#╙🖇mods-making-discussion

1 messages · Page 25 of 1

flat phoenix
#

ooo ok thank you, will join that discord and ask there

vale knot
#

I should join there too tbh

flat phoenix
#

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

regal bolt
#

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!

hasty comet
#

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)

regal bolt
#

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?

vale knot
daring mauve
#

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

undone lily
#

@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

daring mauve
undone lily
#

yeah then just don't use the feature

#

easiest fix is to self impose the limits

hasty comet
# undone lily I'm interested

sigh tired

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 ghostStare

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 okaycatcry

undone lily
#

armor values don't affect NPCs

#

armor values only affect the player

hasty comet
undone lily
hasty comet
# undone lily armor values don't affect NPCs

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.

daring mauve
#

I figured it out, I had to delete the script from Craft and Repair Overhaul - Grokitach, also

hasty comet
undone lily
#

yes that's the one you need to edit to make NPCs tankier

undone lily
hasty comet
#

guys donate to grök so he can fund his neurodegenerative treatment in 20 years time caused by this modding

undone lily
#

0.9 will make NPCs tankier across the board in hardest difficulty

daring mauve
#

Is there any way to make a custom mod that has highest priority and replaces a script with an empty one?

undone lily
#

and will make them really hard to kill in the hidden master difficulty

hasty comet
undone lily
hasty comet
#

then Im gonna stay a custom modded 0.8 boomer.

undone lily
#

outfit based is really hit and miss imo

hasty comet
#

I think I accomplished it, but who knows. Ive only fought up until midgame.

undone lily
#

because it highly depends on how model makers attributed the profile to their model

hasty comet
#

Xray engine truly is the work of the Devil confirmed

undone lily
undone lily
#

but yeah the actual defense values are basically hard coded in the model file

hasty comet
undone lily
#

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

hasty comet
#

or are my theories false? they feel proven though.

undone lily
#

outfits values are only for actor

hasty comet
undone lily
#

unless you check which armor NPCs drop (which I mostly set correctly, by manually checking the 3200 models, YES).

hasty comet
undone lily
hasty comet
#

🤖

undone lily
#

like litterally 70h

hasty comet
#

where is your donation link again

undone lily
#

there's a channel about it, top of the channels

hasty comet
#

how much does a good restaurant meal cost in your country?

undone lily
#

(that's because i live on the countryside 💚 in the cities it's more expensive)

hasty comet
#

countryside based based

daring mauve
#

will making a mod on MO2 with an empty script file make the lower priority one not work anymore?

undone lily
#

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

daring mauve
#

man, i'm being ignored

undone lily
#

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)

daring mauve
#

so I copy paste this printf line into the .script?

undone lily
#

yes

regal bolt
#

does printf post that to the console, log, or on screen?

daring mauve
#

now it works

regal bolt
#

@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.

undone lily
regal bolt
#

Because a Sunrise Armor of 100% condition costs ca. 40-45k and when it has 25% it is still over 40k..

undone lily
#

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

cobalt birch
#

i wish someone would make a coop mod somehow that would make gamma so much fun but i bet that's hard to make

lunar nimbus
#

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

regal bolt
regal bolt
undone lily
regal bolt
#

If anyone has any ideas regarding all that I'm wondering about your help is most welcome! 🙂

cobalt birch
analog dirge
cobalt birch
analog dirge
undone lily
#

When stalker 2 is out and has proper modding support GrokChadGAMMA

daring mauve
molten surge
#

Lua is primarily synchronous I'm right?

weak hull
#

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?

undone lily
#

Sorry but I had to use the meme kekw

#

What do you mean by this ?

undone lily
lunar nimbus
regal bolt
#

What does the buy_item_exponent do?

#

nvm, figured it out I think!

lunar nimbus
# lunar nimbus 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

hard carbon
#

how can i access anomaly sound files

regal bolt
#

you have to use the db_unpacker in tools folder.

#

@hard carbon

hard carbon
#

that wont break the game right

#

okay i unpacked

#

now what?

regal bolt
#

in the same folder there is a folder called _unpacked

#

there you will find ALL game files.

#

glhf

hard carbon
#

oh aright sweet

#

thanks

regal bolt
#

np

hard carbon
#

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

regal bolt
#

_unpacked -> sounds -> music. There you will find guitar tracks.

