#╙🖇mods-making-discussion

1 messages · Page 24 of 1

analog dirge
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We'll pretend you want to add your gun to Sidorovich :

  1. Open trade_stalker_sidorovich.ltx
  2. When you trade, the game will check the trader's supply level depending on your goodwill. From 1 to 5. You want to put your desired items under on of those sections. all other [something] are preceded with a ; which comments a line and makes it ignored by the game. It's just people who made this surely had a base with each category instead of per supply level.
  3. We'll take place the gun under [supplies_1]
  4. <gun_name> = <quantity available to buy>, <chances to spawn on resupply, from 0 to 1, 1 being 100%>
  5. Done!
sturdy plaza
#

so it would be fine, if i add ...lets say wpn_akm 1, 1 under [ammo] , it should still work, its just gona appear somewhere between the ammunition in the trader?

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for example, like that, dont mind the 100 .752, i was just messing around and tryign to figure it out, but somehow didnt work

analog dirge
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yeah the game doesn't care where you put it as long as you put it right in the supply level you want. The game ignore all lines with a ;

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You should maybe just add it with DLTX

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means you don't overwrite base files

sturdy plaza
analog dirge
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I have no idea.

sturdy plaza
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i did start a whole new game, just in case traters need to restock

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traders*

analog dirge
#

to use DLTX to get your item :

  1. Create a new folder in your mods folder <named whatever> you want
  2. In a text editor, put the following :
    ![supplies_1]
    wpn_akm = 1, 1
  3. Save it as mod_trade_stalker_sidorovich_<named_whatever>.ltx
  4. Refresh your MO2 and enable your mod
    Should work
sturdy plaza
#

ok, give me a moment ,let me try. thanks in advance for helping someone like me who is completely illiterate in coding, i just love messing with things

analog dirge
#

wait I forgot folder hierarchy

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your file should be in <mod name>/gamedata/configs/items/trade

sturdy plaza
#

gamma install folder doesnt have a gamedata folder

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nor does anomaly

analog dirge
#

in mods

sturdy plaza
#

oh, sorry, im dumb, give me a moment

analog dirge
#

Also it may not spawn because gamma removes base guns from trade

sturdy plaza
#

huh....still nothing
no wait!

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it didnt the weapon to sidorovich, no, thats not happening.
but me adding a extra ammo type for him to be sold through editing gamma economy, if you remember i said earlier i added 100 of 7.62 just for the memes, it actually showed up, 1.5k rounds for sale. so gamma economy is the correct file

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but that means, sinse gamma disables gun trade, i need to file the exact file which doesnt allow guns being for sale by traders

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i assume some sort of a blacklist/ whitelist concept for that

analog dirge
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I have no idea

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¯_(ツ)_/¯

sturdy plaza
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understood, now i know what to look for or ask. thank you for your help either way, have a good day

lunar nimbus
#

did u wait for restock?

sturdy plaza
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started a new game each time, so i dont have to wait

lunar nimbus
#

although ur right, there could be a script that just deletes guns xd

sturdy plaza
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and made the gun spawn 100%

sturdy plaza
#

does anybody know which file is responsible for deleting weapons from trader inventories (being for sale) in gamma? (i know how to enable guns, i just want to find the exact file which just deletes guns)

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is it possible to get linked to a dev of this mo who may know this?

analog dirge
#

Hello!
I'm trying to make a script that requires to look into the player's inventory. The problem is that I can't seem to get the player inventory in a table.
Anybody got a tip on that?

sturdy plaza
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alright, i found a workaround for my previous problem, now i have a new problem

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adding weapons to be buyable for traders. found another issue which i just dont understand. some guns just dont work. aks47 works and gets added to the traders stock, ak74 works too, but ak12 just doesnt appear for no reason even tho i added it the same way in the trader file. ..... what the hell this time?

sturdy plaza
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this happened when i started messing with the trader files from optional trader overhaul mod. gamma economy didnt let me do....anyhing really so i found this alternative

marsh bolt
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Is there a mod that turns The nuts and bolts into Neko arc? I wanna annoy my friend with its existence.

undone lily
violet ridge
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question about ingame inventory item icons
I've seen mods have them with and without text (like ammo calibers or description of BaS upgrade kits) in the icon texture file, so I'm not sure what is the correct way, (or if some mod along the way swaps the texture file)

is there a function to add text to item icons, via config ? or do I need to do it manually in my image editing software ?

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I mean text like here

HYDRA SHOCK
.45ACP

hasty comet
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edit difficulty damage resistance in that actor damage mod, its one of the scripts, set it to a bit lower I guess

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it seems to be the main mod in gamma that affects all armours and your resistance to boolit

hasty comet
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7N15 popping off mate

regal bolt
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Does anyone know of weapon mods that use 9x21?

native turtle
random fulcrum
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although built for maid's icons, the framework could be easily used for other icon packs

violet ridge
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i more mean "vanilla Anomaly/GAMMA" but noted

random fulcrum
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???

violet ridge
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much thanks for answer

violet ridge
sturdy plaza
analog dirge
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Anyone knows if there is a function or something alike to get the player's inventory to store it in a table?

vale knot
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maybe for the disguise system

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theres a setting that factors in whats in ur inventory

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so i assume they have some kind of function to check

analog dirge
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I'll check that thanks!

sturdy plaza
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which mod would inject...sks's into the trader, the axe and susat and rakurs scopes? i cant figure this out.... moving priority to highest, aka all the way down, doesnt change anything

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nor other way around

violet ridge
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remember that DLTX based mods ignore load order, instead depending on the alphabetical order of the ltx filenames

sturdy plaza
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oh, damn, yeah....it has to be some ltx mod.....now question is.....how do i find them? is there a dltx mod which doesnt allow certain items to appear in traders stock?

hasty comet
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Down in that same file, there's the armour efficiency reduction stat

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you can alter how good armour is, too. Set it back to 1.0 if you want good armours instead of the "paper" you have in vanilla gamma x)

native turtle
#

about the armor stuff ill look into that. i like hardcore/realism but sometimes i appreciate an arcadey feel. thats why i was lookin into lowerin my bullet power. im runnin the Thingamjig+ArtiGrok ballistics. Im lookin to have more drawn out firefights, just for the fun

hasty comet
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I want that as well!

native turtle
# hasty comet What? which slider? 😮

So with the Crispy UI Options( or Crispy Options UI) in gamedata/scripts/ui_options.script file. the values in those affect the sliders. Thats how with that mod you can actually set your population to even 4

hasty comet
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Is it some outside mod?

native turtle
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yes

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look on moddb

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ima double check it if my slider edit worked tho

hasty comet
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So... any way to edit damage falloff for each caliber? is it set somewhere in the game files?

sturdy plaza
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there should be

native turtle
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my edit of Crispy's mod worked. i have bullet power set to 0.1 rn lmao

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ill see how it works in game tho, and not just on paper

sturdy plaza
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would feel like shooting a airsoft gun hahaha

native turtle
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so the player protection settings in game, the great>good>average, GAMMA has tweaked those? so if i wanted better protection im better off with editing ltx and not usin those if i wanted to be spongier

sturdy plaza
sturdy plaza
hasty comet
sturdy plaza
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ah...then im not sure, how to start wondering if the game even has a function of damage fall off. if no....well, better learn to code

hasty comet
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no wait, here

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but it aint them methinks

sturdy plaza
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isnt that just icons?

hasty comet
low quest
#

I just had a nifty idea for a mod, what if you had multiple brightness settings for the headlamp? You'd only have to tweak some values in lighting and the animation would be easy - just make the hand linger a bit and play the click sound either once or twice (or more depends how many settings you want)

regal bolt
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right so i wanna make it so that sawn off shotguns can be equipped in pistol/binoc slot and someone in newbie chat told me to edit the ltx values, where do i find the ltx files for the sawn offs tho?

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afaik there are only 2 sawn off guns and i need to find ltx files for both of em

low quest
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Wouldn't it be a seperate itx file for the variants tho? You have custom and decorated versions of those sawn offs

novel harbor
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Mod that makes it impossible to fix Exoskeletons with those basic repair kits like Glue Tube or Duct tape but instead you have to repair with the the exo kit or at the technician. Upside being that it has a lot more durability

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Imo sounds good

native turtle
lunar nimbus
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@undone lily i saw u asking for an app like process lasso but without only 30d free period, did u find any?

