#╙🖇mods-making-discussion

1 messages · Page 21 of 1

daring mauve
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I wish I knew, but I am clueless. I can tell you if you tell me how to check that

past barn
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Sure, I'd like to take a look at what the hell's going on

daring mauve
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Damien's Bolt Fix apparently overwrites and has higher priority than G.A.M.M.A. UI. I am willing to bet that this is what caused my issue when I put the UI at top priority accidentally

past barn
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Can you give a link to Damien's Bolt Fix? I can't find it

daring mauve
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It is close to the bottom, 350+ prio, in GAMMA fixes category

past barn
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Ah lol, I thought it was something 3rd party. Then it's even stranger because that means I also have "Damien's Bolt Fix" and I do have my own ui_actor_menu.dds on top and it works just fine

daring mauve
past barn
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If you have custom mods on top of GAMMA, what are they?

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This bolt mod doesn't even have texture files that would conflict with yours. What in the hell

daring mauve
daring mauve
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I mean I can test it soon, I just need to finish a big firefight with Monolith at Red Forest lol

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my original issue is fixed anyway

past barn
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Yeah but you added your own texture on top of everything which should override only ui_actor_menu.dds from GAMMA UI. The bolt mod has no such file, so I don't understand where could any conflict come from

daring mauve
analog kettle
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I've asked this before, but do any of you know where the English voice lines for NPC mercs are?

daring mauve
analog kettle
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Will look

daring mauve
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what I cant figure out is how to disable the player's annoying coughing sounds when irradiated

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I've disabled both voiced actor mods, so wtf?

turbid marsh
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mute the audio files in GAMMA Radiation Effects Overhaul

daring mauve
turbid marsh
past barn
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I suggest only copying the file that you want to edit to avoid such cases. If you only want to edit that 1 texture, just copy it and nothing else

turbid marsh
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huh
deleting that might not be a good idea
wait ill just send the silenced oggs

daring mauve
turbid marsh
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nope, i have them off cause i'm using the female voice pack

daring mauve
turbid marsh
daring mauve
past barn
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And that's why I said you shouldn't do that, for this exact reason. There are tons of overwrites already, you can minimise the risk of a game breaking conflict by only adding the necessary files to your custom mod

daring mauve
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Btw, is there any way to make the numbers larger in the Parts in tooltip mod? I have real trouble reading those tiny green numbers

past barn
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That's something I also want to find out xD

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Especially when it comes to 6, 8 and 9. They all look the same

daring mauve
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IKR, its ridiculous, I have to squint every time

turbid marsh
past barn
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Someone already made such a thing. What a legend

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Oh my god it still works <3

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This is infinitely better, why isn't this the default one

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I wonder how can change it so it uses another font, ideally the one from "Optional Modern UI font" mod

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This is the only difference between the vanilla GAMMA and the mod (at the end of the script file), but I can't find "font DI" that it's referencing. But I have to say I'm not a programmer at all so idk what I'm even looking at

daring mauve
past barn
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Yeah it's a huge improvement already. I only wish to be able to tinker with it

daring mauve
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Is there any way to actually disable Weapon Cover Tilt ? When I do, my game crashes upon launch

turbid marsh
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KEEP ALSO IN MIND that Weapon Cover Tilt is "tied" with Gunslinger Controller meaning that you can't disable one without disabling the other.
To avoid a CTD, I recommend to disable the tilt mod directly from Mod Configuration Menu in game, without touching MO2, so you can keep everything else enabled.

fathom wagon
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I was thinking of making plates be crafted using combos of pelts, or a new "plate" made of pelts. But item bloat (pot calling the kettle black I know lol). Also I would avoid making another element you have to add to the workshop window with a tanner kit. Maybe make use of that one mod that allows you to make more modular recipes (like allowing crafting with things that are not kits). Could make it use a Hunter's Kit.

Another option is creating dialogue for Ecolog Professors that allow you to trade pelts for artefacts in the same vein as the vodka trades.

Just throwing stuff out there.

celest forge
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having this error with the icon editor, any clues?

past barn
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I have no idea about the editor, but you can use Paint.NET as an alternative if nothing else works out

celest forge
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And how would I go about knowing the cuadrant for the icon i want to display

past barn
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What is a "cuadrant"?

daring mauve
undone lily
celest forge
past barn
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Uh I'm not sure, I'm not familiar with them. I'm only doing texture mods that replace existing ones, I don't fiddle around with configs much so I can't help in that

daring mauve
turbid marsh
daring mauve
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Does anyone know the default installation options selected for Groks Body Health System ?
I removed it by accident..... 😦

bold mural
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anyone got any idea why the vanilla package unpacking script is throwing a nil value exception for the item exception when i try do this?

if cb_unpack == "automatic" then
   itms_manager.use_package_random(invobj)
end```
daring mauve
vale knot
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theres a second zzz_player_injuries.script in gamma medication balance

daring mauve
vale knot
floral rune
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multihits caused by mutants and even bullets sometimes just annihilates the hp bar, has anyone thought of implimenting an internal cooldown to the amount of times damage will be inflicted per attack instance?

random fulcrum
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yeah i did way back in the day and it finally got added to the dev branch

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and yes it is working

vale knot
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Game is actually playable with it

random fulcrum
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also mutants don't multihit

floral rune
bold mural
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is there anyone who does translations around?

random fulcrum
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yo @lunar nimbus does detailed descriptions work without bhs

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i'm getting crashes when the tooltip for some items pops up

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i.e. scopes

lunar nimbus
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give log

broken galleon
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Anyone know what files might be affecting Spatial bubble anomaly in GAMMA? i designed a new one but it simply won't work, it keeps showing me default gamma spatial bubble. I'ts driving me crazy

gray marlin
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Guys, hello everyone. Tell me, please, where can I see a list of weapons and scopes from BaS that have PiP?

shut prawn
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some time ago theres a post about changing weapons in npc by running out off ammo, heres a mod that change weapons by range (to force non sniper in mid range and knifes in close combat im not sure if in gamma its best idea, hangun could be better). Mybe its usefull for someone that could try to make npc finite ammo at leat for non handgun weapons

undone lily
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NPC finite ammo means the game becomes even easier

shut prawn
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reduce your ammo

undone lily
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reduce your ammo what

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so you mean the gameplay is even more about headshots and snipers?

shut prawn
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sometimes when you have the chance

undone lily
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if anything, the game needs to add more emphasis on full auto and AI putting pressure at long range static target

shut prawn
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you get floods of ammo in any versions of thegame, incluiding gamma

undone lily
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so you are enforced to move

shut prawn
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you cant short ammo loot or selling if you dont cut the npc ammo

lilac compass
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Maybe if ai didn't full auto dump with aimbot accuracy you might be able to give them finite ammo but I still don't think it would work

shut prawn
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needs to be check, theres examples of good ideas that doesnt work fine, thats real, like the mod to make damage on npc by anomallies using the alife features, where they stuck looking how to evade anomalies and lie indefense so you can blow thair heads really easy in mid distance

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and that mod make what it says but it not good for playing

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in other hand have less ammo for npc open other doors for the player

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if loot and sells of ammo are cut down

lilac compass
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I tried the the npcs die from anomalies it doesn't work well enough the ai spam bolts then walk into anomalies anyway

shut prawn
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yes its a example of a not sucessfull mod, even if you notice a lot of work in the code

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but that needs to be tested

undone lily
undone lily
shut prawn
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in dead air they have something like limited ammo, but gameplay its diferent than anomally

undone lily
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just fukcing move sniff

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they can't aim for shit if you move

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the trap is being static and peaking behind trees for too long, that's how you get chained headshoted

lilac compass
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I don't think npcs dying in anomalies will ever work the ai just aren't smart enough and there are too many anomalies

undone lily
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about ammo, next patch will more be about crafting ammo most likely

lilac compass
undone lily
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the faster you are, the less accurate they are

shut prawn
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yes i agree, npc avoiding anomallies at least in the amnount anomally and gamma uses is imposible to work fine

lilac compass
shut prawn
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side walk

lilac compass
shut prawn
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i cant shot running

lilac compass
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no you can't shoot while running

young comet
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Change cover often, otherwise NPC will shoot more accurate the more you stay at 1 point

lilac compass
shut prawn
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running also prefent the fist shot so you know if something targeting, thats works

