#╙🖇mods-making-discussion
1 messages · Page 27 of 1
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
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
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
Ill check that out thanks
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
Thank you! I I understand all these mods where adjusted for GAMMA, right? One quick question - is it safe to add/remove weapon mods mid game?
adding should be 100% fine, unless the mod is poorly made and breaks something
so do keep a clean save at hand when trying things out
removing could be problematic: if a stalker has a gun and suddenly that gun doesn't exist anymore, one of two things will happen:
- that stalker just uses their backup gun or runs around without a gun
- game crashes because it's calling for an item it doesn't have
Thank you so much! Could you kindly advise how to change ammo type for particular weapon. Say I want PM to use .45 ammo instead of 9x18. What file should I edit in the mod? I suspect it is somewhere in the scripts…
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
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
yes, .45 caliber is defined by it's metric size, so the ammo types are 11.43x23mm
Thanks a million! PM was just an example )))
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
What’s planned is : better guns by Retrogue namely G36 remake, P90 remake and potentially a new 7.62x39 gun (MB47)
There’s more than enough 5.56 imo…
Also at some point it goes down to “how should guns be different”
Having 20 guns but with 13 clones with the same stats but different skins is depressing
I don't mind having 100 extra guns with 0 or minimum differences just for variety. But it is my humble feeling only 🙂
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
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 🙂
Imo the game needs more recoil profiles
And subtler and more different upgrade trees
And more impactful upgrades
Which like 1 month of work full time minimum imo

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

Some day I hope the 2007 stalker engine will make me breakfast
is there a way to enlarge the circular minimap? or if not enlarge, a way to zoom in?
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?
fresh system, this came with gamma
literally put new nvme, there's absolutely nothing on it except steam, discord, browser and gamma
@undone lily what this?
Bullshit
Basically it picks up the registry edit gamma installer does. Which is simply changing the max length of paths handled by PowerShell
umm isn't that in "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\FileSystem"
i'm a bit confused
@broken galleon pls gib mod

dude i sent it to you for testing, it was for days in your dm, in the end i deleted it
@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
i want to release it soon, what i thought to make of it will have to wait and be released in part 2
There 🫡
You can make it larger, but you can't zoom in (afaik). The map will scale up with the frame if you make it larger, so you'll see the same map area, but in a larger circle. I explained how to change it here, it's for a different mod but the same principle:
#1081610248206426134 message
is the weapon recoil tied to a mod in gamma? some of the guns have a ton of screen shake+gun movement
Any way to make NVGs turn on with the lowest brightness setting, rather than the second lowest one?
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
I play warfare
have you considered not playing warfare if your game lags that bad
Does anyone know how possible it would be to increase Faction Identification patches for ultrawide resolutions? 🙂
yeah it even crashes because of the population
like can anyone decrease population I tried but it dosent seem to work
just to make sure, you adjusted populations via ZCP and not just regular settings?
'cause that's where the magic happens
Zcp is not compatible with warfare
oh right
then again, Warfare is not recommended with GAMMA either
there is one mod that is supposed to overhaul it quite a bit
I am using efp
... then why are you asking for help in the GAMMA discord?
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
So I don’t know what to do
so would you please sir help me
right, so here's what I think might work
in MO2, use the thing on the right to explore your virtual files and find options.script
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
this should add a new option for population multiplier, at 0.1 times the pop
do @ me if it works, I want to be proud of my coding skill
well it kinda did but it still very much lags
so @regal bolt it kinda did but it still very much lags
maybe 0.05 will decrease it even further
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
DAMN
okay so how do i change a on going game population?
you don't
changing the population multiplier does not delete existing stalkers, it changes the amount of them it respawns
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
damn i had a very long game on that save file
oh well eh can i also have warfare mode on while i have story mode on also?
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
best of luck
hopefully the new population multipliers will allow your next game to work properly
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.
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
interactive pda lets you make notes
awesome link
do those really point to something? I tried once one of those frequencies but could not find anything.
None
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 
what prompted you to reanimate all the BAS saiga reloads?
not that its a bad thing
just curious
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
Mine are kind of meh as well but I'm liking these more than the originals so far
From scratch
theyre real good for anims from scratch!
ty :^)
question how does one edit the goodwill for a faction aka the reputation that effects the shops lvl
anyone know the player_hud_section for the predator suit?
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
Cheers
yeah ...they lead to stashes ... found a few but they have no quest tags so it's been pen and paper to keep track
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
this is the thing
is there anyone here that can help out
yeah just make sure the texture is the same across the guns
it's really only a problem with the eotech when used with non bas guns
as in that case it will have a red crosshair
while bas by default has a bright green one
and then you have the gamma exclusive weapons like the raptr or the vector
which have entirely different models for the sights
and iirc still have the crosshair painted on the glass
new weapon anims
In fact I was using a eotech... Kinda annoying the color change only because the green reticle is all messed up when I use NVGs.
how's the draw/holster looking like 😮 ?
this looks really good
pretty basic, just the usual stuff
i can post it here when i get home
Hello everyone, does anyone know how to install Project Inverno ?
the only picture on moddb
does anyone know the mod that fixes the BaS bug that makes weapons look weird when they are in a lowered positionn
What do you mean?
