#╙🖇mods-making-discussion
1 messages · Page 25 of 1
I should join there too tbh
are the shaders contained in the sdk files? i downloaded them but cant find them in the files
well atleast i cant find the ones that i see listed in this ogf, models/weapons, etc
Hey guys! Is there any addon which ties item price to the randomized item conditions? Meaning the condition of items impacting price of items.
I use Grok's Trader Item Conditions Randomizer but the prices stay the same sadly. I would like the condition to determine the price of the item while still keeping the "tier" of the item intact meaning the sunrise armor still being more expensive at 25% than a leather jacket at 25%. I don't know how to code anything so if anyone could help me with this it would be much appreciated!
Btw I finally managed to edit outfits and give them meaningful resistances like ballistic, BR rating / value, and alter body part strong points and weak points per outfit type.
DM me about outfit or armor edits if someone is using the search function some time in the future.
(its not easy, takes so many damned file edits and searching, reserve a day off for it, or a week if youre not working all day nonstop)
dang, nice work
I assume ballistic resistance is not just DLTXable easily if you need several files for that
so, when're you posting your armor rebalance?
I'm interested

How do I disable Gamma's tools Use feature? Basically remove the ability to use tools everywhere as a workshop.
I deleted the workshop_tool.script from G.A.M.M.A. Artefacts Reinvention mod, but it still works lol
@hasty comet I already have stuff in mind like which armor should be specialised in what, but I didn't have time to edit everything yet
jsut don't use it ?
the point of this is to give myself a bit of a handicap for my new game
sigh 
I edited all ammo ap values in all w_ammo files entries (both vanilla AND bas, mostly nerfs to penetration value but not for AP ammo so much), edited all text files related to ammo, edited BR class file, edited outfit files by adding new stats via dltx, edited damages.ltx (every single section, very big impact when it comes to fine edits, including big buffs for specific body parts in specific body part armor values which I wanted to have more layers of defence for some outfits), edited Actor Damage Balance mod scripts and config/plugins (this one is by far the most impactful because it has like, 20% "always penetrate" bullet damage scripts in it and also scripts that make rapid fire hits crit chance higher i think, so machine gun subsequent connects at you quickly exponentially murder you), edited the game's difficulty file a little bit (how much damage is received overall). Optional edits are health mods and haruka's skill mod related to damage received.
Actor damage balance also alters equipment durability by a huge margin.
Close Quarters Combat mod was also integral somehow in all of this but I forgor because brain is neurodegenerative now after months of editing these bloody files 
Moral of the story? kids if u want to redesign any aspect of Gamma come prepared with lube, medkits, sedatives, a job that wont kick you out for missed shifts, self discipline of a dalai lama, frequent snacks prepared by optimally your gf (which doesnt exist lets be real), spare down time to make snacks in addition to enormous time needed to make these file edits, knowledge of notepad++ and basic coding skills, know how to use discord etiquette, good pc and frequent saving of changes to avoid mass wipes and certain sanity drop to 0 and going postal :)))) good luck fellow mödders 
editing AP ammo values changes how you shoot NPCs
armor values don't affect NPCs
armor values only affect the player
one day at work i decided I wanted to make all outfits specialised and give them unique defensive properties that reflect intricately their model and materials (and my headcanon I guess), so, I had to obsess of course and go through with this impossible endeavour. But it works. After months, no crashes for hours. So happy. But also
<- feels.
the changes are too vast for me to check them out then
I found intricate setup in damages.ltx for all npc types and armour. Also sections for actor (player). I beg to differ. Found big differences in how durable NPCs are now that i buffed armour there. Unless I missed smth. But I made it work, bottom line.
I figured it out, I had to delete the script from Craft and Repair Overhaul - Grokitach, also
yeah I dont recommend unless youre a buddhist monk.
yes that's the one you need to edit to make NPCs tankier
now imagine making gamma

yeano sir I am good. So good. 
guys donate to grök so he can fund his neurodegenerative treatment in 20 years time caused by this modding
0.9 will make NPCs tankier across the board in hardest difficulty
Is there any way to make a custom mod that has highest priority and replaces a script with an empty one?
just overall, or outfit based?
overall
then Im gonna stay a custom modded 0.8 boomer.
outfit based is really hit and miss imo
I think I accomplished it, but who knows. Ive only fought up until midgame.
because it highly depends on how model makers attributed the profile to their model
Outfit protection values are based on... model files? nafam cant be

Xray engine truly is the work of the Devil confirmed
model files > link to npc protection section > link to m_stalker values
does anyone know how?
but yeah the actual defense values are basically hard coded in the model file
m_stalker doesnt have outfit values for the outfits themselves though, NPCs get them from damages.ltx outfit/model types, and actor gets them from outfits in inventory being worn, though? thats my experience.
thankfully, using grok_bo.script, you can edit the associated capture ltx file to change the defense section of each NPC model
so if you go down the drain of checking each and every NPC model, you can edit their defense values manually

or are my theories false? they feel proven though.
yes that's correct
outfits values are only for actor
Clarify, you mean defense section as it body parts, overall damage resistance, how much specific damages they can take or??
unless you check which armor NPCs drop (which I mostly set correctly, by manually checking the 3200 models, YES).
what is my purpose
you check 3200 models
oh my god 
body parts section defense values
🤖
yes, took me an entire week of full time job

like litterally 70h
where is your donation link again
there's a channel about it, top of the channels
how much does a good restaurant meal cost in your country?
15€ if you find a good quality/price ratio restaurant

(that's because i live on the countryside 💚 in the cities it's more expensive)
countryside based 
will making a mod on MO2 with an empty script file make the lower priority one not work anymore?
Ah no sorry, only 2300 models
got it swapped
sadly enough some models still make exo noises while they don't wear an exo x)
been on the hunt but they are very rare
did I say I also set the helmets section accordingly

man, i'm being ignored
yes
it can somehow generate crashes, so simply make the file say:
printf("no whatever the script was doing before")
(I always make empty script file, but somehow I got a craash once recently related to an empty script, so now I'm doing this printf shit)
so I copy paste this printf line into the .script?
yes
does printf post that to the console, log, or on screen?
ok thanks. I tried with the script completely empty, and it was crashing when the mod was calling that script
now it works
@undone lily Would it be possible to make trader item conditions impact price? I'm using your Trader Item Condition Randomizer so using this and making the conditions of items impact the price to buy or sell items would be awesome. Maybe it's too much work? I have no idea lol.
I think this could open up more possibilities with trading and repairing/crafting incentivizing "looting -> repairing -> selling gameplay" and vice versa.
Unrelated to GAMMA of course, as you can't buy armor/weapons from traders.
log
there's an impact by default but the impact isn't huge
Aah okay! How would I go about changing these values to actually be more impactful?
Because a Sunrise Armor of 100% condition costs ca. 40-45k and when it has 25% it is still over 40k..
there are various ways of doing it
you need to know how to script in LUA
I don't have time to tell you exactly where to check this out. iirc in my addon "Craft Overhaul" there's an option so traders guns and armors are randomly damaged, and this impacts the price iirc
not sure about the price you sell items to traders though
but that's a nice start to reverse engineer the stuff
someone with more time could find the relevent script line to edit for you
i wish someone would make a coop mod somehow that would make gamma so much fun but i bet that's hard to make
theres buy_condition or sell_condition in ltx which controls the price based on condition of item, tho i dont know how it is in gamma
Appreciate your answer! Yes, I'm using a part of your Craft Overhaul which specifically randomizes the conditions of items that traders have. I have looked at the config files/scripts but can't find anything that looks like it refers to the costs sigh..
I see, I can see these statements here, thanks. I guess I'll have to learn how all of this is tied together, gon' be a long day and night lmao
that will never be the case most likely
If anyone has any ideas regarding all that I'm wondering about your help is most welcome! 🙂
thats sad
Stalker 2 should have a multiplayer.
Wait for Stalker 2.
Surely at some point, some people will do some GAMMA-tier mod shenanigans.
true hopefully people do it sooner rather then later tho

