#╙🖇mods-making-discussion
1 messages · Page 29 of 1

Any mods that recolour the BHS system? Having a hard time reading it with YAWM lol.
Hello everyone, any tip on where are Knife impact sounds? I wanna implement better stabing sounds. I've found these files, but they haven't change the sound effects
"\sounds\material\human\collide -> clothes1; clothes2; clothes3"
These are the 2 that I know of:
#1065248535588634685
#1089545722396934234
the sounds i want to replace
Thanks mate, appreciate it.
sounds\material\human\collide
@thick loom ?
could be these
just being altered by script for variation
or engine

Yeah, i replaced it with the sound i want, it even overwrote Soundscape Overhaul addon
This is what i want to replace it, something more gore. But no success (at least now)
Its the same sound when you stab a dropped outfit
yeah im tryna find it but thats the only one that sounded close
Yes, im gonna post on Anomaly discord to see if they know something

And other sounds.DB doesnt seems that this sound will be there
got one more idea what it might be
All ears
Yeah, gonna search more, Tks for you help!
On the loadout files, what does the ":0:r" do
first number is the attachments the gun spawns with iirc
1 = scope
r = random
0 = no attatchments
but i might be spouting nonsense
So if I wanted my guns to spawn with random scopes i would do "wpn_gun:1:r"
Generally what I do with stuff like that is text-search the unpacked files for the filename, find which script reads it, and see what it does with the exploded string.
no
wpn_gun:r:etc
for random scope
second number is ammo type npc uses
gimme a minute ill find what momo told me about it
@celest forge
to find the # for a specific ammo type youll have to look in the weapons ltx
So random attachment and random ammo would be wpn_gun:r:r
yeah
for this example (the AK12) 0 for ammo would give you 5.45 fmj
1 would give you old 5.45 fmj
so on
So, I restored the ability to have the Kiparis in the Vision/Melee slots. What lines would I need to edit to have a Detector out with it?
Someone HAS TO add this to GAMMA https://en.m.wikipedia.org/wiki/UVB-76
UVB-76 (Russian: УВБ-76; see other callsigns), also known by the nickname "The Buzzer", is a shortwave radio station that broadcasts on the frequency of 4625 kHz. It broadcasts a short, monotonous buzz tone , repeating at a rate of approximately 25 tones per minute, 24 hours per day. Sometimes, the buzzer signal is interrupted and a voice transm...
This is one of the russian ghost signals from the 70's that still come up in today's radio equipment
There is a section for something called monolith
in Afghanistan afaik many us soldiers experienced this phenomenon
there are some creepypasta stuff related to this too :3
Overall this is basically made for stalker:3
Is it possible to get a Pin within my mod post? I'm at 200 replies and it's getting a bit annoying to get to the top 
Is it possible to, inject crafting recipes into the game without editing the craft.ltx?
I remember there's a mod did it, but I don't remember the name
There's a workshop_autoinject.script file that comes in many mods, and it does exactly that, works a charm
Pretty sure it's in at least one or two GAMMA mods
Ok thanks, will check that out
Is there a way to make hd models pack work with latest gamma ?
Ping a mod to pin the original message
How does workshop_autoinject.script works? Do I need to edit the script file? I am not very good at these scripts
Nvm I think I figure it out
I used it in a pretty simple and modular way in a couple of my mods, but I wouldn't say that I understand it well.
If you want, I can zip up a stripped-down example.
Ask in a support room. But also I suggest the search option. This question has been asked and answered approximately a hundred times a day every day since gamma was released.
can anyone who has latest gamma tell me if vfx particles are packed or unpacked
when you open VFX folder, is there a particles folder inside with this
i havent updated in like 2 weeks or so but there really havent been any noteable updates so ill say im up to date
Any efficient way to make the position of a world model of a gun correct in the stalkers or is it one of those "change and reload till you get it right" things
its just ltx editing yeah?
Yeah
make the changes, open debug and on the top right menu there should be like
"reload system ini"
hit that then select
"reload game"
changes should take effect
Yeah i know that
Just hoping there was a way to do it with blender or the SDK or smth
idk how fast your pc is but one loading screen between changes isnt bad at all
better than restarting the game
but i know what you mean, you wanna see changes real time
Specially since you have to be chasing a stalker, hoping they pull out the weapon, stand still enough to see if the position is correct or not
thanks bro
@celest forge usually what i did for weapon HUD positioning before i learned about draggable hud editor, was i wrote down what value did what
like if increasing X value moved gun right or left
so on
that helped me a little bit
id imagine
Or make stalkers stand still
usually for stalkers holding guns they tend to be not perfect 70% of the time
I say, as long as the gun is actually in both of their hands its good

trying to figure out some scripts magic. How I can I find out what the xray engine offers in terms of api, like whatever ActorMenu.get_maingame() returns
I don't see in anomaly scripts an implementation of get_maingame() function so it has to be from the engine?
source code helps
Anyone know how to change the font and size/location of the compass instead of minimap mod? Was recommended I post here instead of support-custom-modlist.
Can you show exactly what you want to change?
whats wrong with actual anomaly sources?
nothing, I found the wrong github
This is from the Moddb site, I essentially want it in the Soviet style in the more traditional font with the alternative border on the right hand side and maybe 50% the usual size. I thought it would be a few simple changes in a config file but there weren’t any good instructions in the description on moddb. I’m just using the version included in GAMMA by default but I’ve changed the load order so it overwrites the GAMMA minimalist hud.
https://bitbucket.org/anomalymod/xray-monolith/ this is the one
check this, compass with waypoints 😄
a new endeavor
I haven't used this mod so I might be wrong here, but I assume it works on the same principles as the actual minimap, just with a different position and scale on the screen. The visual appearance should be just 1 texture file (compass.dds I believe). If this mod you're referring to has the same files as the default MCME minimap in Gamma 0.9, then this guide should be helpful:
#1081610248206426134 message
If not, then I'm not sure
I've asked this in newbies chat and i was told to ask here
Does anyone know how the gun jam % works? Is it just based on the overall weapon condition, or is it based on individual parts? Say if i have a gun with just 1 x yellow/red part will it jam less than a gun with 4 x yellow/red parts? and does how clean the gun overall also affect that % chance?
and do the different parts have a different weight when it comes to how frequent things jam?
I don't know tbh but if you want to dig you can check these scripts
How do I use the lua_help.script?
thanks!
ur welcome
It’s a start at least, thank you!
has anyone gotten HD models to work with gamma?
check #1035807043933720576
Does anyone know if there is any possible way to get MCM to return the full literal input text from an input field instead of stripping out all the whitespaces? For example, say you have this menu entry:
{id = "sometext", type = "input", val = 0, def = "test text"}
The text displays as expected, with the whitespace. I then type "new text" into the input field. MCM correctly displays "new text", both before and after applying changes.
However, as soon as I exit the menu, then return to it, all whitespace has been stripped from the value, making it "newtext", and ALL attempts to query the value return the stripped text.
Any idea how I can get around this issue?
Okay, i did a bunch of digging and testing and i can kinda answer my own question from before but without exact % chances:
So all the weapon parts affect the total chance to jam equally because it takes the average across all the part conditions excluding the barrel, combines that with your weapon condition, and works out if you will jam or not. However, there is 2 big caveats:
If your trigger is damaged, then that has a chance to cause a jam independent of the condition of everything else.
So even if you have a shiny 100% gun but a shitty trigger then you still have a chance to jam all be it fairly low, for example if your trigger is on 1% and everything else is 100% the chance to jam is at most 8%.
The second caveat is that even if all your parts are 100% condition, your gun can still jam based on the overall gun condition or how "clean" it is. however i'm yet still trying to work out how that part of the jam system works.
the script that is responsible for parts jamming and the trigger jamming was found in the file "arti_jamming.script" with it grabbing info from "a_arti_jamming_mcm.script" for things like the coefficient.
but i couldn't find where the other jamming script was, only thing i found was this in the debug menu
i couldn't really figure out how to test it properly or get the console to display the values since im not really a modder or familiar with programming too much. Is anyone able to at least confirm that that is the correct calculations for the other jamming system?
Oh perfect, thankyou!
noob question how would one go about adding new magazine types i want to add a 75 round ak 47 drum and i have 0 clue where to start
is there anyone who speaks both English and Russian and can help me with something? someone on mod db gave me a Russian text file, he translated some things for my mod, but I dont know the guy, and want to make sure theres nothing fucked up written in there before i post it. any help at all would be greatly appreciated!
Pm me
How would I change the repair kit needed for a weapon? I downloaded the arisaka mod and it needs an advanced kit but I think historical would make more sense
that's because the arisaka isn't designed for gamma
look for repair_type in the weapon's .ltx file
and change if from rifle_7 to shotgun
Hi. So far I am enjoying GAMMA very much. The only thing that I do not like is because of trading system, I usually end up always with non faction suits. There is the possibility of exchange, but it is kinda limited. So. Is there any mod I can use which: 1) make exchange more variable, including all factions armor there or 2) allow faction traders to sell faction armors ,preferably in very low condition and maybe even randomly, to keep spirit of the GAMMA? If it is not the case, can someone help me which files to modify to allow this? I did a little modding for basic anomaly for myself, and I understand I need to modify GAMMA economy files.
I made a new ammo and balanced it in regards to vanilla Anomaly. Now, I want to make a GAMMA compat, what GAMMA mods/rebalancers do I need to dissect to be knowledgable enough to be able to do so ?
good idea...
Hello I am kind of new to the whole modding scene I recently made a so-called mod that just adds an already existing outfit but with better stats. However, when I equip it the 1st person visible body mod shows me the default no outfit instead of the outfit that I made respectively is there any way to change that?
if your mod adds a new one, then probably it's not defined properly for visible body mod to use
it's better for your mod to inherit off the outfit you are editing/basing your outfit around, then it should still correspond to proper visible body, however I cannot be certain as I never looked at that mod
best to find out is for you to dissect visible body mod and see how it recognizes what outfit the player is wearing at any given time
If anyone can help I'd appreciate it, I'm currently trying to change the sound and recoil of a pistol and the problem comes from either the sounds not being replaced or the gun being silent when firing. As for the recoil I am just lost on what I would need to change within the ltx file in order for it to not break anything.