He just seems to have a bad lowered position values in his ltx
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
it goes to the right of the screen
not all weapons tho only a handul of bas
Yeah something you added Changed lowered position
are you sure it could be that cus its not all of them, if so is there a fix in my user.ltx?
rpk works fine
Yeah you most Iikely added something
recon there a way to fix it? its not the biggest bother but meh would be nice to fix it
Reset the mods to the vanilla list and remove the offender
ok ima try that gona take years lol
Just look for anything you added that touches bas guns
chances are its cud of be blindsides animation cus thats the only thing i can think of, but i remember seeing a mod that fixes the issue now i cant find it anywhere
but idk just makes me appreciate gamma more lol
any opinions on the audio? im using a mix of ins:s and tarkov sounds, i wonder if the ins:s sounds for mag in/out seem out of place for stalker
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?
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
Hey, do you guys know if its possible to hotload scripts when modding?
Yeah, makes sense. Thank you
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.
Is there a gore mod? With dismemberment, etc? Thanks 🙂
yes but it doesn't work with gbo
i see, thanks!
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?
https://igigog.github.io/anomaly-modding-book/
In Anomalys tool folder there is an unpacker and you can run it to get copies of the base game scripts.
The you need to figure out what mods in gamma already touch that system and either build on top of or alongside those or remove them completely and build on the base game system.
Thank you! I think I found where I need to add conditional logic in WPO: https://github.com/ahuyn/anomaly-wpo/blob/master/gamedata/scripts/zzzz_arti_jamming_repairs.script#L681. So if I wanted to create a patch for this mod, basically I'd create a mod with gamedata/scripts/zzzz_arti_jamming_repairs.script that contains the modifications and then make sure it's loaded after WPO?
That is where I would start.
There are some advanced coding methods where you might be able to write a script that will change that script instead. But you still need to know what to change and the easiest way to do that is to start mucking with that script directly.
Ah interesting. When you say "change the script" do you mean literally modifying the contents of the script when my mod loads but before WPO initializes or is it more like monkey-patching a specific method?
Monkey patching. Editing the script in memory.
Oh what i didnt know you can modify scripts like that
There is a monkey patching guide in the modding book I linked.
There are limitations
Danke
so yeah, nothing special, i didn't have any bright ideas lol
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
guys, what files are responsible for mutant skinning?
i mean, when you skin mutant, by default you have to hold the knife first..
what file responsible for that setting?
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
80- MP7 Replacer - PYP mb ?
nope, I looked through the files for that already and they don't have the meshes for any of the BAS scopes
there are files also in gamma large file
yes! that's what I was looking for. thank you!
hmm wish there was way to lower the insensitivity if those placable lights. it could lower energy consumption too
looks like [definition_light_altar] in items_placeables.ltx.
items_hf_nomad_lights.ltx if you are using the new hideout furniture
thats alien speak to me 😛 i know nothing on how to make mods
it was kinda stealth sugestion 🙂
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 😄
Can anyone make something like this?
#╙🖇mods-making-discussion message
Ok so what is the fix
hi, does anyone know of a mod that displays current ammo?
like same as Ayidn's ui where the displayed quick-slots are but i want one that does it for ammo aswell?
#1089543327327715348 if you want just the ammo display. It should be compatible with Aydin's HUD
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
Any way to make this https://www.moddb.com/mods/stalker-anomaly/addons/svu-reanimation-remodel
compatible with Gamma?
it's in #📎mods-added-for-next-build, so yeah, I imagine so
I know, I just want it now, I cant wait lol
update wpo
that's the only thing you need
having only uni_anim_core from gamma weapon pack loaded at last is somehow enough on my side. same for new firebreath fort anims
it's over
Petition to mod this into the game
Wpo from 1984
Just another ak
dude is speedruning blender
Yeah but this one is finnish
How can I acquire a backpack opening animation like in this video?
and a pick up animation like this
sorry if this isnt the correct place for this
support author: https://www.donationalerts.com/r/feel_fried
Поддержите автора рублём: https://boosty.to/feel_fried
download Addon: https://www.moddb.com/mods/stalker-anomaly/addons/food-drug-and-drinks-animations-reuploaded/
support author: https://www.donationalerts.com/r/feel_fried
Поддержите автора рублём: https://boosty.to/feel_fried
download Addon: https://www.moddb.com/mods/stalker-anomaly/addons/food-drug-and-drinks-animations-reuploaded/
Acquire as in the assets?
acquire as in add into my game
Get FDDA
Fdda it's already in gamma you need to disable a mod called something like reliable animation
And then you get the settings back on fdda mcm to activate those animations
But they are disabled because they cause some issues
Most recent message in #╭📖faq explains it
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.
I don't think that was a fdda issue tbh
How can I use 3D scopes again?
On #1035807043933720576 soon
Would there be a way to override NPC greetings based on their faction?
It kind of bothers me that the Monolith all greet you with stuff like "Good day!" and generic responses
that's just how Monolith sound to each other when chatting
the monotone brainwash talk is how others hear it
This is already done. You just need to adjust the logic for it
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
what mod that responsible for recipes availability in Mechanics?
or Technicians
just in case i added mod that caused Technicians not selling recipes anymore
G.A.M.M.A. Artefacts Reinvention/gamedata/configs/mod_system_grok_recipes.ltx <<<<<<<<<<
Is there any mod that change the AK animation?
