#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 22 of 1

past barn
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They just placed it at the beginning of it

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Wait, they did use a custom file: ui_actor_pda_icons.xml which doesn't exist in vanilla Nvm it does exist

past barn
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One of Bart's minimap mods does actually have a custom texture and description file for it. I'll investigate

river sun
grizzled gorge
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use_alt_aim_hud = true to false should work

river sun
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Appreciate it

vernal cypress
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super nice, just need ODing effect now keksad

hoary jolt
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anyone using "ITHACA M37" mod?

radiant nexus
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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

opal frigate
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Is there a way to replace all the radio songs? Coz anomaly music playlist sucks

radiant nexus
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@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

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i think i will now add some cheecky breeky industrial techno to the radio ๐Ÿ˜„

past barn
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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 huh

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And if I view the texture in MO2 preview, it's also green

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And it shows up green ingame too. What the fuck is this?

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And if I pick DXT5 as I'm apparently supposed to, random white pixels become green as well

past barn
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Excellent. There's nothing I can do about it right?

undone lily
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Save uncompressed

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B8G8 blabla

past barn
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Uhm which one? XD

undone lily
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A8B8

past barn
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There's no such option here? Sorry if I'm not knowledgeable but I don't see "A8B8" here

vernal epoch
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5th from the top in your picture

past barn
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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?

lunar nimbus
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its most likely coz dds isnt 2^x size, dx8 doesnt like those

past barn
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This particular texture was 4096x2048 px so that shouldn't be the case I think

modern zephyr
past barn
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Originally I saved it as ๐Ÿ”ต (I don't remember which one exactly) and after someone reported the issue I saved it as ๐Ÿ”ด 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

past barn
past barn
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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

past barn
undone lily
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Like 1024x128 is fine

lunar nimbus
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๐Ÿคทโ€โ™‚๏ธ then

violet ridge
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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 ?

final finch
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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.

hoary jolt
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guys where do i find weapon files

violet ridge
# undone lily 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

hoary jolt
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where can i find ak47 weapon file grok?

violet ridge
undone lily
violet ridge
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to my understanding it makes an entire seperate variant of the gun (?) which would add to weapon bloat ?

undone lily
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you don't have other choices

violet ridge
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I see

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I shall look into those then, thank you

undone lily
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otherwise attachment is limited to silencer, scope and GL

violet ridge
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thanks for pointing me in a direction, I shall now go and dig at it

vale knot
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pistol ubgl

hoary jolt
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grok where can i find ak47 file?

random fulcrum
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w_ak

vale knot
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go to your gamma folder/mods and just type in like

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w_akm

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itll give you the ltx files for all the ak's

random fulcrum
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akm is not the ak47

hoary jolt
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ohh ok

hoary jolt
vale knot
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does the ak47 even spawn

random fulcrum
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no

vale knot
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so i just assumed they meant akm

hoary jolt
hoary jolt
latent path
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Is it possible to make outfits auto equip when respawning in azazel

violet ridge
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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

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Will appreciate, cause I've been at it for hours now

fierce star
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Not sure if right channel but.. Does anyone know about any mod that'd allow you to craft hand grenades?

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Didn't see anything in mod-posting. Google also can't find anything.

steady apex
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will molotovs suffice?

fierce star
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Nope, has to be F1 or RGD5, I just love hand nades.

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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.

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The thing is, values for some items in this file are different than ones used in game.

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Btw. I don't know much about modding, just dabbled into programing at some point back in time.

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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

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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 ๐Ÿ˜‚

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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 :/

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Maybe @maiden dune himself can help, hope he won't mind pinging ๐Ÿ˜›

grizzled gorge
fierce star
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I see. But it still didn't add a new recipe when I tried to just copy IED one.

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Unless I need to make changes somewhere else as well, but that'd probably be mentioned in this file.

grizzled gorge
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can u send the zip ?

fierce star
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Whole mod ZIP or just the craft.ltx?

grizzled gorge
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the zip yeah

fierce star
grizzled gorge
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give me a sec

fierce star
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No worries ๐Ÿ™‚

grizzled gorge
fierce star
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Thank you kind sir! ๐Ÿ˜„

undone lily
undone lily
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Always check the files you want to change on the right panel in MO2 instead of going in each individual mod

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Otherwise yes, dltx as Nox pointed out

fierce star
fierce star
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Btw is 4 a max value for all powders?

maiden dune
maiden dune
fierce star
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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.

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"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 ๐Ÿ˜‚

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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.

daring mauve
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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.

undone lily
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Which I havenโ€™t time for currently

daring mauve
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Ok thanks for the response, I guess I will use it like this for now. Cheers

undone lily
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Imo gamma text is detailed enough

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And next patch with fix the obvious issues like rads res display and chem res display for drugs

rocky echo
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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.

