#โ๐mods-making-discussion
1 messages ยท Page 28 of 1
so you're left with just the fire rate unless you install the fire rate check mod to remove the "1"
Yeah
so i disabled ammo counter
but now the ammount of ammo i have left is so far from the hud
wtf
Oh pachki
wtf

like what i want is, i want the number of the fire mode and the number of the magazine, at the bottom of where it says magazine and firemode
why is this so difficult
๐
Slavjank game
Your fire mode is right leg. That checks out.
idk why my hud is like that
like wtf
like i want my BHS to look like that, where it corectly displays fire mode and ammo in mag
but it doesn't
if anyone can help with this let me know please
thats gamma default
if you play with mags redux and it dissapear, just enable them in the MCM menu of mags redux and done
eneable waht in mags redux?
Isn't that aydens hud tweaks?
so this is how it currently looks like (not aydions hud and ui tweaks) don't look at the mags and quickslots, i'm fiddleling with .scripts etc, but it's not showing properly, like my psy, rads, and firemode etc
so i am fucking confused
like there's a random 1 next to my leg aswell
There's that too ๐
no, i had help from ravenacendant, it's just another mod/file to move quickslots and magz around, nothing to do with the bhs hud
just tryna figure out why the fuck my bhs is not showing like the other guy that i took a screenshot of
no, that's how the gneric greeting system in the game works. it spits out a line based on the faction adn other things.
can you help me here xD
idk wtf is going on
Did yiu try pressing H or Keypad Enter?
so i want my BHS hud to look like this, displaying firmode correctly and ammo in magazine
it normaly exists. not in that location or font. that was changed by one of your huds.
yes didn't work
i removed aydins hud and ui from mo2
so idk what's going on now
this is how mine currently looks like
gamma has it's own hud. I don't use gamma. i don't know what "normal" looks like for gamma
and not like this
just reinstall gamma
and enable mags again
go into MCM and select the mags redux tab and hide the magazines hud and enable the ammo counter
gonan fuck up my saves if i do that
thats one of the options
why?
idk someone said it will

you can't enable/disable mags reduz whenever you want in a current save
it messes somethign up
well yeah, reinstall gamma and enable mags redux again
i never said to disable mags redux
only tweak it inside MCM in game
i made an unisatall tool, but lauta is right if you reinstall gamma and reactivatge mags redux that is not removing mags.
mhmm
unless you mean you want to disable mags redux and go back to the default gamma hud without using magazines addon
i want my bhs hud to look like that
does mine look different, bcuz of having mags redux on?
like it shows psy, rads icon, the firemode "A" and a number for ammount of ammo left etc
mine doesn't do that, and has a random 1 next to the leg, that's the firemode
as you can see mine doesn't have a rads bar, the psy text etc
@hardy hound if you undersatnd what i mena
no. the ammo check addon might have hidden the ammo count if you installed that. you can turn that off in the ammo check mcm. but as for the mode being moved no idea
fixxed it, backed up everything of the game, re-installed, and it worked
i also made a new profile, comparing the new one to gamma's default
and some of my hud and other stuff's order wasn't the same
so i made it the same, enabled the rest of the mods that i download and it all works now
@simple scaffold
cool
was a struggle, but yeah it works
also installed aydins ui and hud tweaks 3 again, and it works perfectly, just tryna figure out where to move my quickslots to, bcuz above the bhs i can't otheerwise the NPC's announcments etc that come through your pda is going to interfere, bottom right next to bhs i can't otherwise some effects/buff is going to interfer
so idk
dunno where you put yours if you even using it
@simple scaffold
i don't use BHS so i have it over my much wider health and stamina ui
I know one person that puts it center top. maybe beside the mini map? or above the magazines? it almost looks like it would fit above the BHS block, but there are messages there sometimes right?
alternitvly QSP has a keybind to toggle the visablity. so you could just have it hidden much of the time. it should make it self visable when you cycle sets or use an item
yeah that's what i'm saying
currently i'm doing it like this, so nothing interfers
and it's not too hard on the eye
above the buff's/effects/ away from the messages etc
i tried putting it bottom middle, but that looks absurd haha
think it looks nice
hey question guys, is there a bullet camera for stalker gamma?
no. i am not sure that that could be done with out editing the engine
so i just got a new bug
if i zoom in, my menu goes over it?
the fuck
i tried shooting a guy while zooming in, and i did miss by quite a lot
@simple scaffold you got any ideas ๐
nope. that's not one of mine.
Has anyone tried to use the Propaganda Back in the Zone mod with gamma? Where it adds the propaganda speakers at Freedom and Duty bases like in the OG games?
i want this but i didnt know it existed
can't see why it wouldn't work; the speakers in those areas are not really being used for anything from what I can tell
Does anyone have some barebones details on how weapon dmg is calculated? Mainly for weapon tooltips and how ammo used factors into that. Not worried about ballistics, dmg vs armor types, etc.
Who knows what the name of the mod for the starting gear is like in the screenshot
Im just wondering if the dmg # on guns is reliable, or if i should just use whatever gun and focus on ammo
Ammo matters more than the gun itself I think
Makes sense. Im mostly just curious about the korth 9 custom having higher dmg then most .45 pistols, and if it makes a difference vs just any old .45
Just not sure if those dmg numbers are a base value thats somehow calculated alongside ammo, or if ammo is the sole main factor.
i remember momo breaking down how the ammo/damage clacs work in general a couple months ago, idk if you'll be able to find it again
yeah the korth did effectively do straight up more damage at least in the anniversary patch (took 2 shots to kill a bloodsucker compared to a regular 3 from any other .45 using HP ammo)
grok has tuned .45 in current patch so no idea how much that old testing holds up now
damage calcs are in grok_bo.script within GAMMA close quarters combat
Someone know if this mod is compatible with gamma if i disable artefacts reinvention and perk based artefacts?
ammo
Called the black road i believe
all gun damage in GAMMA is handled by GBOOBS not the game engine as i recall, open the scripts up and read them.
the stat on the gun is the actual base damage you deal
the number you see on the ammo is literal flavor text
Ah. I gotta get to my pc eventually to dig around in scripts, but thanks everyone
What about .45 Hydra and other HP ammo? Those surely deal more damage than what the gun stat says
ammo has a multiplier
a modifier
the "stat" should show the modifier instead of a nothing number
Where can I get the optional BHS files? Like for colors and additional information
Do I remember wrong that you said the polar opposite last time in this topic? Like 1-2 months ago. Or whoever it was, they said ammo damage matters the most, gun stat damage is useless
#โ๐mods-making-discussion message like in this message
people throw that around all the time so it gets treated as a fact
Well the in game item descriptions of both guns and ammo are crap(and meds, and other items). Gamma tries to make some of them better i think but still largely crap.
In base anomaly i am fairly certain the ammo is the primary contributor. or rather at a single shot level the stats contributed by ammo have a larger influence on the final damage. Gamma has GBOOBS and BAS which both muck with the way damage works on the player. and GBOOBS applies to NPCs.
@simple scaffold is there any way to make an actual space appear in the HUD?
AP Slug
how does it write the text out?
normally stuff will have an xml file that they pull from to get text
.ltx file
im not 100% on how it works tho, so im gonna let Raven explain it
but usually ltx files will have the ID, xml will have the actual text associated to the ID
eh, screw it, its not important. I'm going with AP.Slug
LTX should have no problem with having spaces
it ignores spaces for some reason. So "AP Slug" becomes "APSlug"
Also, I uploaded the mod, let me know if you think any credit/disclaimer needs to be added @simple scaffold
odd, i had never noticed that. generaly i use translation xmls for text, but that is kinda overkill for ammo types.
looks good
real quick question, i am trying to reorder how the inventory is sorted. I want my ammo at the top of the inventory while at the moment its close to the bottom. Which file do i edit to do this? i cant remember for the life of me which file i need to edit for this
thanks in advance yo
the sorting plus MCM lets you reorder the existing rows, that is generally easier.
however if you want to go all power user you need to check "use ltx" in the sorting plus MCM.
this is an example of a highly customized sortingplus ltx: #โ๐mods-making-discussion message
Thanks homie
I am flattered ๐
Hey guys im messing with the voiced actor mod trying to add custom lines. So here is the default code out of ui_addon_companion_quick_menu
self:ExecuteScriptByCondition("npcx_beh_wait",
axr_companions.set_companion_to_follow_state,
axr_companions.set_companion_to_wait_state,
"characters_voice\\player\\command_follow_" .. math.random(3),
"characters_voice\\player\\command_holdposition_" .. math.random(3))
-- addonMenu:CloseTheMenu()
end```
Do i need to add a call to the voiceline it doesnt seem to play command_follow_/command_holdposition_
this one works but is has AGDD_voiced_actor.actor_speak
``` AGDD_voiced_actor.actor_speak("characters_voice\\player" .. lang .. "\\command_start_" .. math.random(4),1.0,1000,100,true,false,false,false)
-- show_all_ui(false)
if AGDD_voiced_actor.is_actor_in_combat() ~= true then
AGDD_voiced_actor.actor_speak("characters_voice\\player" .. lang .. "\\command_cancel_" .. math.random(3),1.0,1000,100,true,false,false,false)
end```
Hello there everyone, i would like to know if someone here have any idea on how to edit "level.details", my objective is to make different grass heights (small, medium and tall vegetation) this way it would be able to fill more forest levels and stuff like this. So what i want to know is:
- How to make a specific grass "grow" is a specific region
- How to make different grass heights to build details
If someone knows, or have a north, like a forum or document i would appreciate!