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didnt find anyone else in amomale discord with same question ;]

undone lily
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You don’t need that shit, simply add options in MO2 like shown in #📎to-do

lunar nimbus
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i tried, but all pictures how to do it in mo2 were deleted

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or wait i think i tried to follow Minotaur's 3 years old link

undone lily
# lunar nimbus or wait i think i tried to follow Minotaur's 3 years old link

Patch Installer to edit ModOrganizer.ini automatically to edit:

[customExecutables]
size=24
22\arguments="%ComSpec% /C Start /High /Affinity FFFFFFFFFFE F:\\Anomaly\\Anomaly-1.5.1\\bin\\AnomalyDX8.exe -smap2048 -prefetch_sounds
22\binary=C:/Windows/System32/cmd.exe
22\hide=false
22\ownicon=false
22\steamAppID=
22\title=STALKER GAMMA DX8 Perf
22\toolbar=false
22\workingDirectory=
23\arguments="%ComSpec% /C Start /High /Affinity FFFFFFFFFFE F:\\Anomaly\\Anomaly-1.5.1\\bin\\AnomalyDX9.exe -smap2048 -prefetch_sounds
23\binary=C:/Windows/System32/cmd.exe
23\hide=false
23\ownicon=false
23\steamAppID=
23\title=STALKER GAMMA DX9 Perf
23\toolbar=false
23\workingDirectory=
24\arguments="%ComSpec% /C Start /High /Affinity FFFFFFFFFFE F:\\Anomaly\\Anomaly-1.5.1\\bin\\AnomalyDX11.exe -smap2048 -prefetch_sounds
24\binary=C:/Windows/System32/cmd.exe
24\hide=false
24\ownicon=false
24\steamAppID=
24\title=STALKER GAMMA DX11 Perf
24\toolbar=false
24\workingDirectory=
#

You need to change the path to anomaly exes indeed

lunar nimbus
#

oh its this one, tnx

#

is it necessary only for gamma to have a cmd as binary? 🤔
so hard again ;[

low quest
#

What about an addon that saves all your settings and mod options between updates? Sick of doing manually every time

low quest
#

Ah tru mad

#

How do I use it? Just rename?

hasty comet
#

Look for dis: -- Calculates player protection

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stalkerpeeponerd👆

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I changed adjuster and limiter values to 1.00, at least on the fire_wound_immunity section

undone lily
#

30% armor res won’t provide 30% if you change the adjuster

hasty comet
#

How to get 25% more bullet res to actor? T_T or more importantly how to change it for specific armors? cause dltx adding the outfits some bullet protection did nothing apparently

undone lily
#

You take like 60% of the damage only

hasty comet
#

but I dun want just flat ez

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I'd like good armours with high bullet res to be resistier

lunar nimbus
#

jesus christ this ini thing broke all my load order

analog dirge
# vale knot maybe for the disguise system

Welp I searched in this part. I tried db.actor:iterate_inventory() and some others but can't get any results of it. My syntax may be wrong tho, idk.
I still haven't found the correct syntax then. Does anyone has any more ideas about that? (getting player's inventory into a table)

undone lily
lunar nimbus
#

can mo2 display all addons that were turned on within certain save file?

undone lily
#

some armors give 40% ammo res already

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that's a flat reduction of bullet damages

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and with high enough BR class it goes up to 75% iirc

lunar nimbus
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i cant believe u cucked me so hard

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😢

native turtle
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ever found a way to make the latest WPO work with GAMMA?

viscid crater
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😭 no man- been busy as shit pulling 80 hour weeks. I got no time to tinker

sturdy plaza
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mod load order, in mod orginizer, which way is priority? priority 0 is always loaded last, overwriting other mods?

ivory temple
#

whatever happened to the suggestions channel

past barn
sturdy plaza
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understood!

still doesnt solve my issue, but...ok, now i know that much

#

working with trader overhaul, trying to add some guns myself, but game doesnt add all of them which i put there in the trader file. just adds 2 out of 5 and what not. cant figure it out

past barn
#

I can't help with that unfortunately

vale knot
#

You can use mo2 to find out what mod is the latest overwrite of a specific file

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Im at work so cant explain that well but u can look it up

sturdy plaza
#

that doesnt work either, made it highest priority so nothing overwrites it , but still same result ingame

regal bolt
#

does anybody have the gunslinger animation pack

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for stalker anomaly

past barn
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In the game files there's a ui_companion_inv.dds texture file, but where does this appear ingame? I've never seen this interface anywhere

vale knot
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never

wet grail
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i was trying to make a mod for yadulin to have 3 uses and modify the cost of it too to compensate for the 3 uses, the mod itself works and you can use the 3 times but it doesnt show in the UI that it has 3 uses even if you take the pills, how could i change it to show in the UI the usage number

wet grail
#

nvm i figured it out

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script_binding = bind_item.bind
max_uses = 3
need these 2 lines i think

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it works without the first line

worthy arch
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Are there any experts on gun configurations? I understand that the Bas(updated) kar98k Lesnik uses the same config as the regular kar98k, I would like to somehow increase the zoom in the aiming mode

Any help would be appreciated

past barn
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What could be the reason why some custom textures become dark rectangles? If I make changes to the original texture and place it into MO2 as a new mod everything works. If I add my textures into a custom file (+textures_descr) and change the texture ID reference in the config file it ends up like the attached image. I used the same method for many other mods and this only happens with the ammo wheel

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And how can a game use a specific texture that isn't even defined anywhere? The ammo wheel refers to ui_button_wheel_light which is nowhere to be found, only others with similar names but they point to different parts of the texture file, not to the ones the game uses huh

hardy hound
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of the mod

past barn
#

I checked every single* file, yes. This texture ID is not there
*including vanilla Anomaly and GAMMA modpack files

past barn
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How can I replace the default main menu video with a static image? I found the video used is ui_background_new but replacing it does nothing. If I specify ".dds" in the config then it turns into a weird, highly saturated mess with the video playing at the same time. I looked at other mods but they all use videos, not images so I couldn't find that out

vale knot
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ui background new is an .ogm tho

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Which is just a .ogg file with different extension

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Wait im dum

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Why not just convert a static image to ogm

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Kinda like a static gif

past barn
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And how do I do that? Some quick random methods created an unreadable or black image

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Isn't OGG an audio format tho?

past barn
vale knot
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i used vlc

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but that was to make an mp4 a .ogg

past barn
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These nonsensical formats dude, fuck my life PepeHands

high gorge
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Idk if the zoom/dezoom works thought

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Sup , anyone do know where i could find the .ltx on armors to tweaks some values ?

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Can't find it , found weapons but no armors yet

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And the debug works half the time

past barn
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I'm pretty sure they're all located here: gamedata\configs\items\outfits

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Debug reload doesn't reload everything tho, for some stuff you need a game restart to take effect

high gorge
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ooooh

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Are they all ... like arranged by wealth class ?

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i saw like 5k = x for burn res 7K= x for burn res ... etc

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Oh no i've found what it is

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It's the upgrade when doing some upgrades on them

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Hmm.. could be useful

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but still can't find brut armors

past barn
#

That's all I could help since I'm not familiar with the codes at all

hasty comet
#

My Serbian girl gamer friend is joining the server soon, Im tryna get her into stalker. She's coming over from L4D2. So - any mods to install that turns your player character into a female model with voice? Or just voice? 🙂

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Actually I could just edit the voice line pitches higher for a bootleg fem-stalker experience xD

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But still need a female actor model. Any chance for that existing out there? Im sure the playerbase isnt ALL guys wanting to play tacticool and gopnik guys.

past barn
hardy hound
#

for models, i don't think there's any mod yet, since 3rd person is not really meant to be used for gameplay

hasty comet
#

So girls CAN into the zone after all! Based ♀️

hasty comet
#

Guys where can I find the log that says which one of my mods crashed the game? I know mcm outfit condition drop mod tried to drop an outfit but one of them is borked probably by my mod, I would like to know which line of code T_T

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EDIT: Found this:
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: c:/anomaly/bin/..\gamedata\scripts\outfit_drop_mcm.script:101: attempt to compare number with string

But it doesnt show the file itself, I mean it cant be outfit drop mod because I didnt edit that. Im thinking it tries to drop one of my altered outfits and fails.

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that file doesnt even have 204 lines seff

analog dirge
#

outfit_drop_mcm.script:101

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Line 101 in that script.
Seems like the script received the wrong type of data

hasty comet
#

seems to be when NPCs are looting / shooting someone

analog dirge
#

I have no idea but thats just me reading the error you got.
Wdym by 'borked' btw?

hasty comet
#

This is line 101 in outfit drop chance mod: print_dbg("total con is %s", tot_con)

And this is the 101 in helmets need armor repair kits: if math.random(100) <= chance then
return ValidateDrop(section)

hasty comet
#

how can I know which mod is it? two files found in mods that use outfit_drop_mcm.script 😦

analog dirge
#

But seems like tot_con received a number and not a string?

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But awaited a string originally

hasty comet
#

disabling both sounds risky

analog dirge
#

Idk. What does your mod adds? New armors?

hasty comet
#

just edits the vanilla selection

analog dirge
#

Hmm first of all, depending on what you want to overwrites, you may want to just overwrites the values you want, and not the whole section.

