#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 28 of 1

rich cargo
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Well you have ammo check on so you mag count is gone

balmy peak
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why is mag count gone?

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so if i turn off ammo check, mag count will be back?

rich cargo
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so you're left with just the fire rate unless you install the fire rate check mod to remove the "1"

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Yeah

balmy peak
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so i disabled ammo counter

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but now the ammount of ammo i have left is so far from the hud

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wtf

rich cargo
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Oh pachki

balmy peak
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wtf

rich cargo
balmy peak
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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

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why is this so difficult

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๐Ÿ˜„

rich cargo
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Slavjank game

tawny stream
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Your fire mode is right leg. That checks out.

balmy peak
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idk why my hud is like that

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like wtf

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like i want my BHS to look like that, where it corectly displays fire mode and ammo in mag

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but it doesn't

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if anyone can help with this let me know please

hardy hound
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if you play with mags redux and it dissapear, just enable them in the MCM menu of mags redux and done

balmy peak
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eneable waht in mags redux?

hardy hound
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i don't remember

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search/read in the mcm menu

marsh vapor
balmy peak
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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

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so i am fucking confused

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like there's a random 1 next to my leg aswell

marsh vapor
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Press keypad enter or H

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One of those

hardy hound
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well, i don't know what he did with the scripts/files

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probably messed up more

marsh vapor
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There's that too ๐Ÿ˜‚

balmy peak
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just tryna figure out why the fuck my bhs is not showing like the other guy that i took a screenshot of

simple scaffold
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no, that's how the gneric greeting system in the game works. it spits out a line based on the faction adn other things.

balmy peak
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idk wtf is going on

marsh vapor
balmy peak
simple scaffold
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it normaly exists. not in that location or font. that was changed by one of your huds.

balmy peak
balmy peak
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so idk what's going on now

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this is how mine currently looks like

simple scaffold
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gamma has it's own hud. I don't use gamma. i don't know what "normal" looks like for gamma

hardy hound
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just reinstall gamma

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and enable mags again

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go into MCM and select the mags redux tab and hide the magazines hud and enable the ammo counter

balmy peak
hardy hound
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thats one of the options

hardy hound
balmy peak
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idk someone said it will

hardy hound
balmy peak
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you can't enable/disable mags reduz whenever you want in a current save

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it messes somethign up

hardy hound
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i never said to disable mags redux

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only tweak it inside MCM in game

simple scaffold
balmy peak
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mhmm

hardy hound
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unless you mean you want to disable mags redux and go back to the default gamma hud without using magazines addon

balmy peak
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i want my bhs hud to look like that

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does mine look different, bcuz of having mags redux on?

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like it shows psy, rads icon, the firemode "A" and a number for ammount of ammo left etc

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mine doesn't do that, and has a random 1 next to the leg, that's the firemode

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as you can see mine doesn't have a rads bar, the psy text etc

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@hardy hound if you undersatnd what i mena

simple scaffold
balmy peak
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fixxed it, backed up everything of the game, re-installed, and it worked

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i also made a new profile, comparing the new one to gamma's default

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and some of my hud and other stuff's order wasn't the same

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so i made it the same, enabled the rest of the mods that i download and it all works now

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@simple scaffold

simple scaffold
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cool

balmy peak
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was a struggle, but yeah it works

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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

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so idk

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dunno where you put yours if you even using it

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@simple scaffold

simple scaffold
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i don't use BHS so i have it over my much wider health and stamina ui

simple scaffold
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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

balmy peak
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currently i'm doing it like this, so nothing interfers

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and it's not too hard on the eye

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above the buff's/effects/ away from the messages etc

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i tried putting it bottom middle, but that looks absurd haha

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think it looks nice

cerulean thorn
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hey question guys, is there a bullet camera for stalker gamma?

simple scaffold
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no. i am not sure that that could be done with out editing the engine

balmy peak
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so i just got a new bug

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if i zoom in, my menu goes over it?

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the fuck

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i tried shooting a guy while zooming in, and i did miss by quite a lot

balmy peak
simple scaffold
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nope. that's not one of mine.

balmy peak
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hahaa

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all good, will restart see if that helps

frigid hollow
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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?

tall sluice
regal bolt
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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

cinder light
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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.

wispy shoal
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Who knows what the name of the mod for the starting gear is like in the screenshot

cinder light
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Im just wondering if the dmg # on guns is reliable, or if i should just use whatever gun and focus on ammo

celest forge
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Ammo matters more than the gun itself I think

cinder light
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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

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Just not sure if those dmg numbers are a base value thats somehow calculated alongside ammo, or if ammo is the sole main factor.

celest forge
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Probably better muzzle velocity due to the long barrel?