I want to change console command argument range, do I have to compile my own .exe file for it? Or is there a convenient file holding ranges?
if gun is silent, it's quite possible you replaced the correct file, however STALKER uses a specific audio freq range and encoding, and if yours is not correct, it will not render the sound. I don't remember off top off my head, best consult with Anomaly modding book
Ah okay then that's def a start then, I'll have to find that modding book
I'm trying to get a list of values for things like misfirecondition/probability for all the weapons, is there an .ltx with all the weapon values together? i can only find seperate individual ones so if there's an easier way of finding the values instead of having to go 1 by 1 (without making a script). also im a bit confused with the overheat mechanic, as i understand its been disabled? So in the scripts that control jamming and part damage that use overheat as a modifier its just set as 1 to not change the value?
Any way to do this for Stalker? Sorry if this is a stupid question.
https://www.youtube.com/watch?v=d6sVWEu9HWU&t=1056s
The following video demonstrates the use of Inworld AI to power NPCs in Skyrim with a custom-built story engine for dialogue interactions.
With Inworld's powerful AI character platform, you can now chat with NPCs in Skyrim on your own terms. Get almost instant responses that stay true to each character's unique personality, and immerse yoursel...
Hey quick question, whats the format to DLTX Overwrite a custom Mags Redux patch? for the life of me I cant get mine working, and its the only thing holding up releasing the final build of the mod Im working on.
DLTX Overwrite Mags Redux WITH A CUSTOM PATCH is what i mean to ask ^
what do you want even to DLTX into there ?
The removal of the Extended Magazine use and changed to the Fast Magazines. basically.
I keep running into problems where either the mags patches created are considered Duplicates = Fatal Error, or They Are Ignored and Mags Redux Patch Base Options Are Used. Or The Guns Dont Use Mags Redux Options At All and Just Act Normally (as if mags redux was never installed)
because I never had to DLTX a Mags patch before so am unsure of the format, or how to title the file.
mod_system_"weapon name".ltx or mod_"weapon name".ltx and do they go in Configs folder or Configs -> Magazines -> Weapons
mod_system*
um, not sure if a question for here but it is about a mod. i've seem screenshots with people having mask overlay look sick, like an actual mask instead of the weird water droplet effect normally, what mod is that ?
and is it just a singular "picture" or does each mask have its own :
exactly what i meant 
I figured out the sounds but I'm still a bit lost on the parameters to change for weapon recoil
From the guide it seems it might be related to fire_dispersion_base but from the description it's not adding up to me
^ i believe in 0.9 GAMMA now there is a seperate recoil overhaul
Hey, no possible to modify traders to sell damaged armor then?
Anyone know if there is a run command/ script that can be ran in game to check the current population of the playthrough? I know that when a new game is started it tells you how many registered individuals there are in the zone but its only seen at the start of a NG, just wondering if theres any way to activate that to check population mid game
Do you guys know where the player damage immunities come from in GAMMA? Immunities in actror.ltx don't work for me while jump height for example does work when changed.
Actor damage balancer
but grok immunities aren't even used in gamma
the adb doesn't make the damage go through the engine
immunities do affect how the game displays stats in the inventory
but for the purposes of actual math
only rads and psy immunities actually get used
Hi, are Blindsides animations used on this pack but overriden by Gunslinger/BaS for some guns? I'd like to set Blindsides animation for pistols like APS, is that possible?
Hey, gotta question. Redirect me If I am in wrong place. Is there any command or way to see how many Stalker currently live in my Zone? Like when you start game and get communicate about how many stalkers are currently in PDA system all around zone?
Is there any UI mod that looks a lot like this, with this faction graph style at the top but fully compatible with GAMMA and in the same style?
It is Modern UI, but requires certain GAMMA mods to be disabled, and it also doesnt show the psy-bar in BHS for some reason
that is not correct. the mask mod is https://www.moddb.com/mods/stalker-anomaly/addons/navs-4k-definitive-masks-10
I linked that but the message you sent there cuz I was bein extra lazy
ahh, right. I did not see where the link was going to
Ye although paired with dynhud is ideal 
however check out latest version of dynamic hud. I made a compass with map markers and waypoints https://youtu.be/I4FnnYUACzs
you need to make a patch for every hud and of course if you use dynahud too, which is a pain in the ass
so i wanted to change the campfire textures and idk which file changes them.
ik it's in cinematic vfx but which file?
Basically, I just want this in my inventory, no other changes:
Does anyone know how I could edit gasmask shaders to remove this gross grey oval banding you get at ultrawide resolutions?
https://discord.com/channels/912320241713958912/1065248535588634685 you could try this
this option maybe
That has resolved most people's hatred of the effects.
cheers buddy, I tried that one out though, the overlays are cool but it still has the same issues at night time with the banding and reflections having this weird oval too
I have not used it because my pp is small and I only have a respirator.
Ahh
That sucks
seems to only be an ultrawide thing, it all looks great at 16:9
I will have to mess around. I am on UW.
yeahh i've seen you around in girthybois
Everybody goes UW only to realize all of the issues it causes
part of going ultrawide is spending hours fixing stuff for sure
Does anyone know which files control which items are post-heal/first-aid? I want to make morphine and metamizole post-heal as well as first-aid. Please ping me with a reply, thank you.
closest thing i found was this
I'll give it a look. Thanks.
got lovely stuff like this in that file
I kinda wish there was a way to make it so that healing artefacts and resting by campfires also healed limbs, but that would likely require a custom script and I have absolutely zero programming ability.
read through these.
Good stuff. Thank you very much.
stalker 2 is on UE5 so will mod dev be affected?
that goes without saying ?
even if it's UE5 based, there will still be inherent question how mod friendly devs make the game
Thats just like vanilla
Hey, gotta question. Redirect me If I am in wrong place. Is there any command or way to see how many Stalker currently live in my Zone? Like when you start game and get communicate about how many stalkers are currently in PDA system all around zone? Or maybe some file that keeps track of those numbers?
Tried searching for this myself, don't think there is nope. You can go PDA>statistics and if you're low rank you'll be at the bottom of the pop, but that's about it. It's gotta be stored somewhere since it pops up at the start but..
Yeah, exactly. I am no IT guy but it should be stored somewhere. Like a list of stalkers or as you said, the starting count.
I will dig more into the topic after work, tried to chat it out yestarday with few people but to no avail.
I might misunderstand mechanic too but I have another question. Is there like some new game loading sequence to generate things? Like a file or smthing of this type? I would expect it to generate game based on values you provided in character creation screen and start by spawning adequate number of stalkers within parameters of game difficulty and propably a little bit of rng(maybe even faction factor).
try looking in the A-life files maybe you'll find something there, i think there's a file called "alife_storage_manager"
Yeah here it is
have you guys tried asking in Anomaly Modding Code channel ?
you are more likely to get answer there
more people experienced with the deep code

the anomaly modding channels have the deep knowledge. they aren't going to know every random change gamma has made, and when what you are trying to do runs into those they will send you back here simply because gamma changes too much for them to try and learn. (heck gamma changes my addons in way's i've given up trying to support, it is incredibly frustrating actually)
But if you want to know how the core anomaly systems work, alife, tasks, dialogue, ai, the engine itself. the knowledge there is deeper, years of accumulated experience.
Thanks for answers guys!
I will look up the Anomaly modding code channel later
it is brilliant idea, I just did not know about it
oh
cool, I will gladly look it up later
thank you guys 🙂
Let the Gachi protect you on your journeys and your code always work even if shouldnt.
Wow, adding to collection 
When it comes to making your own scripts it doesn’t matter usually if you play on anomaly or gamma.
When you change existing stuff, gamma is much harder because of all the compatibility Patches, monkey patches etc.
But once you know the relevant files, you can simply check who edits these files in MO2 and start modifying these to make your mod compatible with GAMMA.
I would say the easiest for this is to simply start by searching the dialogue line in the game files (anomaly/tools/_unpacked). Then get the reference string id of the text. Look for the reference string id in the game files. This should point you out to the script launching this dialogue line on the game start. Simply make a new script using the same code bound to a on keybind press callback for instance. Pressing that key should trigger the code and display the message line in game.
One of the ways I like to trigger something when I'm trying to quickly test what it does is to bind it to on_actor_footstep. Then I can trigger it almost instantly after game load, but only when I'm ready to.
Sounds like a great plan. In few hours I will be free and will dig into this. You all are great. I am not so acustomed to coding so it may be little challenging but I will first try on my own after checking out how does this files look.
all of your ideas are cool, I will update later how it went
Try using Visual Studio Code to look for text strings in the unpacked anomaly code or GAMMA/mods folder (add these as working folders in VSC)
So I saw two mods that caught my eye - the WarDogs mod and one (now defunct) mod that changes the Zone to be a winter wonderland (of death).
For the WarDogs mod - how is it in comparison to vanilla Gamma? It looks like fun, but before I install it I wanted to check for some opinions.
For the Frozen Zone mod - is there an up-to-date and available equivalent?
xray is able to read utf-8 text?
I downloaded Visual Studio - it helps a lot with reading through all of it. I tried visiting directory you advised me to go: (anomaly/tools/_unpacked) and I have few thoughts/question.
From my understanding you wanted to narrow down search by checking dialogues and find this particular one on start of the game where it shows how many stalkers currently generated in the zone(or whatever it shows 😛 ). I tried finding lines of dialogues but those files there cointain only like pure code, no dialogues at all. So my question is if I am a dumbo and I misunderstood you and I should search for dialogues lines somewhere else and then come back to this place and find a line that is trigger for showing all of this?
I will add that I tried searching for words that are at start of the game(I added picture so there wont be misunderstanding so we are sure we are talking about the same text).
But did not find anything of good in dialogue files, i checked them all. I check some other files to like PDA as It seems for me like first prompt about it is after you equip PDA.(redacted, it shows with or without equiping pda) But my lack of knowledge makes it hard to understand most of operations that are happening in this files.
But I think I am in bad place as I just did not find anything like written "Welcome to the Unified S.T.A.L.K.E.R. Network."