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they miss

young comet
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Maybe u use hardcore AI AIM or something?

lilac compass
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No they don't miss I have sprinted full speed with a weapon out they hit you

shut prawn
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sometimes hits but not so easy

undone lily
lilac compass
vernal epoch
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Is grok going to say skill issue?

lilac compass
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the point is they still aim and hit you far too quickly even when changing cover this is why I try to stay far away

violet ridge
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I think one extra thing to consider is the companion system

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to quote murphy's military laws:
The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.

lilac compass
quiet valve
quiet valve
lilac compass
quiet valve
lilac compass
quiet valve
quiet valve
lilac compass
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You could possibly hipfire a rifle and hit someone but it would take a human a few seconds to do so

quiet valve
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How else are you supposed to make difficulty in stalker higher though without adding pointless mechanics like loading mags manually? I'm playing OP 2.2 rn and the npcs shred you with low tier guns although that mod is extremely unfair

lilac compass
quiet valve
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Can't you tweak that, especially with anomaly, or is it tied to other settings that change difficulty? I know combat and progression difficulty are separate

lilac compass
quiet valve
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Ig that does defeat the purpose of a shotgun. The bandits in soc would also melt you up close in that place with nimble though and a lot of the time you had to take more long range duels

lilac compass
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This is why I love laser sights you can kind of do what the ai does just not as fast at least gives you better chance

undone lily
shut prawn
shut prawn
# undone lily that's why I boosted move speed in gamma

I don't have issues with moment is a good twick. On the infinite ammo I disagree, but it's not full integrated in other version of stalker, very few trys but the protects of employ it are quiet good(note aside, doesn't touch alife alike anomalies killing mod witch should be better for all)

shut prawn
vale knot
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regarding npc loadouts. what do these numbers actually mean? i assume everything under this list is what the npc can actually spawn with

random fulcrum
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first number is an attachment flag

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1 for scope
(+)2 for grenade launcher
(+)4 for suppressor
r for random

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don quote me on 4 being suppressor i'm not that sure

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second number is ammo type

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which is how they're defined in the weapon properties

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0 ~ ammo types - 1

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i.e. your gun has fmj, fmj(old), fmj(vold), ap

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and you want it to spawn with ap

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then the second number must be 3

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there's also a third number

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that's just for more precise spawning chance

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and yes, everything in that list is what that faction and that rank can spawn with

vale knot
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thanks! helps alot

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reminds me of unix file permissions

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what does a 6 mean for the secondary number? just something i noticed in monolith loadouts

random fulcrum
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it's the ammo

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check the gun's definition to see what's the fifth ammo listed for it

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usually it's hp(old)

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no, regular hp

vale knot
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oh fuck i forgot about more ammo types than ap

daring mauve
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How to I remove the H keybind from hide BHS UI? I want to rebind it

vale knot
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should just be in mcm

daring mauve
vale knot
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then its in the thing itself

daring mauve
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wdym?

vale knot
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its coded into bhs with no mcm setting

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why not just change the hotkey for psu power?

daring mauve
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I found this in zzz_player_injuries.script

local function on_key_press(dik)
if dik == DIK_keys.DIK_H then

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So maybe it can be changed?

vale knot
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yeah it can i just couldnt find it lol

daring mauve
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could you pls instruct me how to change it?

random fulcrum
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change dik_h to another thing

vale knot
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yeah

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i was searching in the script for the line but "key" gave me nothing

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for some reason my fix for adding missing mags to nato traders isnt working

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if i add the gun into "mags buyable at traders" it works
but trying to do it with a dltx thing doesnt

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this is the file im trying to add to

random fulcrum
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comment with ;

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not -

vale knot
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oh okay

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those were just my original changes i made to mags buyable at traders\

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that i just ticked out for testing

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basic idea is i want to add the lines to gamma_nato_preset.ltx with the top file but its not working

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if i add the lines in manually it works

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so i know its not that

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something tells me this just doesnt work since mags buyable at traders just overwrites the whole files anyway

daring mauve
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What does the J key do here?

 -- elseif dik==DIK_keys.DIK_J then
    -- health.rightarm=health.rightarm-1
 -- elseif dik==DIK_keys.DIK_K then
    -- health.leftarm=health.leftarm-1
    -- db.actor:give_game_news("resolution", tostring(options) or "nil", db.actor:character_icon(), 0, 10000)
    -- xr_sound.set_sound_play(db.actor:id(), "pda_tips")
random fulcrum
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debug

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press j and it damages your arm by 1

vale knot
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thats funny

daring mauve
random fulcrum
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because it's commented???

daring mauve
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oh ok, didnt know that

vale knot
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does overriding the trade files just not work?

vernal epoch
vale knot
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im LOOSING it

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cant override trade_presets.ltx either and thats a base file

hardy hound
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what do you want to do?
add items to traders?

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use DLTX

vale knot
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i am

hardy hound
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or use custom trade injector

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like many weapons use (ace21,ithaca,ump,aug,thompson)

vale knot
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so im adding the guns that are missing mags at traders

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nato traders are missing mags for the px4 beretta, the strayer m1911, and the vector

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i got my dltx working to add the mags, but since vector is missing from the trade_presets.ltx, the vector gun itself will spawn in the traders inventory

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but for some reason using dltx to add the vector to traders_presets doesnt work

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heres the file, you can see the path and name etc

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there might be an easier way but this was the way i was tackling it

fair canopy
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Did you check how it's done in the mags added to traders mod?

broken galleon
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Audio for Anomaly to export in .ogg but what bitrate etc????

quiet mauve
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@undone lily is it cool with you if I made a dltx'ified port of kektor or raptr for a diffrient pack that I'm running of course with proper credit and all that jazz?

broken galleon
quiet mauve
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Ofc not posting it to moddb just in said pack's discord

shut prawn
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is there any radio mod (good or bad) that dont get youtube restriction on videos? or the best path is turn off totally the radios?

quiet mauve
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I think there might have been an option to do so somewhere, not sure where though

vale knot
# fair canopy Did you check how it's done in the mags added to traders mod?

so from what i looked at, in mags buyable from traders, it just "adds" the gun to their inventory

mags adds the magazines to a traders inventory if they sell the gun, but to keep the trader from selling the gun itself what i noticed is that guns listed in "traders_presets.ltx" get removed from the traders inventories. so just the mags are left

adding both of my changes to the files manually works but through DLTX doesnt work

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honestly i just came up with a much better solution as to just add the magazines directly to the traders inventory

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I was just trying to follow how mags buyable at traders did it

fair canopy
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Yeah it's probably easier that way. I think it takes up more time to populate the trader inventory with guns than with mags.

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If I used that mod I'd make it so they only sell a few specific mags so the bigger ones are more of a surprise when you find them

broken galleon
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How would i go to assign a sound to a spatial anomaly above the bridge in cordon?

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Doesn't seam to give off any what so ever, kinda shit

vale knot
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And theyre like ~10k expensive

neon kite
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@fathom wagon Hey Ilrath do you still use the /
RPG-XP-Redux-Orleon you made? How does it run for you

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what differs it from something like Skills Expansion 2

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?

fathom wagon
# neon kite <@200112412920119296> Hey Ilrath do you still use the / RPG-XP-Redux-Orleon you ...

It has a combination of perks from my old upkeep of Anomaly RPG, turning Skills Expansion 2.0 into perks (got approval from Utjan to do so), plus some perks I created myself.

It works off of a traditional RPG leveling system: you get XP from various sources (kills, tasks, repairs/disassembly/crafting, artefact hunting, etc.). When you level up, you gain a skill point that can be put into any of the perks if you meet the level requirements. You can also choose not to spend a point as soon as you get it in case you want to save them for skills you unlock later.