GAMMA 2 when 
When stalker 2 is out and has proper modding support 
Are you making a promise & commitment ?
Lua is primarily synchronous I'm right?
Have there been any mods released yet which stop the minimap from rotating? A static minimap where north is always north?
Would any of you know what settings and which file I can change to make that possible?
Sorry but I had to use the meme 
What do you mean by this ?
No and no
yes xd
uhm well there are time events tho, but i dont know if u can consider that async (probably not).... more like a same flow but timed if that make sense
how can i access anomaly sound files
in the same folder there is a folder called _unpacked
there you will find ALL game files.
glhf
np
nvm i can only find the sounds of environment and stuff
not the actual thing that im looking for
trying to find the guitar tracks
hahaha no worries, what I mean is that for example, when I put some code on the actor_on_before_death, it's executed line after line, and only when the previous line is finished, let's says it's one threaded, and not like a promise on JS for example.
This is because I have been struggling with a "bug" where sometimes my time skip functions it's executed twice or even more.
yes it's line by line
you unpacked configs only
Seems like you didn't use the db_unpacker_all
im dumb bruh
use that and you will find everything, my bad for not being clear
na you good man
glhf!
Hello!
Is there a way to use DLTX to edit values in files like 'sr_<name>.ltx'? The target file I'm trying to DLTX is located at the root of configs.
I've tried naming my file mod_system but seems I've missed a point in how DLTX works exactly.
Any ideas?
try to create the mod_<sr_name>_<mod_name>.ltx file near it
if it wont work, the easiest way is to edit file as is and use dltxify tool to make a dltx version
this worked thanks!
Is there any way to remove/disable the popup message for picking up items?
I'm using TheMrDemonized Popup Messages so I don't want the vanilla pickup message to show as well as the addons'.
No the bloody swamp chopper
Making the clear sky mission hell
And crows are friends they the one animal in the zone that doesnt try to kill you
Dear god can u imagine?
Morrowind all over again
anti_air_rocket.script
Thats for pussies
Fuck anti air rockets real stalkers shoot them bitches down with Makarovs
Anyone can help me ? Sorry for my bad english, I'm french and i know it's the mod War nymph causing this error but idk how to repair this shit
! thx guys
I want to try and make a mod that adds a journal that you can write in so I can log information and or story building stuff for my stalker. Is this a thing already?
I can help
🇫🇷
Go voc #Lobby 2 (Not EN)?
Yeah let's go !
With knife lol
nvm read wrong lol
Damn right!
Any mod where rescue quests and stuff dont require u to wait 20 minutes for the dude to arrive when you fast travel to quest giver?
🗺️ 🏃♂️
My companion teleport key does nada.
Re Zone Access ... make the routes closed until you find or buy a map, or hire a guide to show you the way first time. Never used guides yet and this might be a way to make them useful for a change ... at least in story mode
you also never ticked off that option
Do the Gamma NPC Loadouts files contain all the possible weapon drops from stalker NPCs or are there more in another mod? Not sure these have the BaS weapons but I could be wrong.
I'd like to know what guns each factions can drop if possible.
Also it turns out the loadout files do have the BaS weapons so it's a good start so far.
check GAMMA NPC loadouts addon files
yeah don't worry, these files are good
checked them a lot, and hand made them from scratch for all factions, cherry picked every gun already
Going through them and curious how balanced they are as well. Gonna assume higher end guns drop from higher ranked stalkers etc.
Also curious how many guns are exclusive to what factions.
Thanks for the response though so I know what files to keep looking through.
I tried to balance all guns recoil profiles yes
Oh, I meant in terms of distribution among factions.
tried to make good guns rare
Were all the vanilla Anomaly guns and BaS guns used in the loadout drops?
Or were some just cut out.
there's a lot of guns cut out
the good guns list is somewhere on GAMMA's github, it lists all the guns that should drop
("should", because some specific individuals still drop guns they're not supposed to, due to having their own very specific tables)
no tons of guns are cut out, only the best / most diverse stays
Hello!
I'm trying to bind a function of my script to a keybind while the inventory is opened.
The "on_key_press" callback works out of the inventory, but not while the inventory is opened.
Any ideas why?
idk why but i can give you a shitty solution
function actor_on_update()
if key_state(DIK_keys.DIK_LSHIFT) == 1 then
printf("Left Shift is pressed")
end
end
you have to make external functions to make it trigger once
define 'external functions'
your own
another option is to monkey patch the on key press function of the uiinventory class
afaik by default on screen GUI will block gameplay inputs, unless you specify otherwise with _GUIs_keyfree
is _GUIs_keyfree a function that like allow a given key to be listened to?
..i don't recommend adding uiinventory to that anyways
but it's a table in which you can set an index with the same name as the UI registers with Register_UI (e.g. _GUI_keysfree["UIInventory"] = true)
local keyPressedState = {}
function keyPressed(key)
if key_state(key) == 1 then
if not keyPressedState[key] then
keyPressedState[key] = true
return true
else
return false
end
else
if keyPressedState[key] then
keyPressedState[key] = false
return false
else
return false
end
end
end
function actor_on_update()
if keyPressed(DIK_keys.DIK_LSHIFT) then
printf("Left Shift pressed")
end
end
try this, left shift pressed should be printed once in console
its really shitty

