#╙🖇mods-making-discussion
1 messages · Page 23 of 1
Hmm doesn't seem to work... I just need the two functions, the local variable and the two id in the mcm section right?
Also I was thinking of that 'simple' feature but I may have *too many* sliders to implement that effectively. That could bloat my script with 100+ lines for fancy sliders.
mm no u need a regular mcm script with this addition ;p
wdym by 'regular mcm script'? I just delved into modding 2 days ago sooo yeah
oh
well I did implement all those things in a mcm script
ah, dont know then ;[
does it work for you?
yep
i think.... i dont remember, but if it didnt work i wouldnt add it xd
its actually Raven (made mcm) wrote it for me ;p
that's cheating 
well nope, still not working
I think I'll drop this feature, I don't really need it
Thanks for helping!
I'm trying to edit my carry weight and am having trouble finding the actor.ltx and system.ltx
Anyone know where these are?
Just search for those files in Mod Organizer in the bottom right where it says "Filter".
Though, you could just edit ui_options.script (in GAMMA UI) at line 355 and change the "max" value for weight to whatever you want.
Thank you for the replies! I will take a look at this!
How difficult is it to create a mod installer to be used in MO2 with various choices? So I could have 1 mod that contains various UI changes all in one, where the user can decide which ones they want. And does anyone have resources on how to do it? Since I can not find anything about this online
hi lion
BAIN format is easiest, if you have branching choices then make a FOMOD with the FOMOD Creation Tool
Thanks <3
Hello, is there any place where I can raise a ticket to allow purified water for coffee brewing?
I found it weird that you must specifically use mineral water in order to make coffee. Is this some coffee purist thing? 
Hey! Is there a way to get the body parts health addon's specific Gamma version separately? I downloaded this one for my vanilla Anomaly install, but some of the consumables function differently in it: https://www.moddb.com/mods/stalker-anomaly/addons/100-groks-body-health-system-redux-for-151
For example, glucose shots don't reduce dizziness in it, like they do in Gamma, but instead they are just normal healing items, which is not ideal. I'd prefer glucose shots to have specific dizziness-reducing role in my medical arsenal, so to speak.
Question for the more aptly versed in Gamma file structure! Where might I find the armour & helmet files to tinker with for a mod?
Im porting an Anomaly armour & helmet mod that I made, over to Gamma, and find it weird my files dont overlap with any of the mods in Mod Organizer.
This means theyre somewhere in the root folder, hidden away like artefacts in the Zone, right? Help a clueless ecologist out

correct me if I'm wrong, but I don't think MO2 tells you if the mod overwrites vanilla files
also, depending on how your mod is formatted, it may work via DLTX without extra work
I will once again post my very amateur armor modification via DLTX guide, so you can see the formatting
Do I have to add these stats into DLTX itself, or would it be okay to just import my version of the vanilla Anomaly armours into Gamma, then?
Because it looks like it would work fine by just slapping it onto MO2, enable it below every other file, and call it a day.
I am not extremely familiar with DLTX and if its a process for me to go through, or just the file that loads in MO2.
I'd suggest just throwing your mod in and seeing if it works
worst that happens is that it doesn't work and you turn it off
Mid-playthrough it may prove problematic, but I guess I have little choice, like a bandit with no money 😄
but since the gamma gear list for outfits looks exactly the same as Anomaly, I have high hopes.
if you want you can throw it here and I'll poke at it in debug, see what changes
is it just statistical changes?
Just stats.
But it does show some UI and graphics file paths.
Hope that's similar to Anomaly's as well in Gamma.
if it works in Anomaly, it works in GAMMA, barring some exceptions
and as for how DLTX works, it's a modification to the engine that (among other things) lets you change certain statistics without having to overwrite the whole file
so if you think that "hey, this outfit could really use two artefact slots on it", then you can make an .ltx file that contains just
![outfit_name]
artefact_count = 2
and loading that (with the proper folder structure and filenames) into MO2, it will modify just that one parameter of that outfit and leave everything else as-is
you can have several .ltx files touch the same item one after another
like one changes a firearm's firerate, another gives it another firemode
long as they don't change the same parameter, both will work
but again, if you want you can post your mod here and let others take a look, see if it works on their machine
I'm not a modder myself but know enough to test things like that
And now for some self whoring, I have posted an update to my ExtraMags mod (new mags for MP5, Glock, AUG), as well as new Glock Switch mod which adds an auto-sear upgrade kit that turns your Glock pistol of choice into a machine-pistol with RPM to match.
ExtraMags GAMMA thread:
https://discord.com/channels/912320241713958912/1076828227512848384
Glock Switch GAMMA thread:
https://discord.com/channels/912320241713958912/1082798135765630976
Link on Moddb (still veryfying as of now)
https://www.moddb.com/mods/stalker-anomaly/addons/mrbs-glock-switch-10-alpha-for-gamma
If you use MagsRedux, i recommend you download my ExtraMags mod, as it has extended Glock magazines (one of which can be seen in the video)
https://www.moddb.com/mods/stalker-anomaly/addons/mrbs-extra-mags-for-magsredux/
general question, (maybe I am ultra dumb), how can I change name of the thread to signify I posted a new version ?
Can you not just edit name?
Sometimes it doesn't let it so i don't blame you
I wanted to take down 2 of my posts to release them as one mod
One post let me delete it
One didnt and i had to ask mod to remove it
does anybody know how to make blend mode working for textures in game?
I mean this
Is it possible to trigger blowout and psy storm through console?
you have it in debug somewhere unless im mistaken
Uhmm I haven't noticed. Will check
So.. if I wanted to add a gun to the loot lists, which mod's file is the best to edit? 
I heard some are essentially removed from the game, like the Famas assault rifle.
you'd need to take a look at loadout ltx('es)
Im sure Ive seen it before on the files, but, could you remind? Thank you 🙂
(file location, which mod)
i'd recommend you look at BaS or MagsRedux as they both add/edit the loadouts for sure
oh okay, didnt know that. Thanks.
so many mods add or change loadouts, i cannot definetely tell you which one comes on top in GAMMA
Dont worry, Im good at searching for file dependencies. You already saved me hours of work 🙂
One more question - any mods in the default modlist that are known as problematic? And which I could disable before starting my long-term run?
I'd take stability over features.
But i know many of them have dependencies to other mods, so, feel a bit anxious to remove mods, but also anxious to keep all...
those are under disabled and other troublesome categories
and i imagine by default disabled
I'll trust the default enabled ones then, though, many people still complain about frequent crashes, and you see them in stalkerstories.
by default if you did everything right, GAMMA should be smooth sails by default, that is it's primary purpouse
tho if you read Announcements channel, there is some new arrival causing some issues
which Grok seems to be actively battling
the furniture mod seems to be not worth a reinstall or doing the addons again
I already got the old replacement so I think Im gonna start now, forget about updates and enjoy life ✨
seems safe
is 213 trader overhaul safe to enable in your opinion?
I'd turn it on just to get the option to buy the occasional gun.
I heard gamma took guns away from all traders, and assume this mod has to be enabled to give guns back to trader stocking?
nope
trader overhaul does not reenable guns and armor from traders
!traderoverhaul
!to
!trader
okay come on
If you want to be able to buy and sell guns/armors again: #╭📖faq message
Trader Overhaul IS NOT about "enabling weapons and armors again" and it clearly doesn't overhauls trades, who the hell told you that? (no, you don't need to start a new game):
<#╭📖faq message>
there we go
Hello again!!! I want to add an extra artefact slot to my armor. With debug mode. I can change the number in outfits stats editor but it dosent work. Also i cant find the gamedata file to unzip as the helper says. Thx
u cant
Ok.. Is there any way ?
dont think so ;]
wait do u mean open some slots to outfit? or add more slots in general? (like to have more than 5)
u cant add more than 5 artefact slots,
if u wana open slots for outfits they are in outfit something folder
gamedata files to unpack are in tools folder
Uhh I got another mod question... is it safe to disable fast travel mods via mod manager, or should I rather enable vanilla fast travel via settings, to avoid crashes? 😦
I want to make the Nomad to Suit to take 5 artefacts. Thx man i will try it now
ok this then
but find the file that is added by some gamma addon and not in unpacked Anomaly
I am asking for Gamma. This picture is from Mod organiser?
idk in gamma, its from unpacked, vanilla anomaly
you can try making a mod_system to override just those values for an armor of your choosing
I cant find Nomad Suit there
Can u help me do that?
Sure. Do you have the section name of the armor you want to edit?
No i dont have. How i can find it? Its called Nomad in gamma
with the debug menu
I'll do it for you
for future use, use the debug menu to find an item's section name. It will be written in below it's name, tho it only appears in spawn menu.
Nomad_outfit (36903)
Aight
so, with DLTX
you can override certain values of items
you need to create a .ltx file named 'mod_system_<name of your mod>.ltx'
I'll give you this to see by yourself, cause I'm not the best at teaching. You'll see by yourself.
(also I just started so some notions are unknown to me)
@barren sequoia
Just drop it in your mod folder or install it with MO2
it doesn't override directly anything so any order is fine. Except if another mod override the same variables of the item you edited too.
@undone lily Regarding the last few updates around the Hideout Furniture 2.0 I noticed you mentioned new EXEs. Are you editing them by yourself to accommodate the new features? If so, is that possible to include/change something else for the next update? I have an idea for a quality of life improvement that I think a lot of people would like
Thanks Alot!!! I will try it now
I included some basic instructions in the file, you can open it with a text editor. But if you want to know more about modding, don't ask me 
Thx man. It worked!!! Did u changed the weight capacity? Cause it looks i can carry more. No i want ask more about modding 
Its ok. No worries iwill tweakit my self
No iam gonna lost in the zone for a while. With 5 artifact Nomad suit
I integrate the latest fixes maintained by Demonized + the gamma splash screen so it’s easier to troubleshoot bad installs around here
And recently worked on a fix for scrollable zoom that Demonized improved
Okay so there's the quest marker which has been bothering me for a while. The fact that it becomes more transparent depending on player distance from the mission is terrible and makes the marker often unreadable
I don't remember exactly since we can't see the suggestions channel, but I think I have a post there suggesting to change this, and someone replied and found out this is hard coded in the engine somewhere but he found where and managed to change it, recompile it and it worked. Is that something you could include in an upcoming update? I think a lot of people would like not having to fish around for the quest marker on the minimap
If you search for posts from me in the suggestions channel it should be easy to find. Whoever found the solution wrote quite lengthy comments about it
Or perhaps change it so it can be modified via a mod XML or something, so anyone can change it at any time with a quick text edit?
