#╙🖇mods-making-discussion

1 messages · Page 27 of 1

halcyon sequoia
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Thanks! Is Grok still adding more weapons to GAMMA?

regal bolt
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there is an option for dynamic relations right in the settings (Settings, The Zone, General, Dynamic Faction Relations)
now do bear in mind that it can - and likely will - screw you over when you least expect it since it is still AI doing things

regal bolt
# halcyon sequoia Thanks! Is Grok still adding more weapons to GAMMA?

maybe, maybe not
GAMMA currently has far less guns than base Anomaly could have, because the focus is on quality and consistency
there was no need for 19 different AK-74M variants that barely differ from each other from
and also a lot of the weapons were pretty darn awful in terms of model and/or animation quality
you should be able to debug spawn all the guns, go take a gander at gems like the FAMAS

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it's more likely that guns will remain as optional mods that people can make, adapt, and install as they personally see fit
#1035807043933720576 has quite a few weapon packs already, so delve into there when you can/want

verbal haven
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Oh wait, I know about that, but I just mean in the sense that the relations actually change with some kind of lore friendly/logical decision, rather than random

halcyon sequoia
regal bolt
halcyon sequoia
regal bolt
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first off, here's my terribad guide on how to do DLTX edits, which are the most compatible kind of editing existing items
the guide is primarily for outfit editing, but also works for weapons
and Imma go dig out how to change calibers for you

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ah, simple enough
in that same way you would do other weapon edits, slap this into your PM edits:

ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_fmj_bad, ammo_11.43x23_fmj_verybad, ammo_11.43x23_hydro, ammo_11.43x23_hydro_bad, ammo_11.43x23_hydro_verybad

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yes, .45 caliber is defined by it's metric size, so the ammo types are 11.43x23mm

halcyon sequoia
regal bolt
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happy to help
the same code works for other ammo types as well, just use the debug menu to figure out the code name for the ammo - and do make sure to include alternate ammo types in there as well! even though GAMMA doesn't use the "bad" or "verybad" ammo due to the mod 205- Old to ammo to new ammo converter (less item bloat) - Great_Day

undone lily
undone lily
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Also at some point it goes down to “how should guns be different”

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Having 20 guns but with 13 clones with the same stats but different skins is depressing

halcyon sequoia
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I don't mind having 100 extra guns with 0 or minimum differences just for variety. But it is my humble feeling only 🙂

regal bolt
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I'd be more down for cosmetic differences if the engine allowed such things to be changed by the player
but since as-is they have to be fully separate guns in the game, it's just bloat

halcyon sequoia
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Yeah, I agree that adding 50 AK74s with different color pallets would be kinda boring )) But I would be happy to have more junk or WW2 era guns for variety. Again this is just my thoughts only 🙂

undone lily
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Imo the game needs more recoil profiles

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And subtler and more different upgrade trees

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And more impactful upgrades

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Which like 1 month of work full time minimum imo

past barn
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Do you have ideas on "more impactful upgrades"?

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Like what would they be?

random fulcrum
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clear sky upgrade trees

summer copper
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Good evening guys.

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Animations, camera features and this kind of "body awareness". Something feasible or possible to incorporate one day into stalker GAMMA?

shadow cave
quiet charm
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Some day I hope the 2007 stalker engine will make me breakfast

lethal orbit
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is there a way to enlarge the circular minimap? or if not enlarge, a way to zoom in?

celest forge
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I've gotten a ton of requests of making WPO patches for my addons so they work on GAMMA, does anyone have a link or a guide as to how one would go about that? I don't use WPO myself so I don't know how it works, is it just like making parts for a gun without WPO?

broken galleon
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fresh system, this came with gamma

broken galleon
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literally put new nvme, there's absolutely nothing on it except steam, discord, browser and gamma

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@undone lily what this?

undone lily
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Basically it picks up the registry edit gamma installer does. Which is simply changing the max length of paths handled by PowerShell

broken galleon
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umm isn't that in "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\FileSystem"

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i'm a bit confused

shadow cave
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@broken galleon pls gib mod pepehands sadCat

broken galleon
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dude i sent it to you for testing, it was for days in your dm, in the end i deleted it

shadow cave
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💀

broken galleon
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@shadow cave add me, hopefully i'll have new sys fully up and running by evening and i'll pack up and send it again

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i want to release it soon, what i thought to make of it will have to wait and be released in part 2

shadow cave
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There 🫡

past barn
modest glade
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is the weapon recoil tied to a mod in gamma? some of the guns have a ton of screen shake+gun movement

past barn
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Any way to make NVGs turn on with the lowest brightness setting, rather than the second lowest one?

cunning wigeon
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If anyone sees this please make a mod where the population is smaller because it lags so much when I have population at the lowest

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I play warfare

regal bolt
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have you considered not playing warfare if your game lags that bad

empty gazelle
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Does anyone know how possible it would be to increase Faction Identification patches for ultrawide resolutions? 🙂

cunning wigeon
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yeah it even crashes because of the population

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like can anyone decrease population I tried but it dosent seem to work

regal bolt
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just to make sure, you adjusted populations via ZCP and not just regular settings?
'cause that's where the magic happens

cunning wigeon
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Zcp is not compatible with warfare

regal bolt
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oh right

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then again, Warfare is not recommended with GAMMA either
there is one mod that is supposed to overhaul it quite a bit

cunning wigeon
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I am using efp

regal bolt
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... then why are you asking for help in the GAMMA discord?

cunning wigeon
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and the reason I asked here is to have someone make a mod that can work with efp and gamma that decreases the population I tried in the efp server but that didn’t really give me much help

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So I don’t know what to do

cunning wigeon
regal bolt
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open that file, and find alife_stalker_pop
change ,content= {{0.25} , {0.5} , {0.75} , {1}}
to ,content= {{0.1} , {0.25} , {0.5} , {0.75} , {1}}
and same for mutant population

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this should add a new option for population multiplier, at 0.1 times the pop

cunning wigeon
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What software did you use for explorer

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ah wait found it

regal bolt
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do @ me if it works, I want to be proud of my coding skill

cunning wigeon
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well it kinda did but it still very much lags

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so @regal bolt it kinda did but it still very much lags

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maybe 0.05 will decrease it even further

regal bolt
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darn shame
remember, changing population counts does not really apply to a game that is already going on
so a new game is required for those to work

cunning wigeon
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DAMN

cunning wigeon
regal bolt
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you don't
changing the population multiplier does not delete existing stalkers, it changes the amount of them it respawns

cunning wigeon
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oh damn

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well how do i delete them?

regal bolt
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either use the debug command to kill all common squads or go up to every single stalker and remove them from the game
killing all common squads will likely fail every single task you have on, and will cause the game to be a ghost town for a long while
just start a new game

cunning wigeon
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damn i had a very long game on that save file

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oh well eh can i also have warfare mode on while i have story mode on also?

regal bolt
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no
unless your EFP install somehow fixes the problems that would introduce
no I do not know what the problems between warfare and storymode are, I haven't tried it myself
go ask for support for that in EFP's discord since that is what you are playing

cunning wigeon
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hmm ok eh thanks anyways for all your help

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im very thankful

regal bolt
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best of luck
hopefully the new population multipliers will allow your next game to work properly

spice compass
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Looking for some help with applying hunger and thirst modifications when using an item or action. Unsure of the function calls for those. Thanks in advance.

mossy vector
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Has anyone come across a mod that let's you save RF frequencies and regions from reading found PDAs? ... even a notepad tab would be cool

vale knot
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interactive pda lets you make notes

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awesome link

thorn stratus
shy rampart
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None

static nebula
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rahhhhh
finally decided to get off my ass and work towards finishing the set
now time to wait another week before i make the empty load TROLLED

vale knot
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what prompted you to reanimate all the BAS saiga reloads?

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not that its a bad thing

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just curious

static nebula
# vale knot what prompted you to reanimate all the BAS saiga reloads?

I got annoyed with the draw/holster animations and wondered how hard it would be to replace them, then figured if I'm gonna go through the trouble of changing 2 animations why not change them all lol
Also I'm not the biggest fan of the regular reloads, they feel kind of floaty and out of place imo

vale knot
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the reloads are mid i agree

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the og ones

static nebula
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Mine are kind of meh as well but I'm liking these more than the originals so far

vale knot
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me too

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from scratch or did you adapt an existing reload?

static nebula
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From scratch

vale knot
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theyre real good for anims from scratch!

static nebula
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ty :^)

mellow cedar
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question how does one edit the goodwill for a faction aka the reputation that effects the shops lvl

rare parrot
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anyone know the player_hud_section for the predator suit?

fiery wolf
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is there a way to "standardize" reflex/holographic sight's reticles? I noticed if I move the same sight between different guns the reticles change

mossy vector
mossy vector
visual niche
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ayo I've been downloading gamma and I've been stuck on the "downloading large files" thing for about 3 hours now, to the point that I think something must have messed up

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this is the thing

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is there anyone here that can help out

random fulcrum
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it's really only a problem with the eotech when used with non bas guns

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as in that case it will have a red crosshair

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while bas by default has a bright green one

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and then you have the gamma exclusive weapons like the raptr or the vector

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which have entirely different models for the sights

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and iirc still have the crosshair painted on the glass

fiery wolf
undone lily
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this looks really good

static nebula
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pretty basic, just the usual stuff
i can post it here when i get home

cedar crag
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Hello everyone, does anyone know how to install Project Inverno ?

