#╙🖇mods-making-discussion

1 messages · Page 23 of 1

lunar nimbus
analog dirge
# lunar nimbus try

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.

lunar nimbus
analog dirge
lunar nimbus
analog dirge
#

well I did implement all those things in a mcm script

lunar nimbus
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ah, dont know then ;[

analog dirge
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does it work for you?

lunar nimbus
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yep

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i think.... i dont remember, but if it didnt work i wouldnt add it xd

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its actually Raven (made mcm) wrote it for me ;p

analog dirge
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that's cheating 5head

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well nope, still not working

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I think I'll drop this feature, I don't really need it

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Thanks for helping!

broken bobcat
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I'm trying to edit my carry weight and am having trouble finding the actor.ltx and system.ltx

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Anyone know where these are?

karmic bane
karmic bane
broken bobcat
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Thank you for the replies! I will take a look at this!

past barn
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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

noble thistle
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hi lion

ornate spade
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BAIN format is easiest, if you have branching choices then make a FOMOD with the FOMOD Creation Tool

past barn
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Thanks <3

zenith hatch
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Hello, is there any place where I can raise a ticket to allow purified water for coffee brewing?

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I found it weird that you must specifically use mineral water in order to make coffee. Is this some coffee purist thing? kekw

fathom lotus
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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.

Mod DB

Updated Body Health System with proper damage attribution to limbs: if you take a left hand shot, then left arm will be damaged.

hasty comet
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Question for the more aptly versed in Gamma file structure! Where might I find the armour & helmet files to tinker with for a mod?

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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.

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This means theyre somewhere in the root folder, hidden away like artefacts in the Zone, right? Help a clueless ecologist out Ecologists kekpray

regal bolt
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correct me if I'm wrong, but I don't think MO2 tells you if the mod overwrites vanilla files

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also, depending on how your mod is formatted, it may work via DLTX without extra work

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I will once again post my very amateur armor modification via DLTX guide, so you can see the formatting

hasty comet
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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.

regal bolt
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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

hasty comet
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Mid-playthrough it may prove problematic, but I guess I have little choice, like a bandit with no money 😄

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but since the gamma gear list for outfits looks exactly the same as Anomaly, I have high hopes.

regal bolt
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if you want you can throw it here and I'll poke at it in debug, see what changes
is it just statistical changes?

hasty comet
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But it does show some UI and graphics file paths.

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Hope that's similar to Anomaly's as well in Gamma.

regal bolt
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if it works in Anomaly, it works in GAMMA, barring some exceptions

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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

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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

violet ridge
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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

https://www.youtube.com/watch?v=wLboJ9jiOOk

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/

▶ Play video
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general question, (maybe I am ultra dumb), how can I change name of the thread to signify I posted a new version ?

vale knot
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Can you not just edit name?

violet ridge
#

I can, I just looked at wrong place

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thanks

vale knot
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Sometimes it doesn't let it so i don't blame you

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I wanted to take down 2 of my posts to release them as one mod

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One post let me delete it

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One didnt and i had to ask mod to remove it

young solstice
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does anybody know how to make blend mode working for textures in game?

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I mean this

thorn stratus
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Is it possible to trigger blowout and psy storm through console?

violet ridge
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you have it in debug somewhere unless im mistaken

thorn stratus
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Uhmm I haven't noticed. Will check

hasty comet
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So.. if I wanted to add a gun to the loot lists, which mod's file is the best to edit? kekpray

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I heard some are essentially removed from the game, like the Famas assault rifle.

violet ridge
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you'd need to take a look at loadout ltx('es)

hasty comet
violet ridge
#

i'd recommend you look at BaS or MagsRedux as they both add/edit the loadouts for sure

hasty comet
violet ridge
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so many mods add or change loadouts, i cannot definetely tell you which one comes on top in GAMMA

hasty comet
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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?

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I'd take stability over features.

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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...

violet ridge
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those are under disabled and other troublesome categories

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and i imagine by default disabled

hasty comet
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I'll trust the default enabled ones then, though, many people still complain about frequent crashes, and you see them in stalkerstories.

violet ridge
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by default if you did everything right, GAMMA should be smooth sails by default, that is it's primary purpouse

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tho if you read Announcements channel, there is some new arrival causing some issues

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which Grok seems to be actively battling

hasty comet
#

I already got the old replacement so I think Im gonna start now, forget about updates and enjoy life ✨

#

seems safe

hasty comet
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I'd turn it on just to get the option to buy the occasional gun.

