#╙🖇mods-making-discussion
1 messages · Page 31 of 1
Isn't there a missing bracket?
thanks
oh your right
@vernal epoch mod_system_zmaidtype89.ltx so is that an example of a dltx?
yep
Yeah wardogs uses them just not for this particular weapon
Doesn't make a big difference. Did the file I send you work?
The first gun works the second one is out of position
@vernal epoch Ok wpn_hpsa_hud works great wpn_hpsa_alt was out of position but I repositioned it myself put in the new values and both work now thank you so much for all your help I believe I know everything I need to now to make my own dltx's it should hopefully ensure my edits get used by the game

@vernal epoch I should be able to just put your file into wardogs and have it run properly now right?
would it be possible to change the script in doom like weapon inspect to use a different animation for a specific weapon? like for example a gun without gl will use gl animation instead of inspect animation to seperate them, or even a custom animation if thats possible
yea
ok thank you
I'm a bit confused on what you mean but it sounds like that should be possible
basically i had this idea to make a separate inspect animation that only plays when you acquire the weapon for the first time
oh i see, im not sure in that case. it's probably possible on a technical level but i don't know enough to say too much about it lol
I'm relatively sure that the gun only inspects the first time you get it already
It also happens when putting on attachments sometimes, or when you just stand around doing nothing for a while
thats because attachments are actually an entirely new gun
so each scope will play it once as well
oh, that makes sense lol
i'm sure a small tweak can be made to that script to prevent the reinspection when changing scopes
Good afternoon. In the process of creating an addon, Repositioning of GAMMA weapons (and possibly other weapon packs). Started with shotguns. Shotguns are about 70% complete
I will be glad if you test and tell me your opinion.
Double barreled BM-16 (Toz-66) from Gunslinger(?) inside)
Unfortunately I seem to have gotten a little stuck on how to smartly move the item counter to the top right of the item cell. I tried using align="r" but from what I see that works only when the parent element has static dimensions, but item cells are dynamic.
Does it need to be changed through a script so that I can use methods like self.cell:GetWidth()? Because if so I'm honestly a little lost on how to go about scripting that. I really hope that there is an easier solution I'm not seeing 
No x and y cords in that node?
In that case it will probably need a monkey patch to utils_ui.script.atnyhe pint where that node is initialized
I mean there are:
<cnt x="-1" y="-1" width="17" height="11" stretch="1">
<texture a="200">ui_item_count_back</texture>
<text x="0" y="0" width="17" height="11" font="arial_14" color="ui_2" align="c" vert_align="c"/>
</cnt>
But if I change the coordinates it won't be correct. For example for some items it will be in the middle and for some other it will go outside of the cell completely.
local right_margin = 10
local cntr = utils_ui.UICellItem.Add_Counter
utils_ui.UICellItem.Add_Counter = function(self, xml, obj, sec)
cntr(self, xml, obj, sec)
if self.cnt and self.cnt:IsShown() then
self.cnt:SetWndPos(vector2():set(0, self.cell:GetWidth() - right_margin))
end
end
probably
i have a 50/50 track record at best on lunch break code snippets bot being horibly bugged
but you can see the idea.
Hmm tried it and it doesn't seem to do anything, no errors either
Named the file like so: utils_ui_top_right_counter.script with the code you wrote and put it in a mod in gamedata/scripts, loaded last in MO2
Am I missing something? 
oh it definatly errored, but up where the script was loaded. i just fixed a typo
try again
oh I see, trying now
This is how it looks
For some weird reason the counter from the ammo went to the RF receiver
I think I got it, the x and y are just reversed
Now it's setup correctly, thank you very much for the help 
Something unrelated to what I was doing, I've made a fix for that nis or "nïs" in some tooltips which is shown instead of this dot: •.
Basically it was a wrong encoding for the script that was adding that text dynamically (from utf-8 changed to Windows-1252).
I was wondering where I should post it if anyone is interested or if Grok wants to know about it too.
The file is called ui_item.script which is included in Darkasleif's and iTheon's Parts Condition Color Thresholds Changes and 116- Dialogues Expanded - indyora.
yeah, those are the kind of mistakes i make when putting something to getehr fast
grok knows about the encoding, might not be aware that those scripts are wrong tho. I try and teach new modders about encoding
No problem, if every mistake in coding was as simple as that, then programmers wouldn't be so stressed 
Something else too, I've noticed that there is a typo in modlist.txt that affects the aforementioned Darkasleif's and iTheon's Parts Condition Color Thresholds Changes which causes it to not load on the default modlist.
The typo was made on the following commit from what I can see: https://github.com/Grokitach/Stalker_GAMMA/commit/152e3439b23bf60fd90929032454bde12bbefa8f
IDK, i don't actualy use gamma and my contributions to it a generaly indirect
Should I just report it in https://discord.com/channels/912320241713958912/1092834455300866068 ?
Hmm actually I can't post there, says I don't have permission
What do you need to report?
There is a typo in modlist.txt that affects the Darkasleif's and iTheon's Parts Condition Color Thresholds Changes mod which causes it to not load on the default modlist.
The typo was made on the following commit from what I can see: https://github.com/Grokitach/Stalker_GAMMA/commit/152e3439b23bf60fd90929032454bde12bbefa8f
Okay, I already reported everything to Grok
Including this
He said that he will check everything out
Thank you very much
Thanks will fix
Is it possible to modify values of gamedata/configs/items/weapons/weapon_ammo.ltx via DLTX?
I tried this, but it does not work:
gamedata/configs/items/weapons/mod_weapon_ammo_new_box_size.ltx
[default_box_size]
box_size = 15
![ammo_11.43x23_fmj]:default_box_size
![ammo_11.43x23_fmj_bad]:default_box_size
![ammo_11.43x23_hydro]:default_box_size
![ammo_11.43x23_hydro_bad]:default_box_size
![ammo_357_hp_mag]:default_box_size
![ammo_357_hp_mag_bad]:default_box_size
![ammo_7.62x25_p]:default_box_size
![ammo_7.62x25_p_bad]:default_box_size
![ammo_7.62x25_ps]:default_box_size
![ammo_7.62x25_ps_bad]:default_box_size
![ammo_9x21_sp10]:default_box_size
![ammo_9x21_sp10_bad]:default_box_size
There are no mentions in the game log of possible DLTX errors.
It works with simple override like this:
gamedata/configs/mod_system_name
box_size = 15
![ammo_11.43x23_fmj_bad]
box_size = 15```
I don't think think it's possible to add another parent section inheritance like you did.
Thanks a lot ) So basically I put the file in the wrong directory? Why is it that some dltx files need to be placed in gamedata/configs/ instead in the directory of the "parent file" and be named mod_system_* ?
I don't think think it's possible to add another parent section inheritance like you did.
You are right, I think I need to do, according to the documentation?
@[default_box_size]
override = false
box_size = 15
I don't really know, it just works.
And remove the override = false, lol
I found something from the original dltx author
if you were to modify something that gets included by "system.ltx", you could call your mod "mod_system_mymod.ltx"
That, actually, makes a lot of sense.
Why remove override? If anomaly will have that section in the future I do not want to make changes. Isn't it a feature of dltx?
override = false
This line is used as an example in dltx documentation, it doesn't do anything specific.
oh ... I see now. It was just an example! Thanks for the clarification. 
what format/language does stalker/anomaly use for code?
scripts are in lua, .ltx is modified ini
i guess lua is popular for old game scripts?
brasil numero 1
lua is comfy enough
it's easy to use
@vernal epoch
[wpn_yourgun]
s = a
r = b
e = c
p = d
-
[s] is the FOV pull effect.
- It can be any integer number from 1 to 5, higher number means a stronger FOV pull obviously.
- It can also be a chain of effects linked together, e.g.: s = 1 ,2 ,3 ,4 ,5 NOTE THE " ," SEPARATION!
- This chain means that every subsequent shot will use it's respective index, e.g.: shot n°5 will use the 5th index in the chain.
- IF [r] is r = 1 then [s] is chosen at random.
- IF [r] is r = 2 then [s] is chosen at random but AFTER the first shot.
-
[r] randomizes the FOV pull, explained above.
-
[e] are the camera movement tricks.
- [e] needs to have 6 values registered, e.g.: e = 1.0 ,1.0 ,1.0 ,1.0 ,1.0 ,1.0 NOTE THE " ," SEPARATION!
- These values can be any float number from 0 into maybe positive infinite.
- Every value in [e] can be have an additional property appended to them with :, e.g.: 1.0:1
- This property can be either 0 or 1.
- Not specifying a :x thing tells the script to randomize between the two.
- First value is the horizontal shake. :0 moves the camera to the right, :1 moves it to the left.
- Second value is the vertical shake. :0 moves it up, :1 down.
- Third value is another sort of FOV pull, shakes the camera back and forth. :0 moves it forward, :1 moves it backwards.
- Fourth value turns the camera horizontally. :0 makes you look to the left, :1 to the right.
- Fifth value turns the camera vertically. :0 makes you look up, :1 down.
- Sixth value tilts the camera. :0 tilts it to the right, :1 to the left.
- [p] are additional fluff Post Process Effects.
- These can be black, blur, duality_h, duality_v, grey
- These are listed as: effect=strength ,effect2=strength NOTE THE SEPARATIONS!
- Strengths are always static and go from 0.0 to 1.0.
- Blur doesn't seem to do anything???
copy pasting ruined some of the formatting
Awesome thanks
wow i got pinned
well. great. that makes 2 old games that would require me learning lua to mod. heck
think id rather learn texturing first kek
anyone know how I can make Spore sell 5.45x39mm ammo? Thanks in advance for any help
Hello, anyone knows a way to make gasmask functionality turn off and on even when you still having the gasmask overlay?