does gamma have like "drop item from inventory by a key" mod or something
liek in soc
there the magic mod that makes 'shift' do stuff
like drop, quick transfer and stuff
or grok's press key to drop item
can look how its done there
It depends on the key. Inventory locks away some specific keys
As usual I came too late. That’s also what my wife says 
Did not try anything yet cause my work shifted from making a keybind for ZAS to my unrelenting conviction to make a mod to change level transitions. 
(no results yet)
But yea for this, it simply uses one of the few keys that aren’t locked in inventory, like shift or alt
You could use one of them easily, simply make it so it works only when the mouse isn’t hovering an object
Otherwise, on GUI show try using a time event 💚
This should “delay” the trigger so that the inventory actually has time to build and be displayed so your script should work
Since I guess your problem was related to some items not stacking like they should on gui show ?
Btw I think a good way of solving inventory lag would be to reduce the inventory to a specific category by default when opened 
I found that the error of missing ID with the get_object_by_id when using the combine all (not only ZAS) is related to a mod included in GAMMA. I can comfirm as I tested ZAS in default Anomaly with no errors even with 500 items.
I dont know which yet because this find happened at the same time I switched focus from ZAS to experimental level changer stuff
MCM the default category and boom. No more inventory lag on opening it. I found it out because opening inventory and quickly pressing 2 or 3 usually reduces the lag time a lot 
Du génie 
Ah
Yes GAMMA is always harder to mod because it’s spaghetti 3000
It works tho
Sure 
I gotta test that.
It’s actually dumb easy on inventory open, simulate a key press. MCM the key to press based on item categories (1 to 9)
Tho, would it really reduce inventory lag even if switching back to view all right after?
So if I had to take a guess on how this works is that it reduce the work because it doesnt have to load the inventory and then display it all. Instead it loads the inventory but display only a part of it. Correct?
@undone lily So I'm going through the loadouts at the moment. Only a few factions in but so far it seems like ecologists have the most gun variety and by quiet a bit but I'll come back with numbers if you are interested.
Hello, is there an addon that keeps the repair window open in the inventory? Can't seem to find one.
Do you mean that the workbench window is open and the backpack is also open? If so, I have not heard of that being possible before.
If I'd like to change the animation speed for the Kar 98, but the ltx shows this kind of text:
anm_hide = jadey_kar_holster
anm_idle = jadey_kar_idle
anm_idle_aim = jadey_kar_idle_aim
anm_idle_moving = jadey_kar_walk
anm_idle_sprint = jadey_kar_sprint
anm_close = jadey_kar_reload_close
anm_open = jadey_kar_reload_open
anm_add_cartridge = jadey_kar_reload_addcartridge
...then adding ", .09" or some other number will not work. How can I alter the animation speed?
I dont think you can, you edit animations via omf editor
and then you'd need to edit the sound associated with the animation (like a reload sound for reload animation) seperately
if you want them to be in sync anyway
Hello, does anyone have the desire to adapt Mags Redux to the new BAS for the game?
you are best off talking to MagsRedux team directly on their github/moddb
considering that GAMMA is a bit behind official BaS releases
and all that
Ok, thanks for the answer.
you are best off to ask the deep questions in the Anomaly Discord
that's where most black magic deep code discussions take place
you need to use OMF editor and edit the speed in the OMF
you'll need to edit the sounds most likely as well
the western goods mod (the new version with ncps) is compatible with gamma? (posible needs to fix some npc speak lines)
I don't know sh** about video editing but i did my best to make a small trailer for my (first ever) upcoming mod.
Let me know what you think, just don't eat my soul i did my best 
The Arrival is is a complete redesign of particle visuals in Stalker Anomaly, similar to Cinematic VFX made by "jdud" as it's based on the same particle.xr file. Some of his elements i kept because i liked them and rest i redesigned completely. It also comes with integrated Dynamic Anomalies Overhaul as it can be seen in the trailer. I have also made new sounds for almost all anomalies to suit better to their new look. This mod is built on top of GAMMA so it will work perfectly with it, i haven't tested with vanilla Anomaly yet because the mod is not finished, although it is in its final stages.
That's sick. Good job 👍
Maybe mention what it is about at the beginning
i forgot lol, i edited post xD
Also the music is cool and all, fits well with the Stalker vibe IMO, but if you included new sounds in your mod, we may aswell want hear them!
music is from witcher 3, lullaby of woe if im not mistaken, i just chopped it up and add some of my spice
i wanted to upload on yt each anomaly preview but yt is completely ruining the quality of my vids, probably im doing something wrong.
i hope you changed the sounds and their trigger radii as well
otherwise it will be different and probably frustrating for the players
i used this
lol, i'd kill for that xD
i can't find sound location of that anomaly, does anyone know where it is how it's called?
of what exactly
teleport anomaly, that one on the bridge
should be sounds/anomaly/teleport_...
if there are none, then they are packed inside db, have to unpack vanilla archives
keeping anomaly unpacked on a seperate drive is a modders lifesaver
If i wanted to import Anomaly raw data into SDK i can just unpack it and copy it there? SDK will work that way?
sorry for dumb question im still learning
i never used the sdk i dont know
dont really work with models in general i just do edits of existing mods
is there a way I can open GAMMA's root virtual folder in an editor like VS code?
I think some anomalies still lack proper visual identity compared to what’s currently in game. But the mod seems indeed super interesting and will most likely become better with time. Please consider uploading your mod with loose particles files.
The video looks stunning though 
Anomaly/tools/unpack_all. Then add that folder in VS studio.
Do the same for GAMMA/mods folder 
I tried sticking to description of those anomalies but yeah, i can always design something completely new, i would just need a bit of help understanding "drx_da_main.script" and idk who to ask about that. I figured out some stuff but most of it is enigma for me, not really good with coding im still learning..
I'd like to increase the zoom of the ZF4 scope a little bit. I have .../gamedata/configs/mod_system_z_kar98_scope_zoom.ltx and inside I have this text, but it doesn't seem to work. Any ideas on what I can do?
![wpn_addon_scope_zf4]
scope_zoom_factor = 21
The original setting in the weapon_scopes.ltx is zoom factor 24.8
I can help if you have specific questions otherwise Demonized can answer most likely
Try
![wpn_k98_wpn_addon_scope_zf4]
scope_zoom_factor = 21
Ok, I'll try that.
I tried it, but that didn't work either. I've even tried ![scope_k98] as well. I checked for other 'mod_system_....ltx' files that change the zoom but none do, so I'm just stumped.
Oh! I didn't even think of that! Brilliant.
lmk if it works, fingers crossed
Weird thing is now I can't remove the scope. Quite odd.
Right, I keep forgetting how awful this gun is
check that out
that weapon is truly an absolute mess, I'm sorry for your loss 
worth noting for the next gamma version coming:
Yeah it’s fixed
I thought it used to be enjoyable, I always liked it. But I see what you mean! hehehe.
I'll add that to MO2 right now and try it.
It will be enjoyable! in 0.9 
and the code I wrote should work upon reattaching the scope
This window pops up. Maybe I'll just have to wait until .9 patch.
Your modlist has two instances of the section [wpn_k98_wpn_addon_scope_zf4].
Thank you all, I was finally able to get everything working after manually adding the fix from Grok's commit into the .ltx file. Now, detach and zoom are all working as they should.
does anyone know if there is a mod or a setting to tweak the weapon drop chance on stalkers? similar to the outfit drop chance mod?
they always drop their weapons, do you mean weapon/outfit state increase ?
so what they drop has higher durability and is not half broken trash
that's somewhere within ingame MCM settings
no, i don't mean condition, i mean drop chance so i can specify as example that there's only a 20% chance for them to have their weapon in the inventory
after killing them
Hey
I'm trying to use gamma-related changes to weapons in vanilla stalker, namely trying to use this:
https://github.com/Grokitach/gamma_large_files_v2/tree/main/G.A.M.M.A. Large Files/gamedata/meshes/dynamics/weapons
Whenever I try to use AEK it crashes due to no wpn_ak12 files, which are not present in recent BaS download
Any guesses where I can find related motion files and everything else I need?
The wpn_ak12 files aren't in the latest B&S, what?
Only Ak12 files I see in my installation are ones belonging to B&S
Guys anyone know the difference between doing: db.actor:set_health_ex(1) and db.actor.health = 1
You should use callback for setting its value, the db.actor.health property is mostly for reading the current health
Not just in this case but almost everywhere you should always try to use callbacks if one is available for setting property values, because there may or may not be a set of process that needs to be done before setting the value, and by setting it directly you are ignoring all that
even in cases that this callback only sets value you should still keep using that over setting value directly because in future there is the possibility of adding some other process that is needed to be done by setting value(like changing some UI elements)
difference is one set health, another set property which then updates health later
updates are quite frequent, so if you don't need to change it constantly u can use either of them
I think updates happen every frame and almost in no case makes any undesired consequences, even if scripts execute in an order that makes your code run after ticks of some health decrease effect (like radiation), correct me if I'm wrong but I think the checks for death happens after every other script is executed
Usually setting values directly is not considered a good practice
updates are most likely per game second
not sure i understood the "script execution order" part, scripts are just instructions for engine, i dont know how it can run "after"
If that's the case, I agree for instant updates Its needed to set value directly (like reviving via medics called magic position)
in most game engines we run scripts in a single thread, so all codes have to run in a sequence, and for example, your health is only 10 and there is some radiation and some healing effect on you where each can add or reduce 10 from your hp based on execution order there are a few possible outcomes
there are 3 scripts, script-1 for reducing health when radiated, script-2 for adding health based on healing effect, script-3 shows death screen when health is <= 0
here is one possible outcome: script-1: health -= 10 so now health is 0, script-2: health += 10 so now health is back to 10, script-3: health is 10 and it's bigger than 0 so the player is still alive!!
and here is another order of execution: script-1: health -= 10 so now health is 0, script-3: health is 0 so player is dead, script-2 don't get executed as game has ended.
there is just 1 file that manage all effects i believe
there are many scripts that are accessing to health property(both reading and writing)
one engine file, it does not set health, its adding to it
That's right one engine code is managing everything, That is the point where I previously said that "I believe the checks for being alive happens at the end of execution order"
But before that check this management code first executes all of the lua codes written in .script files, and for running them in one thread where at any moment only one instruction can be executed you need to order them and run all of them one by one in that order
after that you can read the final health value(and for that matter any other property) and do the final checks and handle anything that is needed to be handled in C++ side of engine(for example rendering and playing sounds)
Yes
script 1 will add +5
script 2 will reduce -10
in engine we will get:
health = health + (5-10)
u can change order however u want and u'll still get same value, im not getting what u tryna say xd
And I will port the new guns to the old bas
Simply because I fixed too many things in old bas to simply trust the new one