Screenshot from HLL of what i seeking to make, these thin trees doesn't have colliders, the player can walk through them
level editing is beyound the scope of mods in this game at this time
I see, i was thinking into something like this because texture packs (such as those from Fabio Conte) uses different "level.details" for Anomaly, so you get different grass sizes and heights. So if there was a way to edit these details (that seems to be a "friendly" file not causing crash if different from vanilla) enviroment could be enhanced
maybe. just the level.detail and not the level geometry could be edited then. I wouldn't know where to start. i'd have to go ask ppl who have done it. It isn't in the modding book. and i don't recall seeing an english lang guide, bit that doesn't mean there isn't one, just that I haven't seen it in 2 years modding anomaly. but i also refuse to do art and this smells like art so maybe i missed one
@river fjord is this something you understand? you do art
oh they are busy. might still see the ping later.
Does anyone know where the .xml is that dictates the root location of on-screen PDA messages, IE "I just saw that Stalker get his shit pushed in by a controller lmao"? Trying to reposition the messages. I already found the one to let me change the general positioning of the text itself but not the root of the element as a whole.
best tip would be to copy some parts of the message, then use notepad++ to search in the unpacked text folder files
it will probably come up and you can locate easily
I couldn't see the location data in any of the news files but feel free to double check them as well, i only skimmed since I'm not a modder
Oh no I meant like, the position of the messages on the hud as a whole. Not specific messages but anything that appears in the bottom left as a "PDA message", be it dynamic news, dialogue or system information
Though I've dug around a ton and can't find it so I'm lead to believe it's either buried in the db files somewhere, or it's something you'd have to mess with with something like DLTX, which I'm too smol brained for
I'll update here if I figure it out in case anyone else has a similar question down the line, so they can see the solution via Discord's search bar
Yeah I was looking for Hud stuff as well but couldn't find anything that jumped out. I'll let you know if I find anything else too
@obsidian aspen looks like its a no go
heck
oh well, no big deal. I can at least twiddle with the text slightly, just can't relocate where it's rooted to on the screen. Allg c:
Thanks for the help homie
That feeling when your mods usually get like 200 downloads, one suddenly has 40,000, and you realize it's because it got added to GAMMA.
anyone know what mod allows you to have no map transitions...? ( in this video some guy posted )
you need to edit maps in sdk
in theory, could it be possible to connect all maps together and have no transitions..? heavy performance impact obvs??
What PDA is this, or is this a mod?
its not my video, its @hardy hound i have many questions about it aswell lol @balmy peak
Aah alright, looks sick though
fr
Does anyone here know of a mod that works with current gamma to make the sky look better, like better clouds etc?
S.T.A.L.K.E.R. : Lauta_ro Edition 
has someone made simthing like a walking dead ver of stalker
i try looking up only reddit dis
?
Just look for skybox textures, any that fits your taste since they should be compatible with gamma as long as you disabled the skyboxes already included
Can you maybe send me some link, tried to searc but couldn't find any?
I use the normal skyboxes because they're already nice so I'm sorry but I can't really help you
All i found is this. But think this is already included by default
My skies look shit though
Did you edit the gamma load order?
Wdym
Did you add or remove any mods?
Ooh yes i added some stuff but nothinf related to graphics or sky, its just some weapons mods and stuff, thats at the bottom and made a custom profile in mo2
Never used reshade so can't really help you with that either. I know that cmaa won't do anything to the sky since its just antialiasing but that's the extent of my knowledge
I don't really know then
Mhmm do you knoe if that mod that I've sent above is included by default?
The two sky mods I know is skies redux and ai upscaled vanilla skies so it's probably one of those
I think gamma uses skies redux
Alright then
Can anyone tell me if there is a limit to goodwill/rep with factions?
I want to increase the rep supply limits for trader
As of now, the limit is 3000. You will get messages but the number will not go above that.
ty
For the actor's footstep sounds, I see there are 2 files, depending on the mod. For example: earth1.ogg and also n_earth_1.ogg How are these used differently?
is there a way to see if player is firing a weapon? I want to timestamp list time player fires a shot or use a weapon
also I wonder if it is possible to track if the player is moving or is still

there's a option like that in ZCP iirc, read it's modpage and see the steps to enable it i guess
HEY YOU.
WHAT MODS ARE IN YOUR VIDEO YOU POSTED 
CWWP, anthology maps, GTR, hippo atmospherics and nothing else i guess
some unreleased gunslinger anims
i like the hud you have and the wild + rostok no transition thingy
have download links or ??
yea te wild+rostok is a single map
it's a anthology map
ะะปะฐะณะพะดะฐัั @Kramer ะทะฐ ะพะฑะปะพะถะบั ะบ ะพัะพัะผะปะตะฝะธั ัะตะผั ะััะฟะฟะฐ ะะ ะะฐะทะฒะฐะฝะธะต: Anomaly Anthology | ะะตััะธั: 1.0 (ะะะข)ะะปะฐััะพัะผะฐ: ะะพะฒ ะัะธะฟััะธ | Anomaly 1.5.2ะ ะฐะทัะฐะฑะพััะธะบ: ะะฐะบัะธะผ ะ ะฐัะฝะธัะตะฝะบะพะะฐัะฐ ะฒัั ะพะดะฐ: 6 ะฐะฟัะตะปั, 2023 ะณ. | ะะฑะฝะพะฒะปะตะฝะธะต: 27.04.23 ะะปะฐะฒะฝัะผ ะดะพััะพะธะฝััะฒะพะผ ะฟัะพะตะบัะฐ ัะฒะปัะตััั ะฟะตัะตะฝะพั ััะถะตัะฝัั ะปะธะฝะธะน ะธะท ะผะพะดะธัะธะบ...
translation avaliable?
some translation is at anomaly discord addon releases channel
ya im totally lost
itd be cool hearing the gunshots from wild territory chilling in rostok
seeing how close they are to each other
ya i know lauta_ro always takes these nice videos showing WIP stuff
idk if it will work in gamma.......
map addons are out of my scope
u need to patch some files
like hide/delete 2k files and patch the 500 remaining 
maybe I or someone else will release in months/years

you do it then
go into this rabit hole.
take me by the hand?
lead me ?
make sure i dont trip..? ๐
ok apart from the map mod or wtv what about yur hud mod
WIP
https://www.moddb.com/mods/stalker-anomaly/addons/cy-a-hud
modified this addon
i also don't use BHS so you will have to disable/tweak your gamma modlist
what does bhs even do again
you can hit H to make BHS UI small and H again to hide it all together. (assuming gamma didn't change the keys) that should make it not overlap with sidhud derived huds.
that would let you use huds like the one above without giving up the limb damage. the mini BHS hud is informative enough.
I think people call him "super sus" lol. Don't know much about this dude but theres hilarious memes about him
I more interested in the original movie this was taken. Maybe I'll do a meme search or gif search
i don't think it's a movie
it's a youtube video
quick question does anyone know in which ltx medical items are located? like the configs for Medkits, medicine etc
Check gamma medication balance
I am not sure if that is exhaustive
In player injuries script there is defined the limb healing properties of drugs
I meant more like the item itself, like how many times can it be used, how much does it weigh etc
I already did, IIRC it was called smth like item_drugs.ltx
the same config as food drinks weapons etc
You can also use the MO virtual explorer and browse the ganedata configs folder
There you can see all the configs ltx files that are loaded at launch
Okay so I checked everything and cant find what I am looking for, although I found the sleeping pills which is smth
You could search on moddb for mods that change the number of uses of drugs
And then check what files overrides
Or you could expand all anomaly archives and search in there
if all you want is to change uses, weight, and cost, here's the code to make a DLTX mod for those changes on yadulin
adapt for your own drug
![yadylin]
cost = 1900
use_condition = true
script_binding = bind_item.bind
max_uses = 3
empty_weight = 0.001
inv_weight = 0.01
Could anyone help me with DLTX and changing a price of an item of Arti's Ammo Maker? I've got an .ltx to change their inventory, but this file "mod_items_ammo_parts_ammo_craft.ltx"
This does not seem to change the price at all.
![weapon_ammo_parts]
cost = 270
![bullet_pistol]
cost = 450
![bullet_pistol_ap]
cost = 450
![bullet_shotgun]
cost = 450
![bullet_shotgun_ap]
cost = 450
![bullet_r5]
cost = 450
![bullet_r5_ap]
cost = 450
![bullet_r7]
cost = 450
![bullet_r7_ap]
cost = 450
that looks like it should work perfectly fine
it might be a case of your DLTX edits not loading properly because your file name doesn't have enough Zs in it
(LTX files are loaded alphabetically, so sometimes file conflicts happen like that)
Z's?
Also MO2 shows no file conflicts
yeah, as in when you named the file mod_system_name_goes_here.ltx it is sometimes good to instead name it mod_system_ZZZZ_name_goes_here.ltx because the engine loads them in alphabetical order
interesting
I made a very similar mod myself, feel free to poke around and adjust values and see if it works for you
install like a normal mod in MO2, then open in explorer and go ham
Oh that's interesting. You put the dltx file in "gamedata/configs." I put mine in "gamedata/configs/items/items" as that's where the file I'm modifying is; that's what the modding guide book said to do
Also why are you modifying "system.ltx" and not Ammo Maker's "items_ammo_parts.ltx"
I changed it mimic your structure--- to modify "system.ltx"--- and it works perfectly. Weird, but thank you
oh yeah it is weird, this is just how I managed to make it work on my end so that is how I explain it go forward
thus continuing the legacy of spaghetti code
also because of DLTX, which is an engine modification
where you can have .ltx files coded a certain way to modify other files on game load - and NOT have to juggle overwrites constantly
What's the program to edit the .ogf files? I have 3dsMax but it doesn't recognize it.. Maya instead? Photoshop? I'm not a modeler but I wanted to mess around with some stuff lol
hi, how does one change the odds of dynamically-placed anomalies to appear?
I don't know honestly but you might want to ask to the anomaly discord as well
to answer my own question, it seems to be bind_anomaly_field.script:42
https://9gag.com/gag/aogj8X2#comment color version.