DynamicNewsManager:WelcomeToNetwork() in dynamic_news_manager.script
function DynamicNewsManager:WelcomeToNetwork() -- Welcome message on new game
--printf(">>> Dyn News: WelcomeToNetwork - call")
local clr_1 = "%" .. "%c[255,160,160,190]"
local clr_2 = "%" .. "%c[255,220,220,220]"
-- Count the number of stalkers across the zone, except monolith and zombies
local c = 1
local sim = alife()
for i=1,65534 do
local se_obj = sim:object(i)
if (se_obj and IsStalker(nil,se_obj:clsid()) and se_obj:alive() and se_obj:community() ~= "zombied" and se_obj:community() ~= "monolith" and se_obj.group_id ~= 65535) then
c = c + 1
end
end
local se_actor = sim:actor()
local Se = game.translate_string("st_dyn_news_sender_com_centre")
local msg = utils_data.parse_string_keys( game.translate_string("st_dyn_news_welcome_stalker") , {["clr_1"]=clr_1 , ["clr_2"]=clr_2 , ["name"]=se_actor:character_name() , ["number"]=tostring(c)} )
dynamic_news_helper.send_tip(msg,Se, 0, 20,"communication","welcome","gr")
-- Reset
ResetTimeEvent("DynamicNewsManager","TickSpecial",math.random(cycle_TickSpecial + 1, cycle_TickSpecial*2 + 1))
ResetTimeEvent("DynamicNewsManager","TickTask",math.random(cycle_TickTask + 1, cycle_TickTask*2 + 1))
ResetTimeEvent("DynamicNewsManager","TickRandom",math.random(cycle_TickRandom + 1, cycle_TickRandom*2 + 1))
ResetTimeEvent("DynamicNewsManager","TickCompanion",math.random(cycle_TickCompanion + 1, cycle_TickCompanion*2 + 1))
end
how I found it

It's an addon actually
That's why I usually put vanilla anomaly files in a random folder in GAMMA/mods and simply add GAMMA/mods as working folder
then I can find everything, vanilla or GAMMA related code
Then I look in MO2 to find the file that is the one with the highest priority for something I try to modify (use bottom right search bar in MO2)
modding gamma ain't that complicated really
so in your case, you can easily pop the message after the first actor update for instance
I was more barbaric than your profesional use of this software. Thanks for helping me out getting it out. Haha
So now I should bind somewhow this script so I can use it in game to proc scan
function print_stalker_number() -- Welcome message on new game
--printf(">>> Dyn News: WelcomeToNetwork - call")
local clr_1 = "%" .. "%c[255,160,160,190]"
local clr_2 = "%" .. "%c[255,220,220,220]"
-- Count the number of stalkers across the zone, except monolith and zombies
local c = 1
local sim = alife()
for i=1,65534 do
local se_obj = sim:object(i)
if (se_obj and IsStalker(nil,se_obj:clsid()) and se_obj:alive() and se_obj:community() ~= "zombied" and se_obj:community() ~= "monolith" and se_obj.group_id ~= 65535) then
c = c + 1
end
end
local se_actor = sim:actor()
local Se = game.translate_string("st_dyn_news_sender_com_centre")
local msg = utils_data.parse_string_keys( game.translate_string("st_dyn_news_welcome_stalker") , {["clr_1"]=clr_1 , ["clr_2"]=clr_2 , ["name"]=se_actor:character_name() , ["number"]=tostring(c)} )
dynamic_news_helper.send_tip(msg,Se, 0, 20,"communication","welcome","gr")
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update", print_stalker_number)
end
didn't tested it, but it should work
This should I bind?
it's automatic upon first actor update
ah, I should add the 3 last lines? I will back up and try it
I just added this whole thing into the dynamic_news_manager
don't do that
add the code here to a new .script file in gamedata/scripts of a new addon
ok, will do
IT WORKED
You are saviour. Praise 
Best. Day. Ever
@short needle You wont belive what just happened. We were granted ability to check number of stalkers in the zone.
Praise for everyones help
Imo there’s a much better way to do it though > modify PDA UI so it gives you that information
Sure. I am just a simple man without much knowledge to support such reckless operations but that is actually plenty.
It will help in checking how few things behave which I was very curious about
But propably learning ability to read through this code would help greatly too
I might finally give a try and see damage calculations too
But I wont bother you with that 🙂
Anyway, thank you
there is nothig wrong with just calling the function in dynamic_news_manager, might even be able to just do this.
~~
function on_game_start()
RegisterScriptCallback("actor_on_first_update", dynamic_news_manager.get_dynamic_news().WelcomeToNetwork)
end
or if initiating dynamic news causes an issue that early.
function on_game_start()
RegisterScriptCallback("actor_on_first_update", dynamic_news_manager.DynamicNewsManager.WelcomeToNetwork)
end
~~ actualy both of those will crash if the settings are not initalized by calling dynamic_news_manager.update_settings() first, easy enough to add but this last way is better
or this way might be better, reset the flag that tracks if you have seen that message or not:
function on_game_start()
RegisterScriptCallback("actor_on_first_update", function() disable_info("trx_dynamic_news_welcome_to_network") end)
end
yes i am stuck waiting for something to happen at work, how did you guess?

well, wardogs is like a weapon soup with a lot of script and more leftover files that i don't know if even all are modified
haven't installed it, but from what i saw in the screenshots it has lot of weapons, but they don't really look like top quality either
if you like extra guns and don't care about textures/animations i would say to go for it
I think it's abandoned for the time being
He compiled all guns he could get his hands on regardless of quality
Man I wish we will have co op someday
It will be great to have it implement in day
Indeed. I prefer to have everything in one script rather than depending on other scripts though, especially ones modified by addons, because it tends to increase the spaghettisation and is prone to bugs if the addon gets updated
So when will it intergrated into current pack?
hey, is there anyone who could take a look at my FOMOD script and tell me if theres anything glaringly wrong with it, (its large so im not asking to go through it with a fine tooth'd comb, just want to know if theres anything that like immediately sticks out.)
i keep getting a "Bad XML" notification when installing. and Idk scripting that well.
I know little about fomod in specific, but an error like "Bad XML" generally means that the syntax or structure of the XML itself is broken--like if you've left out a closing tag or a quote somewhere, or opened a tag with one name then closed it with another.
Add it by hand. I did yestarday without issue with Grok help. If you want I can show you how
The hardest part was done(code and stuff).
You just need to tell me what is need, open which file, add thing to where 
#╙🖇mods-making-discussion message copy all of this text into some notepad and save it as a .script, open your addon folder - make new folder, I called mine StalkerNumbers - within this folder keep same structure as other addons: It should look more or less that way: \StalkerNumbers\gamedata\scripts\StalkerNumbers.script. Start MO2, it should be on list now. Just tick as every other addon, start game and here it should work every time your actor is updated. So Loading save or possibliy transitions inbetween zones should proc it.
I am at job currently so I cant show you EXACT steps with pictures as I am not on my personal machine
But if you will be no life king as ever I can show after my shift if you want
or have any issues
Yeah. Only thing you should propably know that it is not ALL of stalkers
It does not caunt monoliths and zombie stalkers from what I understood
That much word is enough
All i have to do is fuck around and find out 
I might be wrong tho I am not Neo, I barely understand code 😛
I am curious how really desolate is your world. I will need to test out how fluctiation of population affects my own games. From most starts I did yestarday it seemed like around 740 stalkers were generated on start of the game. In my current game I spent 20 in game days. My current population shown was 544 but I barely was clearing anything on north so I propably have still high amounts of enemies in the few zones. Neither I advanced in any stories so they still can keep stalkers for that ones. Not every stalker is killed by my hand so from all of this calculations I would expect that in 20 days span my stalker count rose over 1000th and it is just kept low with killing.
Mine prolly 800 or 1000
Since my game fps didnt spike out of existent
I would expect that you have like really low number of online Stalkers - because you are much more effiecient. Less amount of days = less chances to spawn you new stalkers. More experience = faster genocide of the Zone. I bet that you have under 500 stalker online, maybe even under 400.
I dont know tho what ZCP settings you have
I think I kept mine stalker pop factor at 0.7
I only kill monolith, duty and military
Mostly monolith so it might be in controlled?
I might need to do main story to find some rare gun since in operation afterglow unisg always come with good armament
Similarly I would add to this count Sin and Loners too as I am currently running Mercanery. I did not do extensive testing yestarday as most of time used was to understand how to do all of this 🙂

gotcha, thanks a million for that, atleast now i know what to look for lol. I can recognize patterns well enough to know whats what, but if something goes wrong even slightly. then im SOL basically.
What is the best way to find my coordinates when using debug? I'm trying to place / modify a level transition point, but need to make sure the new coordinates are correct and not under the map or too high.
Solution found. GAMMA overwrites the default Anomaly position file and saves it in GAMMA\overwrite\bin\
what's the name of the script that removes cash items you loot (like money_900_1000) and gives money?
Also, from an older message by Grok:
To get the coordinates, please enable the Debug Mode (Select Anomaly Launcher in MO2 > Tick "debug"). Then boot the game, and in the main menu press F1. A menu will appear and start pressing 2 on your keyboard until you see TOP HUD = position_hud. Then in game press F7 > X to turn on the Debug HUD and report the full values:
For example:
Lvid: 316
Gvid: 5303
Pos: 0.0587, -0.0163, 0.8567
If someone could help direct me in the right direction, trying to add custom guns without them being sold in game
that's easy. it's getting them sold and used by NPCs that is the hard part
make a copy of a gun ltx file change the section names, edit the stats. spawn the new section from a script or something.
is the fn scar rifle only in the boomsticks and sharpsticks mod or is it in normal gamma modpack?
Both, check this doc with all the items listed
Wpn-Intro
Stalker Anomaly Gamma RC 3.2 - 1.4.23
Weapon Stats:
All values are pulled directly from in-game using Dev Mode F7.
Derivative values are Scores.
Scores are in two categories, Looted vs Bought.
The only difference is accounting for Base Cost.
Scores are an attempt at sorting weapons b...
I'm making a spreadsheet that people can use to input the weapon/part condition and it'll show the % chance they have for a jam, i've done the barebones and equations but when testing, the values i get are different from what the debug menu outputs by just a few decimal places and I'm unsure what could be the issue. I've checked that all my game settings are default and excel matches what i have in-game like the Jam Coefficient. I've checked through the script and the equations I put in excel match what are in the script (arti_jamming). Only thing i can think of is that there are floating point errors in excel or the actual script/game engine or even both. If anyone could shed some light please let me know.