Thanks @unique hawk and @lunar nimbus fir the answers !
What I'm trying to say is that, yes in this case both of them almost do the same thing because of the execution order, but in some cases for example where in another lua script we are checking the current health and give a bonus where health is under 30%, the effect check can happen before reducing the health via callback is applied but in most cases its ok because in worst case scenario it will happen in next tick. But for something like instant healing happening via medic magic potion (which instantly restores health to full) we kinda need to set it directly to make sure that its set for everything else, I can imaginge it could work via calling the method but probebly it cause some undesired effect where an extra tick from radiation would happen and health get to 95% instead of 100%
is there any place where I can find all available callbacks?
why every message so long 
axr_main
🤣 That's my down side I just talk/write too much
the issue I'm trying to debug is that, (making a respawn mod), if I use inside my actor_on_before_death db.actor:set_health_ex(1) first or gamemode_azazel.heal_everything() and then, at the end of actor_on_before_death, I try to set a different health value using db.actor:set_health_ex(1) and db.actor.health = 1, my health is show full. (maybe it's a HUD redraw issue? because even if I'm hungry I do not see the hungry icon)
thanks
those arent callbacks tho, those are jsut class methods
What you are saying is that health gets to 100% but you still die?
yeah they called setters(and getters where used for getting values)
I'm just calling them callbacks to explain my point(at some point you may want to call some callbacks where health is changed)
well its incorrect and confusing xd
😄 😄 😄 yeah I called them with the wrong term at first and I just kept going with it, sorry
nope, I'm alive, but not with health value different to 1, so what happens right now:
1 - health reaches 0, actor_on_before_death triggers
2 - I set health to 1.
3- do other things, like teleport the actor, calculates a new health value
4- try to apply new health, satiety, power values, but health is still at 100%
Can I take a look at your code?
for sure, let me push this branch and I'll share the repo, it's my first mod so glad to get some help 😄
drag it here as script please, dont like reading git
I would be glad to help you with that
Even if I wouldn't be able to find the problem I'm sure other more experienced moders can help with that
so I guess sharing it here is a better idea because more people are willing to take a look at it
I actually just fixed the not showing the hungry icon with a draw off and on of the how, but still having the health always 1 issue.
There are some code that is from other mods and also it's a bit of a mess, but most important lines are at the actor_on_before_death
did u wait for 30 sec
is there a timer/cooldown?
god, github with no syntax
i dont know, there is bind_stalker_ext.invulnerable_time = time_global() + 30000 somewhere in the middle
I can see that you've commented out the db.actor.health = global_healing, It didn't worked with that line?
I forgot to remove this, let me try
What is the out put values for this line : print_dbg("healing %s", global_healing)
that is on_game_load btw
the correct value after the calculations
another advice, do not ever use goto
u basically have a more risky return since its pointing to the end of function anyway
and also this line? what does it print : print_dbg("db.actor.health %s", db.actor.health)
try to read actual satiety with
db.actor:cast_Actor():conditions():GetSatiety()
Yeah it can be a UI issue, but I'm also suspecting that maybe at some other part of codes(maybe even other mods) there is something setting your health to full when respawning
sorry forgot to ask, is that on gamma or anomaly installs?
everywhere
yeah it's weird, because if I avoid using db.actor:set_health_ex or gamemode_azazel.heal_everything() I can set the health correctly
That's interesting, maybe there is more to it then. I guess there can be some other code that sets health to full after your code being executed, and that code does not execute in azazel mode
maybe some if before it to see if it's running it this mode or not
If that's the case, It's gonna be a little bit messy to fix
what other mods are you running? can you check your mod by itself?
i dont understand, u disabled azazel code or they running together?
I'm not in azazel code, I used it's code to health, but ignore that, that line is now db.actor:set_health_ex(1), I was just trying that health mode (azazel) but it was the same
pushed the current code
I'm using default GAMMA + my mod
im out of ideas xd code looks ok
@molten surge @lunar nimbus In order to load a mod what is needed other than putting it in the right directory? Is there any configuration file to edit?
just needs to be in gamedata
so if that's the case can you create another mod with a name that goes to the end of list of directories and only thing you do is to register for on before death event and log the values you've been setting in the response mod you've created?
@molten surge
log them with a cool prefix so we can be sure the values from second mod are which
I'm beginning to suspect that another mod is changing the values after you do, with this test if done correctly we can find out what happens when our code runs after every other mod, you can even set values to a new one like 0.5 just to see what happens if your code runs last
log them using print_dbg("final health is: %s", db.actor.health)
script name probably wont matter because callbacks in scripts have random order
u could try to wrap certain parts (like setting health etc) into time events:
CreateTimeEvent("some_idk_e", "some_idk_a", 0, function()
-- code to execute on next update here
return true
end)
return true stops it after first run, otherwise it will run constantly
If that's the case yeah the only way is to wrap logs in an timeout and log them with a few millisecond delay to make sure they are running after everything else
It's a really good idea, but it's dangerous as it makes debugging other mods really hard, Think of other mods whenever you are using things like this, because it can make debugging other mods a hell when something random happens 1 second after your code
and you have no idea why and where
probably similar to what is happening to me? xD
so creating a zzzz_debugger mod doest matter?
exactly😄
I'm not sure but you can try creating something like that and just set values to something you can debug in before death callback
for example if you set everything to 0.5 and it stays you can be sure that problem is what we think is(from another mod)
if it didn't worked try doing it again but this time using the CreateTimeEvent method so we can be sure that the code is running after everything else
hey man we already have a zzz_player_injuries.script in the modpack, so it makes me to believe that script ordering is real and working on filename basis, so give it a shot
just make sure you put enough z's at the start for it to be at end for real(for sake of debugging put 4 or five)
Can someone enlighten me on what's happening here? I created a mod to replace the main menu ( #1087314745931079730 ) which works fine but sometimes the game crashes with this error, and I don't understand why. I'm not in the menu and not trying to access the menu either when these crashes happen, they seem to be totally random. The game turns into a black screen then after some time it crashes, and copies this to the clipboard with no crash popup
Expression : D3DX11CreateTextureFromMemory ( HW.pDevice,S->pointer(),S->length(), &LoadInfo, 0, &pTexture2D, 0 )
Function : CRender::texture_load
File : ..\xrRenderDX10\dx10Texture.cpp
Line : 535
Description : The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
Arguments : r:/games/stalkeranomaly/bin/..\gamedata\textures\ui\alphalion\ui_stalker2promo.dds
does this also happens in dx10 or dx9 builds?
That is most likely the reason behind this error. Best solution is running game with debugging layer on, but I'm not sure if it's possible without a custom build
I fixed the issue, had to change the approach but after you guys talking about creating events, I suspected that the teleport to respawn function needed another approach and copied one from another mod and instead of just moving the actor if on same level as respawn I still load everything again.
😍 That's awesome, Much better than messing with other mods and / or using TimeEvents
Idk, never tried. Afaik DX9 and/or 10 doesn't even work right now (?)
The texture being too big makes sense, it's 4000x2250 px
I'm not sure about that as I've never tried to run them with GAMMA installed. But solution is probably the texture size anyway, I can see that somewhere in the engine tries to use buffer size suited for 1024 or 2048 textures and gpu just dies on that instruction
as I've said the only way to debug this correctly is using a build with debug layer enabled, It's really hard to debug a GPU level error without any debug layer running (even with tools like RenderDoc or Nsight)
I'll make the texture smaller and see what happens. Thanks
Happy to help(if you can call all of these half ass assumptions help😄 )
I would like to know the results if its not a problem, I'm just curious to know if its fixes the problem or not
Will take some time to see if that solves it as I've only had 2 crashes so far under like 20 or so hours
When i changed one of the menu backgrounds in my game i had to change it to same resolution as vanilla
And what's that?
I think it's fullHD
so it should be 1920x1080
If I'm not mistaken you can find the background used for GAMMA in G.A.M.M.A. UI\gamedata\textures\ui
Right. Because it's a strange format I just assumed I can't check its size, but I can. It's 1920x1080 indeed
According to this page it's the only supported video format for X-Ray:
http://sdk.stalker-game.com/en/index.php?title=Videos_for_cutscenes_and_menus
out of pure curiosity, is there some more info available on that ?
stalker (and honestly u could see it in other spaghetti games) can crash gpu drivers when code was written on a napkin
the dds in arguments is not the reason, its just the first random dds that came after driver crash
i bet there are shit tons of hand made limitations in the engine which with modern hardware u can cross but when u do - shit like this happens
i dont like people who blame every little bug from addons where author store objects on xray, but this one really seems like xrays being old fault 🤷♂️
tldr: the error it threw is just a consequence of another bigger error ;]
Well now I found another weird behavior, If I die over water, and my mod teleport you and heal up, I still get the crazy rads, it's like I'm still standing over water, db.actor:change_radiation(0) set rads to 0 but I get the bar filled in no time and die
Didn't you said that now you are reloading the last save?
No you where reloading the level
sorry my bad
no worries 🙂
Can you reproduce it consistently?
Yep if I die standing at water when I do the level change I have the rads, if I move, die gain, then it's not there next respawn
Is the place that you are respawning actor in the same level as it where before dying?
yes
LOL
Kinda funny
Can you show me the snippet that you are using for reloading?
or maybe commit latest changes
Also pushed it
a silly question, can I ask what is your code editor? It looks like vim to me
VSC
ah I see
I'm not crazy enough xD
the vertical lines reminded me of a neovim plugin😄
Damn pretty color scheme
Its monokai you are right
I cant stick with one rn im on bespin
yep it's monokai, I have been using it for work for the last 4-5 years and I'm too used to change it
this one? https://github.com/morhetz/gruvbox
love the font tbh
yes that's the one
I think fira is the default font for visual studio, correct me if i'm wrong
both gruvbox and monokai are inspired by badwolf i guess
@molten surge I just checked the fast travel mod and It should work, But it reminds me of some of that mod's problems
some times after fast traveling I just end up dead and when I reload my game crashes
When I relaunch the game I find a quick save with my health being -100% in it, and it's at the moment after teleportation
that certainly weird
from what you've observed, what do you think is cause of this? my guess is that the effect from the radioactive zone stays after teleportation
Yep that is the issue, I was able to escape the radiations after moving a bit and letting the player day again
next time I was free of radiations
can we do a work around?
maybe before calling ChangeLevel method
use db.actor:set_actor_position to move player to a safe position in the map and then call ChangeLevel
its a weird work around but I need to make sure that is the cause
😄
It can fix the problem but its better if we find a solid solution for it instead
change radiation adds or subtracts it
if you need to set it, do db.actor.radiation = 0
I guess change_radiation method already does that
but yes medic does this to heal everything
thats a wrong guess
function medic_magic_potion(first_speaker, second_speaker)
db.actor.health = 1
db.actor.power = 1
-- com db.actor.radiation = 0
db.actor.bleeding = 1
end
local npc = who_is_npc(first_speaker, second_speaker)
npc.health = 1
npc.power = 1
npc.radiation = 0
npc.bleeding = 1
end```
so get current value and substract it?
if you need to get rid of radiation, do db.actor.radiation = 0
It's already been used for that purpose
bruh
I was doing that before, still same issue, I was able to see the bar empty but it got filled as if I was still standing on water
yep the game thinks that 😦
as a workaround you can do something like this, this will force 0 rads every frame
CreateTimeEvent("always_0_rads", "always_0_rads", 0, function() if db.actor then db.actor.radiation = 0 end end)
have you tried doing it? if not I think the opposite of this can work too, after calling ChangeLevel use db.actor:set_actor_position to move him a little bit so engine can recalculate the zone that its in
This was my approach right now, going to try demonized one first
I like the way you are approaching problems
haha
Actually demonized will force rads 0 always, so not sure if that is viable for me
you can try returning true
so it only runs once
try writing it in multiple lines, its more readable that way
@molten surge
ok will try
dont u have actor invulnerability after azazel death or even urs?
radiation are hits, this should set all hits to 0 including radiation
nope it's ignoring that,
Fixed it making a custom invulnerability
local current_time = time_global()
local sleep = alife_storage_manager.get_state().dead_penalties
if sleep.last_death_time then
local invulnerable_time = sleep.last_death_time + 85000
if invulnerable_time < current_time then
return
end
if invulnerable_time > current_time and shit.type == 3 then
shit.power = 0
db.actor.radiation = 0
end
end
end```
this one can sometimes still hit i believe ;p
change shit.power = 0 for flags.ret_value = false to be 100% sure
@undone lily I finally counted up all the firearms, armors and helmets that are in the NPC loadouts if you are interested to see what factions have the most variety.
Well, I made all these profiles myself so….