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They aren't as potent as their version from the mods they came from, but it was done to add some flair to basic gameplay as well as making sure it doesn't shake up the balance too too much.

neon kite
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Gotcha gotcha

neon kite
fathom wagon
# neon kite How do you feel it is balance wise?

I still need to tweak a few perks in terms of either buffing their strength to be a viable choice for players, and I also need to tweak the amount of levels in between perk ranks so that you can't max out certain skills too fast or to not encourage saving up points for later use.

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Overall, I think it is in a good spot other than that.

buoyant jackal
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Does anyone remember the name of the mod that effects artifact conditions for Gamma?

random fulcrum
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artefacts reinvention

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grok_artefacts_random_condition.script

buoyant jackal
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Thank you!

undone lily
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As long as it follows gamma sharing rules written in the GitHub

quiet mauve
undone lily
undone lily
quiet mauve
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It's not for moddb as I'd feel bad posting it there. That's why I posted the standalone gunslinger guns in discord only. It's just for the discord of another pack I've been playing.

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But thank you for the clarifications 😄

shrewd olive
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Because I've been working on tweaking and balancing the current artefact system as to make it more competitive with other forms of making money (aPES_Cough such as mass zone genocide aPES_Cough) while still not making it too easy.

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also, could anyone answer me what's the difference between grok_artefacts_random_condition.script and grok_artifacts_random_efficiency.txt? They both seem to be setting the conditions of artefacts

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my guess is that grok_artefacts_random_condition sets the condition of artefacts found naturally in anomalies, while grok_artifacts_random_efficiency sets the conditions of artefacts found inside stalkers/mutants/others?

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at least that would be my guess, idk

hardy hound
tender marsh
regal bolt
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Anybody knows how to setup shader/material to make a weapon looks like chrome plated? I use Jaku's shaders BTW. I tried everything: assign different shader and material in blender, active the screen space refraction, crank the glossiness in the red channel of the bump texture... I'm out of ideas. It always looks bad.

regal bolt
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That's the actual setup but in game, nothing goes right.

stable orchid
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im guessing without scripting theres no way to have the first tier of hunger/water/sleep indicators not play the sounds associated with them

random fulcrum
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just look at voiced actor

buoyant jackal
# shrewd olive Hey, are you working on adjusting it by any chance?

I'm not working on adjusting it atm, I am just looking at various scripts and mods to try and see if any of them are specifically making it so certain artifacts only spawn at 15 to 25% condition while completely ignoring the Artefact Condition MCM's min and max values. The one i'm dealing with atm being night star artefact.

grizzled gorge
shrewd olive
buoyant jackal
shrewd olive
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Damn, wish I could help with that

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I'm trying to see if I can set the condition purchase limit for artefacts, so you could start selling them early in the game (even if its not worth it)

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what script handles the selling factors for each item types?

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nwm I found it I think, the trade presets

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my question would then be, is it possible to handle the selling condition factor for a certain types of item?

buoyant jackal
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no idea, if I see anything that could help you with that while i'm digging through things, i'll let you know.

shrewd olive
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got it, tnx

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same here

stable orchid
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is changing what nimbles trades are as easy as editing some ltx files or is it more complicated

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found it nvm

frozen rose
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Does anyone know of a slider to adjust mutant damage to npc's? I feel like they just tank anything from the mutants

shrewd olive
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also does anyone know the default sell_item_exponent for generic trades with stalkers?

broken galleon
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Anyone know how i would get in contact with modder "Eugenium"?

stiff kettle
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Does anyone know how to open a full(other paths aren't locked when you select out of 2 options) weapon/outfits upgrade?

woven mountain
spark ridge
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Personally, I think it would be cool if there were a mod that let you create your own custom faction, just an idea yk

shrewd olive
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so I just found out that the factor only above only, meaning if you set the factor to 50% the trader will only buy it if its 51% or higher stalkerKork Brainlet

modern zephyr
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The PPP patch, BaS patch, and Vityaz patch.

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Some weapons might still have non-full upgrades.

stiff kettle
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yes its already done

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thanks again

glad tangle
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hey how do I make changes to weapon and outift values, the game keeps ignoring the changes I make to .ltx files and its getting annoying

modern zephyr
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ok but you code it.

vernal epoch
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🍿

glad tangle
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do I really have to go through all the effort with DLTX just to change some values? seriously?

steady apex
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It's the same effort

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Name your ltx mod_system_zzzzmystuff.ltx

modern zephyr
glad tangle
modern zephyr
glad tangle
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where do I unpack this to now? tools??

modern zephyr
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Follow the intrcutions on the ModDb page. That's it.

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They should be understandable enough.

broken galleon
# woven mountain Why, what are you trying to do?

I'm working on new particles for gamma so i was wandering if he could explain me how he exported his particles.xr in D.A.O. mod to a readable files, because when i export mine it's just a bunch of gibberish. That and a couple of other things related to particle system and his mod..

random fulcrum
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you could just copy and paste

broken galleon
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i don't have anything from his particle.xr i need mine exported. I'd just like to learn more about how he did D.A.O.

glad tangle
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trying to get this shit to work is fucking agony

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I dont even know what question to ask and the "instructions" are fucking useless

past barn
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I'd try to help but I have no clue about what DLTX is. And yeah the instructions are truly awful

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Most people who know something in a field just suck as explaining anything below a certain threshold which is where people who aren't as knowledgeable are

glad tangle
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lmao I just want to make edits to .ltx files but I've been taken on this 3 hour long fucking mission, downloading various programs, reading and watching guides and editing shit

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just to get links thrown at me to download more shit

past barn
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Can't you edit them just with a text editor tho? Might be wrong but as far as I've seen they're all "just text files", like Notepad opens them just fine

glad tangle
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Thats what i started with

past barn
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Oh D:

glad tangle
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the game just outright ignores any changes

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and why I'm even bothering with DLTX

past barn
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Were you editing the files that are actually used by the game? Because lots of them exist in various folders, and the one with the highest priority in MO2 is being used, the rest are ignored

glad tangle
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yes I made sure to match it with what MO2 was accessing

random fulcrum
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dude

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it ain't rocket science

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name the file mod_system_somethingsomething.ltx

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inside make your changes

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if you want to override something just put ! behind the section name

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i.e. ![wpn_beretta]

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and that's it

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dltx is loaded alphabetically

glad tangle
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or am I copying and then renaming this file?

random fulcrum
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just create a new file

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and edit inside

glad tangle
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bruv thats what I started out doing dread

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thats the same system other games I've modded use

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after copying and editing the file, why would I rename it?

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why not just cut out the previous default one?

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fuckin nevermind I give up

hardy hound
# glad tangle fuckin nevermind I give up

for example if you want to edit a glock gun, you would find its weapon ltx file w_glock.ltx and change the lines you want
this means that if other mods changes the same file to modify only the cost line
your w_glock values would need pstching bc it would get overwritten if the other ltx doesnt include your changes too

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to avoid this, you use dltx

you create a ltx file inside

gamedata/configs/mod_system_zzzschmegege.ltx
And inside in ! And brackets you will write the section name of the item you want

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![wpn_glock]
cost = 182762

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this way you change the cost line inside w_glock.ltx without modifying it directly

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the dltx file will always overwrite the ltx

glad tangle
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oh I see.... do I use dltx directly on the ltx file I want to override?

hardy hound
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wdym

glad tangle
#

for example I tried to use a dltx version of boomsticks mod because I want to change a weapon, but the game crashed on launch.

