#โ๐mods-making-discussion
1 messages ยท Page 22 of 1
Wait, they did use a custom file: Nvm it does existui_actor_pda_icons.xml which doesn't exist in vanilla
One of Bart's minimap mods does actually have a custom texture and description file for it. I'll investigate
Can someone tell me how to remove the alternate aim mode (pressing v) from this weapon? It's bugged and serves no purpose
use_alt_aim_hud = true to false should work
Appreciate it
super nice, just need ODing effect now 
anyone using "ITHACA M37" mod?
Can anyone tell if i simply could drop some audio files here withouth editing any scripts?
Like in arma for example i would be needed to tell the game to handle those new voice files - while other games follow a simple drop principe
Is there a way to replace all the radio songs? Coz anomaly music playlist sucks
@opal frigate should be fairly easy and safe to do so. (i wont promise tho). Find the mod 5- Anomaly Radio Extended mod - open in explorer. Go here: 5- Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\anomaly_radio_addon
then replace the corresponding files. You will need to convert your new files to .ogg tho as well as having the EXACT same naming
for converting i can recommend: https://convertio.co/de/mp4-ogg/
Die beste Art, in wenigen Sekunden Ihre MP4-Dateien in OGG-Dateien umzuwandeln. 100 % kostenlos, sicher und einfach anzuwenden! Convertio โ fortschrittliches Online-Tool, das die Probleme mit jeglichen Dateien lรถst.
i think i will now add some cheecky breeky industrial techno to the radio ๐
Why does textures randomly pick up colors they shouldn't? Like this one is black and white but on the right side, the layer's preview shows a green stroke around 
And if I view the texture in MO2 preview, it's also green
And it shows up green ingame too. What the fuck is this?
And if I pick DXT5 as I'm apparently supposed to, random white pixels become green as well
Dds compression
Excellent. There's nothing I can do about it right?
Uhm which one? XD
A8B8
There's no such option here? Sorry if I'm not knowledgeable but I don't see "A8B8" here
5th from the top in your picture
Alright. Is that compatible with various DirectX modes? Because when I originally created an inventory mod, someone who was running the game in DX8 got a flat black image rather than the actual texture. Is that a thing with this compression as well?
its most likely coz dds isnt 2^x size, dx8 doesnt like those
This particular texture was 4096x2048 px so that shouldn't be the case I think
Can confirm. Half of the icons added by mods display incorrectly on DX8 for me
Originally I saved it as ๐ต (I don't remember which one exactly) and after someone reported the issue I saved it as ๐ด which solved it for them. So I assume the "DX 10+" in their name correlates to DirectX version, but I have no clue to be honest
This works btw, thanks
No it doesnโt
try 4096x4096
Hm. Shouldn't then the default texture not work either? This mod was a slight change to the inventory's skin, kept the image size as it was in vanilla GAMMA. Here's the report of the issue after he installed my mod:
#1071785497002770592 message
And re-saving the texture as what I described here โฌ๏ธ solved it for him and I didn't change anything else
No as long are both are power of 2 itโs good
Like 1024x128 is fine
๐คทโโ๏ธ then
I'm trying to understand how weapon attachments work. Tried looking at game files/BaS but not sure I am looking at the right places. Any recommendations where I could find more info ? Or what would be the best mod to look at in order to learn from it ?
Greetings, does anyone can help with the workflow to edit existing anim? In this case I want to edit the position of the hand when reloading mag.
guys where do i find weapon files
What do you want to do?
while I'd like to learn the entire thing to know what I can and cannot do, my main goal at this time would be to make an attachment item of sorts that would act as Auto Sear for Glocks (ie allows them to switch to full auto and change RPM of the gun)
I'd imagine it would be "easier" to make such and item and make compat patches for it than mess with N-many individual glock mods out there and their respective upgrade trees
Assuming it is feasible
where can i find ak47 weapon file grok?
I wouldn't want to mess with 3d models of the guns themselves (to needlessly add into the model variants scopes bring to the table either, just "status" icon above the gun that auto sear attachment is, well, attached)
so basically like BAS upgrade kits ?
to my understanding it makes an entire seperate variant of the gun (?) which would add to weapon bloat ?
you don't have other choices
otherwise attachment is limited to silencer, scope and GL
thanks for pointing me in a direction, I shall now go and dig at it
pistol ubgl
grok where can i find ak47 file?
w_ak
go to your gamma folder/mods and just type in like
w_akm
itll give you the ltx files for all the ak's
akm is not the ak47
ohh ok
yeah
no
so i just assumed they meant akm
i got it
yeah it seams it drops
Is it possible to make outfits auto equip when respawning in azazel
I've tried to follow how BaS makes Upgrade Kits and I can't seem to get stuff to work
neither I have the upgrade kit appear in debug nor the weapon it should be "generating"
on the plus side I am not causing the game to crash
anyone willing to take a look and tell me how much of an idiot I am ?
EDIT: File removed for now, I am an idiot
Will appreciate, cause I've been at it for hours now
Not sure if right channel but.. Does anyone know about any mod that'd allow you to craft hand grenades?
Didn't see anything in mod-posting. Google also can't find anything.
will molotovs suffice?
Nope, has to be F1 or RGD5, I just love hand nades.
I've found mod "G.A.M.M.A Arti Recipes Overhaul", there's a file with all craft recipes, which even says it's possible to add new crafting items.
The thing is, values for some items in this file are different than ones used in game.
Btw. I don't know much about modding, just dabbled into programing at some point back in time.
Anyway, I figured that it should look kinda like this:
grenade_rgd5 = 5, recipe_ammo_0, prt_i_scrap,35,powder_2,40,powder_3,40
since ied one is: ied = 5, recipe_ammo_0, ammo_vog-25,2,grenade_f1,1,prt_i_scrap,2, I guess 5 is item needed to craft it (ammo toolbox), next part would put it in right category and then we have parts... but I have no clue why it doesn't work ๐
I thougth that maybe I got parts names wrong, so tried to copy recipe for ied to just check if it works. It doesn't :/
Maybe @maiden dune himself can help, hope he won't mind pinging ๐
a "box" of powder is 15, so if you want let say 45 you need to write 3
I see. But it still didn't add a new recipe when I tried to just copy IED one.
Unless I need to make changes somewhere else as well, but that'd probably be mentioned in this file.
can u send the zip ?
Whole mod ZIP or just the craft.ltx?
the zip yeah
give me a sec
No worries ๐
install it and edit the file inside. It will add the craft to the category. It can be replaced with any other dltx mod that adds the same recipe. Priority on dltx mods is determined alphabetically by file name and not in mo2
iirc the gamma artefacts reinvention craft ltx is the one that takes over the priority
Donโt ping modders for such a trivial issueโฆ..
Always check the files you want to change on the right panel in MO2 instead of going in each individual mod
Otherwise yes, dltx as Nox pointed out
Well, next time I won't.. Idk much about modding nor coding. Some things just seemed logical at first.
Btw is 4 a max value for all powders?
ied recipe for the remote ied stuff is defined elsewhere, through workshop autoinject
generally i try to keep it this way, but it's not hard and fast rule
we're allowing crafting grenades with the powders? not a bad idea tbh, pipe bomb type explosives
Ah, I see. And sorry for pinging. I thought it might be nice to be able to craft them, but didn't want to make it too easy so tried higher values, but anything over 4 still shows up as only 60 powder needed.