#

@hard carbon

molten surge
# undone lily What do you mean by this ?

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.

undone lily
#

yes it's line by line

hard carbon
#

what am i doing wrong

#

there arenoother sound files

undone lily
#

not only configs

hard carbon
#

oh

undone lily
#

you unpacked configs only

regal bolt
#

Seems like you didn't use the db_unpacker_all

hard carbon
#

im dumb bruh

regal bolt
#

use that and you will find everything, my bad for not being clear

hard carbon
#

na you good man

regal bolt
#

glhf!

hard carbon
#

ty

#

time to find the desired guitar

analog dirge
#

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?

steady apex
#

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

analog dirge
regal bolt
#

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'.

plain trellis
#

Has anyone ever made a anti air rocket mod?

#

Like guided missiles n shit

analog dirge
#

Having trouble shooting crows?

plain trellis
#

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

analog dirge
#

anti_air_rocket.script

plain trellis
#

Thats for pussies

#

Fuck anti air rockets real stalkers shoot them bitches down with Makarovs

thorn brook
#

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 5head ! thx guys

split chasm
#

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?

analog dirge
hardy hound
#

nvm read wrong lol

plain trellis
hasty comet
#

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.

mossy vector
#

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

random fulcrum
#

you also never ticked off that option

shadow hull
#

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.

shadow hull
#

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.

undone lily
undone lily
#

checked them a lot, and hand made them from scratch for all factions, cherry picked every gun already

shadow hull
#

Also curious how many guns are exclusive to what factions.

#

Thanks for the response though so I know what files to keep looking through.

undone lily
shadow hull
#

Oh, I meant in terms of distribution among factions.

undone lily
shadow hull
#

Or were some just cut out.

regal bolt
#

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)

undone lily
analog dirge
#

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?

steady apex
#

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

analog dirge
#

define 'external functions'

steady apex
#

your own

ornate spade
#

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

analog dirge
ornate spade
#

..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)

steady apex
#
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

analog dirge
#

I'll try it lol

#

it if works, it works

steady apex
#

does gamma have like "drop item from inventory by a key" mod or something

#

liek in soc

analog dirge
#

there the magic mod that makes 'shift' do stuff

#

like drop, quick transfer and stuff

#

or grok's press key to drop item

steady apex
#

can look how its done there

undone lily
#

As usual I came too late. That’s also what my wife says kekwpain

analog dirge
undone lily
#

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 KekSkew

analog dirge
#

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

undone lily
#

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 kekg

analog dirge
#

Du génie 5head

undone lily
#

Yes GAMMA is always harder to mod because it’s spaghetti 3000

analog dirge
#

It works tho

undone lily
#

Sure kekwpain

undone lily
#

It’s actually dumb easy on inventory open, simulate a key press. MCM the key to press based on item categories (1 to 9)

analog dirge
#

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?

shadow hull
#

@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.

regal bolt
#

Hello, is there an addon that keeps the repair window open in the inventory? Can't seem to find one.

weak hull
#

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.

weak hull
#

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?

violet ridge
#

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

balmy cargo
#

Hello, does anyone have the desire to adapt Mags Redux to the new BAS for the game?

violet ridge
#

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

weak hull
violet ridge
#

you are best off to ask the deep questions in the Anomaly Discord

#

that's where most black magic deep code discussions take place

undone lily
#

you'll need to edit the sounds most likely as well

shut prawn
#

the western goods mod (the new version with ncps) is compatible with gamma? (posible needs to fix some npc speak lines)

broken galleon
#

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 dread

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.

analog dirge
broken galleon
analog dirge
#

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!

broken galleon
#

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.

steady apex
#

i hope you changed the sounds and their trigger radii as well

#

otherwise it will be different and probably frustrating for the players

broken galleon
#

i used this

vale knot
#

yes show people that the teleport anomaly in cordon works

broken galleon
#

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?

steady apex
#

of what exactly

broken galleon
#

teleport anomaly, that one on the bridge

steady apex
#

should be sounds/anomaly/teleport_...