#

I'm just trying to understand how dltx functions

random fulcrum
#

did you read the log to know if it was even your mod that crashed the game

#

and not a bad node in heap

#

which commonly happens on boot

glad tangle
#

thats the log

glad tangle
random fulcrum
#

just the one thing you want to edit

#

what are you even trying to do

glad tangle
random fulcrum
#

but what are you trying to do

glad tangle
#

I want to change the values for weapons to have some fun with the game

random fulcrum
#

then just do as i said

#

you're WAY overcomplicating yourself

glad tangle
#

did you read any of what I said earlier for fucks sake

random fulcrum
#

i tried, what can i say

past barn
#

(Sorry for the interruption but I want to ask this before I forget)
When I add custom status icons they all end up being blurry. The default ones are sharp and no matter what I do I can't figure out why. The size is the same, I made the new icons pixel perfect, even the PPI value is the same (96), And opening the original DDS file and drawing something on it will make the entire icon blurry ingame again. The left one on the image is the default one with a few pixels being painted over, the 2 on the right are default ones. There has to be something with the way the icons are saved or something, this is driving me insane. What am I missing here? What should I pay attention to? I'm using Paint.NET

vale knot
#

Try gimp

random fulcrum
vale knot
#

580 bytes

#

But yeah i never had issue using gimp to change textures or icons

random fulcrum
#

an example mod

glad tangle
# random fulcrum an example mod

Can I have an example of how you use DLTXify? Because I already know how to edit the numbers in the file, my problem is having those edits ignored

random fulcrum
#

i don't use dltxify

past barn
glad tangle
# random fulcrum i don't use dltxify

You sidetracked me 3 times over the course of 2 hours, this time right after I started to get some help. Just to show me exactly what I've already done 7 times over and have EXPLICITLY SAID TO YOU is being ignored by the game. Please let me have my answers about DLTXify

#

fucking christ

vale knot
limpid geyser
random fulcrum
#

been a while since i've seen such a reaction in this channel

past barn
#

That's because you suck at explaining anything

past barn
# vale knot You dont move them around at all editing them? Just remove the corner bits?

I made new icons from scratch but they look almost the same as the originals, and they're just as well aligned to the pixel grid. When I view them side by side as pure images they both look fine. It's when I save them as a DDS, they'll turn blurry ingame, but the DDS file itself is as sharp as the image version. And like I said, even if I open a sharp, original icon's DDS and re-save it with zero changes it will show up blurry ingame, but the DDS looks visually identical. That's why I think it has to be the way Paint.NET is saving them, or something

vale knot
#

I remember when i made all the icons a different color using gimp and i didnt get any blurryness

#

But i didnt make new icons just hue and saturation edit

past barn
#

Well there's 1 thing I forgot to mention. By default I don't see thumbnails for DDS files. I have ImageGlass installed which can open them for viewing, however when I save them through Paint.NET then I can see their thumbnails. That's interesting

violet ridge
past barn
#

Nope not yet. I'll try that if GIMP doesn't give me good results

vale knot
#

i dont see the thumbnails all the time either

violet ridge
#

yeah some dds files do and some don't generate a proper thumbnail

vale knot
#

is the remington archangel kit possible to acquire in game?

#

or the gun with the kit itself

twin swift
#

this is the first time I encountered this error

rugged hollow
#

Idk if it’s really related to this chat but how would one change the 3rd person model of a in game outfit? Specifically I like some of the late game CNPP monolith guards look and wanna make that the look of the exosuit when j wear it

I researched something about it on Reddit (https://www.reddit.com/r/stalker/comments/ri7c6v/changing_character_model_for_certain_outfits_yes/hoz54fh/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3)

But I can’t seem to locate that file pathway even in my unmodded anomaly. Anyone know how to do it? please @ or dm if you find a way 😄

hardy hound
#

this addon does it, check how it works in the files

rugged hollow
#

Absolute hero

#

guess ill get working out how to do install it and add it to gamma

hardy hound
past barn
# past barn *(Sorry for the interruption but I want to ask this before I forget)* **When I a...

So I think I might have found the source of the issue, kinda. Originally I used the colors from the overweight icon for both the fill and stroke and didn't even check what the other icons use. And because the stroke is dark grey it often ends up being brighter than the background which is often really close to black, and that creates a sense of blurriness. I changed the stroke color to black and they seem fine ingame now

As to why does the healing icon look god awful in the message I'm replying to, I have no idea. I couldn't replicate this issue since I posted that with either software. The strange thing is that with both Paint.NET, GIMP and Grok's DDS converter the results were all the same: blurry garbage even if I just overpainted a few pixels in the original DDS files, whereas if I do it right now they all look fine ingame. I don't know what changed for them to not look terrible anymore huh but I can reload any amount of times and they look as sharp as the originals

I did notice for whatever reason that saving the files in GIMP makes them noticeably sharper than with the other 2. I tried a bunch of compression methods, overwriting the original file instead of saving as a new one etc. and it's kind of all over the place as to which one seems better. It might just be a thing with the game since it does seem to reduce the icon size from 43x43 to 42x42 px, maybe there's something else I couldn't find

vale knot
#

Those ones there look better at least

past barn
#

Yeah, these are almost the final ones

rugged hollow
rugged hollow
#

oh using the same name?

#

sorry hella new to modding

rugged hollow
buoyant jackal
#

Anyone know where the resources that explain how to port over a weapon to GAMMA is at?

acoustic prism
#

whats ./shared and how to I add files to it?

violet ridge
#

Before I release my austrian waffles, I'd have a question about traders. I've looked at how "Mags Buyable at Traders" does it (they seem to add entire weapon categories from which mags inherit where they should end up [which means my new mags are already avaiable from get go, as they are for default weapons already included in the mags mod]) and how Shine/Awry do it in their mag fixes mods (they seem to add mags individually at given trader tiers).

Now, I could mindlessly ape after Shine/Awry to get the desired results, but I'd like to actually understand it in case I f**k something up so I can fix it myself.

So, as far as I understand, to have mags tiered at traders, I have to:
add a file
mod_trade_FACTIONNAME_whatever in gamedata>configs>items>trade
and within the file, define at what tier they get what and how much ?

glad tangle
#

I'm trying to create an SR1MP that fires 20g as an experiment but it aint showing up in game, is their a secondary file that I need to modify for the game to recognize it as a separate item?

glad tangle
#

idk why it isnt showing up then

glad tangle
#

does this mean it aint being read by mo2? how do I get it to be recognized?

vale knot
#

If you check my mags fixes you can see how i did it

violet ridge
#

Much thanks

vale knot
#

For some reason you cannot dltx the gamma_nato_presets.ltx

#

Or wp pact one

#

If you find a way too PLEASE let me know lol

random fulcrum
glad tangle
undone lily
random fulcrum
#

that upgraded version you're thinking of is the one with the sight on top

#

m1 is the other upgrade

#

the one that only has a laser

stable orchid
#

is there anyway to tie actually learning recipes in the basic tool kits to picking them up for the first time? ive had 2 playthroughs in a row where ive picked up advanced in my first stash and both times i feel like ive kinda cheated myself out of a lot of early game grind doing that. I know the much simpler solution would be just to turn off the mod that makes so all the higher tier toolkits can make lower tier recipes but i like that the convivence of that mod a lot

vale knot
#

anyway i can indent text in an xml file? like have the line formatted like this when displayed

Line 2
Line 3```

instead of just ```Line 1 Line 2 Line 3```
random fulcrum
#

\n

#

\\n

#

like that

vale knot
#

oh so two backslashes?

#

i tried one and it didnt work

random fulcrum
#

yeah it's two for special characters

vale knot
#

danke

random fulcrum
#

kurwa

#

wait danke was german

vale knot
#

ja

#

i wanted to change the death message script text to say
You cant change the current reality and the ZONE kick you out!

#

but it looked weird as one long line on screen

#

hmmmm

#

didnt seem to work

#

this is somehow scary now

random fulcrum
#

weird

vale knot
#

I think i got it this time

#

Nvm

fathom wagon
#

Inside the m_stalker.ltx, what do each of these values assigned to bones stand for?

regal bolt
#

im assuming the limbs of stalker npcs

#

also with that stalker_damage thing up there im pretty sure its just the values of damage from a gun hitting a specific body part

#

then again this is coming from someone that does not know the first thing about coding so i could be completly wrong

daring mauve
#

When I equip the OTs-04 knife, the svarog detector comes closer like that. Is there any way to make it be closer like this all the time?

regal bolt
daring mauve
#

Also, any way to make the detector's screen brighter? It is too dark for me

fathom wagon
regal bolt
#

it would explain why the head based ones have a 4 or a 3 in them that would be the damage multiplier

fathom wagon
#

Not sure about all of that. Looking at Momo's THING, he normalizes all the damage outputs. I am just confused about what the middle number stands for when looking at it.

latent path
#

Anyone know if it would be possible to break outfits down into smaller components? For example, having separate slots for boots, plate carrier, shirt and pants, etc

#

Basically allowing more customisation and stratergy

#

I'm working on a Google sheet with some items just as a basic outline, might draw a diagram when I get home

hardy hound
#

or expanding inventory system

#

if you want to expand inventory system it would require engine changes

latent path
#

Yeah i was curious about expanding the inventory system

#

Maybe a component system like the guns?