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the only picture on moddb

regal bolt
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does anyone know the mod that fixes the BaS bug that makes weapons look weird when they are in a lowered positionn

fair canopy
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What do you mean?

vale knot
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He just seems to have a bad lowered position values in his ltx

regal bolt
# fair canopy What do you mean?

i was messing around in my own anomaly mod list (makes me really appreciate gamma btw modding is pain) and the Bas Weapons some of them look like this when lowered

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it goes to the right of the screen

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not all weapons tho only a handul of bas

fair canopy
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Yeah something you added Changed lowered position

regal bolt
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rpk works fine

fair canopy
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Yeah you most Iikely added something

regal bolt
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recon there a way to fix it? its not the biggest bother but meh would be nice to fix it

fair canopy
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Reset the mods to the vanilla list and remove the offender

regal bolt
fair canopy
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Just look for anything you added that touches bas guns

regal bolt
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but idk just makes me appreciate gamma more lol

static nebula
past barn
# cedar crag the only picture on moddb

Bruh. You went through the effort to check the ModDB page instead of the outdated instructions in #custom-textures, but you couldn't just read what the description says? peepoweird There's a section on what default mods to disable if you're playing Gamma. Other than that, you select which of the 4 options you want in the installer, it's pretty self explanatory

upbeat jay
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Hey, do you guys know if its possible to hotload scripts when modding?

random fulcrum
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you can hot reload

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but if you create new files you need to restart the game

upbeat jay
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Yeah, makes sense. Thank you

simple scaffold
# upbeat jay Hey, do you guys know if its possible to hotload scripts when modding?

scripts reload every time a save is loaded. Most ltx as well. Script UI xmls are reloaded because the scripts using them are releaoded. game engine based UI xmls require the game to be restarted.

Ini_sys and the translation string can be reloaded at anytime via a function call and maybe the debug menu.

MO2 will only add new files to the virtual file system when launching the game. If you manually place a new file in the actual anomaly gamedata folder it will be read based on the rules above.

halcyon sequoia
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Is there a gore mod? With dismemberment, etc? Thanks 🙂

random fulcrum
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yes but it doesn't work with gbo

halcyon sequoia
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i see, thanks!

grim tapir
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Completely new to STALKER mod development. I want to develop a mod that changes how part repair works. Rather than having a 60% condition threshold for determining whether the repair will work, I want it to be a percent chance of the repair working relative to the current condition. Any idea if this seems possible? And if so, what are some good resources for getting started and in particular, modifying the repair system?

simple scaffold
grim tapir
simple scaffold
grim tapir
simple scaffold
vale knot
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Oh what i didnt know you can modify scripts like that

simple scaffold
vale knot
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Danke

static nebula
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might have to make some adjustments because i changed the idle pose a bit earlier
e: slowed down the holster like 2 frames and smoothed it up a bit

stark slate
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guys, what files are responsible for mutant skinning?

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i mean, when you skin mutant, by default you have to hold the knife first..

what file responsible for that setting?

turbid pecan
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does anyone know where the mp7 meshes and textures are located or what mod they originate from? The one in GAMMA seems unique with the laser and being able to equip BAS sights

grizzled gorge
turbid pecan
grizzled gorge
turbid pecan
wind pumice
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hmm wish there was way to lower the insensitivity if those placable lights. it could lower energy consumption too

grizzled gorge
wind pumice
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thats alien speak to me 😛 i know nothing on how to make mods

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it was kinda stealth sugestion 🙂

grizzled gorge
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well, looks understandable tbh. It could be a good way for you to explore modding xD. Open the file and look at light definitions. Tweak some values and test them 😄

daring mauve
thorn stratus
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Ok so what is the fix

balmy peak
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hi, does anyone know of a mod that displays current ammo?

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like same as Ayidn's ui where the displayed quick-slots are but i want one that does it for ammo aswell?

past barn
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The post is too long to find what his HUD looks like right now but it should work, tho the placement might be blocking something

daring mauve
regal bolt
daring mauve
violet ridge
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:V

random fulcrum
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that's the only thing you need

grizzled gorge
random fulcrum
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it's over

hardy hound
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yeah you need to update wpo

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gamma uses wpo from 1986

sturdy spire
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Petition to mod this into the game

vale knot
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Wpo from 1984

celest forge
fair canopy
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Just another ak

grizzled gorge
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dude is speedruning blender

celest forge
celest forge
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Acquire as in the assets?

dapper meteor
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acquire as in add into my game

celest forge
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Get FDDA

flat steeple
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Fdda it's already in gamma you need to disable a mod called something like reliable animation

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And then you get the settings back on fdda mcm to activate those animations

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But they are disabled because they cause some issues

regal bolt
# dapper meteor acquire as in add into my game

launch mo2 and search reliable animations and disable it, BUT DON'T, mainly cus I've played with it off and its usually ok but almost 90% of the time putting stuff in containers etc crashed the whole game so don't.

flat steeple
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I don't think that was a fdda issue tbh

runic wedge
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How can I use 3D scopes again?

celest forge
celest forge
toxic bough
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Would there be a way to override NPC greetings based on their faction?

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It kind of bothers me that the Monolith all greet you with stuff like "Good day!" and generic responses

regal bolt
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that's just how Monolith sound to each other when chatting
the monotone brainwash talk is how others hear it

simple scaffold
mossy vector
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quick question ... is there a setting or a mod that stops you exiting the workbench after every single weapon fix/mod ... like it does for armour ... having to sit through that anim every time is a pain

fluid kestrel
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is there a command to change ur character rank

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currently testing a mod of mine

stark slate
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what mod that responsible for recipes availability in Mechanics?

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or Technicians

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just in case i added mod that caused Technicians not selling recipes anymore

tough flame
grave arrow
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Is there any mod that change the AK animation?

slim moon
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If i wanted to change the movement speed stat for any armour, where would i find where that value is stored?
i did find gamedata\configs\items\settings\outfit_speed.ltx but my changes didn't take.

silk tartan
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If so, and just based on the name of the mod and literally nothing else, I would suspect maybe non-exo outfits grab their values from somewhere else

slim moon
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I was specifically changing Exosuits, yes. I thought that since it included non-exoskeleton entries that it would also cover those. I've yet to find the movespeed stat elsewhere.

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also unpacked and peeked in o_exolight.ltx but was already pretty sure movespeed wasn't in there.

silk tartan
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outfit_speed.ltx is also present in an earlier mod in the list, is it maybe possible your changes got saved there instead?

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and thus overwritten by Exo Balance

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just spitballing since you said changes didnt take at all

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only other thing i can think of is that the game actually grabs its values for that from a different file, which i wouldnt know where to start with if true, unfortunately

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but the defensive values for example have to be stored somewhere, maybe there's also movespeed values there too

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wouldnt be the first time the files have redundancy in them

slim moon
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I actually copied the last loaded outfit_speed.ltx and created a new mod to ensure it contained Exo Balances values + my own post edits.

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I know for certain its loading my altered outfit_speed.ltx, but it just seems to not be where the armour gets that particular stat from.

silk tartan
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yeah, it sounds like thats not the file to edit to do what you want then

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ive been looking around to try and find where outfits' defensive values are stored to try and check for you, but i havent found anything yet either

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unless theyre not actually changed by the modpack and thus still packed away in the .db files, which i find unlikely

slim moon
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already extracted those and found the stats for the exo suits, but no movespeed entry.

silk tartan
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well im out of ideas for the moment then, sorry i couldnt be more helpful lol

gaunt glen
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Hello good people, was wondering how hard would it be to remove/reposition lasers and flashlights from BaS weapons, is it as simple as loading it in blender and editing it or is there more to do that I'm not aware of, i never made or edited a model before so it's all black magic to me

daring mauve
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Is it possible to make a mod that marks a recipe's ingredients as favorites so that the player knows what to look for when looting?

slim moon
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Best I can suggest is to open the MCM and head to BetterSorting, and enable Mark Favorites.

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you will have to right click an item to actually mark it, but once its done it moves favorited items to the top of the inventory and marks them with a star. Works for all future instances of the item found, so it suits your purpose.

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You can disable the Use Favorites Category option to not have the items move to the top, but its convenient for meds and stuff.

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My bad, Sorting Plus is the mod.