Yes I can if I know where the change must be made
Can you give me access to the suggestion channel please? I'll go and find the post
I can't wait to see the updated marker
Wouldn't it be better to increase the opacity to 255 instead, or 225 maybe? I'm afraid 200 may not be enough in certain areas, especially when its displayed over industrial maps like Rostok
Yeah I will test it out
It was !to
But the bot is a bitch
And I don't remember for what reason it can't be !to
!tag + to
Test
Tag "to" successfully created.
Motherfucker
!tag + to
Trader Overhaul IS NOT about "enabling weapons and armors again" and it clearly doesn't overhauls trades, who the hell told you that? (no, you don't need to start a new game):
#╭📖faq message
Tag "to" successfully edited.
There, it's !to again
Hey guys, how can I pin the message?
...you can't
Where do you want to pin a message? I can do that
So I found that 'lua_help.script' by extracting Anomaly's db. It lists all the engine's functions.
Can we get access to those functions somehow? To check details on how they work exactly or even edit them?
Thanks.
question, is new anomaly mods bot dead or something ?
I'd imagine you are best off asking in anomaly's discord modding-code channel, where usually deep code discussions take place
Mr0Buggy is right, thats the best channel ;]
u can see the usage of some of those functions if u search for them in default amomale scripts
to check how exactly they work u need to find them in the engine, google bitbucket anomaly (need some c++ knowledge, i cant read most of it 🙁 )
Anyone familiar with DXML? I've been failing to get it to work
I've only done basic item edits with it, nothing beyond that
I'm trying to change what texture the game references in map_spots_16.xml so I can avoid editing the original and having to create multiple versions of it
For example let's take this piece of code:
<user_defined>
<level_map spot="user_defined_spot" point="quest_pointer"/>
<mini_map spot="user_defined_spot_mini"/>
</user_defined>
<user_defined_spot width="12" height="12" alignment="c" stretch="1" scale="1" scale_min="1.0" scale_max="1.2">
<texture>ui_icons_newPDA_perssign_h</texture> --this is what I want to edit
</user_defined_spot>
<user_defined_spot_mini width="8" height="8" alignment="c" stretch="1">
<texture>ui_icons_newPDA_perssign_h</texture> --this is what I want to edit
</user_defined_spot_mini>```
Where I'd want to alter the <texture>ui_icons_newPDA_perssign_h</texture> lines to reference <texture>ui_example_mod_icon</texture> as a random example, which texture ID I can define independently somewhere else
I've been studying the stuff from the link below but I don't know programming enough to understand what I'm doing wrong
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/blob/main/DXML.md
you need to edit texture_descr xmls as well
ah sorry I read to fast, you want to use DXML format right?
well you need to code LUA scripts following the DXML doccumentation
I think so? Afaik that's what I've been told to use to modify XMLs. I tried with what case 3 and/or 4 lol shows but it didn't work and I can't figure it out on my own. For instance where should I place the modxml_example.xml file?
you don't need XMLs for DXML to work
everything is done in scripts
Okay correction, I meant to say .script
modxml_<yourname>.script
you have your answer, it's in gamedata/scripts
like any .script file 😉
It didn't work tho. I can't figure out why
the game will automatically read the new script file
That's why I'm asking for help because I have no idea why it didn't work or what I'm supposed to change with it. I'm doing something else right now, and since I deleted my previous files I'll put together a new one and upload it. I hope someone will be able to show what I'm doing wrong
function on_xml_read()
RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
if xml_file_name == [[ui\map_spots_16.xml]]
then
local res = xml_obj:query("user_defined_spot_mini > texture")
if res[1] then
el = res[1]
xml_obj:setElementAttr(el, {ui_example_mod_icon})
end
end
end)
end
add this in a file called modxml_alphalion_spot_texture.script in gamedata/scripts
please verify where the map_spots_16.xml file is in terms of folder (if it's in ui/ folder or not)
didn't test DXML scripts yet so take this with a grain of salt
It's in configs\ui\
Thanks, I'll try and see if that works. Should there be anything else in this script file or just this code you sent?
should be good then
just the code
of course ui_example_mod_icon texture isn't defined in any texture_descr xml so you'll likely crash
I'm aware of that part. Defining my custom textures in brand new files inside textures_descr works as intended
ok, then replace ui_example_mod_icon in the code I sent to whatever working texture 😉
Alright. Can I place multiple of these codes into a single script file after each other? With each of them pointing to a different texture to replace inside map_spots_16.xml ofc
So let's say this exact code you sent, and then the same code but with user_defined_spot_2 and ui_example_mod_icon_2?
Or do I have to create separate files for each individual texture in the XML I want to replace?
function on_xml_read()
RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
if xml_file_name == [[ui\map_spots_16.xml]]
then
local res= xml_obj:query("user_defined_spot_mini > texture")
if res[1] then
el = res[1]
xml_obj:setElementAttr(el, {ui_example_mod_icon})
end
local res= xml_obj:query("user_defined_spot_2 > texture")
if res[1] then
el = res[1]
xml_obj:setElementAttr(el, {ui_example_mod_icon_2})
end
end
end)
end
should work, or use res1, res2, res3 etc
Okay, thank you
It didn't work
I'm trying it out with the quest marker which has the following lines in map_spots_16.xml right at the beginning:
<quest_pointer x="0" y="0" width="11" height="24" heading="1" alignment="c">
<texture a="255" r="255" g="255" b="255">ui_hud_map_arrow</texture>
</quest_pointer>
<quest_pointer2 x="0" y="0" width="11" height="24" heading="1" alignment="c">
<texture a="255" r="242" g="231" b="11">ui_hud_map_arrow</texture>
</quest_pointer2>
<quest_pointer_small x="0" y="0" width="5" height="12" heading="1" alignment="c">
<texture a="255" >ui_hud_map_arrow</texture>
</quest_pointer_small>
<combat_pointer x="0" y="0" width="11" height="24" heading="1" alignment="c">
<texture a="255" color="red">ui_hud_map_arrow</texture>
</combat_pointer>
Which is where I tried the DXML script with the following code, but nothing changes ingame:
function on_xml_read()
RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
if xml_file_name == [[configs\ui\map_spots_16.xml]]
then
local res = xml_obj:query("quest_pointer > texture")
if res[1] then
el = res[1]
xml_obj:setElementAttr(el, {ui_AlphaLion_QuestArrow})
end
local res = xml_obj:query("quest_pointer2 > texture")
if res[2] then
el = res[2]
xml_obj:setElementAttr(el, {ui_AlphaLion_QuestArrow})
end
local res = xml_obj:query("quest_pointer_small > texture")
if res[3] then
el = res[3]
xml_obj:setElementAttr(el, {ui_AlphaLion_QuestArrow})
end
local res = xml_obj:query("combat_pointer > texture")
if res[4] then
el = res[4]
xml_obj:setElementAttr(el, {ui_AlphaLion_QuestArrow})
end
end
end)
end
Well, you added configs\ui
that's why it doesn't work

which is why I told you everything was fine in my script considering the file is in ui folder
Well, I misunderstood this message then
Same result this time too
And even now I can freely edit or remove my mod files without the game crashing on reload (F7 --> F5) almost like it didn't even read the files in the first place
where did you add the script file and how did you name it
I made a new folder for the stuff in GAMMA/mods/# QuestArrowTest/gamedata/scripts/modxml_ALQuestArrow.script
Along with the textures and configs/textures_def files in their folders
ok
do you have DXML exe and script files
meaning, you need to run update gamma > only install gamma addons and follow !k98 instructions to have all the proper files so DXML works and is up to date
This version of GAMMA is about a week old, fresh install. haven't done !k98 yet. I'll go ahead and do it
How is weapon damage changed? I have attempted to change it but it's a percentage and I am not the best with numbers
specific guns damage can be changed in each gun ltx. Caliber wide changes can be made in the weapon_ammo.ltx
I have uploaded new exe with all the dxml stuff and other things yesterday
weapon damage is hit_power right?
yes
But it is printed as this: 0.5, 0.5, 0.5, 0.5 I understand these represent different stalker ranks but where does the 37 damage on a weapon for example come from?
base ammo k_hit * weapon hit_power * 66
this is difficulty related, not stalker ranks related
I think the weapon editor did say that I just forgot
weapon editor in game doesn't work iirc
Yeah I know I do changes through the files
also, editing damage for each gun is kind of weird, although small differences could be justified by barrel length
Yeah it's the only thing that is confusing me muzzle velocity,RPM and range are simple
you can increase hit_power in weapon ltx if you want per weapon. or k_hit in ammo ltx for the change to be caliber wide, as I told you
nothing fancy about it
this spread sheet should help you out
ok I will have a look thanks
I also can't get my Muzzle velocity change to display in the weapon's stats display
@lunar nimbus
Thanks for your answers! 
I'm just trying to see how explosions and explosives are handled. As I wanted to try to make some explosive ammo with Artygrok's ballistics, but some errors seem to pop currently.
So it's "Download GAMMA data" and then "Only install GAMMA addons" right? Just like in #💽how-to-update
yes
and
!k98
1) Go in this folder: [YOUR GAMMA FOLDER]\.Grok's Modpack Installer\G.A.M.M.A\modpack_patches
2) Copy these three folders (check pic)
3) Go to your Anomaly folder
4) Paste these three folders (check pic)
5) Overwrite/replace all if asked
It won't delete your save files.
Here is a picture for reference:|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1012510897136222293/1013951079538495528/k98.png
Done the update and k98. It still doesn't work 
then I'm not sure textures can be changed by DXML :/ . Maybe check if people already did it and how and reverse engineer
guys, what file should i modify to increase companion speed?
instead of xml_obj:setElementAttr(el, {ui_AlphaLion_QuestArrow}) use xml_obj:setText(el, "ui_AlphaLion_QuestArrow") since what you try to change is the text inside <texture> node, not the attributes of the node itself
also use res[1] in all cases, res is an array of all found elements by the query
since its only one element you change and its the only one found by your queries
Alright I'll try that, thanks for the response. That's really useful since there are attributes I also need to change in some cases
I have a question tho, what if there are multiple results with the same name? For example many icons have a regular and small versions which share almost the same name: ui_example_NPC_icon and ui_example_NPC_icon_small for example. If I try to change the former with DXML, will that also change the latter at the same time, or does it search for an exact match only?