Hey y'all, I'm adding some ammo check animations to my reanimation mod, using the same script Barry's SVU reanimation does. It works just fine in regular Anomaly, but evidently has some sort of conflict or incompatibility with something in GAMMA, because the animations won't play when using GAMMA. Any ideas what's up?
the mod for what it's worth
My mod is at the bottom of the load order, and it's DLTX, so I'm not sure why it would 🤔
Maybe I'm dumb and am misunderstanding how this works though, lol
ooh
I wish i could help but my ass is half asleep
no worries, im in the same spot right now lol
might try adding a "z" at the start of the name of the dltx file, example: mod_system_z_yourname
it worked for me once
The config file itself works just fine, and the rest of the mod is working. Just the ammo check animations don't like GAMMA for some reason
weird im using the same script in gamma and it works fine for me
might be that there is some dltx mod that already edits the gun
Guys. Please tell me about the work of A-life.
I want to change the relationship between the factions. Make mercenaries hostile to freedom, clear sky, bandits.
How will the a-life react to this?
Will there not be a situation in which these factions appear on the same point and destroy each other?
Someone know if there is a mod that adds something like a Free hybrid aiming?
Like SharpeYe of garrys mod?
I am horny for this new era of Gmod Realism. My collection is out now check it out for free. Use a wii controller for the best experience.
- timestamps -
00:00 - Settings
00:50 - Preview
01:04 - Gameplay 1
03:20 - Gameplay 2
How do I add custom devices (#1097591132407476315) to generic traders' stocks? Studying other mods does shine some light on the system but I can't get it to work, and idk what I'm doing wrong
out of curiousity how have you done it so far?
I used the same method as #1063038826878087248 did:
![supplies_1]
device_gas_lamp_al_1red = 2, 1
device_gas_lamp_al_2orange = 2, 1
device_gas_lamp_al_3yellow = 2, 1
The device names are my own from the mentioned lights mod. Just by looking through game files I named this one mod_trade_generic_AL_gas_lamps.ltx inside gamedata\configs\items\trade\
I also assume you've nested yours right?
What do you mean?
If you compare to a mod that uses dltx for trader files, does your file structure look the same?
I think it does
But I guess not, since it doesn't work
There are a lot of other mod_trade_XYZ files for weapons apparently, but they use ![rifles] and such which I'm pretty sure isn't what I need here
I'm guessing the file name tells the game what trader should be edited/overridden, since there's nothing specific inside the files themselves. I picked generic just by assumption
For example mod_trade_stalker_sidorovich_g36rwap_rifle.ltx (from RWAP) has this inside a bunch of other weapon names with nothing else:
![rifles]
wpn_g36c_rwap
wpn_g36c_rwap_acog
Try doing a full trader file overwrite and see if it works? Just on sido or something so you can figure out if its the item or the dltx
From what I see (and hopefully I've made no mistakes, somewhat new on all this
) you can add your hideout lights to the [furniture_low] category in the trader_presets.ltx located in: G.A.M.M.A. Economy\gamedata\configs\items\trade\presets
This file is included in trade_generic.ltx
So you would name the file something like mod_trader_presets_AL_gas_lamps.ltx taken from your example and in your mod, place it on the same path as the original
And use DLTX on the [furniture_low] category
It doesn't work unfortunately. There has to be something else that's wrong because if I edit the original trade_presets.ltx the items still don't show up for traders
what do you mean by "edit the original" trade_presets ?
Admittedly I just saw how the custom 9x21 ammo was added to traders as an example, so I'm not sure what's wrong
as someone who slaved through making a custom new ammo, you could not have butted into me any sooner
what'chu need fam ?
what aint working for you ?
I was just trying to help AlphaLion with his question, there is no problem on my side 
rgr
The one that's already included in Gamma. I placed the extra few lines in the [furniture_low] category and nothing happened
and what were you expecting to happen ?
that only really puts an item into particular category for all the inventory/trader browsing and sorting stuff
it aint gonna make it appear at traders
you either need to use trader auto inject script (dont ask me about those, I don't know 'em any)
or DLTX each individual trader profile
Oh, do you need to then add it to all the traders? Because I thought it was included in some of them through this line [trade_generic_buy]:trasher,furnitures_low
I have no idea where these scripts import from or on what basis, i am not that wizard into anomaly code/scripts
^ note, that ain't all traders
I think that's just most vanilla gun and ammo selling ones with exception of military and duty
Hmm, yeah now that I look into it more closely, it seems more complicated
For example the hideout mod adds them through a script
having mod file for each trader is a b*tch, but at least it works and is rather clearer to understand than script and autoinjector
or maybe it's easy and I'm just dumb
¯_(ツ)_/¯
I want to add the items from #1097591132407476315 to traders to be purchaseable
What made me believe this should work is the mentioned #1063038826878087248 which is basically 1 file that I pasted in, and it works
if you want it fast, then just do mod files for each trader
Corrections, 2 files. 1 for generic technicians I guess, and 1 for ISG
But how and what do I include in those?
or very kindly (and without tagging them) ask NLTP_ASHES in anomaly modding-code to explain trader autoinject like you are a 5 year old (note, it's not meant as offense at you, I am the 5 year old too in this case)
;Ammo
ammo_10x25_fmj = 6, 0.66
ammo_10x25_ap = 3, 0.66
ammo_10x25_hydrashok = 3, 0.66
;Attachment
wpn_sil_10mm = 1, 0.75
![supplies_2]
![supplies_3]
![supplies_4]
![supplies_5]```
supplies_1 , 2, 3, 4, 5 denote the faction rep tier
1 being the base 0 rep tier
you can find existing traders in unpacked anomaly DB's
\configs\items\trade\
trade_X.ltx
where X is the ingame name of the trader
to DLTX it, create mod_trade_X_whatever.ltx at the same folder structure in your mod
per each trader
since you want all the traders (or almost all)
to sell the furniture
you can just make one mod_trade_X_whatever.ltx
and duplicate and rename the file till you cover all traders
as for what's what in that file
item = how much of item, chance%
1 = 100% chance
it's caveman approach but it works
Originally I wanted the generic traders only. Like Petrenko who sells misc. stuff
And that's exactly what I did, and nothing happened ingame. Which after seeing all this makes me feel like this doesn't worth the effort at this point honestly. I think we should spend our time on something else instead
Thanks for the help tho ❤️
and you can still can do that
you just need to know/figure out which vanilla trader profile belongs to him
I think I was modifyng the wrong file before. Now I added a few of my light items to the #1063038826878087248 files, and they do show up. So yeah I guess I need to find the correct files then
Yeah here all the trader files, which are located in Anomaly\tools\_unpacked\configs\items\trade
If you don't have them unpacked you can use the db_unpacker.bat in Anomaly\tools to unpack all the text files, takes just a sec
Yeah yeah I know that part :D I have all the configs unpacked for modding reasons already
Was just making sure 
so if i wanted to animate a gun do i need the stalker player model or somethin?
never animated before but have made 3d models
an what would i need to get the gun ingame an create icons
only hands exist in first person view
Alternative question:
Do we actually... need... first person view?
Like, there's a 3rd person Camara, is a 1st person 3rd person mod possible?
why would you use it when 3rd person animations are generic for weapon class
Oh they can't be changed?
yeah so do i need those if im wanting to animate?
an where or how do i get them
The just straight up hand models can be ripped from the files of anomaly, if you're looking for a rig I can link you
Oh you're in the Anomaly server, if you look in the pinned messages for # modding-arts you can see 2 or 3 rigs there, I use Pavelblends rig for the sake of accuracy but there's some other ones you can choose as well
thank you, and what texture format does stalker use. dds? and if i texture in substance painter are there things i cant export with it on or what?
i have no experience with texture work, im just an animator 😅 it looks like textures are in .dds though, yes
Where can I download the latest and most complete version of the Stalker SDK?
I want to try and make some new 3D weapon models and edit some existing ones
what other tools do i need? 3DMAX too?
3dsmax works apparently but blender works just fine and is a free alternative
Can i open existing dds weapons files with blender?
Like to edit the actual model?
The models are stored as .ogf, so you would need an addon to import those
.dds are the textures, Blender can open them but I'm not sure about edit
I want to edit existing weapon files, for example to change their color and all that stuff
In the Anomaly discord there's a channel called "modding-arts" which has a pinned message with links to lots of the stuff you might need

?????
Ok i can't link it but the anomaly discord shouldn't be too difficult to find
ok
If you just want to change the color that shouldn't require any editing to the actual model, just editing textures can be done in any old image editor like GIMP or Photoshop or whatnot
But It's really hard, because I don't know what part of the weapon I'm actually editing, and I'm also using my mouse, so it adds a bit to the difficulty
I wanted to load the weapon 3d model to something like blender and then make the texture edits, after that export it to use on the game
um
substance painter
import the .dds an edit
but have fun paying 100 bucks for that software
🏴☠️ ?
use gimp and live with horribly compressed textures like a man
NO I REFUSE!
I want crisp 8K gigachad textures, like a true monolithian 
substance painter lets you pain the model in real time but im pretty sure you can also just edit existing textures
Anyone knows what the X16 (Miracle Machine) alarms sound files are called and where they are?
Similarly, where are the sound files that play when boars are running around?
276- Dark Signal Mutants Audio - Shrike\gamedata\sounds\monsters\boar\boar_idle
Nope, those are different. I'm looking for the sound of their hoofs stomping on the ground as they move
Perhaps those? sounds\material\hoof\step\hoof_ground
sounds\ambient\x16\klaxon and sounds\ambient\x16\x16_begin, if you still need those.
Oh my god, the alarm files are literally hiding in plain sight
Thanks! Do you know where the files are for the announcer that plays alongside these alarms?
Seems like they are, ty
Expression : visual
Function : attachable_hud_item::load
File : player_hud.cpp
Line : 404
Description : could not create model anomaly_weapons\wpn_automav\wpn_automav_hud.ogf, section wpn_automav_hud
stack trace:
First time i've gotten this crash, anyone with a clue?