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does that exist?

lunar nimbus
bold mural
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eeeeh

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depends on the task

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but no, afaik there's no mod that does that

ivory temple
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how can i get the weapon name in my hands using debug mode

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the raptr shotgun doesnt have a magazine from mag redux so im quickly making one rn

grizzled gorge
ivory temple
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this works ty

ivory temple
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good shit!

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ty

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this shouldnt screw with the save cus its the same mod just added mags

vale knot
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The mod is a-ok to use mid save

past barn
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What file controls the message colors that pop up on the left side of the screen about stalker chat, emission warnings etc?

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I want to change them because lots of text became unreadable with a winter mod

vague knoll
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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?

violet ridge
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i happened to ask something in that vein this morning

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overrides go alphabetically by file name

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that's why some places recommend to after

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mod_system add several ZZZZ's to the filename to ensure your change sticks

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unless someone also is doing that, which then.... good luck

river sun
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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

violet ridge
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in debug mode you can adjust offsets on the go, and note down the values you need to put in the config

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don't ask me how tho, messing with 3d stuff is way beyond my paygrade

vale knot
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It on moddb

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Got explanations how to use it in its description

river sun
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Awesome, I will do so.

vale knot
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Its much more intuitive than fucking typing in numbers in increments lol

radiant nexus
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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?

vale knot
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I never went to find those files tbh

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I know at least where the voice lines are stored

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Sounds/character_voice/human something

radiant nexus
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Yep, thats where i am - yet no file which tells the game where those files are ^^

vale knot
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Yeah thats gonna be in scripts somewhere. No idea where tho

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I never touched that part of the game

radiant nexus
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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 ^^

violet ridge
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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

radiant nexus
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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^^)

Mod DB

This voice was used in Shadow of Chernobyl . I don't know why it wasn't used in this game and Call of Pripyat . *This addon does not change voice , it increases voice variations. You can optionally add Loner's voice.

river sun
radiant nexus
steady apex
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Find the ash12 gun texture and remove the dot

vale knot
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dunno about build

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killer is mercs

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vanilla anomaly red dots my beloathed

radiant nexus
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allright, thanks!

radiant nexus
vale knot
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renegades use same lines as bandits

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so prolly not

radiant nexus
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Ah ok, make sense as a subfaction

river sun
steady apex
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Sorry can't help with that

river sun
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Ok np

undone lily
gilded viper
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Hi I have a question saw EFP has Honey badger but i cant really find mod for it can someone help?

fair canopy
gilded viper
analog kettle
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hey, you guys know where the item stats are?

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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

lunar nimbus
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items/items_something.ltx?

analog kettle
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yeah found it

analog kettle
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god i wish I had the stamina for modding lol

analog kettle
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MADE MY SECOND MOD

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๐Ÿ’€

violet ridge
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๐Ÿ‘

analog kettle
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anyone have any idea how to make the MP7 accept 4.6 again>

violet ridge
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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

analog kettle
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it's already in GAMMA

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just unused

violet ridge
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then you just need to DLTX MP7 config to make it use that ammo again

analog kettle
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where is the MP7 config and how would I make it work with MAGS

regal bolt
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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

analog kettle
violet ridge
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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

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so your changes stay on top

analog kettle
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gotcha

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still dont know where the mp7 config is

violet ridge
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if it's vanilla weapon, then it's gonna be in Anomaly DB files and you will need to unpack these

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(preferably not into your active Anomaly installation folder)

undone lily
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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

analog kettle
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I like item bloat

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also, I just want to.

analog kettle
violet ridge
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I'd say you are better off just DLTXing ammo yourself into the config

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you have ammo names from debug

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you don't need anything else to make it 4,6mm methinks

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you could also change effects so it ejects 5,7mm shell casings but that's secondary thing to worry about

analog kettle
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how do I DLTX ammo into the config lmao

violet ridge
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in MP7 config, you have a line about ammo, yes ?

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you do know what DLTXing means, right ?

analog kettle
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i do not

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and also the line about ammo references 9x19

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not 5.7 as it is in game

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so that file is not the one being read

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OOH WAIT

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It doesn't matter if I just make a new mod and put it at the bottom of the load order

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lol

violet ridge
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to quickly show you, copy me first line of MP7 config

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and the line about ammo

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basically it goes like this

![item name]
variable = the value you want the variable to have instead of whatever

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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

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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

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and ZZZZ ensures your file will be read dead last and your changes will come up on top

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(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)

regal bolt
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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

random fulcrum
young solstice
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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

violet ridge
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dismemberment
I think that requires modded exes

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but don't quote me on that

latent path
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the fuck is an object file

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i just wanna get this thing viewable in blender

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ogf to object worked but ogf to smd failed with this error

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using axr tools

cyan oxide
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hello

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im not developer or something but i just wanted make new mag for Desert eagle 50 cal

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but im stuck on somewhere

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anyone can help me with that?

violet ridge
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MagsRedux has a good HowTo within the mod folder

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have you checked that first ?