Does the game by any chance store weapon condition in a value that has more decimal places than 0? only other thing i could think being the issue, which would suck if that was the case because people can only see whats displayed in the tooltip so they cant input the decimal places. -edit- (checking now debug outputs a whole number so i really dont know :/)
everything is 0.0 - 1.0
and everything is floating
so you have up to like 16 slots
til float has up to 7 slots
the more you know
Right, so as I understand to fix this, for the equations I should convert all my initial values into something that is 0.0-1.0, then limit the decimal places to 7?
Hello there everyone, i'm thinking in do a "herbalist" mod to Anomaly, where you can collect these herbs and create zone made items (medkits, enhanced bandages, antirads) something i imagine that Doctor would do. To achieve that i'm thinking in add specific objects (plants) to grow (spawn) in certain areas. What i'm seeking here is if theres any guide, on how to set objects to a specific coordinate in the maps. Tks for future answers!
Any help on world models being just SUPER dark?
I've checked the settings of texture importing and no luck
@simple scaffold yo man, i Don't know if you'd remember but yeah i lost mine, you know that "Mag hud for valiant" thing you made me a while back for use with mags redux, to properly display the magazines on the bottom right of the screen without clipping and all that stuff. Wondering if you still have that file and if so if you can DM it to me please.
Nvm i found it, dunno if the download link still going to work though, but will let you know.
Where did you find the names for items to do the kind_overrides?
Found it.
I made a custom transition point from the south of Rostok to the north of Garbage and vice-versa. I made an additional .ltx file which utilizes 159- Extra level transitions - Demonized.
In Rostok, the transition is closer to the base, just near the rusty jeep, and teleports the player to the north part of Garbage, slightly west of the jeep with electric anomaly. In Garbage, the transition is just to the southwest of the original transition point and teleports the player to Rostok, on the road near the rusty jeep.
The transitions work very well. However, the problem is that when taking the new transition point from Rostok to Garbage, upon arriving in Garbage, the player is always facing north, not facing south towards the gate. Is there any way to fix this?
I'd recommend asking in Anomaly's discord, in Modding-Code channel, more people in there knowing the deep code - including Demonized themselves - note, just do not @ at them
Thanks.
He helped me out. Thanks for your suggestion.
Debug items menu
Are the ">10" and other condition usage markers for repair kits dynamic? Because they don't appear in the texture files
Or did I not find the correct texture file?
crepis icons
or cr3pis ?
cr3pis
they have variants with text and that's what GAMMA uses if im not mistaken
they are not dynamic
Yep, found 'em. Ty
yesterday I learned the hard way that your companions degrade weapon condition if they use that weapon... Wanted to repair an AK from one of my dudes, got all the parts to 100% then realize the weapon itself is on 0% FML :DDDDD
I am looking to make a simple "Mod" For my installation of GAMMA, and need some pointers. I'd like that IF I long-hold the "I" Button down, that jumping would be disabled until I press "I" again. This is very specifically a case use for me because of my preference in keybinds (Right click jump). I'd just need it to unbind or Disable Jump upon long hold of "I" and rebind Jump to Right Mouse. Is there an existing file that this would be added to? Is there specific examples I could use to rework to suit my very individual needs?
Does anyone know off the top of their head what the second number in the "trade_*.ltx" files is for? I've parsed that the first number affects the buy and sell price, but I have no idea what the second number is. It appears to be just 1 in most if not all files.
Hello all, hope you are doing wel. Quick question, im doing a weapon import and wanted to know where the anomaly shader-based reddotsights are defined? Is it a script/ini in which a weapon is added and that is all?
Probably the safest way I can think of to temporarily disable jumping in a script would be to force-unbind the key, which could be done very easily. If you didn't care about getting a notification when it happens or any kind of error checking, it's probably like ten lines of code. I'd look at MCM for ideas on what functions and callbacks are used for trapping keys, it's easy.
@gaunt pawn see the message I'm quoting if it's the thing you're looking for
if yes, it's the chance for the item to be available
Thanks alot, I didn't know I could do restock chances
I assume you can also set up a semi-random quantity by having a set amount guaranteed to spawn, and then another amount (or several other amounts) of the same item on a chance
by setting them each on their own line
That's super sick.
I'm actually doing all my stuff through trader injection, so everything is randomized
hey, so quick question, I have English and Russian localization files for my mod. I know they get split into Eng and Rus Files, but how does the game determine when to use either or? is that somethign I have to do?
As long as all of your strings are in those localization files and not string literals in the script that are hardcoded, the game will take care of that for you
they just have to go in the correct subfolders
okay awesome, thats great to hear! less work for me! lol
Quick noob question. Is it possible to determine if an actor is currently crouching, and if so can ltx file values be changed dynamically without something like ltx loader?
I just went through this myself.
IsMoveState("mcCrouch")
Thank you
hi there, can anyone please tell me what controls the laser's position on screen? is it its placement in the .ogf itself or is it configured through the .ltx file? as you can see on the screenshot, bullet hits a bit higher than the laser points to and i'm kinda struggling to understand how it's controlled
The guns position since the laser is basically a solid mesh that's glue to the main weapon body
So it moves with the gun
You just have to allign it with the center
oh that makes much more sense, i was trying different dot placements in blender and i kept getting it wrong so i was really confused lol
thanks!
Dot can be anywhere on the object really as long as you allign it in game
Ideally you want it in front of the barrel obviously
Alright, I will update moddb release. Good suggestion.
are you certain some other mod does not overwrite the effect in question or points to something from a mod that is no longer included in GAMMA ?
i posted in custom modlist to elaborate it seems to be an issue with hollywood fx
also corrupt install might also be an issue
it works when disabled
then, don't use hollywood fx, problem solved ?
lol yes but i want to use it im gonna see if i missed something if not ima just delete it
well, then check what hollywood fx does with that particle effect
or get it from unpacking vanilla anomaly and put in hollywood fx folder
(or whereever the particle effect exists originally)
you can look for strings of text with Notepad++
from what i gathered so far it just seems to affect shotguns
look for it in hollywood fx, then in vanilla unpacked configs
once you see what og vanilla anomaly effect is like, and then what hollywood fx does with it, a solution to problem should become clearer
yeah its Hollywood vfx in general i threw some anomalies and shit at it and it just seems to not work at all, Oh well
wait nvm
i think i know what to do
i fixed it! for now until i go to another spot in the map and it breaks XD
it was an issue that it was second to last in my load order i moved it to the bottom and it stopped crashing!
hey guys is there any mod for a detectors overhaul or anything u can advise or any plans for the future ? I havent found any on the internet
that's extremely vague
the only kind of detector overhaul mod i can recall of any kind is the one (posted here and probably on moddb) that makes a screen of one of them clearer to read and stuff, but yeah what the person above me said
anyone know a spas 12 mod which features the skelekton stock?
No but that could be easily done
The thing is, I'm thinking of a more unconventional, unique approach
Which would be?
KS-23 with a Spas 12 style heatshield & skeleton stock
Well you already ahve the model
The KS 23 model from BaS is quite good, the Spas 12 sadly is very low poly, even the hud versions
BaS has a SPAS12?
and the Spas doesn't have its stock
No, but anomaly has
Really?
Yeah. Vanilla anomaly has 3 different Spas 12 ogf, which are exactly the same but with a slightly different texture.
Nimble is also able to upgrade one.
Thanks man. I'm looking into it if I can mesh up such a weird monster.
ripping from other games is also an option but I actually can't think of any games with a very good model off the top of my head lol
Question, does ARX Toolset have a memory limit? Everytime i use the OGF Viewer to edit Texture and Animation Paths I can do like 5 or 6 before it stops working, Ill edit a path and confirm it, but nothing happens, then i close ARX Toolset to reset, and re open the OGF it stopped working on, and everythings gone, its a 0kb .ogf file now and needs to be remade/exported via blender.
@normal escarp You made a mod back in 2022 to make parts' condition larger which I really like, miles better than the default tiny numbers:
#🖇old-mods-posting message
Would you mind please explaining how the mod works? When I look at the differences between the default script and your mod, I assume the GetFontDI is what makes the difference, but I can't find such a thing in the game files as an existing font or something. I'd like to have the parts' condition values to use the same font Gamma uses by default, so more angular and rectangle-shaped, like on the screenshot, for visual consistency reasons. How can I make that happen?
It's 2 am here I am getting sleep will try to dig it out in 24 hrs ;p
Oh yeah I discovered an issue. I know the mod was made a long time ago, but maybe it's useful. Seemingly since Gamma 0.9 your version of the script makes the weapon parts appear off-screen on the bottom of the tooltip (I assume because of the extended descriptions). However if I edit the original script and only change the 2 instances of GetFontSmall to GetFontDI it seems to work as intended
how would i go about modifying the damage of a gun in the files? wanna make a gag gun for a video?
it would be great if the ingame editor worked
DLTX
basically you can make a mod with just LTX file in it, that will overwrite given weapon's hit_power variable for your own
![wpn_NAME_HERE]
hit_power = 0.58, 0.58, 0.58, 0.58
save it as mod_system_ZZZZ_GAGWEAPON.ltx under \gamedata\configs path of your mod
change 0.58's for what you desire, however I don't know what is the max range of the variable
I would like to make a mod to allow sprinting up and down stairs. Current slow movement is OK when tactically clearing a building, but other times It's just a frustration. i.e. entering the bar in Rostock. I know I could just jump up/down the flights, but this just doesn't feel right, is hit n' miss, and is very clunky. Could something be altered with the collision detection on stairs, only when sprint is activated? This would be my first mod, as I've no clue what I'm doing. Thanks
I'm realtively sure I saw something in announcements about Grok using Mo3's fix for stairs some many moons ago 🤔
from reading into it, seems the solution lies in editing player hitbox
just Discord search from Grok with "stairs" keyword and you should be able to find that discussion and maybe gain some insight
anyone knows where i can find config file for suit magaizne capacity in mags redux mod?
ok, i found it
if anyone needs it too: [your GAMMA folder]\mods\207- Mags Redux\gamedata\configs\magazines\outfitloadouts
Is there a way to change the grenade spawns on NPCs?
Right now they down spawn at all. I'd like to change it so they spawn again.
is there any new models/texture for mutants or not yet?
There are
Some will be added to the new update of gamma as far as i know
Give it a bit of time
when will this new gamma update be, any eta
no info on this
aah
do you know what these new models/texture for mutant are and how many different ones there are, would actually like to try them out
does these all currently work with gamma?
Mayb?
i dont know
fair enough
How can I fuse two meshes in blender?