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Not as convenient as recipe tracking, but i'm not aware of any other shopping list type feature, myself.

slim moon
daring mauve
slim moon
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I would have thought enabling mark favorites sending marked items to the top of any inventory that they're in would've helped with that.

random fulcrum
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mark as trash

slim moon
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yeah, junk sends them all to the end as well, forgot about that.

silk tartan
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i believe the current default settings still send marked items to the top/bottom, its just the icons and highlights that are disabled because they cause render lag on the inventories

daring mauve
silk tartan
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so youre essentially wanting to right click something in the craft menu and have it mark the ingredients for you from there. sounds simple enough but i dont know of a mod that does that

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and it may actually not be simple at all for all i know

gaunt glen
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If you craft a portable work bench and put your crafting ingredients in there, when you are in the crafting menu you can see what items you have and not have when you click the item you want to craft

daring mauve
silk tartan
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in the meantime if youre not doing so already, you can use the number keys or click the category buttons in the inventory to limit your view to a specific category

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it shouldnt take long at all to find what you need from there

daring mauve
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basically its a QoL mod, you want more ingredients to craft X item, you mark them from the crafting menu by pressing a button, and then you can easily spot them in your looting + inside your inventory/stash

gaunt glen
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Well all stashes will lagif you have thousands of items in there, so even if you can do what you wanted, when you open your stash to take items from it it's gonna lag when you open that stash, no work around the lag

daring mauve
silk tartan
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no getting around that sadly, grok did some good work to improve it recently, but itll never be fully gone

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i had the same problem on my previous save, leaving my base area or closing the game while near it took nearly 3 minutes

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ive learned to only keep a few copies of the things i might need and only if theyre in good condition

daring mauve
shadow cave
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@daring mauve damn you loaded on money

daring mauve
shadow cave
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Ain't 300000 a lot feelsWHACatman

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Or did i completely forget the prices

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I'm living paycheck by paycheck is stalker

daring mauve
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still didnt get the achievement, it needs 10 mill

shadow cave
simple scaffold
daring mauve
simple scaffold
daring mauve
simple scaffold
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I only ever save parts for guns i plan on using. I sell the rest. Heck that was why i added the auto sell junk feature to SortingPlus.

gaunt glen
daring mauve
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ok I understand, you both make good points but
I must have at least 1 of each item in the game. For example, I have a box with outfits/armor collection

simple scaffold
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Alternatively you convince someone to create a part storage locker mod that doesn't actually contain the items, just a list of sections and conditions. It only spawn the item when you go to take one out.

daring mauve
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and for guns I have a limit of 2 of each gun in the game

gaunt glen
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Create a stash for gun and armor parts only, make a different stash for crafting stuff, now the crafting ingredients are not with the 100s of armor and gun parts

daring mauve
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@simple scaffold is there an issue with marking lots and lots of different items as junk? does it cause lag?

simple scaffold
daring mauve
simple scaffold
daring mauve
simple scaffold
simple scaffold
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maybe split the crafting to armor on one map and guns on another.

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that would help.

gaunt glen
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I didn't have that problem before in like a 250 hour playthrough, once i separated the ammo parts from the main stash i don't get any lag when opening stashes, only the ammo parts stash which had like 5000 of each gun powder, bullet and casing

daring mauve
simple scaffold
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Or you bug me in 2 weeks about the idea of making a "deep storage" mod. where items are stored by invoice not as real objects.

daring mauve
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goddamnit, sorry

daring mauve
simple scaffold
simple scaffold
# daring mauve

yeah. i should rename those and make them default to off. also fix that broken string at the bottom i've been forgetting about a year now.

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and add that patch to sorting plus.

daring mauve
simple scaffold
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I added the check box and forgot to give it a string entry so MCM just displays what the id for the missing entry should be

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MCM is helpful like that.

daring mauve
# simple scaffold this file needs an entry for that bottom option that has all the underscores. t...

oh yeah I've noticed that ages ago. It was literally the first option I disabled. It says SortingPlus_use_functors (something like that). It clutters the right click context menu.
I have also checked the option Use sortingplus.ltx because the categories or something didnt work well if I didnt check this option.
Dont remember exactly why atm.
Is this bad for performance by any chance? the Use sortingplus.ltx?

simple scaffold
opaque night
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has anyone successfully turned off all visual effects for psy damage? I'm working on an auditory hallucination mod, but don't want the played to know they're affected until their sanity starts to drain

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I have the framwork for the hallucinations, but can't seem to completley turn off the vanilla effects.

daring mauve
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@simple scaffold your idea about the part storage locker where it only has a list of items but not the actual items and spawns then when called, is pretty great, I hope someone makes something like this one day.
Would it be crazy to do it with all items inside stashes?
Then we could eliminate all hoarded item performance issues

simple scaffold
warm perch
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Using vscode to look at ltx files. What is the unreadable data in certain sections?

opaque night
simple scaffold
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armor is the same.

simple scaffold
daring mauve
simple scaffold
daring mauve
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@simple scaffold Can you pls tell me if this is correct? I made it as a separate "mod" in MO2:
Sorting Plus Patch\gamedata\scripts\rax_inventory_lag_fix.script

daring mauve
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cool thanks a lot ❤️

simple scaffold
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you may or may not notice the effect. i think most of the ppl that complained were running an fps counter and wouldn't have noticed without it.

daring mauve
simple scaffold
vale knot
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I def noticed it cus my cursor was 60fps again

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And im not even a hoarder

simple scaffold
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the lag exists in unmodded vanila anomaly as well, just not quite as noticable. Sorting plus only slightly extends the highlight update process.

daring mauve
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I see

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Btw, all of this discussion started because of this basically:
Some items have crafting recipes that basically promote hoarding behavior.
Check out the path to Improved Carbon Steel Plates for instance
Look at how many items the player has to gather to make 1, just 1 of this item.
And since it is hard for me to remember the recipe for this crafting path, I tend to just gather lots of everything.

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and there are other items that require several materials to make. the resistors/transistors/capacitors are also items that add to the bloat and stash lag

simple scaffold
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With the icons off and that patch. Sorting plus should only add a few microseconds per item. Shouldn't be noticable.

I run an addon that adds a colored highlight to every item

daring mauve
opaque night
daring mauve
#

Can we also fix the bug where for some strange reason when you hit disassemble the inventory scrolls up a bit (but not every time) ?

simple scaffold
# daring mauve Can we also fix the bug where for some strange reason when you hit disassemble t...

sometimes when you disassemble something you reduce the number of rows of icons. when this happens the total length of the scrollable field gets smaller. if the scroll bat was at 50% of 9 rows, centered on 4.5 and now it is at 50% of 8 rows centred on 4 it looks like it has scrolled up even tho the scroll % has remained constant.

maybe one could add a system to calculate the pixel postion instead and keep that constant but hat would be alot of math

#

well not necessarily a lot of math, but i think it would be complex to know when to change the scroll % vs when not to. not imposible. but not fun

simple scaffold
daring mauve
simple scaffold
daring mauve
#

@simple scaffold Can I set a category of items to -3 in sortingplux.ltx?

#

basically higher than favorites

vale knot
#

give it a shot

gaunt glen
#

Yes i think

cinder light
#

Quick question because genchat is going mad. How is damage calculated ingame? Such as bullet dmg stats vs gun stats.

gaunt glen
#

I use -2 and -1, but don't use favorite

cinder light
#

If its not the right place, i can ask somewhere else. Just figured ppl working on mods would know best.

vale knot
#

i know momo knows but i got no clue

#

tried searching their messages to see if i could find them explaining it

cinder light
#

Ah ok. Im alright reading documentation if we have it. Ill dig moar

simple scaffold
vale knot
#

its bad when raven doesnt even want to explain it

cinder light
simple scaffold
cinder light
#

Im not really worried about calculating dmg instance based on armor stats and all that. Just "can gun base dmg value be trusted"

vale knot
#

all i know about gamma's damage calculation is the AP is what is most important

simple scaffold
#

honestly i go bug a a gun or armor modder when i need damage related math.

grizzled gorge
cinder light
#

Fair. I will lurk more. Gotta bring knowledge to the newbie chat. Thanks for all the mod work devs

warm perch
grizzled gorge
simple scaffold
warm perch
#

m_fracture.ltx

daring mauve
simple scaffold
grizzled gorge
simple scaffold
warm perch
#

I guess I need to get my editor to recognize it or just ignore it.

simple scaffold
warm perch
#

I found the Windows 1251 in the formats section and now It shows

simple scaffold
#

also tell your editor to open the files in windoes 1251 encoding

daring mauve
#

I have a problem with ammo craft materials. I cant find them in Debug so I cant set a custom category for them in sortingplus.ltx

warm perch
#

Thanks!

daring mauve
#

how can ammo parts be nowhere???

grizzled gorge
daring mauve
#

their true names

simple scaffold
daring mauve
#

my goal is to separate them from ammo

simple scaffold
#

that will put the section name into the console.