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but you can drop your issue in meantime

cyan oxide
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i did

violet ridge
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there are a few MagsRedux knowhow-able ppl here

cyan oxide
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but problem is changing chamber

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Desert Eagle Damphyr

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has chamber upgrade

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its making Deagle to 50 cal

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but only 1 shot

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i managed to raise its bullets

sour ibex
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is there an easy way to add new music to the game?

cyan oxide
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but without mags

violet ridge
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I'd wager it does not have mags defined for the rechamber ?

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or even a magwell

cyan oxide
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it dont has mags

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normal deagle has 357 mag

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lets talk about other gun

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if you rechamber other pistol

violet ridge
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look how Glock/MP5 handles rechambering and mags, its in their mag configs

cyan oxide
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for exmp

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9x19 to 9x18

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you can retool its mags

violet ridge
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the something_group it's called

cyan oxide
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but deagle wont retool

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im searching

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but another problem is

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i dont want use 12.7x55

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i see .50 BMG on ammo page while i searching in dev mode

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im trying to build with that

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i got their base names like ammo_50_bmg, ammo_50_bmg_bad

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problem is this thing

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92f_9x19 92f_9x18

violet ridge
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my brother in christ, .50 BMG is an anti material rifle caliber

cyan oxide
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i know

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im trying to convert that to .50 AE

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because i tried my sandbox charcter

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and no rifle in game use that ammo

analog kettle
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.50 BMG isn't used by any weapons. it's only in the debug menu

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to reduce item bloat

latent path
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functional if anyone wants it

cyan oxide
analog kettle
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bruh the 50 BMG stats are busted af btw

violet ridge
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I'll get back to you in an hour or two on that if someone else won't

cyan oxide
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also marines has got foto that trys put bmg to deagle

analog kettle
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1.5 damage multiplier
BR7+ penetration

latent path
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Relatable

vale knot
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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?

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like if I aim around quickly the red dot vanishes before it goes past the edge of the barska's glass

violet ridge
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you need to DLTX-fi the caliber into respective file for deagle you want to edit (this file is from MagsRedux mod)

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retool_group tells the game that you can retool a given mag into different caliber

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a given mag and it's caliber changed counterpart need to belong to the same group for it to work

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base_type tells the game what caliber it's for

cyan oxide
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thx for help but im still dont geet it

violet ridge
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which part

cyan oxide
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whole

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lets start from first

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i changed my plan

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i want use 12.7x55

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x99 will be later on progress

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the weapon i want to retool is [wpn_desert_eagle_nimble]

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i think this part

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making that weapon shown as standart weapon

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right?

violet ridge
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no, it means it's inheriting values from wpn_desert_eagle

cyan oxide
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okey

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so we have to change anything part on this section?

violet ridge
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i have no clue what you are looking at, whether the weapon or mag config

cyan oxide
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like adding something that weapon wil use 50 cal after upgrade

cyan oxide
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retooling 357 deagle mag to 12.7

violet ridge
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does not answer my question. I have no clue what config you are looking at exactly, but I presume the weapon configs

violet ridge
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adding weapon caliber change is a black magic bullshit, cause you need to modify upgrade trees

cyan oxide
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weapon has lowers ammo

violet ridge
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that is not kind of knowledge I posses at this time

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you would be best off just making a new weapon in the intended calibre

cyan oxide
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no

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i mean

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deagle can rechanbered to 12.7

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but it lowers mag ammo

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just 1 bullet

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so i changed weapon config

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to maked it 7 ammo

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but

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i want use it with mags

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but standart deagle mags are for 357

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and its not retooling

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i want to add retool function and make it 12.7 with 7 bullet

violet ridge
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because deagle has no mags defined for 12,7, ot at least does not appear to

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if you want the easy way, I recommend reporting that "omission" in Shine and Awry's mag fixes thread

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if you want to learn yourself, I can try to help you

cyan oxide
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thx

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so

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this part take my attention

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i think i littlerly get it

violet ridge
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it's irrelevant, it definies a custom variant of mp5 of sorts

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one thing at a time

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first, you need to define "a magwell" for the 12,7 deagle

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in MagsRedux, check gamedata\configs\magazines\basetypes\base_127x55.ltx

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just copy the whole caliber = line

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in your own mod, create a folder at respective location

cyan oxide
violet ridge
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gamedata\configs\magazines\basetypes\ and the filename for the ltx needs to start with base_ ... .ltx

cyan oxide
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so we dont touch orginal files right?

violet ridge
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don't edit the original gamefiles/modfiles

cyan oxide
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okey

violet ridge
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yes, it's best practice not to for a number of reasons

cyan oxide
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base_50ae.ltx

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[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

violet ridge
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yes

cyan oxide
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and then?