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I heard gamma took guns away from all traders, and assume this mod has to be enabled to give guns back to trader stocking?

analog kettle
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nope

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trader overhaul does not reenable guns and armor from traders

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!traderoverhaul

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!to

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!trader

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okay come on

hasty comet
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!vanilla

queen pineBOT
analog kettle
#

yeah but that's not the command for trader overhaul

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!tro

queen pineBOT
#

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>

analog kettle
#

there we go

barren sequoia
#

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

lunar nimbus
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u cant

barren sequoia
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Ok.. Is there any way ?

lunar nimbus
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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

hasty comet
#

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? 😦

barren sequoia
lunar nimbus
#

ok this then

#

but find the file that is added by some gamma addon and not in unpacked Anomaly

barren sequoia
lunar nimbus
#

idk in gamma, its from unpacked, vanilla anomaly

analog dirge
#

you can try making a mod_system to override just those values for an armor of your choosing

barren sequoia
analog dirge
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Sure. Do you have the section name of the armor you want to edit?

barren sequoia
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No i dont have. How i can find it? Its called Nomad in gamma

analog dirge
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with the debug menu

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I'll do it for you

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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.

analog dirge
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Aight

#

so, with DLTX

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you can override certain values of items

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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)

#

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.

past barn
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@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

barren sequoia
analog dirge
barren sequoia
analog dirge
#

I may have slipped more weight capacity

#

by mistake?

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¯_(ツ)_/¯

barren sequoia
barren sequoia
undone lily
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And recently worked on a fix for scrollable zoom that Demonized improved

past barn
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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

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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?

undone lily
past barn
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Can you give me access to the suggestion channel please? I'll go and find the post

past barn
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I can't wait to see the updated marker poggies 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

undone lily
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Yeah I will test it out

tidal elbow
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But the bot is a bitch

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And I don't remember for what reason it can't be !to

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!tag + to

Test

queen pineBOT
#

Tag "to" successfully created.

tidal elbow
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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

queen pineBOT
#

Tag "to" successfully edited.

tidal elbow
#

There, it's !to again

young solstice
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Hey guys, how can I pin the message?

tidal elbow
#

Where do you want to pin a message? I can do that

analog dirge
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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.

violet ridge
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question, is new anomaly mods bot dead or something ?

violet ridge
lunar nimbus
#

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 🙁 )

past barn
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Anyone familiar with DXML? I've been failing to get it to work

regal bolt
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I've only done basic item edits with it, nothing beyond that

past barn
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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>```
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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

undone lily
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ah sorry I read to fast, you want to use DXML format right?

#

well you need to code LUA scripts following the DXML doccumentation

past barn
undone lily
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everything is done in scripts

past barn
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Okay correction, I meant to say .script

undone lily
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modxml_<yourname>.script

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you have your answer, it's in gamedata/scripts

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like any .script file 😉

past barn
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It didn't work tho. I can't figure out why

undone lily
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the game will automatically read the new script file

past barn
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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

undone lily
#
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)

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didn't test DXML scripts yet so take this with a grain of salt

past barn
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It's in configs\ui\

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Thanks, I'll try and see if that works. Should there be anything else in this script file or just this code you sent?

undone lily
#

should be good then

undone lily
#

of course ui_example_mod_icon texture isn't defined in any texture_descr xml so you'll likely crash

past barn
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I'm aware of that part. Defining my custom textures in brand new files inside textures_descr works as intended

undone lily
#

ok, then replace ui_example_mod_icon in the code I sent to whatever working texture 😉

past barn
#

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?

undone lily
# past barn So let's say this exact code you sent, and then the same code but with `user_def...
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

past barn
#

Okay, thank you

past barn
#

It didn't work kekcry 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
undone lily
#

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

past barn
#

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

undone lily
past barn
#

I made a new folder for the stuff in GAMMA/mods/# QuestArrowTest/gamedata/scripts/modxml_ALQuestArrow.script

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Along with the textures and configs/textures_def files in their folders

undone lily
#

ok

#

do you have DXML exe and script files

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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

past barn
#

This version of GAMMA is about a week old, fresh install. haven't done !k98 yet. I'll go ahead and do it

lilac compass
#

How is weapon damage changed? I have attempted to change it but it's a percentage and I am not the best with numbers

undone lily
undone lily
lilac compass
undone lily
#

yes

lilac compass
# undone lily 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?