"Pipe bomb type explosives".. well, that sounds actually really good, but would need bit more work I guess.. 3d models and animations probably. And I have no clue how to do either of those things ๐
Could be good use for all of those half broken barrels in my stash. But imho it should require more powder so it won't be that easy to to just spam enemies with homemade nades.
Detailed Description 0.3 isnt showing me info such as "Damage Resistance bonus" and a some other properties of meds like that. I tried asking the mod author on moddb, but he directed me here, told me to ask people on Discord.
What could this mod conflict with? I checked on MO2 but there are no conflicts.
It needs proper integration with gamma to work
Which I havenโt time for currently
Ok thanks for the response, I guess I will use it like this for now. Cheers
Imo gamma text is detailed enough
And next patch with fix the obvious issues like rads res display and chem res display for drugs
Im looking/ trying to make a mod that makes side quests more local, like in shadow of chernobyl. almost all quests are in the area where you got them from.
does that exist?
they are already? dont know about gamma, in vanilla quests u get are mostly for same or adjacent locations
how can i get the weapon name in my hands using debug mode
the raptr shotgun doesnt have a magazine from mag redux so im quickly making one rn
Natively in hands idk but you can drop the gun on the floor and aim at it then open debug menu and press F. Draggable hud also provides the info when you open the editor
this works ty
good shit!
ty
this shouldnt screw with the save cus its the same mod just added mags
The mod is a-ok to use mid save
What file controls the message colors that pop up on the left side of the screen about stalker chat, emission warnings etc?
I want to change them because lots of text became unreadable with a winter mod
so about DLTX, what happens if you append (![gun_ofdeath]) specific changes/variables that are already changed by another mod, it just takes priority and ignore the lower prio mod's changes (but not the file, only the specific variables that you changed), right? that's the gist of it?
i happened to ask something in that vein this morning
overrides go alphabetically by file name
that's why some places recommend to after
mod_system add several ZZZZ's to the filename to ensure your change sticks
unless someone also is doing that, which then.... good luck
https://i.imgur.com/RcqyCdS.png
Is there a way to modify aim_hud_offset values in game? Maybe thru console? Or is making guesses & continually rebooting the game the only way to fix this misaligned scope lol
in debug mode you can adjust offsets on the go, and note down the values you need to put in the config
don't ask me how tho, messing with 3d stuff is way beyond my paygrade
Good to know, ty
Use draggable hud editor
It on moddb
Got explanations how to use it in its description
Awesome, I will do so.
Its much more intuitive than fucking typing in numbers in increments lol
would anyone happen to know if there is a guide on how to add new voice lines to several faction / pawnkinds? Like not only replace them, but have them use a wider variety?
I never went to find those files tbh
I know at least where the voice lines are stored
Sounds/character_voice/human something
Yep, thats where i am - yet no file which tells the game where those files are ^^
Yeah thats gonna be in scripts somewhere. No idea where tho
I never touched that part of the game
Ok, thanks for your answer - then i will leave it be i guess, as i can mess with simple config files - but not with scripts ^^
there are a couple voice packs/replacers for Mercs on moddb, maybe see there first if they just replace the lines or actually add more
https://www.moddb.com/mods/stalker-anomaly/addons/add-mercenarys-voice
this one claims it adds new voice lines (atleast i see a killer_2 - which vanilla files doenst have.) That would atleast mean its possible to add voice actors per faction. Same with the Gamma included mod: Better Merc lines.
But concerning the quantity of voice lines per voice actor i cant seem to find a mod (atleast without downloading 20 mods^^)
https://streamable.com/nf74oe
Any ideas on how to make the ash12 rmr dot just stay on the crosshair? Even if I position it correctly, there's still this weird sway/breathing animation that makes it dance around instead of staying on point. The veresk's red dot at the beginning of the clip is an example of what I'm going for
would you happen to know, which factions those are: build1+Build3; dolg1+dolg3;greh1+greh3 ?
The dot is drawn on the texture
Find the ash12 gun texture and remove the dot
dolg is duty and greh is sin
dunno about build
killer is mercs
vanilla anomaly red dots my beloathed
allright, thanks!
might be the renegades, as they are currently missing in my list ^^
Ah ok, make sense as a subfaction
Having difficulty locating the texture. Checked all the dds files I could find related to the ash and didn't see it. The rmr is part of the S.U.P upgrade kit btw. Any advice on where else I should look?
Sorry can't help with that
Ok np
Must be shaders parameters of the sight
Hi I have a question saw EFP has Honey badger but i cant really find mod for it can someone help?
They have their own weapon pack

hey, you guys know where the item stats are?
I'm trying to make a mod that edits the effects of some items and consumables and I can't find what file it is even after unpacking
items/items_something.ltx?
yeah found it
god i wish I had the stamina for modding lol
๐
anyone have any idea how to make the MP7 accept 4.6 again>
I believe you'd need to make that ammo to begin with, not sure if anyone made it for GAMMA before and then it was reverted to 5,7mm. In Vanilla Anomaly I believe it's in 9x19 or so someone said when "complained" to me that my extended MP5 mags are not medium slot like MP7's while being same caliber
then you just need to DLTX MP7 config to make it use that ammo again
where is the MP7 config and how would I make it work with MAGS
just DLTX-ing the MP7 to 4.6mm would make the gun use the proper ammo, but then you run into the issue of nobody selling or dropping the ammo
and I have no idea how to change the mags to 4.6mm
I can edit the trader and drop files as well, it'd be possible I just need to know where to get started ^^
Magwell and mag definitions you'll find in MagsRedux mod folder, but best to DLTX it anyhow in case any of mods after it redefine it to 5,7
so your changes stay on top
if it's vanilla weapon, then it's gonna be in Anomaly DB files and you will need to unpack these
(preferably not into your active Anomaly installation folder)
what's the point of making a 4.6 gun when 5.7 has the same stats IRL anyways more or less, it just increases inventory bloat
i did unpack the DB folder and open the MP7 config but I couldn't find anything relating to 5.7 or 4.6 so I assume grok did something and it's one of the mods in GAMMA
I'd say you are better off just DLTXing ammo yourself into the config
you have ammo names from debug
you don't need anything else to make it 4,6mm methinks
you could also change effects so it ejects 5,7mm shell casings but that's secondary thing to worry about
how do I DLTX ammo into the config lmao
in MP7 config, you have a line about ammo, yes ?
you do know what DLTXing means, right ?
i do not
and also the line about ammo references 9x19
not 5.7 as it is in game
so that file is not the one being read
OOH WAIT
It doesn't matter if I just make a new mod and put it at the bottom of the load order
lol
to quickly show you, copy me first line of MP7 config
and the line about ammo
basically it goes like this
![item name]
variable = the value you want the variable to have instead of whatever
then you put it in your mod folders gamedata/configs and in there you make a file mod_system_whatever.ltx where you put the code
if it is a personal mod and you absolutely wanna changes to stick no matter what, you can name it
mod_system_ZZZZ_whatever.ltx
as those files are read alphabetically
and ZZZZ ensures your file will be read dead last and your changes will come up on top
(ignore the lines about installation in the Anomaly modding book, GAMMA already comes with basic DLTX functions, and we don't need the latest ones that require installing of modded exes)
if it helps, here's a simple guide I made for armor and weapon editing via DLTX
it includes what 0Buggy just said, with more words and examples
same logic applies to every variable weapons, armor, and meds have
change the ammo type to 4.6?