#

it's easier than the 4 other ways i can think of right now

vale knot
#

you could get the ID of the item and use a program to search any mentions of the ID in a string in all the files

simple scaffold
#

the section name is what you need to make a sortingplus kind override.

daring mauve
#

alright will give it a shot thanks

#

what is w_base ?

simple scaffold
# daring mauve what is w_base ?

the kind assigned by default weapon params. anything weapon that doens't have a specified kind ends up tiwht that. i know helichopters end up with it

#

i also can't spell

daring mauve
simple scaffold
#

to seperate the out of ammo you need to enter thie section with a kind you made up in the kind override section of the soritng plus ltx.
one line per secton there should be examples in there.

just make up somehting for the kind that isn't in use already.

then use that value up above in the sorting order like how w_sniper or o_sci is used

daring mauve
grizzled gorge
#

on the main debug window, press numpad 0 then f5

daring mauve
#

ah refresh, got it thanks

simple scaffold
daring mauve
gentle phoenix
#

anyone knows if there is or can be added any mod to improve audio particulary footsteps for mutant and stalkers ? if there is something i hated then and i still hate now is that huge ass mutant don't make anysound and then you find yourself literally next to them

vale knot
#

the 3 big mutants i can think of make plenty of noise walking around

simple scaffold
vale knot
#

chimeras are still on the quieter side but they make enough noise to hear them coming

gentle phoenix
#

some are a little louder than others but the fact that you can't tell where are they located or coming from is very annoying

vale knot
#

but the point of them is to be kinda ambush predators

daring mauve
gentle phoenix
#

but even just humans , like the footsteps are so missleading sometimes i was wondering if there was any mod that tries to improve that

vale knot
#

lurkers shouldnt even be in the game first off

vale knot
#

i thought anomaly used misery footsteps by default

#

cus you know it was built off of misery

#

oh i see looking more into the mod

simple scaffold
#

who knows. I can't track all teh soup genetics. I know that some of the anomaly sounds had/have incorect ogg comments related to the material they should play for. so you could hear metal foor sptes on wood or one of the dirt types was missing a sound. i can't remmber it all. been to long. these might also have been fixed in the intervineing years.

gentle phoenix
#

thats not even the annoying part which it can happen that it doesn't register which type material enemies are step on but the fact that you know there is someone infront of you but u can't tell how far or what direction is going is very annoying

simple scaffold
daring mauve
simple scaffold
#

@gentle phoenix this

gentle phoenix
#

i'll give it a try thank you 🙂

daring mauve
#

I'll keep it in mind though

simple scaffold
#

We tell ppl don't use mods older than 2021 because the average user can't seem to understand what "pure art asset mod" means and "this aim rattle mod broke, but you said sound mods were ok" except that aim rattle is added by a script so the script in there broke.

daring mauve
gentle phoenix
#

is it suppose to be in a particular order or i can just shove it in the folder?

#

for now i just put it in the folder and enabled it but im not sure

simple scaffold
#

whre modname is what shows up in mo2

#

what you don't want is /mo2modsfolder/modname/somethingelse/gamedata/sounds/morestuff

gentle phoenix
#

thats how it looks like

simple scaffold
#

looks ok to me

gentle phoenix
#

but here i don't know if im suppose to disable anything

simple scaffold
#

looks like it will make the EFT footstep mod redundant. but that isn't a problem.

pure asset mods like this don't really need things to be disabled. they can't really conflict.

#

they are nice friendly mods.

gentle phoenix
#

that was exactly what i was wondering

simple scaffold
#

they simply replace the sounds that get played.

gentle phoenix
#

now im trying it but im not sure if i notice any difference

simple scaffold
#

IDK. i liked it over base anomaly 30 months ago when i last played. I don't know how it would compare to the EFT sounds in GAMMA. i don't play gamma

grizzled gorge
simple scaffold
daring mauve
simple scaffold
#

10 extra rows., you like all you stuff broken up

daring mauve
#

The more rows and separation is entirely up to preference, but I added some items in the kind_overrides that I think a lot of people will appreciate.
Like for example, why are the ammo crafting materials mixed with actual usable ammo?
and why are belt attachments uncategorized and therefore at the very bottom, just below faction patches?
and finally, now the empty artefact containers are separated, making them easier to find, should you have tons of artefacts in your stash

#

I also put the psi helmets (good/bad) and wallet in quest items, because they are non-removable and they are ignored in every inventory operation

simple scaffold
#

Some of those are very good points, some how i hadn't noticed that baout the belt devices. I will probably steal some of that for the sorting plus update.

#

Blerg. adding catagories to the MCM means writnig translation strings. i am getting sick of those 😛

#

not the least because my non standard (ok awkward) phrasing of stuff in my MCM settings means google translate has puppies and spits out gibberish in russian and i have no idea until someone tells me 3 months later

past barn
daring mauve
#

I also noticed that Decoder, and 2 quest PDA items (attackers_pda, contact_lost_pda) are in devices. I moved them to quest items just now

simple scaffold
daring mauve
simple scaffold
daring mauve
#

honestly, I dont care much for the MCM options when I am doing such a custom categorization. What could the MCM settings do anyway? Offer each item in the game and have a drop-down menu for it?? lol

simple scaffold
#

oh and add MCM keybinds for the marking keys.

daring mauve
#

Junk icon is useless though, I dont care for it

#

Also, the Re-sort when marking option is the one that causes unnecessary lag, and should be off. I honestly dont see the point of having the function at all

simple scaffold
daring mauve
#

@simple scaffold I like the built-in mags support even though I dont use that mod. but what is loadout?

simple scaffold
# daring mauve <@155830872027693057> I like the built-in mags support even though I dont use th...

mags redux has a system where magazines are simulated as being in vest pockets. called loadout(or ready mags or vested mags). Even without sorting plus Mags redux forces those to the top of the inventory. because they are not supposed to be in your backpack.

this was a million times easier than building a UI to represent the vest pouches. particularly when you take into account that we allow for an arbitrarily large number of vest pouches since they can be in outfits, belt attachments, and backpack.

#

And i already had the code from making sorting plus. mags redux, sortingplus and icon override all patch the same chunk of UI code and all have to reference each other. If anyone else tries to do something like this it will break sooo much.

daring mauve
#

oh ok, I see

simple scaffold
#

so it is just more mags redux support. sorry over answerd

#

🙂

daring mauve
simple scaffold
past barn
daring mauve
past barn
#

Yes I did

#

Tho I don't see a difference between being checked vs. not

simple scaffold
daring mauve
simple scaffold
#

i am recodeing the inventory UI, it reallly didn't like me doing that any time other than right as a save was being loaded.

past barn
past barn
daring mauve
#

@simple scaffold so uhm....can you maybe make this mod I mentioned earlier....?

simple scaffold
# daring mauve I kinda feel bad for asking, didnt want to make you type all that lol. sorry if ...

not all guns have FMJ, AP and EP, some have HP. some have hydroshock. some have slug or dart.

make a text file that looks like ammo_section = ammoclass for every ammo in vanila and gamma, with a commented out line where gamma changes a vanila ammo.

come up with a short abbreviation or .dds icon to be displayed (russian and english if aplicable) to be dispalyed for each ammo class.

and can make it show up on screen. i will also reuse all your hard work in mags redux's ui.

daring mauve
#

I'm not a modder though 😄

simple scaffold
simple scaffold
# daring mauve I'm not a modder though 😄

and it took me most of a year to stop the internet from sending me adds for guns and ammo after i did th research for making the mags redux magazines. I just don't have the motivation to read dozens of ltx sections again.

you can get an items section name out of the debug. make your best guess as to an ammo class. Making lookup tables like this is the really boring part of modding.

flint knoll
#

Heii guys, I would like to become a part of this modding community. But since I am just a beginner with no experience in modding game before, any advice for me on what to learn, how to get the minimal knowledge in this field?

daring mauve
simple scaffold
#

I looked for a while when making the mags redux HUD to see if there was a simple universal way to identify what type of ammo is in a gun or magazine. there was an exception to every rule. I concluded it would have to be a look up table in an ltx and back burnered the idea.

daring mauve
simple scaffold
#

Making a UI or hacking the sorting sytem. those are fun. making a lookup table is boring, i really have to be motivated for the over all idea to be able to do that. this doesn't meet that threshold. but if someone does the leg work, particuarly after i say "i will do x if you do y", i will make addons that i am other wise not interested in in the spirit of cooperation

daring mauve
#

like if I can get an example for 1 ammo type, then I will do all the rest

#

@simple scaffold is this fine for example?
ammo11.43x23_fmj = FMJ

#

and then I continue like this?

simple scaffold
#

works for me. Easy to read that line and pop the text on screen.