violet ridge
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you need to DLTX-fi the ammo_12.7x55_fmj = de_127, unless that line is already there

cyan oxide
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what is dltx-fi

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[wpn_desert_eagle]
default_mag = mag_deserteagal_default
;base_type
ammo_357_hp_mag = de_357
ammo_12.7x55_fmj = de_127

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?

violet ridge
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it's a method to tell the game to grab your variable and it's value instead of whatever else someone else defined elsewhere

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it's a non invasive method to patch and otherwise alter things

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is the ammo_12.7x55_fmj = de_127 line in the original file or is that your edit ?

cyan oxide
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my edit

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so

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i have to create new one

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or edit the orginal one?

violet ridge
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read from that point down until you reach Norppa's tutorial file, and read that file too

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it should explain the general concept of DLTX-ing

cyan oxide
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mt head about explode

violet ridge
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welcome to modding

cyan oxide
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i did it on before

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on other games but not making from beggining

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just editing

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started from gmod

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editing lua

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my last projct was hardware f16 hud for war thunder before modern jets came

violet ridge
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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

cyan oxide
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i have to say

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they did their best

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and i feel rat my self to try get in that boat

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and let get in some much more weird stuff

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i created new ltx

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and

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maked this one

violet ridge
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no, this way you are defining a new seperate set of mags

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you need to use DLTX to insert the line/variable you want

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I'm not sure if that will work tho

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hmmm

fair canopy
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Dltx is fucky with mags. Also use notepad++

violet ridge
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yeah, that's what I was concerned about as Mags scripts may depend on file location

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yeah, let's do the ugly way around, just to be sure

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copy this file to your mod (the one where these values are defined)

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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

cyan oxide
#

it didnt worket

#

also

vale knot
#

wait what are u trying to do

cyan oxide
violet ridge
#

we didn't even get to define the new mag yet

vale knot
#

add 12.7 deagle mags?

violet ridge
cyan oxide
vale knot
#

bear made a mod for that

violet ridge
#

well, at least some mod learning has been had

#

I hope

vale knot
#

LOL

cyan oxide
#

a lot

vale knot
#

yeah learning is good

cyan oxide
#

can i have that mod

vale knot
#

heres the mod btw

#

id recommend me and awry's mag fixes too (not shilling)

cyan oxide
#

lets check what we went wrong way

#

first my mistake

#

[de_50];alt

violet ridge
#

we didn't define the new mags yet

cyan oxide
#

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

haughty egret
#

hey, can anyone tell me where and how I access the LTX files for weapons?

cyan oxide
#

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

vale knot
#

bothers me that the desert eagle doesnt have seperation in the ID

cyan oxide
#

anyway

#

thx for help

violet ridge
#

๐Ÿ‘

cyan oxide
#

maybe later

#

ill try make .50 Ar 15

#

with this

haughty egret
#

hey, can anyone tell me where and how I access the LTX files for weapons?

violet ridge
#

vanilla ones or mod ones ?

#

vanilla anomaly weapons are located within the db files

vale knot
#

ltx files are all over the place if you factor in the mod ones

violet ridge
#

you need to unpack them elsewhere first

haughty egret
#

I believe most of the stuff in gamma comes from bas

violet ridge
#

(preferably not into middle of your anomaly installation)

haughty egret
#

right now I want to add the AC10632 scope to the P90

vale knot
#

i just keep anomaly unpacked on a seperate drive for reference purposes

#

oh that requires modeling

violet ridge
#

go into debug, BAS weapons usually have bas_whatever in their weapon variable

haughty egret
#

later one I'll want to change animation on some weapons to not have to deal with delay

violet ridge
#

yeah, that's some big boy pants stuff

vale knot
#

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

haughty egret
#

and for the hera as well I believe

violet ridge
vale knot
#

i spent 3 hours adding tritium to a single pistol

violet ridge
#

there's stuff missing but it's a start

vale knot
#

blender is a nightmare first time tbh

#

but i had fun.. i think

haughty egret
#

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

cyan oxide
#

also

violet ridge
#

then it's just a matter of defining it again in your own DLTX I imagine

cyan oxide
#

there is any posibilty to add

#

or make new gun?

vale knot
#

was the p90 ever modeled with the ac1063

haughty egret
#

yes

cyan oxide
haughty egret
#

I used to have it with that prior to grok having changed what things the P90 could have

vale knot
#

ooooh okay

cyan oxide
#

if i found model

violet ridge
cyan oxide
#

in internet there is lot of free weapon models

violet ridge
vale knot
#

wait p90 is bas?

violet ridge
#

errr

#

derp

vale knot
#

i thought it was vanilla anomaly model

violet ridge
#

or original vanilla

haughty egret
#

interesting, look at this in the P90 config file

violet ridge
#

I don't remember but my brain went straight to BaS for some reason

haughty egret
#

supposedly it should allow for it

#

hum, let me launch the game again

violet ridge
vale knot
#

wait can the p90 in game take the pistol BAS scopes?