Just with "right click -> join" it seems to only make one a submesh of the other one, not really fuse them together into one
Also when I import the model they're separated again
Boolean modifier
Why do you want to be one mesh tho
For practical purposes in game, it doesn't matter much
The sight should be moving with the barrel when reloading, but it stays there. Drives me crazy. I thought by hard fusing it with the barrel the problem will go away
Assign the sight to the same bone as the barrel
lol
That was easy, mucho thank you
Didn't change anything except the sight right now. I would like to be so good with 3D modelling in blender that I can give the gun a really nice HD overhaul. Every tutorial I try to recreate though just screams at me "you're not ready yet, young Padawan".
But when I actually make progress, I am definitely sharing it with you
W
I'm trying to use DXML to inject basic task strings into "st_quests_general.xml"
Is there a reason this code doesn't work?
filename starts with "modxml__[random name].script" like it's supposed to
function on_xml_read()
RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
-- XML file i want to change
local xml_to_change = [[text\eng\st_quests_general.xml]]
-- Check if its the file i want to change
if xml_file_name == xml_to_change then
-- Here is my code to change XML
xml_obj:insertFromXMLFile([[plugins\wpn_prt_quests_general.xml]])
end
end)
end
There is, my bad. Discord is italicizing it
Yep
dunno then, code is directly the same as the example
Here is the full name "modxml_yesman_dynamic_tasks_for_wpn_parts.script"
is there a limit on naming?
maybe? i dont think there is tho
The console also shows that the script loads at the beginning.
But, funny enough, throwing print statements before and after the if xml_file_name == xml_to_change then line shows that on_xml_read() is firing constantly, but it never shows that xml_to_change is being read
its very strang
Ecologist Battlesuit playtesting
Thats looks cool
Keep up the good shit
Thanks man
Thanks. 2 sets of veeery late game armor. Don't really satisfied with the RNG method of GAMMA distributing armors, so I don't know what to do with them yet. Maybe I could tie them into the rewards for the Ecologist dltx quest mod.
Also, they only wirk with HD models, so it's only for those select few users shrug
another pic, better lighting
closer look at the upper body section. Clipping is unavoidable, especially with the body contorting in those strange 3rd person stances
If I wanted to change the looks of a weapon, where should I start? Is there a resource somewhere with steps or if not which files should I be looking for?
depends on what do you mean with "changing the looks"
The whole damn model or just the colors?
I've got a weird issue. I've taken a WAV file, commented it using the CoP SDK's sound editor, then taken the resulting OGG file from the SDK's folder to Anomaly's gamedata\sounds as mytest_idle.ogg.
I then trigger this:
xr_sound.set_sound_play(AC_ID, "mytest_idle")
set_sound_play. Wrong sound theme [mytest_idle], npc[0]
Followed by a stack dump. I've tried re-exporting the ogg from the SDK twice now with the same result, as well as copying the thm file from the rawdata folder.
I'm following the instructions in this link, if it matters: https://www.moddb.com/games/stalker/tutorials/stalker-audio-commentingconversion
For the record, I found the issue. It was how my plugins\wpn_prt_quests_general.xml file was formatted.
I kept the strings inside a <string_table> </string_table> element; strings I wanted to inject into st_quests_general.xml needed to just be bare,
<string id="somename" >
<text> some text </text>
</string>
You can just create new XML file in text eng
The ids in that folder are allowed to be duplicated. The last loaded xml with duplicated id will be used
Interesting.
On another note, regarding task_status_functor.actor_has_fetch_item = function(tsk,task_id) from tasks_fetch.script, is there a reason, in this block, why count > 1 is there? I removed it for giggles, and I'm wondering if the Zone is going to explode
if (item ~= nil) then
if (task_id == "esc_2_12_stalker_nimble_task_1" or task_id == "jup_b220_trapper_task_3") then
if (item:condition() >= 0.9) then
tsk.stage = 1
else
tsk.stage = 0
end
else
local count = load_var(actor,task_id.."_fetch_count")
if (count and count > 1) then
local cnt = utils_item.get_amount(db.actor, section, 1)
if (cnt >= count) then
tsk.stage = 1
else
tsk.stage = 0
end
return
end
tsk.stage = 1 -- should never happen but in such case let player finish quest for free
end
how do people make icons for this game? ive tried editing ui_icon_equipment.dds in photoshop but it always comes out wrong
@celest forge hi sorry for the ping, you seem to know what youre doing when it comes to this stuff. I want to change the nvg icons to look like this on the first image, and it looks fine until i save the dds and it ends up looking like the 2nd image
i have no idea what im doing, do you know why it does this
What software are you using
photoshop
http://gametechdev.github.io/Intel-Texture-Works-Plugin/ this one here
Well I don't know that one
But if it has any options to disable the mipmaps
Do that
My advice would be to use the nvidia one
It's the best one and free
do you know where i can find that one
But yeah just don't do mipmaps for icon textures
thanks
worked perfectly, thanks so much man
I'm glad it did
is there any example on how to add new campfire stories?
You mean the NPC dialogue around the campfire? Like the audio or the text dialogue you have with them?
audio
The anomaly modding handbook has quite a bit about creating your own NPC's, i'd check there first https://igigog.github.io/anomaly-modding-book/quests/npc_creation.html
thanks
Also check under the mod in MO2 "8 - Better Merc voicelines" that might help give an idea of how to implement the voice lines you make.
And if you're still struggling and nobody has gave you a clear answer here can always try the Anomaly discord, they have a lot more people with experience in modding stalker.
Guys please help. Something is wrong with the editing Ithaca37 hud pos. Everything work except aim_hud_offset_pos. After save loading i got this. But in w_ithacam37.tx i have this edited numbers. I applied them for all Ithaca 37 modificatios in this file. Still my aim is broken. Everything is fine with my edits for another weapons.
i think the changes you make is being overwritten by the eftrepopatch. the values there match your debug one
its in this file, think you have to make the changes there as well and it will keep them.
Thank u sir! u save my life! Can i have baby from you? 
I deleted aim_hud_offest from w_ithacam37.ltx then added my edits to mod_system_ithaca_eftrepopatch and now it works perfect!
Awesome, glad it worked 
Do you guys know where are the trade price modifiers for weapon parts in GAMMA? I only found the base weapon parts prices so far.
is there a compatible inventory weight mod? tried one from moddb and it gives errors 😅
You want more carry weight?
no, i wanna see the weight of item without hovering overthem
trying to figure out what is causing conflicts currently
I shall download right now and install
thank you kind master
small teaser
https://youtu.be/REU6a9yMJOU
YES YES YEEEEESSSSS
omg
does that fix all my issues with positioning
cause if so
imma fucking bust

It does
i'll try to fininsh next week, and new version of mod exes will be required, that will be updated as well
engine functions were added to manipulate npc's weapons
demonized blessing us
Truly one of the mvps

Hello! How to increase VSSK damage? 12.7 is soooo weak!
what ltx should i look into, and what parameter i should edit?
Oh?
and if armor works in analogical way, then probably that too
I'm working on a weapon pack. I needed to have a full auto mode upgrade on the upgrade tree in a place I desired
oo
do ignore the weapon icon on the tree, have not yet swapped for my own assets
Gl
thanks
And crash existing saves for any upgrade weapon you edit upgrade trees for

and that's why I'm making brand new ones
the above was based off existing one, yes, but it's a seperate being from it. Original weapon lacks the edits I've made
thus, allowing mid playthrough activation
hopefully, assuming I haven't fucked up elsewhere
I'm curious if the engine allows for tweaking the target acquisition speed when the AI gains LOS during combat
Anyone know how to modify the efficacy of the artifact u find ?
you want to scale the effects?
What file in Gamma modifies the armors' immunity values? I looked through a bunch of files and couldn't find such a thing (except for a few eco suits), yet if I make a mod to modify those values via mod_system*.ltx no changes happen in the game. Both the armor stats don't use the new values, and the actual damage received doesn't change either
Even if I name my mod with a bunch of z's in the name so it's (afaik) loaded in last, the values still don't change ingame
Name does not affect load priorty, priorty # does. I also think you can also just edit armor stats with the debug menu in-game
I mean the name in the filename. As far as I know a file with example.ltx would be loaded before z_example.ltx, and if there are same values in both the file loaded in later will override the former. But maybe I'm wrong for these specific files, but I know that this is a thing for certain mod files
Plus my mod is higher in priority anyway, so that shouldn't matter
Where can I access the stat editor in debug?
Oh "outfits stats editor" 
I believe that affects the DLTX load order, not sure about normal variables
These are DLTX files I think? I don't know
DLTX is not a file, it's a method
![variable]
and other operations as described on Anomaly modding book
Yeah, that's what this mod does too. It overrides the original values right
As usual, I found the issue right after posting lol. Based on my changes to mutants, I assumed immunities affects armor resistance as well, however that's not the case. The regular [damage type]_protection value is what changes the armor's effectiveness in this regard. So got it working, really cool 
Can I use formulas in DLTX? For example instead of changing the values of 10 different things individually, can I just add a variable at the end of the original values, and then only modify its value once?
For example here's a random original piece of code:
example_hit_power_2 = 1.2
example_hit_power_3 = 1.4```
And I'd want something like this:
```test_buff = 1.1
example_hit_power_1 = 1.0 * test_buff
example_hit_power_2 = 1.2 * test_buff
example_hit_power_3 = 1.4 * test_buff```
I have not tested that, but I've also not seen any multiplication outside of like, damage calculations
@stone jasper need your opinion on which version you think is better
second one is quieter due to incorrect rendering settings, but you get the jist
quick test says absolutely not
tested with the following
![wpn_m4_ru556]
hit_power = 0.52*10
the *10 multiplier means the game very quickly crashes when that weapon is spawned (or even previewed) with this message
RIP. Manual editing it is
Thanks for the testing
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
UPDATE 8 (MODDED EXES 2023.05.22 REQUIRED!!):
Added 3d Weapon position editor
sorry, thats too much for dltx
Unacceptable :kappa:
Btw how does the outfit editor in debug menu work? I thought I can edit outfits' damage resistance values on the fly, but even after hitting apply seemingly no changes happen
Got a question how hard would it be to add the Desolation mod to Gamma? i know there would probably be a problem with like 80% of the mods in Gamma but just a idea/ something im thinking about trying.
first worry about porting it to Anomaly, then you can worry about porting it to GAMMA
haven't tried the mod yet is it like the old days of anomaly modding?
no just the efficacy when u pick it up
Does anyone paint gun textures in Substance painter?/is it possible to make textures in substance?
it works quite well on anomaly
i even had a modpack by BulkyCare
it can't save changes because some mods in GAMMA overwrite whatever changes you'd made
you can use it to preview whatever changes you would make, but you will have to DLTX the outfit changes to make them stick (without hunting down the individual files that effect things)
Aha I see. That's good enough to see the changes in the stats visually real-time at least
And do you know what1s the relation between the displayed values on the editor side? I'm seeing 2 numbers for each stat, a yellow and a blue one. The yellow is what's in the DLTX mod, not sure about the blue one, but that's the only value I can edit
IIRC the first value is the outfit you are editing
the second value is the outfit you are comparing to, that you can fetch from the list
This is really confusing
Where's the config file for tushkanos? I can find them for all the other mutants, but not these
I've tried to find them for like 30minutes now, also couldn't find them, my only guess is they might be packed away in the .db files, since they only spawn in certain areas like the underground labs, there are also a few other config files i cant see in the folders for some mutants like psydogs, phantoms, karliks. Im entirely basing that guess off the anomaly modding handbook though.