Hey guys, could anybody help me? I know these mods work fine with gamma, but for me they don't work at all and I have no idea why
the fuck is an object file
i just wanna get this thing viewable in blender
ogf to object worked but ogf to smd failed with this error
using axr tools
hello
im not developer or something but i just wanted make new mag for Desert eagle 50 cal
but im stuck on somewhere
anyone can help me with that?
MagsRedux has a good HowTo within the mod folder
have you checked that first ?
but you can drop your issue in meantime
i did
there are a few MagsRedux knowhow-able ppl here
but problem is changing chamber
Desert Eagle Damphyr
has chamber upgrade
its making Deagle to 50 cal
but only 1 shot
i managed to raise its bullets
is there an easy way to add new music to the game?
but without mags
it dont has mags
normal deagle has 357 mag
lets talk about other gun
if you rechamber other pistol
look how Glock/MP5 handles rechambering and mags, its in their mag configs
the something_group it's called
but deagle wont retool
im searching
but another problem is
i dont want use 12.7x55
i see .50 BMG on ammo page while i searching in dev mode
im trying to build with that
i got their base names like ammo_50_bmg, ammo_50_bmg_bad
problem is this thing
92f_9x19 92f_9x18
my brother in christ, .50 BMG is an anti material rifle caliber
i know
im trying to convert that to .50 AE
because i tried my sandbox charcter
and no rifle in game use that ammo
.50 BMG isn't used by any weapons. it's only in the debug menu
to reduce item bloat
functional if anyone wants it
yep its looks like kind a im trying that ๐
bruh the 50 BMG stats are busted af btw
I'll get back to you in an hour or two on that if someone else won't
also marines has got foto that trys put bmg to deagle
1.5 damage multiplier
BR7+ penetration
Relatable
i know this was asked before but i cant find the discussion about it but could i fix the barska sight red dot on some guns disappearing after you look too far in one direction?
like if I aim around quickly the red dot vanishes before it goes past the edge of the barska's glass
you need to DLTX-fi the caliber into respective file for deagle you want to edit (this file is from MagsRedux mod)
retool_group tells the game that you can retool a given mag into different caliber
a given mag and it's caliber changed counterpart need to belong to the same group for it to work
base_type tells the game what caliber it's for
if you need more ready examples of mags and their rechambers I suggest looking at Shine+Awry's mags fixes
https://discord.com/channels/912320241713958912/1075947373508964373
thx for help but im still dont geet it
which part
whole
lets start from first
i changed my plan
i want use 12.7x55
x99 will be later on progress
the weapon i want to retool is [wpn_desert_eagle_nimble]
i think this part
making that weapon shown as standart weapon
right?
no, it means it's inheriting values from wpn_desert_eagle
i have no clue what you are looking at, whether the weapon or mag config
like adding something that weapon wil use 50 cal after upgrade
making new mag
retooling 357 deagle mag to 12.7
does not answer my question. I have no clue what config you are looking at exactly, but I presume the weapon configs
i already did that
adding weapon caliber change is a black magic bullshit, cause you need to modify upgrade trees
weapon has lowers ammo
that is not kind of knowledge I posses at this time
you would be best off just making a new weapon in the intended calibre
no
i mean
deagle can rechanbered to 12.7
but it lowers mag ammo
just 1 bullet
so i changed weapon config
to maked it 7 ammo
but
i want use it with mags
but standart deagle mags are for 357
and its not retooling
i want to add retool function and make it 12.7 with 7 bullet
because deagle has no mags defined for 12,7, ot at least does not appear to
if you want the easy way, I recommend reporting that "omission" in Shine and Awry's mag fixes thread
if you want to learn yourself, I can try to help you
it's irrelevant, it definies a custom variant of mp5 of sorts
one thing at a time
first, you need to define "a magwell" for the 12,7 deagle
in MagsRedux, check gamedata\configs\magazines\basetypes\base_127x55.ltx
just copy the whole caliber = line
in your own mod, create a folder at respective location
gamedata\configs\magazines\basetypes\ and the filename for the ltx needs to start with base_ ... .ltx
so we dont touch orginal files right?
don't edit the original gamefiles/modfiles
okey
yes, it's best practice not to for a number of reasons
base_50ae.ltx
[de_127]
caliber = ammo_12.7x55_fmj, ammo_12.7x55_fmj_bad, ammo_12.7x55_fmj_verybad, ammo_12.7x55_ap, ammo_12.7x55_ap_bad, ammo_12.7x55_ap_verybad
yes
and then?
you need to DLTX-fi the ammo_12.7x55_fmj = de_127, unless that line is already there
what is dltx-fi
[wpn_desert_eagle]
default_mag = mag_deserteagal_default
;base_type
ammo_357_hp_mag = de_357
ammo_12.7x55_fmj = de_127
?
it's a method to tell the game to grab your variable and it's value instead of whatever else someone else defined elsewhere
it's a non invasive method to patch and otherwise alter things
is the ammo_12.7x55_fmj = de_127 line in the original file or is that your edit ?
read from that point down until you reach Norppa's tutorial file, and read that file too
it should explain the general concept of DLTX-ing
mt head about explode
welcome to modding
i did it on before
on other games but not making from beggining
just editing
started from gmod
editing lua
my last projct was hardware f16 hud for war thunder before modern jets came
I mean, we are just editing stuff MagsRedux team did and their own brand of black magic that got the mod working
we are just using functions they defined to make our own mags
i have to say
they did their best
and i feel rat my self to try get in that boat
and let get in some much more weird stuff
i created new ltx
and
maked this one
no, this way you are defining a new seperate set of mags
you need to use DLTX to insert the line/variable you want
I'm not sure if that will work tho
hmmm
Dltx is fucky with mags. Also use notepad++
yeah, that's what I was concerned about as Mags scripts may depend on file location
yeah, let's do the ugly way around, just to be sure
copy this file to your mod (the one where these values are defined)
and place it in respective location to where the original file for MagsRedux is
and there in that copy of the file, place the line ammo_12.7x55_fmj = de_127
this setup will be "overwriting" the original file from MagsRedux if you place your mod lower in the load order
wait what are u trying to do
we didn't even get to define the new mag yet
add 12.7 deagle mags?
deagle rechamber doesn't have a mag apparently
making retoolable 357 mag to 12.7
bear made a mod for that
LOL
a lot
can i have that mod
we didn't define the new mags yet
didnt make that apply that mag is alt mag
[wpn_desert_eagle_nimble]
default_mag = mag_deserteagal_default
;base_type
ammo_357_hp_mag = de_357
;base_type after rechamber upgrade
ammo_12.7x55_fmj = de_50
we didnt put some details too
hey, can anyone tell me where and how I access the LTX files for weapons?
and my other mistakes
didnt put alt
and make good details
and last and most of my errors in right bottom
i didnt writed default just wrote de_357
bothers me that the desert eagle doesnt have seperation in the ID
๐
hey, can anyone tell me where and how I access the LTX files for weapons?
depends
vanilla ones or mod ones ?