Still not able to figure out what's up here. It's not weapon parts overhaul, none of the other mods that have .ltx's for the Saigas are causing it, because I've tried disabling all those as well. The script isn't being messed with because the only other mod that uses this script is Anomaly magazines and the ammo check addon, but neither of those seem to make a difference, and work just fine when using nothing regular Anomaly. I've tried disabling pretty much anything my mod has a conflict with and still no luck
i checked the file yesterday and it worked fine, are you using gamma version of mags redux?
make sure you checked the 207- Mags Redux (Disable G.A.M.M.A. Unjam Reload) - RavenAscendant
or you just might have not checked ammo check at all
I've tried using both the GAMMA version of Mags as well as installing separately from ModDB, no dice
So the animations are working just fine for you? 🤔
I still get the text at the bottom of the screen, just no ammo check animation
can you send me a screenshot of your ammo check settings
uncheck busy hands fix
@static nebula
thats the issue
i think you only check that when you actually get that problem
now it's doing this 🤔 it just plays the holster/draw animation instead
did you restart the game?
or you just refresh it
i just toggled the setting from the main menu then loaded into the test map
restarting now, will see if that works
no luck, it still just plays the holster/draw animation
it should look something like this for reference
the script doesn't work for some reason, did you change anything since yesterday?
nothing that i can remember, still have the same script inside my mod
you didnt edit the config file right?
no changes to the config
strange i know why it works for me, it's because i had long press binding enabled which for some reason played the animation
@static nebula
after disabling it, it's plays the default animation
wait nvm i fucked up it does work
might be a bit too extreme but you might try doing this on a fresh gamma install
nah i mean the full reinstallation
oh geez lol
ill try just using the installer first, since it works just fine with base anomaly
worst case scenario, if it works for other people then ill just cut my losses and release it, since thats my main concern lol
i mean the mod is mainly for vanilla right
I'd like it to work with GAMMA ideally, especially since Grok plans to add it in a later update
and mags are still optional
true, but id like the mod to work as good as possible for the people that do use mags
Hi, I'm trying to make a weapon deal 71 damage, but using this values (which are copied from a scar file that deals 71 damage) the weapon deals 53 damage. Also can someone explain what is the difference between hit_impulse and hit_power and why are there 4 values.
Not an expert in weapon configs to I may be wrong:
hit_impulseis used for ragdoll upon hit. A 12.7 caliber would have a much more extreme ragdoll than 9x19hit_poweris most likely overridden by a DLTX mod, which seems like it'smod_system_weapons_damage_GAMMA.ltxwhich changes these values to1.0, 1.0, 1.0, 1.0which afaik is roughly 70 damage ingame- The 4 values are for the 4 difficuty levels, apparently
Oh, so if I add this weapon in the mod_system_weapons_damage_GAMMA.ltx and set all values to 1 just like scar, it should make damage the same
Because it's not in the list in mod_system_weapons_damage_GAMMA.ltx yet
If it's not there it won't be affected. In that case I'd stick to using the original weapon config for transparency. I mentioned the DLTX file so you see that the default values for the Scar you compared it to are altered by this file
I don't think I really understand. To give you the whole picture I basically downloaded a mod that adds an RFB which uses the same caliber as scar, so I wanted to make it deal the same damage. So I copied these values from a scar file and pasted it to the RFB file (which didn't even have those two lines by default). The damage changed but not how I wanted. So can you advise me how to do that, because I'm not that experienced in modding.
#1036727845726204024 I'm guessing? In that case just add the following line to the RFB's config somewhere in the beginning:
hit_impulse = 35
hit_power = 1.0, 1.0, 1.0, 1.0
Retrogue did release a fixed file that already has these values, but they're wrong compared to other 7.62x51 guns. For reference here's how my config looks like now
thank you I'll try it
but wouldn't that make it the same as adding it to the mod_system_weapons_damage, since it would overwrite it any way? Just asking so I can understand better how mods work.
It would. However since this weapon isn't in Gamma by default, it doesn't exist in this mod_system file. So if you later come back to this file but you've changed the damage values through the mod_system file, you may not realise why the values are wrong in the original config. By having the values in the original it makes it more transparent, and you won't have to hunt down which file modifies the weapon later on
So I'd just place the values in the RFB's config personally, but you can do either
ok thank you, will try both just for an experiment
Hello, im trying to figure out the name for ammo parts so ill be able to craft them, does anyone know the name?. this is from a ltx file from a mod that already added these but i want to be able to craft other parts. thanks
I use this method to find out what an item is called internally
- Make sure you have debug mode on: #╭📖faq message
- Press
F7ingame, then "Item Spawner" (1) on the bottom right, then "Weapons [Ammo]" - Hover your cursor over the items and check the green name. That's their unique item name that you can use
alright ill try it out thanks
@random fulcrum
Do you know where BR is listed in the files
for outfits and NPCs and mutants
i want to create gun animations, where do you recommend me to start?
The first animation tutorial video for STALKER! I know the title says animation tutorial but this video is more focused on how to start animating for STALKER and how to export them to the game.
This is knowledge that took me a year to accumulate because of how far I had to search for information on animating for STALKER. Hopefully this video m...
this guide is a bit confusing but will show you the ropes
i can try my best to answer questions
characters_voice\scenario\yantar\system_message
Hell yeah, thanks a bunch 
Hi, is it possible to add Ukrainian to Stalker? I can completely translate it into Ukrainian, as I am fluent in English and russian. ( except voice lines )
Hey y'all, how would I change the position of a weapon when you're close to a wall? Like how when you get close to a wall and your weapon tilts upwards, how can I change that position?
Guide is in the weapon_cover_tilt_positions.script.
i do the thing but the thingy no work
missed the 'o' before square brackets.
tried that just now, no dice
Remove the comma after '}', and add them after y = 2.
oh, I figured I would have a comma there since the original does as well
ill give that a shot real fast
oop, that worked, thanks! 🙂 👍
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: ...y-1.5.1.2/bin/..\gamedata\scripts\arti_ammo_utils.script:182: attempt to call field 'get_real_community' (a nil value)
stack trace:
what could be the problem?
could be main autoinject script is overwritten by an older version
put this one in the mod and make sure this version wins the conflicts and see if it helps
Does anyone know what file controls the bob the scopes have? I wanted to edit the Leupold scope bob at max zoom as it's a bit too much
hey ... has anyone given the radial menu a go?
came across it on Aoldri's GitHub while wandering round mods updating Mags
https://github.com/Aoldri/anomaly-addon-deps/tree/main/AnomalyRadialMenu
Hello, is it possible to add Ukrainian to Stalker? I can completely translate it into Ukrainian, as I am fluent in English and russian.
Hello, I am looking for a help or even commission someone to help me with one simple mod. There is a mod called women of the zone (absolete and forgotten) which added a unique NPC, a bandit medic, a female nurse. I hoped someone could help me to extract that NPC from the mod, make it independent mod and fix her cringe text and poor grammar and typos.
Guys, could you please tell me where/which file I need to modify to change ammo mag size for BaS vintorez ?
link to the mod ?
I had in mind to learn to make NPC's for my future modding efforts. I make no promises, but will try to take a gander
They're talking about Needles, the bandit medic
much thanks
If you don't use magazines then edit ammo_mag_size parameter in configs/items/weapons/w_vintorez_n1 file.
In MO2 or I need to take the file from mods to anomaly folder ?
MO2, find the mod with highest priority that overwrites that file.
Or use DLTX
Ok I found it, and its working thanks a lot, have a nice day
hello gentlemen
i want to create one singular mod that adds a faction to the game, which is essentially just a bunch of Jamiroquais in different costumes, singing different songs respective to what outfit he's wearing
how do i go about this
thank you
Bump for caffie , hes willing to pay up for this stuff lol
Oh hell yeah that's a great idea. I'll commission someone to make some basic mods if someone's up for it
Do we have Stalker sound pros here? Why does audio become unreasonably quiet in game even if I make a negligible change to it? Talking about the X16 alarm sound, if I reduce its loudness by 0,5dbA it becomes way too quiet ingame. But 0,5dbA should be a barely perceivable difference compared to the original
did you check its in game sound volume using SAVandT
Didn't know about such a thing. Checking it out now
Yea I think all sounds need SAVandT to make them fully work
Yeah I've changed the new ones' data to match the originals'. Now they sound like what I'd expect. Thanks 
How do I change the parts disassembled for items?
I figured out parts_ammo is ammo, but I want to change explo_metalcan_powder's deconstruction into powder so I can use it as a storage item so I can store all the bullets
okay I found parts.ltx
but
it seems to require listing disassembly components individually?
I want to do 900 of something so that doesn't seem right
and I know parts_ammo in a completely different section overwrites this
putting [explo_metalcan_powder]:part_defaults,salvage_high parts = casing_p,100,powder_1,100
in parts_ammo.ltx seems to get acknolweged by the disassembled in that the regular parts don't get made, but it doesn't actually make the new stuff
not sure what the issue is
Where can I find the med icons without the indicators? Some of them are vanilla, some are from Cr3pis icons, but I can't find all of them in the exact style
try reinstalling cr3pis icons without indicators
Already checked, they aren't the same
tried sourcing where they are from to see in mod description if they say anything about the art assets ?
These icon I'm looking for only appear in "GAMMA icons" so no luck there either
There's a layered PDN file in the mod but the icons are already baked in so that's not useful either unfortunately
I added my own music but they seem to go by so fast like in a second, i did everythin right any reason why?
You probably didn't do everything right 😉
Try comparing them to the other files using the ogg meta data editor thing. Savnt or whatever it's called.
Oh yeah i missed a step, i didn't read it. Thanks for remindin
Is this the right channel to ask about tweaking BHS?
can't think of anywhere better.
i changed this but it doesnt do anything, did i miss something
or does it not recover old wounds\save
ok i see why it didnt do anything, because i was changing 184.BHS script but i needed to change GAMMA med balance script which overwrites first one
Can I upload a patch for a certain mod to work with gamma in #1035807043933720576 ?