I just realised, I only checked the Gamma mods folder but haven't checked the unpacked Anomaly folder. Which is where they are... D:
Sorry I just wasted your time it seems like
Same for karliks and other mutants, I believe they're all here
hahah its okay, at least i know i wasn't giving bad advice, im still new to modding so. Glad you found them.
the engine changes in desolation aren't open source
so you can't merge bc you don't have the changes? i guess
Does anyone know if its possible to change the resolution of the background image or video being displayed on the main menu?
If you change it to a still image it is possible yeah. I had no luck changing the video tho
I wish some genius could make me some tactically smarter companions mods instead of the running around like headless chickuns
damn... thanks 👍
However in pre-0.9 the game sometimes crashed when I used a 4K background image. Changing it to 1080p solved it, tho the crashes were really random
Haven't tried the larger image since 0.9 came out tho
It seems that I can increase the res on a video but I cant set the resolution to reflect a 4k video....strange
for instance 1080 video can be set to 4k res, thus stretching it but when using a 4k video its stretched beyond its res even when setting it to be 4k in the config files.
@past barn figured it out. changing the resolution of <texture x="0" y="0" width="3840" height="2160">ui\yourbgimage</texture> works.
however, idk if its just my video or not, but i do get some lag in the menu throughout the video playback.
Higher res video takes more power to run. Combine that with Stalker being whacky xD
hey can anyone tell me how to properly set licon layer of suppressors on weapons without having to just do trial and error? its something i never delved into and am hoping theres someone out there who can shed some light, any insight at all would be greatly appreciated!
Yeah with time you can get them by pure intuition lol
Is there any cool lever action rifles? like the winchester but modernized?
taz had a 1894
Is there a mod that adds a medical pouch?
elaborate on what you mean
do you mean a medical item, or some kind of container?
there are medication packages you can buy from medics, that give a set amount of items when opened
which IIRC are better value than just buying the meds on their own, assuming you can use all of it
I mean a pouch in which you can store medicines
what functionality would you want it to have ?
cause atm it makes no difference when your med stuff is in backpack
extra storage attachment to your outfit/backpack ?
having to right click on an item and then click on another option instead of pressing 7
or belt ?
google is your friend; I found an ammo box that may be useable for that exact purpose
https://www.moddb.com/mods/stalker-anomaly/addons/qol-ammo-box-keep-your-inventory-clean
no guarantee it will work
but like Momo said, it does seem like more work than just stashing your unused meds or using the existing inventory sort
it would be nicer to have one medical pouch in inventory than a bunch of different drugs
Thx buddy ❤️
Has anyone tinkered with making a mod for a "Voiced Actor - Duty"? by chance?
Been trying to figure out how to get it to work by looking at another Voiced Actor mod and possibly replacing the files to try it locally.. but uh Im dumb as a brick.
which part confuses you ?
So I extracted the duty_voices from Call of Pripyat.
And im looking at the Military V.A Mod rn.
But the folder structures and .ogg's are named completely different from one another.
While the VA mod only has Sounds>Actor and characters_voice
duty_voices thats extracted from the game has uh..
first extract anomaly files to see OG anomaly file structures
and not of the OG games, as they might or almost certainly will differ
Regarding actor voice. Do voice lines after a kill streak play randomly or are some triggered depending on what you fought was a group of stalkers or mutants? I’ve heard that the lines are cheese because for example “don’t know the language”
ran out of ammo or what?! doesn’t apply to boars, also sounds to try hard to be gangster.
Im assuming you mean the default voice that plays?
I remember with the Voiced-Actor mod it used to be rather random but more often than not on Stalker kills.
Right.. now just to figure out how to use the unpacker xD
The whole reason I went for the COP gamefiles is because they came unpacked for some odd reason
go to tools, unpacker all bat
Upon install
in anomaly folder
Thanks, if there was a way to play lines according to what you’ve fought obviously that would be ideal
With the Merc voice it was full random if I remember.
ok yeah got it.
Yeah and now I also have Dolg_1 and Dolg_3 (Muffled Voice)
There are separate parts of the script for stalker and mutant kills, but currently voiced actor uses the same lines for both
Eyyy Shine with the clutch.
I think stalker kills add like 3 extra lines it can use
But with an tiny edit to the script you can absolutely have seperate lines for stalker and mutant kills
Thanks for the feed back, you’re already aware of the project I’m making. I’m just trying to fine line and edit out what lines I’ll have them saying. No point in making lines for mutants only if there’s no way to have them spoken only when killing mutants.
I can double check
Actually can you send the voiced actor script here. Ill just check it on my laptop
So i don't have to boot pc
But im 99% sure it has a different bit of code for mutant kills
@remote venture
Thanks, I have the following someone sent to me. I’ll pm
Okay, quick question, I have some experience mapping for source but nothing in X-ray or for stalker. What, if any, options are there for map editing, Id be willing on fixing the stairs collisions around the zone, but also would have figured someone else has tackled this issue if it was possible.
there are, afaik, little to no tools for map editing at all
as you can see the approach is not map editing, its actor weight and collision settings
Oh great! Thanks
hello Stalkers, i have a question, i am a skills and progressions guy, and would like to increase the max lvl cap of the skills included in this modpack? Its currently 15 according to skill_haruka.ltx file (Skillsystem Haruka mod) how do i go about doing that?
it can't be as easy as changing the max lvl there to a higher number, as there might not be stat instructions coded to go above the stated lvl cap?
I also don't understand how this works "[survival_stats]
resistance = 1.1 ; damage multiplier, by default damage taken increases by x1.25
resistance_increment = - 0.01
bleed_restore = 0
bleed_restore_increment = 0.00005
hunting_skill = -5
hunting_skill_increment = 1.35
functor = haru_skills.update_survival
"
its about the survival skill. Supposedly increases your damage reduction, but it seems to start you off with 25% damage taken increase, and that -0.01 per lvl * 15 lvls will put you at 0.15 aditional mitigation wich is pathetic, if i am reading it right? 😄
Hi guys if I have a mod preventing the crafting manuals from being sold how would I go about fixing it?
there are enough tools, check the Anomaly modding book
The problem lies that Anomaly forked off a certain mod for OG games, and things got lost to time that don't allow adding of new maps that AI can navigate between
new undeground maps or maps that AI can't traverse between ? theoretically possible from what I've been told
there is supposeddly some madlad that is working on new compatible maps for Anomaly, and they promised to release the info once they finish
dont have the deets on me rn tho
Problem with Anomaly is that it's not compatible with the CoC SDK because its based on a lot of mods like MLR that change spawns and to which there are no SDK sources available. The all.spawn it compiles won't have information for MLR's smart terrains, waypoints etc and it crashes the game. For my project I removed MLR content and it resulted in having a working SDK base from CoC 1.5
finally figured it out it was the trade presets being overwritten
Chocohex or anthology author?
I ddidnt write down from whom this was, but I'll look around when i have a moment
I think chocohex talked about removing mlr stuff from anomaly for old world addon
anyone know how to edit an ogf file in blender to give extra bones and export it?
didn't know it wasn't open source that would explain alot. thanks
probably chocohex
Hello guys. I need help with modding pls. I am new in Stalker modding but I am a bit skilled in programming.
My question is, does Stalker GAMMA (or Anomaly) store informations about actor's and npc's location on the map somewhere? Like if they are on Skadovsk, Shevchenko, in Iron Forest etc?
Question. How hard would it be to make a VLC addon? 
Im getting annoyed trying to replace the music. lmao
Model a cone and spawn it
I'd recommend asking this in Anomaly's Discord Modding-Code channel
more people with knowledge of the deep code there
ok thanks
Ill rip the Gmod one later. 🤷
they sometimes stop by here too, but you have higher chances over there
just don't be an ass and don't @ people "demanding" help
Has anyone tried porting the AKM Sound from tarkov for the AKM in Gamma by chance?
it's easy enough that you may as well try yourself
extract Tarkov assets (I am morally obliged to write it's sorta illegal), convert it to format Anomaly understands (check out Anomaly's modding book - you can find deets there), make a mod mimicking the file structure of the sounds you wanna swap around
voila
bas is straight tarkov rips
I am not knowledgable enough to comment, I just know myself am trying best to stay in the legal zone with my content
just don't use the Hunt Down the Freeman one :V
https://i.kym-cdn.com/photos/images/original/001/346/382/c37.png

yeah
That alone is like 10x the entire anomaly armory
it was... something else
What the fuck
thanfully i only watched that shitshow from sidelines and was enjoying some popcorn
imagine grabbing those assets and then shoving them into source
with maps that barely even have dynamic lighting
Node graph out of date. Rebuilding...
Is this mod somehow available for Anomaly or could it be converted? https://youtu.be/KKZQ5pYtr7M
Dynamic laser dot, laser ray with selflight & soft transparency. unique animation.
Динамическая точка, луч лазера с самосвечением и мягкой прозрачностью, уникальная анимация включения/выключения лцу.
Realization of laser sight: Sin!
RED DOT particle: Amik
LAM on GLOCK 17 model: Will
LAM on GLOCK 17 texture: Wannabe
LAM on DEAGLE model/texture...
what part of the mod lol
you mean the upgrade tree?