vanilla anomaly weapons are located within the db files
ltx files are all over the place if you factor in the mod ones
you need to unpack them elsewhere first
I believe most of the stuff in gamma comes from bas
(preferably not into middle of your anomaly installation)
right now I want to add the AC10632 scope to the P90
i just keep anomaly unpacked on a seperate drive for reference purposes
oh that requires modeling
go into debug, BAS weapons usually have bas_whatever in their weapon variable
later one I'll want to change animation on some weapons to not have to deal with delay
yeah, that's some big boy pants stuff
both require blender or sumn
someone DID make a fix to remove the stock unfold for the 105 and aksu but i cant find it
and for the hera as well I believe
I'd recommend going to anomaly discord and asking there, after familiarizing yourself with Anomaly modding book
https://igigog.github.io/anomaly-modding-book/
i spent 3 hours adding tritium to a single pistol
there's stuff missing but it's a start
right but that's different
it should just be a case of telling it in the ltx file that it also accepts X attachment
the P90 used to have it
grok changed what it could take at some point recently
so i imagine I just need to re-enable it
also
then it's just a matter of defining it again in your own DLTX I imagine
was the p90 ever modeled with the ac1063
yes
I used to have it with that prior to grok having changed what things the P90 could have
ooooh okay
if i found model
copy pasting a new gun with same model ? easy enough
make completely new one ? you need to learn a lot of stuff, but yes
i mean
in internet there is lot of free weapon models
best then look into BaS files, it should still have all the original configs somewhere
dltx is the way because of how many ltx files are all over the place
wait p90 is bas?
i thought it was vanilla anomaly model
or original vanilla
interesting, look at this in the P90 config file
I don't remember but my brain went straight to BaS for some reason
it's not the issue with that
the issue lies in importing it into Stalker eco system first, and then all the animations and particles and whatnot
wait can the p90 in game take the pistol BAS scopes?
it's a steep hill, but possible
@haughty egret can you screencap the scopes the p90 accepts
sure, give me a moment, it's more than those 3. those were the ones you could before grok
that gun
can add able to game?
Okay so i think grok or someone completely changed p90
Cus in vanilla it had very different sights and no laser
But its same model
I see
there is 2 entries and the game is using the second entry
which means if I manually add it to the second, copy the settings with position and stuff into it as well
it should work right?
let's find out
If it were to work youll lose the laser or something might break with it
Idk how BAS lasers work at all so i cant predict
one way to find out
alright, let's give it a go
there is a lot to be learned before you may introduce it into the game, but it is possible, yes
honestly i wanted to try taking on adding BAS scopes to vanilla guns but it truly is an insurmountable task
nope, doesn't works, game crashes
im gonna boot up normal anomaly and make sure the model is actually the same
oh yeah no its a different gun me thinks
sigh
so heres my theory, BAS has a new p90 that replaces the og games one
same thing with the five seven
both are under modpack addons
but one is under P90onehanded
the other is under weapon pack
so what i have to do
yeah gamma's file structure is kinda all over the place
but in any cause, it doesn't looks like the P90 is base in any case
but unless you wanted to replace the p90 with its vanilla counterpart
it's just that there was 1 from somewhere
no way to do it without modeling
and grok disabled that one and added a new one
sorry but I sure as heck am not the one capable to teach you about modding in a new model into the game
there are some resources out there, learn, ask more knowledgable folks to help you along
yeah I wouldn't go to that extreme either
i will
thx
this is more of something that I'd probably ask to someone who already knows how to do it to make the AC10632 available again (as the god emeperor intended!)
sorry, neded to be clear on that
i dont see it in the BAS moddb page so i assume grok crocked up newer p90 that uses BAS stuff
and disabling BAS stuff is a minefield
i added a mod that brings back the pretty pistols pack five seven but it only works on a new save
and you cant disable it
cus BAS
http://sdk.stalker-game.com/en/index.php?title=Weapon_editing
http://sdk.stalker-game.com/en/index.php?title=Weapon_import
those are tutorials for original games, some of that might still be relevant but it's mostly to give you some idea how much skill and work you gonna need to succesfully do so
this is a more modern Anomaly modding resource, but beware a lot of the stuff is not complete there yet
Anomaly discord has an art modding related channel, which may give you better directions where to best get started in Anno Domini 2023
it's genuinely insane
it's mostly due to it's nature being composed of couple hundred mods that are out there and downloaded from original sources
only way to have all stuff neatly sorted out would be to have one file to download, but it would understandably require everyone's permissions and whatnot
I have no idea how modders work with this
and that's a quite a swamp of legal and whatnot issues that best one not enters
i guess but just basic file organization is not too much to ask imho
cause you are dealing with hundred of mods, there can't be sorting as dozens of mods all modify the same files "virtually"
you can't just put them all in one file cause that defeats the whole point of downloading people's works from their original sources online
honestly, it would be a titanic effort on level for example, of the Black Mesa going from mod to retail release
any item of work anyone has ever done for the mod, you need to contact them and get their permission/pay them for their work
or replace with brand new asset you have all the right to use
otherwise you are opening yourself to being sued
I understand that he can't just recompile everything into one file, but there's many original code edits labeled GAMMA (something)
and there's a comical level of disorganization there
Like even the names aren't consistent in MO3
You're trying to find GAMMA (something) but it's called G.A.M.M.A with the full stops
I'm trying to mod the body-health system panel and there's 1 element I can not find: the radiation poisoning status bar (which is above stamina). Everything else is in ui_body_health_system3.dds, the psy status bar is in ui_actor_hint_wnd.dds but I can't find the rad's location. Does anyone know?
THat's via SidHUD isn't it?
that's not in BHS, that's SidHUD
At least the display on screen is.
If I wanted to make an item do psy damage could I just take the stat for increasing psy protection and make it a -?
I want to make cocaine do psy damage
Do you know where the radiation bar is declared inside textures_descr? I want to redirect it to use ui_body_health_system3.dds instead
I've been looking through the BHS config files but I can't find the reference name either
What even is sidhud btw? Because I can not find anything other than 1 folder in "GAMMA Minimalist HUD"
I don't even know what to search for 
Okay I might have found it. But it seems too time consuming too tinker with it just to redirect it to use a different texture file
I think it's a custom UI mod, gamma uses a tiny part of it.
Is there any way to check default armor (values) for recruitable NPC stalkers, per rank? I really want to use DNPCAV, but I think it started to crash my game after few days of working fine. Just curious how much of a difference does it make.
Yep it is. I found it shortly after complaining about it lol
Oh boy ๐
I am recruiting writers and translators for my mod (Chatty Companions https://discord.com/channels/912320241713958912/1072006633644896308). Please let me know if you are interested.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
what languages do you need ?
I need russian but I'd also like to make the mod available in more languages
What can you speak?
English, Polish
I have other mod committments at this time, but when my schedule clears up I'll do my best to get back to you
(if you will need)
you edited that by yourself?
Does anyone know how to port EFP weapons pack for GAMMA? Wasn't sure where I should be asking that except here >>;
Is there a mod that adds the GM-94 grenade launcher to gamma?
I was looking some videos of a.r.e.a. Have his things done as thief way. I really like the way inventory/backpack works (no the irradiation spread, they open backpack like a stash so you have and small inventory and a movable stash) exists something similar for anomaly? Looking the ammo crate mod sound be difficult emulate that, I'm I right?