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Idk

floral rune
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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)

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grok has tuned .45 in current patch so no idea how much that old testing holds up now

quiet charm
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damage calcs are in grok_bo.script within GAMMA close quarters combat

proven palm
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I demand SIN radsuit/nosrog

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Will give shekels

thorny hornet
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Someone know if this mod is compatible with gamma if i disable artefacts reinvention and perk based artefacts?

simple scaffold
random fulcrum
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the number you see on the ammo is literal flavor text

cinder light
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Ah. I gotta get to my pc eventually to dig around in scripts, but thanks everyone

past barn
random fulcrum
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ammo has a multiplier

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a modifier

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the "stat" should show the modifier instead of a nothing number

sand grove
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Where can I get the optional BHS files? Like for colors and additional information

past barn
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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

sand grove
random fulcrum
simple scaffold
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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.

daring mauve
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@simple scaffold is there any way to make an actual space appear in the HUD?
AP Slug

vale knot
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how does it write the text out?

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normally stuff will have an xml file that they pull from to get text

daring mauve
vale knot
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im not 100% on how it works tho, so im gonna let Raven explain it

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but usually ltx files will have the ID, xml will have the actual text associated to the ID

daring mauve
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eh, screw it, its not important. I'm going with AP.Slug

simple scaffold
daring mauve
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Also, I uploaded the mod, let me know if you think any credit/disclaimer needs to be added @simple scaffold

simple scaffold
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odd, i had never noticed that. generaly i use translation xmls for text, but that is kinda overkill for ammo types.

dapper meteor
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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

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thanks in advance yo

simple scaffold
rough merlin
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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```
thick loom
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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

simple scaffold
thick loom
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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

simple scaffold
# thick loom I see, i was thinking into something like this because texture packs (such as th...

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

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@river fjord is this something you understand? you do art

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oh they are busy. might still see the ping later.

obsidian aspen
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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.

hardy hound
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it will probably come up and you can locate easily

vast lava
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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

obsidian aspen
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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

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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

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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

vast lava
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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

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@obsidian aspen looks like its a no go

obsidian aspen
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heck

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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:

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Thanks for the help homie

soft badge
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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.

regal bolt
steady apex
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you need to edit maps in sdk

regal bolt
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in theory, could it be possible to connect all maps together and have no transitions..? heavy performance impact obvs??

balmy peak
regal bolt
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its not my video, its @hardy hound i have many questions about it aswell lol @balmy peak

balmy peak
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Aah alright, looks sick though

regal bolt
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fr

balmy peak
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Does anyone here know of a mod that works with current gamma to make the sky look better, like better clouds etc?

glass umbra
balmy peak
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What now?

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Oooh lol

round sun
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has someone made simthing like a walking dead ver of stalker

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i try looking up only reddit dis

quiet valve
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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

balmy peak
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Can you maybe send me some link, tried to searc but couldn't find any?

quiet valve
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I use the normal skyboxes because they're already nice so I'm sorry but I can't really help you

balmy peak
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All i found is this. But think this is already included by default

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My skies look shit though

quiet valve
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Did you edit the gamma load order?

balmy peak
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And then this is the reshade im using

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Idk if this will make any diff

balmy peak
quiet valve
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Did you add or remove any mods?

balmy peak
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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

quiet valve
balmy peak
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Mhmm do you knoe if that mod that I've sent above is included by default?

quiet valve
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The two sky mods I know is skies redux and ai upscaled vanilla skies so it's probably one of those

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I think gamma uses skies redux

balmy peak
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Alright then

dapper dust
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Can anyone tell me if there is a limit to goodwill/rep with factions?

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I want to increase the rep supply limits for trader

weak hull
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As of now, the limit is 3000. You will get messages but the number will not go above that.

weak hull
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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?

thorn stratus
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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

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also I wonder if it is possible to track if the player is moving or is still

round sun
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does anyone know of a last of us mod

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or zombie survivl

hardy hound
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there's a option like that in ZCP iirc, read it's modpage and see the steps to enable it i guess

regal bolt
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WHAT MODS ARE IN YOUR VIDEO YOU POSTED PepeHands

hardy hound
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some unreleased gunslinger anims

regal bolt
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i like the hud you have and the wild + rostok no transition thingy

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have download links or ??

hardy hound
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yea te wild+rostok is a single map