#

For example if you want more artifacts count, just overwrite the artifact_count value. No need to copy the whole config.

#

That may be why there is an error somewhere, one misinput and a character slips at the wrong place

hasty comet
#

But I guess I'll try to sweep for the typos when I have time and get fed up with the frequent crashes stalkerpeepoweird

analog dirge
#

Like, armor names, faction and stuff. If you really edited everything, well

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Good luck

hasty comet
# analog dirge Good luck

thank you for the insight, it seems to be my outfit mod because Im not crashing without it 🙂 youve been a psychological help at least 🤗

analog dirge
#

Glad I could help verynice

vale knot
#

Its in mods posting

lunar nimbus
#

install auto-move, press button and watch ass walking with 2 free hands

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wish we had more booba mods

hasty comet
#

oh cmon guys stop living in such a society

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boobs are a normal thing 🙃

hoary jolt
#

guys where can i find base food ltx file

lunar nimbus
#

gamedata/configs/items/items_food.ltx
unpack with db_unpacker.bat

analog dirge
#

Hello fellow modders!
Is there something like a variable or a boolean that acts like a is_dirty for the inventory?
With #1086534044830937228, it would be nice to not try sorting the inventory if it didn't change at all since the last time it checked, and that everytime the inventory is opened.

sturdy plaza
#

who is....or what is trade_stalker_basic ?

native turtle
#

anyone know what setting i can edit to change the sound target/ sound quality memory. recently i been getting this crash. n i think its related to sound stuff

hasty comet
#

Anyone know which file decides gun deterioration rate? 👀 hmmtakenote

sturdy plaza
#

Im pretty sure its for each gun seperate in the gun files

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And i have a question of my own, is there a trader randomizer of some sorts, which randomizes trader items? Seperate from the trader file

violet ridge
broken galleon
#

hey guys, is there a way of spawning monolith as an object, maybe on test map or idk? If not then what would be the fastest way for me to at least make a save file in front of it?

lunar nimbus
#

check debug mode in launcher and press f7 in game

broken galleon
#

wait, "artefact_monolit_ghost" is that the monolit at the end of the game? where you make a wish?

past barn
#

Spawn one in and you'll see

broken galleon
#

nah that's some small object, it's not the real deal...

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is there maybe fast travel line i can type in console that would take me to it

timid crescent
#

Кто нибудь знает, какой конфиг отвечает за окно загрузки? Везде обыскался, не могу найти.

undone lily
#

to set a factor globally

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otherwise it's controlled per gun

regal bolt
#

I had an idea for a mod maybe someone already made something like this? If yes then please link it

So basically once you reach the rank of Master+, enemy stalkers with the ranks of Rookie and Trainee (only those two ranks) will flee instead of fighting you, while saying something in the PDA logs like "Screw this I'm outta here!" or "This guy is too tough for me!". If you decide to follow and attack them anyway they should stop fleeing and fight for their lives

Obviously this should not be the case for Monolith and Sin stalkers since they are brainwashed and all that, they should keep fighting you regardless of rank

P.S. I don't know if this is even doable just saw a stalker fleeing from a fight without a gun and thought this behavior could be coded for rookies facing way higher ranks

#

Actually this idea could be reworked into a rudimentary squad morale system, like if you kill an entire squad cept for one rookie/trainee he will run away instead of fighting

vale knot
#

i think it makes more sense for something like elder scrolls with melee weaponry but in a universe with guns it kinda doesnt make sense

you could be the most elite stalker in the zone bullets are still bullets

regal bolt
#

well lets say you're a rookie bandit with a sawnoff, you see an exo master with an m4 rifle approach your camp, would you really try to fight him? you have no chance of winning that fight

#

but anyway i assume that a mod like this does not yet exist? never seen anything like it

hasty comet
hasty comet
undone lily
regal bolt
#

just thought of it as a way of adding some depth to the ranking system

hasty comet
vale knot
#

i just personally wouldnt use it

lunar nimbus
#

its actually doesnt sound hard to make if u know the flow of ai schemes

#

...but only a few chosen ones know it (or just crazy people who decided to dive into this madness)

hasty comet
# undone lily it should persist

Hmm. Quicksave and load reset it to 0.5, after trying to switch it to 0.1 for example, which is the minimum in difficulty preset mod I think. Too bad 😦

lunar nimbus
#

what command is that? give full name, it may be just clamped

undone lily
hasty comet
#

It can be set from 0.100 to 2.000 by default.

#

its also the same setting as in settings - gameplay - progression difficulty - weapon degradation factor, but there, it only goes to 0.5. And my Toz breaks after about 50 shots from pristine to jamming, and I dont find it realistic / good 😦

#

any way to change?

lunar nimbus
#

this should change back to what was in options on next loading i guess

#

make a script to be sure

local degr_val = 0.1

function actor_on_first_update()
    CreateTimeEvent("dly_opt_e", "dly_opt_a", 1, function()
        exec_console_cmd("wpn_degradation " .. tostring(degr_val))
        return true
    end)
end

function on_game_start()
    RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end
hasty comet
lunar nimbus
#

new mod

viscid dragon
#

trying to edit ZCP to change loot spawn values. where is the ZCP in mo2?

#

cant seem to find i

analog dirge
#

What do you want to change?

analog dirge
viscid dragon
#

sry ty i didnt check chat

#

i wanted to change overall loot volume

analog dirge
#

Like, quantity?

viscid dragon
#

yea

analog dirge
#

For items on NPCs and stashes?

#

Or scattered loot?

viscid dragon
#

overall

analog dirge
#

So just overall spawning chances?

viscid dragon
#

like if before 5 items spawned a mix of shit on a corpse, i want to have a multiplier for overall, not just % chance per catagory

#

if i disable ZCP?

#

maybe it will just revert to default multipliers

#

and i can edit that

analog dirge
#

Do you know that ZCP doesnt handle the global loot spawn? It just spawns *additionnal* items

viscid dragon
#

oh?

#

what handles global loot spawn?

#

because the ingame values are overwriten by ZCP

analog dirge
#

Hum I don't think ZCP overwrites base loadouts and items spawn on NPCs

viscid dragon
#

i changed to ingame default loot mulitplier to 1000x

#

and literally same loot spawned

analog dirge
#

Lol

viscid dragon
#

so ZCP overwrites the oroginal loot table slider pertty sure

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in diff settings

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i edited the game config too

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n9o changes to loot

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super annoying man

#

like every loot game ever has a loot multiplier

#

why dosent gamma XD

analog dirge
#

I think the settings in diff only affects chances

viscid dragon
#

yea

#

which is retarded

#

because it also overwrites the default volume slider

#

so youre just stuck at 1x loot

#

and you can only config specific spawns on corpses and stashes

#

changing the random loot multiplier in ZCP dosent effect loot on corpes or stashes pretty sure

#

set it to 100x from 0.5x and no difference

#

im just gonna disable ZCP

#

shit seems trash

analog dirge
#

ZCP scattered loot is for loot laying around in the world

#

Not on NPCs or stashes

viscid dragon
#

ok then

#

so tell me

#

what changed npc or stashes

#

because ZCP overwrites that after you config it

#

ill screenshot lemme start my game

analog dirge
#

ZCP really only spawn *additionnal* items over everything else.

#

It spawns items on NPCs when they die, and in stashes when you open them.

viscid dragon
#

oh

#

k

#

so

#

what do i change then sir

#

if you know whast zcp does

analog dirge
#

So if I understand correctly, your problem is not chances but quantity

#

Right?

viscid dragon
#

yes

#

i want like 5-15x more loot

#

overall

#

of just everything

#

30x default loot slider

#

15x ZCP

analog dirge
#

Yup, those are chances, not quantity.

#

This obviously guarantees you'd get full item spawn

#

Doesn't change the quantity tho

viscid dragon
#

right but still barely any items

analog dirge
#

I don't think there is anything for quantity

viscid dragon
#

....

#

so this game just forgot to add an essential option for customization?

#

lmfao

analog dirge
#

Alright

viscid dragon
#

when they literally edded everything else?

analog dirge
#

So, tell me what loot you want more

#

Like meds, food and stuff?

#

Armors and weapons are tied to NPCs

#

But I can help you for the rest

viscid dragon
#

weps and armor are negligent

#

more just random shit

analog dirge
#

Aight

#

I think I have a feature to re-introduce.

viscid dragon
#

ok this looks good

#

i think ima use this

#

do i need that warfare mod?

analog dirge
#

Nope.
I also invite to write your questions about ZLM in the specific channel :)

viscid dragon
#

ok thank you

hasty comet
#

which mod handles attachments?