#

Prob not possible

random fulcrum
#

i can't remember for the life of me what those numbers were supposed to mean

hardy hound
#

you can assign upgrades like vanilla game to helmet/armor

latent path
#

Coolio

novel temple
#

Could someone with scripting knowledge tell me how to disable exploding headshots?

random fulcrum
#

it's at the bottom of grok_bo.script

novel temple
random fulcrum
#

yeah just delete

#

it's easy to know which lines handle the splash

#

it's like 4 lines

novel temple
#

I have 0 scripting experience could you take a look at it?

random fulcrum
#

730 - 742

#

it's literally at the end of the file

#

read

novel temple
#

all lines between 730 - 742? Im reading but I dont know scripting

random fulcrum
#

yeah just delete them

novel temple
#

grok_bo.script only has 572 lines

random fulcrum
#

oh i forgot grok axed the mutant bonuses

#

no, grok_bo has 799 lines

#

just checked the git

novel temple
#

here it is

random fulcrum
novel temple
#

wrong file?

random fulcrum
#

use the virtual folder explorer in mo2

#

yes, wrong file

#

gamma's file structure fucking sucks

#

but use the virtual folder filter

#

right hand side in mo2

#

it shows the last loaded version of any given file

#

and it's 751 - 763 in the latest version

novel temple
#

ah found it

#

removed it. gonna load in and shoot a head and see !

#

its working thank you so much for the help and our patience

#

your patience*

vague knoll
#

So the first number for each item is the number of them the trader will have in stock for each re-stock, but what's the second number for?

random fulcrum
#

chance?

fathom wagon
#

I believe it is chance.

fathom wagon
#

Looking at grok_bo again while I am adjusting my Arti merge, I am wondering why there is a parsing hell of a bunch of "ifs" for ammo type. Would it be easier to have a table/array with the needed values then call it from the there? Or even offload the parsing into a separate equation that returns the value but allows you to return once you find the correct one w/o having to go through the rest of the if statements? Or does it not matter much in the end?

vague knoll
#

oh makes sense, and 1 is 100%, cool thanks

random fulcrum
#

i did that for the thing

#

i have all the bonuses set up in plugins

fathom wagon
#

I saw that when I was looking into carrying over your multihit protection for myself into standard GAMMA. I was just wondering why it has stayed the same. Just cuz it is a hassle to go in and re-do everything?

bold mural
#

anyone know the fix for getting this when trying to do russian translations? i've got "<?xml version="1.0" encoding="windows-1251"?>" at the top of my xml file for the text already but it isn't doing anything

bold mural
#

ah, sorted

#

didn't save the xml in windows 1251

#

btw is there some way to space out MCM options without using these dividers?

#

just like having empty space there

jade bison
#

Anyone know what this if statement is checking for?:
if drx_da_main then
arti_min_eff = 10
arti_max_eff = 23
else
arti_min_eff = 13
arti_max_eff = 27
end

random fulcrum
#

if a script with that name exists

jade bison
#

huh... okay thx

#

Oh shit, so the possible artefact spawns of each region are in drx_da_main_artefacts.script

#

that's neat

#

so northern regions do in fact spawn better artefacts

simple scaffold
bold mural
#

Sweet thanks

simple scaffold
#

id does not need to be unique for non interactive elements, so you can call all of those "space" it won't break anything, just don't also call a check box space.

broken galleon
#

Hi, i have a problem with dynamic anomalies overhaul. the range at which they do damage is quite distant from the anomaly itself. I have reinstalled mod and it's still the same. How i can fix this?

past barn
#

Which anomaly specifically?

broken galleon
#

all of them

#

i thought it was only sphere aka rebounder but it turns out it's all of them

#

i've found in "\configs\zones" line "effective_radius = 2"

#

i lower it to 0.5

#

and it kinda works

#

i get hit from closer range

#

but i still get the effects of being hit from like 15 meters away

past barn
#

Okay that's strange lol. I'm not sure what you could tbh. Maybe lower the value even more? Like idk 0.1?

broken galleon
#

i guess trial and error until i figure it out

#

thanks

daring mauve
#

Does anyone know where this is located?

#

It is from Better sound - Grokitach, but the file is not there

vague knoll
#

so, these go with the basis that a gun reaching '1.0' = 0% condition, yeah?
So 100 rounds of this gun means 18% of its durability going down the drain..?

random fulcrum
#

also nobody knows what's the difference between the two

vague knoll
#

I see lol

#

well thanks 🙏

grizzled gorge
random fulcrum
#

no

grizzled gorge
#

Spawn chance for grenades in npc_loadout.ltx is buggy or am I missing something ? No matter how much I set, there's always a grenade in the profile type npc. Working with autoinject do the trick but not with ltx

daring mauve
#

Is there any way to use Debug or some other method to find out which music/ambient sound file is currently playing in-game ?

stark condor
#

hey, absolute scrub at modding here, I'm trying to edit a model in blender, everything seems to work fine, I can move vertexes and they get mirrored just fine, but when I add new ones, they don't seem to mirror at all to the other side of the model. If it helps I'm messing around with a hand model right now.

vague knoll
#

is it me or the debug mode for the weapon hud editor doesn't make any sense? why does it affect other guns than the one selected? why is my knife (in another slot) altered by those changes 🤯

undone lily
#

i.e. get the position for one gun > change the relevant LTX manually, disable the HUD editor

#

cause the HUD editor keeps the previous values once running even if you change the gun

vague knoll
#

yeah I just thought it'd only alter that one gun seeing as it's showing its ID right there

#

I assumed wrong, but aight makes sense now

#

thanks 🙏

sinful canopy
#

Hello, I'm trying to change the particles for the exoskeleton reactor pulse (from Powered Exos) so that it uses some that I made. How would I alter the file to include the folder with the custom particles?

#

Could anyone please help me?

violet ridge
#

Have you tried Anomaly's Discord "Modding Art's" channel ?

sinful canopy
#

I don't know if they'd help me, since I'm trying to modify a mod in the G.A.M.M.A. modlist

latent path
#

i think i may be a dumbass but i cant get grok's dds converter working

#

i definetly have the nvidia tools installed but i probalby installed it wrong

#

i made a texture myself in photoshop as a png and i'm trying to convert it to dds, but if thats the wrong process lmk - i would convert to dds from photoshop but it refuses to find the plugin files and nvidia cant find my photoshop install

past barn
#

Iirc you have to edit the script because by default it's looking for JPG files

#

If that still doesn't work then I'm not sure. You can always try Paint.NET or GIMP, both of them support opening and saving as DDS by default

latent path
#

i did change it to png but it didnt like it

#

the reason i'm not using the nvidia converter is because it crashes my game, but i might be using the wrong settings

#

lemme replicate the error so i can show you

past barn
#

I'm not familiar with the nVidia tools, but what settings did you apply when saving as DDS?

latent path
#

i just let it use the default

#

ill pull it up now and get a screenshot

violet ridge
#

other than that, there should be no way to eff it up

latent path
#

i let it do the default path in program files

#

also moved the bat file so it would be in the same drive but it still doesnt wanna work

#

ill try and copy the settings from the bat file

#

is there particular settings the dds needs

#

i'm using the 2021 converter version, not the legacy one

past barn
#

You need to have the BAT file in the same folder as the texture you want to convert, maybe that?