We need a mod like chemical addiction, but stead of kill you, make insane, and if you are deep in addiction and don't get anything, you act like with an scar artifact
Also skinning mutants giving you a psy hit would be interesting. But I don't know, spy protection works to block a spy hit or it needs a complete script for do it?
does anyone knows where the LTX for the PSUs are?
Good afternoon, I'm looking for an addon for cyclic quests, namely, do you have such an item in your inventory or not. And itโs not clear whether itโs worth taking the task, whether you have an item or not.
so whats the addon should be xd
xd 400kg inventory problems
find tasks_fetch.script then change this function, red is what u need to add
this is only for "if itโs worth taking the task" beforehand
Oh thank you very much, it helped
thanks
I want to start making mods, is there any tutorial or something, to give me a north?
For what ive seen messing with the files, some things are in Lua, right?
Sorry, hello guys, hows things?
Anomaly Modding book
you'd best also join Anomaly discord and their dedicated modding channels
Perfect! Thanks a lot!
there's also this modding wiki for original Stalker games
may be outdated in places, but a lot of the stuff still holds merit
best to start small, take a mod that does something similar to what you want, check how it works to gather understanding
don't be afraid to ask fellows for questions, but always remain polite
most folks will try to help, but more in a "teach a man how to fish..." kinda way
Yeah, thats basically what ive been doing, changing some values in some files to make make something more attractive to me, like loadouts and traders, basic stuff
i honestly prefer that way, im my onpinon
the important thing you will want to learn with any kind of Stalker modding is how DLTX-ing stuff works
ie, supplying your own values for variables without messing with original files or files of other mods
#โ๐mods-making-discussion message
read from that point down until you reach Norppa's tutorial file, and read that file too
it should explain the general concept of DLTX-ing
just trying to pay back unto all the helping hands that been extended my way when I started
Thats makes you a good person, this mindset should be default on humans hahaha
@vague knoll doesn't seems to have the actual reactor configuration though
i've DLTX'd a new PDA entry into the notes section but i can't figure how to work in a new image for it, how would i go about that?
i've tried a DLTX using
<file name="ui\guide\encyclopedia__notes_rfpackages">
<texture id ="encyclopedia__notes_rfpackages" x="0" y="0" width="588" height=250/>
</file>
but well, that didn't work
that looks more like xml file to me
oh
yeah that'd prolly do it
:L
is DXML something that'll work by default? i wanna make my mod vanilla-compatible
it talks about the modded exes repo
No you need to get the modded exes from the repo
From what I can tell gamma only comes with DLTX
nah i just realised i don't need a DLTX
dxml is different and you need the modded exes to run both
oh sorry, what i meant is that i don't need DXML
ok that's good I run western goods so I need DXML
how do you noclip in debug mode?
numpad 0
thank youu
I believe the proto one is the reactor (that's what the debug calls it at least) and depending on what you want to change/look at.. yeah, tho it's all part of the same mod (which adds those psu's) so just look around in there
I want to look at it's max power and percetange reduced power usage cause I was told that whomever was messing around with it last patch made the battery PSU shit, like 100 power, no reduction in consumption, it's basically turned the best PSU into the basic bitch PSU and I wanted to revert that
Of course
I might release it once I'm done with some fine running
then I believe that's the one you want (those are edited by me when I was trying to fix it, not the original values)
but for some reason, it didn't feel like it was working in game, these could be overridden by some DLTX patch, and good luck finding what is touching that
rather, if it's not those settings then I have no clue where else it could be ๐คทโโ๏ธ
on another note, anyone knows how BHS's hud works?
I somehow got this old nav's masks overlay working on gamma (and sadly it wasn't just a matter of changing the .dds files
) but for some reason, the BHS overlay ends up covered by it every time I drink/eat/smoke (and remove/re add the helmet doing so)
and it's the ONLY overlay that does that, as you can see, magsredux and the map are fine
even the psy bar is fine, but BHS I have to press H and re-enable it to make it appear and I don't understand why, using the base/default masks is fine as well, no overlapping, but yep
and those UI xml are an absolute cancer to try to understand ๐ฉ
guess I'll just disable power consumption then
actually, I didn't TEST it but I wonder if this has any power on it
I'm 'guessing' not, that's default gamma settings, but who knows
can't be considering the battery reactor used to take 250 power for starters
my guess is
someone tried to fix the bug it had and completly fucked it up
chad move ngl
I had a bug in one run where my battery wouldn't drain, it would instead go up
well if you figure it out, I'd love to hear it too coz I'll want it fixed in my game as well 
I ended with almost 300/250
yeah no, I don't understand much about it
I was hoping I just had to open a config file
set power to 250 and drain to 20%
and that was that
so I'll just disable power drain, that's about as close as I can get to the desired effect
Does gamma support the hd models mod? If so does anyone know how to install it? (I'm not sure were to ask this question, so I just picked here)
ok, ill be ok without them. Thank you for the heads up.
or wait, maybe it's not the XMLs that decide what's on top or not?
damn, I might have to dig deeper ๐ค
time_to_aim = 0.0 ; 1.0
zoom_dof = -1000, 1.0, 1000
zoom_enabled = true
zoom_rotate_time = 0.25
reload_dof = 0.0, 0.5, 5, 1.7
control_inertion_factor = 1.17f
crosshair_inertion = 5.3
fire_dispersion_base = 0.71
fire_dispersion_condition_factor = 0.001
misfire_probability = 0.005
misfire_start_condition = 0.855
misfire_start_prob = 0.0045
misfire_end_condition = 0.14
misfire_end_prob = 0.07
condition_queue_shot_dec = 0.0022
condition_shot_dec = 0.0020
cam_return = 0
cam_relax_speed = 8
cam_dispersion = 0.96
cam_dispersion_frac = 1.1
cam_dispersion_inc = 0.95
cam_max_angle = 50.0
cam_max_angle_horz = 50.0
cam_step_angle_horz = 0.95
zoom_cam_dispersion = 1.5
PDM_disp_accel_factor = 1.355
PDM_disp_base = 0.65
PDM_disp_crouch = 1.0
PDM_disp_crouch_no_acc = 1.0
PDM_disp_vel_factor = 1.35
cam_relax_speed_ai = 360
holder_fov_modifier = 1.0
holder_range_modifier = 1.0
min_radius = 0
max_radius = 500
hit_probability_gd_novice = 1.00
hit_probability_gd_stalker = 1.00
hit_probability_gd_veteran = 1.00
hit_probability_gd_master = 1.00
kill_msg_x = 200
kill_msg_y = 153
kill_msg_width = 37
kill_msg_height = 24```
anyone know what is the recoil effect of gun?
it's a bit complicated, it's basically all the cam_ settings altogether
but what you probably want to focus on is cam_dispersion (the 'main' recoil effect) and cam_dispersion_inc (how much extra kick is added after each shot)
and cam_step_angle_horz (same as above but for horizontal recoil)
oh and that's for recoil when hipfiring, the zoom_cam_dispersion is the ADS 'recoil'
if for example zoom_cam_dispersion_inc is missing from the gun file, I believe the normal (hipfire) dispersion_inc is used instead, but I might be wrong ๐
maybe there's just no incremental recoil during ADS then, I haven't tried it to make sure
Anyway i can mod back in the Exoskeleton fall damage decreass?
like which files are they associated with?