#

(not artifacts, just the usual stuff like kevlar sheets, plus monster skins)?

hasty comet
#

Another one - how to re-activate merchants selling outfits and guns? I turned on gamma economy and destockifier but doesnt seem to change, even if I got goodwill and 7 days into game (2 days to restock inventory)

timid crescent
#

Does anyone know which config is responsible for the download window? I've searched everywhere, I can't find it.

regal bolt
queen pineBOT
hasty comet
hasty comet
regal bolt
misty wharf
#

Hey! is there a simple way I can increase the amount of uses I get from repair kits?

#

I just want to bump up the repair kit use to like 20 instead of 5

hasty comet
misty wharf
#

Thanks

#

what should I look for if I wanna bump up the uses of the historic repair kit?

#

@hasty comet

#

I think I found it

#

it was in another mod

#

do I have to reinstall the mod or something

#

to activate it?

regal bolt
hasty comet
random fulcrum
#

it's just a 0% - 100% bar

regal bolt
#

I like to think the bar can become large enough that you can use it to hit your enemies

random fulcrum
#

it's just segmented into 10 bars for easier reading

vale knot
#

Yeah, the bar just has dashes in the right spot to give it the illusion

#

That its segmented

regal bolt
#

that's what they want you to think

slate jacinth
#

custom mod to set waypoints in game, then have a custom waypoint arrow in mini map. Just saying lol

vale knot
#

Is there any way to make the Helis in this game just completely blind to the player and NPCs?

#

I had a look at the heli scripts a bit ago but i couldnt make sense of them

merry ginkgo
#

Hi, it's not really for mod creation, but mod modification, hope it's alright to write here :
I really enjoy faction ID mod, I use it only with the faction image , without the stalker name/rank but :
Would it be possible to modify it somehow so that the ID icon stays the same even if the stalker dies ? Right now, it's greyed out when a NPC is dead.
I noticed it gave me "too quickly" to my taste the info that the enemy is dead in fights, I prefer to asses that by my self.
Especially at mid/long range fights, if the enemy is concealed by cover/bushes, and I don't have good visuals, right know I just see the icon going grey-ish and I say my self "oh nvm, he's dead".
If someone could provide me some guidance to achieve that, that would be very kind !PepeHappy
Thanks ! verynice

woven mountain
merry ginkgo
hasty comet
#

Hey there! May I ask, did you ever get this mutant & human combat music mod to work? Have a copy to share? 😁

hasty comet
#

And, if anyone wants to write some code about combat music, collaborate with me on a Witcher 3 combat music mod, I can edit the soundtracks and upload the mod, if you do the code for music playing with enemies fighting you, and possibly intensity layers fade in/fade out when more enemies are nearby vs less 😁 stalkerpeeponerd

half dragon
#

Any mods that increase the rate at which first aid kits appear in the inventory of enemies?

worldly glacier
#

anyone have a modified file/know how to change which scopes BAS weapons can equip? I've noticed most guns that have a laser on them are unable to equip the optic kits with a canted red dot, and I specifically remember the hera arms M4 being able to do so in an older version of BAS, however in GAMMA it only accepts basic optics.

undone lily
worldly glacier
undone lily
#

long answer: get blender with pavelblend, load the ogf of the gun and sight, add the sights and position them properly on the gun, merge them with the gun model and bones, export as ogf, edit the gun ltx, boot the game, get the gun and sight from debug menu, do the position in with the debug HUD weapon editor, report the correct values in the gun ltx,

repeat for each scope and gun combination

praise the modders that did it for like 12 scopes and 40 guns

worldly glacier
#

perks of modding a 10+ year old game, nothing is easy kekw

undone lily
#

it's been made a lot easier in the past year, you don't need to use the SDK anymore nor AXR toolkit whatever

#

cause before it was like AXR Toolkit > Blender > SDK > load in game

weak hull
#

When using the ![ITEM] style, does that also work on devices, such as the flashlight or the headlamp? So if I wanted to increase the range, I could just do:
![device_flashlight]
range = 35
range_r2 = 35

Correct?

undone lily
#

![section]

#

works to edit any existing section

#

keep in mind you need to add this in a gamedata/configs/mod_system_whatever.ltx file

weak hull
#

That's great, thanks. And, does it have to be on the last file in the conflict, or can that modification .ltx file appear anywhere in the MO2 loading order?

#

I mean, the mod folder with the ....whatever.ltx file

worldly glacier
#

I would imagine it'd depend if any other files overwrite the ...whatever.ltx file elsewhere

weak hull
#

The mod_system....ltx files shouldn't be overridden, I suppose they all have a unique name.

#

But, do those mod_system files overwrite / modify the original .ltx or any .ltx file with that [section] in it?

#

Probably best to just put it after the final mod with the conflicting file. In this case, Wildkin's DAO Svarog patch is the final mod in the conflict list. So, I'll jsut make a new mod to put after that one and then add the mod_system_whatever.ltx file.

violet ridge
#

if your ltx file is last to edit that variable

#

game applies these changes in alphabetical order of mod_system_whatever.ltx

weak hull
#

Ok. This will be the only mod_system file changing the range, so I guess it will be safe to put it anywhere, then DLTX will apply it no matter what. That's great knowledge. Thanks.

violet ridge
#

if it's a personal mod, you can do

#

mod_system_zzzzz_whatever.ltx

#

which should ensure your DLTX changes load dead last

weak hull
#

Nice idea. Ok, thanks.

#

Another question, and thanks for your patience. In the devices.ltx there are several [section], but the 'range' and 'range_2' appear under [flashlight_definition] , which is a part of [device_flashlight]. So, which section should I choose for the mod_system?

violet ridge
#

the section directly where those variables are

sturdy plaza
#

is there a mod which scrambles items for sale in gamma, having priority over economy mod? dltx kind of stuff i assume

random fulcrum
#

just use trader destock with an aggressive config

sturdy plaza
#

thats not the issue, im trying to add specific items for sale and no matter what, they are still somehow randomized whenever the chance of them being there is 100%

random fulcrum
#

dunno

#

maybe make a trader_autoinject thing

#

a lot of mods use it so you can read from their implementation

#

all blackgrowl's weapon mods use it

#

that one coffee mod also uses it

sacred scroll
#

is there a mod that adds a clear sky base somewhere more in the north. i fucking hate backtracking to the swamps

hasty comet
#

What file modifies the repair items in gamma vanilla? 🙂

#

My knife wears out sometimes 20% in one butchering, its insane. I gotta edit the sharpening stone and some other stuff.

dull plaza
#

I don't know if anyone consider this interesting, but here is (I think more for modders, don't know if fits on moddb, don't know if I will upload there), but here is in-engine "SweetFX shaders from Dead Air and AMD CAS" migrated to Anomaly.

Not my work, just ported.

AMD Contrast Adaptive Sharpening, LumaSharpen, Chromatic aberration, Vignette, Grain, ACESfilm, Technicolor, Mood, Vibrance

runic wedge
#

hello guys, is there any mod in gamma that makes the scopes 3d?

acoustic grove
#

fellas

#

does anyone know if i could perhaps bind a key to insert "fov 90" in the console

#

is that possible?

merry ginkgo
#

Hi, does anyone know where is GAMMA ambient music located ? Is it in a mod, or in default anomaly files ?
Thx 🙂
found it, ambient music pack mod

merry ginkgo
#

Could anyone provide me some guidance about using the Db unpacker in anomaly folders ?
Last time I did that was ages ago, and forum threads solutions don't work for me, here's what I have :
I'd like to extract all the sounds, located in Db/Sounds/
thanks for your help verynice

hasty comet
#

Update on my outfits mod: I still wasnt able to change ballistic resistance on ANY outfit even with dltx edits! What gives?

Which mod overwrites how outfits protect from ballistic resistance? 😦 Or their values? Because everything else seems to change except fire_wound_protection values.

#

It aint Actor damage balancer script, nor Close Quarters combat, I extensively tested them and they dont really change how ballistics work (at least on outfit values).

past barn
# merry ginkgo Could anyone provide me some guidance about using the Db unpacker in anomaly fol...

The unpacker works from files inside the Anomaly/db folder, not inside the tools folder. If you don't want to unpack everything then I'd rename the entire "db" folder to something else (like "db backup"), then create a new one and only place the DB files inside that you want to unpack, while keeping their original folder structure.*

The run the unpacker, and it'll create an "unpacked" folder inside "Tools" with the unpacked files. Then rename the backup db back to its original name

*Tho iirc you only need to keep the first level of the folder structure intact, so the files could be anywhere inside db/Sounds but they can't be inside db/random new folder because that doesn't exist in the game. But you can place then in like db/Sounds/random new folder/I don't even know lol folder because it's inside "Sounds" already

hasty comet
#

For example:
![nbc_outfit]
fire_wound_protection = 5.224

^ this should result in an absurd ballistic resistance, but it seems to be forever stuck on 14% in game, no matter what I do to that stat. BR class seems edited by another file too, but that's not a big priority to me (it just handles bullet penetration classes / tresholds afaik).

gentle topaz
merry ginkgo
analog dirge
#

Hello!
Is it possible to DLTX a '#include' line or any mean to add a preset in there without overwritting the includes.ltx file?
I can obviously solve my problem by overwritting the file with one including my presets but that could create conflicts with other mods.
Any ideas?

