#╙🖇mods-making-discussion
1 messages · Page 21 of 1
Sure, I'd like to take a look at what the hell's going on
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
Can you give a link to Damien's Bolt Fix? I can't find it
you should have it, its from official GAMMA installation.
There is no link to moddb that I can see
It is close to the bottom, 350+ prio, in GAMMA fixes category
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
I really dont know tbh. maybe its something else causing a conflict.

If you have custom mods on top of GAMMA, what are they?
This bolt mod doesn't even have texture files that would conflict with yours. What in the hell
I had the SquareDOV and MCME mods in very high priority, but GAMMA UI was still the highest.
I now moved them all to their original priorities, because I learned the hard way that priorities matter lol.
Other than that I am stock.
The Damien's Fix mod modified the same config file, m_bolt.ltx, same as GAMMA UI
I mean I can test it soon, I just need to finish a big firefight with Monolith at Red Forest lol
my original issue is fixed anyway
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
No, I copied the entire mod folder, and all files inside were the same except for ui_actor_menu.dds which was modified.
I've asked this before, but do any of you know where the English voice lines for NPC mercs are?
8- Better Merc voicelines - YankeeGolf and G.A.M.M.A. Better Mercs Voices?
Will look
what I cant figure out is how to disable the player's annoying coughing sounds when irradiated
I've disabled both voiced actor mods, so wtf?
mute the audio files in GAMMA Radiation Effects Overhaul
Thank you. By mute you mean disable the mod, right?
Nope, other important configs and stuff there. Deleting AGDD_voiced_actor.script might work? For me, I just silenced the audio files so they're just blank, that works.
Aha, there's the issue. Then yes it was overriding something which was originally used by the bolt fix
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
thank you, I'll try it right away. Do you have the Voiced Actor and GAMMA Voiced Actor mods enabled btw?
nope, i have them off cause i'm using the female voice pack
the what? where is that?
https://www.moddb.com/mods/stalker-anomaly/addons/female-sounds-mod-beta-v13
https://www.moddb.com/mods/stalker-anomaly/addons/war-nymph/
using a mix of voice files from both, since i wasn't sure one lacked files from the other and couldnt be bothered to look deep. still needs to replace a couple audio files, but Isthar's aware of that and will add in later updates (probably)
I copy paste the entire mod folder with all its files, in this case it was GAMMA UI in order to not have 2 mods active just for 1 small modification. That way I enable one and disable the other, and vice-versa.
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
Yeah but if I set it to the correct priority, then there cannot be a conflict
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
That's something I also want to find out xD
Especially when it comes to 6, 8 and 9. They all look the same
IKR, its ridiculous, I have to squint every time
there is something
is this what y'all were looking for?
Someone already made such a thing. What a legend

Oh my god it still works <3
This is infinitely better, why isn't this the default one
I wonder how can change it so it uses another font, ideally the one from "Optional Modern UI font" mod
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
Thank you so much, personally I dont even care about the font, I just want to be able to read it lol
Yeah it's a huge improvement already. I only wish to be able to tinker with it
Is there any way to actually disable Weapon Cover Tilt ? When I do, my game crashes upon launch
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.
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.
having this error with the icon editor, any clues?
I have no idea about the editor, but you can use Paint.NET as an alternative if nothing else works out
And how would I go about knowing the cuadrant for the icon i want to display
What is a "cuadrant"?
Thanks, that mod was making my RPK-16 get out of ADS, and I have an ACOG on it.
Tanner kit will just be the empower part of the melter but for pelt basically
The little squares that you have to put the coordinates of in the LTX of the item
this
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
What is the correct priority for this mod?
https://www.moddb.com/mods/stalker-anomaly/addons/detailed-description-01
bottom of list but remember to edit zzz_player_injuries.script first
Does anyone know the default installation options selected for Groks Body Health System ?
I removed it by accident..... 😦
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```
I did it, but for some reason with Detailed Description mod enabled, I do not have the "post-heals" and "first-aid" info in descriptions.
Any idea how to fix this?
theres a second zzz_player_injuries.script in gamma medication balance
Thank you very much, this worked