undone lily
undone lily
lilac compass
undone lily
lilac compass
undone lily
#

also, editing damage for each gun is kind of weird, although small differences could be justified by barrel length

lilac compass
undone lily
#

nothing fancy about it

#

this spread sheet should help you out

lilac compass
#

I also can't get my Muzzle velocity change to display in the weapon's stats display

analog dirge
past barn
queen pineBOT
#

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

past barn
#

Done the update and k98. It still doesn't work PepeHands

undone lily
#

then I'm not sure textures can be changed by DXML :/ . Maybe check if people already did it and how and reverse engineer

stark slate
#

guys, what file should i modify to increase companion speed?

steady apex
#

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

past barn
#

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?

steady apex
#

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

past barn
#

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

steady apex
#

also please write local el = res[1]

#

the xml tables are pretty big, without local it can waste quite some memory

past barn
#

Like this?

local res = xml_obj:query("quest_pointer > texture")         --before
local el = res[1] = xml_obj:query("quest_pointer > texture") --after
steady apex
#

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]
past barn
#

Alright, ty

steady apex
#

@undone lily i wanna use npc faster reactions in my own build, they conflict with npcs remade animations mod. Does your mod use those?

undone lily
#

Actually I think you have a point, I should extract the relevant animations and store them in a different OMF file

regal bolt
#

I was wondering if there are any current mods in making more realistic ragdoll physics?

#

I've looked everywhere online and cannot find any.

past barn
#

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

steady apex
#

Set attributes to nil

past barn
#

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

brittle seal
#

Need a full stage reload for the Amstel striker

steady apex
#

{a = nil, b=nil...}

past barn
#

Never mind, the code had a typo at the end

#

Alright with that in mind I still can't get it to work dread 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*

past barn
#

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 kekcry
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 doublefacepalm

hasty comet
#

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:/...

▶ Play video
#

I distinctly have a lot of fond memories of seeing this in the main menu when starting up my game.

past barn
#

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

past barn
# steady apex Set attributes to nil

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

tidal elbow
#

GAMMA never had that

hasty comet
#

I miss it 😦 dont dare to reinstall since moddb page says 1.5.1.

tidal elbow
hasty comet
#

Its a mod made out of that youtube animation.

#

or vice versa.

tidal elbow
#

Ah yes, well you can always try

hasty comet
#

but thanks for the input

tidal elbow
#

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 KekSkew

young solstice
#

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 kekl Could somebody give tips? or sources. As far as I understand, this information is written in shaders?

hasty comet
#

Guuuys is the mutant_loot.ltx safe to replace with a mod? Seems like gamma didnt touch this with any mod.

shut prawn
#

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?

primal current
#

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?

steady apex
#

actually you are right

#

setElementAttr will not remove attribute

#

to remove attribute use removeElementAttr

#

xml_obj:removeElementAttr(el, {"r", "g", "b"} like that

celest forge
#

Anyone here that can help me with an issue when exporting an omf animation with blender?

hasty comet
#

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?

mortal knot
#

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

past barn
# steady apex `xml_obj:removeElementAttr(el, {"r", "g", "b"}` like that

Excellent, that works. Thanks poggies

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

steady apex
#

There is only one <treasure_spot> node so use res[1], the query is correct

#

The search is strict 👌

past barn
#

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)

shadow hull
#

Anyone know which of the mods has control over the crafting recipes?

undone lily
#

About 23x75 I don’t remember if I set slugs only though

hasty comet
# undone lily That’s the case yes

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.

echo crescent
#

looking into these scripts for the first time, just curious about what the number after the soundfile location is

analog dirge
#

May be the volume.
I've used similarly structured functions in C# with Unity.

echo crescent
#

That was my first instinct as well, just wanted to make sure

analog dirge
#

Test it out with 0.1 and 1.

echo crescent
#

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

undone lily
#

Meaning, with current system it would either one shot you or deal 0 damage

analog dirge
#

But I agree, wouldn't want to bump into an AI with shrapnel-loaded KS-23

vale knot
#

i had a bandit point blank me yesterday and do 0 damage with his shotgun

#

dunno what happened there lol

echo crescent
#

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

undone lily
vale knot
#

most accurate bandit in solyanka

#

i did take damage it was just very little

#

but yeah i just assumed he missed bad

undone lily
#

Then it’s just your armor that is good

vale knot
#

i was wearing uhhhh

undone lily
#

Or he had buckshots dread

#

Which can rarely happen

vale knot
#

the freedom berill armor

#

so id say it was pretty good armor

echo crescent
#

Oh, I'm dumb, 'GAMMA Artefact Reinvention' also overrides Demonized's script

#

that's probably the one I should've changed

lunar nimbus
#

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

hasty comet
# undone lily Which can rarely happen

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 🥺 peepopray yo man, I'll do anything! Man, I got deez cheeseburgers, maaaaan 🖐️ kekl 🖐️

undone lily
hasty comet
#

thank you papa grok 😊 I will always be grateful from here on out!