#

well using a mod_system_.ltx seem to 'work' but Xr_ini can't include the file, surely because it's not in the default presets folder.

#

aight nvm, just had to put in presets and name it mod_includes_.ltx 5head

#

it works now, thanks me. GrokChadGAMMA

tiny heath
#

i’m hoping (but assuming not) this is rather simple because i’ve had a long day, how do you get guns to use the weapon part system?

violet ridge
#

you need to define the parts a weapon is using

#

look at how the mod adding the parts does it

#

then apply that info to the guns you wanna port

#

from my brief look into it, it's as simple as listing them one after the other in the weapon config

honest crypt
#

My game won't start

#

theres no error screen

#

it does an error sound but it doesn't start

#

If anyone can help

violet ridge
#

are you using any mods ?

honest crypt
#

Nope

violet ridge
#

then you are best off using channels under GAMMA Support category

#

this is more on mod creation things in here

honest crypt
#

Ok, thanks

tiny heath
tiny heath
#

right i found a list of parts, i’m assuming now i just throw what i want into an ltx and that’s that?

quiet charm
#

I want to continue the attachment alignment project but from Klean's stream it looks like there are a LOT of gun changes coming 🤯

vale knot
#

Ya its like a not hard process but an ultimately tedious one

#

Are you making sure to only fix guns that actually drop in gamma? One way to lighten the load

vale knot
#

Im also waiting for .9 for more mags fixes

#

Cus some guns will definitely need it

sacred scroll
#

Any mods change what items you can start with?

#

I'd like to start as UNISIG with more actual NATO equipment but my only way to do this is via debug ( I don't want to do that )

analog dirge
#

you can DLTX new items in any faction starting gear

sacred scroll
#

:D

violet ridge
#

general question to weapon modders:
what is considered the ballpark of "acceptable" poly counts for STALKER/X-RAY for first person weapon models ?

random fulcrum
#

less than bas

violet ridge
random fulcrum
#

i don't know open a bas model in blender

#

just don't bake the bumpmap with millimetrical precision to the model

dull plaza
#

One question, Advanced Stamina System (ASS) made by MrDemonized is in GAMMA?

random fulcrum
#

no but it's plug and play

fast plume
#

Hello!
First off, i have no STALKER modding knowledge.
Second - Thanks to all of you for the mods
Third, is a question.
Would it be hard to add a recipe to ammo crafting, that changes 20 stacks of element, like, handgun casings, or gunpowder, and make it Packed Handgun Powder, or Packed Handgun Casings? The goal of what i have in mind is to limit the lag when opening overblown stashes with 6k or more of multiple elements. 400 stacks of gunpowder, or 300 stacks of pistol casings does not seem like much, but with long playthroughs i tend to have to dedicate separate boxes for Pistol, ARs, and Rifle ammo components. Ending with obscene amounts of components by the end of 2nd line of quests is standard for me, because obviosly i will need the 12k powder and 10k casings for my AR.

merry ginkgo
#

Hey, I'm asking here about this concern since I couldn't get answers in general channels, and I believe what I'd want involves modding :

I love playing without HUD (both game and BHS), It makes me much more immersed into the game, but sadly, with ( game) HUD off, the bleeding screen effect does not play, making it a bit inconvenient gameplay wise...
Does anyone know a way to disable the HUD while keeping the bleeding effect, or provide some guidance in order to achieve that ?
So what I'd want : with HUD off, keep everything off (status icons, companions, etc) except the bleeding overlay effect.

Thank you ! 🙂 verynice

vale knot
#

I don't think there is but u could always open your inventory and check if the heart icon is flashing red

#

Or quickly turn on the hud again

merry ginkgo
merry ginkgo
fast plume
merry ginkgo
vale knot
#

Try this maybe

#

It wont affect BHS

#

But that has its own seperate toggle

#

You could even go a bit further and remove the sleep and hunger icons since we have audio cues for those

merry ginkgo
merry ginkgo
vale knot
#

Nah the texture

fast plume
merry ginkgo
vale knot
#

Youll open it in whatever program you have to edit .dds files, and just erase the icons out

merry ginkgo
merry ginkgo
vale knot
#

I assume so

#

I use gimp if that doesn't work

merry ginkgo
#

thanks for your help verynice

vale knot
#

The texture should be called "ui_something.dds

tiny heath
#

how might i go about adding the ability to use a laser as a canted sight on a weapon?

vale knot
#

does the gun have a laser

tiny heath
#

it does

vale knot
#

then it should require just changing the alt aiming position

#

but youll have to do it for every sight variation of it

tiny heath
#

oh sweet, ok. i assume i can just reference one that can do it already and basically just copy/paste the values?

vale knot
#

maybe, but its a good starting point

#

but some guns have drastically different pos values

#

i reccomend using draggable hud for this

#

description of the mod has instructions

tiny heath
#

that’s great, thank you so much

shut prawn
#

If by script you degradate the condition (overwrite condition) of the weapons in a slot (like they were getting dirty) this have some kind of side effect with arms part system used in gamma?

past barn
#

Where in god's name is the config for the mission icons on the Missions window on the left side of the PDA? I've searched through the entire "configs" folder and it's nowhere to be found. I know the textures for the mission icons are from ui_actor_hint_wnd.dds and they're called ui_inGame2_PDA_icon_Primary_mission and ui_inGame2_PDA_icon_Secondary_mission, and I did confirm these are the icons and IDs being used for them. I know the map icons config, the legend panel etc. but the missions widow is just nowhere. None of these texture IDs are mentioned in any of the config files other than what I already know of

It can't be changed by a simple config, RIP sadge

quasi sluice
#

Would anyone happen to know where the tornado siren audio located in the sounds? The one for psi storms.

violet ridge
broken galleon
#

henlo, does anyone know how i can edit return to center speed of option "Freelook"?

#

it snaps back to center really fast and it's really annoying, killing all the cinemati vibe i got

marsh vapor
#

Going back to working on one of my mods, im told trader and faction rep aren't saving properly. Before I start digging again, maybe someone can help me save some time.... but does anyone know where trader and faction rep are stored in memory so I can save and restore it?

quasi sluice
lime valley
#

colours for all kind of tastes, but i think you will suffer a lot

native turtle
#

what file would i go to to change WOlf having a pkm

merry ginkgo
undone lily
dull plaza
undone lily
quiet charm
#

@undone lily How's the attachment icon alignment on the 0.9 weapons? You think they'll need adjustment as well?

undone lily
quiet charm
#

Sounds good to me, can't wait to test out all the new stuff when it's ready POGGIES1

molten surge
#

Hey guys, I'm working on a mod (I have the basics working) and I want some feedback and maybe some ppl to try it if interested, is this the correct channel to discuss?

analog dirge
regal bolt
#

yeah, just lay your ideas, questions, and progress here
if people can offer something, then they'll hopefully do so

molten surge
#

thanks both for the answer, I'll put together a small post with the ideas/current state

molten surge
#

Here we go: I'm putting together a mod based on the idea of having some "penalties" when dying, not exactly like ironman because it's not a full progress restart, I have been thinking about something like this for some time and yesterday Klean mentioned an idea of a hideout aka EFT and drop a backpack with your items when dying and I dived in. I have found some mods but no one had everything I wanted. This is my first time modding so I used the "minecraft respawn" mod by RavenAscendant as a baseline.
This are the current features and what I'm looking to implement:

    - Spawn on last created stash
    - If no stash created, spawn at last sleep place
    - If no stash and never sleep you just die and need to load save [BUG] (I'm thinking of spawning in selected initial spawn)
    - Drop a backpack at death and add it to PDA map
    - Drop everything but PDA, Echo detector and quest items.
    - Remove a % of money (max 65% right now)
    - If item is equipped, reduce condition by a random value between 2% - 20%

- Working on/Investigating if viable:
    - Random health lost [Viable]
    - Chance of losing item instead of adding it to drop stash [Viable]
    - Make time past between 6 to 48 hours and report it on a message [Viable]
    - Reduce all positive reputation [Investigating]
    - Thinking of maybe avoid dropping pistol and ammo for it [Viable] (Even on ironman you start with the basics, after having a good stash is easier but first deaths may be hard)
    - Add some of the removed money in the drop stash [Should be Viable]
    - MCM compatibility

I'm looking for feedback/ideas, and ppl willing to test it. I'm also ready to share a zip, I asked the original modder for permission to use his code base but waiting for answer.

flint shuttle
#

Could someone please tell me where the files to edit the backpacks are for gamma? Wanting to edit their ingame stats

warm hollow
#

Hey, do somebody have mod, that making perk arts not losing their stacks on location change?

tight orchid
#

Are there any mods that overhaul the task log? A way to get a detailed description of what the task is

shadow hull
#

Anyone know what is causing this error when I click on the details tab for the artefact melter?

woven mountain
molten surge
molten surge
# woven mountain Do you want help with MCM?