#

if there are none, then they are packed inside db, have to unpack vanilla archives

broken galleon
#

yup, it's there... i'll just go kill myself now

vale knot
#

keeping anomaly unpacked on a seperate drive is a modders lifesaver

broken galleon
#

sorry for dumb question im still learning

vale knot
#

i never used the sdk i dont know

#

dont really work with models in general i just do edits of existing mods

ebon schooner
#

is there a way I can open GAMMA's root virtual folder in an editor like VS code?

undone lily
undone lily
broken galleon
weak hull
#

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

undone lily
quiet charm
weak hull
#

Ok, I'll try that.

weak hull
quiet charm
#

Does work on my end, but, you have to reattach the scope.

weak hull
#

Oh! I didn't even think of that! Brilliant.

quiet charm
#

lmk if it works, fingers crossed

weak hull
#

Weird thing is now I can't remove the scope. Quite odd.

quiet charm
#

check that out

#

that weapon is truly an absolute mess, I'm sorry for your loss salute

#

worth noting for the next gamma version coming:

undone lily
#

Yeah it’s fixed

weak hull
#

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.

quiet charm
#

It will be enjoyable! in 0.9 kekcry

#

and the code I wrote should work upon reattaching the scope

weak hull
#

This window pops up. Maybe I'll just have to wait until .9 patch.

analog dirge
#

Your modlist has two instances of the section [wpn_k98_wpn_addon_scope_zf4].

quiet charm
weak hull
#

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.

quiet charm
#

Awesome

#

good job

vale plank
#

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?

violet ridge
#

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

vale plank
#

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

floral cypress
#

Hey

#

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?

limpid geyser
#

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

floral cypress
limpid geyser
#

Huh, well Gamma does use an old B&S version

#

🤷‍♂️

molten surge
#

Guys anyone know the difference between doing: db.actor:set_health_ex(1) and db.actor.health = 1

unique hawk
#

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)

lunar nimbus
#

updates are quite frequent, so if you don't need to change it constantly u can use either of them

unique hawk
#

Usually setting values directly is not considered a good practice

lunar nimbus
#

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"

unique hawk
#

If that's the case, I agree for instant updates Its needed to set value directly (like reviving via medics called magic position)

unique hawk
# lunar nimbus not sure i understood the "script execution order" part, scripts are just instru...

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.

lunar nimbus
#

there is just 1 file that manage all effects i believe

unique hawk
#

there are many scripts that are accessing to health property(both reading and writing)

lunar nimbus
unique hawk
#

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)

lunar nimbus
#

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

undone lily
#

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

limpid geyser
molten surge
#

Thanks @unique hawk and @lunar nimbus fir the answers !

unique hawk
# lunar nimbus script 1 will add +5 script 2 will reduce -10 in engine we will get: health = he...

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%

molten surge
#

is there any place where I can find all available callbacks?

lunar nimbus
#

why every message so long stalkerpeeposad

unique hawk
molten surge
#

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)

lunar nimbus
#

those arent callbacks tho, those are jsut class methods

unique hawk
#

What you are saying is that health gets to 100% but you still die?

unique hawk
#

I'm just calling them callbacks to explain my point(at some point you may want to call some callbacks where health is changed)

lunar nimbus
#

well its incorrect and confusing xd

unique hawk
molten surge
unique hawk
molten surge
#

for sure, let me push this branch and I'll share the repo, it's my first mod so glad to get some help 😄

lunar nimbus
#

drag it here as script please, dont like reading git

unique hawk
#

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

molten surge
#

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

lunar nimbus
#

did u wait for 30 sec

molten surge
lunar nimbus
#

god, github with no syntax

molten surge
#

I hate it too haha

lunar nimbus
#

i dont know, there is bind_stalker_ext.invulnerable_time = time_global() + 30000 somewhere in the middle

unique hawk
#

I can see that you've commented out the db.actor.health = global_healing, It didn't worked with that line?

molten surge
unique hawk
#

What is the out put values for this line : print_dbg("healing %s", global_healing)

molten surge
lunar nimbus
#

another advice, do not ever use goto
u basically have a more risky return since its pointing to the end of function anyway

unique hawk
molten surge
#

satiety should be 0.7 and I'm empty

lunar nimbus
#

try to read actual satiety with
db.actor:cast_Actor():conditions():GetSatiety()

unique hawk
#

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

molten surge
lunar nimbus
#

everywhere

molten surge
unique hawk
#

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?

lunar nimbus
#

i dont understand, u disabled azazel code or they running together?

molten surge
#

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

lunar nimbus
#

im out of ideas xd code looks ok

unique hawk
#

@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?