Ne uydesh vrag Grokolita! salute Monolith

shadow hull
#

Anyone know which of the mods has priority over crafting.ltx?

shut prawn
shadow hull
hasty comet
#

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 peepostarechamp 📩

shadow hull
#

Are there old versions of the BaS ammo or is there only clean versions?

shadow hull
#

Anyone know what file contains the furniture and storage items in the shops?

past barn
#

I think furniture is from "245- Hideout Furniture - Aoldri" mod folder. Not sure about the containers

shadow hull
shadow hull
#

Anyone?

grizzled gorge
shadow hull
grizzled gorge
#

delete the content of the file

#

just erase everything and save the script

#

keep a copy ofc

shadow hull
#

Ah, I thought this script might have had to do with functionality of the individual items.

grizzled gorge
#

it indicates to the engine how many items youll see in traders for each supply level/factions.

shadow hull
#

Oh, my mistake I was looking at the entirely wrong script lol

#

Ok, this makes way more sense.

grizzled gorge
#

no worries, usually these scripts contain "trade" in the name

shadow hull
#

I kept filtering for trade but this file never came up.

shadow hull
shadow hull
grizzled gorge
grizzled gorge
shadow hull
#

Ah, is this more accurate than the MO2 filter?

grizzled gorge
grizzled gorge
shadow hull
#

Ok, thanks.

karmic bane
#

Could someone please tell me if it is possible to change movement speed while aiming/leaning, any help would be greatly appreciated.prayge

shadow hull
#

Could someone DM me the craft.ltx from GAMMA artefacts reinvention?

regal bolt
native turtle
#

in trade config files. the .88 etc number is the percentage that they will show up in the trade screen right

shadow hull
#

Yes.

#

1 means it will show up for sure.

native turtle
#

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

shadow hull
#

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.

native turtle
#

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

shadow hull
#

death_item.ltx in the craft and repair overhaul is determining the stalker drops.

native turtle
#

there any wayto increase the size of the hud, like the body doll w the health and everything, scale it up?

daring mauve
#

How do I disable the CTD save?

vale knot
#

why do u want to

#

its saved me a couple times

daring mauve
random fulcrum
#

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

spark thunder
#

Can I turn off the fog somehow?

young solstice
#

Hey guys, where I could get the ogf editor?

past barn
#

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

astral stirrup
#

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?

shadow hull
#

Anyone know how I can re-enable the old quality ammo?

calm chasm
#

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

past barn
#

I can see that folder in Anomaly. Did you unpack its db files first? That's the only way to access these files

calm chasm
#

that makes sense, which file do I unpack to access them?

#

and do I need to repack them for them to take effect?

past barn
#

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

hasty comet
#

Lets start bidding on the H&K G11 mod for this modpack. I start at 20€ POGGIES1

#

If someone wants to make that, I would be ecstatic

hasty comet
#

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

shadow hull
calm chasm
calm chasm
#

it could be named wrong though, mine is called "old to ammo to new ammo converter"

shadow hull
#

Wow, I missed that, thanks.

hasty comet
# shadow hull 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.

shadow hull
#

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.

shadow hull
#

Or at least the portion of the script that is doing so?

shadow hull
#

Never mind, I found it lol

fathom dagger
#

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?

shadow hull
#

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?

past barn
#

@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

steady apex
#

it should work with set...

#

you sure that those attributes must exist and actually affect the element?

past barn
#

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:

scale icon size when zoomed in by 2-3 scrolls on the PDA from being zoomed out (hard to measure exactly)
scale_min icon size when zoomed out on the PDA as much as possible
scale_max icon size when zoomed in on the PDA as much as possible

steady apex
#

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

past barn
#

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:

steady apex
#

its ok

#

:mmmyes:

past barn
#

You need Nitro for animated emojis

steady apex
#

they can go fuck themselves

past barn
steady apex
hasty comet
#

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. kekpray

hasty comet
#

Another one: any way to make exo immune to fall dmg?

young solstice
#

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

past barn
#

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

hushed finch
#

@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.

worthy arch
#

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

Mod DB

Reworked Ghillie suit parameters, visuals and detection formula in an attempt to bring the it back to life :) And now added foliage overlays to work alongside current masks

simple scaffold
# hushed finch <@155830872027693057> if I have a mod I'm adding new MCM options for that will a...