Anyone know why the BAS l85s have watery distorted reload sounds? The akmsn had this bug too that was caused by the gun not having its reload sounds not designated in its config. But the l85's do
The sound files themselves sound fine
Can you guys try this one out ? Increased stalkers move speed
The general idea is to make stalkers harder to easily headshot like it's whack-a-mole
any specific place on the load order ?
bottom. Try fighting stalkers with and without the addon to see if there's any difference from your point of view concerning the fights difficulty
I'm fearing that footsteps speed is screwed compared to actual movespeed of stalker but i'll adjust the animation speed afterwards
will do when have a moment
move speed edits to NPCs is known to generate random crashes as well so gotta be careful
easier to add dispersion to player, so he wont hit anything
shit dispersion is very bad imo
can i use the fomod creation tool for stalker or do i make one manually?
you can
danke
Going to test the Stalker speed as well.
ill test it if my current ironman falls flat
so I don't know if it's the correct channel here or even if I'm allowed to post suggestions, but I couldn't find a more fitting channel...
I recently picked up a Stash location and couldn't find it on the map... so I ran across this mod on ModDB:
https://www.moddb.com/mods/stalker-anomaly/addons/visible-pda-map-icons-bigger-and-brighter
It makes the PDA icons far more legible and I was finally able to find that stash symbol... unfortunately, it also breaks the status UI. Maybe you could take this into consideration for a future update.
I've messed around with the stash icons because they're awful. Aside from the valuable green marker they blend into the map way too much, especially the self-made stash with the dark purple (or brown) icon. It's fairly easy to make them stand out, and for the white ones to have the same size. I'm planning to release a mod for that soon
I used it for my weapon pack. You just have to set the folder paths manually
yeah i noticed that, just needed to set the destinations manually
but everything else was flawless
Hey i'm trying to import an animation from a mod,(fdda) to mi fdda mod i copy the animation the sound the texture of the objects and the mesh, i added the configuration to load animation sound and mesh but i keep doing the older animation, what files should i look to replace an specific item animation? any advice please
If someone could help me, in trying to redo chemical mod. For alcoholism, im trying instead of cap stamina I want to reduce the stamina recovery. There's any mod using something similar to look an example or any advise. It interact with other boosters, how could it handle?
hello,could anyone tell me how to increase emission and psi storm durations
i meant the actual duration once they happen,not their frequency
I figured it out though,thanks
Can you explain where are those settings?
which ones do you mean,for the frequency ones,its the in game settings/the zone/events
The duration settings you were looking for
gamedata/scripts/psi_storm_manager
then you change the self.psi_storm_duration value to what you want,but this just affects the time for which the game recognizes a psi storm is happening,so npcs run inside during this time and you get and alert for when this time passes
then in configs/environment/weather_effects go to fx_psi_storm_day and fx_psi_storm_night is where you edit how long the each stage of a psi storm lasts
at least thats how I understand it,I tested a psi storm with 4x the default values and it seems to be working
do u just want psy storms to be longer
gamma has an addon that makes them shorter
called like "gamma short psy storms"
look in the files there and youll probably get a better idea
Right, thanks
Can a competent modder please explain why MCME has a round minimap frame compared to the default rectangle, and what controls it? Because the only config file the mod has only changes the positioning of the map as far as I can tell. I don't understand what controls the round nature of the map frame and why it works, but I'd love to learn that. The mod in question:
https://www.moddb.com/mods/stalker-anomaly/addons/modular-compass-minimap-extension
random shot in the dark, the round compass is an overlay over the normal square minimap ?
Nope. The default one is a wide rectangle mask, this is a circlular one. The original is much wider than this
So it's definitely not just a texture over the same map cutout. If I remove the compass texture the map has a circular frame
anyone knows how the mouse wheel up and down key are called in the user.ltx file?
if you wanna disable mouse wheel weapon changing u cant its hardcoded into the engine
He probably wants to invert since mouse wheel is inverted in the game
it's hardcoded
Can someone tell me why wont Nimble accept my PKM? Yes it is over 90% condition, and the parts too. And yes I have the money.
I checked the Darkasleif's Nimble Upgrades Guns mod, and there arent any issues in the script file, so I am genuinely lost
@jade bison Sorry to bother you but you seem knowledgeable based on the upgrades chat from #โโขstalker-chat. If you have some spare time can you help me out with this?
I have no clue man, sry
I figured out the issue, the game didnt like the fact that my barrel was repaired or something, even though it was at 100%. I spawned a new barrel, and replaced it, and then Nimble accepted it.
Very weird
if you have an older save it would be worth checking if, in traditional IT vein, taking the old barrel out and back in would change anything
Okay so I figured it out: the default SquareDOV config includes a rounded="0" code which makes the map rectangular. The mod doesn't have this piece of code which I guess turns it into the default circular mask the standard game has. If I include rounded="1" it displays as a circle again. But it's kinda strange because the width and height are both 0.152 which should make the map into a square but it's actually a wide rectangle ingame
I do have an older save yes. I will check it out later when I have the spare time. Thanks
I didn't load an older save (just so I don't lose my progress).
I simply went back to base, got a red (18%) barrel, swapped it in the PKM, swapped its 99% back in.
Talked to Nimble, demanded he give me Zulu's PKM, and he did. GG
Basically, I turned it off and on again, and it worked ๐
Thanks
Did the same thing with the MP5A3, now it worked. Both guns were accepted. I turned them off and on again ๐
:V
IT Support method FTW
Monolith post Shadow of Chornobyl:
Have you tried turning the Wish Granter off and on again ?

can anyone help me my taclight and all other lights suddenly shine much brighter?
There's an option in [Settings --> Graphics --> Advanced] it's called "something specular" which might be it
Idk what's the default value tho
Iirc that's the default one. Idk what else it could be then
Best bet is to either search for it on the server or ask in #๐จbase-gamma-support
ok. thanks anyway
@undone lily Can you put CoC_SDK_editors torrent ot mega link pls? For some reason, our internet cant downlad large files from google drive. It gives error at 80-90% all the time. In Moddb Mega link is dead. Torrent doesnt work too.
Does anyone know what the 'armature object has incorrect scale' error means in regard to exporting an .object file in blender? I am still very new to working with the program
Does anyone know the console command to change time scale in-game?
like can't you make it so that everything basically doesn't move?
nvm, figured it out
all i know about timescale is it fucks a lot of things up
Does anyone know if there's some sort of placeable explosives limit?
only one way to find out

honestly if there was i feel like that'd be something defined in the engine itself
but im kinda dumb so who knows
scale needs to be 1.0, make sure to apply your transforms before exporting with CTRL+A
Hi, is there any way I can add music on to the PDA?
I tried to add some music but it instantly skips.
have you tried looking how other music mods tackle it ?
how do i install the gunslinger pistol animations that grok added to #๐mods-added-for-next-build
it keeps making my game crash
does anyone have the hera fix to remove the chamber check animation?
you need to wait for Grok and CO. to actually make them work with GAMMA
even before they were pulled from MODDB they were very... specific whether they worked or not
Can someone help me make this mod work properly with gunslinger? https://www.moddb.com/mods/stalker-anomaly/addons/s-t-a-l-k-e-r-2-hud-by-mike0422
I installed it like any other mod for Gunslinger.