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.
that file comes from a mod called Exo Balance, so I have to ask: did you try to adjust a non-exo outfit?
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
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.
also unpacked and peeked in o_exolight.ltx but was already pretty sure movespeed wasn't in there.
outfit_speed.ltx is also present in an earlier mod in the list, is it maybe possible your changes got saved there instead?
and thus overwritten by Exo Balance
just spitballing since you said changes didnt take at all
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
but the defensive values for example have to be stored somewhere, maybe there's also movespeed values there too
wouldnt be the first time the files have redundancy in them
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.
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.
yeah, it sounds like thats not the file to edit to do what you want then
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
unless theyre not actually changed by the modpack and thus still packed away in the .db files, which i find unlikely
already extracted those and found the stats for the exo suits, but no movespeed entry.
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
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?
Best I can suggest is to open the MCM and head to BetterSorting, and enable Mark Favorites.
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.
You can disable the Use Favorites Category option to not have the items move to the top, but its convenient for meds and stuff.
My bad, Sorting Plus is the mod.
Not as convenient as recipe tracking, but i'm not aware of any other shopping list type feature, myself.
Appreciate the effort, regardless.
yeah I know I can mark items as favorites manually, but I just want a quicker way to find them, since my stash with misc/ingredients has a ton of items. So I just wanted an easy way to spot them, thats all
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.
mark as trash
yeah, junk sends them all to the end as well, forgot about that.
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
you guys dont understand. I am trying to find ingredients for crafting recipes. My stash already has a ton of items, gun parts, armor parts, etc. I want to find them in there easily. Without trying to spot specific icons.
This spotting needs to happen before I mark them manually
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
and it may actually not be simple at all for all i know
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
yes exactly. I was asking because it might not be possible or very difficult, so I dunno
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
it shouldnt take long at all to find what you need from there
this is what I've done currently, only downside is that it "lags" whenever I open/use the workbench and I was trying to avoid that
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
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
thats true. I guess my real issue is the game's performance issues with lots of items
no getting around that sadly, grok did some good work to improve it recently, but itll never be fully gone
i had the same problem on my previous save, leaving my base area or closing the game while near it took nearly 3 minutes
ive learned to only keep a few copies of the things i might need and only if theyre in good condition
had exactly the same issue, and now on my new save I started for 0.9, it is getting worse, and I'm afraid I'll reach that 3 minutes of closing the game again.
This is my Workbench stash btw
what? I am poor dude, what are you talking about
Ain't 300000 a lot 
Or did i completely forget the prices
I'm living paycheck by paycheck is stalker

No. This is a lot
still didnt get the achievement, it needs 10 mill

that's the problem too much hoarding.
Its not really my fault though, this game has a ton of items, and just the parts system adds a lot to it
you don't need 15 or each trigger mechanisam. or 10 of each barrel
I set the 15 for each gun part and 10 of each barrel limit myself.
What would you recommend?
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.
You just gotta set personal thresholds of what to pick up and what not, for me early game i take everything regardless of the condition to sell it, once i get a decent cash stack i only pick up gun parts 60%+ and armor parts 50%+, and when i get the weapons and armor i want i don't bother picking up anything except ammo and ammo parts, keeps my stashes always clean
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
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.
and for guns I have a limit of 2 of each gun in the game
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
@simple scaffold is there an issue with marking lots and lots of different items as junk? does it cause lag?
game has a hard limit on the number of items that can be in the world. 65k an un modded anomaly uses ~ 30k of those just to spawn the world and basic NPCs. You keep this up the game won't be able to spawn new NPCs, or loot or anything
yes, only my previous playthrough (pre-0.9) as CS, I have 296 hours, and items in total are around 54k or something like that
If you have SortingPlus set to show the icon on the items it can make opening your inventory take longer, if your inventory/stash will have lots of those icons being drawn. if you turn that off in MCM and just use the color there won't be noticeable lag. (unless grock doesn't have my UI patch in, then there can be spikes when you don't have your mouse over an item)
It doesnt matter if they are separated into several stashes, this is only for the opening delay. Lots of items in the world cause the game to slow down, literally in framerate when around your hideout.
this fixes a vanila bug with item cell highlights that sorting plus can make worse.
well if you stored your long term collection on a different map from your crafting stuff.
maybe split the crafting to armor on one map and guns on another.
that would help.
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
highly inconvenient.
But tell me, are these 2 the settings you told me about?
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.
wrong screenshot
ok so, where do I put this? I did a search and this script doesnt exist anywhere in Gamma folder
put it in with sorting plus.
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.
and add that patch to sorting plus.
broken string? Can you tell me about it so I can do it in my game?
this file needs an entry for that bottom option that has all the underscores.
the id should match the text that is being put on screen there now and the text entry should read something like "Enable context menu to mark junk/favorites"
https://github.com/RAX-Anomaly/SortingPlus/blob/main/gamedata/configs/text/eng/ui_st_sortingplus.xml
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
MCM is helpful like that.
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?
no. It just means you have to edit the categories in the LTX not in MCM. it give you finer control but requires understanding the way the sorting system works and uses the ltx and editing it manually.
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
I have the framwork for the hallucinations, but can't seem to completley turn off the vanilla effects.
@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
i thought they were all managed by manage_ppe_effects in arzi_psy.script
Using vscode to look at ltx files. What is the unreadable data in certain sections?