You search the nodes in queries, not the texts, so <quest_pointer><texture> part
the quest_pointer > texture is the query by which the items are found. if there are multiple quest_pointer nodes that have texture child nodes, then res array will contain multiple entries which you can change
very often query like that targets only single nodes, that depends on the xml file itself
they are based on CSS selectors which are used in web development, if you familiar with it
Oh yeah that's true, iirc they're all placed in different nodes, like these: ui_hud_map_arrow appears 4 times but inside different nodes. So yeah my question was stupid kek
<quest_pointer x="0" y="0" width="11" height="24" heading="1" alignment="c">
<texture a="255" r="255" g="255" b="255">ui_hud_map_arrow</texture>
</quest_pointer>
<quest_pointer2 x="0" y="0" width="11" height="24" heading="1" alignment="c">
<texture a="255" r="242" g="231" b="11">ui_hud_map_arrow</texture>
</quest_pointer2>
<quest_pointer_small x="0" y="0" width="5" height="12" heading="1" alignment="c">
<texture a="255" >ui_hud_map_arrow</texture>
</quest_pointer_small>
<combat_pointer x="0" y="0" width="11" height="24" heading="1" alignment="c">
<texture a="255" color="red">ui_hud_map_arrow</texture>
</combat_pointer>
Thanks for the info, I'll try and make them work this way <3
also please write local el = res[1]
the xml tables are pretty big, without local it can waste quite some memory
Like this?
local res = xml_obj:query("quest_pointer > texture") --before
local el = res[1] = xml_obj:query("quest_pointer > texture") --after
nope
before
if res[1] then
el = res[1]
after
local res = xml_obj:query("quest_pointer > texture")
if res[1] then
local el = res[1]
Alright, ty
@undone lily i wanna use npc faster reactions in my own build, they conflict with npcs remade animations mod. Does your mod use those?
I think so yes. I didn’t explicitly checked though to be honest
Actually I think you have a point, I should extract the relevant animations and store them in a different OMF file
I was wondering if there are any current mods in making more realistic ragdoll physics?
I've looked everywhere online and cannot find any.
IT'S WORKING!
Thank you!
I have 1 more question tho. The texture's color is changed in the original config: <texture a="255" r="242" g="231" b="11">ui_hud_map_arrow</texture>. Is there a way to remove this with DXML? I now know I can change these ARGB values with xml_obj:setElementAttr but can I remove them somehow? I guess worst case scenario I set the values to match the texture's color but I'd like to make it cleaner if possible
Set attributes to nil
I edited it like this, pasted the attributes code right under the texture name code:
xml_obj:setText(el, "ui_AlphaLion_QuestArrow")
xml_obj:setElementAttr(el, {nil})
But this doesn't seem to change anything? For context I want to edit these because the game slightly changes the mission marker arrow's color depending on if you have a primary or secondary mission selected
Need a full stage reload for the Amstel striker
No it should be each attribute you see is nil
{a = nil, b=nil...}
Never mind, the code had a typo at the end
Alright with that in mind I still can't get it to work
I tried both with and without the quote "" marks but the results are the same. In the original map_spots_16.xml this quest arrow is referenced 4 times in total, the first 2 have their ARGB values set, the 3rd only has A, the 4th one has A and "color". I added this line to the first 2 instances:
xml_obj:setElementAttr(el, {a="255" r="nil" g="nil" b="nil"})
Didn't insert anything extra below the 3rd one, and added this one for the 4th one:
xml_obj:setElementAttr(el, {a="255" color="nil"})
I even tried only using the first 2 lines of attribute code thinking maybe "color" doesn't work that way but even then they don't work. If I remove these 2 lines then the code functions as expected*

It has to be the setElementAttr code that's wrong because even if this is the only thing I change the script doesn't work at all. If I comment this line and use the setText line instead, everything works. But what the hell am I doing wrong 
xml_obj:setElementAttr(el, {a="255" r="0" g="255" b="255"})
I think I'll stick to editing the original xml and make different versions for different install choices. This is getting to a point where I'm wasting your time way too much
_ _
I took another look at the GitHub page and I found the problem: I didn't put commas after each argument 
Why is this mod no longer in Gamma? Didnt it use to be? https://www.youtube.com/watch?v=TIZWlW1YhbU
Link to song
Спокойная Ночь (Spokoynaya Noch) by Кино́ (Kino) - https://www.youtube.com/watch?v=DiDUIfMk7go
Lyrics
http://russmus.net/song/7265
Now that thats out of the way, THANKYOU so much to everyone who enjoyed my first pixel animation and who stuck around the 3 years it took for this to finally come out
FOLLOW ME ON TWITTER
V
https:/...
I distinctly have a lot of fond memories of seeing this in the main menu when starting up my game.
I'm not sure if I'm thinking about the same but there's a pixelate shader when you press Home and scroll through the list on the first tab. It's disabled by default
I'm sorry to question you but that seems to leave the original values unchanged. Whether I copy the original ARGB values and set each of them to nil or delete them entirely and only leave {a=255} in there the original code does still affect the quest marker's color. Or am I getting something wrong?
Just to give an example I'd want to achieve the following:
Original code from the XML:
<texture a="255" r="242" g="231" b="11">ui_hud_map_arrow</texture>
What I want the DXML to do here: leave the alpha value untouched, remove the RGB values like if they weren't there in the first place
I know I could change the values to match my texture's color, but I'm interested to learn if there's another method to do it like I described
You mean this pixelated thing?
GAMMA never had that
I must be misremembering from anomaly packs then, from back in da day.
I miss it 😦 dont dare to reinstall since moddb page says 1.5.1.
What you don't want to reinstall?
The pixelart main menu animation with the calm night kino song mod.
Its a mod made out of that youtube animation.
or vice versa.
Ah yes, well you can always try
Im too paranoid it might ruin my long-term run somehow after a few weeks 
but thanks for the input
You can always remove the mod
It's a simple "let me try", if it works it works, if it doesn't you can always remove the mod
Or, if you want to be extra safe, you can always create a second mod list with MO2
It's a simple copy, nothing else, very easy to do
Just giving you examples, you're not obligated obviously 
Hi everyone. I'd like to make lenses for red dot sight with blending mode, color or smth else, but I know nothing about how
Could somebody give tips? or sources. As far as I understand, this information is written in shaders?
Guuuys is the mutant_loot.ltx safe to replace with a mod? Seems like gamma didnt touch this with any mod.
hi i wnat to blacklist the weapons traders from mecenaries and militaries from destocker, i read the code in general, i think the place to blacklist them is here
local valid_traders = {
[trader_autoinject.SUPPLIER] = true,
[trader_autoinject.BARMAN] = true,
[trader_autoinject.MECHANIC] = true,
[trader_autoinject.MEDIC] = true,
}
function destockify(npc)
local trader = trader_autoinject.get_trader_type(npc)
if not valid_traders[trader] then
trace("npc %s, %s is not trader", npc:name(), npc:id())
return true
end
reset_trader_items()
npc:iterate_inventory(collect_trader_items, npc)
pick_items(npc)
npc:iterate_inventory(remove_trader_items, npc)
for _, v in ipairs(items_after_order) do
npc:iterate_inventory(collect_trader_items_after[v], npc)
pick_items_after[v](npc)
npc:iterate_inventory(remove_trader_items_after[v], npc)
end
return true
end
mybe using an if npc== id after " local trader = trader_autoinject.get_trader_type(npc)" and return end if thats true? or theres a better way to doit?
guys is there a way to increase the fov limit over the max? i'm planning to get anomaly to work in my vr with large fov but the game don't allow me to increase the fov over the limit that od 120-140 i don't remember, is there a mod to actually raise the fov over this limit?
nil should be without quotes, its not a string, it will delete the attribute
actually you are right
setElementAttr will not remove attribute
to remove attribute use removeElementAttr
xml_obj:removeElementAttr(el, {"r", "g", "b"} like that
The max fov should be 180
Anyone here that can help me with an issue when exporting an omf animation with blender?
Guuyys I heard all enemies use slugs on shotguns when they shoot at stuff. Only 20gauge is buckshot. Is this true in current gamma, or is there a balance of slug and buckshot fire from enemies and npcs?
If its all slugs currently, Im hoping I could change this to a 50/50 balance, or based on enemy rank, perhaps in some file? Anyone have an idea?
Hey guys, i was wondering if i can play stalker gamma with autocomplete ? And if yall are playing with it, does it have issues with main story quests ? tHx
Excellent, that works. Thanks 
I have 1 last question I'd like your help with: if I want to change the attributes of the node itself and not the texture, I figured I should use the same code, just change the query to not include "texture": local res = xml_obj:query("treasure_spot") for example
So if the original piece of code from the XML is this:
<treasure_spot width="10" height="10" alignment="c" stretch="1"><!-- scale="1" scale_min="1.1" scale_max="3.1" light_anim="map_spot_secrets" la_cyclic="0" la_texture="1" la_text="0" la_alpha="1"-->
<texture>ui_inGame2_PDA_icon_secret</texture>
</treasure_spot>
Then this way my script should affect the attributes of treasure_spot such as width, height etc. I know the scale and others are commented in the original, is that something I can add back? Because as far as I see I couldn't get it to work. Here's my script so far:
function on_xml_read()
RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
if xml_file_name == [[ui\map_spots_16.xml]]
then
local res = xml_obj:query("treasure_spot")
if res[3] then
local el = res[3]
xml_obj:setElementAttr(el, {width=12, height=12, scale=1, scale_min=3, scale_max=3}) --added missing ")"
end
end
end)
end
Also there are multiple nodes that begin with treasure_spot so I'm not sure what my res[X] should be. There's treasure_spot_all, treasure_spot_all_mini and the one I want to change is the 3rd node as far as I can tell (so just treasure_spot). I've tried with different res numbers but they didn't work so 'm not sure what I'm missing here. I've attached the original map_spots_16.xml, the first treasure_spot is at line 638
There is only one <treasure_spot> node so use res[1], the query is correct
The search is strict 👌
Alright it seems to be working as expected. Thanks for all your help ❤️
(Also I noticed I missed an end bracket ) in the previous code)
Anyone know which of the mods has control over the crafting recipes?
That’s the case yes
About 23x75 I don’t remember if I set slugs only though
Could this be customised by willing players to include buckshot encounters in their Gamma as well via some simple file edit, or would it require work from you guys? I dont want to be a bother.
looking into these scripts for the first time, just curious about what the number after the soundfile location is
May be the volume.
I've used similarly structured functions in C# with Unity.
That was my first instinct as well, just wanted to make sure
Test it out with 0.1 and 1.