I see, an amateur video maybe. In B/W it looked like some old nuclear themed russian movie, that is why I asked. I am bit of a sucker of old foreign movies
Dang, I cannot for the life of me find the base file for the AK-74U Rifle Dynamics kits.. (wpn_ak74u_m1 and m1_isg).. This is maddening
I see their meshes in 76, but not the file Pulls hair out
Nm, found the problem.. File calls itself w_aksu, internally is w_ak74u
Oh this is fun.. I just discovered a rather interesting bug I need to fix..
For the new weapon upgrade kits, for whatever reason when I make a new gun, putting attachments on that gun releases a NEW version of the non-attachment gun in addition to an attachment gun (which is now unique and doesn't have this problem)
You need a plugin or a converter
I use the Pavel Plugin X-Ray blender
needa find out where the ui for pda is kept so i can change the color of it for personal reasons :3
anyone knows how to enable visual psy effect? its disabled in gamma, i know it has somthing to do with arszi_psy, need to know what need to be change here
hey can someone help me? how can i enable 3d scopes?
less "enable" and more redesign the gun model, hud positioning and possibly write/find a zoom shader
gamedata/textures/ui/ui_actor_pda.dds for most of them
need to go to anomaly/tools/ and run the all files unpacker bat that will give you a copy of the file to edit.
this will eat up gigs of hard drive space. alternitivly you could ask someone if they can send you the file. you can ask me in ~10 hours.
okay thanks g
Why does your pda look so different?
Is it a mod or something?
but bas already has the 3d scopes, right? if i desable some mods, should work?
yes, idk i don't use gamma so i have no idea what they did to BAS
Is there any mod that makes npcs look better, like an graphics overhaul to npcs
Dux improved characters, if it isn't already in gamma. fixed vanila models and textures, and others here: https://www.moddb.com/members/strogglet15/addons
there is also the so called HD models but it will not be compatible with gamma, and even if it was it is cursed. there some model(s) that cause random crashes in there but with hundreds and hundreds of models no one has figure out which yet so games randomly crash for some ppl, others have no problems. i wouldn't risk it.
Wich one would you suggest
Dux Improved charecters and any of strogglet's stuff you like they should work together if dux's stuff is installed first.
Where is dux? Do you have a link for that one?
tis this the one to edit modern pda hud ?
i don't have the textures here, just the config files that reference them. that doesn't look right. from this i would expect a set of button textures on the left side near the top.
<file name="ui\ui_actor_pda">
<texture id="ui_inGame2_pda_texture" x="0" y="256" width="1024" height="768" />
<texture id="ui_inGame2_pda_offline_e" x="97" y="29" width="33" height="34" />
<texture id="ui_inGame2_pda_offline_h" x="131" y="29" width="33" height="34" />
<texture id="ui_inGame2_pda_offline_t" x="131" y="29" width="33" height="34" />
<texture id="ui_inGame2_pda_buttons_background_lt" x="0" y="29" width="20" height="19" />
<texture id="ui_inGame2_pda_buttons_background_l" x="0" y="40" width="20" height="11" />
<texture id="ui_inGame2_pda_buttons_background_lb" x="0" y="52" width="20" height="11" />
idk, these texture defs are a mess.
Where this function prints its info? print_dbg()
as that is not a global function it would depend on how the script implemented it. printdbg() doesn't print anything unless you start the game with a particular comand line parameter.
almost all prints end up in the xray log in appdata/logs
Well... I'm talking about mags mod, and I see nothing in xray log even when running debug mode.
I'm getting really weird crashes upon initializing trader's inventory with my really small patch for GAMMA MP7 tweaks. So I'm trying to investigate that.
did you turn debug mode on in the mags redux MCM?
i'd try that
Oh shi, didn't notice that one.
Ye, still nothing.
Trying to print info about mag that crashes my game.
magazine_loot.script: Lines 62 and 63.
if mag ~= default_mag and (capacity > default_capacity or load_delay < default_load_delay) then```
Crash pointing me at the latter line: compare nil with number.
So basically I'm trying to figure atleast what number is being compared and then figure out which mag definition is causing that.
Since it's MP7 and P90 mags are in question, then 50 or 40 number will suffice.
Any chance you could help me with that? It's just frustrating to see those quite important guns falling off the board when you're playing with mags.
did you add new guns or new magazines?
Basically I changed MP7 to accept 5.7 ammo and changed its 9x18 mag accordingly.
It all works great, apart from the part where game tries to spawn it in any inventory: trader or corpse.
paste section
Error looks like this: ```FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: g:/anomaly\gamedata\scripts\magazines_loot.script:64: attempt to compare nil with number
Mag looks like this: ```[mag_mp7_5.7x28_default]:tch_mag_base
description = st_mag_mp7_5.7x28_fmj_descr
inv_name = st_mag_mp7_5.7x28_fmj
inv_name_short = st_mag_mp7_5.7x28_fmj
inv_grid_x = 1
inv_grid_y = 8
max_mag_size = 40
mag_size = medium
inv_weight = 0.25
cost = 1754
visual = dynamics\wpn\mags\wpn_mp7_mag.ogf
base_type = mp7_5.7x28
retool_group = mp7_default```
Also this:```[mag_mp7_9x19_alt]:tch_mag_base,tch_mag_alt
description = st_mag_mp7_9x19_fmj_descr
inv_name = st_mag_mp7_9x19_fmj
inv_name_short = st_mag_mp7_9x19_fmj
inv_grid_x = 1
inv_grid_y = 8
max_mag_size = 25
mag_size = medium
inv_weight = 0.25
cost = 1754
visual = dynamics\wpn\mags\wpn_mp7_mag.ogf
base_type = mp7_9x19
retool_group = mp7_default```
gun
Gun looks like this:[wpn_mp7] default_mag = mag_mp7_5.7x28_default ;base_type ammo_5.7x28_ss190 = mp7_5.7x28 ammo_9x19_fmj = mp7_9x19
@simple scaffold can you potentially help with my bug in reshade and screenshot channels?
someone said i should re-install SSS but idk what all to tick when i re-install
neither do I
geb log file
ah yes i moved our debug to mcm logging cause it is spammy as hell
Anyway, no nil values. ๐ฆ
I've no idea what it's trying to compare and gets that number to nil comparison.
go into MCM's own settings. under logs check continus. redo crash send newm mgazines log
well crap.
in magazines.script below line 35 add dbg_log.continuous = true line 35 should be dbg_log.enabled = true
have to have both MCM allowing and the addon asking to get continuous logging and apparently i didn't add that to mags redux.
Done. Retrying.
this time the log will save every time print_dbg is called so we will know exactly what weapon section it is working on
Vityaz?
What the actual fk?
Basically this is the part:```retool_group = mp5_default
description = st_mag_mp7_9x19_fmj_descr
inv_name = st_mag_mp7_9x19_fmj
inv_name_short = st_mag_mp7_9x19_fmj
inv_grid_x = 1
inv_grid_y = 8
max_mag_size = 25
mag_size = medium
inv_weight = 0.25
cost = 1754
visual = dynamics\wpn\mags\wpn_mp7_mag.ogf
base_type = mp7_9x19
retool_group = mp7_default
description = st_mag_vityaz_9x19_fmj_descr
inv_name = st_mag_vityaz_9x19_fmj
inv_name_short = st_mag_vityaz_9x19_fmj
inv_grid_x = 5
inv_grid_y = 8
max_mag_size = 30
mag_size = small
inv_weight = 0.17
cost = 852
visual = dynamics\wpn\mags\wpn_vityaz_mag.ogf
base_type = vityaz_9x19
retool_group = vityaz_default
mag is fine. wpn_vityaz is missing a default mag i bet
default_mag = mag_vityaz_9x19_alt
;base_type
ammo_9x19_fmj = vityaz_9x19
ammo_9x18_fmj = vityaz_9x18
mag is called *_default
But weapon waits for *_alt
No idea why and not sure where this comes from.
basefile from mags mod looks like this:```[wpn_vityaz]
default_mag = mag_vityaz_9x19_default
;base_type
ammo_9x19_fmj = vityaz_9x19
ammo_9x18_fmj = vityaz_9x18
Probably I changed that accidentially.
that would do it.
it was right at one time
should turn the contius option in MCM off until you need it again. batch writes are better for your HD.
and the magazines dbug option for the smae reason.
I probably should share all those patches... But i'm not sure how to bundle them properly and elegantly. With all those overrides instead of plain file replacement.
Thanks. Done. Running Anomaly off an SSD, so makes double sense.
mags redux was not setup with dltx in mind. you actualy have to make 2 mod files for every change to make it work.
and i am the only person that knows that
Yet I don't really need to make changes in a same file, so since I can just add those changes trough the separate file, then it should be no problem.
Right?
yeah, it was designed to make that very easy.
Task is to remove 9x18 mag and all related entries.
Not sure how to approach it... Or probably I could just leave it there.
dltx wasn't very popular at the time. so i made editing mags as easy as possible to edit without it.
just leave it. no real harm. there are probably a couple of unused mags still floating around
from my edits
How do I change the MP7 configs though? w/o replacing original files seems impossible.
yeah. that would require replacing the file or DLTX
I mean, mine looks like 5.7 -- default mag. 9x19 -- alt...
Can I use DLTX to modify mags mod though? Or that requires internal support from the mod first?
there is a reason there are only a couple of guns per file. to limit the likelyhood two addons will need to change one
made my life fun making dozens of files.
Ye, noticed that, it's just too bad that MP7 ended up in a batch file as a P90.
so few smgs with so few variants arti lumped them by ammo type. i was just happy i didn't have to do all the guns myself. i think i did do 90%
i did it btw thanks
glad i got you pointed in the right ish direction
You can disable all mcm log writing on that screen too
Since it is very gamma specific that probably makes sense
On the subject of mods, I just wish to establish that because of Unreal Engine 5.1's amount of tools and VR tools, I can confidently predict a stalker 2 VR mode will be a thing, whether by GSC, fans or hell, both. New engine with alot of fun toys.
you have an idea why i can't access my reshade menu anymore?