You can, that's what it's there for, just make sure to credit and include a link to the mod it's for
It's for Spatial anomalies mod, it disables nimble upgrades, so I made a patch
So I gonna go test and upload it
That's such a weird conflict for a spatial anomalies mod to have
Well it is what it is
It for some reason has zaton characters file, and in that file nimble has no upgrade dialogue option
And some other stuff is missing too
And in the dialogue file, no dialogue. Really weird conflict
I found out the reason it has Zaton dialogue files. It enables or reanables compass artifact as a reward for completing Noah's quests
And one of the quests is tied up with teleports
It has random low condition upon being given to the player so that's okay I guess
Ok mod posted
Hay sorry to bother you all but I have a question that's probably been asked in this forum before. the thing I am interested at looking at is map editing/custom maps I have heard it's quite difficult/impossible I know that stalker anthology has ported over all the maps from lost alpha which has left me wondering is it easier to make a map in a different stalker game and then ported over into G.A.M.M.A? Note I have no experience in mod design if any of this sounds dumb that's why.
@undone lily I assume you made the GAMMA icons, can you help me out please?
When I am done with Old World, I'll publish the SDK files and rawdata for all the levels so it'd be easier to compile all levels and all.spawn based around them. Until then I wouldn't be able to help much, I am not good at teaching things ```
basically and theoretically, you can make new maps, there is nothing stopping you. but you won't be able to have AI be able to traverse between existing and new maps you make
But I can have an NPC travel from one new map to another new map, correct?
ok
You can. Link up GIDs. Thing is i have no idea how to do that and mlr devs didnt either XD. You also have to remove mlr content to be able to use sdk as chocohex said
Where is/What is the best way to get original Shadow of Chernobyl UI assets? Can they be extracted from the game itself? I am looking at making a UI/HUD inspired by and using it's assets and would like the fastest path to getting them. Can they be downloaded anywhere?
Looking basically for the borders and backgrounds and not the icons themselves. I have photoshop and a winning attitude and the DDS plugin seems to be working.
You can extract them from the game yeah. I don't have an extractor but just Google it and you'll find it, there's multiple of them. Make sure you get the SoC ones tho, afaik they aren't cross-compatible across the Stalker games
what addon has the new shotgun reload animations and another one which shows the weapons manufacturer?
I don't expect them to work right out the box. There is going to be some artistic license taken with cutting/pasting and changing to fit the UI that gamma has. There is enough material here to fit the existing system with basic computer skills. Thanks for the suggestions!
I was about to say lots of the UI assets from SoC and CS are in CoP/Anomaly as well, but not sure if that's all of them
Old Maids icon version
Where can I get it? Because I can only find the current one which looks totally different
Any idea how to make the music from the main menu play when pressing esc in a running game?
Edit some script something something
I think xcvb had it working ? But he didn’t publish it
xcvb is a local modmaker?
nah he's a classic anomaly modder
Oh. I did not know it :)
used to be here but got banned for posting kpop gifs and baiting chats into flame wars
thx :) i try did it
This is where I got in 30 minutes. Planning to make the BG transparent, and potentially changing the brighness of some of it. LOTS of touching up to do around all edges.
some one add sex please
i've got a mod idea and I wanna validate to see if its worth doing, so let me know what you think and your thoughts on it.
The idea is as follows, you use the original Russian voice lines (which imo are the best) but the game now has subtitles while you walk around various different characters which have voice lines, these characters include storyline characters and also free-roaming npcs as their walking around the Zone.
A good example would be if you walked around a zombie (which yea, they surprisingly have dialogue and its depressingly sad) and you could see what their actually saying. Something sort of like this video made by someone who has translated the zombies voice line dialogue:
https://www.youtube.com/watch?v=o-zTenkYANI
in theory the mod would work like in the video, you get close enough and the subtitles from the video would appear.
This could really add to the dark and gritty atmosphere of the game, where the characters truly gather meaning from the pre-existing voicelines. But my previous projects have told me that I should gauge weather or not the audience (which is you guys) would be interested or have a want for such a mod before I go ahead and start this project. I wouldn't be able to give you a time estimate either on how long it could take but I would like to know your thoughts.
:) thx for reading
S.T.A.L.K.E.R. - ZOMBIE voices - English subtitles
S.T.A.L.K.E.R. - Zombied campfire chatter | English subtitles
All Campfire Chatter - zombies - S.T.A.L.K.E.R. - English translation
S.T.A.L.K.E.R. Campfire conversation - Zombified Stalkers - English
#STALKER #Stalker2 #StalkerENGLISH
good luck implementing subtitles scripts

Yeah I've thought of that, its going to be a pain in the ass but I've got an idea. hopefully it'll work :)
a long time ago some geniuses managed to get it working for the original SOC. It might not seem like much but their implementation was so well done I think I might just be able to pull it off for GAMMA just using their framework as a reference, although your not wrong so far no one has been able to add Russian voices with eng subtitles even for stock anomaly (as far as I can dig up) so your not wrong am going to need more then luck.
Its in radiophobia and maybe even cotz (never tried the latter's subtitles but theres an option)
Stock anomaly and gamma has basically no differneces for modding, especially when your doing something unique that doesnt conflict with other stuff
basically you need to figure a way to capture when a given sound is played and then associate each voice file to a given line of text to then display that line of text in game
I don't think there's a callback "on_before_sound_play"
Sounds cool, I'm a fan of subtitles especially when the voice lines aren't English
Does the captions setting do anything?
Afaik they only work for "door closing" and such, nothing else
Potentially have the needed callback there?
They managed to fully implement it in radiophobia although thats on soc engine, not cop
Someone made subtitles for CoP too, which worked so well it made me believe it was vanilla
the sound files need properly configured comments. find a sound that does CC liek the afore mentioned door and see how it's comemnts are set utp. then add similar to other sounds to test what you need to do to make it woek
Too much Shadow Of Chernobyl?
He got banned?! 
Mate, if you manage to get this done it would be one of the best add-ons for the game
You guys have been great! especially the suggestions on how it can be done. I'll see how it will turn out in the end but I will be sure to keep you guys posted whenever its finished. :)
that video was depressing as hell but please make the mod
what files has quest tasks ids?
How can I move the parts condition numbers slightly down or up in zz_parts_in_tooltip.script?
Find self:add parts container and change first number 40 to bigger one
task files in configs/misc/tasks/
bless you 
need to unpack the db files if you are looking at vanila tasks
yeah you have to unpack those.
as for this lab task, did you try leaving the lab? one of the lab tasks only advances when you leave and there is nothing to tell you that
i straight up can't find the docs and ive searched every inch
did you leave the lab? try that see if task advances
i have gone in and out like 3 times at this point its not advancing
hmm. odd. you can spawn quest items from the bebug menu
tried it still didn't advance
ick. well anomaly/tools has an unpacker to get at the task files.
ill get on that thanks for the help
np, i can only give short answers while at work
hi guys,i want to turn off the body health system,but how do i keep the UI?i'm asking because the body icon disappears.
you dont
How would I extract .xml & .dds files from the base game (Anomaly) for editing? Is there a specific program? The one for SoC isn't working, and I somewhat didn't expect it to.
In the vanilla anomaly /tools/ folder contains unpacker. bat files
Thank you so much for that pointer. I have never played the base game, and didn't know that. Much appreciated!
just fyi, you don't edit those unpacked files to change stuff ingame - those unpacked ones are just a reference, the files used for game stuff are still within the db files
to apply custom edits you need to do so via a mod
dds files are textures, you need appropriate plugins or art editing software that opens them natively
for editing xml and other "code" files like ltx or script, best to use notepad++
Is there any page to start from the basics? I want to learn some code to create scripts but I’m mot sure where to start
it all depends what your aims are. best learning is to take a mod that does something similar to your end goals, and dissect what it does and how
lotsa stuff is still, sadly, not written down in the modding mood
Thank u so much this, was exactly what i was looking for, thanks about the advice of dissecting scripts too, I’ve trying to do this with chatgpt but the results are faar from good so i need to start learning the basics, thanks again 🤝
if you are specifically interested in scripts, I'd recommend seeking knowledge in Anomaly Discord's modding-code channel (big hint: don't be a dick)
if you have other modding interests me or some other kind folk also can you point in various directions or help out in general
just be mindful that GAMMA is an amalgation of so many works and changes so many things, make sure what you ask for is relevant to vanilla anomaly when on Anomaly discord
(also personally best is to make something work on vanilla Anomaly first, and then "adapt" (if necessary)/make sure it works on GAMMA)
Yeah i ask some help in the past there to make a mod, ashes give me alot of help there with that mod, hope i can be able to help him back some day 
I tried with a few numbers (20, 50, 100 etc.) but the condition numbers are still in the same place with no changes. What else can I do then?
I see
Hey, is there a way to make weapon fit into melee or pistol slot, i mean for example a vector.
I think theres an example in the pinned messages
Thanks a lot
it works
Where are the files for numbers of cleaning kits located? They are not part of the icons themselves
They are, but they use a different texture. Look for gamedata\textures\ui\ui_tisk_repair.dds. Same deal with lots of other items as well. Some use the default ui_icon_equipment.dds and some don't
What do you mean?
these numbers are for easier cleaning mod which decreases all values for repairing
vanilla numbers are higher
Oh, I'm not sure. I only ever found these and the default ones with no indicators
oh ok thanks
and how do i give them vanilla prices? they are way to cheap imo
Make a dltx overriding cost variables with ones from vanilla configs. Note that the cost variable determines price per use.
Can I do that just by disabling or modifying an existing mod?
There is a separate Gamma dltx editing repair items as far as I remember. Try searching it in MO2, it's probably in some mod like Gamma economy.
I have it disabled
Tho I did find the cost lines in weapon parts overhaul files, but deliting them didn' change anything
Check Craft and Repair Overhaul
I also have it disabled
Idk then, use search in files or make your own dltx.
and where do I place it?
at gamedata/configs, make sure to name it mod_system_zzz_*name*.
and where do I find all of the names of the repair kits so that it could be read?
items_repair iirc
ok thanks
I'd love this! If you'd like to do it then I think that we all would agree on a green light
Yes! I just needed a reference material for UI layouts and don't want to use any other modders work directly. I feel comfortable using the base material as a reference vs an individual who worked on their own labor of love. I finally got the UI how I want it too look. I finished the "Workshop" and am going to continue onto the the other "windows" as I get the time. It's been a long long time since I did any texture modding, but was glad for the refresher. It's like riding a bike. I "built" quite a bit of assets from Shadows of Chernobyl in making this, and have a style with it that will be easy to do for the other GAMMA assets. I have been using photoshop for a bit and am comfortable with it, and am still amazed every day at what new "tricks" we can invent to make the process easier every time.