violet ridge
#

did you download the tool Grok attached or did you download SDK toolset directly from Nvidia ? cause those are not the same thing

latent path
violet ridge
#

define what you mean "overwrote"

latent path
latent path
#

lemme try it again in case i did it wrong

violet ridge
#

that's not what "overwrote" would mean in this context

latent path
#

alright, sorry

#

same issue again

violet ridge
#

show what you have in C:\Program Files\NVIDIA Corporation\NVIDIA Texture Tools Exporter

latent path
violet ridge
#

this appears correct 🤔

stark condor
#

when I used nvidia exporter with default "BC7" format, it gave me errors and stopped responding, I set it to BC3 and it worked fine, but maybe I'm just a moron myself

latent path
#

i'll try it with bc3

#

i can post the dds file if anyone wants to have a look at it

stark condor
#

it was telling me something about my gpu not having some support and it would use cpu instead but never accomplished anything

#

bc3 instantly converted everything with no hassle

#

but I'm clueless, maybe it's bad quality

violet ridge
latent path
#

sure lemme just try this real quick

past barn
#

I'd like to take a look as well

violet ridge
#

using grok's tool

#

as I've also edited it to work off png's

latent path
#

i'll post it here if i'm allowed so you can both try

violet ridge
#

shouldn't be an issue

latent path
#

the extra empty space was in the dds file i'm using as a base

#

from another menu mod, which worked fine when i was using it

stark condor
#

worked for me

violet ridge
stark condor
#

with bc3

latent path
past barn
#

Worked for me too

#

D:

violet ridge
#

right click to edit the bat file, and show me what's in there

#

maybe you accidentally added a char or something

latent path
#

this is the first of many tweaks i've done to my mod list so i expect to be debugging for the rest of the day lol

#

my pc is the anomaly

#

i'm not using dx10

violet ridge
#

dx10/11 uses a lot of common stuff

latent path
#

ok that makes sense

#

i was using avx and i have no idea what avx stands for so im just gonna try the launcher

#

lol

past barn
#

!avx for some potential help

queen pineBOT
#

Actual explanation at the bottom but simply put:

Do you have a good CPU? Use AVX (if you have a crash, it probably means your CPU doesn't support this function).
Do you have a good GPU? DON'T use AVX.
Do you have both? Try for yourself, see what's better.

Actual explanation:
AVX is a way for your CPU to do calculations on a large array of data simultaneously. This is the same kind of job GPUs are primarily meant for.
So if your GPU is decent, AVX is (in most cases) outclassed by the GPU itself. Best way to know which is better for you, personally, is to try both versions and see what does or doesn't crash/performs better.

latent path
#

fuck it im just gonna try the original dds file and see if its something else i changed causing it

violet ridge
#

I didnt read the part what you said at the start, but with the error saying "X is not recognized as a internal command" the problem is that you (probably) need to do this:

Add "C:\Windows\System32" to the "Path" of "system variables"

stark condor
#

wow.. didn't know that, what's the difference between dx11 and dx11 verified?

violet ridge
#

that's what google is saying

latent path
#

ok so it's definetly the edited dds file causing the issue

past barn
#

I just tried and your image converted to DDS with Grok's tool works for me. I'm not sure where this background is used tho, since the default isn't this one but a video footage, but the option highlighter looks fine

latent path
#

i also have some audio files to fix but i will think about that in a sec

stark condor
#

I just pasted your image onto the one that worked in paint.net

#

dunno if it'll work or not

#

I'm as clueless as you here

latent path
#

the audio i edited isnt working either lol but i will accept that if i can get this working

stark condor
#

well you can try the one I sent

#

cause I had issues when I tried converting files back and forth as well, textures weren't showing up in-game

#

so if you can just eddit .dds without changing it maybe it's better, I don't know

#

paint.net is free if this works, that's the best option maybe

past barn
latent path
#

yeah

stark condor
#

did it work?

latent path
#

trying it now

stark condor
#

oh

#

🤞

latent path
#

success!

stark condor
#

yay

latent path
#

the image is much lower quality at full res but it's a still from the stalker movie so it's the best i'll get lol

#

i actually tried AI upscaling and it all looked bad

stark condor
#

the png you sent is kinda low quality

#

oh alright

latent path
#

i was just trying to make a stalker movie themed menu

stark condor
#

I know that movie had some beautiful scenes in it

#

but never watched it

latent path
#

theres a free full version on yt with english subtitles

#

it is almost 3 hrs long though

stark condor
#

yeah.. not sure if I'm gonna be that interested in it, seems kinda slow and all that

#

deep meaning shit

#

or some religion I don't know haha

latent path
#

i was having a major adhd moment so i watched the movie and went to the biggest bookshop in london to get roadside picnic

#

at that time the only way to get it with english subtitles (that i could find) was to rent or buy it from yt

fleet crest
#

I want to mod the look of inventory (specifically the "favorite" selection and stars). Where can I find the files / code?

stark condor
#

did you unpack the files?

#

stalker anomaly > tools

fleet crest
#

I did

#

I'll look around in there. thank you

stark condor
#

_unpacked > textures > ui

#

I think

fleet crest
#

any tips / hints?

stark condor
#

there's a lot of ui elements in there

fleet crest
#

do you think it's named "inventory"? I gave it a search and so far no hits

#

or is it maybe part of something else?

stark condor
#

not sure, there's an item folder under textures too

#

this is the only star I found haha

past barn
#

Just to make sure my suggestion works, if we're talking about GAMMA and not standard Anomaly then it's currently used in the following mod which is a part of GAMMA:

110- SortingPlus - RavenAscendant
And the files are in [your GAMMA folder]\mods\110- SortingPlus - RavenAscendant\gamedata\textures\ui\sortingplus

fleet crest
past barn
#

When you're doing simple mods like this you can check whether the files exist or not already in MO2. On the right side switch to the Data tab and search for what might be the file name you're looking to change. In this case I searched for "favour" and it found the result. From there you can right click and open in file explorer straight away. And you can see which file is being used currently based on mod priority, since lots copies of the same files exist in different mods, and the top priority is the only one that's being read by the game

#

"From:" is the currently used one, "Also in:" shows which other mods this files exists in

fleet crest
#

you're a star coxMoozy

#

thank you

past barn
hardy hound
past barn
#

Also remember to create your own mod on top of everything else to not accidentally overwrite existing files

stark condor
#

I just found it funny that someone who knows what they're doing was formulating a good response

#

while I found a poopy star

#

as a make do solution for the time being

past barn
fleet crest
#

photoshop can't open .dds files? coxWha

past barn
#

Nah it can't kekw

river fjord
past barn
fleet crest
#

I have the complete creative suite and paint and gimp are superior to it. 2023 is here, folks. kekw

past barn
#

I was just as surprised as you are when I found that out xD For example Premiere Pro doesn't support FLAC audio either which is even stranger, you need a free plugin

fleet crest
#

Tell me about it. I've dealt with that nonsense too

past barn
#

Also MKV either I think? Like one of the most common video formats doublefacepalm

#

Maybe it was something else, but still stupid

fleet crest
fleet crest
fleet crest
river fjord
fleet crest
#

ok, so I was able to open the dds in photoshop. however these are just the icons of the star and junk. what I actually want to change is the green background of the favourite selection. it is much too bright and I can't make out what is actually selected. all items look the same.

#

is that done in code maybe?

river fjord
fleet crest
#

also, do I assume correctly that if I want to change the size of the junk and fav (star) icons, I do that in code? changing the actual image file seems silly

fleet crest
#

I thought of something along these lines

#

you see the item and the item state without killing the visibility or covering parts of it with a star or junk icon

river fjord
fleet crest
fleet crest
rustic arrow
#

Im I the only one, but I want that factions are randomized like monolith are in cordon, Duty in Great Swamps and so on, how can I do a mod like that?

past barn
#

You could also edit the item icons yourself (if you're crazy enough to go through all of them 1 by 1 :D)

fathom wagon
latent path
#

how are you supposed to edit and replace ogg files

#

cuz however i'm doing it, it aint working

violet ridge
#

them playing to begin with, or the new files not being understood by the game ?