daring mauve
#

I'm on it

simple scaffold
#

something may have literaly cught fire. back later

daring mauve
daring mauve
#

I also found this from Grok's BHS mod:

    <!-- parts below if for ammo, put a thousand in part's "x" to get rid of a part -->
    <static_cur_ammo x="988" y="698" width="24" height="37"> 
        <text complex_mode="0" font="letterica16" color="ui_7" align="c" vert_align="c">ammo</text>
    </static_cur_ammo>
    
    <static_fmj_ammo x="1946" y="722" width="26" height="15"> 
        <text align="c" complex_mode="0" font="letterica16" color="ui_7">fmj</text>
    </static_fmj_ammo>
    
    <static_ap_ammo x="1946" y="744" width="26" height="15"> 
        <text align="c" complex_mode="0" font="letterica16" r="238" g="155" b="23" a="150">ap</text>
    </static_ap_ammo>
    
    <static_third_ammo x="1980" y="704" width="26" height="15"> 
        <text align="r" complex_mode="0" font="letterica16" r="238" g="155" b="23" a="150">third</text>
    </static_third_ammo>
    
    <static_grenade x="930" y="740" width="14" height="19"> 
        <text align="c" complex_mode="0" font="letterica16" color="ui_7" vert_align="c">gr</text>
    </static_grenade>

    <static_wpn_icon x="988" y="743" width="24" height="30" align="c" alignment="c"/>
    
    <static_fire_mode x="930" y="722" width="14" height="19">
        <text font="letterica16" color="ui_7" align="c" vert_align="c"/>
    </static_fire_mode>
</hud_states>
past barn
#

That's what my mod uses

#

This displays the ammo box icons you see in the inventory

daring mauve
past barn
#

Sorry didn't specify, I'm talking about static_wpn_icon

#

I think the others are ammo icons for the alternative ammo your current gun may use. Similarly to CoP's HUD. I haven't messed around with those but considering it's based on CoP it's a safe assumption

daring mauve
#

@past barn look

<static_fmj_ammo x="1946" y="722" width="26" height="15">
<text align="c" complex_mode="0" font="letterica16" color="ui_7">fmj</text>
</static_fmj_ammo>
fmj in text, and with a specified font

#

so it can be done, I just dont know how to do it

past barn
#

Yeah probably. I'm just saying this piece of code isn't exactly what you need, so you can't just change the coordinated for example, because these do something else. Not saying you were doing it or not, but just sharing info

simple scaffold
#

For showing what kind of ammo it had always been the box icon.

#

Drawing one number on screen won't take too long once I sit down and do it. But since I am now working overtime due to a short circuit it won't be today

daring mauve
vale knot
#

You trying to replace the ammo icons with just FMJ or HP

vale knot
#

Nice

daring mauve
#

like i want it to look like its part of BHS

ebon ginkgo
#

Anybody know if there's a crafting mod that only highlights things you can craft with the materials you have on-hand rather than simply showing every recipe you know?

simple scaffold
#

Crap it's not even overtime since I'm taking Friday off. Just extra hours.

bleak oyster
#

have some tutorial explaining how integrate a 3d model in the game?

simple scaffold
#

I haven't looked too closely at the art parts of the book

cloud stump
#

Hello! Does anyone know how I can change the degradation factor for the multitool? I have found and modified the Items_Repair file, but it doesn't seem to affect it for some reason.

rich venture
#

what do you guys use to make animations for this game?

#

I'm porting something from fallout for my own use and have realised that I'll probably have to remake the animations with no experience doing it monkaS

rich venture
#

nice ty

simple scaffold
balmy peak
#

Hey guys, idk if this is the place to ask this.

Is there a way to save/backup mo2's mods, like i downloaded new mods and selected ones that was not on by default. But everytime after i do a update i have to manually select all the ones i have downloaded and the ones that were off by default. And yes already did the backup thing me renaming mcm values etc, it doesn't work. Still need to go select

daring mauve
static nebula
#

!backup

#

bot no work

tawny stream
#

Bot is on smoko.

cloud stump
old zephyr
#

Hey stalkers! Was curious if anyone knew if and how it’s possible to use tarkovs usec 3 voices for any faction I’d like to choose. I know it’s not lore accurate but for a new video series I’m wanting to make but would follow a more traditional loner starting experience

primal acorn
#

I'm going to keep looking (hopefully I can come across it), but I've gone down a rabbit hole and it's too late to just stop tinkering now... Anyone know off-hand which mod contains the Weapon Upgrade Kits (e.g. 105 Shakal, R700 Arkangel, etc.)?

primal acorn
#

Nm found the info 🙂

primal acorn
#

Question.. I was playing around seeing if I could mod weapon kits in (as part of maybe a larger mod), and I mostly got it working except for some reason it's showing an incorrect part.. I used the name for the modded scope upgrade kit, but it's showing the old 'firearms optics and mounting package' that it replaced? Any insight would be helpful, I scratched my head for the last hour or so on it..

primal acorn
#

Dang, I didn't even think to look at the debug menu listing.. hmmtakenote Will give it a shot tomorrow and see if that did the trick. Thank you!

regal bolt
#

Help, I've fallen and I can't get up

#

I'm stuck in the Mortal Sin: Urban Warfare quest after killing the Sin guys and the dialogue to turn the quest in with Rogue not appearing. I've tried locating the task ID to complete it through debug, but I cannot make out a singular identifying string that would help me narrow down what that task ID actually is.

#

I did manage to find what I think is the quest files but I have no idea how to use this to actually find the task ID and then complete it

#

Since I can't even tell in which stage of the quest I'm in based on the strings attached to each quest stage

regal bolt
#

Nvm I fixed it

trail condor
#

love this

past barn
# regal bolt Nvm I fixed it

How did you fix it? I ran into a similar issue with a scientist mission, and I can't find any task that matches its name or description

cunning wigeon
#

hey is there a place where i can request mods?

celest forge
#

I guess here?

static nebula
#

here is probably the best place but there's no guarantee someone will take you up on it

cunning wigeon
#

ah well thats good enough for me

trim ocean
#

Work in progress. Ecologist Battlesuit v2

trim ocean
#

Ecologist Battlesuit v1

empty gazelle
#

Does anyone know how possible it would be to find the keybinds for scrolling on the map/with scopes to invert it?

past barn
#

Apparently that's hard coded in the engine, and we can't change it

#

Same with binocs and scope zoom being inverted

sand grove
#

How do I change what certain traders sell? Is there an ltx file I can edit?. I'm at work so ping me if you have an answer, if you don't mind

novel scroll
primal acorn
#

@sand grove Yes, <DIR>\GAMMA\mods\G.A.M.M.A. Economy\gamedata\configs\items\trade , though there could be something loading after that overriding it that I'm not aware of,

trim ocean
# novel scroll Woah what mod is this!?!?

No mod yet, still working on it. I mean, it's more of a meme and to take some pretty pictures, since there's no viable third person gameplay. I don't know how to make a patch for the visible body mod and it's using duty exolight arms, so unless you give it your companions or actually use the third person camera, you don't really see them in the game. The models are pretty much done, it's just missing a few unique twists in the configs and a bit of flavour text.

regal bolt
#

went into misc/tasks

#

found the file for the task in limansk

#

and used the !task guide

past barn
#

Well that sucks because I've already gone through those files, and still couldn't find this damned task's ID

devout yacht
trim ocean
#

Never used it, but if it's good you can recommend it to me

devout yacht
#

I'll check it out for my 3rd person homies when I'm home later

devout yacht
#

Out of curiosity and just kinda throwing ideas out, as I was playing the other night I wondered if it would be possible to ever add undercover agents/ stalkers into the game?

#

They use a similar disguise system to us and can be found infiltrating rival factions. Idk where it would go from there but might be fun adding new types of missions of figuring out spies or stopping assaults from people disguised within bases.

trim ocean
# devout yacht I'll check it out for my 3rd person homies when I'm home later

Checked it out, it's nice, but it doesn't play well with Anomaly 1.52. Since the mod uses a dynamic transition from third to first person camera when aiming down guns, the bug that makes your gun invisible when switching from third to first person also comes with it. So you're essentially aiming down on nothing all the time, which is quite unfortunate, because the other parts of the mod play quite nicely with Gamma.

old zephyr
#

Hey would anyone know if and how it’s possible to use tarkovs voiceovers for any faction I’d like to choose? I know it’s not lore accurate but would really appreciate any help

primal acorn
#

Question: What is better mod practice - using un-utilized recipes and adding to them, or creating entirely new recipes and using those? I'm leaning towards the 2nd, but I don't want to clog things up with lots of recipes..

old zephyr
trim ocean
#

Ecologist Battlesuit v2 backside

#

Ecologist Battlesuit v1 backside

#

Heavily inspired by Hunk from RE4 Remake, if anyone notices

sand grove
primal acorn
#

Are you trying to get them to sell guns? I think he has something you can activate for that

#

But from my understanding of them so far, if it's just like a one-off item then you'd just follow the format that's there now. they break out by rep level, so find the rep level you want it under and add the items in-game name (which can be found using the debug menu), then the quantity info

sand grove
#

Yeah specific guns

#

Just one

primal acorn
#

Debug menu then, mouseover the gun and get the name of it (should be in a diff color), then throw it in under a trader (or the presets, if you want it on all of them). though that will be overwritten when you update the game, so plan accordingly.