lunar nimbus
#

just needs to be in gamedata

unique hawk
#

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)

lunar nimbus
#

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

unique hawk
#

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

unique hawk
#

and you have no idea why and where

molten surge
#

so creating a zzzz_debugger mod doest matter?

unique hawk
#

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

unique hawk
#

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)

past barn
#

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
unique hawk
steady apex
#

the texture might be too big

#

the reason can be anything, might be even dying gpu

unique hawk
molten surge
unique hawk
past barn
unique hawk
#

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)

past barn
#

I'll make the texture smaller and see what happens. Thanks

unique hawk
#

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

past barn
#

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

unique hawk
#

I see, I will follow your mod post then

#

Thanks

vale knot
#

When i changed one of the menu backgrounds in my game i had to change it to same resolution as vanilla

past barn
#

And what's that?

unique hawk
#

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

past barn
#

Right. Because it's a strange format I just assumed I can't check its size, but I can. It's 1920x1080 indeed

vale knot
#

The animated background is just a .ogg file with video renamed to .ogm

#

Idk why lol

past barn
violet ridge
lunar nimbus
#

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 ;]

molten surge
#

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

unique hawk
#

No you where reloading the level

#

sorry my bad

molten surge
#

no worries 🙂

unique hawk
molten surge
unique hawk
#

Is the place that you are respawning actor in the same level as it where before dying?

molten surge
#

yes

unique hawk
#

or maybe commit latest changes

molten surge
#

Also pushed it

unique hawk
# molten surge

a silly question, can I ask what is your code editor? It looks like vim to me

molten surge
#

VSC

unique hawk
#

ah I see

molten surge
#

I'm not crazy enough xD

unique hawk
#

the vertical lines reminded me of a neovim plugin😄

vale knot
#

Damn pretty color scheme

molten surge
#

monokai pro 🙂

#

(if i'm not wrong hahaha)

unique hawk
vale knot
#

I cant stick with one rn im on bespin

unique hawk
#

I used to rock monokai for a number of years

#

now I'm more of a gruvbox guy XD

molten surge
#

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

molten surge
#

love the font tbh

unique hawk
#

yes that's the one

#

I think fira is the default font for visual studio, correct me if i'm wrong

unique hawk
#

@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

molten surge
#

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

unique hawk
#

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

steady apex
#

if you need to set it, do db.actor.radiation = 0

unique hawk
#

I guess change_radiation method already does that

#

but yes medic does this to heal everything

steady apex
#

thats a wrong guess

unique hawk
#
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```
molten surge
steady apex
#

if you need to get rid of radiation, do db.actor.radiation = 0

unique hawk
#

It's already been used for that purpose

steady apex
#

bruh

molten surge
steady apex
#

idk then

#

game thinks you still standing on water or something

molten surge
#

yep the game thinks that 😦

steady apex
#

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)

unique hawk
# unique hawk can we do a work around?

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

molten surge
unique hawk
molten surge
#

haha

#

Actually demonized will force rads 0 always, so not sure if that is viable for me

unique hawk
#

you can try returning true

#

so it only runs once

#

try writing it in multiple lines, its more readable that way

#

@molten surge

molten surge
#

ok will try

lunar nimbus
#

dont u have actor invulnerability after azazel death or even urs?

#

radiation are hits, this should set all hits to 0 including radiation

molten surge
#

nope it's ignoring that,

molten surge
#

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```
lunar nimbus
shadow hull
#

@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.

undone lily
#

But having a representation of the data is always nice verynice

shadow hull
#

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.

undone lily
#

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

shadow hull
undone lily
#

That’s why the diversity is big

#

Just like Monolith they have both WP and NATO guns

shadow hull
#

I might relook at it to see if the loner varietys use loner guns and the merc variety use merc guns.

undone lily
#

Yes they do don’t worry

shadow hull
#

See if you thought about consistency lol

undone lily
#

As I said, each entry in that file is hand made

#

And I made specific and different WP and NATO profiles for each faction

shadow hull
#

Yeah, that would explain the large variety then if ecologists basically just have a portion of the loner and merc pool included in theirs.

undone lily
#

Based on gun recoil profiles etc

shadow hull
#

Also how did you decide what guns from vanilla to remove?

undone lily
#

For instance ISG uses 7.62x51 most of time

shadow hull
#

I'm assuming redundant cases where the guns are essentially the exact same.