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?
yeah i did way back in the day and it finally got added to the dev branch
and yes it is working
Game is actually playable with it
also mutants don't multihit
oh okay, i remember reading someone say that and no one corrected them so i assumed they actually do like dogs and cats
is there anyone who does translations around?
@lavish carbon traductor cara
yo @lunar nimbus does detailed descriptions work without bhs
i'm getting crashes when the tooltip for some items pops up
i.e. scopes
not sure how bhs related to scopes
give log
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
Guys, hello everyone. Tell me, please, where can I see a list of weapons and scopes from BaS that have PiP?
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

NPC finite ammo means the game becomes even easier
reduce your ammo
reduce your ammo what
so you mean the gameplay is even more about headshots and snipers?
sometimes when you have the chance
if anything, the game needs to add more emphasis on full auto and AI putting pressure at long range static target
you get floods of ammo in any versions of thegame, incluiding gamma
so you are enforced to move
you cant short ammo loot or selling if you dont cut the npc ammo
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
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
and that mod make what it says but it not good for playing
in other hand have less ammo for npc open other doors for the player
if loot and sells of ammo are cut down
I tried the the npcs die from anomalies it doesn't work well enough the ai spam bolts then walk into anomalies anyway
yes its a example of a not sucessfull mod, even if you notice a lot of work in the code
but that needs to be tested
you can set the NPCs to drop 0 ammo easily