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it's a anthology map

#
AP-PRO.RU | ะะพะฒะพัั‚ะธ Stalker | ะกะบะฐั‡ะฐั‚ัŒ ะผะพะดั‹ Stalker | S.T.A.L.K.E.R. 2 | ะกั‚ะฐะปะบะตั€ ะผะพะดั‹

ะ‘ะปะฐะณะพะดะฐั€ัŽ @Kramer ะทะฐ ะพะฑะปะพะถะบัƒ ะบ ะพั„ะพั€ะผะปะตะฝะธัŽ ั‚ะตะผั‹ ะ“ั€ัƒะฟะฟะฐ ะ’ะš ะะฐะทะฒะฐะฝะธะต: Anomaly Anthology | ะ’ะตั€ัะธั: 1.0 (ะžะ‘ะข)ะŸะปะฐั‚ั„ะพั€ะผะฐ: ะ—ะพะฒ ะŸั€ะธะฟัั‚ะธ | Anomaly 1.5.2ะ ะฐะทั€ะฐะฑะพั‚ั‡ะธะบ: ะœะฐะบัะธะผ ะ ะฐั‚ะฝะธั‡ะตะฝะบะพะ”ะฐั‚ะฐ ะฒั‹ั…ะพะดะฐ: 6 ะฐะฟั€ะตะปั, 2023 ะณ. | ะžะฑะฝะพะฒะปะตะฝะธะต: 27.04.23 ะ“ะปะฐะฒะฝั‹ะผ ะดะพัั‚ะพะธะฝัั‚ะฒะพะผ ะฟั€ะพะตะบั‚ะฐ ัะฒะปัะตั‚ัั ะฟะตั€ะตะฝะพั ััŽะถะตั‚ะฝั‹ั… ะปะธะฝะธะน ะธะท ะผะพะดะธั„ะธะบ...

regal bolt
#

translation avaliable?

hardy hound
#

some translation is at anomaly discord addon releases channel

regal bolt
#

ya im totally lost

vale knot
#

itd be cool hearing the gunshots from wild territory chilling in rostok

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seeing how close they are to each other

regal bolt
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havent you seen this mans video hold on.

vale knot
#

ya i know lauta_ro always takes these nice videos showing WIP stuff

regal bolt
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idk if it will work in gamma.......

vale knot
#

map addons are out of my scope

hardy hound
#

like hide/delete 2k files and patch the 500 remaining floppa_pelmeni_2

regal bolt
#

500 files????????????????

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?!

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...

hardy hound
#

basically, if you want it to just plug and play for gamma

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wait i guess

regal bolt
#

omg.

hardy hound
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maybe I or someone else will release in months/years

vale knot
regal bolt
#

wat if i d o it my self

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i am willing to

hardy hound
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you do it then

regal bolt
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go into this rabit hole.

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take me by the hand?

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lead me ?

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make sure i dont trip..? ๐Ÿ˜Ÿ

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ok apart from the map mod or wtv what about yur hud mod

hardy hound
#

WIP

regal bolt
hardy hound
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i also don't use BHS so you will have to disable/tweak your gamma modlist

regal bolt
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what does bhs even do again

vale knot
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leg and arm damage

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etc

regal bolt
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oh i wanna keep that

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i like it

simple scaffold
# regal bolt oh i wanna keep that

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.

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that would let you use huds like the one above without giving up the limb damage. the mini BHS hud is informative enough.

thorn stratus
#

I need to see this movie, what is it?

glass umbra
thorn stratus
#

I more interested in the original movie this was taken. Maybe I'll do a meme search or gif search

hardy hound
#

it's a youtube video

cunning forum
#

quick question does anyone know in which ltx medical items are located? like the configs for Medkits, medicine etc

thorn stratus
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I am not sure if that is exhaustive

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In player injuries script there is defined the limb healing properties of drugs

cunning forum
#

I meant more like the item itself, like how many times can it be used, how much does it weigh etc

thorn stratus
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Do a text search for keywords in the Gamma mods folder

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Use something like vs code

cunning forum
#

I already did, IIRC it was called smth like item_drugs.ltx

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the same config as food drinks weapons etc

thorn stratus
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You can also use the MO virtual explorer and browse the ganedata configs folder

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There you can see all the configs ltx files that are loaded at launch

cunning forum
#

Okay so I checked everything and cant find what I am looking for, although I found the sleeping pills which is smth

thorn stratus
#

You could search on moddb for mods that change the number of uses of drugs

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And then check what files overrides

