#╙🖇mods-making-discussion

1 messages · Page 31 of 1

vernal epoch
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and check the hpsa and its alt

fair inlet
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Isn't there a missing bracket?

vernal epoch
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@lilac compass Try this

vernal epoch
lilac compass
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oh your right

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@vernal epoch mod_system_zmaidtype89.ltx so is that an example of a dltx?

vernal epoch
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yep

lilac compass
vernal epoch
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Doesn't make a big difference. Did the file I send you work?

idle oasis
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where is Momo

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quick someone

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shout that gamma is perfect

lilac compass
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@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
lilac compass
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@vernal epoch I should be able to just put your file into wardogs and have it run properly now right?

old berry
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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

lilac compass
static nebula
old berry
static nebula
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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

vernal epoch
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I'm relatively sure that the gun only inspects the first time you get it already

static nebula
vernal epoch
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thats because attachments are actually an entirely new gun

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so each scope will play it once as well

static nebula
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oh, that makes sense lol

random fulcrum
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i'm sure a small tweak can be made to that script to prevent the reinspection when changing scopes

tacit surge
coral venture
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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 peepopray

simple scaffold
coral venture
simple scaffold
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probably

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i have a 50/50 track record at best on lunch break code snippets bot being horibly bugged

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but you can see the idea.

coral venture
simple scaffold
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try again

coral venture
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oh I see, trying now

coral venture
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For some weird reason the counter from the ammo went to the RF receiver

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I think I got it, the x and y are just reversed

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Now it's setup correctly, thank you very much for the help salute

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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.

simple scaffold
simple scaffold
coral venture
coral venture
simple scaffold
coral venture
coral venture
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Hmm actually I can't post there, says I don't have permission

tidal elbow
coral venture
tidal elbow
tidal elbow
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He said that he will check everything out

coral venture
kindred tiger
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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.

fair inlet
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I don't think think it's possible to add another parent section inheritance like you did.

kindred tiger
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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
fair inlet
kindred tiger
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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?

fair inlet
kindred tiger
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oh ... I see now. It was just an example! Thanks for the clarification. verynice

deft cove
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what format/language does stalker/anomaly use for code?

vernal epoch
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scripts are in lua, .ltx is modified ini

deft cove
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i guess lua is popular for old game scripts?

random fulcrum
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brasil numero 1

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lua is comfy enough

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it's easy to use

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@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.
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  • [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???
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copy pasting ruined some of the formatting

vernal epoch
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Awesome thanks

random fulcrum
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wow i got pinned

deft cove
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well. great. that makes 2 old games that would require me learning lua to mod. heck
think id rather learn texturing first kek

rare parrot
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anyone know how I can make Spore sell 5.45x39mm ammo? Thanks in advance for any help

narrow stirrup
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Hello, anyone knows a way to make gasmask functionality turn off and on even when you still having the gasmask overlay?

static nebula
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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?

vale knot
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Ltx file being overwritten?

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Could be random dltx somewhere

static nebula
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My mod is at the bottom of the load order, and it's DLTX, so I'm not sure why it would 🤔

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Maybe I'm dumb and am misunderstanding how this works though, lol

faint sable
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ooh

vale knot
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I wish i could help but my ass is half asleep

static nebula
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no worries, im in the same spot right now lol

old berry
static nebula
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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

old berry
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weird im using the same script in gamma and it works fine for me

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might be that there is some dltx mod that already edits the gun

pallid yew
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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?

thorny hornet
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Someone know if there is a mod that adds something like a Free hybrid aiming?

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Like SharpeYe of garrys mod?

past barn
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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

vernal epoch
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out of curiousity how have you done it so far?

past barn
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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\

vernal epoch
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I also assume you've nested yours right?

past barn
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What do you mean?

vernal epoch
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If you compare to a mod that uses dltx for trader files, does your file structure look the same?

past barn
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I think it does

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But I guess not, since it doesn't work

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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

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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

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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
vernal epoch
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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

coral venture
# past barn How do I add custom devices (<#1097591132407476315>) to generic traders' stocks?...

From what I see (and hopefully I've made no mistakes, somewhat new on all this peepoComfy) 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

past barn
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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

violet ridge
coral venture
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Admittedly I just saw how the custom 9x21 ammo was added to traders as an example, so I'm not sure what's wrong

violet ridge
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what'chu need fam ?

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what aint working for you ?

coral venture
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I was just trying to help AlphaLion with his question, there is no problem on my side pepeOK

violet ridge
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rgr

past barn
violet ridge
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and what were you expecting to happen ?