So I could delete that whole section? That would be awesome
parts have 1 stat. condition and to my knowlge no mod has cause to track them. this makes it very easy to store them as text, just a name and a number.
gun on the other hand have upgrades, scopes, parts, and mods like mags redux tracking them and so much more data that would have to be stored. too much work, too many mod conflicts.
armor is the same.
or coment out where it gets called on line 74
so literally every item in the game except armor and guns. that would help a lot anyway
some artifact mods track artifacts. mags redux tracks its magazines. there is a cooking mod that tracks the tempeture of food and i think one that makes them rot.
parts are boring and safe. maybe junk too
@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
that works
cool thanks a lot ❤️
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.
I dont even know what it does lol 😄
I just trust you so I will use
base game anomaly updates the highlights of items every frame if your mouse isn't over an item. this stops that nonsence
the lag exists in unmodded vanila anomaly as well, just not quite as noticable. Sorting plus only slightly extends the highlight update process.
I see
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.
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
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
I did notice my stashes and inventory open slightly faster now, but I am not sure, its either a very small difference or just placebo
That's a much more elegant solution, thank you! It worked
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) ?
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
arzi_psy.manage_ppe_effects = function() end
is how you would accomplish the same from another script.
jeez, a simple issue requires tons of work to fix. Nvm then, I can live with it, its a minor annoyance when disassembling lots of items.
I swear it happens also even when an item doesnt "disappear" from the inventory because there are more of it. For example, x5 becoming x4
hmm. that might still be triggering a an inventory redraw. Not sure why it wouldn't put the scroll pad back in the correct spot tho. basicly the same soultion tho. tack it our selves and force it to refresh to the right spot. but again still need to identify normal vs erroneous movement. unless thre is a glaring error in tronex's math some where i don't think it will be an easy fix.
@simple scaffold Can I set a category of items to -3 in sortingplux.ltx?
basically higher than favorites
give it a shot
Yes i think
Quick question because genchat is going mad. How is damage calculated ingame? Such as bullet dmg stats vs gun stats.
I use -2 and -1, but don't use favorite
If its not the right place, i can ask somewhere else. Just figured ppl working on mods would know best.
i know momo knows but i got no clue
tried searching their messages to see if i could find them explaining it
Ah ok. Im alright reading documentation if we have it. Ill dig moar
yes.
that is a painfully complicated question the answer to which tends to take paragaphs and i always zone out for. good luck
Ahh i imagined. I just wondered if the bullet or gun holds more weight in calc, and can the dmg number on guns be trusted, or is that before factoring ammo in?
i think ammo is more important.
Im not really worried about calculating dmg instance based on armor stats and all that. Just "can gun base dmg value be trusted"
all i know about gamma's damage calculation is the AP is what is most important
honestly i go bug a a gun or armor modder when i need damage related math.
probably cyrillic, reopen the file with windows 1251 or use notepad++
Fair. I will lurk more. Gotta bring knowledge to the newbie chat. Thanks for all the mod work devs
I still just see lots of symbols in notepad++. If it is just comment data in Cyrillic I can ignore it I guess
what file you are looking at
just don't force lua into float math. so don't randomly use values in the tens of thousands.
m_fracture.ltx
in plain english, dont use really large numbers?
like this:
these line @dark anchor are cyrillic yeah
yeah.
I guess I need to get my editor to recognize it or just ignore it.
tell you editor that ; is an inline comment symbol in files with .ltx
all the cyrilic is in comments
I found the Windows 1251 in the formats section and now It shows
also tell your editor to open the files in windoes 1251 encoding
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
Thanks!
how can ammo parts be nowhere???
ammo tab ?
no, I am trying to find them in Debug menu, so I can get their IDs
their true names
there are a few ways. easiest might be to just make sorting plus print the section name when you make something a favorite
right after this line add printf("Section is: %s", sec)
my goal is to separate them from ammo
that will put the section name into the console.
it's easier than the 4 other ways i can think of right now
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
the section name is what you need to make a sortingplus kind override.
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
I'm literally blind and retarded, thanks 😐
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
can I edit the .ltx while in game and see changes? cause I am restarting every time....
on the main debug window, press numpad 0 then f5
ah refresh, got it thanks
sortingplus ltx is reloaded every time you load a save
I understand. Right now I am experiencing the amazing customization I can do with that .ltx 
I had no idea....wish I had done this ages ago
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
the 3 big mutants i can think of make plenty of noise walking around
I couldn't build all that power into the MCM menu. so MCM option is very basic re order premade ctagories. but the ltx lets you put any item on any row and any number of rows.
chimeras are still on the quieter side but they make enough noise to hear them coming
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
but the point of them is to be kinda ambush predators
Lurkers are more ambush predators. yet they are loud as hell
but even just humans , like the footsteps are so missleading sometimes i was wondering if there was any mod that tries to improve that
yeah there are some footstep mods. i rember liking this one: https://www.moddb.com/mods/stalker-anomaly/addons/misery-boots
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
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.
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
I guess i could make that use ltx check box more clearly says it is a power user option.
yeah I know exactly what you mean, sometimes their footsteps sound loud as if they are almost next to you, and sometimes they really are almost next to you and you cant hear a thing
exactly that
for stalkers try that mod i linked. for mutants you might need to get something that can edit ogg comments and compare the mutant sounds with the stalker ones. see how the ogg comments are used to pick the sound for a given ground type
@gentle phoenix 
i'll give it a try thank you 🙂
I dont know man, mod was last updated in Oct 7th 2019.