But having a representation of the data is always nice 
Unsurprisingly Monolith has the widest firearm variety.
Which is different from vanilla anomaly, iirc mercs and unisg had some of the most variety.
While surprisingly, Ecologists have the second largest firearm variety and military has the least variety.
Also the gap from second most and third most is wide. Monolith has 143 different firearms they can spawn with and Ecologists have 125, and loners in third have 86. I also noticed unisg are the only ones that can spawn with a gauss.
Monolith do have the gauss in their file but it's commented out.
Yes that is correct
Ecologists it’s because there are ecologists, loner ecologists and Merc ecologists profiles iirc
Also you rarely kill ecologists anyways
For the Gauss, I need to revamp it so it dead electric damage
Yeah, they have a long list, they are all in the ecologists page but they do have loner and merc variations in their groups.
I might relook at it to see if the loner varietys use loner guns and the merc variety use merc guns.
See if you thought about consistency lol
As I said, each entry in that file is hand made
And I made specific and different WP and NATO profiles for each faction
Yeah, that would explain the large variety then if ecologists basically just have a portion of the loner and merc pool included in theirs.
Based on gun recoil profiles etc
Also how did you decide what guns from vanilla to remove?
For instance ISG uses 7.62x51 most of time
I'm assuming redundant cases where the guns are essentially the exact same.
I checked all guns one by one and all animations and models of each gun
Then decided what should be the trimmed list
Then adjusted guns stats of the remaining ones to give guns some kind of progression
I’ll revamp recoil profiles at some point and give them more variety
Like, vanilla anomaly has like 9 different l85's or some shit alone and BaS has three more lol
So it looks like you only kept the BaS ones.
Yeah, you have the m1 m2 and m3 ones.
In 0.9 there’s no m1 anymore
Since I kept 4 sigs models
(552, 550, 550 with handle and 550 with laser and canted sight)
Wait, what is the latest version?
Not released yet
Ah ok.
Releases on Sunday
I wasn't sure which one I was playing.
RC3.2
Ok yeah.
Which is like 0.8
Gotcha.

So you cut out the m1 because it was redundant?
Makes sense, it is very bloated.
I think there’s too many sigs, but each one is different so that’s good
Also reorganised AUG
Yeah, there are a lot of AUG's.
I think some of Nimbles firearms are also in here.
What does he do in Gamma, I haven't run into him yet.
Yes, depends
His whole point in vanilla was he had a list of unique firearms.
He sells sights, upgrade packs and also trade guns for other pimped models
Ah ok, so he is still a pretty specialized vendor.
Do you happen to know which of the ecologist ranks are the ones belonging to the loner and mercs, I wanna see if I can trim the fat and see what the actual eco boys carry.
Because if they drop by like 50 fire arms then Monolith dominate by a large margin.
ecolog_stalker_primary, ecolog_merc_primary I'm assuming it's these two.
ecolog_experienced_primary, ecolog_master_primary, ecolog_nstalker_primary, ecolog_stalk_seva_primary, ecolog_novice, ecolog_master
And I guess these might be the actual ecologists though maybe ecolog_stalker and ecolog_trainee might be switched.
Actually maybe I can tell based on the armors they can have.
Actually, I'm not sure where to check which models fall within which category, I thought looking at death outfits would work but it turns out it doesn't lol.
Грок, здравствуй, а можешь ли ты в сборку добавить летней растительности? Уж слишком все мрачно.......
ight guys, got a question... how hard would it be to add a few firearms to the game?
im guessing a few weeks?
any mods for tacticooling up the an-94? I've looked around a bit and haven't seen one. sorry if this is the wrong chat for this.
i would recommend checking google, like 'an94 mods stalker' or something if you havent
thats how i found the mg42 mod lol
I've checked moddb and didn't see anything, but I'll take your advice and let you know
yeah this is all there is https://www.moddb.com/mods/stalker-anomaly/addons/an94remodel
would like to be able to put an rmr kit/a laser sight on
yah, i dont know much about the an-94 but i dont think it can use that many attachments irl
mainly because i dont think the an94 has plastic furniture that add any rails to it
yeah guess not
yah i cant even find a mod to put the m320 on the damn m4 LMFAO
hell cant even use the m320 as a standalone GL
But that 2 shot burst is cash money
Hello! any body have idea how you can music in stalker gamma?
you mean like ambient music or radio music
ambient is the one you hear in the background radio is the one you can hear in your pda or in the cities radio's
Radio music
Just add playlists
hmm not sure about how to do radio lemme check I suppose the method is similar to ambient lemme look
so you want only to add playlist to your pda ? and not in city megaphones
Nope
Like you know on your pda
alright
I think I know how to do it it doesn't sound complicated just give me 5mins
go into your gamma mod organizer and look for PDA Radio Extended
you can use that mod as a base since it does excatly what you want
you would need to turn the music you want to add into a .ogg
and make a playlist folder in that mod
Yeah im aware of it
Also
To i need to like
in the mod theres a file called radio_zone_fm.ltx you would need to edit that to add another playlist
Yeah knew it
well what do you need to know then its pretty much that
Yeah its same as anomaly
so is this all you needed to know ?
Yup!!
You were really helpful today!
Thank you a lot!!
Im not sure if thank you is even enough lol

@prime crane btw it works
noice
Can anyone here translate my ENG mcm descriptions to RUS?
Do I need to edit any files or make any changes in order to install the new Gunslinger mods to Gamma? (the ones that got removed from 0.9)
get the latest wpo
quick mod suggestion for 0.9
mod that replaces Gigantic with Grok in all art/menus