Are you launching the same dx exe as before? if you reinstalled or moved you may need to re-install reshade manually against the exe
I have never used reshade in this or any other game
aah all good
What's the community opinion on a mod using AI to fully voice the game?
I'm sure someone is already working on it at this point.
@simple scaffold hey man, you remember that maghud thing you made for me for mags redux
nvm figures it out
it would probably be to high quality and feel out of place.
needs to be bad english, moderate recording quality. i don't think an AI system can pull that off. at least not a free one. no one is going to actualy train an AI on stalker voice files to get it right
training is expensive
was going to say pretty much the same, needs to be close to what it might have sounded like at release
maybe after stalker 2 comes out we can train ai on that game since theres voice lines
wouldn't feel right. anomaly needs that early 2000's euro jank feel. if the sound is all modern and pretty and the rest of it is still Xray it will be wrong somehow
well yeah, the only way it might work is if they add noise and reduce quality/clarity
i dont really care for it personally but it could be interesting
Yo what song?
Is there a callback or some event for when the player crouches?
I did. I see nothing for on crouch. There is a function in _g "isMoveState" but it's not used in any event callbacks; I'd have to call it constantly in an "actor_on_update" and I have no idea how those constant loops perform in Anomaly
It's every frame
If you just update the current state in it, then the performance hit is undetectable
That sounds expensive, even for what would just be a simple check
Okay, so I'll try making my own callback then.
I'm working on a smart music silencer, so if you start sneaking the music goes silent
there are two ways of doing that, first is executing console command exec_console_cmd("snd_volume_music 0") and another introduced in modded exes is level.set_music_volume(0)
the latter one wont mess with your user settings
hey apologies not part of what you're discussing, do you know if there is any wayt to turn down fog or turn it off vie removing some lines in script files in the game files
bcuz atm i barely can't see infront of me
you have to edit weather files
do you know wich spescifc file, cuz i tried too but think i messed up and nothing worked
i dont know what weather mod it is used, but in configs\environment\weathers there are weather files
in the files there should be multiple fog_distance parameters
increase them all
yes
these?>
yes
no its there
alright so just the distance nothing else?
should be enough
too how much
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pg.4 a picture of three hedges/through your window
โ 2022 julie under exclusive license to Atlantic Recording Corporation
Producer: julie
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can anyone reccomend any good sky mods for clouds etc
the 2k upscaled doesn't do much, already tried it
try ripping some outta AAA games
thats what i would do tbh rip sky textures outta games thaty have nice ones if its possibler
are the ground cloud shadows default anomaly or a mod? want to mess with them
you can quickly check yourself, by making a copy of the GAMMA profile in Mo2, and then disabling all the mods to see default Anomaly behavior
Yo, can anyone here suggest any decent mods for skies/clouds and terrain? Except Adega, adega seems to fuck around with my gamma tried it twice
me and meatchunk where working on improved skyboxes for 1.6 a while back, though not sure if anything like it exists for now
Hmmm danm, yeah cuz i keep seeing all these nice screenshots of other peeps's skies and it looks beautiful and mine really doesn't so ikd
ah well this is the dev channel, you might be better just asking in screenshots or general
Are you just using default
yes
Mhmm, there is a 2k upscaled skyboxxes, but dunno if that is still compatible
Dunno if you'd know any of this?
if it's just textures then likely will still work, but if it edits scrips there is a chance it does not work, again though just find a nice sky image in #โ๐ธscreenshots and ask them what mods they are using would be the fastest way ๐
Has a really nice shoe gaze feel to it. Reminds me a little of Deftones
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It is. I used it a lot when i tried majestics weather and reshade.
So it's possible to take skyrim cloud and sky textures from mods and make them work in gamma?
idk i said if its possible
Ik skyrim and fo4 had some pretty crazy mods for stuff like that last time I played those
Especially Fo4 with like 8k clouds 
later ill look for the textures for clouds and sky
Hello
I'm looking for volunteers who'd like to join our mod team and help us in creating a story-based mod on Anomaly's engine.
If anyone's interested DM me. Looking for all talents, mostly LUA scripting, SDK work.
Is there a reason the level.get_music_volume() return value doesn't match the value in user.ltx?
probaby because of this
Hmm, weird. I'm using both now, but still weird.
Does anyone want to test out my Smart Music Mute On Crouch mod? It lowers the music volume when you crouch, over the course of like 10 seconds, and vice versa when you standup.
If you are going to publish the mod I would only use the level.* if it exists
that way it can be used outside of gamma
if that is your intention
Hey yall, does anyone know how to spawn items such as weapons with either fixed or variable levels of deterioration/use?
I built it in vanilla; I only have the newest modded exes installed
Well that was kind of my point, those APIs only exist for modded exes
Yeah, ig. How rude of me would it be if I just required the modded exes? ๐
look at death_manager.script create_item
Im seeing many criteria that need to be met in order to trigger spawning a damage weapon. Does the engine have vanilla .ltx logic to spawn a damaged weapon? such as on the new game menu?
you just have to set the condition, you can spawn it with the parameter
alife_create_item(sec, npc, {cond = con})
so to spawn from debug menu to player inventory a 50% ccondition AKs would be wpn_aks74{cond=50} yes?
oh from the debug menu, no idea, i was thinking you meant in code.
in code you do
alife_create_item("wpn_aks74", db.actor, {cond = 0.5})
from the debug menu i think it spawns random condition already
Im designing a new loadout system but proper balancing for gamma is contingent on being able to start game with damaged weapons. I think its always like 80 or 100% from debug sadly
so you want lower condition from debug just to try?
i want lower condition weapons to put into the "new game" loadout menu so that you can offer higher tier weapons at the cost of the them being damaged or non-operational, so as to preserve GAMMA's earlygame meta
i see, im guessing its ltx files that define all that somewhere
local ini_itm = ini_file("items\settings\new_game_loadouts.ltx")
yes but i how do i make sure the items put into that menu are damaged? by default, your weapons are close to new when you spawn in with them
checking
It's a modifier, by default it's 1
Doesn't look possible based on how its coded. You would have to add new parameters to the ltx and change the ui_mm_faction_select.script to match
Basically it current is
tomato = true,1,60
kolbasa = true,2,100
batteries_dead = true,3,50
this
you'd have to add condition to that list
and then you'd have to change LoadLoadout in the ui_mm_faction__select.script to use that extra parameter
I don't know if the UI would even render a condition bar either, or if it has a way to show it
so you might need to make even more changes to reflect that per item
@marsh vapor thank you. Im not sure if this is the way i want to implement it then, i may go with alternate route like perhaps creating "unique" versions of existing weapons where everything is the same EXCEPT they cannout be repaired past a certain %point or are stuck in semi auto ect
just something that makes them clearly not endgame material
New items don't get declared anywhere else outside of the appropriate item ltx file, do they? I made a couple new ones - and they work fine - but for some reason the crafting system does not register that they exist..
Is there a way to change the randomness of NPC spawns? It's frustrating when I know I don't need to check corners just because I know there won't be anyone there
@slim sorrel no, but in debug mode, you can enable map debugging so all squads will show up on the map-
wait, you want random spawns in your face? okay, go to settings - the zone - general and and reduce exclusion radius
I almost forgot to do this, my b
yep
Thank you friend ๐

Neat
Anybody can help me add a single silly item to the game?
TIL, the crafting menu doesn't like new items with too many underscores in them.. Why, I don't know. But that's a thing.
What's up Curvin, maybe I can. I just got done adding some new stuff
Putting just the food in? that's a new entry in the \gamedata\configs\items\items\items_food.ltx (though you'd want to make a new file called something like mod_items_food_new.ltx or something to avoid overwrites).
If you want to add it to loot tables, there's more steps..
I should probably point you to https://igigog.github.io/anomaly-modding-book/ for the basics (if this is your very first mod).
Does anyone know if it's possible to lock the Psy bar to the BHS hud?
Had an idea for an "immersive hud" where everything (except stamina, which autohides) is hidden and only appears on the in-inventory BHS hud (sort of like how it works with EFT BHS Interface). I already have a UI textured out to do it with, too
My only concern is that the BHS hud itself doesn't seem to have a function to tie the Psy bar to it. Specifically referencing all the elements encompassed in the "ui_body_health_system.dds" texture.
psy bar is drawn by the game engine. BHS is drawn by a lua script
anyone know if editing the viewmodel fov of knives/melee weapons is possible? if so what param handles this?
it is, i have mine edited.
gamedata\configs\items\weapons\m_knife.ltx
gamedata\configs\mod_system_meleeanims.ltx
gamedata\configs\mod_system_zzBarryAxeReanim.ltx
Be aware that the sprint anims for knives are janky af
Question about how the game reads loadout files:
NPC_loadouts details that it's pri:attach:ammo:chance, but many of the loadouts only have two things after.. Example
wpn_fal_sa58_osw:r:3
Is that only going to bother with attachment and ammo?
The ones that have 3 after, like
wpn_m4_butcher:0:6:40
I think get.. no chance for attachment:6 rounds:40% spawn chance
...unless gamma is handling loadouts differently, and I can't find the script that changes how it does
Does anybody know where the -negative hunger values for general medicine might be? I want to edit them, but not sure what mod(s) they're a part of. Things like stimpacks, medkits etc.
they weren't patched then
I have an emergency if anyone can help me, i just posted a weapon mod, its waiting for authentification, however I just noticed 1 of the weapons while using scopes, wont zoom in and out. its just static. I am unsure how to fix this and could really use some insight. thanks.
question real quick, im trying to increase the amount of uses from a bag of cocaine in the game and i am wondering which file i have to edit to do such a thing. i have no idea how to create a whole new mod to do such a thing so any assistance would be appreciated.
How do I make sniper damage more realistic when used on mutants?
You mean like the pseudogiants in real life?
Anomaly has always had ass sniper damage vs mutants
If you want to change a guns damage, search for its ltx. If you want to change calibers search for weapon_ammo.ltx
Hey yall, simple question. Where are helm properties such as "breathing sound = yes" and "breathing fog =" ect found?