And I dont really want to mess too much with Gamma's sounds tbh, afraid I will mess things up
I'll keep it in mind though
it is a pure art asset mod. those are safe no matter how old. it's when mods have ltx, script or xml files that anomaly updates can break them
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.
I downloaded the mod. It is literally just .ogg files, nothing else. So you're right, and thanks btw
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
path should look like /mo2modsfolder/modname/gamedata/sounds/morestuff
whre modname is what shows up in mo2
what you don't want is /mo2modsfolder/modname/somethingelse/gamedata/sounds/morestuff
thats how it looks like
looks ok to me
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.
that was exactly what i was wondering
they simply replace the sounds that get played.
now im trying it but im not sure if i notice any difference
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
gamma uses dark signal footsteps
you may need to move it further down some of it is being over written where you have it now
I want to share my sortingplus.ltx in case someone wants it
10 extra rows., you like all you stuff broken up
its 8 extra rows....but yeah I do 🙂
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
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
Damn that sounds pretty good, I'll try that xD
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
need to check the option in sorting plus: "use sortingplus.ltx" in the sortingplus MCM to use that file. while that is checked the MCM canot be used to move the rows around.
Its fine? Only "Mark Junk" and "Mark Favorites" options are obscured phrased. It could be for example "Enable Favorite/Junk Icon"
yeah. and i need to defualt that to off based on the high number of ppl that report is causes lag. and add a note to the pop up tip that it may cause lag. (i think the stars are cool tho)
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
oh and add MCM keybinds for the marking keys.
I enabled the Favorite icon again because I love that star icon. I tried without it and it felt wrong somehow
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
what i did was make my own agigated catagories and let ppl number them. you can actualy configure that from the last section of the LTX aswell. that is there so that mod authors can DLTX in a new catagory and it will end up in the MCM
your categories make a lot of sense, especially for vanilla Anomaly/Gamma. But for a power user, that .ltx is gold.
@simple scaffold I like the built-in mags support even though I dont use that mod. but what is loadout?
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.
oh ok, I see
I kinda feel bad for asking, didnt want to make you type all that lol. sorry if I am wasting your time, was just curious.
Just one more question if I may:
Can you make something like this?
#╙🖇mods-making-discussion message
I word vomit. it is the curse of being a pedant with ADD. i like answering questions.
Is this an accurate list of what your version does? Because I don't think it works for me. For example ammo parts are sorted together with actual ammo, backpack, repair items and other stuff are grouped together etc.
did you check the "use sortingplus.ltx" option in MCM?
reload a save. i could never get that to take affect properly on just an MCM settings change.
I dont know what to tell you. All I did is go to 110- SortingPlus - RavenAscendant\gamedata\configs\sortingplus.ltx and edit that file.
It worked for me, so all you'll have to do is replace that file (copy/paste).
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.
I dropped it into a new mod folder and enabled it in MO2. I prefer that as it's much easier to disable stuff without going into the folder again
There's no difference that I can see 
Guess I'll check Mark's file, compare it to the original and create my own
maybe I screwed up the upload, I dunno. Here
@simple scaffold so uhm....can you maybe make this mod I mentioned earlier....?
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.
I'm not a modder though 😄
actualy it looks like i did get the mcm setting update event to apply that change.
although you do need to load a save after you edit the ltx.
I am not sure what issue you are having.
modifying the file you have should work.
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.
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?
So, I'm not really sure I understand correctly. You want me to just get every ammo item's debug name and create an abbreviation for it in a simple text file?
For example: ammo11.43x23_hydro = .45 HS ?
abbreviation or some sort of category name that can be used to load an icon. depending on exactly what you want on the screen.
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.
I want it to just show text, just like the BHS UI shows A for full-auto 3 for 3-round burst etc. I want it to seem like it is part of BHS
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
I will literally do all the grunt work you want. Just direct me a bit, because I am clueless when it comes to scripting and stuff
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?
works for me. Easy to read that line and pop the text on screen.
I'm on it
something may have literaly cught fire. back later
@simple scaffold
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>
but in this xml there's "color=" and "font" and stuff. its for displaying text
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
@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
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
That is legacy UI code. Used by a. Engine feature that can't deal with more than three ammo types per gun.
It also only ever displayed a number. The number of the rounds of the three ammo types your current gun can use that are in your inventory
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
yeah its fine, there's no rush. just let me know if there's anything else I can do to help
You trying to replace the ammo icons with just FMJ or HP
No. Here's what I'm looking for:
#╙🖇mods-making-discussion message
Nice
like i want it to look like its part of BHS
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?
Crap it's not even overtime since I'm taking Friday off. Just extra hours.
have some tutorial explaining how integrate a 3d model in the game?
I think there is something here:
#╙🖇mods-making-discussion message
I haven't looked too closely at the art parts of the book
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.
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 
https://igigog.github.io/anomaly-modding-book/index.html
Look in the animations section
nice ty
probably in itms_manager.script
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
Create a new profile. Never alter the default GAMMA profile.
Bot is on smoko.
Thanks, I will take a look.
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
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.)?