undone lily
#

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

shadow hull
#

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.

undone lily
#

Yes I just kept 2 bas ones in 0.9

#

The tactical one and the normal flat one

shadow hull
#

Yeah, you have the m1 m2 and m3 ones.

undone lily
#

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)

shadow hull
#

Wait, what is the latest version?

undone lily
#

Not released yet

shadow hull
#

Ah ok.

undone lily
#

Releases on Sunday

shadow hull
#

I wasn't sure which one I was playing.

undone lily
#

RC3.2

shadow hull
#

Ok yeah.

undone lily
#

Which is like 0.8

shadow hull
#

Gotcha.

undone lily
shadow hull
#

So you cut out the m1 because it was redundant?

undone lily
#

Yes

#

I don’t want too many of the same guns

shadow hull
#

Makes sense, it is very bloated.

undone lily
#

I think there’s too many sigs, but each one is different so that’s good

#

Also reorganised AUG

shadow hull
#

Yeah, there are a lot of AUG's.

undone lily
#

There’s only 2 now

#

Normal aug and F90

#
  • the smg 9x19 one
shadow hull
#

I think some of Nimbles firearms are also in here.

#

What does he do in Gamma, I haven't run into him yet.

undone lily
#

Yes, depends

shadow hull
#

His whole point in vanilla was he had a list of unique firearms.

undone lily
#

He sells sights, upgrade packs and also trade guns for other pimped models

shadow hull
#

Ah ok, so he is still a pretty specialized vendor.

undone lily
#

Yes

#

Gun modification master

#

As it should

shadow hull
#

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.

shadow hull
#

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.

sour saddle
#

Грок, здравствуй, а можешь ли ты в сборку добавить летней растительности? Уж слишком все мрачно.......

ivory cloak
#

ight guys, got a question... how hard would it be to add a few firearms to the game?

#

im guessing a few weeks?

sleek dagger
#

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.

ivory cloak
#

i would recommend checking google, like 'an94 mods stalker' or something if you havent

#

thats how i found the mg42 mod lol

sleek dagger
#

I've checked moddb and didn't see anything, but I'll take your advice and let you know

#

would like to be able to put an rmr kit/a laser sight on

ivory cloak
#

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

sleek dagger
#

yeah guess not

ivory cloak
#

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

ebon schooner
#

But that 2 shot burst is cash money

bronze wharf
#

Hello! any body have idea how you can music in stalker gamma?

prime crane
#

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

bronze wharf
#

Just add playlists

prime crane
#

hmm not sure about how to do radio lemme check I suppose the method is similar to ambient lemme look

prime crane
bronze wharf
#

Like you know on your pda

prime crane
#

alright

bronze wharf
#

There is a mp3 player

#

I think you are aware of it?

prime crane
#

I think I know how to do it it doesn't sound complicated just give me 5mins

bronze wharf
#

Yeah i know it for stalker anomaly

#

But not for stalker gamma

prime crane
#

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

bronze wharf
#

Hmm alright!

#

I will give it a try

prime crane
#

you would need to turn the music you want to add into a .ogg

#

and make a playlist folder in that mod

bronze wharf
#

Also

#

To i need to like

prime crane
#

in the mod theres a file called radio_zone_fm.ltx you would need to edit that to add another playlist

prime crane
#

well what do you need to know then its pretty much that

bronze wharf
prime crane
#

so is this all you needed to know ?

bronze wharf
#

Yup!!

#

You were really helpful today!

#

Thank you a lot!!

#

Im not sure if thank you is even enough lol

prime crane
bronze wharf
#

@prime crane btw it works

prime crane
#

noice

marsh vapor
#

Can anyone here translate my ENG mcm descriptions to RUS?

daring mauve
#

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)

random fulcrum
#

get the latest wpo

floral rune
#

quick mod suggestion for 0.9

#

mod that replaces Gigantic with Grok in all art/menus

regal bolt
#

mod suggestion for 0.9
rename Pseudogiant to PseudoGrok

knotty shuttle
#

can anyone help me find some good program that helps with the translation of xml files?

shut prawn
#

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)

fluid root
#

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

violet ridge
#

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 ?