mod suggestion for 0.9
rename Pseudogiant to PseudoGrok
can anyone help me find some good program that helps with the translation of xml files?
Deepl is good
i read in the to do list, that theres file that get ISG spwn in south maps, if some one have them, can send me a copy, i like the idea of ISG roundong the shouth, its a interesting menace (once a find as a military a patrol of ISG in garbage and was a interesting action)
hi I'm trying to modify an old autowalk script I found on moddb. I want want to be able to run instead.
The problem I'm facing is I can't find the right keybind from "key_bindings.k???" to be able to run
question about GAMMA's ballistic system (looking at RC 3.2, not gonna update to 0.9 for now cause other reasons)
I am tinkering with adding some new bullet types (thinking of weapons which just have one or two bullet types)
what mods should I look at outside of these three in terms of function/balance ?
(and Arti's ammo maker for crating these new bullets later on)
should I just look into new values of the ammo from there to come up with something new, or should I look at something else as well in order to create new balanced ammo for GAMMA ?
gamma close quarters combat has the priority
yes i know
but it's there, those are almost redundant
also there are ammo related changes in gamma weapon pack
yes i know
but you might want to look at it too
👍
hello, anyone knows the purpose of maingame.xml and maingame_16.xml. Why two files for the hud ui?
16:9 and 4:3
I think
The _16 are for 16:9 screens, the regular is for 4:3 screens. Some mods may have _21 (I think) for 21:9 displays. A lot of the regular ones are identical to the _16 versions tho (especially non-vanilla mods) but not all of them
thanks both
another question, I am making a gamma patch for this ui mod https://www.moddb.com/mods/stalker-anomaly/addons/s-t-a-l-k-e-r-2-hud-by-mike0422 I will share it ofc
It's almost done but two minor things. I need to move notifications of the left a bit up (pic 1) and the npc faction (pic 2) slightly to the right. I found a notification tag in both maingame.xml but changing y does not do nothing and for the second I can't find anything related
Idk about the configs for faction ID, but there are settings for it in MCM settings. If nothing else you could instruct people to change the faction ID's positioning manually in game. So it's only a half solution
if I can change faction id in mcm than problem is solved for me (I am going to use this in my exp profile and I can push mcm config overrides) but what about those notifications?
I could only find this in ui_custom_msgs.xml but it seems to do nothing
<!-- /Notifications -->
<notify_icon x="12" y="700" width="30" height="20" stretch="1" light_anim="ui_slow_blinking_alpha"/> <!-- x="130" y="738" --> <!-- x="20" y="195" -->
What version of Gamma are you using? I don't have a node <notify_icon> in mine
I just tried changing Y values for these 2 that I have which seemed like the relevant nodes based on their name but nothing happened: speech_menu & quick_info
Since they still appear even if you have your HUD hidden, I guess they're controlled by a different config
I am using the gamma version before 0.9. have not updated yet
did you check the correct file?
it's in ui_custom_msgs.xml not maingame
in which file are these?
For me there are in maingame_16.xml. That's what I checked because it's the file we've been talking about. I only took a quick glance at it so I could be totally wrong
Yeah I haven't checked that file at all
I am currently working on a patch for "Meatchunks's prefetcher" for those people who prefer to use HD models. If anyone is interested in it, let me know otherwise Im making it so I can continue my current run on stream. I am manually adding HD.ogf files so that those files also can benefit from the prefetcher.
Greetings! I want to replace the icons of the cartridges, tell me how to put this mod, I put it, the insons of the cartridges are not displayed.
https://www.moddb.com/mods/stalker-anomaly/addons/patron-ammo-icons-gboobs-patch1/#8520481
hey guys anyone know if there is any file I can check all the values for item:section() ?
Is there any way to add armor in trader's stock while using the base gamma economy?
I think you can activate guns and armors seperately in the 213- Trader Overhaul (if you do not want the true GAMMA experience) - AGoodSetOfPistol
at least that's the impression I gotten while loosely browsing that mod today
try looking there first
I know about this addon and have already used it, but a few days ago I was interested in adding armor without global changes to the economy, but the game doesn't display this items like weapons and armor at merchants, but it works with all other types of items
||(Google Translate)||
I'm trying to restore the cut aek rifles to the game but as you can see the position of the models seems off, anyone know what I can do to get them functioning like the stock aek?
are you talking about the gunslinger ones?
the camo and duty aek's.
try this
read description on tutorial on how to edit a weapons LTX
Anyone able to direct me to which file determines all text for firearm names?
itll be somewhere in configs/text/eng
but depending on the mod they may add their own xml files
but it will still be in that directory
if its for a modded gun check that guns specific directories
if youre making a new gun id just make a brand new xml file
Does anyone know if there's a way to mod the pickup info radius for it to always display without having to hold the interact button?
Don't know if this might need scripting or not
I just wanted to rename some of the guns since a lot of the old guns just use the same name as the new and I wanted to be able to quickly identify in game. Thanks, I was able to make the changes I wanted.
wpn_ak74_rpk
wpn_ak74m_pka
wpn_colt_kimber
wpn_fort17
wpn_k98_mauser_kit
wpn_thompson_1921
wpn_pkm_zulus
wpn_toz34_mark4_23
Anyone know if any of these items are currently made from using body kits and if not how were these weapons originally used for because I don't think most of them are in Gamma.
can anyone here answer this for me? I'm trying to edit one of the guns i got in boomsticks and sharpsticks so i can run it instead of having to switch to a better weapon (specifically the Scar) every time i edit it however in the gamma mods and save the edit in notepad, it doesnt update in game??? so im trying to figure out how to edit weapons in game right now so i can edit this weapon and get back to playing. Specifically im trying to edit mag count up from 20 and hit power so my damage increases from 71 to 81. In base anomaly i did this for this same weapon but in that game you can unpack anomaly edit the file yada yada, but i cant seem to do this with gamma for some reason?? any help is appreciated.
search in mod organizer for which mod file for the scar is being used and you'll have to edit that one. If you are using the magazine mod then you generally have multiple magazine options for most weapons in the game. Which Scar are you using?
!hot
HOT NEW BUGS THAT WE ARE WAITING TO FIX
- "unjam error" is caused by NPCs unjamming tommygun
- Remington 870 sound issue (2023-02-27) issue also affects multiple shotguns
- Hideout Furnitures crash on opening radial menu on portable workshop (2023-03-08) current fix is to revert to old Hideout Furnitures version
Refer to this thread for more known issues at the moment: #1072559830507716609
Can someone help me with it?
just wondering would it be possible to mod a craftable/buyable item that can claim any smart terrain in the game as your "base" and prevent mutants from spawning there
of course an item like that should be limited to 1 instance because people would abuse tf out of it otherwise
without editing the profiles that disable armors at traders you can do it like this
Thanks!
Teivaz released their unfinished Gunslinger port on Anomaly Discord, for people to use freely
I imagine "unfinished" needs to be stressed here
how do i fix this 
trying to get the sig from the gunslinger thing but it just shows that, some weapon packs works but not the sig one for some reason
they're the same as the ones posted in moddb
it's an unfinished port
read it as collection
but otherwise they're complete and fully functional
also the installer for the sig replacer always looked like that
since doing fomod installers fucking SUCKS

how do i lock certain quests behind ranks, how does that system even work? i need to know if i can do it with a few simple file edits
i need to know if i can lock fanatic's newbie quest once the player reaches the rank of trainee
in dialogue tree of the quest giving dialogue:
<precondition>XXX.YYY</precondition>
XXX being the script file name
YYY being the function name
probably in xr_conditions there is a get rank function, you can take the script and add and adapt it to your own script file, or use the xr_conditions one if it has already one for certain ranks.
Is there an easy way to make enemies drop more ammo of the type of their gun?
Grok said that if someone looks in Gunslinger github page they can snoop around in commits and find how to patch it for Gamma.
But I didnt find any commits in their GitHub page, its all brand new
#╟🔰☢newbies-chat message
https://github.com/TeivazCZ/S.T.A.L.K.E.R.-Anomaly-Gunslinger
you needto download the contents of that git
with zip
then grab each pack and install in your modlist
Look at the commits Grok made to remove gunslinger guns. He made changes to mainly GAMMA NPC loadouts, GAMMA Weapon Packs, Starting Loadouts and some other files.
thanks! 👍
i never got to properly test the gunslinger ports but from my limited testing all the guns work out of the box except for: AEK (Firing Animation missing for aimed shots, it 'resets' to hip fire anims when trying to fire while ADS), Beretta, FN57, Sig220 and TT33 (the 4 pistols have wrong 'hud'/hands positions) but the rest seem to work okay. It could just be that these guns are just conflicting with the other stuff that i have in my load order, even though i put this at highest priority but you know.
"GUNSLINGER Guns addons support" commits were never removed as far as I can see.
So I only have to undo the commits that were made to remove them, in other mods
or just update wpo
and get aoldri's animation libraries
and be done with "compatibility patching"
that way you can also even use barry's svu
the - "unjam error" is caused by NPCs unjamming tommygun might be caused by unjam/reload on the same key mod because having played with mags redux (requirement is to disable) all the time I never had this issue. Recently I was testing one my custom modlist and for testing I was not using mags redux and I got this error for the first time
update wpo
now my help begging. Does anyone know what cause those status icons to flickers? It seems they change the positions at each state
yes
i wont tell
🙊
it was soemthing related to alticons.script
I just figure out, it clashed with the gamma mods G.A.M.M.A. Minimalist HUD, 201- SquareDOV (square minimap), 168- Alternative icons
classic gamma nonsensical file structure at its finest
I found the instructions in the Stalker2 HUD in #1035807043933720576 . I killed myself the last two days to port the mod for the minimal BHS not knowing anything about this shit. what a pain
Can someone borrow me his
192- Cr3pis Iconpack Helmet Less Armors - Cr3pis
because mine was broken by my curiosity and now its crashing my game on start
i'd send you but i got yelled at for doing that last time 😭
Since we don't see suggestions channel anymore, how can I make the improvised artifact container ( 🔴 ) to be sorted after/before the other 2 types of modules ( 🟢 )? So it wouldn't be lost somewhere amongst artifacts
You could try getting it from ModDB when the site comes back up (I can't access it right now)
Do you need the modders role to post custom updates to mods here? I pretty much finished Meatchunks patch for people who use HD models. Did not want to post without proper permission.
Afaik you don't, anyone can post stuff. But you should ask the original mod's creator if you're posting a custom version of it
i don't think meatchunk will have any problem with you posting it
Hmm for meatchunks I cant tell who made it since there is no website.. did grok make it?
meatchunk is a anomaly dev
i would say just post it in #1035807043933720576
Just want to cover my own ass before posting it.
at worst if there's a problem you remove it and done no problem
thank you
@undone lily does the 'gunslinger' update add the mp5 pack too?
if it does, have you checked how it behaves in game? Im sure for some reason the mp5 stutters the game for a sec when you equip it for the first time
at least it did when i tried some time back on a gamma install, of all the gunslinger replacers, only the mp5 stuttered me for 1 sec, even tried on debug map with nothing and only the mp5
you know it also happened to me but i was never that big of a mp5 user
so it never caught my attention
yes
never paid attention to that
I can confirm it does that for about 2 sec, but then it goes away
Anyone know if there is a mod that allows the vanilla Anomaly firearms to use the BaS scopes and add ons?
Question about anomaly scripts, I ran the unpacker and I have all the .ltx files in _unpacked now. Does anomaly automatically pick up modified scripts from there or do I need to put them somewhere?
They go in the gamedata directory in the anomaly folder.
Yeah I tried that too but it's still not modifying
Not sure if something from gamma is overriding it or what
I swear I had it working the last time I played
Yes, Gamma is going to override it if it uses that file. You'll want to search in MO2 for which of those files Gamma uses and edit that one. @thorny dune