I dont understand why that is
Why is sniper damage so bad against mutants?
Im using .338 lapua rounds, i should at least 1 shot a fucking pseudo dog
And maybe 3 shot a chimera
Is damage hit_impulse
hit_power
Im trying to change the properties of helms such as whether or not they make the "breathing" sounds, where is that defined for helms? i dont see it in o_helmet.ltx
Do you know why it's so bad? I dont really understand
Is it how its calculated or something?
And would making the ammo type stronger help with damage against mutants? Kind of like how HP rounds are?
you generally want to exclusively use HP rounds / shotguns vs mutants. Making the ammo type stronger will make things die faster but you'll have adverse effects in terms of game balance
what is this guy trying to achieve?
higher monster damage?
it's script side
and it's not user friendly
so higher monster damage
Yes
A .338 should kill a pseudo dog outright
yeah yeah whatever
ammo_mult = 420.69
end
paste that at uhh
line 233 in grok_bo.script
or around that
420.69?
use your brain
well fuck me in the ass I gotta learn how to Blender
But I have none of the patience required to listen to a >20 minute tutorial
I have zoomer brain I cannot spare that much attention even if I tried
Let's put a positive spin on it
Think of the fun and accomplishment you'll have by acquiring a new skill
without needing secondary reinforcement to string you along
the journey is the fun part
Oh trust me I already tried doing it blindly without looking a tutorial, furthest I got was turning a square into a trapeze and into a very weird low poly carpet thing
you can indeed
is there a theoretical limit to the amount of tracks on the radio playlists mod?
follow up question, would a playlist pack that's supposed to also work as a sort of "hosted radio station" be something i can ask about/seek advice on in here or naw, just not sure where else i'd ask.
for the first question, i dont think so
I've starting reading anomaly modding book but to be honest I don't I need to modify big things. I want to create a mod to modify PDA quest list. I wanted to organize quests by zones, hiding or showing those zone quests, and maybe changing some icons like chests icons. Where can I find the info for at least, getting started ? For example creating the workspace with needed files for PDA modding.
would u guys give this noob a feedback for this animation, thanks for advises
Align the animation on its tempo, it is necessary that all the movements would be about the same tempo. Work on the position of the weapon to make it more pleasant and inert. Add a camera animation.
I do not even know what else to say, understanding how to create good animation comes with experience and mistakes. Just animate at your own pleasure and look at the work of others.
with some camera movments, is it too much disorienting at the end ?
yes very much
I'm not an animator but I do like that the right hand's not moving around too much
the Anomaly SV-98 reload animations pain me with how much the rifle swings around while inserting the magazine, that would downright ruin your wrist
what you've got looks pretty good, like the rifle has some weight to it
the back-and-forth movement of it at the end as you're "shouldering" it again is a bit odd, would prefer it to go forward then back just once
kind of like you're positioning it before properly bracing it
Hey I am wanting to try and make a basic multiplayer mod for anomaly...nothing to crazy, maybe just a basic p2p system with 1 other player but I don't really know where to start
any suggestions
i don't think theres any guide or that it's any simple to begin with
Oh I am aware that it will not be easy... ๐ฆ
I guess the first thing is how would I go about setting up a server that is hosted locally on the host player
I am trying to find material online but it is very scarce
I am currently looking into OpenMW for morrowind. they seem to have the type of system that I would like to use
you do realise you're building a mp system for a single player game, you're going to have to build it from the ground up
If it was easy, someone would have done it by now
ye its like the people who made a MP mod for fallout new vegas, not easy by any means at all
I understand it is not easy
But unlike F:NV or Morrowind. Stalker does not have as large a following thus why it is likely not done so yet
I'm sure it wasn't easy for those games either, but they did it
What I am wanting to do is with only 1 other player so the difficulty, while still great is much reduced
The X-Ray multiplayer mod is the closest thing I have seen to this
Hey i have a question, so i released a weapon mod, and there were some issues post release that needed to be patched, i fixed them all, but 1 issue was created. if you downloaded the original file and used it on a saved game, the updated patch will cause CTDs because of a renaming of a scope (it was having duplicate/fatal error CTDs) If you never ran the original version then the update works fine, no new game needed. But I want to know if theres a way to fix this problem for those who dont want to start a new game and downloaded the 1st version.
I changed the name of a scope, so when you load up an old save with the 1st version of the mod. its calling for say wpn_addon_scope_specter , but you changed it to wpn_addon_scope_specter1 . and it crashes because the original name no longer is a thing.
Main practical way to deal with something like that, far as I'm aware, is a clean uninstall. Install the old version, completely remove all traces of the item from the game, then install the new one. The bad references are baked into the item that is active in the save.
Sorry, uninstall, launch the game, make a save without the bad item, then reinstall.
thats what i figured. I was hoping i was wrong though. or there was some method to solve it. thanks for confirming for me though. i appreciate it.
If you want to make it easier on your users, you could make a patch containing the references of the old version (so it doesn't crash), which iterates through the game when it launches and releases any items with a matching section. Then they just have to launch with the patch installed, re-save their game, quit and install the correct version, and re-launch.
how would i keep the scope references and not crash? mind explaining? while im good with Gimp and Blender, not so much at file writing lol.
is the issue i had to rename the scope to fix. so keeping the references, wouldnt that cause the same crash again?
Basically, start with a copy of the original mod that doesn't crash but has the bug. You only need for users to be able to launch without crashing, and the old version does that, right?
Then, once they're in-game, you can iterate and delete any existing items. Once the items are no longer in the game, they can save, and their save will be clean.
Then they reinstall the "fixed" version that crashes if the old version is in the game.
the old version did this for some people. not everyone. whoever had the mod that already had an LCO in it.
I guess what I'm saying is, the bottom line is that to fix this they need to be able to get in-game without crashing. If they can't no matter what mod version they have installed, their save is irrecoverably dirty.
If there is any version of the mod they can roll back to, or any circumstance that will allow them to do that, a scripted patch like I mentioned can fix them. If not, they're rogered.
gotcha, just clicked. i know exactly what your saying.
the people who had this crash probably never made it into the game, but the people who did wouldnt crash with the scope references in the patch.
Got it. In that case it should be fine.
time to change update instructions for a 100th time lol. its just been back and forth. im alright at making mods. managing them however is a different story lol
how does one "delete" items ingame though? ive never had to "delete" anything so never looked into how.
This is an example of the function I use for uninstall cleanup in mods where I add a new item. Obviously, test on something safe first.
local uninstall = false -- set true via MCM or script to enable this to happen when called
local inv_item = "kolbasa" -- section of the item to delete
local function uninstall_cleanup()
if uninstall then
local function delete_item(obj)
local se_obj = alife_object(obj:id())
local id = se_obj.id or nil
local name = se_obj:name() or nil
alife_release_id(id)
end
local function search(temp , item)
if item:section() == inv_item then
delete_item(item)
end
end
db.actor:iterate_inventory(search,nil)
end
end
This is for iterating through what the actor is carrying in their inventory. If you need to iterate through the entire game, you'd need to iterate a bit differently, but the deletion logic should be the same.
and how do you idk, activate this function? like i said im newer to file building and scripting and that side of modding, than i am animating and mesh building.
The simplest way would be something like this:
function on_game_start
uninstall_cleanup()
end
Then, if the uninstall variable is to to true, the function will trigger on startup.
If your weapon is named, for example, wpn_overpowered_cannon, set the line inv_item = "wpn_overpowered_cannon" so that it knows what to look for.
NP!
question, if the scope is injected via Traders, could i use BAS gun despawn script, but alter it to just my assets?
Hello, i have a question. I am total newbie and wanted to ask is there any simple way to loop through all items in Misc Category of loot Table, something like pythonic: "for item in misc_items"?
Sounds like you want something like this:
yourtable = {
["foo"] = "bar"
}
for k,v in pairs(yourtable) do
printf("Key and value: %s = %s",k,v)
end
Result:
Key and value: foo = bar
That's your bread and butter for rolling through a table of keys and their values.
Okay, so i got to write down every item I want to loop first, is this correct?
Not necessarily? Like, if you only want to catch certain items, you're just putting conditional logic like an IF where the printf is. It's going to repeat that test for every key-value pair.
It's going to iterate through all the items in the table, however many there are.
Okay, thanks
I'm having a weird problem I could use some expert help with. I've implemented a new tier of PDA in an addon. It works perfectly, except for one thing: Anomaly completely ignores the PDA key (bind kACTIVE_JOBS) when this specific PDA is equipped. All others work as expected.
It's behaving like there's something hardcoded in the engine that decides what is and isn't actually a PDA for the purposes of triggering that keybind, which would be really silly.
So I found the only two places in the vanilla scripting where it traps that key, and duplicated their code to try to trap it myself. Which works--except that by the time my on_key_release fires, the vanilla script has already caught it, so while opening the PDA this way works, closing it immediately re-opens it, because my IsShown() test is resolving false, I suspect because the vanilla script doesn't have the same problem with closing the PDA, and has already done so when my script fires, so mine thinks the PDA was closed and needs to be re-opened.
I'm not sure how to get around this. Any ideas?
@soft badge What if I wanted to loop through all items in this category (by_list)? Is there any in-build expression that will allow me to do that?
What are you trying to do?
For item in [table_of_items_written_in_by_list_(etter_ecologist_report_1_of_3, letter_ecologist_report_2_of_3, etter_ecologist_report_3_of_3 etc]. I ask whether you can write those in square bracket by some expression
There are various ways to do what it sounds like you want, but IMO the most elegant is usually putting the desired matches in a table and checking whether the iterated item exists in the table. So for example:
someletters = {
["letter1"],
["letter2"],
["recipe1"]
}
playerstuff = {
["letter2"] = 1,
["shitty_pda"] = 1,
["recipe1"] = 2,
["rotten_meat"] = 1
}
for k,v in pairs(playerstuff) do
if someletters[k] then
printf("Player has %s %s",v,k)
end
end
Result:
Player has 1 letter2
Player has 2 recipe1
Hopefully I didn't fluff any syntax there, but the idea should be clear enough I hope.