random fulcrum
#

yes i know

#

but it's there, those are almost redundant

violet ridge
#

noted, I will look at that one instead then

#

much thanks

random fulcrum
#

also there are ammo related changes in gamma weapon pack

#

yes i know

#

but you might want to look at it too

violet ridge
#

👍

thorn stratus
#

hello, anyone knows the purpose of maingame.xml and maingame_16.xml. Why two files for the hud ui?

past barn
#

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

thorn stratus
#

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

Mod DB

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

past barn
#

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

thorn stratus
#

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" -->
past barn
#

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

thorn stratus
#

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

past barn
#

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

past barn
hot ether
#

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.

tribal rivet
molten surge
#

hey guys anyone know if there is any file I can check all the values for item:section() ?

iron torrent
#

Is there any way to add armor in trader's stock while using the base gamma economy?

violet ridge
#

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

iron torrent
#

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)||

shadow hull
#

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?

vale knot
#

are you talking about the gunslinger ones?

shadow hull
vale knot
#

try this

#

read description on tutorial on how to edit a weapons LTX

shadow hull
#

Anyone able to direct me to which file determines all text for firearm names?

vale knot
#

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

jagged wraith
#

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

shadow hull
# vale knot itll be somewhere in configs/text/eng

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.

shadow hull
#

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.

split prairie
#

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.

shadow hull
desert forum
#

!hot

queen pineBOT
#

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

regal bolt
#

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

grizzled gorge
violet ridge
#

Teivaz released their unfinished Gunslinger port on Anomaly Discord, for people to use freely

#

I imagine "unfinished" needs to be stressed here

wet grail
#

how do i fix this Thinkpitz

#

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

violet ridge
#

manually check the folder structure

#

also unfinished means unfinished

random fulcrum
#

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

wet grail
regal bolt
#

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

static gulch
#

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.

misty wharf
#

Is there an easy way to make enemies drop more ammo of the type of their gun?

daring mauve
#

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

GitHub

My abandoned work on transferring Gunslinger to COC rig from MODDB, since I don't have time to support these addons, because I'm working on TCO. I post this work here. Feel free to ...

hardy hound
#

with zip

#

then grab each pack and install in your modlist

wheat shore
solemn halo
#

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.

daring mauve
#

"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

random fulcrum
#

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

thorn stratus
#

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

random fulcrum
#

update wpo

thorn stratus
hardy hound
#

i wont tell

#

🙊

#

it was soemthing related to alticons.script

thorn stratus
#

I just figure out, it clashed with the gamma mods G.A.M.M.A. Minimalist HUD, 201- SquareDOV (square minimap), 168- Alternative icons

random fulcrum
#

classic gamma nonsensical file structure at its finest

thorn stratus
#

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

calm wyvern
#

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

broken galleon
past barn
#

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

past barn
hot ether
#

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.

past barn
#

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

hardy hound
#

i don't think meatchunk will have any problem with you posting it

hot ether
#

Hmm for meatchunks I cant tell who made it since there is no website.. did grok make it?

hardy hound
hot ether
#

Just want to cover my own ass before posting it.

hardy hound
#

at worst if there's a problem you remove it and done no problem

hot ether
#

thank you

hardy hound
#

@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

vale knot
#

i never had that

#

the base mp5?

#

i know theres like 5 of them

random fulcrum
#

you know it also happened to me but i was never that big of a mp5 user

#

so it never caught my attention

daring mauve
thorn stratus
#

what is this script for? ab_move_notification.script

#

from BHS mod

shadow hull
#

Anyone know if there is a mod that allows the vanilla Anomaly firearms to use the BaS scopes and add ons?

thorny dune
#

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?

shadow hull
#

They go in the gamedata directory in the anomaly folder.

thorny dune
#

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

shadow hull
#

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

thorny dune
shadow hull
shadow hull
#

@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.

hardy hound
#

it's time consuming, a lot of bloat and most vanilla weapon model don't look that good to bother with it tbh

shadow hull
#

Fair enough.

past barn
# thorny dune I swear I had it working the last time I played

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

broken galleon
#

can anyone point where to go to turn off the glowing light on acidic anomaly?

split prairie
#

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 Monolith MonkaChrist 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)

unborn sorrel
undone lily
shut lance
#

can I reinstall "gamme RC 3.2.. I have all the previous files..???

thorn stratus
#

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>
past barn
thorn stratus
#

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

past barn
#

I remember seeing a mod of just the compass on the top so it's definitely possible

thorn stratus
#

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 madge1 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

shut prawn
#

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

thorn stratus
#

That would be good

past barn
#

For example textures_descr aren't refreshed, and probably many other things either, but idk exactly

past barn
#

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

past slate
#

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

thorn stratus
vale knot
#

usually if something isnt working and i come back to it next day i usually solve it

past barn
#

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

shut lance
#

😋

#

run??