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Or you could expand all anomaly archives and search in there

regal bolt
#

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

gaunt pawn
#

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
regal bolt
#

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)

gaunt pawn
#

Z's?
Also MO2 shows no file conflicts

regal bolt
#

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

gaunt pawn
#

interesting

regal bolt
#

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

gaunt pawn
#

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

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Also why are you modifying "system.ltx" and not Ammo Maker's "items_ammo_parts.ltx"

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I changed it mimic your structure--- to modify "system.ltx"--- and it works perfectly. Weird, but thank you

regal bolt
#

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

primal acorn
#

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

torn vault
#

hi, how does one change the odds of dynamically-placed anomalies to appear?

thorn stratus
torn vault
thorn stratus
#

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

primal acorn
#

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

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I see their meshes in 76, but not the file Pulls hair out

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Nm, found the problem.. File calls itself w_aksu, internally is w_ak74u

vale knot
#

BAS moment

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To this day i couldnt find the textures for the scopes

primal acorn
#

Oh this is fun.. I just discovered a rather interesting bug I need to fix..

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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)

celest forge
#

I use the Pavel Plugin X-Ray blender

regal bolt
#

needa find out where the ui for pda is kept so i can change the color of it for personal reasons :3

tawny yoke
#

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

runic wedge
#

hey can someone help me? how can i enable 3d scopes?

simple scaffold
simple scaffold
#

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.

regal bolt
#

okay thanks g

balmy peak
#

Is it a mod or something?

regal bolt
#

i reskinned it my self lel

#

all you need is gimp

#

its pretty easy

runic wedge
simple scaffold
balmy peak
#

Is there any mod that makes npcs look better, like an graphics overhaul to npcs

simple scaffold
#

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.

balmy peak
#

Wich one would you suggest

simple scaffold
#

Dux Improved charecters and any of strogglet's stuff you like they should work together if dux's stuff is installed first.

balmy peak
#

Where is dux? Do you have a link for that one?

regal bolt
simple scaffold
# regal bolt 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" />
simple scaffold
#

idk, these texture defs are a mess.

grizzled mountain
#

Where this function prints its info? print_dbg()

simple scaffold
grizzled mountain
#

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.

simple scaffold
#

i'd try that

grizzled mountain
#

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.

grizzled mountain
simple scaffold
grizzled mountain
#

It all works great, apart from the part where game tries to spawn it in any inventory: trader or corpse.

grizzled mountain
#

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

grizzled mountain
# simple scaffold paste section

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```

simple scaffold
#

gun

grizzled mountain
#

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

balmy peak
#

@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

simple scaffold
#

neither do I

grizzled mountain
#

I can send you a zip with all this inside.

#

If you want to try it yourself.

grizzled mountain
simple scaffold
#

ah yes i moved our debug to mcm logging cause it is spammy as hell

grizzled mountain
#

Anyway, no nil values. ๐Ÿ˜ฆ

#

I've no idea what it's trying to compare and gets that number to nil comparison.

simple scaffold
# grizzled mountain

go into MCM's own settings. under logs check continus. redo crash send newm mgazines log

grizzled mountain
simple scaffold
#

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.

simple scaffold
#

this time the log will save every time print_dbg is called so we will know exactly what weapon section it is working on

grizzled mountain
#

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

simple scaffold
#

mag is fine. wpn_vityaz is missing a default mag i bet

grizzled mountain
#
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.

simple scaffold
#

that would do it.

it was right at one time

grizzled mountain
#

Yay, it worked.

#

Thank you a lot. Saved my day.

simple scaffold
#

and the magazines dbug option for the smae reason.

grizzled mountain
#

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.

grizzled mountain
simple scaffold
#

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

grizzled mountain
#

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?

simple scaffold
#

yeah, it was designed to make that very easy.

grizzled mountain
#

Task is to remove 9x18 mag and all related entries.

#

Not sure how to approach it... Or probably I could just leave it there.

simple scaffold
#

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

grizzled mountain
#

How do I change the MP7 configs though? w/o replacing original files seems impossible.

simple scaffold
#

yeah. that would require replacing the file or DLTX

grizzled mountain
#

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?

simple scaffold
#

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.

grizzled mountain
#

Ye, noticed that, it's just too bad that MP7 ended up in a batch file as a P90.

simple scaffold
#

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%

simple scaffold
grizzled mountain
#

So, anyway, where do I put this patch of mine?