I want to replace these two and just wanted to make sure that there's no 'time to play' number to change
will also do that, yes
Buckshot is imbalanced on the player side anyways
Meaning, with current system it would either one shot you or deal 0 damage
i had a bandit point blank me yesterday and do 0 damage with his shotgun
dunno what happened there lol
uhm, is modifying the scripts inside gamma folder/mods supposed to make changes on reopening the game?
cuz it's either not applying changes yet, that variable doesn't affect volume, or lyutii is so damn loud that having it at 0.001 still sounds like full volume
Most likely his aim was bad
most accurate bandit in solyanka
i did take damage it was just very little
but yeah i just assumed he missed bad
Then it’s just your armor that is good
i was wearing uhhhh
Oh, I'm dumb, 'GAMMA Artefact Reinvention' also overrides Demonized's script
that's probably the one I should've changed
does gamma use dux models and does gboobs suffer that too that some models are way tankier than they should be (logically, by their look)?
like trenchcoat guys
i believe it will be much more noticeable with gboobs, its why i ask ;]
in vanilla people probably dont notice it that much, tho they should
Please papa Grok, is there any chance you could tell me which file has this % chance of an enemy wielding buckshot vs slugs I would like to change it to 50/50 🥺
yo man, I'll do anything! Man, I got deez cheeseburgers, maaaaan 🖐️
🖐️
Gamma Npc loadouts addon, change ammo value to 0 for shotguns
wpn_saiga:r:0
For instance
thank you papa grok 😊 I will always be grateful from here on out!
Ne uydesh vrag Grokolita!

Anyone know which of the mods has priority over crafting.ltx?
I wish to know too
Found it, artifacts reinvention seems to be the craft.ltx used.
im too tired and lazy to post this in mods posting, but, if anyone wants an 8% lower pitch / manlier voiced character voicelines mod of the base one in Gamma, they can DM me for files
📩
Are there old versions of the BaS ammo or is there only clean versions?
Anyone know what file contains the furniture and storage items in the shops?
I think furniture is from "245- Hideout Furniture - Aoldri" mod folder. Not sure about the containers
Yeah, that seems to cover them but I don't see a shop file that dictates when they are sold.
Anyone?
placeable_items_trade.script
Which part of it controls the shops? I want to remove them as purchasable from the shop so that they are craft only items.
delete the content of the file
just erase everything and save the script
keep a copy ofc
Ah, I thought this script might have had to do with functionality of the individual items.
it indicates to the engine how many items youll see in traders for each supply level/factions.
Oh, my mistake I was looking at the entirely wrong script lol
Ok, this makes way more sense.
no worries, usually these scripts contain "trade" in the name
I kept filtering for trade but this file never came up.
Anyway, this is exactly what I was looking for, thanks.
Sorry to bother, but do you happen to know which craft.ltx contains the jury rigged exo PSU and the upgraded PSUs? They don't show up in my craft table and I think artefact reinvention is the ltx being used.
exo_loot.script in 47 - Powered Exos - Arti at line 86. Try Agent Ransack it will help you a lot
Agent Ransack?
https://www.mythicsoft.com/agentransack/ it scans folder/files using names/words as input
Ah, is this more accurate than the MO2 filter?
It scans inside the files
Ok, thanks.
Could someone please tell me if it is possible to change movement speed while aiming/leaning, any help would be greatly appreciated.
Could someone DM me the craft.ltx from GAMMA artefacts reinvention?
sure, will send in DMs but also here
in trade config files. the .88 etc number is the percentage that they will show up in the trade screen right
thank you!. also i was wonderin if i wanted to undo the gamma crafting setup where all recipes are unlocked what would i do to revert that
like having to find the recipe books in world and all
craft.ltx in gamma artefacts reinvention. You'll have to change the recipe values from 0 to the corresponding number meant for the recipe drop.
And you'll have to reenable them as stalker drops.
oof where can i find the corresponding numbers for each drop. assigning those values is basically what you mean by reenabling them as stalker drops right. or ill have to add them as an entry in stalker loot
theres Gamma Arti recipes overhaul too, i thought thats one of the other ones affecting the recipe system
death_item.ltx in the craft and repair overhaul is determining the stalker drops.
there any wayto increase the size of the hud, like the body doll w the health and everything, scale it up?
How do I disable the CTD save?
its annoying and it often leads to me accidentally loading a broken save file
read before mashing enter twice
and they're configurable via console
can't remember the command, i just know it exists
check demo's git for more info
Can I turn off the fog somehow?
Hey guys, where I could get the ogf editor?
So I'm trying to get DXML working with map_spots_relations.xml and this is the only file so far where it doesn't seem to work. I checked every single line for accidental spaces or wrong characters and can't find anything wrong. I'm trying to implement the same body markers as my #1079087026202218566 mod. I'm failing and I can't find out why
Edit: found it (I think lol). map_spots_16.xml starts with #include "ui\map_spots_relations.xml", which I guess loads in the file I want to modify before it gets modified by the DXML script or something. Idk, if I target map_spots_16.xml instead of map_spots_relations.xml the script ends up working as expected
Is it possible to reference an enemies state (attacking, neutral, fleeing) in a script? Like if I wanted a message to appear when an enemy was within 50m of the player and aggrod to them, but not if they were within 50m and neutral or fleeing from them?
Anyone know how I can re-enable the old quality ammo?
So I'm trying to edit the files that GAMMA No Mask Textures replace, but I'm not finding them in the anomaly directory. It would be Anomaly/Gamedata/textures/dinamic_hud. What I want to do is disable the mod to get the mask textures back, then edit the mask textures. Is there any possible way to do that? I'm not seeing the dinamic_hud folder
Also, how does a mod overwrite something that isn't there in the first place? The no mask texture mod has no conflicts
I can see that folder in Anomaly. Did you unpack its db files first? That's the only way to access these files
that makes sense, which file do I unpack to access them?
and do I need to repack them for them to take effect?
I wrote an essay about that here, that should be helpful ⬆️ You don't need to repack it, just place a mod inside [your GAMMA folder]\mods\[your mod name]
Or I can send you the textures to make it faster lol
Lets start bidding on the H&K G11 mod for this modpack. I start at 20€ 
If someone wants to make that, I would be ecstatic
Hol up, where is AEK-973?? 😠
Cant see my fave in the game files! ree
EDIT: added it to trader stock lists, I hope the gun isnt bugged or smth in the gmae
Actually, I guess I should rephrase. Anyone know what I need to disable to stop the game from turning old ammo into new ammo on purchase/pick up?
I assume "old ammo to new ammo converter" in mo2
it could be named wrong though, mine is called "old to ammo to new ammo converter"
Wow, I missed that, thanks.
yes it was that mod, I love my old ammo, its ok to use long-term if youre in a pinch, repair kit from shooting the gun dirty is cheaper than buying brand new ammo all the time.
Plus, metro games have good and bad ammo, I need that in this game too 🙂
Remember, there's old ammo, and then there's damaged ammo. Damaged is even more dangerous for your gun's health.
Anyone know which of the mods is disabling stashes having items on new game start? I thought it was stash overhaul no loot but turning it off doesn't seem to have any impact.
Or at least the portion of the script that is doing so?
Never mind, I found it lol
hello, my unjam keybind has not been working for the past 5 updates. I did a full install today and the issue has persisted across multiple updates
I've been fiddling around with the files and noticed clear_jam in Gamma relead/unjam mod is empty?
Could someone give me a quick rundown of what the values in charts for the treasure manager indicate? Chance multiplier, impact multiplier, and the tiers 1 - 5?
@steady apex Sorry for the ping again, I hope that's okay XD Is it possible to add attributes to a node that weren't there in the original? setElementAttr doesn't seem to work that way. I'd like to add scale and scale_min to an icon's properties (by default it only has scale_max) but it acts like I didn't do anything. I tried with RGB values too to confirm that my values aren't wrong and the same result: nothing happens. How can I add attributes then?
This is the original code line:
<fast_travel_spot x="0" y="0" width="25" height="25" alignment="c" location_level="1" scale_max="1">```
And here's the piece from the script:
```lua
xml_obj:setElementAttr(el, {width=64, height=64, scale=0.5, scale_min=0.25})```
The texture ID replacement works, the extra attributes don't
I looked through the DXML GitHub page but couldn't find an "add" or similar function, so I'm not sure how to do this
it should work with set...
you sure that those attributes must exist and actually affect the element?
They work with every other map icon so I'd expect this one to do as well. Here's what I found when I was doing testing and stuff regarding these values:
•
scaleicon size when zoomed in by 2-3 scrolls on the PDA from being zoomed out (hard to measure exactly)
•scale_minicon size when zoomed out on the PDA as much as possible
•scale_maxicon size when zoomed in on the PDA as much as possible
well i cant really tell anything, the setElementAttr should work, it will add new attributes if there are new
can be that specific xml element doesnt read those attributes
I think you're right and that's the case with this icon for some reason. I tried adding them into the original XML and nothing happens. Sorry for bothering you with that D:
You need Nitro for animated emojis
they can go fuck themselves


Will AEK-973 work with the new bas addons and current mags redux? I heard it was removed but I gotta spawn that shit in late-game because its my bae. 
Another one: any way to make exo immune to fall dmg?
Hi, guys. I haven't found the answer anywhere. Maybe somebody knows how to add this kind of blending for textures? This is the same texture of reticle on different guns. the first is with blending mode, the second is just always red. I guess it's in ogf and even opened it with OGF tool, but there is nothing about blending mode. How I can reach this? Do I have to open it with Blender maybe? https://www.youtube.com/watch?v=YTyQHhPPTaU
Where are the configs for the faction star/circle markers that appear on the companion popups ingame and in the PDA relations tab? I did find the popup in ui_hud.xml but I can't find the other one, nor what changes their colors. These icons appear in map_spots_16.xml where they are recolored (because the textures themselves are just white) but I can't find where these are from
@simple scaffold if I have a mod I'm adding new MCM options for that will also indirectly apply to existing options, is there a way to have the defaults for the new options use data from the old options (for backwards compatibility) and then never use the old options again? I could just go ahead and remove all the old options entirely but considered that it might be nice to use the previous settings to apply to the new ones so people don't have to go and set values again.
I have an idea how to revive the Ghillie Suit in GAMMA:
- Add mod "Ghillie Suit Overhaul" (the suit will be used as a backpack and give a buff to stealth only on certain surfaces: dirt, earth, grass, etc.)