violet ridge
#

it's a steep hill, but possible

vale knot
#

@haughty egret can you screencap the scopes the p90 accepts

haughty egret
#

sure, give me a moment, it's more than those 3. those were the ones you could before grok

vale knot
#

cus i found a file saying the p90 has a laser and takes pistol sights

haughty egret
cyan oxide
#

that gun

#

can add able to game?

vale knot
#

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

haughty egret
#

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

vale knot
#

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

haughty egret
#

one way to find out

vale knot
#

cus in theory it should just use the vanilla anomaly model

#

but idk lol

haughty egret
#

alright, let's give it a go

violet ridge
vale knot
#

honestly i wanted to try taking on adding BAS scopes to vanilla guns but it truly is an insurmountable task

haughty egret
#

nope, doesn't works, game crashes

vale knot
#

im gonna boot up normal anomaly and make sure the model is actually the same

#

oh yeah no its a different gun me thinks

haughty egret
#

sigh

vale knot
#

so heres my theory, BAS has a new p90 that replaces the og games one

#

same thing with the five seven

haughty egret
#

both are under modpack addons

#

but one is under P90onehanded

#

the other is under weapon pack

vale knot
#

yeah gamma's file structure is kinda all over the place

haughty egret
#

but in any cause, it doesn't looks like the P90 is base in any case

vale knot
#

but unless you wanted to replace the p90 with its vanilla counterpart

haughty egret
#

it's just that there was 1 from somewhere

vale knot
#

no way to do it without modeling

haughty egret
#

and grok disabled that one and added a new one

vale knot
#

and i assure you the vanilla one is not pretty

violet ridge
#

there are some resources out there, learn, ask more knowledgable folks to help you along

haughty egret
#

yeah I wouldn't go to that extreme either

haughty egret
#

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

vale knot
#

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

violet ridge
#

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

analog kettle
violet ridge
#

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

analog kettle
#

I have no idea how modders work with this

violet ridge
#

and that's a quite a swamp of legal and whatnot issues that best one not enters

analog kettle
#

i guess but just basic file organization is not too much to ask imho

violet ridge
#

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

analog kettle
#

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

past barn
#

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?

tropic badge
#

THat's via SidHUD isn't it?

analog kettle
#

that's not in BHS, that's SidHUD

tropic badge
#

At least the display on screen is.

analog kettle
#

If I wanted to make an item do psy damage could I just take the stat for increasing psy protection and make it a -?

past barn
#

Yeah there you go, it's BarRAD.dds

#

Ty

analog kettle
#

I want to make cocaine do psy damage

past barn
#

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 sadge
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

tropic badge
#

I think it's a custom UI mod, gamma uses a tiny part of it.

fierce star
#

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.

past barn
past barn
#

Oh boy ๐Ÿ‘€

woven mountain
violet ridge
#

what languages do you need ?

woven mountain
#

What can you speak?

violet ridge
#

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)

hallow geyser
#

I am a whore for fancy UI

pulsar cape
vivid wraith
#

Does anyone know how to port EFP weapons pack for GAMMA? Wasn't sure where I should be asking that except here >>;

ivory moth
#

Is there a mod that adds the GM-94 grenade launcher to gamma?

shut prawn
#

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?

shut prawn
#

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?

haughty egret
#

does anyone knows where the LTX for the PSUs are?

vague knoll
candid kettle
#

Good afternoon, I'm looking for an addon for cyclic quests, namely, do you have such an item in your inventory or not. And itโ€™s not clear whether itโ€™s worth taking the task, whether you have an item or not.

lunar nimbus
#

so whats the addon should be xd

candid kettle
lunar nimbus
#

xd 400kg inventory problems

#

find tasks_fetch.script then change this function, red is what u need to add

#

this is only for "if itโ€™s worth taking the task" beforehand

candid kettle
#

Oh thank you very much, it helped

haughty egret
runic wedge
#

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?

violet ridge
#

Anomaly Modding book

#

you'd best also join Anomaly discord and their dedicated modding channels

runic wedge
#

Perfect! Thanks a lot!

violet ridge
#

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

runic wedge
#

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

runic wedge
violet ridge
#

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

runic wedge
#

Yeah, ive been seeing this a lot

#

Perfect! You're awesome, man!

violet ridge
#

just trying to pay back unto all the helping hands that been extended my way when I started

runic wedge
haughty egret
#

@vague knoll doesn't seems to have the actual reactor configuration though

bold mural
#

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

violet ridge
#

that looks more like xml file to me

bold mural
#

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

lilac compass
bold mural
#

hmm

#

okay

#

oh, nvm, i'm being silly

lilac compass
bold mural
#

nah i just realised i don't need a DLTX

lilac compass
bold mural
#

oh sorry, what i meant is that i don't need DXML

lilac compass
broken galleon
#

how do you noclip in debug mode?