What you'll probably be testing against is the object's "section" (e.g. "letter_ecologist_report_1_of_3")
So if you've gotten the game object passed to you stored in the variable "obj", then you want obj:section()
This is really where looking at existing scripts that do something similar to what you want (i.e. checking what an object is) will serve you best.
Okay, I see now. Thank you for your time
So, the XRay Engine that is used in Anomaly has its source code publicly available, right?
I was thinking if it would make sense to invest time to multi-thread it, and add some better scripting tools and SDKs, such as nodejs
maybe also add chromium for better UIs and shit
does anyone know where to find the engine's source code? specifically, the one used in Anomaly
https://bitbucket.org/anomalymod/xray-monolith/src/master/ this one doesn't seem to be up to date, it's missing the LTX functionality. Unless that's not part of the engine itself?
This is the publicly available source of version 1.5.2. A new version will be in 1.6, which is under development. There are also modded exes with engine improvements https://github.com/themrdemonized/STALKER-Anomaly-modded-exes.
If you want new functionality and interface look at this project https://github.com/RedPandaProjects/XRayEngine
Is it posible to make a menu on the mcm with bars to edit audio levels for a mod i create wich adds battle music?
Yes, but there is also a script in the resources channel of the anomaly that is a template for doing just that.
Can you change those audio levels from a script? If yes then yes. MCM is not magic it is just a system for scripts to store and read data that can also be manipulated by the player via a UI.
I see thank u raven i guess i should find a way to edit the audio from the script
sorry to butt in here, isnt there a way to edit .ltx files while in game?
I'm editing the item_devices.ltx file and could have sworn you can do it on the fly while in game?
ltx in general yes. system.ltx, which that ltx is part of, no. that would break everything
okay thanks for the help
What I'm trying to fix is the map on the PDA. On UW resolutions, it squishes the map (or maybe just the icons). I've edited the hud_fov in the items_devices.ltx file and it helps a little bit with reading/visibility but still looks like this. Any clue where I should look to correct this? All help is very much appreciated!
Notice the white circles are actually ovals. When using 2d PDA, this is not an issue...but that is not a solution to this issue imo.
It would make a lot of sense, now thatโs tons of work to multithread it
it's an engine bug. when the 3dpda was implemented the anomaly deves neglected to tell the map rendere that it should render for the 16:9 screen on that model and not the ratio of you monitor. Your options are: 1, deal with it, 2, use the 2dpda, 3, play on 16:9, 4 learn the xray engine and direct x, and shaders then fork the monolith engine and corect the rendering bug. I personaly go with 2
gotcha. are you personally running on a UW res?
21:9
if your equipped guns in your inventory don't look stupidly streched with scopes by their trigger guards that is because you have some of my UI fixes installed.
been fixing what i can. 3dPDA is beyound me.
Thanks man. much appreciated. I havent heard any complaints about these save issues. but its something I want to offer just incase. right now im making a 2022 BAS patch, but after im gunnna get working on an Uninstall/Mod Removal Script (something i know absolutely nothing about lol)
Hello fellow chat
I would like someone help me for something that makes me go nuts
And its the OGF FORMAT
I don't know what program i should use for it!
I used blander but it doesn't support it
I USED UNITY AND IT DIDN'T WORK
Now im dead end ! And cant think of SHIT
xray pavelblend plugin for blender
Got it! Thank you sooo much!!! @random fulcrum
I want to make some edits to the main map (basically add some icons). What's the process look like to do that? Is it just editing some pngs or more involved?
.DDS not pngs. And that is one way. Possibly could be done via script with the system that adds the stash and npc markers. I have seen both done
So I found a soft incompatibility between AutoZoom and MCM Key Wrapper. AutoZoom uses they "kKANJI" key to do it's magic, and that's one of the keys Key Wrapper uses. So anytime Key Wrapper assigns an action to "kKANJI" the controls get really junked up.
It's an easy fix, to remove "kKANJI" from Key Wrapper's list of usable keys and replace it with something else.
Should this soft-bug be reported somewhere? I'm not quite sure
Hey all I'm starting to learn this pavel blender plugin - I'm wanting to modify some weapon animations but not sure of how to get the correct camera setup to correctly visualise what it will look like in-game.
Is there a stalker viewmodel template somewhere with the correct camera placement etc.?
Retrogue made some animations a few days ago (scroll up in this channel a bit to see 'em), but I'm not sure what program was used
In my bad experience, the camera in Blender and the camera in the game will be different. I myself have not figured out how to configure it more or less, so that in the game, the weapon looks the way I conceived. I personally did so: did motionless animation in Blender and imported into the game and from what I see in the game adjusted the camera in Blender (approximately adjusted fov camera in Blender, so it looked like in the game)
Id like to add the M82 into the Merc NPC equipment pool, what would the process look like to do that?
there is a loadout config, which you can DLTX it to make the weapon appear on given faction stalker ranks
if you unpack Anomaly db files, you should have quick tutorial in loadout file how to make them yourself
Would it be possible for the PDA/minimap to mark stashes put down by the player? Things like the 400kg metal box for example don't have an icon on the map, unlike the stashes you can crate from a backpack
Does anyone know where I can try out some 3d scopes for BaS? alot of people say its bad because it hurts frames but I wanna try it out it looks cool lmao
@hasty scaffold this will double your gpu usage, that's why almost no games have such features
If I wanted to from scratch remake the actor voice for kills, jams, pain, death, etcโฆ
What is the process?
For example
Record the VA on this software in this format, save as this.
My goal is to present the crisp clips in a way a mod maker can take and plug in.
Also say you had 10 voice recordings for expressing pain.
Could you add say 50 of them coded to play 10 at a time for each bracket of rookie, veteran, expert, and legendary rank?
one way for your mod is to be straight up "replacer"
ie. you mimick the structure of the original files used, and you keep the names and their locations the same for your creation
when loaded by the mod manager, they will be loaded instead original files
but that means you can only do as many sounds as they are already defined, which obviously is not what you seek
i dont have the straight answer to the latter, ie. adding more
i'd recommend checking other voice mods, replacers and expansions, there are out there - see what they do under the hood
Appreciate the response regardless. I suppose getting all the sound files from the actor folder and pugging in the custom content is the most easy
maybe someone else will give answer you seek
there is also anomaly discord and their mod sections where you are more than free to ask the same query
there's also a bunch of helpful folks there + sometimes even anomaly devs themselves might chime in (note, @-ing them is not recommended)
Good point, it would just be cool to say. Here are the recordings, plug em in, make โem work. Hereโs money
there is a war nymph mod which changes player actor voices for female ones, dunno if they add more voice files but that might be one sure place to look at how it works
Fair, asking the author who already did such a thing feels like a good start.
As much as Iโd like to I donโt have the skill set. If not for Groks auto installer Iโd still be playing base anomaly
I've no idea how it works in a modular way, but it certainly can be done to add extra voice clips, or define who uses which clip and when. At least with straight up modding.
It's my first time seeing the mod manager, but from my experience modding other games it's doable. But you'll need someone else to set it up if you lack the knowledge or will to experiment with game files.
Can anyone help me to combine this https://www.nexusmods.com/stalkeranomaly/mods/16 addon for GAMMA? I tried my best, but i still have one bug. Everything seems to be working, but the little man on the bottom left, that shows damaged limbs, is not shown. What files are responsible for this and how to fix it?
I want to have a default GAMMA HUD while having EFT Interface that shows a bigger picture of your limbs condition while inventory is open.
are there any mods that remove minimap and pda map transparency?
The minimap transparency is controlled in the zone_map_16.xml config files:
255 being the max. obviously. Not sure what you mean by the PDA tho
I don't know why this is giving me such headache.. I want to do some modding to weapon .ltx files - specifically, remove some sections from them. Do I need to republish the entire .ltx file with the sections I want removed left out, or can I just comment it out with !! (which hasn't worked..). Reading the documentation, I thought !! would work, but nah?
Dltx has a means of removing sections iirc
Yea, I tried that, and it spat out the same file, just without the parts I edited out. Which made me think, ok, so I need to republish it in it's entirety?
DLTX doesn't like formatting, so anywhere it sees like.. tabs.. it thinks it's a different line 
You mean the dltx-ify tool? That what you used?
Is there anywhere to learn how to mod weapon meshes
looks like wavey has one
does anyone know what mod the sr-25 is from?
is it in base anomaly?
I've got it, yea. Its just been.. Less than reliable when it comes to deletion. I just need to figure out the most minimally invasive method for deleting a section is all..
man trying to figure out how to take stuff from other mods and add them to say default anomaly weapons makes me respect everyone who does this stuff immensely
Got my files open and reading them its like brain surgery
also I found the sr-25 didn't realize it was stock anomaly
can you copy and paste say items from weapon addons.ltx from bas and put those on the anomaly sr-25.ltx
Sorry for the dumbass questions
From what I understand, it's not that simple.. Lots has been done in gamma to adjust visuals, and there's a lot of position data that's been changed
yeah its nuts
so theres no way to add stuff to stock anomaly guns
that one guys mod added stuff from bas to other bas guns
but I guess you cant take bas stuff and add it to stock anomaly stuff
you can
but not through only text
besides it will look dogshit
having anomaly's lowpoly models with the 4 trillion polygon bas scopes
Sr25 is from Boomsticks and sharpsticks
If you still needed that answer
it's a vanilla gun
You can
Just takes a lot of time
I just inserted the ash12 suppressed sound over the Vssk sound in the gamma weapon forlder and this thing sounds angry now. Like the suppressor can barely contain the violence coming out of the barrel
wpn_ash12_snd_silenced
wpn_ash12_snd_silenced_actor
added these 2
This is so strange.. What is so special about the FAL Upgrade Kits that it actually works properly when disassembled.. It's the only one.