The hunger icons are broken as you can see in the image.
The radiation indicator doesn't work.
Fire mode indicator doesn't work.
The game crashes after dying in a gravitational anomaly.
The option menu has visual glitches.
If someone has the gunslinger discord please send a link i couldn't find it.
I haven't made any mods so if you are able to help treat me like im five.
(Sorry for the images i couldnt screenshot the game properly.)
Hi. I know this is random, but does anybody have or know how to obtain the stalker quest waypoint png for the pda so I could modify it?
Hi. Full upgrades mod for outfits and weapons? I haven't find yet. Do u know where i can find or how to make it?
Anyone with a little bit of experience with gun animation that could help me out with something?
i'm looking for a mod that makes the Famas in 7.62 NATO
idk if it's hard to make an upgrade that does that or smth or if a mod exist for it
anybody knows ?
I've made a brand new scope item (BaS style upgrade kit) that works and attaches to the weapons I've defined it to (tested via debug), the only last problem before release of the mod I have is adding it to traders
I've tried to use BaS trader injector script (and made the game crash, yay me) and other methods used by other mods, to no effect (cause I probably don't understood them properly, or they are doing something else to insert their stuff into trader)
I am not seeing the item show up at the traders, even after waiting multiple days
any help would be appreciated
They both require either a technician who has been given the proper tools to install upgrades: 1x basic toolkit for tier 1 upgrades, 1x advanced toolkit for tier 2 upgrades and 1x expert toolkits for tier 3 upgrades. Afaik there's no other requirement, you just need the money to pay for it
If you want to do it yourself you need to obtain the upgrade kits themselves which look like black boxes/briefcases with colored stripes going from yellow --> orange --> red which mean tier 1 --> 2 --> 3. You also need some form of toolkit or workshop or a technician's vice to enter the workbench where you can upgrade stuff (on the 2nd tab iirc). I'm not sure about this part but I think you'll also need the proper 'workshop compatible repair kit' for the particular gun/armor to upgrade it. You can check which of the toolkits is required for any given item when you right click on it and check Details tab
Which one do you mean, the circular quest marker that sits exactly on top of the mission's location, or the red arrow that shows its direction on the map?
Already got it. Thanks for trying to help!
Thx for answering. I was meaning a mod that unlocks all the upgrades for a weapon and for armor. Not how to upgrade.
^ you are better and quicker off cheating via debug
spawn all toolkits and give them to mechanic of choice, cheat further to gain money and buy all the upgrades
the better off part is questionable but hey, to each their own
Yeah that's way faster than trying to mod it
but full upgrades is about letting you have both upgrades in those choice tiers
that's the gimmick of that mos
not being able to do t3 upgrades at the start of the game
U cant make all the upgrades with the console. I know how to cheat. If u upgrade 1 slot of 2 or 3 tier the other slot is locked. Iam asking for a mod that unlocks all of them. for weapons and armor.
see
Oh lol. Yeah I remember that mod for Call of Pripyat I think? Based off from that I'm sure you'd need to edit every single gun and armor config file to allow all upgrades to be installed at the same time
there's a mod for it in the dltx minimod repository

Yes and for misery. Great mod. Make ur loved guns go all the way
tnx can u share a link?
it's in gamma
"196- DLTX Minimodpack - Demonized" I guess? How do I enable all upgrades, reinstall the mod or?
install it again and pick the full upgrades thing?
Can u help me so i can make for 1 weapon? So we learn how to make it
It wont break my game? Right?
Right. Can I check what's already installed in default GAMMA from this mod? Because if there are multiple options I guess they're needed right now, and during the reinstall I'd need to select them again. But which one are those?
reinstall as a new mod
I have no idea how to make it. I compared the default configs with the CoP mod a while ago but I couldn't figure it out tbh. I also didn't pay much attention to it since the mod was already working, I was just curious to see how they did it. The best bet is to check out that mod and compare the standard + upgrades config files with the default ones in GAMMA, and look for differences in the upgrades section (which I guess is a thing)
there is so many full upgrade patches. Do u know witch one works?
no
Ok ill try it and i will answer here when i test it
There's a pretty long description for all of them:
https://www.moddb.com/mods/stalker-anomaly/addons/dltx-required-dltx-minimod-pack
Thx i thought that but it was my last option
It worked. I installed better upgrades Dltx and the patch expanded armor packs and all the optiona. The Full upgrades DLtx and the patches
but expanded armor isn't in gamma
and better upgrades has nothing to do with it either
ok, got that fukken part working now
Probably i needed only the Full upgrades Dltx and the patches. But Better upgrades looks fun also. So many thx to everyone Now i am gonna get lost in the zone. For a while....
Anyone know how I can remove near blur on Beefโs NVG? I know itโs there for realism, but I personally find it very annoying as it obstructs most of my field of view which makes me prefer using the flashlightโฆ
I'm not sure you can remove all, but you can at least lower the grain to the minimum
Grain?
essencially all that noise effect on the image of the NVGs
How?
there is a setting in the nvg options in mcm
go to beef's nvg on mcm and pulls the max and min grain sliders all the way down to the minimum
it won't completly remove it but the difference is night and day
I used to not like NVGs until I did that and now they feel good enough
That's gain, not g__r__ain. They're very different
Those control the min and max brightness settings
And from my experience they seem to completely break the sensitivity adjustment on tap if you mess around with the first 2* sliders
no
it is grain
you know that grain effect you get when you are in a radiation pool
and also get it in NVG
by lowering the max and minimum you get a lot less of that
Well my settings say "gain". And for me they adjust what I just described
Grain depends on what sensitivity your NVG is set to, the higher the more grain you'll see
oh, you are right, it says gain but it affects the grain in the screen
less gain, less grain
put it at minimum and the NVGs actually work pretty well
Hey guys, how can I change the weapon HUD for a specific weapon? For example, I made some changes in debug menu, but then noticed that nothing was saved.
I'd assume there's more grain at higher values because the screen gets brighter, thus making it more visible.
But that sadly does not help me much >>
for me the grain practically vanishes
Hello !! When i put this armor, i have this message, any idea ?
I see this, i desactivate both, and now it's working but what those mods do ?
no idea about cr3pis, it's only icons
the better portraits assigns DUX portraits and DUX MODELS to the outfits
since you don't have dux, game crashes
OK, so if i want to keep this mod, i need to add DUX at my S.T.A.L.K.E.R Anomaly GAMMA or it Was no compatible ??
is there a way for me to learn how to make an upgrade to make the Famas run on 7.62 NATO ?
you are probably better off making a new FAMAS in 7,62mm from the get go
aka, copy config, switch in config for it to use 7,62mm and voila
Yeah, look at the 12.7 x 55 Dhampyr upgrade in the code using agent ransack
imma try that
idk if it's gonna be that easy cos i mean it won't be the first time i do smth in the codes of game
but it's the first time i do it in such a complex game
the fastest way, would be to create an inheritance from original famas
where can i find the original files ?
it's vanilla weapon, unless in GAMMA is being replaced by a replacer mod
vanilla weapon configs are in DB files
you need to go to anomaly folder into tools folder
oh nice i was looking wrong place
and in there launch db_unpacker.bat (I think), it will create new folder in tools
_unpacked
where ALL of the anomaly configs will be unpacked
(don't worry, it's less than 50MB)
okay i clicked unpacker and it opened a lil window
so it made a new folder
i found the famas in the items
what do i do now ?