bold mural
#

numpad 0

broken galleon
#

thank youu

vague knoll
haughty egret
#

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

past barn
past barn
vague knoll
#

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 ๐Ÿคทโ€โ™‚๏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 dread) 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 ๐Ÿ˜ฉ

haughty egret
vague knoll
#

I'm 'guessing' not, that's default gamma settings, but who knows

haughty egret
#

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

vague knoll
#

chad move ngl

haughty egret
#

I had a bug in one run where my battery wouldn't drain, it would instead go up

vague knoll
#

well if you figure it out, I'd love to hear it too coz I'll want it fixed in my game as well dread

haughty egret
#

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

chilly bridge
#

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)

limpid geyser
#

Still likely to cause a ton of issues

chilly bridge
#

ok, ill be ok without them. Thank you for the heads up.

vague knoll
#

damn, I might have to dig deeper ๐Ÿ’ค

cyan oxide
#
    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?
vague knoll
#

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 ๐Ÿ‘€

#

maybe there's just no incremental recoil during ADS then, I haven't tried it to make sure

regal bolt
#

Anyway i can mod back in the Exoskeleton fall damage decreass?

#

like which files are they associated with?

vale knot
#

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

undone lily
#

The general idea is to make stalkers harder to easily headshot like it's whack-a-mole

violet ridge
#

any specific place on the load order ?

undone lily
#

I'm fearing that footsteps speed is screwed compared to actual movespeed of stalker but i'll adjust the animation speed afterwards

violet ridge
#

will do when have a moment

undone lily
#

move speed edits to NPCs is known to generate random crashes as well so gotta be careful

lunar nimbus
#

easier to add dispersion to player, so he wont hit anything

undone lily
#

shit dispersion is very bad imo

vale knot
#

can i use the fomod creation tool for stalker or do i make one manually?

ornate spade
#

you can

vale knot
#

danke

fathom wagon
#

Going to test the Stalker speed as well.

vale knot
#

ill test it if my current ironman falls flat

raven gorge
#

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.

Mod DB

Makes the PDA map icons and the quest tracker arrow brighter and more visible. Stash icons are also slightly bigger. Compatible with Anomaly 1.5.1.

past barn
#

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

fair canopy
# vale knot danke

I used it for my weapon pack. You just have to set the folder paths manually

vale knot
#

yeah i noticed that, just needed to set the destinations manually

#

but everything else was flawless

narrow stirrup
#

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

shut prawn
#

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?

iron grove
#

hello,could anyone tell me how to increase emission and psi storm durations

vale knot
#

Should be in the settings under the zone

#

Weather

#

You cam change frequency of events

iron grove
#

i meant the actual duration once they happen,not their frequency

#

I figured it out though,thanks

past barn
#

Can you explain where are those settings?

iron grove
past barn
#

The duration settings you were looking for

iron grove
#

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

vale knot
#

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

iron grove
#

yeah thats how I did it at least

#

just switched those values to 4x that

past barn
#

Right, thanks

past barn
#

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

Mod DB

MCME - Modular Compass & Minimap Extension is an add-on for the SquareDOV minimap mod. It changes the minimap to a compass that surrounds a round minimap.

violet ridge
#

random shot in the dark, the round compass is an overlay over the normal square minimap ?

past barn
#

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

sour ibex
#

anyone knows how the mouse wheel up and down key are called in the user.ltx file?

vale knot
#

if you wanna disable mouse wheel weapon changing u cant its hardcoded into the engine

haughty egret
#

He probably wants to invert since mouse wheel is inverted in the game

random fulcrum
#

it's hardcoded

daring mauve
#

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

past barn
daring mauve
#

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

violet ridge
#

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

past barn
# past barn Can a competent modder please explain why MCME has a round minimap frame compare...

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

daring mauve
daring mauve
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Did the same thing with the MP5A3, now it worked. Both guns were accepted. I turned them off and on again ๐Ÿ˜‰

violet ridge
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:V

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IT Support method FTW

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Monolith post Shadow of Chornobyl:
Have you tried turning the Wish Granter off and on again ?

past barn
verbal flume
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can anyone help me my taclight and all other lights suddenly shine much brighter?

past barn
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There's an option in [Settings --> Graphics --> Advanced] it's called "something specular" which might be it

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Idk what's the default value tho

verbal flume
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its at 0,001

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i dont touch this

past barn
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Iirc that's the default one. Idk what else it could be then

verbal flume
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ok. thanks anyway

livid shuttle
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@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.

astral stirrup
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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

jade bison
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Does anyone know the console command to change time scale in-game?

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like can't you make it so that everything basically doesn't move?

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nvm, figured it out

vale knot
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all i know about timescale is it fucks a lot of things up

jade bison
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Does anyone know if there's some sort of placeable explosives limit?

vale knot
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only one way to find out

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honestly if there was i feel like that'd be something defined in the engine itself

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but im kinda dumb so who knows

river fjord
regal bolt
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Hi, is there any way I can add music on to the PDA?