Anyone knows how to match the rest of the reticle texture to the in game dark overlay?
more tris than all build maps in anomaly combined
Probably yeah lmao
Can this be adapted for GAMMA?
hey how do i change the Sprint animations from Lowered_Hud to the Charge animations? When running Anomaly with only My mods and 2022 BAS and JSRS the guns had this great sprint animation, but it wasnt added by any of the mods i had active. but when playing GAMMA its just Lowered Hud while sprint. how to i change back? I want to incorporate that sprint in a weapon mod im making at the moment. like i dont want to add the animation files or anything, i just want it to not be overwritten basically. how do?
The laser sight for the Glock
you have two options
-
disable 41- LowerSprintAnimaiton - Skieppy entirely, meaning all guns use their actual sprint animation (which for some guns is really ugly, but for a large portion is fine)
-
add an exception to that same mod, for the gun you like
- how? go to MO2, search for that mod, right click, Open in Explorer
then go to gamedata > scripts > open lower_weapon_sprint.script in a text editor
add a line to the end of the exclude list:
exclude["wpn_weapon_name"] = X
where wpn_weapon_name is the debug name of the weapon and X is just 1 higher than the previous line on the list
awesome thanks for the help!
Hi guys. Can we do something with this bug? I'm using 4k Nav's Masks and AlphaLiom's Health Panel rework. And after drinking or eating this happen. I suppose that the script that removes the mask HUD when using animations from FDDA is responsible for this. It's located in enhanced_animations.script (Default GAMMA FDDA). Сan somebody make a script that force reloads your hud after using FDDA animations? Is it possible? I know that the problem is not with AlphaLion's mod, this bug is also present in vanilla gamma. But maybe we can fix it?
Anyone has some context around blowouts and their level of modability?
For example, I’d like to weapons selection of NPC post blowout to be limited. Something like shotguns only for 24 hours post blowout.
that does sound interesting, but I can't think of how to achieve that
it would require either spawning new NPCs, or spawning new guns for every NPC and forcing them to change to that gun
which would mean everyone gets a free shotgun every blowout unless you also add logic to despawn weapons, which comes with it's own problems
I theory, NPC seek shelters right? I could spawn specific post blowout “zombies” with a restricted set of weapons 🤔
The existing spawned NPC would keep their selection. For the player, there might be a trick? I could make the zombies immune to X ammo type?
nope and that's why the mask HUD ain't in GAMMA
unless you want to recode the BHS HUD UI to another UI layer
I should preface this question with saying that I've never modded this game before, so I'm sorry if what I'm asking is trivial.
But I was wondering, is there a way to globally scale the prices of an item in a certain category?
I've figure out that mods have .ltx files for each trader that has the lines
sell_item_exponent = 0.75
discounts = discount_supplier```
Which I assume dictates buy/sell prices and applies a discount modifier to specific items.
But what I'd like to do is for example make all ammo and all artifacts across the board more expensive by some factor. Is this possible to do easily set some global scaling factor for an item category, or would I have to adjust the price of each artifact and ammo type individually?
Probably adjust each ltx file
hey, can anyone tell me in BAS which is the Duty NPC Loadout Table? Im currently thinking it could be NPC_Loadout_Dolg or maybe Greh? , i just have no clue.
nvm got it
killer = mercenary
Have a look at trade_presets.ltx. At the end of that file is the item group called [toolkits_h]. It makes mechanics pay double the price for buying the toolkits. So you can create an additional item group and put your price modifiers on items in that group. Last thing is adding this group to a trader you want the prices change to be applied too. Also in trade_discounts.ltx are the global price modifiers for different traders.
Still going to take some time if you want it to be more specific.
Gotcha, I'll take a look at it. Thanks
hey do you know if theres anyway to create a patch for this? im tyring to make one for an update to a mod im releasing today. and dont know much about scripts, if you can even patch them or what. any insight would be greatly appreciated
Sadly I have no idea how, other than manually adding the exceptions
Maybe DLTX-ing the additions could work, but I'm not sure of the wording
And I have no idea how monkeypatching works beyond seeing it as a term here and there
does anyone know how to set a script to activate on a series of hotkeys? like Ctrl + Alt + F9 ? im wanting to create a universal uninstall script for my mod, since it adds new items, instead of providing x2 uninstall scripts per build and them being extra patches to install. and the only thing keeping them as an extra "patch" to install is the fact it "function on_game_start" but i want to use Ctrl_Alt_F9 if possible. if not then oh well.
make an MCM button.
Hi! How can I revert changes to make random condition for junk artefacts?
I tried to change grok_artefacts_random_condition.script like this
function grok_arti_random_efficiency(obj)
kind = SYS_GetParam(0, obj:section(), "kind")
printf("grok_arti_random_efficiency DBG %s",tostring(kind))
if (obj:condition() == 1 and kind == "i_arty_junk" or obj:condition() == 1 and kind == "i_arty" or kind == "i_arty_cont" and obj:condition() == 1) then
cond = (math.random(arti_min_eff, arti_max_eff) / 100)
if obj:section() == "af_ah_f1" then
cond = 0.98
end
obj:set_condition(cond)
end
end
But even dbg msg doesnt appear
this is how one of my mods adds an uninstall button to it's MCM:
function on_mcm_load()
local options = {
id = "rax_pinup",
sh = true,
gr = {
{id = "rax_mmt", type = "slide", link = "ui_options_slider_player", text = "ui_mcm_menu_rax_pinup", size = {512, 50}, spacing = 20},
{ id= "desc_mcm" ,type= "desc" ,text= "ui_mcm_rax_pinup_level" ,clr= {255,175,0,0}, precondition = {function() return not level.present() end} }, --warning message that will only show with pre 1.6.0 versions of mcm explaining why there seems to be no settings
{id = "uninstall", type= "button" ,functor_ui= {function() item_pinup_collect.reset_all_magazines() end}, precondition = {function() return level.present() end}},
{id = "clear", type= "button" ,functor_ui= {function() item_pinup_collect.clear_collection() end}, precondition = {function() return level.present() end}},
}
}
return options
end
at somepoint i should add the buttons to the MCM documentation. but they don't work like settings, they trigger as soon as pressed and can't be undone and don't get saved like a setting. they are good for this tho
function on_key_press(key)
if ( key == DIK_keys.DIK_F9) and (key_state(DIK_keys.DIK_LMENU) or key_state(DIK_keys.DIK_RMENU)) and (key_state(DIK_keys.DIK_LCONTROL) or key_state(DIK_keys.DIK_RCONTROL) then
--do your thing
end
end
function on_game_start
RegisterScriptCallback("on_key_press", on_key_press)
end
updated to addd calback registration
oh dude fuckin sweet, thanks for that, I barely understand scripting, but enough to just eek by. so I appreciate this info. sincerely
BRO, YOU'RE A LIFE SAVER - I LOVE YOU!
Can anyone help me with .dds files? Just messing around trying to re color grass. I converted the dds to png with paint.net, edited, then used nvidia texture tool to export to dds. Now the grass draw distance is 20m no matter what advanced settings are set too
Also I used DXT5 compression and generated mipmaps
if someone lists their mod with a Creative Commons License and NOT Proprietary does that mean its fair game and its assets can be used?
Economy balance mod is the you are searching for
Oh, I already managed to activate them 🙂 thank you!
Now Im just looking for ways to increase military spawns
Thats in the parameters in the game
Might be by the end of the list , you can change value of faction peep and mobs pack
I think you might have to be in a game to do it but im not sure
If im not wrong (has been some time since ive played) you can choose in game parameters for the durability of items fond, idk if that apply to artifact tho
You can test it yourself if you pick windowed mode and a 16:9 resolution. You'll probably need to restart the game after the change, sometimes the UI doesn't scale properly after changing the resolution
Will it black bar the sides? It always seems to stretch for me.
If you pick windowed then no
That's how I test my mods at 21:9 and 16:9 on the same PC
maybe someone here can help me.
is there a Way to make the Master Difficulty Stick to my savegame/game?
I can enter is via console, it gets applied but only till i change a level or restart the game then it changes back to Veteran by default.
I also tried editing the .ini File and make it read-only, but that didnt work either
Is there a way to be able to choose Master Difficulty right from the start with a small mod by chance?
Thanks in Advance ❤️
which creative commons license?
not sure if this matter was already discussed:
i've stumbled across a couple of neat QOL mods seen in some yt videos,
- Items weight always shown at the corner of their respective icons (sorting the inventory gives also the total weight of the current filter)
- when accepting collector missions there is a prompt stating how many items the player has in the inventory (cool to know if i have those 4 cat thyroids)
it would be nice if those can be considered to be added in the future updates of GAMMA
btw those 2 mods are
Inventory weights revised
Utjans QOL bundle (there are also other options in this mod)
those are incredibly easy to add by the user themselves, and some people think the first one adds too much clutter to the interface
the second one I like myself too though, but I'm sure there's something that stops it from being added, other than the Taskboard not able to utilize it IIRC
i actually have both installed and use them myself with no issues
as for the clutter, well, that is personal preference
how would i go about disabling the buffs given by achievements? i.e. i don't want to get better at repairs after giving 3 toolkits (possibly the opposite?)
Can someone make something like this mod but fully compatible with GAMMA?
https://www.moddb.com/mods/stalker-anomaly/addons/exo-backpack-1-0
hey guys i was thinking here about a mod that adds tasks where they give info that a certain faction will pass through somewhere with an good quantity of NPCs (preferably dead city, and places with high buildings) with some good loot so we can make an ambush.
I think that would add great immersion to the game.
If possible i would make it but i got no idea what i have to do to make mods for Stalker.
that sounds like easy-mode. A super-easy way to get good loot fast
i mean, it would be mostly on super dangerous places
and the rate would be really low
and preferably you would pay for the info, then they would appear
no random encounter
or you could find info on a PDA
you would have a certain time to get to the place before they pass
and to balance it out, they would despawn after going through a map transition
of course the enemy will be really well armed so it won't be easy
Push :(
How can I find out which mod/file contains a specific item in the game? The one is question is "Dushman's Intelligence" (hb_isg_dushman_intel)
I want to reduce its weight to 0, because it's a quest item you can't even drop. Waste of 0.5 kg
Use "search in files". The file you're looking for has to be in vanilla anomaly dbs
Yeah that works. I assumed it was from a non-Anomaly mod
Hey everyone, does anyone know where the original prgrmr of pip scopes is? Someone is trying to implement them without any fps drop and there IS a method as featured here in this vid (timestamp 1:19) but i have never seen someone active take credit for it. Anyone have their @hazy magnet
https://www.youtube.com/watch?v=EqAj7loSpY0&t=118s
Small informational video to compare, contrast and demonstrate two potential methods to create compelling 3D scopes.