#

mods posting?

simple scaffold
#

Since it is very gamma specific that probably makes sense

tranquil cargo
#

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.

balmy peak
vast lava
#

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

simple scaffold
balmy peak
#

aah all good

lament kettle
#

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.

balmy peak
#

@simple scaffold hey man, you remember that maghud thing you made for me for mags redux

#

nvm figures it out

simple scaffold
#

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

vale minnow
#

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

simple scaffold
#

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

vale minnow
#

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

sand grove
gaunt pawn
#

Is there a callback or some event for when the player crouches?

random fulcrum
#

check axr_main

#

for all the callbacks

gaunt pawn
#

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

steady apex
#

It's every frame

#

If you just update the current state in it, then the performance hit is undetectable

gaunt pawn
#

That sounds expensive, even for what would just be a simple check

steady apex
#

In reality it is not

#

There is a lot more shit going on magnitudes more expensive

gaunt pawn
#

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

steady apex
#

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

balmy peak
#

bcuz atm i barely can't see infront of me

steady apex
#

you have to edit weather files

balmy peak
#

do you know wich spescifc file, cuz i tried too but think i messed up and nothing worked

steady apex
#

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

balmy peak
#

i assume it is these

#

increase?

steady apex
#

yes

balmy peak
#

these?>

steady apex
#

yes

balmy peak
#

or should it be in weather graphs

steady apex
#

no its there

balmy peak
#

alright so just the distance nothing else?

steady apex
#

should be enough

balmy peak
#

too how much

steady apex
#

you can also decrease fog_density

#

idk

#

try double the value

balmy peak
#

alright wil ltry this

#

thnks

regal bolt
# sand grove Yo what song?

Provided to YouTube by Julie/Atlantic

pg.4 a picture of three hedges ยท julie

pg.4 a picture of three hedges/through your window

โ„— 2022 julie under exclusive license to Atlantic Recording Corporation

Producer: julie
Producer: Sonny DiPerri
Engineer: Jordan/Cantor
Engineer: Tyler Karmen
A& R Manager: Austin Rice
A& R Manager: Ian Cripps
Unkn...

โ–ถ Play video
balmy peak
#

can anyone reccomend any good sky mods for clouds etc

#

the 2k upscaled doesn't do much, already tried it

regal bolt
#

try ripping some outta AAA games

#

thats what i would do tbh rip sky textures outta games thaty have nice ones if its possibler

modern lintel
#

are the ground cloud shadows default anomaly or a mod? want to mess with them

violet ridge
balmy peak
#

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

modern lintel
balmy peak
#

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

modern lintel
balmy peak
#

Are you just using default

modern lintel
balmy peak
#

Mhmm, there is a 2k upscaled skyboxxes, but dunno if that is still compatible

#

Dunno if you'd know any of this?

modern lintel
sand grove
regal bolt
restive cradle
devout yacht
regal bolt
#

idk i said if its possible

devout yacht
#

Ik skyrim and fo4 had some pretty crazy mods for stuff like that last time I played those

#

Especially Fo4 with like 8k clouds Concerned

regal bolt
#

later ill look for the textures for clouds and sky

robust seal
#

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.

gaunt pawn
#

Is there a reason the level.get_music_volume() return value doesn't match the value in user.ltx?

gaunt pawn
#

Hmm, weird. I'm using both now, but still weird.

gaunt pawn
#

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.

marsh vapor
#

that way it can be used outside of gamma

#

if that is your intention

low spindle
#

Hey yall, does anyone know how to spawn items such as weapons with either fixed or variable levels of deterioration/use?

gaunt pawn
marsh vapor
gaunt pawn
#

Yeah, ig. How rude of me would it be if I just required the modded exes? ๐Ÿ™‚

marsh vapor
low spindle
marsh vapor
#

you just have to set the condition, you can spawn it with the parameter

alife_create_item(sec, npc, {cond = con})

low spindle
#

so to spawn from debug menu to player inventory a 50% ccondition AKs would be wpn_aks74{cond=50} yes?

marsh vapor
#

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

low spindle
#

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

marsh vapor
#

so you want lower condition from debug just to try?

low spindle
#

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

marsh vapor
#

i see, im guessing its ltx files that define all that somewhere

#

local ini_itm = ini_file("items\settings\new_game_loadouts.ltx")

low spindle
#

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

marsh vapor
#

checking

steady apex
marsh vapor
#

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

low spindle
#

@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

primal acorn
#

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..

slim sorrel
#

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

torn vault
#

@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

tough flame
#

I almost forgot to do this, my b

tough flame
#

yep

celest forge
#

Thank you friend ๐Ÿ™‚

tough flame
regal bolt
#

Hi

#

Is there any documentation for modding?