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I tried to add some music but it instantly skips.

violet ridge
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have you tried looking how other music mods tackle it ?

regal bolt
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it keeps making my game crash

haughty egret
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does anyone have the hera fix to remove the chamber check animation?

violet ridge
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even before they were pulled from MODDB they were very... specific whether they worked or not

regal bolt
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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.)

Mod DB

The mod changes the HUD familiar to us to HUD based on S.T.A.L.K.E.R. 2 Installation: You can install it via MO2, or copy the gamedata folder to the root of the game.

regal bolt
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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?

vale knot
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i believe youre looking for ui_common.dds

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under GAMMA UI\ gamedata\textures\ui

barren sequoia
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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?

celest forge
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Anyone with a little bit of experience with gun animation that could help me out with something?

last walrus
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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 ?

violet ridge
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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

past barn
# barren sequoia Hi. Full upgrades mod for outfits and weapons? I haven't find yet. Do u know whe...

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

past barn
regal bolt
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Already got it. Thanks for trying to help!

barren sequoia
violet ridge
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^ 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

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the better off part is questionable but hey, to each their own

past barn
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Yeah that's way faster than trying to mod it

random fulcrum
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but full upgrades is about letting you have both upgrades in those choice tiers

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that's the gimmick of that mos

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not being able to do t3 upgrades at the start of the game

barren sequoia
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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.

random fulcrum
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see

past barn
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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

random fulcrum
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there's a mod for it in the dltx minimod repository

past barn
barren sequoia
barren sequoia
random fulcrum
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it's in gamma

past barn
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"196- DLTX Minimodpack - Demonized" I guess? How do I enable all upgrades, reinstall the mod or?

random fulcrum
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install it again and pick the full upgrades thing?

barren sequoia
barren sequoia
past barn
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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?

random fulcrum
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reinstall as a new mod

past barn
# barren sequoia Can u help me so i can make for 1 weapon? So we learn how to make it

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)

barren sequoia
random fulcrum
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no

barren sequoia
past barn
barren sequoia
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It worked. I installed better upgrades Dltx and the patch expanded armor packs and all the optiona. The Full upgrades DLtx and the patches

random fulcrum
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but expanded armor isn't in gamma

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and better upgrades has nothing to do with it either

violet ridge
barren sequoia
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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....

vivid wraith
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Anyone know how I can remove near blur on Beefโ€™s NVG? I know itโ€™s 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 flashlightโ€ฆ

haughty egret
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I'm not sure you can remove all, but you can at least lower the grain to the minimum

vivid wraith
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Grain?

haughty egret
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essencially all that noise effect on the image of the NVGs

vivid wraith
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How?

haughty egret
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there is a setting in the nvg options in mcm

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go to beef's nvg on mcm and pulls the max and min grain sliders all the way down to the minimum

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it won't completly remove it but the difference is night and day

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I used to not like NVGs until I did that and now they feel good enough

past barn
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That's gain, not g__r__ain. They're very different

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Those control the min and max brightness settings

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And from my experience they seem to completely break the sensitivity adjustment on tap if you mess around with the first 2* sliders

haughty egret
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no

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it is grain

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you know that grain effect you get when you are in a radiation pool

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and also get it in NVG

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by lowering the max and minimum you get a lot less of that

past barn
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Well my settings say "gain". And for me they adjust what I just described

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Grain depends on what sensitivity your NVG is set to, the higher the more grain you'll see

haughty egret
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oh, you are right, it says gain but it affects the grain in the screen

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less gain, less grain

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put it at minimum and the NVGs actually work pretty well

young solstice
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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.

vivid wraith
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I'd assume there's more grain at higher values because the screen gets brighter, thus making it more visible.

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But that sadly does not help me much >>

haughty egret
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for me the grain practically vanishes

pure reef
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Hello !! When i put this armor, i have this message, any idea ?

pure reef
hardy hound
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the better portraits assigns DUX portraits and DUX MODELS to the outfits

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since you don't have dux, game crashes

pure reef
last walrus
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is there a way for me to learn how to make an upgrade to make the Famas run on 7.62 NATO ?

violet ridge
woven mountain
last walrus
violet ridge
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the fastest way, would be to create an inheritance from original famas

last walrus
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where can i find the original files ?

violet ridge
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it's vanilla weapon, unless in GAMMA is being replaced by a replacer mod

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vanilla weapon configs are in DB files

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you need to go to anomaly folder into tools folder

last walrus
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oh nice i was looking wrong place

violet ridge
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and in there launch db_unpacker.bat (I think), it will create new folder in tools

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_unpacked

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where ALL of the anomaly configs will be unpacked

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(don't worry, it's less than 50MB)

last walrus
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okay i clicked unpacker and it opened a lil window