Meanwhile I'm still interested in an answer for this.
@undone lily I'm gonna assume that no one has made a BaS scopes and addons compatibility modpack for the vanilla Anomaly fire arms because if it existed you likely would have integrated it in Gamma.
if you want to add bas scopes to vanilla weapons you will need to edit each single weapon model and add a scope to each .ogf for each scope for each weapon
it's time consuming, a lot of bloat and most vanilla weapon model don't look that good to bother with it tbh
Fair enough.
Whenever you create a mod make a new folder in [your Gamma folder]/mods and place the files there while retaining the original folder structure. For example if the original in unpacked is
gamedata/configs/example.ltx
Then the mod should follow the same path:
[your Gamma folder]/mods/example mod name/gamedata/configs/example.ltx
Then you'll see this example mod folder in Mo2 at the bottom, check the box to turn it on and enjoy the result. That way if there are file conflicts it will override everything below it. If you place mods inside gamedata that's in Anomaly, I think those get overriden by Gamma mods upon conflict anyway
Don't edit files that are inside the existing Gamma mods folders as you won't be able to roll back if something goes wrong. Always crate your own folders for custom mods
can anyone point where to go to turn off the glowing light on acidic anomaly?
Hey can anyone help with this? I redownloaded Gamma to fix an issue everything is running great btw except one major thing. My weapons do no damage or atleast it seems like they arnt doing any. context im at the later pripyat stages to the game and i used to be able to basically 2 tap any stalker or mutant save the pseudogiant of course i checked my general settings everything seems good on that front bullet hit factor is set right the way i want it yadda yadda. Also in a gunfight with #Monolit
I was able to shank one with a kukri mind you he was lightly armored but i was able to kill him, and there have been a few times where i HAVE been able to kill mutants and stalkers in game and everything seems fine, but suddenly out of nowhere im now in a big fight and doing no damage at all to any of the soldiers my companions are doing the heavy lifting right now SHEESH! any help would be appreciated (and for anyone thinking its working and im wrong one of my weapons is the gauss rifle and its doing nothing)
This aint a support channel, but here's your answer: #📢announcements message
if you have technical issues, please go to #🔨base-gamma-support
make a separate mod in MO2, load it last, and bring your changes there
can I reinstall "gamme RC 3.2.. I have all the previous files..???
guys any idea what to change in zone_map16.xml to move the compass from the bottom to the top?
<window>
<minimap>
<level_frame x="0.666" y="1.17" width="0.000" height="0.000" alignment="c"/>
<background width="0" height="0" stretch="1" alignment="c">
<texture>ui\squaredov\minimap</texture>
</background>
<clock_wnd x="0" y="0" width="0" height="0" alignment="c">
<text x="1100" y="1100" font="arial_14" r="255" g="136" b="0" align="r" vert_align="c"/>
</clock_wnd>
<compass x="0.50" y="50" width="400" height="400" stretch="1" heading="1" alignment="c" >
<texture>ui\squaredov\compass</texture>
</compass>
<center width="0" height="0" alignment="c" stretch="1">
<texture >ui\squaredov\player</texture>
</center>
<static_counter x="0.878" y="0.538" width="18" height="17" alignment="c">
<text_static width="18" height="17">
<text align="c" font="letterica16" r="179" g="152" b="109" />
</text_static>
</static_counter>
</minimap>
</window>
You have 2 options:
• level_frame Y value. This controls the entire minimap's position along with all of its elements
• compass Y (and X) value. This controls the compass's position relative to level_frame
yes I tried to change level frame Y value, but I could not find the correct value, basically all I could is to have half compass displayed on the top and that was at y=0
negative Y would not do anything. So It's like Y is the center point of the map frame Y axis , so I need the center of this frame to go out of screen a bit and I could not find the way
I'll show an example in a moment
I did an essay on the map config which might help you out:
#1081610248206426134 message
I remember seeing a mod of just the compass on the top so it's definitely possible
this is the maximum I can move it towards the top, that is at
<level_frame x="0.666" y="0.001" width="0.000" height="0.000" alignment="c"/>
ok maybe I get it, I could change the compas Y to move it further up
wow I did not know you can refresh the configs while in game. Imagine me relaunching the game everytime I have to change a hud pixel position and see what it looks like
I might have done it over 100 times yesterday
gonna give up for the time being, changing compass element y/x coordinates won't budge it. it sits there at the top with the center point at the screen border as in picture above
i would like the gamma updater give a option to export or plot in the command line when it ends witch mods were updated, added or removed in the update operation
That would be good
I'll try with my game too. The game refresh doesn't reload everything tho, keep that in mind
For example textures_descr aren't refreshed, and probably many other things either, but idk exactly
For me setting the level_frame y to -0.1 works, the compass is mostly off-screen
So not sure what's going on at your end. Tho I'm running an older copy of the game I doubt the map configs have changed much since I don't see why they would
Keep in mind if you place the compass on the top you'll have to flip the Cardinal points around, as the bottom one would show the player's orientation opposed to the top one. Without that it would say you're looking towards South when you're actually looking at North. Same with West and East
i would like to unattach the player camera and allow the player to move it around like in debug, sort of like a drone view, any clue if theres a file i can copy this behavior from?
as a follow up im seeing in the camera reanims project they add cam effectors to achieve leaning etc, but use .anm files to do so, how can i work on and create these files? google has been little help
thank you. this worked. somehow I made the same changes yesterday and nothing was happening. It must have been too late in the night, that might also add to the confusion
usually if something isnt working and i come back to it next day i usually solve it
Pick which icons you want to install. 1 for quest arrows, 2 for stashes 3 for everything else. You can pick either or all of them
When I hold the bolt in my hand, and in the other detector-itss too close to the character's face. It looks uncomfortable. How to fix? Im using hax bolt reanim
Looking at the ammo changes for 0.9, the reason for cutting down all the AP values by dividing them by 10 was to help with the multihits?
Did we ever find the route cause to the Inventory lag? Its coming from sorting plus but its there a work around yet? Setting categories to default?
yes, in part
ap influences multihits
so does speed
so does posture of the victim
so do the cosmic rays too
but cutting down ap by 10x reduced multihits by a lot
it still happens even with way lower ap, mind you
Gotcha. More work than I thought I needed to do for my ammo mods. Might need to let other ammo makers know about the AP changes, or else their ammo is going to cut through everything lol
Would anyone happen to know why the shells wouldn't show up in the reload animation?
are you talking about the DOF? try this script patch I made let me know if it works. it goes in gamedata/scripts
this only works when equipping devices on the left hand but you can do a diff with the current gamma file to understand what I did and then try to replicate the logic for the bolts
or maybe it work as is, hopefully
Hi, stalkers if anyone ever made adjustments to scope magnification, please help me adjust PU scope for mosin, that was nerfed from 3.5x to 2x , If possible i would like to adjust it to my taste, and i know about scope_factor comannd, but it make other scopes invalid, so where is the file to fix it? 🙂
it's currently 3.57x
check mod_system_weapon_fixes_GAMMA.ltx @ line 303
magnification is the result of 100 / scope_zoom_factor
the zoom factor for the pu scope is 28
if it were 2x it would need to be 50 zoom factor
Where do you have to turn it on so that there are leaves on the trees??
!deadzone also this isn't the channel for that buddy
Follow this: #╭📖faq message
Didnt work.Idk why,game crashes when im.loading or starting new game.Maybe the problem is in fov of the mode idk
@random fulcrum Thanks but it can not be true, because ACOG works as intended, and it for sure is x4, and this scope_pu, shows in multiple files, BAS folder, GAMMA weapon pack folder, etc. and changing scope zoom factor in any of them, or all, didnt result in magnifying change, It musnt follow the same calculation formula as others, or it depends on another file that I did not found. Doesn't matter now anyway, Im past by mosin
this is not for a crash but to remove the dof effect when equipping devices with a very near fov. I think you are on the wrong thread maybe. this is for mod making discussions. Are you making a mod?
yeah acogs are zoom factor 25
100/25=4
No.In general, my problem is that the character is holding the device TOO close.I can't see half of the device.Despite the fact that he holds it like this only when he has a bolt in his hands.I think the problem is in hax bolt reanimation mode.
so this is an issue regarding a mod you are making, or you are trying to modify a particular mod?
also putting a picture would really help make your point
i just installed some mods and playing.I dont making mods or smth.Let me get screenshot,wait
thats how it looks with bolt
and without
😄 you could have chosen a darker place. I see too much
anyway I got your point. but what is this? GAMMA default? or a custom mod?
oh sorry
thats not gamma.I thought i can ask questions not only about gamma.But if u still get care,here modes i use
also im sorry for my maybe bad english. Im not from english-speaking country
to fix this it requires access to all files inside those mods, which I don't have
what you have to do and only you can fix this, is to do a text search inside the mods folder in MO (MO/mods) use a text editor to do text searches (like visual studio code for example see picture). Search for the word fov_hud and see which mods from those you have in MO modify this parameter. Then disable each of these mods one by one to see which one has this weird value. If you find the mod with the weird value then you know what to fix
you can also just skip the text search and enable mods one by one using a new save
and then you see which mod does it
so you start with no mods in your modlist, enable a mod, launch anomaly, start a new game see if it does it. No, disable mod and enable another one and repeat
thx,i will try it
Hello everyone in mod making discussion!
I've been working on a modding course for my masters project and it needs some testers for feedback!
It's "unfinished" so it is not a full length course, and should not take long to do. It covers the basics of setting up mod making tools and starting to port a weapon into the game.
I will be collecting data/feedback which is why I need testers. All data collected will be non personal information and fully anonymized.
All data collected will also be deleted upon project delivery.
The pre-test survey acts as a consent form, if you do not consent to any of the stated above, then please ignore this message.
If you are interested, here is a link to the pre-test survey, which will give access to the course server on discord:
||https://www.survey-xact.no/LinkCollector?key=V9JR2EFES192||
I could be interested but I have no time atm
Are these course be made public once you finish them?
the course part will be made into a public resource, but not on discord, more like a guide or similar
Multimedia and E-learning technology
I really wish you good luck but as you can see GPT-4 and ai in general has already begun taking over any your disciplines
Yep! its an interesting discussion in of it self, and ive spoken to alot of professors and other students about it and it can go on for a long time
I am a software eng myself, they have already replaced me lol. the future is in the food industry. making pasta no ai can do it, well until we all decide to eat just bugs
ai will force us through "education" to eat those so
Alot of focus is being put on using it as a tool and acting as a kind of filter/curator/editor for it. considering how fast the field is evolving for ai who knows how else it could impact my field
for what I can see the future as already been set, there is no escape. Ai is destined to rule us. We (humans), at the end, turned out to be just a stepping stone (in the evolution) to a new being (c-machine). All the struggle during the ages to find out the true meaning of life was in vain after all.
thats one way to do it
I found the reason. Apparently, it's a boomstick and a sharpstick
Sorry for ping,but how to fix it?I think no boomstick gameplay is sad xd
gamma uses boomstick and sharpstick and doesnt have this issue
Maybe gamma has a patch for it. Fgure out which settings does that, when does it happens? when you use the bolt? then look in there for any file with bolt. you need to do your own investigation.
Btw i fixed that
I deleted folder "devices" in boomsticks folder
Thx,u really helped to find the problem
Hi does someone have a solution?
try key_bindings.DIK_K or DIK_keys.DIK_K
dunno chief if it showed my armor it could be better
at the moment the line that enables the movement is:
level.hold_action(bind_to_dik(key_bindings.kFWD))
armor backpack helmet slots ready but wasnt wearing them.
you can find all the key_bindings at lua_help.script : line 454
maybe the one you're looking its there
thanks I will look into it
i did this and the actor starts walking pretty slow, maybe theres another kACCEL for running
function actor_on_update() if auto_move then level.hold_action(bind_to_dik(key_bindings.kACCEL)) level.hold_action(bind_to_dik(key_bindings.kFWD)) end end
How to install hideout furniture correctly? And is it possible to do it with game version 1 5 1 and JSGME manager?
Does anyone in here know how the dynamic news system works and how to add custom dialogue?
ive got a UAZ scaled down to 1/5 size in blender, but when i export it as a .ogf to save, then import it back to blender, the bone shape size gets reset. this happens without even opening anomaly, any ideas on the cause and a possible fix?
when i reopen from a blender file its fine, i guess ill check the blender plugin and how it exports .ogf?
@thin kelp pinned your message 💚
hello I am making a mod to make lockpick, I have already started, but I have a problem it asks me for advanced tools I would like them to be basic tools, on the other hand it is making 1 and I would like it to make 3. thx for your comment
Hey folks, does anyone know if there's a guide somewhere on reanimating weapons? I know how to animate, but I'd love to try my hand at implimenting them in-game.
Or if it's not that simple feel free to laugh at me 
i can help you as i documented the process while learning
need to get on my pc tho which will be soon
For crafting them ?
Why don't you join the course linked in the pin. It's about making weapons. It should cover animation
yes
[to_add]
lockpick = 3,recipe_basic_0,prt_i_scrap,1,swiss_knife,1
oh damn, thanks for letting me know. i didn't even see that 😅
oh, if you were referring to the video it's been privatized
= 3,
Change that