Just spits out parts, nothing else..
I wonder if it's because it's inheriting from a parent that has no scope capabilites on its own.. Hmm..
Yeah it sure seems like it
SR25 is a gamma gun
It simply halves your framerate
Anyone knows how to pass mod options to MCM? Trying to fix a mod, but it has the hotkeys in options and that creates a few problems.
Or at the very least, someone that managed to get OPFOR ClearHUD to work?
Tarkov and squad are the two games that i know that has this feature but who am I kidding this is stalker
I see stalker runs only on one core no?
Ooooh, I do it from MCM's files, not from the mod's.
Err one cpu core
yes
No wonder lmao
Just wait for Stalker 2 for that kind of thing.
oops
Hello,
tldr mod idea - English item descripions with Russian in brackets.
Idk if that's the right place for ideas / suggestions. I've been learning Russian for 3 years now and came up with this idea to naturally learn new words by playing the game. Since gamma is both in English and Russian it shouldn't be too hard to do?
For example: water (ะฒะพะดะฐ)
Could be problematic with UI with too much text on the screen.
Thank you for your opinions on the matter!
it would double the required space for displayed text
fine for small things, but some items have hefty descriptions
Yeah, maybe just for the main description, leaving what it does, for example M1 med pack is soviet ble ble ble (Russian version) and heals / post heals section left entirely in English
anyone know of any way to make mutant pelt lose condition on hit? or is there any addon already that also work on gamma?
pelts last forever now make them kinda op
Does anyone know if the text override for MCM menus actually works? For example, let's say I have an option that looks like this:
{id = "show_f", type = "check", val = 1, def = false, text = "ui_mcm_milpda_showf"},
I want it to use that string, not the auto-generated ID string, because I have several menus with the same options for different items, and I don't want to have a bunch of unnecessary text string duplication when I can just reference the same string for all of them that should look the same.
However, MCM just seems to outright ignore these custom "text" fields. Instead I get this:
I'm kinda tearing my hair out over this because it's blatantly not doing what the documentation and common sense seem to dictate. Am I doing something incorrectly?
If you wouldn't mind taking a quick look at the above when you have a minute @simple scaffold, I'd appreciate it. I can't seem to get any element in MCM to acknowledge the existence of a "text" override for the usual default ID string. It acts as if those override fields just don't exist. All other functionality works as described in the documentation, so I'm not sure if this is a bug or if I'm doing something wrong that isn't obvious. Thanks!
Edit: never mind, I figured out what I was doing wrong. For anyone else: it's "hint" you want, not "text".
Sorry to bother!
I should add, this is on a clean install of 1.5.2 that has nothing on top except MCM and the mod I'm developing.
I believe I've found what is causing busyhands (and also seemingly random crashes), but could use another eye. Who do I talk to?
i didn't pick the key words and agree hint is a bit odd. I may add the text key to more items in the future, if only so i can use it in MCM itself.
Is there a mod that hides the Body health System but then have it appear when my inventory is open?
basically like this mod but updated for GAMMA
https://www.moddb.com/mods/stalker-anomaly/addons/eft-interface-for-groks-body-health-system
or this like @hasty reef said
https://www.nexusmods.com/stalkeranomaly/mods/16
Thanks for responding, I got it sorted all out. ๐ Now that I know what to look for it'll be fine, but yeah, I agree--I feel like "text" ought to more or less universally, well, display text. ๐
if i add text to settings it will be paired with desc allowing you to override the normal strings for name and the tool tip individualy with a non prefixed string key. Mostly so that you can feed in Item names and things. I've held off be cause it is one work, and two the current system of MCM generating the string IDs for most things prevents odd string collisions between addons.
It will be a power user feature hidden in a patch note most likely
It's a minor note of confusion in an otherwise fantastic tool.
Hey I don't really know if this is the right spot to share this so I'm sorry if it is not..I want to ask,is there a mod or is there a mod in the making that'll have the more centered gun position like in this vid?Personally i think it looks better than the other known mods' gun position
Or can i just make it myself by simply editing some files or what not?(Felt dumb asking this)
you can achieve it by adjust each gun by hand, so it's not simple or easy
use this or you will have a bad time https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
This must be it!
You think i can just slap this into Gamma?
Don't wanna break my game trying myself
it should work
worst comes to worst, you can do a reinstall of GAMMA and everything will be back to normal

Any way to add more spawns of military dudes in Agroprom? I think their base is too easy to steamroll, and I dont wanna crank up all human spawns 50% ๐
I bet the mod files have that region's spawns specified somewhere.
And I could add a few entries or modify a value there..
I have mod idea - gamma is about finding and repairing your gear - mod that causes technicans to not being able to repair suits if they didn't got tools - if you want to repair light type of armor you have to give technican earlier basic tools etc (only for armors because they are only cleaning rifle not reapiring it)
Give techs a basic tool > you can buy related armor repair kit > you can repair your armor
if you mean giving tools > pay roubles to straight up repair an armor you just skip all the armor parts scavenging, so why would you need armor parts to start with
I mean how he can repair for me skat-9 armor for money for example if he don't have repair kit's to work with. With money right now i can even in cordon get heavy armor and repair it at Xenotech but he still don't have light repair kit on stock
Well in gamma you can't repair armors for roubles unless you have custom addons
hmm i recently made reset with mods, reinstaled all addons etc
never mind (something gone wrong then)
What I mean is: design your stuff well before asking for help. If you want NPCs to be able to repair armors based on the tools they have in their possession, you need to delve into the following script:
There's the following code snippet:
CanRepair = inventory_upgrades.can_repair_item
function inventory_upgrades.can_repair_item( sec, cond, mechanic )
local kind = ini_sys:r_string_ex(sec,"kind")
if sec == "batteries_exo" then return false
elseif IsItem("helmet",sec) or IsItem("outfit",sec) then return false
elseif kind == "i_arty_cont" then return false
else return CanRepair(sec, cond, mechanic) end
end
This is what prevents in GAMMA to have techs repairing armors, helmets, etc
you can customise this function to your liking by checking if the NPC has the tool set and based on the object armor repair type
To check if an npc as some specific toolkits you can use something like:
local npc_sec = npc:section()
if npc_sec and db.actor:has_info(npc_sec .. "_upgrade_tier_1") then
printf("can repair armors with basic kit"
end
if npc_sec and db.actor:has_info(npc_sec .. "_upgrade_tier_2") then
printf("can repair armors with advanced kit"
end
if npc_sec and db.actor:has_info(npc_sec .. "_upgrade_tier_3") then
printf("can repair armors with expert kit"
end
this needs to be used in the correct script...
so taking the example above: item_exo_device.script
CanRepair = inventory_upgrades.can_repair_item
function inventory_upgrades.can_repair_item( sec, cond, mechanic )
local kind = ini_sys:r_string_ex(sec,"kind")
if sec == "batteries_exo" then return false
elseif IsItem("helmet",sec) or IsItem("outfit",sec) then
local repair_type = ini_sys:r_string_ex(sec,"repair_type")
local npc_sec = mechanic:section()
if npc_sec and db.actor:has_info(npc_sec .. "_upgrade_tier_1") and repair_type = "helmet_light" or repair_type = "outfit_light" then
return CanRepair(sec, cond, mechanic)
end
if npc_sec and db.actor:has_info(npc_sec .. "_upgrade_tier_2") and repair_type = "helmet_medium" or repair_type = "outfit_medium" or repair_type = "outfit" then
return CanRepair(sec, cond, mechanic)
end
if npc_sec and db.actor:has_info(npc_sec .. "_upgrade_tier_3") and repair_type = "helmet_heavy" or repair_type = "outfit_heavy" then
return CanRepair(sec, cond, mechanic)
end
elseif kind == "i_arty_cont" then return false
else return CanRepair(sec, cond, mechanic) end
end
so here's goes your addon basically...
@deft gate
guys,how can i get kidzukami reposition for glowsticks as a separate addon?I cant find it on moddb
The base weapon sway is tied to the weapon animation itself? Can it be changed on the LTX file or something?
can someone maybe go have a look in reshade and tell me what this issue could be, it only appears over the excavator in jupiter
@undone lily i have a question, whats the program you use to make mods? i wanted to practice but idk with what program to start.
Notepad and your brain
More seriously, Visual Studio Code or Notepad++
thanks
But you need knowledge of most files or what to search in the files to modify what you want + understand how script works if you want to mod
And usually depending on what you want to do, you need to know totally different things
Like some people are very good at UI, others at AI and quests, others at porting guns, others at making gameplay mechanics and balancing stuff, etc
gotcha, thanks
@undone lily With the tier system you made for stashes, can lower tier items still show up in higher tier stashes or are the tiers exclusive? Like can tier 1 items still show up in tier 2 and up stashes or only in tier 1 stashes?
Each map has a set of item tiers in stashes. Items are taken from these tiers
Basically a map can have 2,3,3,3,4
Meaning mostly tier 3 items but also more rarely tier 2 and 4 items
So in this example, when a stash is generated on that map it has a 20% chance to be a tier 2, a 60% chance to be tier 3, and 20% to be 4 if I'm understanding it correctly?
Yes
And is stash generation from completing tasks and purchasing them from Spore and Sid entirely random on the map?
Itโs one of the empty stashes of the maps connected to actual map you get stash info in
Connected is depending on one file, not the pda map per se
So getting tasks further up north and turning them in increases the odds you get more northern stashes? And say if I want more early game stashes to appear in the south I would do more tasks given by groups in the south?
Also could you tell me the file name?
So doing stuff for say... Sid and the CS base would generate more stashes in the further south of the map?
And Duty / Freedom would likely populate more of the center?
Here's the linked maps. Meaning, accomplishing quests or buying stashes in the [maps] have a chance to give stashes in the listed target_maps.