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so it made a new folder

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i found the famas in the items
what do i do now ?

violet ridge
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most simple and clunky way would be to just copy the ltx into a mod folder you will prepare

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and adjust the values you need in that copy

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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

last walrus
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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 ?

violet ridge
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i absolutely have no idea how that works, I'd assume it may be using some base weaponry classes

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class = WP_AK74
these for examples

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if you look into other rifle configs, they "all" refer to that class

last walrus
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just a question
is "ammo_5.56x45_ss190" a normal ammo bc i don't remember it

violet ridge
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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

last walrus
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very smart

violet ridge
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basis of modding is just taking look at how things are done and then working that out to do what you yourself want

last walrus
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alr i changed the ammo
i reduced the fire rate, made it a lil heavier and made bullets go faster

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any idea where the recoil and the accuracy is ?

last walrus
violet ridge
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ยฏ_(ใƒ„)_/ยฏ
dunno

last walrus
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crap

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i'd need help on that one

violet ridge
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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

last walrus
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oh so that's what it wants by esp/esm and esl ?

violet ridge
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no, the config is referring to original files in vanilla game, Mo2 shouldn't be bitching about wanting those

last walrus
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i can just put them inside the folder tho
it would work right ?

violet ridge
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the stuff you unpacked is just .db files game uses extracted for your viewing pleasure

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unless you mean putting the model and etc. asset files in the mod folder

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I believe those are in DB folders too, I may be mistaken

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overall i am not the best person to ask, maybe a more focused gun modder will be able to help you

last walrus
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yeah but there's nobody else

violet ridge
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such is the life

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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

last walrus
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u think it's possible to just put the new file with the old ones ?

violet ridge
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putting your file there will do diddly as game still uses the stuff located in packed DB files

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that unpacked folder is only there for you to look at as reference

last walrus
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yeah i wasn't sure if that what u meant

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so.... crap
i'll need to wait for someone else to help me on it

violet ridge
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try asking on anomaly discord

last walrus
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i'm not on it lol

young solstice
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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):

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Then I open ltx file and it shows this:

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so, where exactly I have to put my changes? I can't get this

young solstice
violet ridge
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the top screenshot says you are looking at data for kriss with EOT on it ?

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so why would veresk data match with it ?

young solstice
violet ridge
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but, veresk is not kriss vector ?

young solstice
violet ridge
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it seems you are looking at wrong gun ingame, unless there is "weapon replacer" mod going on

young solstice
young solstice
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Ok, now it works)

past barn
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What does the original icon look like?

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Hah lmao

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Imagine a meme mod where every single mission icon is replaced by tasty food xD

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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 โœจ

daring mauve
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Is it possible to run modified Anomaly.exes for a certain MO2 profile only, without replacing the original ones?

violet ridge
vale knot
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you just wont have the gamma splash screen on startup

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only real difference ive noticed

analog dirge
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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!

daring mauve
last walrus
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i would require assistance on my tries to make the 7.62 nato Famas

lunar nimbus
analog dirge
lunar nimbus
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first line gets the value of key inv_name in ltx ;]
second tries to find the translation from xml

analog dirge
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I see, otherwise it would give the full xml index?

lunar nimbus
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yeah, first line will just return st_vodka

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second returns this

analog dirge
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Works like a charm, thanks!

sick canyon
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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

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you can easily just swap it out and reload it too

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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

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but its just an idea doe

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also you dont even need to leave the game to make changes, you can just replace the file, reload it, then bam

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its done

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scaled it, looks pretty plausible

random fulcrum
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what in the ever loving fuck are those shaders oh my god

sick canyon
worthy arch
random fulcrum
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raw reshade doesn't look like that tho

vale knot
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why is ur gun covered in poo

sick canyon
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It has scars and scratches on it cuz of low durability

sick canyon
random fulcrum
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yeah i know i use it

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and i insist that the reshade doesn't look that bad

sick canyon
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O I see

sick canyon
worthy arch
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๐Ÿ‘Œ

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Does anyone know why a burning campfire is trying to drop FPS?

ivory temple
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how can I import a custom 3d model and animations in the game

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I want to import a sniper model and create animations in my game

undone lily
worthy arch
undone lily
gentle finch
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how do i remove select skills from the script, this is my first foray into xray modding, so i'm clueless

gentle finch
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i removed the obvious things, testing now

violet ridge
# ivory temple how can I import a custom 3d model and animations in the game

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

violet ridge
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@ivory temple

karmic bane
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Hi, is it possible to change move speed while ADS? If so, where would one change this? Any help would be great.

analog dirge
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Hello!
Is it possible to do the following in the settings in MCM : ajdust a slider min/max value dynamically depending on another slider?

elfin kernel
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is the tootip and ammo check mods useful to turn on?

haughty egret
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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

steady apex
analog dirge