Honestly looks great can't wait to download it!
Someday when the whole UI is done, I will upload it. I love things like this. Thanks for the kind words. All I did was shuffle around Shadow of Chernobyl assets into a way I found pleasing while still being respectful of the GAMMA/Anomaly interface. Also, I hate "Aero" interfaces. I was never a fan of the ultra-slick phone-esque stuff. I like gritty and asymetrical.
General question, where can I generally find the loadouts file to edit the amount of points/items, I’m encountering a bug with a mod I’m working on
any addon options to adjust ammo quantity sold by traders?
Base file: new_game_loadouts
Injections' names start with wep_loadouts
I'm not sure if this is vanilla Gamma or one of the weapon packs (since it wasn't like this before 0.9), how can I find the texture for EKP 8-02 scope to remove the darkness from the glass? I've been looking through the textures with similar filenames but they all seem clean so idk where this is coming from
i think the file is named something like "kobra_lens" or "kobra_dirt"
found it, it's called "wpn_scope_all_lens2_blue"
How did you even find it xD
just checked the scope's lens texture path in blender lol
Lmao well played, thanks
what you should be doing rather than fumble in file structures
especially when it comes to bas
file structure more confusing than the backrooms
Yeah, probably. The weapons' file structure is a total mess
always preferred SOC UI I'm quite surprised no one has made anything for the bottom left corner to make it look like the one from SOC. Using the Stalker font for the upgrade/repair/craft was a small but great detail.
Apologies if this is the wrong channel but does anyone know what file is responsible for the background image in the mod menu?
[your GAMMA folder]\mods\G.A.M.M.A. UI\gamedata\textures\ui\ui_background_new.ogm
And here's some info on creating Stalker-compatible OGM files:
http://sdk.stalker-game.com/en/index.php?title=Videos_for_cutscenes_and_menus
(Which for me didn't work so idk if they apply here or not)
Thank you so much my man, exactly what I'm looking for!
How can I check the item name of a device that's in my inventory? It's apparently a quest PDA so I can't drop it, and it's not in any of the debug spawn categories either
can i make a recipe with a single ingredient?
Good question I think you normally can't, unless you do it by the dragging items way, then you can drag the same item on itself for crafting something else, but then you need 2 of it
Otherwise I'm pretty sure someone made a framework before for making 1 ingredient recipes but I never tried it
Let me see if I can find it
I plan to re do the body health system area to be a close approximation of what SoC had in the same place. The information will be different, but the spirit will be there. It''s so much smoother now that I have a file full of assets that I already created. The dialog box has a few "tweaks" yet to do.
get_console():execute("snd_volume_music 0.6") <---- Is there any way to set the fov and player fov like this line do with the music volume when i load a game or change area?
based merle pfp
Yes, replace snd_volume_music with fov or hud_fov and use actor_on_first_update callback, which is called once after game load.
Thanks!
Isn't solarint god with sound design?
How can I change the destination location of a Guide's fast travel option?
In the guide's section of respective dialogs_*levelname*.xml replace <action> strings. The first action string determines price, second one - destination. Don't forget to change <precondition> as well if you are changing the price.
But that's only the text that's visible in the dialogue screen. I want to change the actual destination. For context I'm trying to change the Cordon guide's Swamps travel option from being on the north of swamps to the Clear Sky base:
https://www.moddb.com/mods/stalker-anomaly/addons/152dxml-more-guides
There is another mod that adds this exact option to Wolf in the Rookie Village. I compared the files from the 2 mods but I couldn't find which one determines their destination
https://www.moddb.com/mods/stalker-anomaly/addons/improved-travel-guides-for-rc19
I have just tested it with zaton guide and bar as destination, text is determined by, well, <text> string.
Can you point me exactly what to change in what file? Because I'm pretty sure what I found is just for the dialogue
This is from st_dialogs_escape_guide of the former mod
this is what I added in dialogs_zaton.xml
precondition and price is wrong but destination works as intended
So I'd need to find the coordinates for dialogs_mlr.105_bar_guid and change it to the CS base I'm guessing?
fast travel to CS base is already an option for some guides, just copy its second <action>.
After some searching around I did find the coordinates actually, thanks. Do you know which guides can go to the CS base? I don't recall any right now
That's probably a lot better than trying to figure out the coordinates myself
There is probably no such guides, bar guide actually leads you to north-eastern part of swamps, contrary to what I thought.
Thanks. I'll try and see what I can do then
Adding completely new fast travel option is slightly more complex: you have to add two functions in dialogs_mlr.script, destination coordinates in mlr_utils.script and finally a dialog option in dialogs_*levelname*.xml with proper <action> and <precondition> strings. If you need CS base option, you can copy it from Improved Travel Guides addon, this one actually leads you to the base.
Nah I wouldn't mess around adding new ones, I barely understand how the current ones work
I'll look into changing the destination of the current Cordon --> Swamp option. Thanks for all the help, I appreciate it 
What is the best way to edit comments in ogg files?
what does the GAMMA additional Storyline fixes change? is it from the LTTZ DC addon?
Savandt
Yes, I already found it.
did you use it?
I use it for my gun sounds yeah
I can not properly edit the radius of the sound.
Even after commenting, it is still audible throughout the location.
I am trying to change music in mod 5.
is the sound stero? stereo sounds always play in stero in your head phones, meaning they sound like they are coming from inside your head
Yes..
I didn't think that was the problem!
Is there a normal way to convert audio to mono?
IDK. not a sound person. there is a link in this cahnnel to a sound editor od some sort.
Ok. Big thanks!
You did a lot by telling me about the stereo. I'll do it next!
damn invictus color too close to alpha modder
it's different enough imo
What's the difference between us common peasant modders and giga chad alpha modders
I want to remove the awful hunger/thirst ASMR. Inside the AGDD_voiced_actor.script file, there's an if/elseif block of code. Can I safely just comment out (double dash) the branches that play the awful sound? I'm not used to the script syntax yet
Edit: On the bright side, it didn't seem to crash the game. On the downside, it still played the sound.
Well, you could make a blank audio file and put it into the place of the ones you want to not play
Heck there might even be a blank audio file somewhere in the sound field themselves.
Copy it to the desktop, name it what it needs to be to replace the audio and move it in, then repeat until all the ones are ‘covered’ up.
If it were just one that's what I would do, but there are 20 different "thirsty" files alone. I'd prefer to just edit whatever calls those sounds themselves. I just tried turning their volume to 0 but that didn't seem to work. I'm starting to wonder if I'm doing this the right way? I'm editing the file in the modmanager specified folder for the mod C:\GAMMA\mods\15- Voiced Actor - DesmanMetzger, yet changes to the script file don't seem to have any effect...
I am not super familia with script yet for this game sorry.
On closer inspection, setting the volume to 0 should completely prevent it from playing lip smacc
Hmmm, perhaps you need to set it to like 0.1??
Just a guess.
I personally just disabled that entire mod because I hate the taunts and companion commands
but yeah, try 0.01 or some other tiny number
I did think that 0 could be a shorthand for "default" volume rather than muted, but even so, setting the volume to 0 should mean that this line:
elseif actor_status_thirst.get_water_deprivation(true) > 0 and thirst_volume > 0 then would not trigger its branch
Tried -1?
I'll give it a shot after a small float
Also, out of curiosity if anyone knows; if you dont have any of the voice mods (Voiced Actor - Desman, GAMMA voiced actor) does the character actually make sounds?
Like when they take meds, get shot etc
Setting the value to 0.01 did not work.
Completely removing the block of the script that calls the files didn't work either. Where is this script getting cached?
is there a way to reduce the size of the reticle inside 2D scope think it might be a solution to balance the scale between the comical big overlay + medium reticle combo (last GAMMA), and the medium overlay + comically big reticle (especially the Acog) in vanilla Anomaly and the new 2D overhaul addon
Id say alpha modders are someone who actually has had substantial change as a whole on the modding scene for anomaly
Raven does MCM, makes the anomaly modding guide
Demonized with the modded exes and other stuff
Does anyone have a hunch how difficult it would be to port the nicer lean animation from gunslinger to anomaly?
Plus you get the perk of looking like a mod

Only true alpha modder is demosfen
If I wanted to add a rectangular faction banner in the space to the left of your character portrait while in your inventory how would you go about that?
Sorry for the bad quality but here’s an example
I am learning first person animation in Blender 
yo thats cool 😳
I'm enjoying it so far 
does anyone know what config file i need to change to make the recipies better, IE: 20 units of material = 20 units of ammo
Does anyone have any idea where you change what ammo found mags spawn with?
so you want to make slugs as easy to craft as buckshots while the slugs are like 4 times more useful than buckshots?

I mean I guess?
It should be a 80:1 ratio, I want the grind to feel like a Korean f2p gacha game
For the immersion
That could impact the amount of enjoyment you’re able to get from gamma in the long run. But to each their own
Hey lads, i'm wondering if any of you might be able to help me identify a soundpack mod, just by hearing it?
One of my favorite STALKER youtubers uses it in all of his videos, but all he mentions mod-wise in his descriptions is that "All recordings are made using the Gamma Modpack".
Thing is, i've never touched anything mod related for sounds, but my guns do not sound nearly as intense or impactful as they do in his videos.
Anyways, here's a short vid if anyone feels like taking a look: https://www.youtube.com/watch?v=TamnEnwnGK0
it's called A T M O S P H E R E
If you'd like to drop by and say hello, you can do so at our Discord: https://discord.gg/fY9f5DDEEs
Recorded on the STALKER: GAMMA modpack for S.T.A.L.K.E.R. Anomaly.