You need that in a [1] or [2] etc sections btw
ok
Try = 1
I am referring to this post #╙🖇mods-making-discussion message
i change [to_add] to [1]
ohh the idea to use multi tools for lockpick crafting makes sense
you have idea ?
ive gone thru the pinned guide to try to get my UAZ working, it seems the vertices come hooked up already, and all im doing is scaling everything by .2, but my skeleton position isnt saving on export?
im using blender 3.5, should i revert back to 2.9? i guess ill try that and see if that changes anything
ok is good ,
it is possible that it uses the durability of a swiss knife or that it does not use it at all?
nope, not with what's currently in gamma
is to do several instead of 1?
oh, yeah i think an entire course may be a bit more than im in the market for (or capable of) but thank you for the info
no clue its way out of my modding expertise
rip for me thx
good luck on it the idea is cool
thx
is possible to work ?
[item_combination]
prt_i_scrap_10:swiss_knife = lockpick
swiss_knife:prt_i_scrap_10 = lockpick
@undone lily sry for ping i want learn

LOL
i have not forgotten, i am wokring on something
i see
sorry, i just hadn't heard anything beyond your initial message lol
u will like it (hopefully)
The first animation tutorial video for STALKER! I know the title says animation tutorial but this video is more focused on how to start animating for STALKER and how to export them to the game.
This is knowledge that took me a year to accumulate because of how far I had to search for information on animating for STALKER. Hopefully this video m...
Made a tutorial video, it's long and I sort of rushed it. Hope it helps
oh damn, i didn't expect you to make an entire video! not that i'm complaining,
i'll have to give it a shot the next time i feel like animating. thanks a ton!
When trying to export with the Blender X-ray plugin
Never had an issue like this before
Any clues?
It won’t
How are your guns bones looking ?
ok, but how to make it work?
Maybe by using this https://www.moddb.com/mods/stalker-anomaly/addons/151-banjajis-crafting-system-improvements
Nothing out of the ordinary