Or just spawn it in using debug 😛 LOl

sand grove
#

Throw it under? Like in the trader category in the debug menu

primal acorn
#

No, that's going to be at the directory I called out above

#

need to find the specific trader(s) you want to sell it

sand grove
#

Oh so I put the weapon name in the ltx file

primal acorn
#

the one the game uses to refer to it, ues

#

in the LTX file, under the rep level you want it sold at

sand grove
#

So if i wanted to edit the shoplist for Meeker, i would edit trade_mercenary_meeker

#

But I dont see the rep line youre talking about

primal acorn
#

see where it says [supplies_1]

#

that's rep level 1. there's other sections going from 1-5

#

dltxify has been great, but I wish there was a way for it to not strip out spacing when it parses..

regal bolt
#

anyone know where the pda mesh is located?

daring mauve
#

Is there any way to change the brightness of hideout placeable lights?

daring mauve
#

I mean, this is too damn bright for me

#

I changed intensity from 0.5 to 0.1 but it did nothing

#

this is items_placeables.ltx btw

past barn
#

There's a value for transparency in their config, but it doesn't do anything (at least I couldn't see a difference between min and max values). Search for items_placeables.ltx in MO2, inside you'll see different sections for each device, and every device has 3 separate ones:

  • device for example: [device_metal_torch]
  • placeable for example: [placeable_metal_torch]
  • definition for example: [definition_metal_torch]

You need the 3rd one, where you'll see this stuff:

type        = 2  ; 0-Direct 1-Point 2-Spot 3-OMNIPART 4-Reflected
cone_angle  = 65
color       = 0.75, 0.91, 0.94, 1.0 ; <r,g,b,a>
range       = 10; <in meters>
has_shadows = true

Afaik the volumetric values do nothing. The color and range is what you need, where the last digit is the alpha (or transparency) value which also does nothing apparently ( kekw ). The color is RGB on a 0-1 scale, 0 being 0 and 1 being 255. The higher the values the brighter the light is but ofc if you change the colors you get different effective brightness too

For example if the default color is this:
color = 0.5, 0.5, 0.5, 1.0
Then you can effectively raise the brightness by making them all 1:
color = 1.0, 1.0, 1.0, 1.0

But this won't work if one of the values is already 1 or close to it, because then changing the others will give a totally different color at the end. So the best bet is range

daring mauve
#

jeez

#

I will try your suggestions asap, thanks @past barn

past barn
#

Yes, the psy lights are pure white

#

So not much you can do there, especially with those because they have shadows disabled so they shine through everything, including walls

#

Shadows are disabled because the light source is inside the mesh, which would create large and bad looking shadows everywhere around the device. Up to you which one looks worse xD So I only use them in large open spaces where the shine-through-walls effect isn't noticeable

daring mauve
past barn
#

For the RGB values yeah, The A channel does nothing

#

I found out the glowsticks work the same way, and that's why the red one is too dim compared to the rest: its color values were set too low #1099735124117033030

daring mauve
#

and do you know what is definition_gas_lamp and definition_gas_lamp_gamma?

#

are there 2 gas lamps? cause I can only craft/buy 1

past barn
#

The regular gas lamp is what you can buy or craft, the gamma variant is the exact same, except it has like 600 days of fuel duration, and you can't craft or buy it, but you can spawn them in. They're the lamps that exist in the Zone by default. I believe it was done so those never run out of fuel so the player doesn't have to re-light them every X time. Also iirc those don't require matches to turn on

#

The Duty checkpoints in Rostok have lots of them for example. You interact with one and will see like 650 days of remaining fuel kek2

#

While the default is 2 ingame hours I think

daring mauve
past barn
#

I don't know about those tbh. I'd expect those to be something entirely different from the devices, like some kind of post processing for bright things

#

You could try turning off volumetric from true to false

daring mauve
#

I change the color of the psi light, and it stays white anyway. fml....

past barn
#

Oh yeah forgot to mention, when you edit existing light's colors (this might be the case for other properties too) the changes will only take effect when you place down a new device, or pick up the existing one and re-place it again

daring mauve
#

volumetric = true/false does nothing btw

#

thanks a lot, I solved my lighting issues in my base, its way better now, cheers 👍

past barn
past barn
daring mauve
#

and "has_shadows" doesnt work on gas lamps for some reason

#

they have shadows anyway

past barn
#

I only tried shadows on the psy lights, so idk either

#

Maybe because of the type they're set to? The value between 1-5 I think, somewhere above color

daring mauve
past barn
#

I don't know then

daring mauve
#

I enabled shadows on the psi, and now those same light rays happen. I guess now we know why that is

#

@past barn I fixed the gas lamp light to be like the psi. It needed both shadows and volumetric disabled at the same time

past barn
#

Hmm. Does the volumetric have any other effects visually?

regal bolt
#

does anyone know of a mod that adds a lot more weapon customization?

vale knot
#

There isn't, because weapon modding in stalker blows chunks

orchid skiff
#

who can i talk to about contributing to gamma?

vale knot
#

Idk if Grok really takes contributions unless he likes it himself and accepts it

orchid skiff
#

yeah fair enough. i wrote the soundtrack for Misery 1.0 and wouldn't mind doing some more work like that

vale knot
daring mauve
#

Is it safe to update Hideout Furniture to 2.1.0 manually?
I noticed Gamma has an old version (1.2)

high ravine
#

Hello !
I'm trying to convert an outdated mod ( Trader Overhault ) to make it work.

The problem is that traders don't have books/recipes in their equipment

I tried to modify the config and add the appropriate lines so that everything would work (I was modeled on GAMMA Economy) but there is a problem because the mechanic's equipment does not have items (recipes) added by me

✅ GAMMA 0.9 + vanilla mod's + Trader Overhault +Trader Destockifier / Gamma Economy disabled

⬅️ Left site normal trade_generic_mechanic from Gamma Economy
➡️ Right site trade_generic_mechanic from Trader Overhault

upper nova
#

How about porting cotz to anomaly

broken flame
#

hello,

is there a mod that adds animations for hand-roll tobacco?
If not, is there any way I can just have it show up as a normal cigarettes animation or something? Because it's really bothering to the point where I'm not sure I wanna continue using them ingame if it's just gonna have a message pop up but with no animation at all

regal bolt
#

anyone can send me his default bin folder because i have a reshade and i want to uninstall it

gaunt glen
regal bolt
thorn stratus
broken flame
thorn stratus
#

Vodka

broken flame
#

Thats unhealthy too

hardy hound
#

water

broken flame
#

Doesnt really do much

thorn stratus
#

become a priest

broken flame
#

Wine is unhealthy too tho

thorn stratus
#

girls or man, which ever you like

wispy shoal
#

I have an interesting idea to add the spawn coefficient of weapons and armor in stashes

proven lily
#

If I want to mod SoC, can I use the same mod manager that gamma uses? or do I need to install it separatly?

thorn stratus
#

interesting question. depends if SoC has a gamedata folder and also depends if the mods you want to install is for SoC and it's a gamedata delta

#

ahh you mean to reuse GAMMA MO? No because that is pointing to Anomaly. Just install a separate MO

storm basin
#

hey guys can someone make a mod that would make swamp as populated with bandits as it was in clear sky thank u :)

#

maybe also add some quests for loners from the clear sky's base if there arent some yet

#

idk why on my end swamp is sooooooooooooo fucking empty its just boring as hell

thorn stratus
#

I don't think this is a thread for posting mod request, afaik, more like asking other modders help about your mod project and how to do things

#

I would send you to the suggestions thread but that also does not accept mod requests, more like gamma default improvements

valid matrix
#

Would it be hard to include the disassembly stuff into the Workbench menu?