I do thanks, but I'm done for today (need to sleep) but if you know of a good example to follow please share and I'll reach you with questions. Don't want to bother you with basic questions if there are some examples around.

molten surge
daring mauve
#

as a non-modder, I have a question:
Why does having a lot of items in my stash causes a massive delay when opening the stash, and at the same time, my framerate drops very low just by being near my stashes?
I mean, I have for example, 214 dog meat. Yes its hoarding, I know. But it is literally the same texture and same item same everything, except it has the number 214 attached to it.
Why does the game need to calculate it as if its doing advanced heuristics or some shit? Like I'm not trying to solve string theory here, you know?

analog dirge
#

Each item has an ID. And stacking items is not <item> x <quantity>. A stack is multiple x1 dog meat on one slot basically.

flat phoenix
#

Could someone please help me understand how to create a new weapon in the files, using another as a base? For example i want to create a variation of the m4a1 tactical from the boomsticks and sharpsticks modpack.

analog dirge
#

check this. it's a bit outdated for some things, but it's simple enough to help

flat phoenix
#

ok tyty

analog dirge
#

Also one way to do it is just checking files for a specific weapon

#

Follow all files and sections that mention that weapon

#

Then, ponderate

#

Its pretty easy to do. Most important files are in configs, in .ltx. Check by yourself.

flat phoenix
#

yea i tried to do that following a video i found but it did not work, thought maybe to ask in here for additional advice

#

i was thinking its possible i missed a part of text to change to the new one

#

the video i found was on specifically on just base anomaly so i wasnt sure if i was missing something since im trying to it with a separate mod pack ( boomsticks and sharpsticks )

#

also i was getting confused what parts i do and dont need to copy for this

#

in BaS there alot of variations for the weapon + sight

daring mauve
#

Is there any way to remove the traders, mechs, beds, and important NPCs from the minimap?

analog dirge
#

Yes. Basically when you can create a new wepaon just by writing an additional line with [weapon_name]:<parent_weapon_name>
This makes your new item/weapon inherits undefined settings automatically.

#

Like, you could take any weapon from BaS, create a new variant with the method I mentionned above. Add a line just below with 'RPM = 9999' and you get yourself the same gun you take parent of, but with an insane firerate.

woven mountain
analog dirge
#

Well, unless you have advanced knowledge of coding in cpp and stuff I cannot mention due to me not knowing myself, this and a lot of time, you could technically upgrade the engine. Like, for it to not lag when 200 items are in a stash, or the 65535 ID limit. Even multi-core threading.

woven mountain
analog dirge
#

But nobody would do that when you know that Stalker 2 comes out this year

#

Also sell those 214 dog meats lmao

woven mountain
daring mauve
#

I distinctly remember that Grok said he plans to do something to fix the stash lag when there's a lot of items, but said its after 1.0 and other fixes have priority

#

maybe he meant more limitations in items though....like item bloat....I dont know

flat phoenix
#

like this? @analog dirge

#

its not showing for me when i try to spawn it

analog dirge
#

And 'parent_'

#

And IIRC, but you should check in other sections in this file, but RPM is defined like that right?

flat phoenix
#

ok like this then

#

ok i try this

woven mountain
flat phoenix
#

o in the text file? yes

woven mountain
#

Also, important note. DLTX cannot overwrite another DLTX

analog dirge
#

Btw @daring mauve, do you also keep patches or other stuff on you or stashes?
Things I do myself to reduce that item bloat :
-dont keep common mutant parts
-combine items as much as possible (check my #1086534044830937228 if you are lazy)
-same for ammo, don't keep all the ammo parts I guess. Ammo is meant to be used. Go ham if you can craft.
-weapon parts, keep only those in good conditions, set yourself a threshold.

flat phoenix
#

i made mine look like this. could this work? @woven mountain

analog dirge
#

Yup thats good syntax
But you gotta add the setting for the name in the ltx

woven mountain
daring mauve
# analog dirge Btw <@654629392303128576>, do you also keep patches or other stuff on you or sta...

All patches are on me at all times, in case I need them, and I spend on Aslan's lottery, so its not crazy or anything, about 100 of each.
I understand I can reduce the number of items by managing and controlling myself better, but I cant help it, I'm a hoarder, I need my loot.
for weapon parts, I currently have about 50 of EACH part, and I've thrown away a lot, that threshold you talked about, for me its 50. Although it shouldnt be, I'll never need that many...
Does your stacking items mod cause any issues? I'm really scared of any mod that does that automatically

flat phoenix
#

im just editing a existing mod

woven mountain
analog dirge
flat phoenix
#

ok i have this now but it still doesnt show up in game

analog dirge
#

Should be all good

#

Hmm

woven mountain
analog dirge
#

Exactly my reaction

flat phoenix
#

this is where im looking in game

#

should be here right

analog dirge
analog dirge
#

So wpn_m4_tac_1

flat phoenix
#

o btw

#

maybe im editing the wrong files???

#

im editing the files in the one highlighted but maybe this is wrong

analog dirge
#

You way aswell create a new ltx

#

It will work as long the other exists

flat phoenix
#

ok where do i put the this new ltx file

daring mauve
# analog dirge 100 patch of each? Thats the main problem. Put them in a stash and check the dif...

I've removed my stashes entirely, and it immediately fixes the issue. And when I go to another area away from my base, there arent any performance issues like that, so it cant be the patches.
Also, yeah 100 of each might sound like a lot, but it isnt really that much, considering all the kills I get just from playing the game (sometimes I dont even get the kills myself).
But anyway, I will reduce their number to around 50 each, but I doubt this will help, since as I said, the problem is my stashes, all my hoarded items combined.
To give you an idea, when I am at my base, either Quitting the game or fast traveling to any other area, means a wait of literally 3 minutes of black screen, BEFORE the loading screen even appears.
The game has to spend time to unload my items.

analog dirge
analog dirge
daring mauve
analog dirge
#

Thats a good way to spend them, yes

flat phoenix
#

@analog dirge should i make my own folder for the ltx in the mod folder

viscid dragon
#

i just added some mods now my character is automatically opening his pda, playing music and lean spamming? holy fk im being trolled?

daring mauve
#

Ok dont tell me that I have too many patches now

#

maybe spend a few Mono and UNISG and I'm done

analog dirge
analog dirge
#

Also gib screens of your stashes I wanna see lmao

analog dirge
daring mauve
viscid dragon
#

i figured it out its because i picked up a scar artifact bro like shit man hahaha @analog dirge

#

i legit was getting trolled so hard

viscid dragon
#

i had it equipped for awhile then randomly my guys takes out his pda trumpets start blasting and he starts q spamming

#

lol

analog dirge
analog dirge
viscid dragon
#

ikr XD

analog dirge
#

@daring mauve if you start your save, you can check in the log file how much objects are spawned in. I wonder how close to ID limit you are. kekw
Simply with a text editor, search for 'object' and there will be a line with 'spawned objects' or 'loaded objects' or something

daring mauve
analog dirge
#

Anomaly > appdata > logs
And sure np.

flat phoenix
#

so i made this file in this directory

#

do i also need the text file

analog dirge
#

'config' has a 's' IIRC

#

And no you dont need the text file

flat phoenix
#

omg i forgot the s lol

analog dirge
#

Just the ltx with the 4 lines you wrote for your gun that inherits from another, the good folder hierarchy, enable it in MO2, and check it in the debug menu. If not appearing in the menu, try spawning it by writing its section name in the spawn bar

analog dirge
#

Hit refresh and check at the bottom of thr list

flat phoenix
#

nvm

#

yea i didnt refresh my b

#

@analog dirge omg it finally worked, thank you so much for the help

#

this is the first time i am trying to learn to make a mod

#

so this helped alot to learn some basics

analog dirge
#

NP
How's the recoil?

flat phoenix
#

LMAO

#

it seems that maybe it didnt recognize the new rpm variable

woven mountain
#

How to look at the ceiling immediately 101

flat phoenix
#

but the new gun is there

analog dirge
#

Yeah may not me the correct setting name

analog dirge
flat phoenix
#

could it be that its too high?

analog dirge
#

Nah

#

The Duplet (double barreled shotgun) in a mod (idk which) has 9999 RPM double trigger

#

It ensures both shot are released at once, and it works very effectively.

flat phoenix
#

hmm i see

analog dirge
#

Check in any other BaS ltx the mention of RPM or RoF

eager zephyr
#

Hey do you know where i can find reposition mod

flat phoenix
#

one question before i continue

analog dirge
eager zephyr
#

So im gonna looking for one completed

flat phoenix
#

when i spawn in the new m4 using the text bar, it spawns the new m4 and also a RPD as well for some reason

analog dirge
analog dirge
flat phoenix
#

o lol yea i think that was it

analog dirge
#

Have fun modding stuff

daring mauve
#

@analog dirge This is my main stash:

#

And my misc/weapon parts:

#
  • Loading objects...
  • 54423 objects are successfully loaded
analog dirge
#

10k to go.
Also god damn I consiber myseld a hoarder/lootgoblin, I even made #1083586965418541166 but this. dread

#

It can

daring mauve
analog dirge
daring mauve
analog dirge
#

This is the thing the engine is not supposed to handle. Like, thats really too much items in the same place and more spegifically the same stash.

daring mauve
#

maybe my save has been corrupted somehow?

analog dirge
#

Your save is not corrupted at all AFAIK

daring mauve
#

@analog dirge ok, 1 more question: Do you know what these errors mean?