- Change the weight (about 3kg (with 0 carryable weight)
- Add this suit (backpack) on sale (about 25k rubles) for 2-3lvl assortment for some factions: Freedom, Military, Clear Sky, Merc (or add it to the starting loadout for 200-250 points)
- Make Ghillie (backpack) incompatible with Heavy class suits (not to make the player a tank in case of detection)
Such changes will encourage the player to use the quick release system (QR) more often and at the same time will not make the camouflage unbalanced
Ready to discuss this topic.
https://www.moddb.com/mods/stalker-anomaly/addons/ghillie-suit-overhaul-v10
You can read the old setting manually.
temp = axr_main.config:r_value("mcm", setting_path, type)
Where type is a number and should match val for the setting you are reading.
Temp will be nil if they never used a version of your addon with that setting. Otherwise it will be the value.
Ad for the new settings default.
Nothing says your MCM settings table values have to be hard coded. You could calculate the default in on_mcm_load and put in whatever you want.
iirc the star is for squad leader npcs
It is but where are their configs?
Ah I see.. so read in the new setting to check for nil and if so use the old setting to derive a suitable default. I take it I can even remove the old settings from the table values entirely and axr_main.config will still work as it's essentially just reading from the axr_config file's settings where the table is basically irrelevant. Worst case, old settings cruft left over in axr_config. Is this somewhat accurate?
I need some help. I want to remove the PDA notification icon above Body Health System, what and where do I have to edit to disable it?
Could someone give me a quick rundown of what the values in charts for the treasure manager indicate? Chance multiplier, impact multiplier, and the tiers 1 - 5?
posting here because ppl dont know elsewhere - is AP dart / flechette a multiple projectile round, or a single sabotted dart in a shell when you fire it?
Game stats dont show projectile count and Im starting to doubt it even spawns a cloud of darts at this point. Does it?
k_disp = 0.85
k_hit = 1.85 ; 1.75
k_impulse = 1.9
k_ap = 0.03
impair = 0.8
tracer_color_ID = 1
wm_size = 0.12
k_air_resistance = 0.88
k_bullet_speed = 1.19
k_cam_dispersion = 1.4
no buck_shot here ^
anyone remember what happens when ya shoot darts?
Pretty sure it's a single projectile like slugs.
;--------------------------------------------------------------------------------------------------------------------------------------------|
;-- | KIND | TIER (chance multiplier) , (impact multiplier) |
;--------------------------------------------------------------------------------------------------------------------------------------------|
[kind_tier_effect_rare];-- chance (%) | impact | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_arty = 1 , 700 , 1 , 1 , 0.8 , 1.25 , 0.75 , 1.5 , 0.6 , 2 , 0.5 , 3
Using this as an example. Could someone explain to me what the values indicate?
I imagine chance% is just the chance to appear in a stash but I have no idea what impact multiplier is or what the two values per tier indicate.
Can a modder help me with something? It is not Stalker-related, but the skills are transferable!
Where are shaders files for weapons in Gamma folder?
If I need to edit shaders for a specific weapon, which file I have to looking for?
?
it's due to shaders type of the sight and how the sight is added. too lazy to do it currently (meaning, i'm working on something more important)
ok sorry, you're right
Hi, Grok. Yes, this is exactly what I'm gonna to work with. I try to change blending mode for a texture of a sight but have no idea where I have to change it. Could you give me some hints if you don't mind. Just where should I look? Because I've already installed OGF tools and then Blender and still have no answers lol
Edit shader type of the sight in OGF tool
but you need to rework how the texture is applied to the sight on the gun iirc in blender
because otherwise the red dot will disappear when push to the sides when moving the gun
so you need to make the square vertices where the sight texture is shown, much bigger, and reduce the texture size (dds) so the red dot isn't zoomed in and super big
Thanks, I'll try to figure it out 🙂
It was, thx
Basically. My ltx is filled with abandoned MCM settings lines. Unlikely to ever be an issue
I actually figured out a way to remove the old entries, but with your tips, this is what I went with: https://github.com/clayne/SSS_DOF_updates/blob/0d4ec475c3f1a6a6f825abb8ec66a38b7dd34137/gamedata/scripts/ssfx_dof_mcm.script#L6
Could someone send me the beard and barman trade.ltx from the trader overhaul?
you can download that on moddb easy bro
My bad, found it thanks.
https://www.youtube.com/watch?v=_CJ0UNq4Zhc
Can someone make a mod where all the ecologist voice lines are voiced using a Half Life 1 Scientist Voice AI?
done using ElevenLabs AI

there any other similar mods like in mods posted where you can replace the electro anomaly w EXpeditions texture/mesh. Any other standalones like that. Id like to try Expedition one day, just not on this rig tho. Ill have an actual CNPP incidient
I've heard the rank system is reworked in Gamma, what were the changes made to do this? The stats in game_statistics.script look unchanged so was it something in another script?
if (db.actor:character_rank() > 1000000000) then db.actor:set_character_rank(1000000000) end
Wait is this stating the player needs 100 million points to rank up lol?
where can I find where gun parts are specified for new guns added
I believe that going from rookie to trainee takes 10k rep?
9999 for gamma it was 8999 in vanilla.
Which isn't a huge difference iirc.
question, is there is a way to see what parameters GAMMA installer uses for BAIN/FOMOD installers of particular mods ?
Anyone know what's up with the bug causing mutants to get stuck and if there is anything that can be done about it?
much thanks
I would like to know which weapon mod this model is from, can anyone tell? (Saw it in the screenshot section of the hand models (War Nymp))
Is this where all armor/outfits are located in gamma? Im trying to overwrite the files but seems like my mod didnt overwrite ANYTHING, pls help T_T
[mod] / gamedata / configs / items / outfits / [files]
don't overwite files in folders
put your mod in Mo2 as highest priority
or use DLTX method
CWWP perhaps but I'm not sure
@lunar nimbus The file was too big, here's my latest attempt
I did. Put it near the bottom. However, I hope the file paths havent changed.
Is there any way to make psy-helmet buyable, I mean not trough dialogue but directly from trade window? Tried to add the psy-helmet directly into supply list but it seem there something more I need to do.
then probably some other mod is changing those values via DLTX
then your only method is DLTX the stuff yourself
edit every single armour entry to be dltx compatible inside those files? 
Is there a mod that changes stashes color from white to something more visible? I remember someone was saying they would make one
Can you please tell me how to turn off the display components of the suit, as well as descriptions of membership of a grouping of an individual instance of armor?
It's in the making, just need time to polish a few stuff
that's now how DLTX works, unless I'm missing something
thanks man, you're a great modder, I cant wait
@hasty comet
#╙🖇mods-making-discussion message
read from that point down until you reach Norppa's tutorial file, and read that file too
it should explain the general concept of DLTX-ing
@undone lily pardon for direct ping, I tried to raise the issue indirectly via just commenting in various channels (to no avail), but are you guys by chance aware that Anomaly Moddb updatesBOT seems to be broken ?
it's been silent for nearly a week despite new addons dropping semi regularly over that period
yeah the bot is down
copy and thanks
it resets in 11 hours and I will relaunch the missed jobs
Much thanks
guys is there a way to remove the jamming of my companion?
dont ask here...
Hi everyone, can somebody help me, how to install HD models addon in Gamma?
You probably shouldn't as they (apparently) will break the game or your save file at some point
installing big mods in this modpack is a coin flip
it either works with a few side effects
or it doesnt
it's not if you understand the basics of what a given mod is doing
HD models cause issues in vanilla Anomaly as well to my understanding depending on the mod in question
In many ways. Gamma might rely on bones in the vanilla or bespoke models for certain functions that the HD models do not have. (e.g. attaching a backpack) - A hypothetical example.
When that happens the game can crash or break
That is to say, there are technical aspects to models that go beyond the visual that can cause issues.
I see
hey guys is there any way i can change nps models to vanilla? like from the anomaly
Hi guys, how could I find this shader in the game folder?
Search for it on the right side in the Data tab
Overhauling my ammo items. Do you think this is worth a standalone mod release?
<text>9x21 is a Russian pistol cartridge with an expanded diameter and powder charge. Its main design purpose was to be the ultimate anti-armour pistol cartridge, which it does do quite well for its size. Utilising a protruding hardened steel penetrator it can punch above its weight class without being an embedded AP steel-core bullet like most military handgun cartridges. It is pricy though, heavy on the barrel for long-term use, and sold in these weird little 12 round packages with Vladimir Putin's face on the seal of approval. How... quaint.\n
🥡
Note that the original description is just a poor machine translation from the russian government arms trading website online 😄
In map_spots_16.xml some elements have location_level values assigned such as 1, 5, 10 etc. What are these? Because I keep changing them and it seems like nothing happens. I want to make the actor icon to be on the "top level" so it would be always visible at any zoom level and won't be overlapped by any other icon
coordinates and quantities for item spawns? the stuff you find lying around when you load into a map and go exploring? that's my bet.
yeah, I already tried(
You should suggest it to Grok to include in an upcoming update. Just a slight description fix doesn't really justify a mod release imho
Nah, definitely not. These values are assigned to icons on the minimap and PDA
Well, some of my items differ in performance. I'd have to rewrite everything to match the vanilla combat items.
Im a trained translator though, so I could produce some good shit, but people here dont have money 😄
That's strange, the files are there for me. And I'm not using any weapon mods on top of GAMMA. It should be there for you too
Ah wait I'm dumb lol. I searched for the wrong thing xd Yeah I can't find this shader either. No idea where they might be
that's sad) Ok, thanks anyway) I try to find any info about this but still found nothing
maybe there is no shader for that texture, only a path in ogf tool..
Love my complex item descriptions with fancy details 
And that's just the Sunrise, Ive got a novel's worth of data on the heavy outfits 
You rewriting the flavor text?
Still wondering if anything can be done about this?
Theres an addon that fixes it but its disabled because it caused issues
What those issues are idk
If anyone knows what those issues are I'd like to hear it,
does anybody know what is the first option? (its called "shader" in eng).