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.

random fulcrum
past barn
#

It is but where are their configs?

hushed finch
# simple scaffold You can read the old setting manually. temp = axr_main.config:r_value("mcm", se...

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?

opaque pilot
#

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?

shadow hull
#

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?

hasty comet
#

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?

shadow hull
#

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.

daring mauve
#

Can a modder help me with something? It is not Stalker-related, but the skills are transferable!

young solstice
#

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?

undone lily
daring mauve
#

ok sorry, you're right

young solstice
undone lily
#

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

young solstice
hasty comet
simple scaffold
shadow hull
#

Could someone send me the beard and barman trade.ltx from the trader overhaul?

violet raptor
shadow hull
jade bison
native turtle
#

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

shadow hull
#

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?

ivory temple
#

where can I find where gun parts are specified for new guns added

fathom dagger
shadow hull
#

Which isn't a huge difference iirc.

violet ridge
#

question, is there is a way to see what parameters GAMMA installer uses for BAIN/FOMOD installers of particular mods ?

shadow hull
#

Anyone know what's up with the bug causing mutants to get stuck and if there is anything that can be done about it?

violet ridge
#

much thanks

worthy arch
#

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))

hasty comet
#

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]

violet ridge
#

put your mod in Mo2 as highest priority

#

or use DLTX method

undone lily
opaque night
hasty comet
versed olive
#

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.

violet ridge
#

then your only method is DLTX the stuff yourself

hasty comet
daring mauve
#

Is there a mod that changes stashes color from white to something more visible? I remember someone was saying they would make one

worthy arch
#

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?

#╙🖇mods-making-discussion message

past barn
violet ridge
daring mauve
violet ridge
#

@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

violet ridge
#

copy and thanks

undone lily
violet ridge
#

Much thanks

hoary jolt
#

guys is there a way to remove the jamming of my companion?

surreal gust
#

dont ask here...

errant bay
#

Hi everyone, can somebody help me, how to install HD models addon in Gamma?

past barn
#

You probably shouldn't as they (apparently) will break the game or your save file at some point

errant bay
#

A okay

#

Thanks

surreal gust
#

installing big mods in this modpack is a coin flip

#

it either works with a few side effects

#

or it doesnt

violet ridge
#

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

past barn
#

But how though?

#

How can models affect things that are seemingly unrelated?

fair tree
#

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.

past barn
#

I see

green juniper
#

hey guys is there any way i can change nps models to vanilla? like from the anomaly

young solstice
#

Hi guys, how could I find this shader in the game folder?

past barn
#

Search for it on the right side in the Data tab

hasty comet
#

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 pepew 🥡

#

Note that the original description is just a poor machine translation from the russian government arms trading website online 😄

past barn
#

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

hasty comet
young solstice
past barn
past barn
hasty comet
#

Im a trained translator though, so I could produce some good shit, but people here dont have money 😄

past barn
past barn
young solstice
#

maybe there is no shader for that texture, only a path in ogf tool..

hasty comet
#

Love my complex item descriptions with fancy details peepoGlad

#

And that's just the Sunrise, Ive got a novel's worth of data on the heavy outfits kekleo

vale knot
#

You rewriting the flavor text?

shadow hull
vale knot
#

Theres an addon that fixes it but its disabled because it caused issues

#

What those issues are idk

shadow hull
#

If anyone knows what those issues are I'd like to hear it,

young solstice
#

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

river fjord
#

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

ivory temple
#

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

whole glen
#

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)

novel raven
#

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,

undone lily
#

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

novel raven
#
  • second can you put the glow sticks into the grenade slot so you can throw them as an alternative to taking the device slot?
novel raven
undone lily
#

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

novel raven
#

or is that carried by the parent_section

violet ridge
#

you define what scopes fit a given gun per gun

undone lily
#

Yeah it was parent_section

undone lily
young solstice
quiet charm
#

What's the status on this old pin, has anyone taken on the project?