#stalker #stalkeranomaly #stalkergamma
you can catch me on twitter here: https://twitter.com/brainjacket or lurking around in the GAMMA discord ...
I'm beginning to wonder if it's not a mod, but rather just sounds added from a foley pack in post, during video editing, y'know?
That music from the initial part just sounds like it was added in post
It is Dark Signal, default sounds for Gamma.
Shit man, really? Cause my weapon sound effects just don't have that punchyness to them, maybe i somehow acidentally disabled it
Thank you, really
5,45 AK sound specifically impactful with DS, other weapon sounds are indeed softer.
Weird, i just checked and i do have all the mods referencing Dark Signal enabled
Ahhhh, alrighty
Well hey, thank you for the help man, really do appreciate it
You know how you can follow RF signals from lost signal tasks without holding the receiver in your hand if you enable that setting in mcm
I should check if the same can be done for RF packages
I'm not the greatest but I can try to answer questions or give tips if need be :p
you can.
you can do that for anything that emits a frequency
including mutants
texture wizards, which compression is best for .dds?
dxt1 seems screwey, dxt5 looks good, hopefully it works right ingame :p
DXT5 is lossy compression, some textures might end up looking discolored or with weird green edges. Use "None" for lossless quality at the price of increased file size. Most of the other formats produce strange results ingame
goodness gracious 
Wait until you work with the equipment icons. 64MP image, 128MB uncompressed 
What would be the easiest way to make barrel condition not affect its penetration and damage?
Other than increasing the drop condition, which I'd want to leave default
@past barn arti_jamming.script:828
Save in png and Compress with nvidia texture tools
Is a there a function to check if the player is in combat? With npcs or mutants? Ik there's one for npcs but idk for mutants too
redirect the condition weighting to something else, like spread/accuracy
BAN showed AMD is better no ?
Anyways I use paint.NET 
Otherwise there’s a batch processing tool I made to mass convert png to dds using NVidia tool if needed
Check dynamic music code
Excellent, thanks <3
Can i change second scope keybind so its not the same as underbarrel?
Is it possible to set what guns spawn on corpses in lost signal quests?
They use common stalker loadouts as far as I know.
ah, I see thanks
Can someone see if it's possible to move map changing triggers so certain areas of the map where NPC's go are accessible for us too? (Example: Entrance to Rostok in Army warehouses, you can't go past the gate, but the NPC's can and will shot you from there too)
It'd be really great if someone could do it
I think you can, but there's a much easier way to go to those areas: #1118900936362958858 message
huh? huh? huh?
didn't know what to do with empty space lol
what is this
9mm ap
DMG : 21
BR (38)
9x21 ap
DMG: 24
BR (36)
now explain why does cost is different while stats are almost same
gun stats are also same
9mm guns dmg is 21
9x21mm guns dmg is 24
these gun calibers are almost identical
irl they are not but forget about irl
textures
2-3 dmg difference on guns doesnt really impact dmg output
STM-9?
i had a bit of fun with it
more guns using 5,7mm are always good
also thought about this since it would be kinda cool but i should probably just get one working ingame before i go wild with ideas lol
Is the model from tarkov?
yep
EFT is my favorite $150 bundle of modding assets 
thankfully there's a nifty little google doc which lets me get them without having the game 
although i do own the game i just dont play it lol
same
400 page essay on why funny russian game bad
all you need is two words:
incompetent devs
boobisoft
Question for anyone who may know, is there a way to make a hold button a toggle button?
I have no experience making mods
Cos the guns that shoot sp10 can only shoot sp10 so the ammo is cheaper to craft to compensate for the fact you're putting ap bullets downrange every time you pull it out
Same with the saboteur ammo
hey is there a mod to disable the red flashing whenever taking damage? or changing it to something less agressive
hey y'all, does this section of the modding handbook apply to weapon rigging as well?
Some models don't get the bump map textures, any tips o experiences with that?
now thats an answer thanks buddy
send me that in dms 
So is blender used for modeling in Stalker? I did some modeling back in the early 2000s and I have some ideas and would like to give it a shot nowadays
yep, download the xray plugin from pavelblend (from releases tab on the right):
https://github.com/PavelBlend/blender-xray
Okay thanks. Hopefully it clicks with me and I can start making some weapon packs. Modeling aside I wish there was a way to make a mod where you character has weight. Like in DayZ or Tarkov. That's the only thing missing from the perfect experience IMO.
Inventory weight already exists
Hey lads, i've got a quick question. Kind've a retarded one admittedly.
What's BWRR stand for?
My monkey brain can't connect the dots from the acronym to any mods in the list
Nevermind lads, worked it out; Blindside's Weapon Reanimation & Something or other
Blindside's Weapon Reanimation and Rebalance
Need some help
how do I increase the general size of tracers?
I know that I need to edit these specific values in the base.ltx file, but what value is the correct one? There are a lot of them. And, how do I make that ALL gunshots have tracers?
tracer_width = 0.07 ;0.10
tracer_length_max = 225 ;225 ;24.0
tracer_length_min = 0 ;1.6 ;1.0
That is an unknown channel-
ammo configs
If you're on the Anomaly server you should be able to access it. It's a mod by xcvb in the #1098580554565304340 channel
https:// discord. gg/ anomalymod remove the spaces from the link lol

Cause 9x19 is everywhere while 9x21 is rare and used by less guns and has less utility
9x21 > specialised rounds, thus made it a tad easier to craft
Actually 9x21 STM is genius 
So, do I need to change it for very type of ammo?
first check the file that edits ammos in GAMMA
does anyone know of a mod to fix the position of the PU scope on the mosin?
This file? weapon_ammo.ltx
Wdym
it sits in front of the chamber, irl its positioned right above the bolt
i guess you'd need another mod to counteract using stripper clips too
Oh, no, there's no mod for that
Since the scope being on the front of the gun is intentional there's nothing to "fix" really
perfect job for someone who knows how to mod haha
But i don't know what file is that. There are other files that have the word ammo on their file name, but those are for crafting, in-game text and some scripts
The weapon_ammo.ltx file I mentioned is from GAMMA CQC mod
It's overwritten by a few mods, and it's near the end of the mod list
These are the files from GAMMA CQC that are being overwritten by those mods
Mostly files for in-game text, 1 script and 1 file that modifies keybinds
What file name must have an LTX file that intends to edit ammo tracer colors?
I fund the weapon_ammo.ltx file that has all the ammo parameters that I want to change, but I don't know what file name must be applied to the ltx file
Do you use DLTX or you just want to overwrite the file?
I think DLX is better, right?
Because updates restores everything to default every time
Preferably DLTX
Yes, DLTX is much better. You can read modding book DLTX manual if you want to learn how to use it: https://igigog.github.io/anomaly-modding-book/addons/dltx.html
how do i open the ogf files in the anomaly meshes
i opened the db files with arx
is it possible to open it in blender or do I have to do something else
pavelblend addon
how do i set constraints on a weapon rig? do I just do it normally through the bone constraints menu or what? so like I'm rigging a weapon right now and I want the bolt to follow the main weapon bone, how do i go about that
you dont, you just do it frame by frame, trust me its less of a pain in the ass
? every ogf ive seen has constraints when i import it, like the saiga I animated, all the parts followed the main weapon bone just fine
i thought you meant moving the bolt with constraints already set
I was trying to figure out rigging a model for animation, I think I worded it badly though lol
Can someone give me a hand and tell me how to properly override the current tracers setting on GAMMA?
I want that all variants of the same caliber to have the same tracer color, and not only the AP\Hydra version of that caliber.
I already made my DLTX file and I think I added all I wanted, but for some reason the changes aren't taking effect.
I spent several hours creating my files, and I really don't want to just trow all that time away.
I can share my files so that anyone that wants to help can give it a look and tell me what is wrong with it.
What name and directory path your file has? Uploading whole file would also be useful.
gamedata\configs\items\weapons
mod_system files have to be at gamedata\configs.
Ohhhh, I copied the name from another mod that has the same folder structure
Does the same, i wanted to create my own because that mod is abandoned
Anyone know if I can make screamback (taunt) script faction-specific?
Are there any DLTX errors in the start of your log?
Yes, but these are directly related to weapons, i don't see anything related to ammo
Just so you know, I haven't touched any of these files
What changes would i need to make in the file names/content of the ltx files?
I can't find any reason for overwrites to not apply, so it's likely the issue is overwrites themselves. And since I don't have experience working with tracers I can't really help with that for now.
Well, thanks anyway bro, ill try a few more things before giving up on this
I'd first and foremost recommend you first check what is vanilla behavior on base Anomaly, and check if your fixes work there
GAMMA changes so many thing and in so many places you can be doing everything correct just something seemingly unrelated can be undoing all your efforts out of the left field
once you confirm your stuff works on vanilla and you are certain of your methods you should try to make it work on GAMMA
Yeah I totally forgot about load order, you should definitely try renaming your file so its name starts with mod_system_zzzzz_.
Add the bolt to the weapon bone group ?
I figured it out, it wouldn't work because I wasn't in edit mode lol. I'm still getting used to rigging weapons the correct way, the way I'm used to is a bit odd
Hello there everyone, Anyone with bump map textures exp? The thing is, i noticed some models get astonishing bump maps, others don't (it isnt related to the pre normal/ 3d maps), i believe its related to COP models (Screenshot of a retexture from a COP model in anomaly, bump map, bump# generated, but it seems like the model doesnt recognize), because the models in Anomaly get them pretty well (retexture of a lurker with good bump maps.
Making it short, i wanna know if someone knows how to fix this, if it is related to .thm files, or something that should be changed in the model itself
Probably just the quality of the bump itself
Found the issue, using AXR toolset to fix, some files werent refereced correctly
Is there a mod that allows the traders to sell weapons instead of having to repair them fully?