What exactly is displayed in this window? The path or what? I can't figure it out
it's Blender btw
its just the shader that gets applied to the material, you can see a list of them from the drop-down. i dont think all of them work with anomaly tho
are gun recoils affected by camera_effects?
or is it by values in the ltx file
and by recoil i mean camera recoil
and if it is by camera_effects how do i apply it to my guns
Where i can find config file with outfit stats? I want to fix freedom loadout a bit, but it don't have light outfit except novice outfit, and i want to change "Wind of Freedom" suit to light outfit (and nerf some stats)
hey stalkers, got a question if someone might be able to help with. I have a specific NPC armour visual that i would like to carry over to some other armours to give the same look. it's from Dux's Innemurable Character Kit, but I just want to use the visual on other Armour sets, is this possible and how to do it. Cheers,
can't seem to make the mosin accept a scope like other guns I don't get why, for instance:
scopes = eot
scope_status = 0
scope_zoom_factor = 0
inv_weight = 3.500
hud = wpn_mosin_eot_hud
1icon_layer = eot
1icon_layer_x = 89
1icon_layer_y = -4
visual = dynamics\weapons\wpn_saiga12s_isg\wpn_saiga12s_isg_world.ogf
item_visual = dynamics\weapons\wpn_saiga12s_isg\wpn_saiga12s_isg_eot_hud.ogf
aim_hud_offset_pos_16x9 = -0.059295,-0.005520,-0.035375
aim_hud_offset_rot_16x9 = 0.00195,0.007554,0.002187
- second can you put the glow sticks into the grenade slot so you can throw them as an alternative to taking the device slot?
would be nice to use other ones too haha
Indeed I tried with much less dumb shit but the scope don't want to go on the gun in the inventory, even so the scope is highlighted
wait maybe I'm getting trolled by the goddman parent_section
is there a "rail" system on other rifles that allow the other scopes the mosin does not, if im even making sense
or is that carried by the parent_section
you define what scopes fit a given gun per gun
Yeah it was parent_section
you need to make each models combination in blender and make the positioning
oh, that's exactly what i need, but there isn't any other option in drop-down. I also tried to find it in the game folder but didn't find anything.
What's the status on this old pin, has anyone taken on the project?
I wish we could attach it to our armor and leave both hands free. I think glowsticks are cool but quite useless right now
I'd be totally happy with that
Just let me use color light sticks

You'd need to place them somewhere in 3D as well right? Is that doable without too much work?
I have no idea, that was merely brainstorming conceptually
it's still not finished.
Actually it's rather fast because you can edit ltx and F7 > reload game ini > load save > check results
I am too small modding fries for that yet
Seems like we need to ping Grok 
Any in-progress ltx? I might take it up unless anything is gonna change the positions in the next GAMMA version
mosin (and the other pu scope guns) have scopes_sect or something like that, check what i did with my k98 patch to make the zf4 an actual separate scope
I don't think so no
this I solved, the issue was missing parent_section in the wpn_mosin
alright I'll see if I can chip away at it in my spare time
free cookie
thanks a lot
? 
Hey, is there a reason Anomaly does not have near as many quest mods/quests in them compared to the Russian ones? Talking to someone that is saying that no one bothers because they are just too much work and difficult to make, and that most of Anomaly's devs might not have the writing skill necessary lol
I need a comeback, is the Russian writing good?
I like the other mods, it's just they are acting like Anomaly is dirt and I am in a argumentative mood today lol
good writing is not something quantifiable
secondary problem is that a lot of documentation for Stalker related dev exists in UA/RU but not in english
ah, so that is the issue with not having quests put into the game?
and of course not, but they think it is lol
they write fanfic
there are some, I think people merely find issue with their ability to write something into pre-existing Anomaly narrative
without throwing it out of the window at same time
???? I could come up with something in two second what do you mean
merely my own opinion, which again, good writing is not something quantifiable
It's the zone, there's endless possibilities for smaller or divergent stories to be told that wouldn't even interact with the main storyline
and goldsphere takes place like 8 years before all the stuff happens, I'm just trying to figure out why we don't have more quests
it has to be more than people are just having difficulty writing a narrative
so it's just really difficult is what I'm seeing
That makes sense now, because I have seen so many people, including myself, mod, patch, script and change this game around until it's perfect for ourselves, but no one has ever really just thrown out a scripted storyline of quests
also another problem not mentioned, Anomaly and off-shoots based of it cannot create new maps cause reasons
which also been on the table discussed on anomaly discord some days ago
oh yeah i guess anything i can think of has probably been brought up
is the reason something explainable or is it complicated lol
might be also possibility that there are many questlines on hard drives of many creative people, never released cause they dont deem it good enough, or met with a brick wall of issues they couldn't fix themselves
or might be organizational issue, of there not being a theme/pack/project that would take a group of active users, each master of their given area within stalker modding to collaborate on something greater
due to faction nature of the game, if you just create a questline for one faction, by nature of math 90% of folks will never experience it
etc and so on
yeah i guess, they really should release it though
ppl would help on the writing and bug fixing
yeah, but it's all hypothesising
and absolutely not lol
and it truly takes a great collection of skilled and like minded folks to work on something together
seen plenty of shitshows across many modding communities where teams collapse upon themselves
if there was a questline for a faction, ppl will immediately do playthroughs with that factions to try it out
oh im not talking about the anomaly devs
im just talking about everyone else in the anomaly discord modding or in this discord
me neither, i am talking about modding scene as a whole for other games out there
oh true
people be people
grok is not human im convinced
i was here when gamma was just an idea
came back like a week and a half ago after all this time and this thing blew uppp
I do remember when "GAMMA" was still a spreadsheet of recommended mods with info on conflicts and etc.
yeahhhhh the main thing i remember from then is finding out arszi's radiation overhaul gave the player a random hidden 50% speed boost lmao
i loooooved the spreadsheet
yes, it was very helpful. first forays into customizing/expanding Anomaly experience
why are people so defensive over the vanilla games? is there a specific reason or is it just defensive nostalgia? i get that Anomaly is mentioned everywhere, but the vanilla people seem to hate it
im not sure what people mean lacking the context
tho i imagine it's cause originals were a product of their time, while Anomaly takes it and turns it into something entirely else
in context of upcoming Stalker 2, people who never played the originals might have completely different expectations coming from Anomaly/GAMMA when not having played the originals
I've played a bit of the vanillas and honestly I'm hoping they lean more towards the anomaly type AI and play.
I find it really hard to enjoy any sort of open world where I don't have to be that careful and can just scarf down some medkits to heal
and I personally hope it will be whatever experience they want to craft, be it open world or linear, as long as their vision is solid and coherent
we shall see eventually
hoping for some manner of mod support tho, so even if, people can mod the game to fit their preferences
anyway, enough of my musings
I'm sure others might have more answers on the topic of questlines in Anomaly/GAMMA
any cpp readers? very important, the whole gamma depends on it
server will be deleted if we dont solve it in 30 minutes, hurry up!
Yes, I am familiar with the Canada Pension Plan, what do you need to know?
In terms of stalker 2 coming out I think some people are upset that a chunk of people who played anomaly but never looked at the originals will have very different expectations of what a stalker game will be and if Stalker 2 isn't like Anomaly (which is very likely) we're likely to see people shitting on it because they went in with assumptions based on a mod and not the actual games. That's how it usually goes with player expectations.
I love anomaly/ gamma but I'm a huge fan of the originals and it sometimes disappoints me when I see people never even attempt to play the originals because in my mind I think the devs deserve that 15 euro or whatever the games are on GOG / steam for creating a series that made a mod like anomaly possible in the first place.
Best case scenario for me is that Stalker 2 is like the older games and has mod support which makes something like gamma possible for that game too.
its too late server already deleted
Oh boy, imagine GAMMA with Stalker 2's graphics and multicore utilisation 

I think the devs deserve that 15 euro or whatever the games are on GOG / steam for creating a series that made a mod like anomaly possible in the first place.
tbh, I'm not even sure if the "new GSC" has publishing rights to old games
well, according to GoG they seem to be
first u'll need 2000 euro for a pc to even be able to play it
Where's the texture for the circles that mark the anomalies on the PDA?
local marker_by_type = {
["electric"] = "anomaly_electric",
["chemical"] = "anomaly_chemical",
["thermal"] = "anomaly_thermal",
["gravitational"] = "anomaly_gravitational",
["radioactive"] = "anomaly_radioactive",
["disabled"] = "anomaly_disabled",
}
maybe... maybe not
@undone lily Is there any chance you might make the installer have options to enable/disable certain mods?
I know I can do that in MO2 myself, but if certain mods are disabled, it creates genuine issues and errors in Gamma, because other mods and fixes by Gamma become broken. Usually I fix this stuff myself, but it is very tedious to do it every time....
Where's that from?
I noticed that EFP has them different and it made me curious if I can change them. But so far I was unable to find where their texture or texture definition is
Btw I'm taking advantage of you pinging lord Grok.
I've seen there was a small period where the mod db news bot was down, and it was during this time I uploaded my mod, ZLM (find it at "#1083586965418541166" too!)
To me, it seems more people look at this news feed than mods-posting. So my question is :
Is there possibility to get a post by this bot for my mod? I say please and well, I would not say no for some free advertisement 
Cheers!
some bind anomaly somethign script
just ctrl+f in notepad++
Found it. Too bad I have no clue what's going on in the script 🙃
Meh not that important anyway, just a cleaner icon would be nice
Oi, something in this modpack is overwriting my outfit mod, despite me placing it on the bottom. What gives?
Help an armoursmith out 😢
Just finished all pistol attachments. This is gonna take me a long time
Click on the mod and MO2 will highlights the conflicts. The mods in the list shown with a green background (and on the scrollbar too) are being partially overwritten by the selected mod. The ones in red are overwriting the selected mod. The yellow lightning icon tells you what sort of overwrite it is, or whether the given mod is redundant as all of its files are overwritten by something
Important note, this only checks for filename conflicts. For example if you have packed certain files into a DB folder and file they may still replace/overwrite something else but MO2 won't be able to tell that
That's pretty self-explainatory, but thank you, still. Turns out it seems like some mods use dltx inserts to chip away at my armour mod with grok's stats.
I think these dltx mods overwrite the files one by one. dammit.
Also on the right side on the Data tab the files in red are present across multiple mods. Hover your cursor over one and it'll tell you which mod's file is being used and where else it exists
not the way MO2 shows it, the sneaky way.
Yes that's also a thing you can't check easily for afaik
How can I get the modded role 
We have no clue 
I painted over a few pixels once and the next time I checked Discord I was a modder xd
stonks
anyone got the anomaly lootbox mods?