#

or it's still same sound playing ?

latent path
#

the files open and play fine in audacity, but any new ones i convert to ogg dont play

#

i can tell they're recognised because out of the 5 randomised menu tracks, there is sometimes silence instead of the ones i want to replace it with

#

i've tried in both mono and stereo

latent path
#

cheers

#

i'll have a look in a sec

violet ridge
#

it's for original games, but maybe something in there will help

latent path
#

the reason i tried mono is cuz i found a forum post that says stalker can only use mono files, which probably was true for the original games

#

(forum post was from 2015)

#

ah yes this looks useful

#

thank you!

violet ridge
#

there's this also, more up to date but not whole much

latent path
#

where can i get the sound editor

#

does it come with the game or is there an installer

#

i googled "cs sdk" but i'm just getting counter strike

#

wait it means clear sky doesnt it

violet ridge
#

there are links for audio software in anomaly modding book I linked

latent path
latent path
#

alright, i made them all like this based on the ones that were working

#

didnt work tho

glad tangle
#

how does the ammo damage system work? is there a pinned discussion about it?

random fulcrum
#

wdym ammo damage system

glad tangle
#

as in what's the formula the game uses to calculate the damage output between the different values on weapons and bullets?

random fulcrum
#

for what's displayed on the weapon's card (the real damage number you should be looking at) it's normalize(hit_power * k_hit, 0, 1.5)

#

hit_power comes from the weapon's properties, k_hit comes from the ammo properties

glad tangle
#

okey

glad tangle
#

I just noticed it has a second k_hit value?? why?

random fulcrum
#

also no, there aren't 2 k_hit values

#

if you see a ; then it's a comment

glad tangle
random fulcrum
#

then the last one should be the one that loads

#

check whichever matches the formula

#

average gamma ammo mods

molten current
#

is there a way to tune down the red screen effect when taking damage in gamma? I will personally mod my game to make this happen lmao.

violet ridge
#

I may or may not have something up that alley coming, just not for that particular platform chefskiss

opaque night
#

That might be why they play in audacity and not in game

daring mauve
#

Does anyone know how I can rebind the M key for the scope NVG?
Which script file do I need to edit?

daring mauve
#

nvm I found it, it is in G.A.M.M.A. Keybinds fixes

undone lily
still condor
#

only if you can hit anything.

regal bolt
#

which mod/mods are tweaking Experimental PSUs? They don't work as intended as in they don't give the power caps they are supposed to and the power drain is not affected ( in case of Reactor PSU ). Seen multiple people having same issue.

austere spire
#

Does anyone know how I can have better animations for the Groza 7.62 weapon?

#

like ASH 12 or something like that?

hardy hound
#

there isn't any posted anim in moddb for groza

#

there was the gunslinger one but was removed

austere spire
stable orchid
#

hey in the weapon ammo ltx file is hit or disp the attribute for damage?

austere spire
#

i love u guys, that gun its my favourite!

weary ledge
#

heyo there does gamma use a modified ui_options.script?

novel temple
#

do you guys know if anyone has made a patch for ak5c and sr25 shoulder clipping?

weary ledge
novel temple
#

I was just hoping someone had fixed the positioning or whatever is the cause of it

kind pike
#

I fixed weapon sound files for addon weapon and it sounds it's like in very close range even it's far from my position.

#

what should I fix?

dusky bronze
#

Hello, sorry for asking this here but I don't know where to do it, please could someone make me a mod to mute the sound of opening and closing the inventory? bothers me a lot (the zipper sound)
or teach me how to do it

dusky bronze
simple dome
#

is there a way to add more names in the pool for NPCs? I get a lot of recycled name combinations so I was wondering if I can add more

simple dome
#

.... nice name

#

ill take a look, cheers

weary ledge
simple scaffold
simple scaffold
modern zephyr
#

I want to make a pretty simple add-on, but i need to utilise Arti's crafting script to do that, and i have zero idea on how to work on scripts. I know it shouldn't be hard, as a template is already there, just add some text and item names, but i'm kinda lost on where to even begin.
Basically, i want to make the BaS PSO-1 eyecup and the Aimpoint T1 riser mount "detachable" and "attachable" with the following crafting recipes that can be initiated right from the inventory:
PSO-1 (eyecup) = rubber x1, PSO-1 (no eyecup)
Aimpoint T1 (high mount) = Fasteners x1, Aimpoint T1 (low mount).
And i want it to work both ways.

#

Can somebody help me with that?

analog kettle
#

any resources to where to get started with modding?

ornate spade
#

"modding" is a super generic term: ask more pointed questions about what you want to achieve/do

analog kettle
#

I have two things I want to do: Add more drugs to GAMMA and add visual effects for drugs in game.

#

effects to your screen basically

#

sharpening or increasing contrast, that kind of stuff to visually imitate being high

dusty thistle
#

i would like to drop an idea here. not sure if its been done. but i think it d be lovely to be able to display your favorite armors and weapons in your hideout.

analog kettle
#

basically a drug overhaul is my idea. add drugs like heroin, LSD, hash and crack while adding visual effects for the new drugs and the ones already in game like marijuana, cocaine, epinephrine and so on

#

the idea is to actually make using drugs feel like using drugs and to add more immersion into the zone, also worldbuilding to make it feel more lawless

#

maybe also add overdosing and drug interactions between stuff like psyblock and alcohol for instance

vale knot
#

i wanna make a mod that makes your guy an alcoholic

#

needs booze to function properly

analog kettle
#

addiction perhaps but I'm trying to keep the scale small until i know what I'm doing

grizzled gorge
#

If you want to add new effects you would need to code something in lua. If you just want to add new drugs based on already existing effect double click on : db_unpacker.bat in \Anomaly\tools. once its unpacked look for \configs\items\items\items_drugs.ltx and just replicate what you see on something new 😄

vale knot
#

unpacking anomaly was the best thing i did in terms of helping me mod anomaly

analog kettle
#

yeah, I don't know how to code in lua is the problem. most of the drugs i have in mind probably would have similar effects to some others but the ideas i have for overdosing, interactions with drugs and addiction also need coding in lua if I was to guess

vale knot
#

just keep it on a seperate drive lol

grizzled gorge
vale knot
#

i cant code in lua but i can look at a file now and id say like 80% of the time understand whats going on

#

sometimes it takes like 30 minutes of staring at it tho

analog kettle
#

yeah that's how it was for me and voiced actor

#

but that's besides the point

#

so how would i get started for like, implementing vfx for drugs?

analog kettle
#

thank you!

#

okay I'll need to read this when I'm home lmao

#

apparently Stalker isn't that hard to mod so at least that's hopeful

#

and i know it's at least POSSIBLE to have vfx for drugs because the game already has dizziness and drunkenness effects

vale knot
#

"but I know RavenAscendant uses Notepad++ like some old man"

#

damn ok

analog kettle
#

I use notepad++ smh smh

#

honestly yeah i think most of the code for this might already be in game, like for taking damage when using a drug or vfx. I'll need to create code for how drugs interact specifically but at least it shouldn't be as daunting as I initially thought

#

addiction might be a bit harder lol

grizzled gorge
#

for some reason that i don't want to look at my vscode do not want to save in windows 1251 so i also use notepad++ for xmls xD

vale knot
#

only thing i hate about notepad is manually setting language everytime

analog kettle
#

basically the thought in my head is to keep it simple so like, if x drug is used with y drug do z

#

which shouldn't be too hard?

vale knot
#

im sure theres a way to make it auto detect but zzzz

analog kettle
#

maybe?

#

I've never been good at coding ;u;

grizzled gorge
#

can't help you. coding is not my cup of tea. i can somehow understand what i read and edits values or copypasta something but can't write something from scratch. Though, there is a damage buff in game (morphine). So damage debuff should be doable i guess. Like the X drugs debuff you for some new type of damage that drugs Y and Z make

analog kettle
#

probably what I'll have to do

#

oh and I'll also have to make new icons for the drugs ugghhhhhh

analog kettle
#

thank you sm

violet ridge
#

there is also a tool Grok made to convert images into DDS format which removes hassle of manually fucking with alpha channel, I also heavily recommend to get it

analog kettle
#

where can I get it

violet ridge
#

it's here on discord, let me find it again

analog kettle
#

yep

violet ridge
#

here

analog kettle
#

alrighty

#

okay so here's what I'll do
1: make drugs that are similar to other drugs first since they'll just be statswaps, like heroin and crack.