Black market
can someone here help out with this silly question see pic
Hello fellow stalkers
Have a question about the icon for god mode on screen, could someone tell me where this and what file controls it and .dds file for the image as well or is it hard coded i have something in mind maybe
if someone could help me out as to where it is located if any?
see pic (red arrow)
https://pixhost.to/show/1089/364046715_stalker-anomaly-hud-and-ui.png
Thanks Stalkers
dOOmERdaZe
PiXhost - free image hosting. Upload your images for free, up to 10MB per image!
What mod in vanilla GAMMA modifies damage power for ammo?
I have been doing some testing, and it seems that even 1 mod enabled/disabled in my MO2 will cause my AP multiplier to drop x10
/////////// Stalker Hit registered: GBO v1.6.6 //////////////////
sim_default_military_420019 about to be hit by actor in bone 15
NPC visual model: actors\stalker_soldier\stalker_skat_military_2_2
ammo_magnum_300 shot with wpn_remington700_lapua700, Weapon power= 1.2, AP power= 0.14, Hit multiplier= 1.64, Air res= 0.05, Distance= 12.809930801392 m, Barrel condition: 0.92
Bone hit= bip01_head, Bone damage mult= 4, Bone AP scale= 0.75, Bone hit fraction= 0.3, Bone armor= 0.3
Real AP power= 0.1362921555855, Bone armor after hit= 0.2182247066487, Damages inflicted= 0.2446768283844, Remaining health= 0.7553231716156
This is the log in my current play-trough, I have several mods, I have been using it this way for several hours and suddenly today it started to behave like this.
The normal value for the AP power should be 1.4 because I have tested this on my vanilla modlist, and it does indeed deal damage as it should.
This applies to all ammo
Sorry for the ping, but can you help me out, friend?
I don't know what to do. I have already disabled every mod and only left a custom SSS version and a Winter season mod, and this still happens.
Already tried with a vanilla mod list and only enabling mods, and still happens (custom modlist has several mods disabled)
I need 4 solid headshots from my M700 Deer Hunter to down a Nosorog
I'm asking you directly because you are THE MAN
Sorry again and tanks in advance, but I'm desperate and don't know what to do, I don't want to lose several hours of playtime
Sorry too for not posting this in the designated channel, but i found you here by mere luck and i took my chance, i did sake several times hours ago, but no one gave me a solid answer.
I was trying to fix the position of a canted sight when a march f scope was on it. It looks like the first image. I decided I prefer the position I get when pressing the free zoom button once the second image how do apply the positioning of the second image to a weapon?
weapon hud editor, tweak the alt aim values until they make the gun look like that, write them down/screen them, make a dltx
![wpn_name]
Alt_aim_position = blah, blah, blah
alt_aim_position_16x9 = blah, blah, blah
obviously check an actual file to make sure the alt_aim_position tags are the correct ones, I can't remember them for sure
The value you'll be fucking with specifically is the X position of the alt aim
I have attempted exactly this a few times it just seems to move the weapon too far away from my character
I mean, I can't help you with that. if you tweak the alt aim position until you get it exactly where you want it and copy paste those numbers over, it should work exactly as you want
Make sure your dltx is named mod_system_zzzzzzzz_whatever
so it loads last in case theres a weird conflict
and so on
I guess I must be using the wrong position going to have to keep mucking with it I guess
also, I forgot, but you have to edit specifically the hud with the scope tag in the name
![wpn_name_scopename_hud]
Yeah I'm using this: [wpn_sig550_custom_marchf_hud]
Then I'm not sure. drop the file?
Should be this one I'm working on all of those 550's as most of their positions are messed up
this is the block you'd be editting then for that specific field. But also, I really do suggest you make a dltx, since if another dltx is overwriting this file, you won't know unless you go looking for it, and the names aren't always obvious
Yeah I will be making a dltx I already have I'm just trying to figure out how free zoom gets such good positions without even moving the weapons position
Dunno if you can do it specifically with freezoom, these edits would be directly moving the gun to look like that without freezoom applied
Yeah I'll try it thanks
Yeah I think free zoom does it by adjusting the fov just wanted to try to get rid of that odd jump in zoom levels when pressing the free zoom button but I guess it can't be done
menacing laugh
Overwrite inv_weight via DLTX.
The Wastelander being 1,5 kg or something is also insane 
Did that, doesn't work
how does the Body Health System assign limb healing properties to medical items? i'm trying to add some new healing items
In zzz_player_injuries.script, there are two arrays: medkits for temporary health and healhelp for permanent.
thx, i think i got it from here
in line 143 of that script, it says "medkits.bandage={torso=2,torso=2,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000}". Is that a typo to have torso shown twice in the parameters?
always thought it was a balance thing they didn't temp heal the head
It has to be a typo, but removing head healing was most likely a balancing decision anyways.
how in theory would i edit armour stats to give it more artefact slots?
Thank you but I actually figured it out mere moments before your reply
Appreciate it nonetheless
ok in relation to my last question is there a way to edit specifically only the armour im wearing to make a unique set or do i have to edit the armour as a whole so even npcs will benefit from the changes?
How do I change the br class of the armour the guide doesn't help me change that
Or does anyone wanna post me a private mod to basically just give me a single redline jacket with wastelander stats?
Sorry if I'm not allowed to ask that here disregard if so
Thanks
Does the engine simply not handle higher quality textures? I noticed so many really bad textures. Has the community not retextured them or is there a limitation I'm unaware of? Like.. People retextured Skyrim to 2k textures etc..
ADEGA and EFP texture pack aswell
I see, so textures are modded on to Anomaly directly and not included in the Gamma type modpack?
I'm a bit surprised that the engine completely stopped development. I guess the Monolith developer just decided it was good enough
Or that no one else forked it to fix stuff.
Anomaly is still being worked on
or other forks of the OG x-ray
wym completely stopped
Why do ogsr mods perform so much better than anomaly? Like ns ogsr looks stunning and has amazing consistent framerate for me. Is it the engine differences or are the mods just better optimised than anomsly addons?
When there will be similar freeplay mod with same simulation then we can compare
Guys, where do I should look if I want to change stashes’ map descriptions?
Don't quote me on it since I'm not smart enough 😅
But maybe whatever point/bone the bullets are specified to come out of is rotated improperly?
is it possible to dltx the tasks files? such as tm_zaton
anyone working on a loose aim mod something like bodycam aiming like
Is there a way to create your own model? I wanted to have jan pawel 2 following me as a friend
Hello, i'm having this console error with the quick melee mod, Wen i press the quick melee attack it triggers this bucle, what should i loock into the script ltx? here is the quickdraw script, any ideas where to start looking at
the knife thing isn't released properly so the game gets worried
other than that nothing happens
you'll never ever in your life reach the 65k id save death by just using quick melee
is there any way to avoid this error using quick melee? i know that 65k are to much but i just want to avoid those spam error, even when those are not a big thing
Is there a way to add your own music to the PDA radio?
hey modders, do you guys know where outfit folder is? sorry for intruding
im trying to change my armor appearance
Do you mean first person visible body or hands? Because you don't need outfit configs to change these.
thirdperson
Anomaly\tools\_unpacked\configs\items\outfits. You have to use Anomaly\tools\db_unpacker first to see them.
This is configs folder, if you want to edit meshes or textures look in respective folders at Anomaly\tools\_unpacked
what are the odds that i fuck over my game doing this?
im wanna change the nomad_outfit to the actor\stalker_neutral\stalker_neutra_15
but idk if breaking my game is worth it
You should be fine. You will probably be able to revert changes if it crashes.
I would make a DLTX file in a separate mod.
ill be honest, i dont really know how to do that friend 🥹
This should help, you need to edit actor_visual value.
something like this?
Fixed some mistakes
i only changed the actor from your version cuz i wrote mine with the wrong one by mistake, now its like this "actor_visual = actors\stalker_neutral\stalker_neutral_15", testing it rn fingers crossed it works 🤞
Have you changed file format to .ltx? Also make sure it's in gamedata/configs folder.
i mada a mistake before, i made the rar with an extra folder like this: nomad/gamedata/configs. Now that i fixed it i got this message
@fair inlet this is what i was able to do :p, shame it didnt work hopefully u see something that i dont
typo in gamedata; change file name to something starting with mod_system_zzz_.
god im dumb, man im sorry u are stuck helping me out
ill triple check everything before i bother you again if it somehow doesnt work
how do i make a reposition settings/mod
@random fulcrum @vernal epoch try if miser skull works
will let you know
all damage modifiers from pba and other mods should work as well
Miser Skull isn't working for me, even with that
then its not that mods problem
noted. Thank you for taking the time to check
not updated
@unreal moat #1102541401620750366
if i edit the parts that weapons use will it break existing saves
No, but changes won't apply to existing weapons iirc.
ah shit
I'll check to be sure real quick
i wanted to make a mod that fixed an issue with certain weapon variants using different parts than the base variant, like how some versions of the scar use the 6-lug bolt and some use the 7-lug bolt, but i was making that mod to fix a scar that i already had in my stash
i mean ill probably still make it because its actually really annoying that its inconsistent
but still
i think the diff bolt between the 9x39 and 7.62 groza is intentional
but the scar one is just bs
im not even sure about that one honestly bc frasier uses the same bolt as the 9mm
oh damn, they actually do use different parts irl, that shouldnt be changed then
wait, no shit, both variants should use the AK bolt
ill stop narrating here
The weapon I edited mid-save now doesn't have any parts at all.
so not save compatible, got it
ill still give it a once-over and release it for other ppls use i guess
You can also change PPSh and k98 parts if you are at it, like they have unique barrels and bolt not any other weapon uses, making them more difficult to repair for no particular reason.
the k98 bolt is shared with many other bolt weapons but i noticed that about the ppsh when i was trying to repair one so ill change that up too
it is very weird that every SMG uses the same barrel regardless of caliber except the ppsh
k98 does use a unique caliber and the barrel is shared with the g43 so i wont change that, but i will change the ppsh
ill prevent the unique ppsh parts from spawning for good measure and then pack that up and release it
i think ive edited all the files i need to, ill test it and figure out how to make this install with MO2 tomorrow and then release it
that's just the grizzly bro
it's in gamma by default
oh,i see;
Mainly because I want to install this mod into vanilla
as in
you want to install it into ANOMALY?
i'm like 90% sure it's proprietary to gamma
The meaning is that I can extract that detector from gamma ?