past barn
violet ridge
#

hmmmmmmmmm

#

what if we would make it a headlamp slot like object to that end ?

past barn
#

I'd be totally happy with that

#

Just let me use color light sticks dread kek2

#

You'd need to place them somewhere in 3D as well right? Is that doable without too much work?

violet ridge
#

I have no idea, that was merely brainstorming conceptually

undone lily
violet ridge
#

I am too small modding fries for that yet

past barn
#

Seems like we need to ping Grok kekl

quiet charm
random fulcrum
undone lily
quiet charm
potent sable
#

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

violet ridge
#

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

potent sable
#

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

violet ridge
#

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

potent sable
#

???? I could come up with something in two second what do you mean

violet ridge
#

merely my own opinion, which again, good writing is not something quantifiable

potent sable
#

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

violet ridge
#

there has been a similar discussion in that vein on anomaly discord some days ago

potent sable
#

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

violet ridge
#

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

potent sable
#

oh yeah i guess anything i can think of has probably been brought up

#

is the reason something explainable or is it complicated lol

violet ridge
#

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

potent sable
#

yeah i guess, they really should release it though

#

ppl would help on the writing and bug fixing

violet ridge
#

yeah, but it's all hypothesising

potent sable
#

and absolutely not lol

violet ridge
#

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

potent sable
#

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

violet ridge
#

me neither, i am talking about modding scene as a whole for other games out there

potent sable
#

oh true

violet ridge
#

people be people

potent sable
#

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

violet ridge
#

I do remember when "GAMMA" was still a spreadsheet of recommended mods with info on conflicts and etc.

potent sable
#

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

violet ridge
#

yes, it was very helpful. first forays into customizing/expanding Anomaly experience

potent sable
#

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

violet ridge
#

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

potent sable
#

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

violet ridge
#

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

lunar nimbus
#

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!

knotty prawn
north vessel
# potent sable why are people so defensive over the vanilla games? is there a specific reason o...

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.

lunar nimbus
past barn
knotty prawn
violet ridge
#

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

lunar nimbus
#

first u'll need 2000 euro for a pc to even be able to play it

past barn
#

Where's the texture for the circles that mark the anomalies on the PDA?

lunar nimbus
#
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

daring mauve
#

@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....

past barn
#

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

analog dirge
#

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 bandit_smile
Cheers!

lunar nimbus
#

just ctrl+f in notepad++

past barn
#

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

hasty comet
#

Oi, something in this modpack is overwriting my outfit mod, despite me placing it on the bottom. What gives?

#

Help an armoursmith out 😢

quiet charm
past barn
# hasty comet Help an armoursmith out 😢

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

hasty comet
#

I think these dltx mods overwrite the files one by one. dammit.

past barn
#

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

hasty comet
#

not the way MO2 shows it, the sneaky way.

past barn
ivory temple
#

How can I get the modded role pepeThinking

past barn
#

We have no clue kekw

#

I painted over a few pixels once and the next time I checked Discord I was a modder xd

#

stonks

crude parrot
#

anyone got the anomaly lootbox mods?

young solstice
#

I try to export a weapon model in blender and get this error. Does anybody know what's wrong here?

vale knot
#

maybe delete the cube model that default spawns in blender

#

just right click it and delete hierarchy

#

think you gotta delete the "light" too

young solstice
vale knot
#

select the parent model for the weapon before you export

#

just click the main model of the weapon

#

then export

young solstice
vale knot
#

good because my knowledge doesnt extend beyond that

young solstice
#

Ok, I've almost realized my idea, but I have the last question. Where I can find this list of shaders?

river fjord
#

you can probably also see a list in the shader-editor in the sdk

young solstice
ivory temple
#

anyone know the font that ui items use. like silencers and ammo

undone lily
#

@gusty narwhal Fun project idea on actor inventory open : automatically combine all items

hasty comet
#

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"

violet ridge
#

: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 ?

hasty comet
#

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 😓

violet ridge
#

have you read the tutorials and Anomaly modding book ?

hasty comet
#

Something else in the mod load order is overwriting these files. I just wanna replace them with mine.

violet ridge
#

that's what DLTX is

#

and it's seperate from the mod load order

hasty comet
#

It looks similar in other dltx mods I got there.

violet ridge
#

read DLTX documentation first, try to understand it and then do please return if there is something you fail to understand still

hasty comet
#

May I have the link there?