FPS examples are based on my specs:
GTX1060 3GB
i7-9700k
can anyone tell me if GAMMA Save Saver/New Game Saver gets used by 9-30 BAS users? Ive only come across 2022 BAS Users that have it, but im making a new FOMOD with Flags and Dependencies and kinda need to know to make sure I have all the right pages created.
Would it be possible to make the USP "Match tactical" chamber in .45acp instead of 9x19?
Can any russian speakers tell me if this sentence makes sense? " Вы используете ГАММА СПАСАТЕЛЬ СОХРАНЕННОЙ ИГРЫ? " Im creating a Russian translation of my FOMOD and want to make sure i get it correct.
This translation looks a little confusing, if you're trying to translate "Gamma Save Saver" it's better to leave it untranslated in my opinion
gotcha, thankyou very much!
Will Russian and Ukrainian speakers recognize the English Names of the mods? Or is Gamma Save Saver just so troublesom to translate its better to just leave it as is?
Mod names are never really translated, so everyone recognizes them by their origanal names.
Yeah, there's a mod for that, but that's a tier 3 upgrade. However I believe you could reverse engineer the mod's config and edit the base weapon's values if you want something different:
#1073562381755621458 message
hi guys can someone help me ? i want to modify the amount of ammo sold by butcher
Thank you so much for this
hi there
recently have seen that Skyrim already managed to use ChatGPT with mods → https://youtu.be/0wCjosz1vOA?
there's any plan to do something similar for Stalker?
Somebody added ChatGPT AI to Skyrim VR in the form of a mod and it will transform the Skyrim gameplay, NPC reactions, follower conversations and the RPG immersion forever! This new experimental AI technology that lets you verbally communicate to an NPC AI that are fully controlled by artificial intelligence. We will also explore how to solve que...
Not that I know of
if you mean voice acting, there isn't much voices in stalker in the first place
ok skipped through the video, I highly doubt it lmao
To release a very small mod, which needs another mod, is it allowed to use GAMMA's numbering and add B? Such as 159B- NAME HERE?
with text chat would be enough
Can anyone tell me if 9/30 BAS users use GAMMA Save Saver? or is it just 2022 Users? I am making a new FOMOD with Flags and Dependencies and want to make sure i get things right.
What's demonstrated there is possible in anomaly without any engine edits, except maybe voice input from microphone
Wouldn't the extent to how it can be used be fairly limited though?
just configure the chatbot to stay coherent with theme and thats it
practically the only thing that failed for me in stalker has been the AI
surely it isn't bad, but still not quite there yet
with both good gameplay behavior and chatbot could have something really awesome
the idea is, rather than have the plain dialog that is repeetitive that all we know, have a dynamic one
instead of a bunch of options just a prompt entry to talk to and get answers
@steady apex still exist more chatbots that are open source and can be executed locally on your machine
for example https://stability.ai/blog/stablevicuna-open-source-rlhf-chatbot
Experience the power of StableVicuna, the first large-scale open source chatbot trained via reinforced learning from human feedback (RHLF). With enhanced training and fine-tuning capabilities, StableVicuna offers advanced chatbot solutions to drive engagement and improve customer interactions. Try S
Hello guys, do any of you know of a way to unbind a key in the regular control settings not in mcm? It is not possible nor do I find any mod to implement it :S
Chatgpt aint gonna come close to the og English VAs for stalker
Based
Come in don't stand there!
Pipe down man, let me fill you in
Get out of here stalker!
didn't we have someone suggest this chatbot thing from Skyrim before?
it does seem neat but it doesn't really seem like something most people would care for
If it could randomly generate quests, Holy fuck that would be neat
Like someone controlling the game and what is thrown at you
Instead of rng
A sort of DM
if that could get made and implemented then I foresee that people would complain about lore inaccuracy in the randomly generated chat
or complain that they can't RP sex with Hip five minutes into a new game
What you can do is pick a keybind that you do use, and assign that key to the keybind that you want to unbind. Then assign the original key back to the function you want to ue, thus removing the other one. For example:
- Let's say you want to unbind Drop
- Bind
Wfor Drop - Bind
Wback for Forward, which will remove the bind from Drop altogether
Keep in mind some keybinds are sentient and change back to their defaults. Drop for example is one of them. To remove it, you'll need to:
- Go into
[your Anomaly folder]\appdata\and openuser.ltx - Find the keybind by searching for its name or assigned key. The attached image is
Gfor the Drop keybind - Delete this line from the config, which should stay permanent until you assign a key to Drop ingame again
you are smart haha, thanks boss. simple but smart solution the first one xD
I unironically wouldn't see people complaining. 1. Most stalker mods don't strictly follow the lore 2. Gamma definitely doesn't and some things such as the embargo don't make much sense 3. It would be pioneering a new thing and a lot of people, even outside of stalker, would be excited for it
Also stalker community isn't as horny as skyrim XD so I wouldn't think of the hip sex thing as a likely outcome
the lore complaint was more of a joke than anything else, but it is possible/likely that the chatbot would still say things very inaccurate to gameplay, giving bad advice, and otherwise cause confusion unless heavily trained to specifically work with a specific modpack
it would require a massive amount of work to idiot-proof it for wider audiences, and with how spaghetti XRAY is, I dare not even imagine the amount of hassle it would be to make it generate tasks
I prefer to leave the pioneering of this to the Skyrim mod community
Does anyone know how to make armour models for stalker or at least have a guide for it to follow so I could maybe
Uh
Make armour mod 
For npcs ?
Well for player use as well but yes for npcs to wear 

For npc models there are already 2400 or so with Dux character Kit
If you want to make npc models you need to use blender with pavelblend
Oooh cool
And in another ltx file it defines which player armor and helmet they drop
Oooh okay I was wondering how that worked
Especially when the npcs would have some really cool model and then the outfit they dropped was different
I thought it was scandalous

Yeah cause it’s different
There’s not different armor for each model
I tried to set accurate armors for each one of the 2400 models manually

Took me about 80h
Grok aged 58 years just tweaking LTX files
Oh my god
What a monster
Mans is a goat for the hard work and mental sanity he’s lost
And regained
Took me about the same to set 4500 extra random spawn points in almost all maps


So when someone ask me little shit like « nuh ak Alfa has charging handle on the wrong side »


Like na fuck that I’m@too tired
So if you are just porting armor models for use from one game to this one is it just a matter of tweaking ltx files and making sure the file tree is correct or is it more
It’s probably more isn’t it

from my limited understanding, if the model works it is just a matter of assigning it in the relevant file as the model to use
the "if the model works" is the tough part, since that involves everything from file types to animation rigging
and even if the model works for XRAY's specific spaghetti, you don't want to do an HD Models and have terrible optimization and weird materials
No you need blender
Oh nice
If you want to port an armor 3d model and slap it an npc models you need blender with pavelblend
And then tweak some ltx and xml files so the new npc model is used by the game
@faint sable I lied it’s not just ltx edits I lied don’t do it
lmao
Check how Dux Innumerable Characters Kit work
Does it explain in its description how it works or just check the file system n such
And you need to manually add the armor model to each npc model you want
Hence it creates lots of variants
Oooh
Reverse engineer
Fuck man wish it was this easy lol
Damn
Rigging guns is enough of a pain in the ass
Couldn't imagine manually rigging each part of each finger of both hands to a stalker body armature
Where would be a good place to go, to ask any Russian/Ukrainian speakers to help me with my FOMOD Installer? I made basically a Russian/Ukrainian Installer, But had to use Google Translate, I feel like i got things pretty close, but fuck if i know. And trying to find anyone has been like pulling teeth. Any help or insight would be greatly apprecaited.
is there a way to make a lower weapon when sprinting script for just a single weapon 
looking at the script for the lowersprintanimation mod, it seems like you would need to exclude every single gun in your game besides the one you want to be lowered
Just change the code
FOMOD is pretty straightforward, reverse engineer existing ones ?
I think he's just asking people that speak rus/ukr if they can see if the translation for his FOMOD is good enough
yeah I got a really nice FOMOD i made, but I used Google Translate to do the Russian/Ukrainian side of it. and have no idea how accurate the language is. I spent the last day and a half learning about the FOMOD script and wrote basically a 35 Installation Step FOMOD with tons of Flags and Dependencies.
Aaaah ! Just use ChatGPT brother
Hey guys. What happened to the "companions inv unlock" and "dncpv-" something mods? In rc3 I was able to equip them with artifacts, armor, backpacks, and now they won't use anything (I knew that they did as their inv weight threshold rose whenever they got such an item from me)
Could you try to bring that back?
How would I go about nodding in a new ammo type? Looking to add in either 7N24 or 7N39 to make 5.45 guns a bit better late game.
does anyone know how to freeform crop outside of ps?
me and my friends are trying to make something but don't have money 
youd need to either replace one of the pristine ammo types with whatever you are coming up
or one of the bad versions of the ammo
the problem with latter is that you dont have fine control over how much pristine or bad ammo drops in the wild
which can get balance/progression out of whack
both things you should be able to DLTXify, changing the ammo stats for whatever you deem fit
why replace existing ammo ? cause 3 base ammo types are heavily ingraned into the ui/engine and changing that is a tall fucking order
are the playboy/maxim mag textures part of a mod or in vanilla?
how do i convert obj to ogf? using blender.
Pavelblend exports OGF directly
how do i match the hands with the gun when exporting to skl in blender
im kinda green when it comes to making animations for stalker, so i thought the process is to turn into skl then to omf
how do i start making stalker mods?
http://sdk.stalker-game.com/en/index.php?title=S.T.A.L.K.E.R._MOD_portal
wiki for old games, but a lot of things are still appliccable
Anomaly modding book, constantly WIP but a lot of helpful info is there
with those, i'd recommend taking a look at small simple mods
dissecting what they do and etc.
of course, depends what you plan to do
How do I comment out multiple lines in an .ltx ?
With a semicolon





