting it at 295?

daring mauve