#

Im quite new to this gamma thingy

violet ridge
gusty narwhal
violet ridge
#

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

floral rune
#

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?

hardy hound
floral rune
#

ah fuck, no workarounds?

hardy hound
#

no idea

#

maybe rebind inside mouse app? xd

floral rune
#

mouse app is barebones, no granular buttonbinding

hasty comet
#

Where did I bork?

violet ridge
#

send the mod, DM if you want to keep private

hasty comet
violet ridge
#

does cs_light_novice_outfit exists in the game or is it your brand new creation ?

hasty comet
#

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?

violet ridge
#

possibly

hasty comet
#

I can try without and report the result.

violet ridge
#

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

hasty comet
#

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?

violet ridge
#

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

gusty narwhal
#

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

hasty comet
lunar nimbus
#

whats wrong with resistances tho

gusty narwhal
lunar nimbus
#

u cant change the system of modifying them

gusty narwhal
#

But you can change the way they're calculated

lunar nimbus
#

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

gusty narwhal
#

That's why this will be a very big change kekw

lunar nimbus
#

this will take a year to make with almost no point when u can tweak values in ltx in an hour or two

gusty narwhal
#

The damage calculation script is screwed though - it's some weird combination of tresholds, max values and other stuff

lunar nimbus
#

u mean ballistic?

#

theres no other damage script

hasty comet
gusty narwhal
#

What about elemental resistances?
iirc they also have max values set and the stuff you see on the inventory screen is not accurate

lunar nimbus
#

i dont even understand what we talking about xd

#

a new way to modify them, how damage is calculated or what

gusty narwhal
lunar nimbus
#

uhm well, its kinda lots of minor changes, system isnt touched significantly here

#

except ballistics

hasty comet
# violet ridge see if it sticks, and work from there

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 Pepepains

lunar nimbus
#

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

violet ridge
hasty comet
#

well then its gonna take a week of file clicking. Fuck me.

#

thanks anyway man

lunar nimbus
#

ah i see, seems like gamma changed complicated thing into overcomplicated and this addon tries to adjust it xd

hasty comet
lunar nimbus
#

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

hasty comet
#

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)

lunar nimbus
#

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

hasty comet
#

oh well, at least I found trans rights in the files of the stealth mod (kek)

#

trans_outfit.script 🏳️‍⚧️

undone lily
#

vanilla defense system is garbage

lunar nimbus
lunar nimbus
#

?

undone lily
#

Prove it

#

have fun with the squared negative defenses of artefacts added AFTER all the res

lunar nimbus
#

thats only for psy, because Arszi didnt know hes adding it twice

lunar nimbus
#

but i think that should be fixed in 1.5.2

undone lily
#

it's for all resistances

hasty comet
#

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 peepopray

undone lily
#

also, immunity and resistances are two different things

lunar nimbus
#

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

undone lily
#

so how 20% mutant damage res can result in snorks doing 0 damage until your armor reaches like 60% condition ?

regal bolt
# hasty comet aight, I got news - every change **sorta** works if you add it this way. Its jus...

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

undone lily
#

if res are added like you say, you should take 20% less damage, but that's absolutely not the case

lunar nimbus
undone lily
hasty comet
undone lily
#

who designed such bullshit system is what I'm asking

lunar nimbus
#

simple additive damage system 🤷‍♂️

undone lily
#

people don't know how % work

#

that's what I'm saying, vanilla system sucks

lunar nimbus
#

well u can change it to correct value which is 0.2, but this wont make it more clear xd

undone lily
#

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 %

lunar nimbus
#

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

undone lily
#

this makes MUCH MORE sense and is much easier to convey in terms of information

lunar nimbus
#

ye i agree

undone lily
#

because at some point nothing is doing nothing

hasty comet
undone lily
#

like slap +20% res artefacts > increases res by nothing

lunar nimbus
regal bolt
undone lily
#

Like, it's easy to say "multiplciative is better" run the math, check the item stats and see how it evolves depending on gear

hasty comet
lunar nimbus
undone lily
lunar nimbus
#

the one i saw looked much more complicated than that ;p

undone lily
#

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

regal bolt
#

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

undone lily
#

well in my system you always get damage

lunar nimbus
#

additive still tanks ur outfit condition, so u arent immune forever ;p

undone lily
#

vanilla is an unpredictable mess

#

like you can't eyeball anything

#

you just add numbers and pray

lunar nimbus
#

i think it makes sense, since dogs cant bite through heavy outfits, till they torn it apart ;]