they don't have aimbot, far from it
in dead air they have something like limited ammo, but gameplay its diferent than anomally
just fukcing move 
they can't aim for shit if you move
the trap is being static and peaking behind trees for too long, that's how you get chained headshoted
I don't think npcs dying in anomalies will ever work the ai just aren't smart enough and there are too many anomalies
about ammo, next patch will more be about crafting ammo most likely
do you mean strafing?
just run
the faster you are, the less accurate they are
yes i agree, npc avoiding anomallies at least in the amnount anomally and gamma uses is imposible to work fine
How can I shoot when I'm running?
side walk
That's not running that's strafing
i cant shot running
no you can't shoot while running
Change cover often, otherwise NPC will shoot more accurate the more you stay at 1 point
I get shot while changing cover they don't miss
running also prefent the fist shot so you know if something targeting, thats works
they miss
Maybe u use hardcore AI AIM or something?
No they don't miss I have sprinted full speed with a weapon out they hit you
sometimes hits but not so easy
you can't. You run, to a cover then shoot, then run again. The issue is staying static for too long
I've tried that I get shot by another guy while I'm taking aim
Is grok going to say skill issue?
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
I think one extra thing to consider is the companion system
to quote murphy's military laws:
The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
Yes this is why I use it so they don't focus on me
Kinda late response but this is the core of soc gameplay. Aiming for the head and finite ammo, not some boomer fps with high movement accuracy. Also anomaly run speed is way too low, even compared to soc, for this to make sense
This also takes away from the scavenging aspect of the game (sorry for the ping on previous post not sure if that's a problem here)
The ai always had infinite ammo even in soc
Yeah but the gameplay was way more focused on being precise and aiming for the head, not moving around
So many people were filtered by the terrible accuracy and damage of the pm at the very beginning.
Yeah this is how I play but the closer you are to ai in gamma the faster they hit you it's not particularly fun
Yeah in gamma I feel that the gameplay strays away from the stalker formula by being about standing behind corners and waiting
Also probably shouldn't have mentioned finite ammo here since you can get through radar just by taking stuff off monolith
it's worse in efp but yeah I don't like how they can hipfire anything within a split second and hit me almost every time
You could possibly hipfire a rifle and hit someone but it would take a human a few seconds to do so
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
well it's not good that they can do it with high damage weapons what is the point of using a shotgun that is usually good at room clearing when the ai can 1 to 2 shot me with a rifle with their split second auto aim?
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
no only seems to work while at range if they are are up close all bets are off
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
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
that's why I boosted move speed in gamma
I use mags and is quiet fun, to compensate in general I use a mod that increase jamming, to compensate bad weapons weapons on loot but also to emulate a but the ammo load, feels quiet better
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)
Mags are game changer for some guns, sniper with small mags don't let you camper so easy, I like the vintorez, but it have 10 bullets for mag. I also have now a ak12 and some time I have to use them with scope cose 40 ammo will not handle the situation
regarding npc loadouts. what do these numbers actually mean? i assume everything under this list is what the npc can actually spawn with
first number is an attachment flag
1 for scope
(+)2 for grenade launcher
(+)4 for suppressor
r for random
don quote me on 4 being suppressor i'm not that sure
second number is ammo type
which is how they're defined in the weapon properties
0 ~ ammo types - 1
i.e. your gun has fmj, fmj(old), fmj(vold), ap
and you want it to spawn with ap
then the second number must be 3
there's also a third number
that's just for more precise spawning chance
and yes, everything in that list is what that faction and that rank can spawn with
thanks! helps alot
reminds me of unix file permissions
what does a 6 mean for the secondary number? just something i noticed in monolith loadouts
it's the ammo
check the gun's definition to see what's the fifth ammo listed for it
usually it's hp(old)
no, regular hp
oh fuck i forgot about more ammo types than ap
How to I remove the H keybind from hide BHS UI? I want to rebind it
should just be in mcm
It isnt, MCM has the H key for activate PSU power, but it says no conflict.
H still hides/unhides BHS UI however
then its in the thing itself
wdym?
Because I want to use that key, I've pretty much run out of available keys lol
I found this in zzz_player_injuries.script
local function on_key_press(dik)
if dik == DIK_keys.DIK_H then
So maybe it can be changed?
yeah it can i just couldnt find it lol
could you pls instruct me how to change it?
change dik_h to another thing
yeah
i was searching in the script for the line but "key" gave me nothing
for some reason my fix for adding missing mags to nato traders isnt working
if i add the gun into "mags buyable at traders" it works
but trying to do it with a dltx thing doesnt
this is the file im trying to add to
oh okay
those were just my original changes i made to mags buyable at traders\
that i just ticked out for testing
basic idea is i want to add the lines to gamma_nato_preset.ltx with the top file but its not working
if i add the lines in manually it works
so i know its not that
something tells me this just doesnt work since mags buyable at traders just overwrites the whole files anyway
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")
thats funny
but it doesnt work, I take no arm damage
because it's commented???
oh ok, didnt know that
does overriding the trade files just not work?
im sure you don't need to overwrite that file
what do you want to do?
add items to traders?
use DLTX
i am
so im adding the guns that are missing mags at traders
nato traders are missing mags for the px4 beretta, the strayer m1911, and the vector
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
but for some reason using dltx to add the vector to traders_presets doesnt work
heres the file, you can see the path and name etc
there might be an easier way but this was the way i was tackling it
Did you check how it's done in the mags added to traders mod?
Audio for Anomaly to export in .ogg but what bitrate etc????
41k i think
and mono iirc
use this
very useful book
@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?
thanks bro ❤️
Ofc not posting it to moddb just in said pack's discord
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?
I think there might have been an option to do so somewhere, not sure where though
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
honestly i just came up with a much better solution as to just add the magazines directly to the traders inventory
I was just trying to follow how mags buyable at traders did it
Yeah it's probably easier that way. I think it takes up more time to populate the trader inventory with guns than with mags.
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
How would i go to assign a sound to a spatial anomaly above the bridge in cordon?
Doesn't seam to give off any what so ever, kinda shit
I dont even think they sell the large/fast loading mags till like supply level 4
And theyre like ~10k expensive
@fathom wagon Hey Ilrath do you still use the /
RPG-XP-Redux-Orleon you made? How does it run for you
what differs it from something like Skills Expansion 2
?
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.
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.
Gotcha gotcha
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.
Overall, I think it is in a good spot other than that.
Does anyone remember the name of the mod that effects artifact conditions for Gamma?
Thank you!
Yes if you want
As long as it follows gamma sharing rules written in the GitHub
Tldr being gib credit, don't charge money right?
Indeed you won’t ask donations for dltxifying something someone else did
Also link the GitHub directly in your moddb page
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.
But thank you for the clarifications 😄
Hey, are you working on adjusting it by any chance?
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 (
such as mass zone genocide
) while still not making it too easy.
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
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?
at least that would be my guess, idk
@tender marsh hey, was the campfire heal limbs ever updated?
or was this one the last one:
#🖇old-mods-posting message
That is the latest. Havent updated it in a while but neither has gamma updated. Mine still works
thanks
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.
im guessing without scripting theres no way to have the first tier of hunger/water/sleep indicators not play the sounds associated with them
just look at voiced actor
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.
in G.A.M.M.A Voiced Actor look for AGDD_voiced_actor.script and edit to these values. It should trigger everything at yellow icon.
oh sick thank you so much
so you'd just like to adjust the spawn condition of certain artefacts? damn idk if thats possible from what I looked into
It is, its just really difficult/potentially not worth it. And it depends, we'll see what I have to do once I figure out what is causing this
Damn, wish I could help with that
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)
what script handles the selling factors for each item types?
nwm I found it I think, the trade presets
my question would then be, is it possible to handle the selling condition factor for a certain types of item?
no idea, if I see anything that could help you with that while i'm digging through things, i'll let you know.
is changing what nimbles trades are as easy as editing some ltx files or is it more complicated
found it nvm
Does anyone know of a slider to adjust mutant damage to npc's? I feel like they just tank anything from the mutants
no idea but I too would like to know
also does anyone know the default sell_item_exponent for generic trades with stalkers?
Anyone know how i would get in contact with modder "Eugenium"?
Does anyone know how to open a full(other paths aren't locked when you select out of 2 options) weapon/outfits upgrade?
Why, what are you trying to do?
Personally, I think it would be cool if there were a mod that let you create your own custom faction, just an idea yk
https://www.moddb.com/mods/stalker-anomaly/addons/dltx-required-dltx-minimod-pack
Mod 27: Full upgrades DLTX.
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