Nm found the info 🙂
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..
try those
Dang, I didn't even think to look at the debug menu listing..
Will give it a shot tomorrow and see if that did the trick. Thank you!
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
Nvm I fixed it
LOL
love this
@primal acorn When you do, can you put it in #1035807043933720576 ?
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
hey is there a place where i can request mods?
I guess here?
here is probably the best place but there's no guarantee someone will take you up on it
ah well thats good enough for me
Work in progress. Ecologist Battlesuit v2
Ecologist Battlesuit v1
Does anyone know how possible it would be to find the keybinds for scrolling on the map/with scopes to invert it?
Apparently that's hard coded in the engine, and we can't change it
Same with binocs and scope zoom being inverted
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
Woah what mod is this!?!?
@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,
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.
oh oki!
unpacked the db files using the .bat in anomaly/tools
went into misc/tasks
found the file for the task in limansk
and used the !task guide
Well that sucks because I've already gone through those files, and still couldn't find this damned task's ID
It's probably been answered but is there even a way to make the 3rd person camera better? Maybe something similar to Smoothcam for skyrim?
You could try this: https://www.moddb.com/mods/stalker-anomaly/addons/playable-third-person-camera-ptp-camera
Never used it, but if it's good you can recommend it to me
I'll check it out for my 3rd person homies when I'm home later
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.
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.
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
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..
This goes hard
You won't clog anything up if they don't get utilized.
Ecologist Battlesuit v2 backside
Ecologist Battlesuit v1 backside
Heavily inspired by Hunk from RE4 Remake, if anyone notices
Ok i see the folder. What do I need to put in between the brackets to make a new listing since I dont see anything for guns, probably since you cant buy guns from vendors in gamma
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
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
Throw it under? Like in the trader category in the debug menu
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
Oh so I put the weapon name in the ltx file
the one the game uses to refer to it, ues
in the LTX file, under the rep level you want it sold at
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
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..
anyone know where the pda mesh is located?
Is there any way to change the brightness of hideout placeable lights?
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
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:
devicefor example:[device_metal_torch]placeablefor example:[placeable_metal_torch]definitionfor 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 (
). 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
well, color for the psi light is 1.0, 1.0, 1.0, 1.0, which means it is at max brightness according you what you're saying here....
jeez
I will try your suggestions asap, thanks @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
but I can change 1.0 to 0.5 and halve the brightness of it, right?
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
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
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 
While the default is 2 ingame hours I think
thanks a lot for all the info, you really know a lot.
I fixed the brightness for the psi light thanks you you, and I'm sure I'll be able to do the same for the gas lamp, but now I am not sure how to fix those light rays that the gas lamp has got.
Any ideas?
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
I change the color of the psi light, and it stays white anyway. fml....
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
yup yup, I just picked it up and placed it again, it works now
volumetric = true/false does nothing btw
thanks a lot, I solved my lighting issues in my base, its way better now, cheers 👍

I remember reading a light modding guide somewhere (perhaps the Hideout Furniture's own guide, idk), which also said they didn't know what the volumetric ones do, they just left them on default
It just means I cant use the damn gas lamps because of those annoying rays. I will use the psi lights instead. bit expensive, but Idc
and "has_shadows" doesnt work on gas lamps for some reason
they have shadows anyway
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
this is type 1 on both gas lamps and psi
I don't know then
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
Hmm. Does the volumetric have any other effects visually?
does anyone know of a mod that adds a lot more weapon customization?
There isn't, because weapon modding in stalker blows chunks
who can i talk to about contributing to gamma?
Idk if Grok really takes contributions unless he likes it himself and accepts it
yeah fair enough. i wrote the soundtrack for Misery 1.0 and wouldn't mind doing some more work like that
Could always add a #1035807043933720576 for it
nope
Is it safe to update Hideout Furniture to 2.1.0 manually?
I noticed Gamma has an old version (1.2)
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
How about porting cotz to anomaly
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
anyone can send me his default bin folder because i have a reshade and i want to uninstall it
GAMMA\GAMMA RC3.Grok's Modpack Installer\G.A.M.M.A\modpack_patches\bin, this should be the default bin folder for GAMMA
i've try this but it doesn't work
don't smoke. It's bad for your health
Whats a good alternative
Vodka
Thats unhealthy too
water
Doesnt really do much
become a priest
Wine is unhealthy too tho
girls or man, which ever you like
I have an interesting idea to add the spawn coefficient of weapons and armor in stashes
If I want to mod SoC, can I use the same mod manager that gamma uses? or do I need to install it separatly?
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
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
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
Would it be hard to include the disassembly stuff into the Workbench menu?
Mechanically speaking I mean, programming things into engine and whatnot
Almost always the answer for both is yes although for soc its extremely easy to uninstall mods as long as you keep a backup of your bin folder
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
There's a channel for suggestions on the anomaly discord, also making quests is extremely hard in anomaly from what I've heard
Is there any word on the EFP weapons pack being converted for GAMMA compatibility?
it works out of the box tho
Eh
Most of the shotguns crash for some reason
And the EFP people hate GAMMA with a passion
So not likely
More cwwp?
nope, its from efpwp
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 
Not a modder. But the first thing that comes to mind is the Old -> Normal ammo converter mod that switches on pick-up
EDIT: Mod name is "205- Old to ammo to new ammo converter (less item bloat) - Great_Day" and it's in the default G.A.M.M.A. modpack
(2 screen) examines it with one hand💀
You what on drag and drop callback stuff
You can get the id of the dragged and the dropped target items and do stuff with them if needed
It works out of the box, but there would be no official support until EFPWP make their pack public and open to be shared
grok gib modder role pls
Nice, Thanks for the insight. I'll check those out and see if I can make 'em work.