#

2: after that, figure out how to implement VFX for those drugs and the ones already in game

#

3: once I do that I can add drugs like LSD and shrooms

#

after that I'll get on overdosing, interactions and addiction

violet ridge
#

I think there is one thing you might be overlooking

#

why would anyone bother with it ?

#

ie what sort of fun beside "realism" does it brings to the table ?

analog kettle
#

more of a personal project.

violet ridge
#

mind you, i am not by any means trying to rain on your parade

#

ah

#

then by all means, hope you do enjoy the process

analog kettle
#

I find the lack of diversity in drugs in a presumably lawless zone kind of irritating and immersion breaking and I like the idea of actually feeling like I'm high in game so it's more of a "I want this so I can stop talking about it and actually do it"

violet ridge
#

👍

analog kettle
#

I'll make it public in case anyone else wants to use it but it's not MEANT for other people if that makes sense

grizzled gorge
#

tbf i use mag redux not because it feels "realistic" to me but i just like it. I have no explanation but since tarkov it just feels normal to me to have that type of details in a non competitive game (atmospheric/immersive). I mean don't put mags into overwatch xD

analog kettle
#

I'll probably also have anims for some items like heroin that i can just copy from other drugs but I also want to add ONE specific cigarette brand into the game and I may have to model and texture for that

#

i want to add camels lmao

#

like we already got lucky strikes and Marlboros, camels should finish the big 3 for western cigarettes

#

I'm talking out my ass at this point, need to note this down

grizzled gorge
#

Ive seen a mod recently on ddb that adds tones of stuff food related, camels might be inside

violet ridge
analog kettle
#

link it if you can.

analog kettle
#

just need a good camels texture.

#

some guy suggested that Newports should be in game and I also liked that idea but the scale of my idea is already really bloated so i can do that later

grizzled gorge
analog kettle
#

that's still really really good

#

does it use fdda anims?

grizzled gorge
#

dunno

analog kettle
#

maybe I can port those to fdda as a side project

grizzled gorge
#

i mostly use gameplay mods, there is already too much stuff in anomaly xD

analog kettle
#

oh it already is fdda compatible. based

#

i have the exact opposite need lmao

#

gameplay feels tight but not enough item bloat

#

no camels but it shouldn't be hard to find a texture or just make one myself

#

the m&m pill bottle kekw

grizzled gorge
#

@analog kettle Look for actor_effects.script in scripts. It might helps you to understand how to make new camera effects

analog kettle
#

👀

#

thank you

grizzled gorge
#

Like at line 948 there is something calling alcohol.ppe, searching this way could lead to something usefull

analog kettle
#

alcohol.ppe is the dizziness effect

grizzled gorge
#

yes i guess

analog kettle
#

i know that the dizziness and drunkenness effects are the same because "sobering" and "dizziness removal" do the same thing to the same effect

#

I'm thinking effects like sharpening or saturation but it's a good place to start. thank you

grizzled gorge
#

radiation has a grain effect

analog kettle
#

oooh true

#

okay btw here are my ideas for the VFX of each drug and changes I'll make to vanilla drugs in detail:
Marijuana: Splitting into different kinds, indica, sativa and mixed. Indica makes you tired and increases psy resist and sleepiness, decreases satiety and thirst. basically vanilla marijuana with a new name. it'll desaturate the color in the screen slightly and will stack.
Sativa has the same effects but increases stam and decreases sleepiness. it adds slight saturation instead of desaturation and that also stacks

#

All opioids: screen sharpening.
Heroin: basically gonna be an in between for morphine and fentanyl. slight first aid and slight post heals. makes you hungry thirsty and sleepy.

grizzled gorge
analog kettle
#

👀 thanks

#

oh I forgot to mention, mixed marijuana just has effects of both.

#

the other new cannabis product is hash. basically it'll be a very low quality cannabis that is unhealthy, makes you hungry thirsty and sleepy and also decreases stamina but at the upside of increasing psy resistance

#

wait hash was cannabis not opioids lmao

#

cigarettes: have positive benefits for psy, now decrease stamina and cause mild vision blurring and saturation

#

that's all i got as ideas for now, sorry for the text wall

#

OH I FORGOT ABOUT COCAINE

analog kettle
#

So yes powder cocaine now causes a screen brightness effect and saturation, film grain and mild tinnitus (i forgot to mention I'd implement audio effects for some if possible)

#

I want to add crack which causes a mild reddening of the screen, sharpness and audio dulling. basically think of a rage state or whatever

#

there's probably framework for audio effects on taking drugs SOMEWHERE

grizzled gorge
analog kettle
#

YEAH

#

poor arnold

analog kettle
#

wait buggy do you mod MAGS

violet ridge
#

I am not THE guys who made MagsRedux, I just made a small submod using it to add some more things to weapons lacking irl options

analog kettle
#

I know, I was asking if you modded the mod kekw

violet ridge
#

yes

#

the first release with austrian waffles (AUG mags) is out on moddb and here

analog kettle
#

oooo

violet ridge
#

cause MagsRedux only has the 30 round one

analog kettle
#

yeah

#

I'm sad MAGS doesn't actually change the model of the magazine in game but that's probably an engine limitation

grizzled gorge
#

doable but it would takes a bazillion of different animations

analog kettle
#

ah

#

and I assume no one wants to go through the effort lmao

grizzled gorge
#

I mean, a paid team would do it xD

violet ridge
#

the core problem lies in engine limitations, each weapon + sight combo is it's own seperate model

analog kettle
#

Xray borscht

violet ridge
#

it's a yummy borscht

#

as long as you are not present when it's being cooked

analog kettle
#

like source spaghetti but more slavic

#

lua kekl

#

simultaneously very beginner friendly and also fucking impossible to write scripts with

vale knot
#

not to mention pistols with sights would all need their own model with the new mags too

#

extend this to ARs and youve got yourself a fuckton of work to do thatll only add up once another BAS update releases

analog kettle
#

i see

vale knot
#

i was gonna try to figure out how i can add tritium to the pretty pistols pack five seven

#

then i remembered i cant export OGF files

random fulcrum
#

not currently possible without inflating the fuck out of your file sizes

#

because you'll need model swaps for every combination of mags and scopes

#

i'm sure you won't want bas ALONE to weigh 100+ gb

analog kettle
#

i mean that's still doable just very very very impractical

random fulcrum
#

who would even download that

analog kettle
#

no one kekw

vale knot
#

the dude with a 4tb ssd who plays provaks

analog kettle
#

i don't think that should matter

grizzled gorge
past barn
#

Can I create additional textures without using the already existing files? So afaik you can extend scripts in separate files without touching the original but still get the functionality as if your mod was written inside the original file. For example all the files in [gamedata/scripts] starting with zz_

I tried to do the same with textures, specifically to use a totally new file as dead body markers instead of using the entire ui_common.dds which is where the default dead body marker is among many other icons. I created a separate texture file with just the intended dead body marker, plus a file with the same name inside "gamedata/textures_descr", with a code structure that I copied from ui_common.xml to create the ID for this particular texture. Also replaced the default ID in map_spots_relations.xml with the new one

However it doesn't seem to be working, but it's also kinda strange. So map_spots_relations.xml points to what icon should the dead body marker use which is current pointing to my custom texture file. But ingame the one that shows up is the default one, not mine. But shouldn't it give me an error instead or something? Seems like I messed up something, but as far as I can understand right now it should give me an error that XY texture doesn't exist, or something. But instead it's using a particular icon that's not even defined to the game to be used, since the file is overridden with my version which is pointing to my texture alone

If this thing is possible to do, can someone help understand what's going on and how to fix it?

grizzled gorge
vale knot
#

what a coincidence

grizzled gorge
#

indeed

analog kettle
#

FUUUCK

#

only affects the marijuana and joint

#

but this is super useful

weary ledge
past barn