I try to export a weapon model in blender and get this error. Does anybody know what's wrong here?
maybe delete the cube model that default spawns in blender
just right click it and delete hierarchy
think you gotta delete the "light" too
Ok, I deleted them, now I get this 
select the parent model for the weapon before you export
just click the main model of the weapon
then export
I just selected all the objects in the scene and export, and now the file is saved. Thank you)
Ok, I've almost realized my idea, but I have the last question. Where I can find this list of shaders?
you can see a list of them from that drop down in blender
if you cant see them in blender, make sure your xray plugin is properly linked to your sdk but i dont actually know why they wouldnt be there
you can probably also see a list in the shader-editor in the sdk
Oh thanks, I have only blender with X-ray plug-in but don’t have sdk
anyone know the font that ui items use. like silencers and ammo
@gusty narwhal Fun project idea on actor inventory open : automatically combine all items
Trying to edit outfit stats via dltx method. What went wrong? 😕
Dont you just add exclamation to the first line? "![cs_light_novice_outfit]:outfit_base"
:outfit_base
is denoting it's inheriting from outfit_base, I don't think you need to declare it in DLTX if it's already declared elsewhere
add exclamation mark
where are you adding it ?
I took my old outfits mod from anomaly before any of this new dltx stuff, and just added exclamation mark in front of every entry in this category of clear sky armours for testing.
Now, when I load my save wearing cs1 armour, with exclamation there it just doesnt load the save.
I removed the visual entries from the outfits file, and the outfit_base entry after each outfit type in the text file, and it loaded I guess but still got wrong stats, and now it changed the description file.
Im so lost with this dltx thing, I just want the game to read and apply these edited outfits files with highest priority instead of getting the values from somewhere else 😓
have you read the tutorials and Anomaly modding book ?
No. I thought being an experienced anomaly modder I wouldnt need to. It worked fine before this dltx thing.
Something else in the mod load order is overwriting these files. I just wanna replace them with mine.
Is there an easy way for me to add these outfit edits to the game using dltx then, like adding an exclamation?
It looks similar in other dltx mods I got there.
read DLTX documentation first, try to understand it and then do please return if there is something you fail to understand still
#╙🖇mods-making-discussion message
read from that point down until you reach Norppa's tutorial file, and read that file too
it should explain the general concept of DLTX-ing
Cool idea
I'll try creating something like this when I have some time
you put your DLTX things in configs folder of your mod
in a file named mod_system_whatever.ltx
the whatever is somewhat important, as the built in mechanics will apply changes based on these mod_system files in alphabetical order
so, to ensure your changes stick as the last loaded and applied, you can do
mod_system_ZZZZZ_whatever.ltx
I'd advise you try to avoid that for mods meant for public tho, cause reasons
game doesn't let me rebind scroll to zoom for scopes, user.ltx doesn't have any bindings for it as well, anyone know any alternatives to rebind it?
i think you can't, it's in engine
ah fuck, no workarounds?
mouse app is barebones, no granular buttonbinding
thank you very much! Im on the right track now, but still get an error message regarding some entries I copied into that file.
Where did I bork?
send the mod, DM if you want to keep private
does cs_light_novice_outfit exists in the game or is it your brand new creation ?
its the simplest of clear sky outfits from anomaly
one of those blue ones with a distinct vest
oh shit, I left outfit_base on the end of the file! that's the borked part, right?
possibly
I can try without and report the result.
you don't need to define every value in there, unless you change it
like references to XLM strings in item name and description I imagine those stay unmodified
Ive changed basically everything slightly or in a big way. so I shall keep the values as is, if its possible.
hmm I got the same error again 😦
Am I referencing smth that doesnt exist in that error code?
if the line 23 is pointing at my files, its the telepatic_protection = 0.001 -line which seems fine?
chances are, GAMMA might be using other armor rebalance mods that add more stats/functionalities to outfits that your Anomaly tested mod does not define
for now, I'd recommend you to go back to square one, try to edit price of one of the outfits and just that
just to see if that change makes it into the game
(aka, remove all the entries from the ltx and just try to edit price of one of the outfits)
see if it sticks, and work from there
iirc Momo is working on a total rework of the damage/resistance system that will streamline a lot of stuff and make it easier to modify resistances (right now they're totally fucked up)
idk if it makes it to the base Gamma one day, but if it does, all the resistances will need to be tweaked
It sticks! Ill see what changes I can do this way! thank you buggy!!! 
whats wrong with resistances tho
Have you tried modifying them?
It's a pain in the ass
u cant change the system of modifying them
But you can change the way they're calculated
which will need tons of other changes to UI and will break balance, coz some resists will change but the price/tiers/loot will stay the same
That's why this will be a very big change 
this will take a year to make with almost no point when u can tweak values in ltx in an hour or two
The damage calculation script is screwed though - it's some weird combination of tresholds, max values and other stuff
immunities or protection? 
What about elemental resistances?
iirc they also have max values set and the stuff you see on the inventory screen is not accurate
i dont even understand what we talking about xd
a new way to modify them, how damage is calculated or what
Check out this mod thread
#1049372337599950908 message
uhm well, its kinda lots of minor changes, system isnt touched significantly here
except ballistics
Most of the protection and resistance stats dont stick. Also carry weight doesnt stick. This feels so dumb.
Also it doesnt seem to load "immunities_sect" entries in these files at all, fast crash. This is acceptable, I can live without it, but not having sticking protection values is unacceptable 
Made the stat display (the numbers) actually show accurate-to-math stuff instead of vaporwave nonsense.
not sure about this one... if gamma has Ishmaeel addon (which im pretty sure it does) then all the stats were already correct
dunno which GAMMA pack mods change or modify these, sorry
ah i see, seems like gamma changed complicated thing into overcomplicated and this addon tries to adjust it xd
if you find which part of the modloader did that, let me know? 

if i had it ;]
looks like someone didnt like the vanilla damage system, not sure where its coming from but it really looks overly complicated now
aight, I got news - every change sorta works if you add it this way. Its just with a slightly different logic. I added 20% of each stat in my file, and it adds 2-500% depending on stat.
There seems to be a lot of "effectors" that further fuck with each of these logics in the game rn.
Grok done diddly did a little trolling x)
so, to get my changes as theyre meant, Ill do some quicmaffs™️ and see what is changed how much, and calculate me some new values in these faaaakin files I had
cool modpack to play, miserable to modify x)
dont wana dive into something hard ;[
in vanilla its relatively simple, someone hit u for 0.2, u have 0.15 resists u get 0.05 damage
yea i really miss it. also, I changed smth, and seems like it didnt apply any change whatsoever between relaunches.
oh well, at least I found trans rights in the files of the stealth mod (kek)
trans_outfit.script 🏳️⚧️
You forget the immunity bullshit and how other resistances are added (belt items etc)
vanilla defense system is garbage
they just added as a+b+c 🤷♂️ not sure whats wrong with that
?
Prove it
have fun with the squared negative defenses of artefacts added AFTER all the res

thats only for psy, because Arszi didnt know hes adding it twice
no, it's not
but i think that should be fixed in 1.5.2
it's for all resistances
Uhh, dunno if its a good time, but, if I could just get to know which files add these new changes to how armour is calculated so I could add my outfit changes, I would be sooo happy 
also, immunity and resistances are two different things
man i had a script somewhere for such calcs, i did get health difference values exactly as expected....
i gave it to jurkonov, but i wont find it now, let me try
so how 20% mutant damage res can result in snorks doing 0 damage until your armor reaches like 60% condition ?

oh yeah, resistances vary HEAVILY stat to stat
adding 0.1 to **wound_protection **can influence your in-game stats by about 25% on a good armor
adding 0.1 to radiation_protection can make an outfit or helmet give close to 100% resistance to radiation
the best way to figure out what changes by how much is to take a look at the outfit stats editor in-game
whack some numbers up and down, see how the bars go up and down, figure out a balance somehow
if res are added like you say, you should take 20% less damage, but that's absolutely not the case
coz 20% is 0.2 ( roughly, if we dont count all other stuff such as difficulty, bones etc)
if snork damages u for 0.19 at the end of all the diff/bones/etc u get 0 damage

So there's an editor I can use to easily edit the outfits ingame? 
who designed such bullshit system is what I'm asking
simple additive damage system 🤷♂️
well u can change it to correct value which is 0.2, but this wont make it more clear xd
well, the system is bad anyways, because you should you know you can tank snorks hits with 0.2 res for instance ? Why not rather simply reducing damages by the displayed %
i voted for multiplicative system tho, i think that fits better instead of getting full immunity u must be hitted for at least some percentage of the hit
this makes MUCH MORE sense and is much easier to convey in terms of information
ye i agree
multiplicative is bad
because at some point nothing is doing nothing
How to switch to XCVB's Modpack instead? 😁
like slap +20% res artefacts > increases res by nothing
i have vanilla system on almost everything, easier to just play vanilla xd
yup! but also no, because it cannot save it's changes properly, meaning you still need to put the new values into a mod file
it's in the debug menu (F7, Outfit stats editor 7) and you can compare and change outfit stats
Like, it's easy to say "multiplciative is better" run the math, check the item stats and see how it evolves depending on gear
I would remove the new armour calculations if I knew which mods are responsible in my modpack 
no, not the multiplicative resists, the damage...
like u have 90% resists, u get hit for 0.1 damage and u still receive 0.01
ah, yes, indeed, that's what I do
the one i saw looked much more complicated than that ;p
about my system, yes editing ltx vs what's displayed in game is annoying, because I use what's actually displayed on the items stats in game rather than what a ltx dictates
the idea is to have a WYSIWYG system
20% rupture res = 20% less mutant damage from received hits
have an artefact doing 15%, then thats 20+15 = 35% reduced damage
so yes editing the LTX and figuring how it will increase in game can be hard. But actually you just multiply the values and it simply works
like 0.215 for 10% > if you do 0.430 it will be 20%
so I fail to see the problem here, just modify ltx files properly
this allowed me to have a nice system that works without editing everything in all LTX files
that would be preferable
as much fun as it is to hit that breakpoint and be immune to small arms and mutants, being able to reliably eyeball your resistance and go "yeah that dog will still hurt" is nice
well in my system you always get damage
additive still tanks ur outfit condition, so u arent immune forever ;p
indeed, but still, shits weird when you get attacked and nothing's happening
vanilla is an unpredictable mess
like you can't eyeball anything
you just add numbers and pray
i think it makes sense, since dogs cant bite through heavy outfits, till they torn it apart ;]
and then you find a broken anomaly doing 5.80 damage 
even with max res you still take 2.0 damage, awesome
idk both systems have its pros and cons, not sure which i like more
a proof once again that vanilla system sucks because you have to pay attention to all damages, of all the game, to hope the player won't get one shotted by something
only if demonized added that xd
whats broken in vanilla is actor received damage that is based on difficulty, especially burn with its *8 multiplier
most anomalies are survivable with like 0.25 resists
difficulty based damage is nice, I have it in my system too, but it's a simple small multiplier
like x0.8 x1.0 etc
wait no, thats for testing damage without resists
nvm i cant find, i have 5000 scripts in 500 folders ;[
So, how come my bullet protection test changes dont stick in my dltx? 