#

Mechanically speaking I mean, programming things into engine and whatnot

quiet valve
#

Because soc doesn't actually use the gamedata folder so you can delete the whole thing and you usually install one mod at a time

quiet valve
prime briar
#

Is there any word on the EFP weapons pack being converted for GAMMA compatibility?

random fulcrum
#

it works out of the box tho

celest forge
#

Eh

#

Most of the shotguns crash for some reason

#

And the EFP people hate GAMMA with a passion

#

So not likely

hardy hound
#

rip bozo

#

proper weapon pack

vale knot
#

More cwwp?

hardy hound
primal acorn
#

Modders, is anyone familiar with a script that replaces one item with another upon a certain action, or something similar? Sort of like what happens when we apply a scope, though I'm trying to short circuit that specific action to translate the base item into a different class entirely.. I dont mind digging in and figuring out the mechanics, but trying not to reinvent the wheel if possible kekw

stone radish
trail condor
undone lily
#

You can get the id of the dragged and the dropped target items and do stuff with them if needed

undone lily
celest forge
#

grok gib modder role pls

primal acorn
#

Nice, Thanks for the insight. I'll check those out and see if I can make 'em work.

tough flame
storm basin
#

guys is there a mod that makes call of chernobyls theme the main menu theme?

#

and also is there a way to turn on backpack animation in fdda? there doesnt seem to be an option

hasty comet
#

Anyone know the command for progressing the Doctor-part of the Living Legend quest?

#

I cant find the Doctor in his usual place but I would like to move on to the next phase.

daring mauve
#

@simple scaffold hey, did you happen to have the time to look into that ammo hud mod we talked about?

celest forge
thorny hornet
still condor
#

hey i saw unrecord and gmod realism vids and i was thinking. would bodycam style camera be possible to mod for stalker?

#

I'm curious, i know most will consider this aa heresy

celest forge
#

There is a shader for a bodycam type look but not a true body cam mod

#

Doubt anyone would make an effort to make that for stalker

rancid spruce
#

Never doubt the effort of a modder

hardy hound
#

one more week and people will forget about bodycam

vale knot
#

i hope so

primal acorn
#

So if I'm understanding this correctly.. When the game attaches a weapon upgrade kit (E.g., Swamp mod), the item_weapon.script performs attach_scopes function, calling to the w_ak105.ltx file, which has a section for the swamp (inheriting the stats of the 105).. That section then overwrites the stats it needs to, returns to the player the Swamp version. It's still a 105, but technically different because it's values have been changed.. I guess what I don't understand is how the game sees this as a new_weapon - it's just a modified version of the 105 - in places like the Debug menu...

quiet valve
#

Or maybe some other setting for cam_inert just make sure it's high

#

1 is default in clear sky or some other stalker game maybe op 2.2 I don't remember perfectly there's so many mods

thorny hornet
quiet valve
#

Artefacts renovation and gamma artefact reinvention and probably most shit to do with artefacts

gaunt glen
#

hello, this place is not for asking this but custom support only gets help after 12 hours so im ask here
i was trying out mags redux, and i find it weird how always the mags are empty on dead enemies, i liked how i had to unload the mags from enemies before when i used the mod independently from GAMMA, i dont see a setting for it or a mod for it in MO2, how can i bring back that feature? if anyone know help me pls

balmy peak
#

yo, who here uses mags redux?, and know how to fuck with files to get the mags hud showing properly, like to mess with x and y and z position, hence some of my mags are clipping out of the screen

gaunt glen
thorny hornet
#

Someone know if there is a mod that makes artefacts more like Shadow of Chernobyl or CoP compatible with gamma?? i mean more efficent artefacts like artifacts that give you -20 radiation and things like that because i feel like gamma artefacts are very weak

simple scaffold
primal acorn
#

Oh my god.. There is.. NO better feeling than figuring out something you were having problems with.. I can now push my Weapon Upgrade Mod further, allowing for new kits that can swap between entirely different weapons without having massive impact to BaS files

daring mauve
simple scaffold
balmy peak
simple scaffold
#

i forgot the xml comment symbol so i put the notes in the script

balmy peak
#

i'll send a picture now

#

to show you what i mean

#

like you see at the bottom right? the mags. one of them clips out of the screen, and i want to move them more to the bottom right of the hude, and make them all show properly

simple scaffold
balmy peak
#

where should i past this ?

daring mauve
balmy peak
#

i don't know anythign about touching files, been trying to find help so

simple scaffold
balmy peak
#

this one?

#

and this will fix the mags possitions?

#

@simple scaffold

#

mind if i hop into a channel and i can stream for you, not too good with this, and really want this fixxed

daring mauve
#

@simple scaffold So when I am done I give you the file so you can upload to moddb or whatever?
It will be your mod

simple scaffold
balmy peak
#

may i hop into a channel with you, don't want to fuck up something or fuck up mag redux

simple scaffold
balmy peak
#

hmm alright, will try it out, where will the mags be displayed now on the hud?

#

bottom right still, just better and actually it will fit in or ?

#

alright, so i gotta put this 7r all the way at the bottom, below all the disabled stuff in mo2?

simple scaffold
#

for now at the very bottom.

balmy peak
#

alright coolz, and this is for all the mags i assume?

#

for all gun's mags

simple scaffold
#

It is literaly just the hud config xml file. it will put the three rows of magazines. small med and large back where i put them. if they still go off of your screen with that then i will have a starting point for more detailed questions

balmy peak
#

like this right?

#

alright, will see if it works !

simple scaffold
balmy peak
#

yea yea

#

will test it quick

simple scaffold
#

I just have no idea what gamma or other addons you have might have done to that file. by starting with it in a known good state it makes it easier to move forward.

balmy peak
#

yeah idk either, i just got mags redux on, and then a patch for mags redux that came with the RWAP weapon mod

daring mauve
balmy peak
#

this is how it currently looks like, still a bit too big i think and not in one row?

daring mauve
#

also, "arial" font didnt work

#

crashed with an error

simple scaffold
balmy peak
#

dunno if you can make it look better, if it's not a hassle for you, but it looks better, just a bit big and still not in a row

#

just let me know

simple scaffold
balmy peak
#

aaah, can you edit the script? or is that too much effort?

simple scaffold
balmy peak
#

thanks man, will check this out

simple scaffold
balmy peak
#

yes

#

i've heard a lot of people complaining about it

simple scaffold
#

LOL. well i can't fix stupid. What i can do is make "single row" an MCM setting in the future.

balmy peak
#

i turned off the text etc, but it seems like the clip into each other, and some of the mags clip out

balmy peak
#

idk if you can possibly, move them a little bit more away from each other, and move the large mag slightly up, to fit into screen, and then the pistol mag clipping into the other one, if that could be done then it's pretty much perfect

#

cuz currently with this one, if you up the scale or down the scale, they start clipping into each other, so i'd think best way to fix that is move them a little bit appart from each other

#

i mean i can honnestly stream for you then you can check on my screen, if your bandwith can allow it for like 10+ mins

#

i appreciate the help honestly, but if you feel it's too much of a hassle then don't sweat it

#

the first one imo worked better becuz there were no clipping into each other or out of the hud, they might just need a tweak to be more apart from each other

daring mauve
#

width and height dont seem to do anything

simple scaffold
# balmy peak i turned off the text etc, but it seems like the clip into each other, and some ...

right click on the mod in MO2.

select open in explorer.

navigate to gamedata/scripts/

there is a single file. in that file search for local size = "small" and change it to local size = "medium" (alternatively it could be set to large)

this change will very likely move the row too high.

navigate to gamedata/configs/ui/

again only one file

find this line <pouch x="990" y="350" width="480" height="85" stretch="1"> edit the y to be a bigger number, try changing it by 10 at a time. save the file and reload a zave to see change take effect

simple scaffold
#

well if i also set text wrap on in the script... maybe. i have to look terxt wrapping up every time.

balmy peak
#

how the fuck do i use this, or save it when done editing

simple scaffold
balmy peak
simple scaffold
#

in windows explorere.

#

scripts and xmls are just textfiles with illusions of grandeur. sometimes i forget how much of this stuff isn't obvious basic knowledge.