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
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.
@simple scaffold hey, did you happen to have the time to look into that ammo hud mod we talked about?
And https://www.moddb.com/members/jmerc75/addons i guess
Browse JMerc75 addons to download customizations including maps, skins, sounds, sprays and models.
- a future weapon pack I sent the beta version to @tardy galleon for #1048482284069724220
https://www.moddb.com/mods/stalker-anomaly/addons/artifact-redux Someone know what mods should i deactivate to active this mod?
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
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
Never doubt the effort of a modder
one more week and people will forget about bodycam
i hope so
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...
Bodycam reshade + cam_inert 2
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
Can someone help me with this?
Artefacts renovation and gamma artefact reinvention and probably most shit to do with artefacts
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
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
there is a mag_hud.script but idk anything i see in there but there is coordinates 
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
you will need to adjust the location, font and color in the xml. I put some basic instruction for editing the xml and a list of valid font names in a comment at the top of the script.
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
hmm...you didnt really put any list at the top of the script....
that files name end with .xml not .script
hey man, do you perhaps 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
i forgot the xml comment symbol so i put the notes in the script
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
reloading a save will re read the that xml after you make changes.
try this
where should i past this ?
I'm retarded, sorry. Just saw that file
i don't know anythign about touching files, been trying to find help so
use this button to open this file. place it at the very bottom of your mo2 mod list
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
@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
yes the 7z file. igonre the first thing.
that file will put the mag hud back where i put it. and undo any changes any other addon has done as long as you put that mod last
may i hop into a channel with you, don't want to fuck up something or fuck up mag redux
i don't have the bandith right now.
nice thing about installing via mo2 is that it can't break any thing. that is why we use MO2.
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?
for now at the very bottom.
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
yes, check the box tho
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.
I can do that.
yeah idk either, i just got mags redux on, and then a patch for mags redux that came with the RWAP weapon mod
so far it is working well, just adjusting size and position. I dont know what complex_mode="0" does though
this is how it currently looks like, still a bit too big i think and not in one row?
prevents text wrapping, not needed for this could be blank, it was in my template of xml bits this way. as for the arial... IDK what mistake it made there, or if it is a gamma thing.
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
there be settings!
there isn't a way to put small, medium and large magazines all on the same row right now. well not without out editing the script.
aaah, can you edit the script? or is that too much effort?
apparently you caught me on a generous day or this was just a one word change. probably both. 🙂
remove the last one install this one. You will still need to mess with scale from the MCM settings. once you have that the way you want i can tell you how to move the row arround.
thanks man, will check this out
now i wonder if everyone using that has the small mags pushed almost off the edge of the screen. who ever made that edit must not have has any small mags vested when they did it.
LOL. well i can't fix stupid. What i can do is make "single row" an MCM setting in the future.
i turned off the text etc, but it seems like the clip into each other, and some of the mags clip out
that could be the fix yes
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
width and height dont seem to do anything
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
true, but the game likes to see them. if complex mode was set to 1 the text would wrap based on the width.
well if i also set text wrap on in the script... maybe. i have to look terxt wrapping up every time.
how the fuck do i use this, or save it when done editing
right click and open in note pad.
aaah
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
well you're doing a great job, and helping a lot of people, so you're not too shabby 😄
what does the "x" do?
@simple scaffold I think this looks fine. What do you think?
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?
how i can activated the backpack animation of fdda?
x bigger moves to the right
so i figured out how to move them more to the right, is there a way i can move the mags a little apart from each other?
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?
hey i know that gun
in the script find return x_cord + (mirrored and 0 or self.cell:GetWidth()) and make it return x_cord + (mirrored and 10 or self.cell:GetWidth()) keep adjusting that number in the middle of the line until it feels right.
why isn't this an MCM setting. what was i doing last year.
looks very neat. are you using a default gamma ui setup?
i don't see that line here?
that doesn't seem to be the script file
that's a .xml
did you make the other script change?
the two won't impact each other. but telling the game all mags were small is probably making the spacing worse.
think it would be such a great addition as a sub menu in the Magazine MCM settings
<pouch x="990" y="350" width="480" height="85" stretch="1"> i only changed this in the other one
yeah. that is the line. the 0 right in the middle can be thought of as a spacer between mag groups.
default BHS, but the status icons are my own custom mix between Gamma's and AlphaLion's. the status icons are the same size and in the same placement as default gamma though, so it doesnt matter
in the script also do this. it will mess up your height again, sorry. search for local size = "small" and change it to local size = "medium"
in the Mag_hud or the script itself ?
the icons get drawn differently for each row. i shouldn't have shoved them all in small the first time. meduim is better.
.script
@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
in the scripts folder.
this one?
so in this one i should change local size aswell as the x cords number in the middle ?
Sounds cool, if you want to publish it here or on ModDB yourself so you can improve it over time just give me credit for the script and don't ask for money.
xD
I dont know....the person who writes the script and gives instructions needs to get the most credit.....