! Invalid ogg-comment version, file: c:/games/stalker anomaly gamma/bin/..\gamedata\sounds\music\level\gamma\dw_new_dawn.ogg
! Missing ogg-comment, file: c:/games/stalker anomaly gamma/bin/..\gamedata\sounds\music\level\ambientmusicpack\klangsegler_pripyat.ogg
! Missing ogg-comment, file: c:/games/stalker anomaly gamma/bin/..\gamedata\sounds\music\level\ambientmusicpack\acclb_all_things_nocturnal.ogg

#

I get a ton of those in my log. maybe you can take a look? 🙏

analog dirge
#

I planned on making a mod to add stacks to certain items and extend the uses of certain items. As well as balancing the spawn with said modifications.
This in the goal of reducing item bloating. Because, as I tested stuff. 4 items with 250 uses each are waaaay more economical performance-wise than 1000 single use items.

analog dirge
woven mountain
analog dirge
daring mauve
#

Sparkling water with uses?

analog dirge
daring mauve
#

thanks for your help, i'll check out your mod @analog dirge

analog dirge
daring mauve
#

the auto-stacking mod ofc

#

Can you imagine me using that Loot Module revised mod?

analog dirge
#

I should be done with 4.0 tomorrow. And I have some work to do on #1086534044830937228 to optimize it.

analog dirge
analog dirge
#

Do you know by any chances if there is a boolean/function/whatever-usable-thing to check if an inventory has been updated with a new item/reduced item use?

daring mauve
#

the 8.5k lines is just unloading objects

analog dirge
#

I want to make it only try it when the inventory has changed from the last it did the sorting

woven mountain
analog dirge
#

I meant auto-combine* not sort

analog dirge
woven mountain
analog dirge
#

Aight. Thats a lot of checks to add in ZAS.

flat phoenix
woven mountain
#

Just do something like
RegisterScriptCallback("Callback 1", Callback)
RegisterScriptCallback("Callback 2", Callback)
RegisterScriptCallback("Callback 3", Callback)

woven mountain
#

It's what I do

analog dirge
#

EZ 5head

woven mountain
analog dirge
woven mountain
#

I mean I kind of have to since my script is entirely callbacks

analog dirge
#

As my two mods shows, I can adapt, 'create' code out of code that exists, deemed I have enough ressources and examples. Im crafty but if encountering too much of a challenge, its bye-bye for me. 5head

woven mountain
analog dirge
#

Aight, its not like its 8.30am for me, but it is and I havent slept yet. So Ill sleep now.
And mod later. Cheers.

analog dirge
#

Perseverance is key.

woven mountain
#

To state for the record, don't do what I did

analog dirge
#

Haha

#

At least you tried something.

#

Sometimes I can get in such situations and do nothing. What's worst then, my take or yours?

past barn
#

I tried looking for this already but couldn't find anything. How can I edit the damage the mutants and psy holograms deal to the player? What files and what piece of code exactly?

#

And I'd like to change the holograms' movement speed too

prime crane
#

I wanted to make a mod that changes zone specific soundtracks is that doable for example I want to change the soundtracks of zones like pripyat outskirts and limansk

shut prawn
#

What's the name of the mod used in gamma for arms repair and arms parts system?

vale knot
#

Body health system

#

BHS

#

or by arms do you mean guns
cus if so then its weapon parts overhaul WPO

wispy adder
#

What's the mod that allows you to sit and reg health by the campfire??

past barn
#

It's already in GAMMA and enabled by default: "115- Campfire slowly regens life - arti" judging by name

shut prawn
#

thats weapon parts overhaul WPO

hardy hound
lunar nimbus
#

nope

#

he works with memes mostly

analog dirge
lunar nimbus
#

sdk/maps/textures and maybe models (dont remember what vehtam doing, maybe models were on him)

past barn
#

In gamedata\configs\creatures there are seemingly "regular" mutants only. Where are the configs for the hologram psy creatures?

lunar nimbus
#

m_phantom

flat phoenix
#

How would I see what textures are used for a particular weapon?

past barn
# lunar nimbus m_phantom

I see. And how can I change their damage output upon hitting the player? I think I know what to look for in regular mutants, but not in phantom configs

#

fire_max_power and psy_max_power are the only 2 that sound like they would handle that

lunar nimbus
#

contact_hit?

flat phoenix
#

O ok

#

What program is best used for viewing and or editing obf files?

lunar nimbus
#

ogf editor, dont know where to get

flat phoenix
#

O ok thank you

past barn
lunar nimbus
#

or maybe phantoms are spawn_phantom

#

in mutant files

#

i dont remember, i just made my own xd

#

oh nvm those lead to m_phantom sections anyway

undone lily
warm hollow
warm hollow
native turtle
#

spawned in a new game w russian contract 1911, i aim down but i only see the rear aperature, what file should i look into to edit the viewmodel to fix it/ adjust

shadow hull
woven mountain
#

@analog dirge I did some looking into the mod idea and I ran into some potential problems

  1. The set_remaining_uses() function has a safety built in to prevent (or at least doesnt show) uses above the set max uses in the ltx (This might not be too hard to fix, just set the max uses to 9999 via DLTX or find another way via script)
  2. Purchasing an item will give it the max uses automatically (This shouldnt be too hard to fix)
  3. What if the player wants to sell a few uses (Solution is to add a functor to break off several uses to allow the player to sell them. Outside of my capabilities)
  4. If the max uses is set to 9999, the bar underneath will be fucked and wont convey the number of uses (Hovering over the item will show the number of uses so may not be necessary to fix)
analog dirge
#

Also yes, with such mod, it would require some tweaking in item spawning and stuff for how items uses are set and all.

#

Also I may know how to the custom functors to add new options on right click context menu

analog dirge
#

I've looked into TheMrDemonized's Combine All Items mod, and how dafuq the right click stuff is made.
Basically his code handle the combining functions and add it as new right click thingy.

#

A bit complicated to explain more cause I haven't studied it all.
But, from what I've seen, it shouldn't be that hard to do.

woven mountain
analog dirge
#

I mean, adding a new context menu action yes, it's already doable

#

to have splitting stuff, we just need new functions to like, split 10, split half and stuff

woven mountain
#

No I mean so someone already made the mod?

analog dirge
#

no

woven mountain
#

Ah ok

analog dirge
#

the framework is already available

#

the only things that needs to be made are the new functions

woven mountain
analog dirge
#

huh no

#

I meant new functions to split x number, split half and things like that

#

for the context menu

vale knot
#

anyone know what this middle large square in ui_actor_hint_wnd.dds is used for?

#

seeing that its changed from vanilla i assume its used for SOMETHING

#

wait its the dialogue box isnt it

#

carry on

past barn
#

The dialogue box is ui_actor_dialog_screen.dds

vale knot
#

oof

#

then idk what this is

#

the bigger box to the left is the tooltip texture

#

guess i could just leave it as the gamma one, wait for it to show up in game then i can do what i want with it when i figure out what its for

past barn
#

Take a look at the DDS file's definition, usually with the same name as the DDS file:
configs\ui\textures_descr\ui_actor_hint_wnd.xml

However often the texture elements are defined in another file ( dread 👍 ). In that case look for the texture's filename inside the definition file. For example the NPC icons are in ui_actor_hint_wnd.dds but the icons are defined in configs\ui\textures_descr\ui_actor_pda_icons.xml

These files always refer to the texture file first (see attached image), then detail the texture IDs inside this file and where exactly it is located in pixel coordinates (0;0 being the top left corner), and how large they are

I this case it's defined in ui_actor_main_menu_options.xml as the following:
<texture id="ui_inGame2_opt_main_window" x="508" y="462" width="487" height="462" />

past barn
vale knot
#

i still gotta learn dxml so i can add all my changes without overwriting the existing inventory.xml

past barn
#

Good luck okaycatcry

vale knot
#

idk if that file is changed frequently but id rather do a one and done

#

after i figured out the stat bars colors can be changed in the xml i dont even need to edit the inventory script to get the look i want

past barn
#

If you only want to change textures, you might be easier off overwriting their definition files to instead use your own textures

#

Which can be done in a separate file with no conflicts too

vale knot
#

yeah but overwriting 3 dds files isnt really a big issue unless gamma suddenly gets an entire new ui with different layout

#

rn im redownloading clear sky so i can unpack it and "borrow" some textures from it

analog dirge
#

Seems to be a setting menu
found in ui_actor_main_menu_options

vale knot
#

how did you input the co-ords in gimp?