R3zy's Detectors Enhanced Shaders Patch ?
You'd be looking in
(yourdrivehere):\GAMMA\mods\G.A.M.M.A. Artefacts Reinvention\gamedata
and then looking for anything pertaining to the GRIZZLY detector
ok,thanks!!
Hey, bros Does anyone know what add-ons change gun positions like this picture?
For guns with laser sights, pressing v can switch to this type of aiming
" V "
But it looks a little different from your picture
GAMMA will transition into a point shooting position shouldering left with the right side of the weapon tilted upwards like the one they posted
Gamma holds a gun like the picture above, but the bas applied in vanilla holds a gun like the picture you posted
yeah that's it
Can a homie get a modders role?
i asked in other rooms... -_- people why this is not in GAMMA?
is it not? i thought it was
hey guys im having an issue that my companions inventory is full but when i open it its empty. ive tried activating mod 220 companion inventory unlocker but it doesnt seem to do anything ive seen some old files on moddb that the comments say works but i have to add it to scripts or make a script for it or something anyone ever heard of that?
how do i make a blacklist script work properly? im trying to blacklist a few items so they dont show up in stashes or trader inventories but i can still see them in the debug menu
i dont wanna have to copy over the default blacklister bc i want to maximize compatibility with other mods
hey have you tried it out in game? i wondering if it has no conflicts cuz its a cool idea
wonder how it works with sights tho
now idk if this is what you are on about, however from my personal use of this script, it has removed items completely from debug and in game. as long as you write its debug name in the items to remove section, it should work
example :
;Items to remove from game
wpn_glock17
item_18
etc etc
maybe try this
it has worked fully for me as of now, I been using it since forever
sway works by holding F while using ADS
to focus it
the original 1.0 one has some ctd issues with switching sways, but this 2.0 fixes them fully
recommend placed at end of order
the what now
first time i tried a mag swap animation, could use some feedback
that pause after inserting the new mag - is that charging the weapon or is that placing the old mag back into a carrier? quite smooth, very calm, not sure if that's the vibe you're going for
its for putting the mag back
it's perfect with mag redux then, fits the vibe
thanks! will see
I added this addon. used defoult MCM. so, it's work 🙂 no conflicts yet
its a bit stationary
i should probably add more x rotation
hi, so basically if you want to have animation for ammo check you need to bind it on the same key as unjam, but to use unjam you need to have weapons parts overhaul. i dont like wpo but i still want to have animation for checking ammo. is there a way to add these animations to ammo check mod? i would also be happy with any other animations (for example putting the weapon away) because having weapon stay still is immersion braking
added a lot more movement, pretty happy with the result tbh
primo
very nice
well done
very nice
been trying to make the taz detectors work in gamma, not sure what to do for its actual visual effects, anyone have any tips?
maybe like a radar
that's the thing, it has one but I don't know how to properly put it in with it
I'd use the system that displays the numbers on the rf detector to place the graphics you want. It can place textures on hud items.
Build a pretty UI. And stick it in that circle. Use the get nearby objects functions to find out what is around you.
Thanks, I actually figured it out, they had their textures tied to scope lens and dirt thms and dds
Awesome !
Not sure if I'm reading the pinned guide correctly. I'm supposed to install the X-Ray SDK patch 0.4 over X-Ray CoP SDK 0.7?
The permanently on laser of ASh-12.7 bothered me enough to make this.
Dunno why the laser turned red. Copied it from the green laser of BaS' SCAR-H but they're both red in-game.
!logru
@native hedge Вы можете найти файл с логами в вашей папке Anomaly по следующему пути:
Anomaly/appdata/logs
В данной папке будет несколько файловxray_username, вам нужен текстовый документ с таким названием. _ _|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1119256249649877002/image.png
anyone know either a mod that has more character portraits, or where I can add my own?
very easy task
read from here: #🔍automod-notifications message
onwards if you want a full tutorial
but later down that line I stuck in a simple "your image here" for you to just drag and drop
aight, ty
I feel comfortable that this is done. The Dialog menu system is done, as is the workbench menu (not shown, but similar). I will be pulling assets from the UI I have made to finish out the "Looting" screen (mutant loot) and the cooking menu. Also the health area in the bottom left. This is nothing but a reskin of the default GAMMA experience.
Any comments are very much welcomed. I am at a point where extra eyeballs may help me see something I missed.
na where i enable this
I've been staring at the sorting plus script for a while to see if I can make it separate favorites into different rows on top of non-favorited item rows and still don't figure out how it works much less how to modify it for my purposes 
Would be nice if I could get it to shift the item_kind_order number of favorited items by a negative amount to create rows on top and shift the item_kind_order number of junk items by a positive number to create rows below. 
Draw a picture please. These words aren't sufficient.
Is it possible to create a DLTX version of "Actor hand HUD"?
DLTX fixes ltx file conflicts. Is the issue and ltx file conflict?
moreless, the thing is, i would like to create custom hand huds for a custom outfit, but i want to make it more compatible
I've been using IENCE Thap rework "actor_hud_hand_animations" file with my outfits, since its the most used addon, in order to make it more compatible as possible (specially with GAMMA)
hello anyone here that knows about the weapon stats modifier?
depends on how advanced you are looking for
if all you need is "make this use 9mm and do more damage" then it's a simple DLTX mod that I can help with
if you want to understand how damage works and recoil is configured, you've got a lot more learning to do and I have no idea how to get started
Here's an illustration. Sorry it took so long.
These are two grids, each representing an inventory.
The colored cells are items, yellow for favorites, red for junk, and gray for non-favorite non-junk items.
The columns with numbers to the left of the items show the item_kind_order that is used to separate items in different groups.
The inventory on the left shows how items are currently sorted, with all the favorite items sharing item_kind_order = -2, and all the junk items sharing item_kind_order = 100
The inventory on the right has the ordering I'm trying to achieve. In it the item_kind_order numbers for favorites and junk items are calculated from the original item_kind_order plus or minus an offset of 30, in this example.
So, for example, a medical item that originally occupies a space in group 6 when it's not favorited would now be moved to group -24 when it is favorited.
But maybe all that is an unnecessary restructuring of the script if I could just make it add new rows while it sorts items inside of the favorites and junk groups 
So essentially you want favorites and junk to keep their respective grouping/sorting rather than all of them being grouped into one with no sorting between them?
Yes
I see. I'm not knowledgeable enough to give you an answer tho, I'll leave it to Raven
Hey, quick question for you lovely folks; I've just been made aware that there is a mod that creates a Duty version of Hip that apparently hip was actually reversed engineered from
Anyone know the name of this Anna mod off the top of their head?
Duty Expansion?
Okie doke, so it is just a part of the duty expansion
I had different people claiming it was, and other folks saying it was a seperate mod entirely
So i figured i'd ask here to make sure
I'm gonna go out on a limb and assume the Duty Expansion is super not safe to activate mid-run, right?
Moddb description says new game is not required. Other question is how stable it is overall.
Thank you very much kind sir, it's much appreciated
I used the mod before, It was okay
I think Should be good to install modgame but obviously probably not to remove
So be careful
it's safe to activate mid run per my experience, the real problem is that Duty Expansion fucking loves to spawn 30+ npcs for some fights
anomaly's engine very much strongly does not like that.
you will drop to sub 15 fps for those last couple of quests
Oh that's fine
I honestly don't even plan on doing the whole expansion
I just want a duty-flavored self-propelled backpack
Anna will not be a recruitable party member unless you do
can't even debug force her to become a companion, as she's considered a story npc
my personal recommendation? one such fight is actually just straight up bullshit
like, unironically, i cannot understate this enough - 25 odd bloodsuckers (including alphas) crammed into a 15x6 foot room just for a stash of ammo and meds
just turn on godmode and cruise through the quests then resume normal gameplay
Isnt there a way to decrease spawns through configs?
sure, but it's not relevant here
they're scripted to spawn by said expansion mod
so unless you wanna go diving through scripts, you'll still have to deal with it
This is very good to know
Thank you very much
Man, i will never understand how some people actually believe "GAMMA community is so toxic"
Y'all motherfuckers are heroes
Few bad apples im guessing
well
personally I respond to stupid questions with stupid answers
and genuine curiosity with genuine empathy

Probably said by people Who make the stupidiest questions
I have had great experiences, but I understand curt and straightforward discussions.
try this change under this comment:
-- Sorting by kind: when sorting a new kind, always start from last row taken by previous kind
if self.sort_method == "kind" then
local sort_k = magazine_binder and obj and magazine_binder.is_carried_mag(obj:id()) and "loadout" or ab_k[sec]
self.rKind.current = item_order[sort_k] + (SORTFAVS and favorite_itms[sec] and -100 or SORTJUNK and junk_itms[sec] and 100 or 0)
It worked! until I opened my stash and tried transferring a pistol from my vision slot into it...
The favorites were correctly grouped by kind
By the way this is how I inserted that new code into the script. Is this right?
-- Sorting by kind: when sorting a new kind, always start from last row taken by previous kind
if self.sort_method == "kind" then
local sort_k = magazine_binder and obj and magazine_binder.is_carried_mag(obj:id()) and "loadout" or ab_k[sec]
self.rKind.current = item_order[sort_k] and (item_order[sort_k]+ (SORTFAVS and favorite_itms[sec] and -100 or SORTJUNK and junk_itms[sec] and 100 or 0))
Haven't managed to get it to break again.
This is awesome. Thank you so much RavenAscendant.
I feel like it's Christmas 
they dont do damage
its just a jumpscare
and why did you spoil it, i wanted to see nuker in newbies chat talking about how his soul left his body when he saw 25 bloodsuckers spawn 5 meters infront of him 
they don't even spawn in front of you
they spawn when you accept the quest