undone lily
#

and then you find a broken anomaly doing 5.80 damage kekw

#

even with max res you still take 2.0 damage, awesome

lunar nimbus
#

idk both systems have its pros and cons, not sure which i like more

undone lily
#

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

lunar nimbus
#

most anomalies are survivable with like 0.25 resists

undone lily
#

like x0.8 x1.0 etc

lunar nimbus
#

wait no, thats for testing damage without resists
nvm i cant find, i have 5000 scripts in 500 folders ;[

hasty comet
#

So, how come my bullet protection test changes dont stick in my dltx? cry

undone lily
hasty comet
regal bolt
#

oo, that looks nice
I forgot that immunities are a factor

lunar nimbus
#

is there a delay for fire_wound?

undone lily
lunar nimbus
#

coz everything after first pellet will be ignored ;p

undone lily
#

Enemies never use pellets in gamma anyways, or very very rarely

regal bolt
lunar nimbus
#

ah ok

#

idk i still think its overly complicated ;p ballistics probably have to be like this, dunno about the rest

hasty comet
#

No changes to my outfit 😄 triple checked

regal bolt
#

huh, that should work

#

mind sending it here, I can see if it works on my machine?

hasty comet
regal bolt
#

break the unbreakable, touch the untouchable, row row fight the power

lunar nimbus
#

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

regal bolt
#

I eagerly await Team Fortress 2 hitreg

hasty comet
#

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.

regal bolt
#

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

hasty comet
#

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

hasty comet
shut prawn
#

More Melee Features Mod is compatible with gamma?

regal bolt
# hasty comet

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

hasty comet
#

mine shows 8% despite me changing value like 5 times from the previous, doesnt change.

regal bolt
#

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

hasty comet
regal bolt
#

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]

hasty comet
#

grok said this calculates the ballistics:

#

but I disabled that mod, still cant change the outfit 😠

regal bolt
#

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

hasty comet
#

last time I remember modding being this hard was when minecraft 1.7.2 was out, oh man..

regal bolt
#

no no it's not "oh man", it's "Creeper? Awh, man."

hasty comet
violet ridge
#

^ 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

hasty comet
#

yeah I guess I,m being selfish a bit.. sorry about the uqestions, I wont ask again.

violet ridge
#

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

undone lily
#

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

quiet charm
#

Cryge it changes sprite position per attachment

#

this is getting done nvg

quiet charm
#

I'm gonna tentatively aim for all pistols / shotguns / smgs and snipers fixed before 0.9

regal bolt
#

damn, that'd be impressive already
SMGs have the fuckiest suppressor placements from what I remember

scenic rover
#

help me someone, can't find a task id for researchers quest

past barn
#

Have you read the linked readme in #╭📖faq about it?

tidal elbow
lunar nimbus
#

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

ivory temple
#

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

fathom wagon
#

You essentially made two ammos.

sturdy plaza
#

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.

hardy hound
#

instead of modifying the base .ltx and causing unnecesary conflicts

ivory temple
sturdy plaza
violet ridge
#

^ 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

past barn
#

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

shut prawn
#

Is there a command for script to make a npc (ally or neutral) agro with the player?

#

Like when you shoot them

past barn
#

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

shut prawn
#

No, I want to see if it's possible aggro npc by using their enemies suits

past barn
#

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

shut prawn
#

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

hasty comet
#

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

violet ridge
#

@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

hasty comet
#

I'll be sitting in the corner of shame of failed modders until then x)

analog dirge
finite python
#

How do I remove the HUD so I doesn't show my Health, ammo or companions?

sturdy plaza
# violet ridge <@125576773294358528> if you want to take a quick peek, this my small mod adds a...

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

violet ridge
sturdy plaza
#

yea, but i would like to do that specifically for gamma....

shut prawn
violet ridge
#

anomaly modding channels are open

violet ridge
light delta
#

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

violet ridge
#

please be more specific

#

yesterday
yesterday moddb (where majority of mods and addons are located) started server migration

#

and were unavailable

light delta
# violet ridge please be more specific

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?

violet ridge
#

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

light delta
#

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

violet ridge
#

in GAMMA support channel categories

light delta
#

thx for the help!

violet ridge
#

I have done diddly, but appreciated

light delta
native turtle
#

there any way to be able to reduce bullet power lower than 0.5

analog dirge
#

You could surely overwrite one and add your items quantity and chances in there.

#

<item_name> = quantity, chances of spawn

sturdy plaza