Many thanks to you
You'll need the patches too.
The PPP patch, BaS patch, and Vityaz patch.
Some weapons might still have non-full upgrades.
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
ok but you code it.
🍿
do I really have to go through all the effort with DLTX just to change some values? seriously?
DLTX is easy as hell lol.
https://www.moddb.com/mods/stalker-anomaly/addons/dltxify-by-right-click-for-modders-tool
can you tell me everything I need to download
The servers don't work? Alright.
it worked I'm just not sure if there is any other requirement
where do I unpack this to now? tools??
Follow the intrcutions on the ModDb page. That's it.
They should be understandable enough.
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..
you could just copy and paste
was this response for me or someone else?
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.
trying to get this shit to work is fucking agony
I dont even know what question to ask and the "instructions" are fucking useless
I'd try to help but I have no clue about what DLTX is. And yeah the instructions are truly awful
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
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
just to get links thrown at me to download more shit

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
Thats what i started with
Oh D:
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
yes I made sure to match it with what MO2 was accessing
dude
it ain't rocket science
name the file mod_system_somethingsomething.ltx
inside make your changes
if you want to override something just put ! behind the section name
i.e. ![wpn_beretta]
and that's it
dltx is loaded alphabetically
you talking about renaming the file that is already in the mod or the dltx duplicate?
or am I copying and then renaming this file?
bruv thats what I started out doing 
thats the same system other games I've modded use
after copying and editing the file, why would I rename it?
why not just cut out the previous default one?
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
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
![wpn_glock]
cost = 182762
this way you change the cost line inside w_glock.ltx without modifying it directly
the dltx file will always overwrite the ltx
oh I see.... do I use dltx directly on the ltx file I want to override?
wdym
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
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
so the weapon I wish to edit is in bommsticks and sharpsticks mod, do I DLTXify the entire mod and then within that copy I edit the gun I want?
I cant DLTXify the exact .ltx file I want to
but what are you trying to do
I want to change the values for weapons to have some fun with the game
did you read any of what I said earlier for fucks sake
i tried, what can i say
(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
Try gimp
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
i don't use dltxify
Thanks I'll try GIMP. The strange thing is this wasn't an issue before, I've done a few UI texture mods and this issue only happens with these status icons. I don't understand what's wrong
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
You dont move them around at all editing them? Just remove the corner bits?

That's because you suck at explaining anything
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
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
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
have you tried saving as jpg/png and using Grok's conversion to DDS tool ?
Nope not yet. I'll try that if GIMP doesn't give me good results
i dont see the thumbnails all the time either
yeah some dds files do and some don't generate a proper thumbnail
is the remington archangel kit possible to acquire in game?
or the gun with the kit itself
this is the first time I encountered this error
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 😄
this addon does it, check how it works in the files