I just want to be fair
just to confirm it is this file right?
where i should change those 2 lines
yes change both
the middle of return x_cord + (mirrored and 0 or self.cell:GetWidth()) to add more space and change local size = "small" to medium or large try both. they will both mess with the height so get the script change right before going back to the xml
alright
let me go see my magic
i'm such a good modder/coder whatever you wanna call me. So GOOD 😄
jk
i have scripts in Grocks addons, xcvb's addons, i have tiny bits of code in FDDA, 8 different ppl have built huds using the script i made for Sidhud (which also is published by someone else). a credit line for writing the script is fine.
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.
Ok I mean, I want to post it on Moddb, but I list you as the author. Does that seem fair?
Not sure if what I am doing counts as something significant. I am doing little adjustments, thats it.
Currently I am adding some ammo types that dont come with Gamma default, for some new weapons I have added to my modlist
nice thing about the way that ltx gets read is that you can put absolute garbage in there and it won't break anything (well don't change the first line [ammo] that would break it) so adding more moded ammo is fine.
yo so the return x_cord doesn't do anything, if i make the number bigger, the mags just stacks ontop of each other, they don't space out, dunno wtf i'm doing wrong
modDB has a credit field. or you can mention it in the description.
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
i'm dumb. the row is mirrored. make the number negitive -10
haha, aight
so this one -10?
yeah, then adjust. -20 -15 what ever until it looks right. they should start spacing out.
I think both credit and description: -> RavenAscendant
yeah, that needs to me an MCM setting. i don't know how i missed that one.
I did edit your script very slightly. Removed the ERR part, and changed the 100ms to 500ms
yes, it would be such a great addition for people who uses mag redux
don't be like that zver guy, removed raven license from scripts and even has donation setup

that's why those lines are at the top with careful explanation of what they do 🙂
i make scripts for other ppl a lot
ofc I wont do that. I'm not a scumbag
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
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.
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
I made myself a reminder: https://github.com/RAX-Anomaly/MagsRedux/issues/289
next time i feel like working on the hud i will add these bits.
Single row option Mag spacing setting. sliders to move around on screen
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?
Dont use mag hud but sheesh is this nice
I propose to make a mod for a lighter as in "Dead Air"
well maybe I can put a donation link for you
@simple scaffold
I can't stop answering ppl questions on discord on mwork phone/laptop, i have no will power. If i made money from this it could be argued i was using company assets for a side business. easiest to just not take money.
ming helping me on this last one, then i'll leave you in peace 😄
I understand, just credits for you then
Dynamic loot respawn is bounded to ZCP? Anyone knows what triggers it?
isn't the pistol the one furthest to the right?
part of the reason that they were seperated into rows is that the pistol mags lean one way and the rifel mags the other. they never look right nexto eachother.
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?
well there is no "mag to the right of it" then i take it you ment left? probably the influence of the lean in the icon.
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
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.
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
to make it fit perfectly in the bottom right of the hud again
not without a major logic change
aah okay, fair enough
well how it looks now is honestly better than i'd ever expected so
also the ammo box icons are typically 1x1 for pistol ammo and 1x2 for rifel ammo. that makes them line up differently
fair enough
Looks mint bro
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?
honestly it does
by grouping rifles and pistols separately is was relying on a number of conventions to play nice together.
https://www.moddb.com/mods/stalker-anomaly/addons/quickslotsplus has a slider for that
so will this interfere with aydins hud and ui tweaks 3?
cuz that's where i got the quicklsots from
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)
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?
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.
i'll try that then
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.
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?
QSP is an addon of mine. it is a new quckslot hud that can be changed in many ways from MCM and a system that allows you to assign sets of quick slots to page between.
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
this is why i just made a script to hide the engine one. too many custom huds show the engine ui and most ppl don't know how to change it. and like i said it's a dozzen or more edits
aaah i get you
so if i download yours it will hide it, and yours will take over pretty much?
yeah. there is a option in the installer. to add a script to hide the engine quick slots.
cool. does this have to be placed in a specific order?
nope. it does not care and touches no gamma files directly.
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
gamma should be new enough
aah alright
i am pretty sure i made grok update it in December because of that crash.
they change the default location. none of them will be better, you will have to adjust it from MCM any wya
so best to just have the first 2 ticked?
yes, just the first two
shot
let's give this a try, i'm kinda very intrested in you now, what other neat sneaky mods have you made?
MCM. Sorting Plus are probably the 2 in gamma that greatest influnce your game. but i have several addons in gamma, i forget which.
Browse ravenascendant addons to download customizations including maps, skins, sounds, sprays and models.
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?
those change to different "sets". Ever play World of warcraft? or used a program with multiple tool bars?
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?
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.
you can disable the key for the individual sets and just use the cycle key. that is what that check at the botom does.
I found that alt 1,2,3,4 worked well, even if that did cause weapons to change. If you set it to alt f1 then you will use an item and change the set at the same time.
mhmm alright
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.
haha, alright
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.
is it already a mod?
what is BHS?
body health system, nvm
@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 💤
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
is you'rs like this too?
Brother mine is nothing like yours right now
wdum
I'm still monkey fucking reinstalling the mods
I'm convinced this is the thing that will make me postal