#

Very thanks💪 😀 👍

lavish herald
#

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

fathom wagon
#

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?

onyx nimbus
#

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?

random fulcrum
#

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

fathom wagon
#

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

shadow hull
#

Would anyone happen to know why the shells wouldn't show up in the reload animation?

thorn stratus
#

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

crimson hollow
#

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? 🙂

random fulcrum
#

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

shut lance
#

Where do you have to turn it on so that there are leaves on the trees??

random fulcrum
#

!deadzone also this isn't the channel for that buddy

queen pineBOT
lavish herald
crimson hollow
#

@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

thorn stratus
random fulcrum
#

100/25=4

lavish herald
thorn stratus
#

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

lavish herald
#

i just installed some mods and playing.I dont making mods or smth.Let me get screenshot,wait

lavish herald
#

and without

thorn stratus
#

😄 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?

thorn stratus
#

it's fine

#

just a joke

lavish herald
#

also im sorry for my maybe bad english. Im not from english-speaking country

thorn stratus
#

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

lavish herald
#

thx,i will try it

thin kelp
#

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||

thorn stratus
#

I could be interested but I have no time atm kekcry Are these course be made public once you finish them?

thin kelp
thorn stratus
#

ok, which master degree you are after?

#

something related to game dev?

thin kelp
thorn stratus
#

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

thin kelp
thorn stratus
#

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

thin kelp
#

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

thorn stratus
#

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.

lavish herald
#

Sorry for ping,but how to fix it?I think no boomstick gameplay is sad xd

thorn stratus
#

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.

lavish herald
#

Btw i fixed that

#

I deleted folder "devices" in boomsticks folder

#

Thx,u really helped to find the problem

fluid root
cobalt ferry
random fulcrum
#

dunno chief if it showed my armor it could be better

fluid root
#

level.hold_action(bind_to_dik(key_bindings.kFWD))

solemn pelican
#

armor backpack helmet slots ready but wasnt wearing them.

cobalt ferry
#

maybe the one you're looking its there

fluid root
#

thanks I will look into it

cobalt ferry
#

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

lavish herald
#

How to install hideout furniture correctly? And is it possible to do it with game version 1 5 1 and JSGME manager?

rare shuttle
#

Does anyone in here know how the dynamic news system works and how to add custom dialogue?

past slate
#

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?

undone lily
#

@thin kelp pinned your message 💚

paper remnant
#

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

static nebula
#

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 kek2

cursive ether
#

need to get on my pc tho which will be soon

thorn stratus
paper remnant
static nebula
#

oh, if you were referring to the video it's been privatized

undone lily
#

You need that in a [1] or [2] etc sections btw

paper remnant
#

ok

paper remnant
#

i crach now

undone lily
paper remnant
#

i change [to_add] to [1]

paper remnant
#

ok good

vale knot
#

ohh the idea to use multi tools for lockpick crafting makes sense

paper remnant
#

yes

#

just now i need make 3 no 1

#

in one crafte

paper remnant
past slate
#

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

paper remnant
# undone lily Try = 1

ok is good ,
it is possible that it uses the durability of a swiss knife or that it does not use it at all?

undone lily
paper remnant
static nebula
vale knot
paper remnant
#

rip for me thx

vale knot
#

good luck on it the idea is cool

paper remnant
#

thx

paper remnant
#

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

cursive ether
#

i have not forgotten, i am wokring on something

static nebula
#

i see
sorry, i just hadn't heard anything beyond your initial message lol

cursive ether
#

u will like it (hopefully)

cursive ether
# static nebula i see sorry, i just hadn't heard anything beyond your initial message lol

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...

▶ Play video
#

Made a tutorial video, it's long and I sort of rushed it. Hope it helps

static nebula
celest forge
#

When trying to export with the Blender X-ray plugin

#

Never had an issue like this before

#

Any clues?

undone lily
paper remnant
undone lily
celest forge