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
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
Those ones there look better at least
Yeah, these are almost the final ones
Will post the mod tomorrow when I'm not sleep deprived and after some extra polishing of the configs.
Can i just install it in MO2 in the gamma profile?
it's already in gamma
nevermind found it!
Anyone know where the resources that explain how to port over a weapon to GAMMA is at?
whats ./shared and how to I add files to it?
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 ?
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?
Only the gun ltx
idk why it isnt showing up then
is their a specific way I need to name the ltx other than w_sr1m_m1.ltx?
does this mean it aint being read by mo2? how do I get it to be recognized?
Create an dltx fix to add the mags in directly to traders
If you check my mags fixes you can see how i did it
Much thanks
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
_m1 is the upgraded one
No. It aint. wpn_sr1m_sr1upgr1 is.
Doesn't matter since I'm not bothering to make a new gun anymore
Just add a new section in the sr1m ltx ?
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
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
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```
yeah it's two for special characters
danke
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
weird
Inside the m_stalker.ltx, what do each of these values assigned to bones stand for?
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
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?
adding onto this there is a addon that makes it so patches have a name and the body part that was hit that caused the death of the stalker you got the patch from so it could be also that too maybe
Also, any way to make the detector's screen brighter? It is too dark for me
I know what the variable names stand for. I am just wondering what the values assigned to each limb stands for.
maybe
length width and then damage multiplayer maybe?
it would explain why the head based ones have a 4 or a 3 in them that would be the damage multiplier
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.
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
you mean inserting those into the artefacts slots?
or expanding inventory system
if you want to expand inventory system it would require engine changes
Yeah i was curious about expanding the inventory system
Maybe a component system like the guns?
Prob not possible
Did find this on the addon browser https://www.moddb.com/mods/stalker-anomaly/addons/eft-modular-helmets which is sorta what I was thinking about
in damages.ltx is an explanation of those values
i can't remember for the life of me what those numbers were supposed to mean
yeah those are just more helmet bloat
you can assign upgrades like vanilla game to helmet/armor
Coolio
Could someone with scripting knowledge tell me how to disable exploding headshots?
it's at the bottom of grok_bo.script
which lines specificly? and do I just delete the lines?
yeah just delete
it's easy to know which lines handle the splash
it's like 4 lines
I have 0 scripting experience could you take a look at it?
all lines between 730 - 742? Im reading but I dont know scripting
yeah just delete them
grok_bo.script only has 572 lines
oh i forgot grok axed the mutant bonuses
no, grok_bo has 799 lines
just checked the git

wrong file?
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
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*
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?
chance?
I believe it is chance.
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?
oh makes sense, and 1 is 100%, cool thanks
yeah it would be better
i did that for the thing
i have all the bonuses set up in plugins
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?
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
Send xml file
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
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
if a script with that name exists
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
put this in in place of your lines.
{ id= "space", type= "desc", text= " ", clr= {255, 225, 0, 0}},
Sweet thanks
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.
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?
Which anomaly specifically?
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
Okay that's strange lol. I'm not sure what you could tbh. Maybe lower the value even more? Like idk 0.1?
Does anyone know where this is located?
It is from Better sound - Grokitach, but the file is not there
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..?
1.0 is 100%, think of that property as a subtraction
also nobody knows what's the difference between the two
could be difference between single fire/auto ?
no
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
Is there any way to use Debug or some other method to find out which music/ambient sound file is currently playing in-game ?
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.
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 🤯
this is not meant to be used for anything else but actual modding
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
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 🙏
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?
Have you tried Anomaly's Discord "Modding Art's" channel ?
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
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
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
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
I'm not familiar with the nVidia tools, but what settings did you apply when saving as DDS?
you need to install them in default location
other than that, there should be no way to eff it up
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
You need to have the BAT file in the same folder as the texture you want to convert, maybe that?
did you download the tool Grok attached or did you download SDK toolset directly from Nvidia ? cause those are not the same thing
i overwrote the nvidia one with the one from the drive
define what you mean "overwrote"
i only have the png to convert in the folder
went through the install process again, let it use the default location
lemme try it again in case i did it wrong
that's not what "overwrote" would mean in this context
show what you have in C:\Program Files\NVIDIA Corporation\NVIDIA Texture Tools Exporter
this appears correct 🤔
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
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
can you DM me the png ? I'll try to convert it on my end
sure lemme just try this real quick
I'd like to take a look as well
i'll post it here if i'm allowed so you can both try
shouldn't be an issue
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
worked for me
with bc3
cheers
right click to edit the bat file, and show me what's in there
maybe you accidentally added a char or something
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
dx10/11 uses a lot of common stuff
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
!avx for some potential help
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.
fuck it im just gonna try the original dds file and see if its something else i changed causing it
ahh that makes sense
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"
wow.. didn't know that, what's the difference between dx11 and dx11 verified?
that's what google is saying
ok so it's definetly the edited dds file causing the issue
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
i also have some audio files to fix but i will think about that in a sec
this is an example of one that actually works
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
the audio i edited isnt working either lol but i will accept that if i can get this working
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
If the original caused a crash and this ⬆️ works then the issue is probably the file itself somehow
yeah
did it work?
trying it now
success!
yay
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
i was just trying to make a stalker movie themed menu
https://www.youtube.com/watch?v=pP1QXKbhqr4 with this music
theres a free full version on yt with english subtitles
it is almost 3 hrs long though
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
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
I want to mod the look of inventory (specifically the "favorite" selection and stars). Where can I find the files / code?
any tips / hints?
there's a lot of ui elements in there
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?
not sure, there's an item folder under textures too
this is the only star I found haha
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
it is GAMMA. wonderful. thank you
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