tough flame
regal bolt
#

Neat

tough flame
#

got some good info in the pinned messages

spare ermine
#

Anybody can help me add a single silly item to the game?

primal acorn
#

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

spare ermine
#

oh yea

#

I want to put in a single food item

#

how do I do that

primal acorn
#

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..

obsidian aspen
#

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.

simple scaffold
tired talon
#

anyone know if editing the viewmodel fov of knives/melee weapons is possible? if so what param handles this?

obsidian aspen
#

Be aware that the sprint anims for knives are janky af

primal acorn
#

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

empty gazelle
#

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.

empty gazelle
#

have a feeling it could be these

#

there's a fair few missing in here though

random fulcrum
#

they weren't patched then

sick seal
#

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.

dapper meteor
#

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.

sand grove
#

How do I make sniper damage more realistic when used on mutants?

quiet charm
#

You mean like the pseudogiants in real life?

vale knot
#

Anomaly has always had ass sniper damage vs mutants

quiet charm
#

If you want to change a guns damage, search for its ltx. If you want to change calibers search for weapon_ammo.ltx

low spindle
#

Hey yall, simple question. Where are helm properties such as "breathing sound = yes" and "breathing fog =" ect found?

sand grove
#

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

quiet charm
low spindle
#

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

sand grove
#

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?

quiet charm
#

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

random fulcrum
#

what is this guy trying to achieve?

#

higher monster damage?

#

it's script side

#

and it's not user friendly

sand grove
#

Mutants actually die reasonably from sniper rounds

#

Thats what Im trying to achieve

random fulcrum
#

so higher monster damage

sand grove
#

Yes

random fulcrum
#

it's script side

#

grok_bo.script

sand grove
#

A .338 should kill a pseudo dog outright

random fulcrum
#

yeah yeah whatever

#
        ammo_mult = 420.69
    end
#

paste that at uhh

#

line 233 in grok_bo.script

#

or around that

sand grove
#

420.69?

random fulcrum
#

use your brain

sand grove
#

Damn criy

#

I think I know what to do

random fulcrum
#

dude just

#

copy those 3 lines

#

and paste them in grok_bo.script

#

at line 233

sand grove
#

K

#

Did it

spare ermine
#

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

quiet charm
#

You wanna learn blender but 20 minutes is too much?

spare ermine
#

I have zoomer brain I cannot spare that much attention even if I tried

quiet charm
#

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

spare ermine
#

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

quiet charm
#

Congrats on your carpet thing

#

keep at it or find a hobby you enjoy kekw

spare ermine
#

hold on

#

Im playing around with the other meshes

#

maybe i can figure this shit out

quiet charm
#

you can indeed

regal bolt
#

is there a theoretical limit to the amount of tracks on the radio playlists mod?

regal bolt
#

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.

steady apex
#

for the first question, i dont think so

regal bolt
#

i didn't assume so, but ya can never know

#

thank ya brah

full notch
#

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.

tidal arrow
lean apex
# tidal arrow 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.verynice

tidal arrow
random fulcrum
#

yes very much

regal bolt
#

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

karmic orchid
#

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

hardy hound
#

i don't think theres any guide or that it's any simple to begin with

karmic orchid
#

Oh I am aware that it will not be easy... ๐Ÿ˜ฆ

#

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

sharp verge
#

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

sinful pawn
#

ye its like the people who made a MP mod for fallout new vegas, not easy by any means at all

karmic orchid
#

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

sick seal
#

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.

soft badge
#

Sorry, uninstall, launch the game, make a save without the bad item, then reinstall.

sick seal
soft badge
sick seal
#

is the issue i had to rename the scope to fix. so keeping the references, wouldnt that cause the same crash again?

soft badge
# sick seal how would i keep the scope references and not crash? mind explaining? while im g...

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.

sick seal
#

the old version did this for some people. not everyone. whoever had the mod that already had an LCO in it.

soft badge
#

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.

sick seal
#

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.

soft badge
#

Got it. In that case it should be fine.

sick seal
#

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.

soft badge
#

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.

sick seal
#

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.

soft badge
#

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.

sick seal
#

okay awesome.

#

thanks a million!

soft badge
#

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!

sick seal
#

question, if the scope is injected via Traders, could i use BAS gun despawn script, but alter it to just my assets?

regal bolt
#

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"?

soft badge
#

That's your bread and butter for rolling through a table of keys and their values.

regal bolt
#

Okay, so i got to write down every item I want to loop first, is this correct?

soft badge
#

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.

regal bolt
#

Okay, thanks

soft badge
#

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?

regal bolt
#

@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?

regal bolt
#

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

soft badge
# regal bolt For item in [table_of_items_written_in_by_list_(etter_ecologist_report_1_of_3, l...