#

i didnt know you could do that

#

😭

analog dirge
#

I didn't, just moving the mouse around indicate coords

#

lmao

vale knot
#

god that would be so nice if you could tho

analog dirge
#

wdym

vale knot
#

like just input the coords and gimp would outline the area for you ig

past barn
#

MS Paint shows cursor coordinates too xD Good enough for a quick check

vale knot
#

the more i learn about the ui makes me want to do more things with this ui mod than i originally intended

past barn
#

I know something about that snigyes

#

See you at the depths of the rabbit hole in 2 weeks

analog dirge
#

you can lol
("taille" means "size")

vale knot
#

😩

#

whats the tool or thing for it?

analog dirge
#

thats just Gimp

#

2.10.34

vale knot
#

nah nvm i found it

analog dirge
#

basic settings for rectangular selection

vale knot
#

i didnt notice you can put in coords for select

analog dirge
vale knot
#

thankie

analog dirge
#

modder btw

vale knot
#

i didnt ask for the role ya know

analog dirge
#

I should ask for it

vale knot
#

i hope clear sky actually has higher resolution textures for the rank icons cus these ones in vanilla anomaly are crusty

#

ill probably just add an option to use the vanilla ones or the "gamma" style ones

analog dirge
#

what are you making?

vale knot
#

well the original intention was to just adapt this guys anomaly inventory mod thats clear sky themed but for gamma but ive started to just edit it to look like this one image for a CoC addon i found

#

this is what i got so far

#

majority of the changes are to the stat bar area

analog dirge
#

by 'clear sky themed' you mean Clear Sky the game, or the Clear Sky the faction?

vale knot
#

the game

#

its styled like the clear sky inventory

analog dirge
#

damn that looks so rough

vale knot
#

this was theirs

#

this is what im styling mine off of

#

i wanted to incorporate the og bleed and radiation indicators but theres just not enough room on the anomaly UI

analog dirge
#

I see

vale knot
#

but yeah i wanted something for gamma but with the clear sky inventory style but that mods original stat bars just wouldnt have worked for gamma with the hunger + thirst plus they look really unpolished

vale knot
# analog dirge damn that looks so rough

It is rough in some areas.. like the trade dialogue screen has some slightly misplaced text and the supply level text is in a bad spot too but i intend on fixing these

analog dirge
#

oof
Good luck

lunar nimbus
#

u'll need to change texture regardless

hardy hound
vale knot
#

didnt look great

#

this is before i added the tubes but it jsut didnt look good

lunar nimbus
#

the bar is eh

vale knot
#

i like the one i have now much better

#

although i have no in game pic of it yet

finite musk
past barn
plain trellis
#

I need some help

#

The hud is fucked

#

Yes i pushed h

#

The Psy bar isnt showing and neither is any of the active effects

#

Its like this for every save

#

Was told to ask u guys

past barn
#

Press NumEnter?

plain trellis
#

No i havent imma try that

#

No one suggested that till now

past barn
#

H and NumEnter hide different parts of the HUD individually

plain trellis
#

It works thank u

hardy hound
flint shuttle
#

Have to ask but is outfit patch switching mechanically possible for this game? Say I take my loner patch off my sunrise stalker suit and slap a monolith patch on. Would make disguise play vastly more interesting

pale umbra
#

In order to replace a sound, I just need to copy the name of the old one, rename the new one to the old one, delete the old one, then put in the new one, right?

analog dirge
lunar nimbus
#

hello why didnt u answer me for 3 minutes

analog dirge
# pale umbra hello?

-create an empty folder in GAMMA > mods and name it like you want
-check where the sound effect is stored and create the same folder hierarchy it needs
-place your sound effect in the right place with the same name as the file your replaced

pale umbra
#

above or below the one I am replacing I mean

analog dirge
#

higher prio, so lower in the list

pale umbra
#

k

analog dirge
#

higher number = higher prio

pale umbra
#

So, I would make it 20 in priority

#

wait, do I need to rename every other mod +1 than it is so there are no duplicate numbers?

#

guess ill just trial and error it

analog dirge
#

also you don't need to put it at this exact spot

#

just make sure its not overwritten by anything else

pale umbra
#

what happened?

analog dirge
#

wrong folder hierarchy

pale umbra
#

How would I fix that then?

analog dirge
#

structure should be like
<mod name>/gamedata/[whatever folder needs to be there]

pale umbra
#

aah

#

works now, thanks!

#

gonna test it in game

pale umbra
#

how do I spawn an emission with the warning? I know I can start an emission, but it has no warning

viscid dragon
#

anyone got any clues?

#

its a repeatable error for autolooting a corpse

#

tried disabling the actual mod that its having an error with and i still get the same error.

#

@analog dirge you a genius what you think

analog dirge
#

I'm tired gonna be hard to think 5head

viscid dragon
#

its all g im just going crazy trina figure out why tf im crashing on looting a corpse. and i get the same error every time

#

i keep disabling mods and reinstalling or trying to resolve conflicts

#

still literally same error

#

no matter what

#

autolooting a corpse**

#

using Configurable Auto-looter

lunar nimbus
viscid dragon
#

bruh

#

not if you add 10-20 mods and disable 5-10

#

vanilla gamma not worth

lunar nimbus
#

but dont expect anything there too xd
modpack is modpack for a reason, it takes time to arrange and build with all the patches and custom stuff.... installing something on top of it (especially while also disabling some) can easily break everything

viscid dragon
#

yes. thanks for the common sense.

#

ill go ahead and figure it out myself

flat phoenix
#

hey if anyone knows how would you go about putting a sticker or label on a gun model that already exists?

violet ridge
#

edit texture file and adjust normal/bump map. You don't need to do the latter if you don't mind the sticker lacking "3d-ness" to it

weak hull
prime crane
#

I have a question about editing the music I was looking through the game_levels_music.ltx and found those lines background_music_mix_north_maps and background_music_mix_normal_maps what do they refference to

#

like every single other line has a reference point but I couldn't find what the mix refers to

prime crane
#

nvm I found it

analog dirge
modern zephyr
vale knot
#

@steady apex If you dont mind me pinging for asking a question on DXML, how would I go about changing attributes such as "font" and "color" for nodes such as "money" and "rank"?

the x and y changing for DXML work for me, but I cant seem to change attributes such as "color" and "font" I assume it has something to do with the fact that those attributes are separated into the </text> node am I just querying wrong?

#
function on_xml_read()
    RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
        if xml_file_name == [[ui\ui_inventory_16.xml]]
        then
            local res = xml_obj:query("player > rank_icon")
            if res[1] then
                local el = res[1]
                xml_obj:setElementAttr(el, {y=9, width=50, height=60, stretch=40})
            end
            
            local res = xml_obj:query("player > money > text")
            if res[1] then
                local el = res[1]
                local el_text = xml_obj:getText(el)
                xml_obj:setElementAttr(el, {font=letterica16, y=70})
            end
        end
    end)
end
#

heres what i have currently

steady apex
#

font=letterica16 should be font="letterica16"

#

because it is a string, not a number

vale knot
#

god i should of known that

#

thank you

bold agate
#

wouldnt a mod is able to play your spotify playlist be pretty sick

flat phoenix
#

could someone tell me how i would make an object with a texture that has transparency, so that the transparency properly shows in the game?

#

i am using blender btw

#

i can make it transparent in blender but im guessing its not as easy to make it in the game?

lunar nimbus
#

or blank texture xd

flat phoenix
lunar nimbus
#

arent they in blender?

#

i dont know, i just do it in ogf editor

flat phoenix
#

yea like i went in the ogf viewer and saw that the other textures have a shader section also

#

but im not sure where the directory its even pointing to lol

lunar nimbus
#

oh, i dont remember, that was like my first addon 3 years ago and i never been there before

#

i think i just googled names xd

#

cant u assign shader in blender and see how its gonna look? if u have stalker plugin it should display them

#

maybe not... never had blender, heres a list anyway

flat phoenix
#

i see what you are saying

#

i think the issue is i havent pointed the blender plugin to the right directories

#

so there are no shader options

#

here right

lunar nimbus
#

gotta be this yes, its better if u ask in amomale discord in modding-arts channel...
people here dont really mod the game very deeply