[k00_marsh]
target_maps = l03_agroprom, l01_escape, l08_yantar
[k01_darkscape]
target_maps = l01_escape, l04_darkvalley
[l01_escape]
target_maps = k00_marsh, k01_darkscape, l02_garbage, y04_pole
[l02_garbage]
target_maps = l06_rostok, l03_agroprom, l04_darkvalley, l01_escape, l07_military
[l03_agroprom]
target_maps = l08_yantar, l02_garbage, k00_marsh, l06_rostok, l03u_agr_underground
[l04_darkvalley]
target_maps = k01_darkscape, l02_garbage, l07_military, k02_trucks_cemetery, l04u_labx18, y04_pole
[l05_bar]
target_maps = l06_rostok, l07_military, l02_garbage, k02_trucks_cemetery
[l06_rostok]
target_maps = l07_military, l08_yantar, l02_garbage, l03_agroprom
[l07_military]
target_maps = l09_deadcity, l10_red_forest, l10_radar, l02_garbage, l04_darkvalley, k02_trucks_cemetery
[l08_yantar]
target_maps = l09_deadcity, l06_rostok, l03_agroprom, k00_marsh, l08u_brainlab
[l09_deadcity]
target_maps = l08_yantar, l10_limansk, l07_military
[l10_limansk]
target_maps = l10_red_forest, l09_deadcity, l11_hospital
[l10_radar]
target_maps = l11_pripyat, l10_red_forest, l07_military, l10u_bunker
[l10_red_forest]
target_maps = l10_limansk, l07_military, l10_radar, jupiter
[l11_hospital]
target_maps = l10_limansk, l12_stancia_2
[l11_pripyat]
target_maps = l12_stancia, l10_radar, pripyat, jupiter
[l12_stancia]
target_maps = l11_pripyat, l12_stancia_2, zaton, l12u_sarcofag
[l12u_sarcofag]
target_maps = l12u_control_monolith
[l12u_control_monolith]
target_maps = l12u_sarcofag
[l12_stancia_2]
target_maps = l12_stancia, l13_generators, l11_hospital, l12u_control_monolith
[l13_generators]
target_maps = l12_stancia_2
[zaton]
target_maps = l12_stancia, jupiter
[jupiter]
target_maps = zaton, jupiter_underground, l10_red_forest, l11_pripyat
[pripyat]
target_maps = l11_pripyat, jupiter_underground, labx8
[jupiter_underground]
target_maps = jupiter, pripyat
[k02_trucks_cemetery]
target_maps = l05_bar, l04_darkvalley, l07_military
[y04_pole]
target_maps = l01_escape, l04_darkvalley
If this also applies to the stashes you can buy from Sid and CS it seems like purchasing stash info is only viable early game since they can never generate stashes up north.
Simulation_objects.ltx
Thanks.
They can if you fill the maps iirc
Or they stop I donโt remember
But that requires purchasing them until all stashes are filled first and not picking up filled stashes?
That's not very viable lol
And not intended anyways
Gotcha.
Just do quests north
Iโll add more people in the north bases soon enough
Im reworking north spawns
So you wouldn't consider say an option to have different stash tiers purchasable by Sid and Spore with exponential increases in prices?
I guess it wouldn't be possible either.
Since it's dependent on the map the player is in when the stash is generated.
Fair, I think some factions don't even have northern bases.
I'm not sure say Duty or Clear Sky have a post in the north but I guess they can just use the loners posts.
@undone lily I'm also thinking of a color code for stash tiers, could just use the borderlands colors to determine tier color and to differentiate common stashes from rare stashes could have the rare stashes be a larger icon.
CS definitely do not. Would be cool to have little enclaves.
Ok, this is strange. No matter what trick I use, I can't seem to override the cost for scopes. Even separating that out into a file with a bunch of zz's, loading last in the order, nothing..
Anyone know which lines of the treasure_manager script determines the appearance of a stash on the PDA? I know a stash can appear white or green depending on if it is common or rare so which script determines that appearance and color?
is there a mod to make nvg's blue like white phosphorus?
treasure_manager.get_random_stash there is a line
local is_rare = caches_rare[str .. stash_name] and true or false
and caches_rare is populated from
ini_treasure = ini_file("items\\settings\\grok_treasure_manager.ltx")
I'm trying to figure out which file determines the color of the marker on the PDA. In Gamma common stashes are white and rares are green but in vanilla anomaly common stashes were green and rare stashes were purple.
im assuming its just a texture
Vanilla was green too, this is the file from 1.52 unpack
path -> \textures\ui
file -> ui_actor_hint_wnd.dds
Ah ok, it looks like there is a texture for common, rare, and the isg stashes.
ISG gets their unique red stashes
No I hate that kind of color codes for loot
People will expect crazy loot and find random shit in a high tier stash
Fair enough lol
Hello m8s
What about Gunslinger + FDDA animations, with change of needed anims, example only with flask, bandage and energy drink?
Hi guys, could you recommend good sources about mod creating? I would like to do my own
Thank you
Can someone enlighten me on how does the "Unlimited stashes weight" mod work? It only has 1 script file in its folder, which contains nothing at all
maybe it overwrites the script which says the stash weight is limited ?
byhaving the script file be empty
This is the only mod that has a file with this name, so that's not the case Wait a second
Yeah, that's what's going on it seems like 
Hello, do we have some ambiente sounds overhaul? i watched some older gameplay and it seems to have better ambiente sounds as the current version animals in the distance, rain, footsteps etc. i set my sfx volume to max but idk not a big change
A quick preview trailer video of the new Main menu design in Enhanced GUI Inventory video will be released.
https://www.youtube.com/watch?v=LBwvH1r5bYI
Enhanced Graphical User Interface is an Stalker Anomaly addon provides revolutionary S.T.A.L.K.E.R. experience. Which is still in development!
currently Enhanced GUI collaborated with G.A.M.M.A and Redux teams. you'll get their versions of Enhanced GUI in next builds.
ModDB page
https://www.moddb.com/mods/stalker-anomaly/addons/enhanced-gui
J...
hey everyone, so a mod i released contains 8 guns as of rn, will have 10 today, (with 3 mag options for 2 of the guns), I built a Zip Tree to act as a ghetto FOMOD in MO2 but it boosts my mod's filesize to 700mb, super inefficient, How hard would it be for someone who doesnt know scripting to create a FOMOD? (i learn pretty quickly with most things, but never tried scripting, but I want to make a FOMOD either today or have one by tomorrow. any tips or insights?
I removed my previous messages as I tested a bunch of stuff, but yea. I'm stumped. I can't override scope costs. The in-game numbers for several (ACOG, Leupold, Kashtan, etc.) don't even match what is defined in Boomsticks or Gamma Weapon Pack. I can't even find what is assigning them their prices.. And I know that it's attempting to load my changes - if I remove the '!', the engine freaks out that I'm overwriting and asks me to put it back.
Anyone have an idea what I'm missing here?
King
Anyone use Winter mods and which one to use for GAMMA?
Using YAWM just corrupts my shader cache.
yo guys, how do i use adega's Autum trees/grass?
i have aydins autum grass on atm?
should i just disable that, or how do i get the autunm one
I use yawm, everything works perfectly
I used to have YAWM which worked well. Right now I'm on Inverno, but I'm playing the pre 0.9 version. Inverno should be compatible with Gamma 0.9, check the ModDB page for instructions on what to disable. There's also Frozen Zone which I haven't tried yet
Mght be a bit to remember but when you release this can you just ping me so I can add changes to Soulslike to inject the button to the right place. I did this with EFP, works really well.
yo AlphaLion, do you know how i can get Autumn trees/grass with ADEGA installed? currenty have aydins autumn on so idk if ADEGA has autumn aswell
Unfortunately FrozenZone seems to ahve been taken down
I have no idea, never used either
I got it working without the shader cache breaking, but not everything is snowy...
turn off grass tweaks
Righto
Anyone knows where these icons are assigned and stored? The weapon upgrade tree icons
Does anybody know where the script is found to edit the "hint" lines for the companion wheel? For instance, you mouse over the stealth icon, it says "stealth". Mouse over it again it says "stop stealth". Any help is appreciated.
configs/text/eng/st_addon_companion_quick_menu.xml
or config/text/eng/ui_st_companions.xml
hell yeah thank you
actually think its the 2nd one
textures\ui\ui_actor_weapons.dds
@marsh vapor any chance you could send me a copy? I've checked like 5 mods related now and dont have it.
run that and then look in _unpacked
Anomaly 1.52\tools\_unpacked\textures\ui
Thank you very much
Does anyone maybe know where I can find information about actor's in-game name?
What it sounds like you want is db.actor:character_name()
Yes, it is exactly this. Thank you*
np! it's in lua_help.script, that's where you'll find the methods and attributes attached to the actor (and of most other classes).
I just wanted to ask you for this on PM, thx again then ๐
If you're new, _g.script is also where you'll find the global functions, and axr_main.script has most of the callbacks (functions you can put in your script, like on_game_load or on_actor_footstep, that get called whenever the thing happens)
I see, i will add this to Enhanced GUI seems like good mod.
Would anyone happen to know how I can edit the reputaion thresshold indications such as minor, moderate, major and maximal on pda?
I specifcially want to change the different tier indications to corrospond to some actual value changes/limits. Ideally 500=minor, 1500=moderate, 3000=major, and 5000=Maximum
Idk if someone already answered but i believe this is the mock-path in vanilla!
\textures\ui\ui_actor_weapons.dds```
not sure offhand where the coordinates are assigned for icons though
Does anyone know where you assign hud attributes to helms such as having a visor and making the gasmask breathing sound? I found somethings like [helm_respirator] 30 = level.add_pp_effector(\helm_respirator.ppe\3000,true) in actor_effects.ltx but adding new helms here doesnt add the breathing effects or hud
could this be the real 4k main menu?
Stalker is not designed to be played in 2K 4K resolutions. so can't help.
well damn, still awesome work