i think that star is used in garbage hangar entrance door
Also remember to create your own mod on top of everything else to not accidentally overwrite existing files
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

photoshop can't open .dds files? 
Nah it can't kekw
get the Nvidia texture tools for PS
I have the complete creative suite and paint and gimp are superior to it. 2023 is here, folks. 
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
Tell me about it. I've dealt with that nonsense too
Also MKV either I think? Like one of the most common video formats 
Maybe it was something else, but still stupid
I'm trying it your way now.
that was a complete mindbend. I repaired some video files that broke. they were saved as mkv. Premiere: wot is?
works. glorious 
np
nvidia texture tools will get you best compression of any of the programs, ive tried all of them
(standalone amd compressinator is a little better at certain textures)
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?
https://www.moddb.com/mods/stalker-anomaly/addons/background-color-highlight it is i think.
a friend of mine did alternate colours for the different item types. can see how she did it here
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
ah nice. but still too much background. if I select 10 items they just blend together
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
well i didnt say use it, i just said you can look at the scripts and see how she did it to backwards engineer what you want to do
good thinking. will do. thank you
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?
You could also edit the item icons yourself (if you're crazy enough to go through all of them 1 by 1 :D)
Go into ZCP in the MCM and go into the Stalkers tab. Set the "Random Squad Chance" to your heart's content. Just know that it may end up making you spawn in a new save with enemies on your doorstep.
how are you supposed to edit and replace ogg files
cuz however i'm doing it, it aint working
https://cdn.discordapp.com/attachments/1076828227512848384/1078068329836707901/ss_mr0buggy_02-22-23_22-32-13_fake_start.png
https://cdn.discordapp.com/attachments/1076828227512848384/1078068351009566791/ss_mr0buggy_02-22-23_22-32-24_fake_start.png
https://cdn.discordapp.com/attachments/1076828227512848384/1078068376238301255/ss_mr0buggy_02-22-23_22-36-04_fake_start.png
more mags on the way
which part of replacing them does not work ?
them playing to begin with, or the new files not being understood by the game ?
or it's still same sound playing ?
the new audio just doesn't play
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
it's for original games, but maybe something in there will help
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!
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
there are links for audio software in anomaly modding book I linked
i found this http://sdk.stalker-game.com/ as well
alright, i made them all like this based on the ones that were working
didnt work tho
how does the ammo damage system work? is there a pinned discussion about it?
wdym ammo damage system
as in what's the formula the game uses to calculate the damage output between the different values on weapons and bullets?
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
okey
In the .ltx files for the bullets, the k_hit values dont match the displayed values... how do I accurately modify the k_hit value for a bullet?
For example the 7n1 bullet for a mosin does 74dmg, but the ltx file says k_hit = 1.017
What value should I put in k_hit to reach 100 dmg?
I just noticed it has a second k_hit value?? why?
dude re read the formula
also no, there aren't 2 k_hit values
if you see a ; then it's a comment
there are 2 values, but thank you for the formula. I'll just have to use my non math brain to decipher it
then the last one should be the one that loads
check whichever matches the formula
average gamma ammo mods
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.
Got a challenge for you 
https://twitter.com/russhuncho/status/1627473086017667073?t=dynKeG2ESRDsysP2nV4Tbg&s=19
TT-33 stendo mag 
I may or may not have something up that alley coming, just not for that particular platform 
They also have to be in 44khz and not 48khz
That might be why they play in audacity and not in game
Does anyone know how I can rebind the M key for the scope NVG?
Which script file do I need to edit?
nvm I found it, it is in G.A.M.M.A. Keybinds fixes
Balanced
only if you can hit anything.
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.
Does anyone know how I can have better animations for the Groza 7.62 weapon?
like ASH 12 or something like that?
do animations in blender lol
there isn't any posted anim in moddb for groza
there was the gunslinger one but was removed
i see, thx you. Sorry for my poor inglish haha
hey in the weapon ammo ltx file is hit or disp the attribute for damage?
wait for next patch
i love u guys, that gun its my favourite!
heyo there does gamma use a modified ui_options.script?
do you guys know if anyone has made a patch for ak5c and sr25 shoulder clipping?
try adjusting hud fov. to the point where the shoulder dont clip no more
I tried that
I was just hoping someone had fixed the positioning or whatever is the cause of it
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?
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
nvm, its done, here are my files if anyone want it:
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
use ANUS addon?
your field of view 2 high brother i think that might be the cause of it 😂🙈 but don’t quote me, i haven’t used the whole gamma modpack yet 🐒
Code, same with the color. Your box idea could be done with the icon code but would take a bunch of extra math to scale the boxes
Or it could be done by changing the texture that ui_inventory uses for the cell highlights so that it isn't solid, that would be way easier
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?
any resources to where to get started with modding?
"modding" is a super generic term: ask more pointed questions about what you want to achieve/do
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
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.
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
addiction perhaps but I'm trying to keep the scale small until i know what I'm doing
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 😄
unpacking anomaly was the best thing i did in terms of helping me mod anomaly
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
just keep it on a seperate drive lol
Yeah there are a lot of explanation/comments also inside the files.
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
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?
https://igigog.github.io/anomaly-modding-book/scripting/index.html is a good start i guess xD
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
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
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
only thing i hate about notepad is manually setting language everytime
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?
im sure theres a way to make it auto detect but zzzz
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
probably what I'll have to do
oh and I'll also have to make new icons for the drugs ugghhhhhh