@gusty narwhal @hasty comet @violet ridge https://github.com/Grokitach/Stalker_GAMMA/blob/dev2/G.A.M.M.A/modpack_addons/G.A.M.M.A. Actor Damage Balancer/gamedata/scripts/grok_actor_damage_balancer.script
Because it's mostly modified by another DLTX
Thank you! And if I remove the actor damage balancer script for this, my changes come back? 😮
oo, that looks nice
I forgot that immunities are a factor
🐸
is there a delay for fire_wound?
yes
coz everything after first pellet will be ignored ;p
Enemies never use pellets in gamma anyways, or very very rarely
before you go removing things, try renaming your DLTX
instead of mod_systems_filename.ltx, make it mod_systems_ZZZZ_filename.ltx to make sure it loads last
ah ok
idk i still think its overly complicated ;p ballistics probably have to be like this, dunno about the rest
Tried, it was called mod_system_ZZZZ_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzpinnusoutfitsgamma6
No changes to my outfit 😄 triple checked
just a sec, Im checking one last time, taking a looksie over the file structure, and seeing if removing grok's unbreakable magic rune will fix it 
break the unbreakable, touch the untouchable, row row fight the power
wanna try to make an abstract actor hitbox and everytime mutant attacks we check which of his <whatever he attacks with> closer to what bone and redirect it in bhs xD
I eagerly await Team Fortress 2 hitreg
Couldnt get the stats to change for ballistic resistance from fire_wound_protection nor immunity. Tried to make it hella strong. artefact slots and weight did change easily and logically though.
aight, there's some stats here that I've not personally messed with, but Imma see if the changes load
file structure is definitely correct, so that's not the issue here
ah, immunities section is now wrong file, because dltx didnt allow me to add immunities of other sections into diffferent outfits, but its not a priority
thank you, I feel at my wit's end
More Melee Features Mod is compatible with gamma?
good news, MOST things work in this mod
all the _protection values apply correctly and the outfit is stupid good against chemical anomalies, and the .ltx stats match what I can see in the in-game stat editor
but, immunities are not applied properly, they are as the default outfit has them, due to being in a separate block in your mod
also I do not know what exact parameters Grok's ballistics wants changed, so can't help there
Can you screenshot your ballistic resistance of this outfit?
mine shows 8% despite me changing value like 5 times from the previous, doesnt change.
same here, so that tracks
again, I do not know how to change that stat, Grok's ballistics has it's own logic that I fail to parse
but I was trying to change the ballistics to a very high number 
damn, I guess we fail then
as for things I can help with, immunities!
you currently have this separate block of ![sect_cs2a_outfit_immunities]
instead, you should remove that separator, and thus have all of these changes under the same ![cs_light_novice_outfit]
yeah I know, thank you anyway. I had the file read from that one, when I could use that file's immunities directory for it, but seems with dltx it will crash.
grok said this calculates the ballistics:
but I disabled that mod, still cant change the outfit 😠
well I at least found what changes the BR class, setting br_class = 0.4 gives the outfit an in-game BR Class of 45 (somewhy, further testing needed)
that's not ballistic resistance, but it is definitely good for living in a firefight
yeah that can be a crutch for me, until I find out the dispel enchantment to remove grok's unbreakable rune of anti-tamper denuvo black arts

last time I remember modding being this hard was when minecraft 1.7.2 was out, oh man..
no no it's not "oh man", it's "Creeper? Awh, man."
please, sir, Ive been trying for hours now 😦 Would it be too much of an annoyance to point out which mods I need to disable that modify the damage system? (the actor damage mod is disabled and it didnt let me modify my outfits still)
I really appreciate your system, and scripting as well, and its brilliant, but I like this (my old outfits config) 

^ the problem is that GAMMA is an interconnected web of relaint systems patches and hotfixes
you can try your luck disabling some of the mods which by name seem to be responsbile for armor, but don't expect much support to help your endevaors along
yeah I guess I,m being selfish a bit.. sorry about the uqestions, I wont ask again.
hey now, no need to apologize
modding is the name of the game afterall, getting it customized to your preferred experience
however some modpacks might be heavily adjusted/balanced by modpack patches (and to get all various mods to play along nicely without conflicts)
so to unravel even one mod may (or may not) have bad consequences for stability or ability to work at all
Simply search for the occurrences of the outfit you are trying to change
You don’t need to disable anything, you need to make your dltx file properly
mod_system_zzzzzzz_my_changes.ltx in gamedata/configs
Then you write
![o_myoutfit]
Bla-bla-bla
I'm gonna tentatively aim for all pistols / shotguns / smgs and snipers fixed before 0.9
damn, that'd be impressive already
SMGs have the fuckiest suppressor placements from what I remember
help me someone, can't find a task id for researchers quest
That's interesting, how does it work? Select a quest and press M? I could add it into the guide in FAQ
no u just press M and it shows the info in console
need to scroll up still if there are more than 2-3 tasks
i think when people play too much with executing task manager code in game they can break some storylines, its only good for fetch tasks
why does my ammo crash when I spawn the old version of it. immunities_sect isnt even in any of the ammo_base files of anomaly or in the mods ammo_base files. Help
and for some reason I have two version of my normal ammo, that doesnt crash
They aren't named the same. It is case-sensitive.
You essentially made two ammos.
im looking for someone who knows a bit more how the game works with ingame files.
im trying to add a very specific weapon to a trader to be for sale, i would like to know which ltx file i should edit and the load order for those files. currently tried adding a weapon to sidorovich by editing trade files under the mod of gamma economy, but it didnt work. tho i was able to give him 100 knives for sale through that file.
better see any weapon mod addon to see how they add the weapons to the trader with the auto trader inject? script file
instead of modifying the base .ltx and causing unnecesary conflicts
I didnt understand what u meant at first but after changing the names it helped tysm
Could you give me examples i could use?
^ you don't need to use auto trader inject, if you DLTX it after all the gamma things (I think)
@sturdy plaza if you want to take a quick peek, this my small mod adds a scope like upgrade kit to select NATO traders
so you know what to look for in other mods
Mod folder>gamedata>configs>items
here you have mod_trade_traderID_whatever.ltx
there you need, per every trader you want to trade your item, to DLTX your given item and at what faction trust level it's available
Mod folder>gamedata>configs>items>presets
mod_trade_presets_whatever.ltx you define what category your item falls under
mind you, writing this from memory while looking at the files, so someone correct me if I'm wrong
What file controls the companion popups's position on the right side? For some reason they overlap my minimap on a different PC
configs\ui\ui_hud.xml
Although after I removed the fix, the companion popups no longer overlap. Not sure what's going on with that
Is there a command for script to make a npc (ally or neutral) agro with the player?
Like when you shoot them
You can make select NPCs be hostile through the debug menu. Once in debug menu the option is on the right side with the smaller command sections, scroll down in the top left one
No, I want to see if it's possible aggro npc by using their enemies suits
Is you disguise as an enemy faction to theirs, I'm sure they will open fire. Or you can shoot them which will agro them too
No
Make a mod to make a duty guy get agro if you go with freedom suit and rad patch, not on disguise
Based in factions and distance
The only stalker in the entire game not using their same factions suits is the player and the spys
I'm looking if threes a way to trigger specific npc to agro by script
The search and check is similar to npc search staches mod, but limited to the level where is the player
Uhh, can we get a general @ ev er y one announcement or smth, when moddb is up?
not everyone has twitter to watch their updates
@hasty comet moddb appears to be up online now, but there's no new announcements on their twitter which does not indicate if the site is up for good or not
Thanks for letting me know. I'll wait until its for sure. I tried to fix mods a few hours ago, got 290 files and red X's.
I'll be sitting in the corner of shame of failed modders until then x)
Just check #📢announcements from time to time
About that, does each item uses are considered separate items or is an item with multiple uses is one item with that many uses?
Same with ammo but I suppose a stack of ammo is one item right? (and not each x1 ammo is one item)
How do I remove the HUD so I doesn't show my Health, ammo or companions?
is there a more generic....trader ltx file which i can use to simply add and remove certain items in stock? my goal is to make a little rebalance of my own for myself and maybe someone who is interested. i want guns to be tradable, but with very low change of being in stock and not all of them for each. for examples sometime all you would be able to buy would be a pm pistol and sometimes a aks-74u for sidorovich. stuff like that and i dont know which trader file i have to look at it and whatever ido, it doesnt remove items from stock and what not, so far only thing i can do is increase amount of alredy exisiting item
You can toggle them on/off: #│💻keybinds-in-gamma
you will need to ask someone more advanced on the topic, sorry
you can try asking on Anomaly discord, idea of randomizing existing trader stocks on each refresh is something that might get traction there and not just be GAMMA dependant
yea, but i would like to do that specifically for gamma....
Are they answering questions? The close many channels. Or directly ask dev by dev to find some time to answer?
anomaly modding channels are open
but someone might answer with a hint of how you can achieve what you seek, regardless of what mods you are running
Hey I just came in now. Whats up with the red x´s
I got it last night and figured I would try to fix it but nothing is happening
please be more specific
yesterday
yesterday moddb (where majority of mods and addons are located) started server migration
and were unavailable
sorry. Last night after the game working for some time, it crashed and I cant start it up on ModOrganizer. When I investigated it, I noticed that I have a ton of red flags that I am not sure how to fix even after looking at the troubleshooting page
Oh ok. Is there a link explaining how to do that? Im guessing it might be under Installation?
well, first of all, this is a channel for modding Anomaly/GAMMA, not resolving issues with Anomaly/GAMMA installation
you might find more focused answers (as well as more folks willing to help) there
thats fine. I was just asking if there is a specific area that explains that priocess is all so that I can accurately find the right channel without asking around
in GAMMA support channel categories
thx for the help!
I have done diddly, but appreciated
I suck at navigating discord. So it helped my homie
there any way to be able to reduce bullet power lower than 0.5
I guess those are the files you are looking for.
It's in the GAMMA Economy mod and I think they overwrite base anomaly trade files.
You could surely overwrite one and add your items quantity and chances in there.
<item_name> = quantity, chances of spawn
if i ... want to add a gun, i need to create a subsection such as (weapons) or i can just dump the specific item under anything as in [melee] ?

it changes sprite position per attachment