#

been mucking with games for too long

balmy peak
#

well you're doing a great job, and helping a lot of people, so you're not too shabby 😄

daring mauve
#

@simple scaffold I think this looks fine. What do you think?

balmy peak
#

okay so this is how it looks now, but what do i change if i want to move the row more to the right and the mags more apart from each other?

desert mist
#

how i can activated the backpack animation of fdda?

simple scaffold
balmy peak
#

to make them not be so stacked tightly next to each other, a little bit of space between small,med,large

#

this is how it is currently and this is perfect, now i just want to add more space between the mags so that they're not so tightly squeezed in next to each other, is that possible?

celest forge
simple scaffold
balmy peak
#

hahaha xD

#

thanks will try

simple scaffold
balmy peak
#

i don't see that line here?

hardy hound
#

that's a .xml

balmy peak
#

fair enough, i knew that

#

pffttt

#

this one right?

simple scaffold
balmy peak
#

<pouch x="990" y="350" width="480" height="85" stretch="1"> i only changed this in the other one

simple scaffold
daring mauve
balmy peak
#

to make it stop clipping out of the hud

#

this is how the other one looks like

simple scaffold
balmy peak
#

in the Mag_hud or the script itself ?

simple scaffold
#

the icons get drawn differently for each row. i shouldn't have shoved them all in small the first time. meduim is better.

simple scaffold
daring mauve
#

@simple scaffold I think I want to make more versions. This one is simplified, for example, 9x39 SP-6 is labeled as AP. Another version could list the actual in-game names.
This version is to easily distinguish between different rounds based on their effectiveness

simple scaffold
#

in the scripts folder.

balmy peak
balmy peak
simple scaffold
daring mauve
#

I just want to be fair

balmy peak
#

where i should change those 2 lines

simple scaffold
balmy peak
#

alright

#

let me go see my magic

#

i'm such a good modder/coder whatever you wanna call me. So GOOD 😄

#

jk

simple scaffold
#

the script is under a CC non commercial license. don't chage money for it, leave my header on it and give me some sort of creidt.

daring mauve
simple scaffold
balmy peak
simple scaffold
balmy peak
#

this is it being 0 again, but if i increase the number, they get more tight and if i increase it more they ontop of each other

simple scaffold
balmy peak
#

so this one -10?

simple scaffold
balmy peak
#

i'll check it out

#

look at me go

daring mauve
simple scaffold
daring mauve
#

I did edit your script very slightly. Removed the ERR part, and changed the 100ms to 500ms

balmy peak
hardy hound
simple scaffold
#

i make scripts for other ppl a lot

daring mauve
balmy peak
#

i mean i can send you the file that i currently have after all the changes, and you can post it somewhere for people who uses mag redux

simple scaffold
#

donmtations are a grey area, at least for ppl with many mods up. If you only have a single mod based on one of my CC non comercial scripts a donation link is kinda SUS.

balmy peak
#

this is how it looks currently, after some tweaks again

#

the only things is, the more mags i have for lets say small (like the mags in the middle) if i have 5 of them, they gonna start clipping into each other again i think, as to having just 1

#

but i could probz just space them out more

#

but regardless, think this could be neat in mcm

simple scaffold
balmy peak
#

nice

#

another thing quickly, do you know why the spacing between the pistol mags and the mag to the right of it is more spaced out the then the others?

vale knot
#

Dont use mag hud but sheesh is this nice

wispy shoal
#

I propose to make a mod for a lighter as in "Dead Air"

daring mauve
simple scaffold
balmy peak
daring mauve
fair granite
#

Dynamic loot respawn is bounded to ZCP? Anyone knows what triggers it?

balmy peak
#

maybe the spacing should look like that, becuz the icon of the ammo is smaller?

#

idk

simple scaffold
balmy peak
#

yes it's the one furthest to the right

#

aahm so it should look like that?

#

is there a way to move the pistol mag more to the left?

#

there should probably be a line for that?

simple scaffold
balmy peak
#

sry i mean, the mag on the furthest right, is there a way to move that one more to the left to make the spacing even, hence atm the spacing between the furthest right mag and the one in the middle is bigger than the furthest left and middle mag

simple scaffold
#

there isn't anything to change for that. it is an optical illusion caused by the fact that the icon is drawn tilted. the only way i had to resolve it was to put them of seperate rows.

balmy peak
#

dunno if that made sense 😄

#

aah okay

#

so no way to move the furthest right mag, more to the left

#

and then move the whole row to the right again

balmy peak
simple scaffold
#

not without a major logic change

balmy peak
#

aah okay, fair enough

#

well how it looks now is honestly better than i'd ever expected so

simple scaffold
#

also the ammo box icons are typically 1x1 for pistol ammo and 1x2 for rifel ammo. that makes them line up differently

balmy peak
#

fair enough

balmy peak
#

now idk if you'd be able to help with this, is there a way to move my quicklsots lower, to be in line with my stamina and rad bar?

balmy peak
simple scaffold
#

by grouping rifles and pistols separately is was relying on a number of conventions to play nice together.

simple scaffold
# balmy peak now idk if you'd be able to help with this, is there a way to move my quicklsots...
Mod DB

Quick Slots Plus adds quick slot sets to the game. You can press a button and have all your quick slots reassigned, allowing quick access to the many healing items in the game. To improve the quick slot experience QSP includes a new Quick Slot HUD. The...

balmy peak
#

cuz that's where i got the quicklsots from

simple scaffold
#

there is an option in the installer for that. it hides the engine quick slot icons via a script. (the ones that hud addon added)

balmy peak
#

what do you mean by this, should i turn off the quickslots in aydins if i re-install?

#

and then download the one you've sent me?

simple scaffold
#

doesn't matter. the optional script will simply hide them

#

or you could reinstall his with no quickslots and not use the hide option in QSP

#

QSP unlike mags redux, has MCM options for moving it around the screen.

balmy peak
#

i'll try that then

simple scaffold
#

the engine quickslots are 12-16 xmls nodes that need adjusting. i don't rember what they are and would have to look them up. way easier just to install my improved version.

balmy peak
#

your improver version? the one you sent me?

#

apparently it's not aydins btw, i don't have an option to turn off quickslots, so dunno what mod it could be, hmmm?

simple scaffold
balmy peak
#

alright, so since i already have quickslots wich idk what mod gave them for me, but anyways, if i install yours would it be automatically hidden and then use the one you've sent me's quickslots?

#

instead of the one i have already

simple scaffold
balmy peak
#

aaah i get you

#

so if i download yours it will hide it, and yours will take over pretty much?

simple scaffold
#

yeah. there is a option in the installer. to add a script to hide the engine quick slots.

balmy peak
#

cool. does this have to be placed in a specific order?

simple scaffold
#

nope. it does not care and touches no gamma files directly.

balmy peak
#

sweet

#

If using the dxml engine hud hiding script make sure dxml is properly updated to the latest version. Older versions will result in crashes.

I will be deleting any comments reporting crashes due to out of date DLTX, I can't fix stupid.

#

so you posted this under the mod

simple scaffold
balmy peak
#

aah alright

simple scaffold
#

i am pretty sure i made grok update it in December because of that crash.

balmy peak
#

aah, cool

#

so i just tick the first 2?

#

dunno what the bottom 3 are and does

simple scaffold
#

they change the default location. none of them will be better, you will have to adjust it from MCM any wya

balmy peak
#

so best to just have the first 2 ticked?

simple scaffold
#

yes, just the first two

balmy peak
#

shot

#

let's give this a try, i'm kinda very intrested in you now, what other neat sneaky mods have you made?

simple scaffold
balmy peak
#

can i change these (red keybinds) to the same as normal keybinds for quickslots "F1,F2,F3,F4"

#

or what does these mcm keybinds do?

simple scaffold
balmy peak
#

uuh nope

#

haha

#

i mean is this and the mcm keybinds for set key's needed at all, or can i still just make use of F1 and so on to select wich ever heal/food/drink i want to use and i can still drag other things into the quickslots?

simple scaffold
#

all of your existing items will be on set 1. If you press the key for set two or the cycle key it will move to a new set of items that you can put items in. you can then go back and forth. defualts to 4 sets but you can make more or less in the settings.

also just because they are red doesn't mean 100% they are a conflict. they also have a modifier key you can set. so that you have to press two keys to change.

simple scaffold
balmy peak
#

mhmm alright

simple scaffold
#

There is an addon of mine that changes the way keybinding works so that weapons wouldn't swap or items wouldn't be used when holding alt. but that is still a power user kind of addon. Even with a video i get a constant stream of ppl reporting bugs that are just them not following the instrucitoins.

#

I am working to make it more user friendly.

balmy peak
#

haha, alright

simple scaffold
#

the quick slots sets work really well with BHS. BHS adds so many healng items for limbs and things. 4 slots isn't enough. 16 might be too many, or not enough, that is why there is a slider to change it to any thing from 8 (2 sets) or 40 (ten sets)

#

(technicly the code has no limit, you could edit one number to make that slider go to anything, 10 just seemed reasonable)

#

I need to make the MCM tabs to multiple lines better. that "reworked RF reciver" just looks bad that way. I have 40 addons. i think i have update notes for half of them.

toxic bough
balmy peak
#

body health system, nvm

daring mauve
#

@simple scaffold I will upload tomorrow because its 2:30 AM and I am tired.
Thank you so much for your work, will make sure you get all the credit and recognition you deserve.
Goodnight 💤

balmy peak
#

also Raven, you see at my Body health system, there's firemode and magazine, why isn't there showing anything under it or next to it?

#

it's just the firemode "1" that's next to the magazine?

#

is that normal

#

@simple scaffold

rich cargo
#

Huh

#

that's interesting

balmy peak
#

is you'rs like this too?

rich cargo
#

Brother mine is nothing like yours right now

balmy peak
#

wdum

rich cargo
#

I'm still monkey fucking reinstalling the mods

balmy peak
#

xD

#

but is it normal to show like this, like firemode and magazine?

rich cargo
#

I'm convinced this is the thing that will make me postal

balmy peak
#

but no numbers or anything under or next to it

#

aah so your's is the same alrught