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that only really puts an item into particular category for all the inventory/trader browsing and sorting stuff

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it aint gonna make it appear at traders

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you either need to use trader auto inject script (dont ask me about those, I don't know 'em any)

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or DLTX each individual trader profile

coral venture
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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

violet ridge
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I have no idea where these scripts import from or on what basis, i am not that wizard into anomaly code/scripts

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^ note, that ain't all traders

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I think that's just most vanilla gun and ammo selling ones with exception of military and duty

coral venture
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Hmm, yeah now that I look into it more closely, it seems more complicated

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For example the hideout mod adds them through a script

violet ridge
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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

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or maybe it's easy and I'm just dumb
¯_(ツ)_/¯

past barn
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What made me believe this should work is the mentioned #1063038826878087248 which is basically 1 file that I pasted in, and it works

violet ridge
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if you want it fast, then just do mod files for each trader

past barn
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Corrections, 2 files. 1 for generic technicians I guess, and 1 for ISG

past barn
violet ridge
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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)

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;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]```
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supplies_1 , 2, 3, 4, 5 denote the faction rep tier

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1 being the base 0 rep tier

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you can find existing traders in unpacked anomaly DB's

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\configs\items\trade\

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trade_X.ltx

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where X is the ingame name of the trader

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to DLTX it, create mod_trade_X_whatever.ltx at the same folder structure in your mod

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per each trader

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since you want all the traders (or almost all)

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to sell the furniture

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you can just make one mod_trade_X_whatever.ltx

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and duplicate and rename the file till you cover all traders

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as for what's what in that file

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item = how much of item, chance%
1 = 100% chance

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it's caveman approach but it works

past barn
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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

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Thanks for the help tho ❤️

violet ridge
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and you can still can do that

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you just need to know/figure out which vanilla trader profile belongs to him

past barn
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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

coral venture
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Yeah here all the trader files, which are located in Anomaly\tools\_unpacked\configs\items\trade

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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

past barn
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Yeah yeah I know that part :D I have all the configs unpacked for modding reasons already

coral venture
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Was just making sure pepeOK

deft cove
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so if i wanted to animate a gun do i need the stalker player model or somethin?

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never animated before but have made 3d models

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an what would i need to get the gun ingame an create icons

violet ridge
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only hands exist in first person view

opal gulch
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Alternative question:
Do we actually... need... first person view?

Like, there's a 3rd person Camara, is a 1st person 3rd person mod possible?

random fulcrum
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why would you use it when 3rd person animations are generic for weapon class

deft cove
static nebula
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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

static nebula
deft cove
static nebula
cunning isle
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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?

static nebula
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3dsmax works apparently but blender works just fine and is a free alternative

cunning isle
static nebula
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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

cunning isle
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I want to edit existing weapon files, for example to change their color and all that stuff

static nebula
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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

cunning isle
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?????

static nebula
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Ok i can't link it but the anomaly discord shouldn't be too difficult to find

cunning isle
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ok

static nebula
cunning isle
deft cove
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um

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substance painter

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import the .dds an edit

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but have fun paying 100 bucks for that software

cunning isle
random fulcrum
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use gimp and live with horribly compressed textures like a man

cunning isle
deft cove
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substance painter lets you pain the model in real time but im pretty sure you can also just edit existing textures

past barn
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Anyone knows what the X16 (Miracle Machine) alarms sound files are called and where they are?

past barn
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Similarly, where are the sound files that play when boars are running around?

fair inlet
past barn
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Nope, those are different. I'm looking for the sound of their hoofs stomping on the ground as they move

fair inlet
fair inlet
past barn
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Oh my god, the alarm files are literally hiding in plain sight kekfacepalm Thanks! Do you know where the files are for the announcer that plays alongside these alarms?

past barn
celest forge
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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?

static nebula
# static nebula Hey y'all, I'm adding some ammo check animations to my reanimation mod, using th...