bare basics, based on original games but they still check out
thank you sm
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
where can I get it
it's here on discord, let me find it again
yep
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
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 ?
more of a personal project.
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
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"
👍
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
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
yeah I totally getchu
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
Ive seen a mod recently on ddb that adds tones of stuff food related, camels might be inside
I imagine that might be actually easier for you to check how the existing cigs work and just make new ones by texture swap and new config
link it if you can.
yep yep
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
https://www.moddb.com/mods/stalker-anomaly/addons/western-goods looks like no camel tho !
dunno
maybe I can port those to fdda as a side project
i mostly use gameplay mods, there is already too much stuff in anomaly xD
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 
@analog kettle Look for actor_effects.script in scripts. It might helps you to understand how to make new camera effects
Like at line 948 there is something calling alcohol.ppe, searching this way could lead to something usefull
alcohol.ppe is the dizziness effect
yes i guess
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
radiation has a grain effect
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.
https://www.moddb.com/mods/stalker-anomaly/addons/ayykyus-screen-effects-modified-by-handsome-ooyeah2 this mod changes saturation based on heal lvl and stuff like that, it can also helps you
👀 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
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
the kokainum got me 
wait buggy do you mod MAGS
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
I know, I was asking if you modded the mod 
oooo
cause MagsRedux only has the 30 round one
yeah
I'm sad MAGS doesn't actually change the model of the magazine in game but that's probably an engine limitation
doable but it would takes a bazillion of different animations
I mean, a paid team would do it xD
the core problem lies in engine limitations, each weapon + sight combo is it's own seperate model
Xray borscht
like source spaghetti but more slavic
lua 
simultaneously very beginner friendly and also fucking impossible to write scripts with
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
i see
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
no
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
i mean that's still doable just very very very impractical
who would even download that
no one 
the dude with a 4tb ssd who plays provaks
i don't think that should matter
what i want doesn't matter tbh xD its just too much anyway.
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?
Here are the files if anyone's willing to put some time into it
@analog kettle https://www.moddb.com/mods/stalker-anomaly/addons/drug-effects-hallucinations hey xD
what a coincidence
indeed
I remember a mod on moddb doing something like this, I can‘t look it up right now, it might be called BiggerStashMarkers or maybe it was one of Bart‘s mods im not sure 🤔
This mod seems to do a similar thing yeah:
https://www.moddb.com/mods/stalker-anomaly/addons/visible-pda-map-icons-bigger-and-brighter
Looking at the files they used the existing ui_hud.xml and placed their custom texture descriptions in there which point to a completely new file. So I guess an independent description file wouldn't work for this mod