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.

regal bolt
#

Okay, I see now. Thank you for your time

empty patrol
#

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

lean apex
narrow stirrup
#

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?

simple scaffold
simple scaffold
narrow stirrup
shell knoll
#

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?

simple scaffold
shell knoll
#

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.

undone lily
simple scaffold
# shell knoll Notice the white circles are actually ovals. When using 2d PDA, this is not an i...

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

shell knoll
simple scaffold
#

been fixing what i can. 3dPDA is beyound me.

sick seal
bronze wharf
#

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

random fulcrum
#

xray pavelblend plugin for blender

bronze wharf
#

Got it! Thank you sooo much!!! @random fulcrum

polar magnet
#

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?

simple scaffold
gaunt pawn
#

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

arctic relic
#

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.?

regal bolt
#

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

lean apex
# arctic relic Hey all I'm starting to learn this pavel blender plugin - I'm wanting to modify ...

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)

icy quest
#

Id like to add the M82 into the Merc NPC equipment pool, what would the process look like to do that?

violet ridge
#

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

past barn
#

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

hasty scaffold
#

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

torn vault
#

@hasty scaffold this will double your gpu usage, that's why almost no games have such features

remote venture
#

If I wanted to from scratch remake the actor voice for kills, jams, pain, death, etcโ€ฆ

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?

violet ridge
#

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

remote venture
violet ridge
#

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)

remote venture
#

Good point, it would just be cool to say. Here are the recordings, plug em in, make โ€˜em work. Hereโ€™s money

violet ridge
#

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

remote venture
#

Fair, asking the author who already did such a thing feels like a good start.

violet ridge
#

i'd recommend taking the mod apart on your own first

#

learn what makes it tick

remote venture
blissful dune
#

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.

hasty reef
#

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?

Nexus Mods :: S.T.A.L.K.E.R. Anomaly

Anomaly styled EFT Interface for Body Health System.

hasty reef
#

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.

daring mauve
#

are there any mods that remove minimap and pda map transparency?

past barn
#

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

primal acorn
#

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?

vale knot
#

Dltx has a means of removing sections iirc

primal acorn
#

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 UltraCryLaugh

vale knot
#

You mean the dltx-ify tool? That what you used?

zealous copper
#

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?

primal acorn
#

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..

zealous copper
#

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

primal acorn
#

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

random fulcrum
#

no you can't

#

attachments on guns are baked to the model

zealous copper
#

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

random fulcrum
#

you can

#

but not through only text

#

besides it will look dogshit

#

having anomaly's lowpoly models with the 4 trillion polygon bas scopes

vale knot
random fulcrum
#

it's a vanilla gun

zealous copper
#

yeah true

#

models not awful

celest forge
#

Just takes a lot of time

pastel sage
#

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

primal acorn
#

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..

zealous copper
celest forge
#

Considering StCOP has like

#

300 guns

#

Unlikely someone will actually do that tho

blissful dune
#

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?

hasty scaffold
hasty scaffold
blissful dune
hasty scaffold
undone lily
hasty scaffold
#

No wonder lmao

near verge
#

Just wait for Stalker 2 for that kind of thing.

vale knot
karmic heath
#

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!

violet ridge
#

it would double the required space for displayed text

#

fine for small things, but some items have hefty descriptions

karmic heath
tawny yoke
#

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

soft badge
#

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.

stuck spear
#

I believe I've found what is causing busyhands (and also seemingly random crashes), but could use another eye. Who do I talk to?

simple scaffold
dapper meteor
#

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

Mod DB

Add EFT Interface from EFT MEDICAL INTERFACE To GROK'S BODY HEALTH SYSTEM REDUX 3 Different Interface style

Nexus Mods :: S.T.A.L.K.E.R. Anomaly

Anomaly styled EFT Interface for Body Health System.

soft badge
simple scaffold
#

It will be a power user feature hidden in a patch note most likely

soft badge
#

It's a minor note of confusion in an otherwise fantastic tool.

nimble moss
nimble moss
# nimble moss https://youtu.be/K-Yfp1PKCHU

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)

regal bolt
nimble moss
#

You think i can just slap this into Gamma?