most simple and clunky way would be to just copy the ltx into a mod folder you will prepare
and adjust the values you need in that copy
ie
give it a new name, change the ammo it uses, and make new xml strings to properly reflect it's a different item than the original famas
oh wait i just thought abt smth
i run on artigrok's ballistics
am i gonna have to make a special code for it or it just converts automatically ?
i absolutely have no idea how that works, I'd assume it may be using some base weaponry classes
class = WP_AK74
these for examples
if you look into other rifle configs, they "all" refer to that class
just a question
is "ammo_5.56x45_ss190" a normal ammo bc i don't remember it
dunno, but you don't need even to look at 5,56 ammo, just take config of 7,62mm weapon and copy the ammo line from there
very smart
basis of modding is just taking look at how things are done and then working that out to do what you yourself want
alr i changed the ammo
i reduced the fire rate, made it a lil heavier and made bullets go faster
any idea where the recoil and the accuracy is ?
Mo2 doesn't activate the mod bc according to it :
ยฏ_(ใ)_/ยฏ
dunno
the config file should be still referring to original models, meshes and assets, so I am not sure why the heck Mo2 demands they should be within the mod folder
oh so that's what it wants by esp/esm and esl ?
no, the config is referring to original files in vanilla game, Mo2 shouldn't be bitching about wanting those
i can just put them inside the folder tho
it would work right ?
the stuff you unpacked is just .db files game uses extracted for your viewing pleasure
unless you mean putting the model and etc. asset files in the mod folder
I believe those are in DB folders too, I may be mistaken
overall i am not the best person to ask, maybe a more focused gun modder will be able to help you
yeah but there's nobody else
such is the life
either do trial and error until you figure it out, or try to learn from modding resources out there, or wait till someone maybe comes along to help, or pay someone skilled to do it for you
u think it's possible to just put the new file with the old ones ?
^
putting your file there will do diddly as game still uses the stuff located in packed DB files
that unpacked folder is only there for you to look at as reference
yeah i wasn't sure if that what u meant
so.... crap
i'll need to wait for someone else to help me on it
try asking on anomaly discord
i'm not on it lol
Guys, help me please to figure out. I made some HUD changes in debug menu for one weapon. Then I open the ltx file for this weapon end tried to find the same options, but there are completely different numbers. For example when I open debug menu, it shows this (without any changes):
Then I open ltx file and it shows this:
so, where exactly I have to put my changes? I can't get this
and this
the top screenshot says you are looking at data for kriss with EOT on it ?
so why would veresk data match with it ?
yeah, this sounds right, but without EOT there is the same data
but, veresk is not kriss vector ?
hmm
it seems you are looking at wrong gun ingame, unless there is "weapon replacer" mod going on
yes, my fault) I already found another file, now I'm going to check data there, thanks)
Ok, now it works)
What does the original icon look like?
Hah lmao
Imagine a meme mod where every single mission icon is replaced by tasty food xD
As far as I can tell the game might be using icons from various assets, not necessarily from this one only. This particular icon is in Anomaly, not GAMMA. You need to either extract Anomaly's contents or use the file I attached. You can make changes with Paint.NET or GIMP because they handle DDS files by default. Make sure not to place a larger image than the size of the current icon's area because it will be visible on other icons. Once you're done create a new folder in [your GAMMA folder]\mods\ [name for your mod] \gamedata\textures\ui\ and place the modified DDS inside. This mod will show up in MO2 at the bottom, enable it and magic happens โจ
Is it possible to run modified Anomaly.exes for a certain MO2 profile only, without replacing the original ones?
I don't think so, but I don't think modded exes gonna run you into any errors or issues either
you just wont have the gamma splash screen on startup
only real difference ive noticed
Hello! Stupid question but, how can I retrieve an item's name (like it is displayed in the inventory, and not like medpack_1) for simple debugging?
I've tried inv_name() but keep getting crashes so my syntax is wrong. Thanks!
thats good, I didnt like it anyway
i would require assistance on my tries to make the 7.62 nato Famas
hi, not stupid at all ;]
local name_k = ini_sys:r_string_ex(se_item:section_name(), "inv_name")
local name = name_k and game.translate_string(name_k)
Alright thanks!
If I understand correctly : the first line go get the name from a .ltx and puts it in a temp variable
The second just set the retrieved name in a variable.
Tho, I don't understand why would it need associating the temp variable and translating it?
first line gets the value of key inv_name in ltx ;]
second tries to find the translation from xml
I see, otherwise it would give the full xml index?
Works like a charm, thanks!
yo, uhhhh for gas mask overlays right. I don't know if its intuitive do this but with the reshade menu theres a layers filter where you can basically overlay a png image with transparency over the screen. You could just get a 1080x1920 image or an image for your resolution, replace the layer.png file in the textures folder and have a gas mask overlay that can be toggled on and off with turn reshade off button. I didn't accomodate for the resolution but i think it has potential
you can easily just swap it out and reload it too
major downside i see to this is that its not automatically tuned to your resolution like the gas mask mods themselves nor change depending on your suit
but its just an idea doe
also you dont even need to leave the game to make changes, you can just replace the file, reload it, then bam
its done
scaled it, looks pretty plausible
what in the ever loving fuck are those shaders oh my god
ray of anomalous worlds
can i get a link to this mininmap?
raw reshade doesn't look like that tho
why is ur gun covered in poo
It has scars and scratches on it cuz of low durability
It also has weather files as well
O I see
thanks
Accidentally uploaded the older version use the newer one with the same name
how can I import a custom 3d model and animations in the game
I want to import a sniper model and create animations in my game

In NVidia panel, activate the low latency parameter
It worked, thank you very much.

i'd like to maintain the balance of @fathom wagon's RPG System, but keep Skills Expansion 2.0. I like the idea of buff/debuffs based on relative skill
how do i remove select skills from the script, this is my first foray into xray modding, so i'm clueless
these might be a balance issue when using RPG SYstem as well, but i'm not too sure
i removed the obvious things, testing now
original games modding wiki (tad outdated but many things still hold water)
http://sdk.stalker-game.com/en/index.php?title=Weapon_import
http://sdk.stalker-game.com/en/index.php?title=Weapon_editing
Anomaly modding book, more up to date but still being worked on
https://igigog.github.io/anomaly-modding-book/
I also recommend joining Anomaly discord and asking there in modding art channel for up to date guides in anno domini 2023
@ivory temple
Hi, is it possible to change move speed while ADS? If so, where would one change this? Any help would be great.
Hello!
Is it possible to do the following in the settings in MCM : ajdust a slider min/max value dynamically depending on another slider?
Thank you! 
is the tootip and ammo check mods useful to turn on?
looking for some help, either someone doing this for me to telling me what I need to do. I want to remove the delay animations from certain weapons, the animation to flick the safety or checking the chamber on the following weapons. AR-15 Hera, CAA Alfa, all RD guns. Thank you
You probably have to monkeypatch mcm callbacks for sliders, it's not supported out of the box
Alright!
I'll just put a user notice instead. Will be easier 
thanks
I will release update to my mag mod within next few days, just need to do a polish pass