#

Don't wanna break my game trying myself

regal bolt
#

it should work
worst comes to worst, you can do a reinstall of GAMMA and everything will be back to normal

nimble moss
#

Yeah i guess i'll try

#

Thank you so much bratan

regal bolt
hasty comet
#

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% ๐Ÿ˜Ÿ

hasty comet
#

I bet the mod files have that region's spawns specified somewhere.

#

And I could add a few entries or modify a value there..

deft gate
#

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)

undone lily
#

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

deft gate
undone lily
deft gate
#

hmm i recently made reset with mods, reinstaled all addons etc

#

never mind (something gone wrong then)

undone lily
#

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

lavish herald
#

guys,how can i get kidzukami reposition for glowsticks as a separate addon?I cant find it on moddb

fair granite
#

The base weapon sway is tied to the weapon animation itself? Can it be changed on the LTX file or something?

balmy peak
#

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

mortal grove
#

@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.

undone lily
#

More seriously, Visual Studio Code or Notepad++

mortal grove
undone lily
#

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

shadow hull
#

@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?

undone lily
#

Basically a map can have 2,3,3,3,4

#

Meaning mostly tier 3 items but also more rarely tier 2 and 4 items

shadow hull
undone lily
#

Yes

shadow hull
#

And is stash generation from completing tasks and purchasing them from Spore and Sid entirely random on the map?

undone lily
#

Itโ€™s 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

shadow hull
#

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?

shadow hull
undone lily
#

Yes

#

Ah I forgot itโ€ฆ

#

Let me find it

shadow hull
#

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?

undone lily
#

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
shadow hull
#

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.

undone lily
#

Simulation_objects.ltx

shadow hull
#

Thanks.

undone lily
#

Or they stop I donโ€™t remember

shadow hull
#

But that requires purchasing them until all stashes are filled first and not picking up filled stashes?

undone lily
#

Yes

#

Itโ€™s dumb

shadow hull
#

That's not very viable lol

undone lily
#

And not intended anyways

shadow hull
#

Gotcha.

undone lily
#

Just do quests north

#

Iโ€™ll add more people in the north bases soon enough

#

Im reworking north spawns

shadow hull
#

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.

shadow hull
#

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.

shadow hull
#

@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.

tawny stream
primal acorn
#

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..

shadow hull
#

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?

twilit patio
#

is there a mod to make nvg's blue like white phosphorus?

marsh vapor
shadow hull
marsh vapor
#

im assuming its just a texture

marsh vapor
#

path -> \textures\ui

#

file -> ui_actor_hint_wnd.dds

shadow hull
#

Ah ok, it looks like there is a texture for common, rare, and the isg stashes.

near verge
#

ISG gets their unique red stashes

undone lily
#

People will expect crazy loot and find random shit in a high tier stash

shadow hull
#

Fair enough lol

grave cairn
#

Hello m8s

#

What about Gunslinger + FDDA animations, with change of needed anims, example only with flask, bandage and energy drink?

opaque crescent
#

Hi guys, could you recommend good sources about mod creating? I would like to do my own

marsh vapor
#

This helps, look at other mods, look at the Anomaly source

opaque crescent
#

Thank you

past barn
#

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

violet ridge
#

byhaving the script file be empty

past barn
#

This is the only mod that has a file with this name, so that's not the case Wait a second

past barn
desert ermine
#

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

solemn pelican
#

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

INC

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...

โ–ถ Play video
sick seal
#

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?

primal acorn
#

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?

solemn pelican
teal pier
#

Anyone use Winter mods and which one to use for GAMMA?

#

Using YAWM just corrupts my shader cache.

balmy peak
#

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

marsh rover
past barn
marsh vapor
balmy peak
#

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

marsh rover
#

how i can test pda sounds?

#

mainly quest receive sound

teal pier
past barn
teal pier
teal pier
#

Righto

celest forge
#

Anyone knows where these icons are assigned and stored? The weapon upgrade tree icons

shell knoll
#

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.

marsh vapor
#

or config/text/eng/ui_st_companions.xml

shell knoll
marsh vapor
#

actually think its the 2nd one

marsh vapor
shell knoll
#

@marsh vapor any chance you could send me a copy? I've checked like 5 mods related now and dont have it.

marsh vapor
#

run that and then look in _unpacked

#

Anomaly 1.52\tools\_unpacked\textures\ui

celest forge
regal bolt
#

Does anyone maybe know where I can find information about actor's in-game name?

soft badge
regal bolt
#

Yes, it is exactly this. Thank you*

soft badge
regal bolt
soft badge
solemn pelican
dapper dust
#

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

low spindle
#

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

broken galleon
solemn pelican
broken galleon
#

well damn, still awesome work