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

old berry
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make sure you checked the 207- Mags Redux (Disable G.A.M.M.A. Unjam Reload) - RavenAscendant

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or you just might have not checked ammo check at all

static nebula
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I still get the text at the bottom of the screen, just no ammo check animation

old berry
static nebula
old berry
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uncheck busy hands fix

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@static nebula

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thats the issue

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i think you only check that when you actually get that problem

static nebula
old berry
static nebula
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oh my gracious Wahh

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hold on lol

old berry
static nebula
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i just toggled the setting from the main menu then loaded into the test map

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restarting now, will see if that works

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no luck, it still just plays the holster/draw animation

old berry
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the script doesn't work for some reason, did you change anything since yesterday?

static nebula
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nothing that i can remember, still have the same script inside my mod

old berry
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you didnt edit the config file right?

static nebula
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no changes to the config

old berry
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strange i know why it works for me, it's because i had long press binding enabled which for some reason played the animation

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@static nebula

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after disabling it, it's plays the default animation

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wait nvm i fucked up it does work

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might be a bit too extreme but you might try doing this on a fresh gamma install

static nebula
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hah, why not lol, i don't mind

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do you mean just installing via the installer?

old berry
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nah i mean the full reinstallation

static nebula
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oh geez lol

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ill try just using the installer first, since it works just fine with base anomaly

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worst case scenario, if it works for other people then ill just cut my losses and release it, since thats my main concern lol

old berry
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i mean the mod is mainly for vanilla right

static nebula
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I'd like it to work with GAMMA ideally, especially since Grok plans to add it in a later update

old berry
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and mags are still optional

static nebula
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true, but id like the mod to work as good as possible for the people that do use mags

calm island
#

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.

past barn
#

Not an expert in weapon configs to I may be wrong:

  • hit_impulse is used for ragdoll upon hit. A 12.7 caliber would have a much more extreme ragdoll than 9x19
  • hit_power is most likely overridden by a DLTX mod, which seems like it's mod_system_weapons_damage_GAMMA.ltx which changes these values to 1.0, 1.0, 1.0, 1.0 which afaik is roughly 70 damage ingame
  • The 4 values are for the 4 difficuty levels, apparently
calm island
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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

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Because it's not in the list in mod_system_weapons_damage_GAMMA.ltx yet

past barn
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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

calm island
#

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.

past barn
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#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

calm island
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thank you I'll try it

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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.

past barn
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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

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So I'd just place the values in the RFB's config personally, but you can do either

calm island
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ok thank you, will try both just for an experiment

opaque frost
#

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

past barn
#

I use this method to find out what an item is called internally

  • Make sure you have debug mode on: #╭📖faq message
  • Press F7 ingame, 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
opaque frost
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alright ill try it out thanks

opal gulch
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@random fulcrum
Do you know where BR is listed in the files

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for outfits and NPCs and mutants

broken vortex
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i want to create gun animations, where do you recommend me to start?

static nebula
# broken vortex 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...

▶ Play video
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this guide is a bit confusing but will show you the ropes

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i can try my best to answer questions

broken vortex
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thank you so much

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im gonna head on it rn

fair inlet
past barn
#

Hell yeah, thanks a bunch okaycathappy

reef gyro
#

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 )

static nebula
#

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?

fair inlet
static nebula
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i do the thing but the thingy no work

fair inlet
static nebula
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tried that just now, no dice

fair inlet
static nebula
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oh, I figured I would have a comma there since the original does as well

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ill give that a shot real fast

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oop, that worked, thanks! 🙂 👍

sweet pike
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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?

violet ridge
#

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

lilac compass
#

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

mossy vector
reef gyro
#

Hello, is it possible to add Ukrainian to Stalker? I can completely translate it into Ukrainian, as I am fluent in English and russian.

digital zodiac
#

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.

languid geode
#

Guys, could you please tell me where/which file I need to modify to change ammo mag size for BaS vintorez ?

violet ridge
vernal epoch
#

They're talking about Needles, the bandit medic

violet ridge
#

much thanks

fair inlet
languid geode
fair inlet
#

Or use DLTX

languid geode
wispy ridge
#

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

ripe turtle
wispy ridge
#

Oh hell yeah that's a great idea. I'll commission someone to make some basic mods if someone's up for it

past barn
#

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

old berry
#

did you check its in game sound volume using SAVandT

past barn
#

Didn't know about such a thing. Checking it out now

faint sable
#

Yea I think all sounds need SAVandT to make them fully work

past barn
#

Yeah I've changed the new ones' data to match the originals'. Now they sound like what I'd expect. Thanks okaycathappy

opal gulch
#

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

opal gulch
#

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

past barn
#

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

old berry
#

try reinstalling cr3pis icons without indicators

past barn
#

Already checked, they aren't the same

violet ridge
#

tried sourcing where they are from to see in mod description if they say anything about the art assets ?

past barn
#

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

cosmic drift
#

I added my own music but they seem to go by so fast like in a second, i did everythin right any reason why?

simple scaffold
cosmic drift
#

Oh yeah i missed a step, i didn't read it. Thanks for remindin

normal vessel
#

Is this the right channel to ask about tweaking BHS?

simple scaffold
normal vessel
#

i changed this but it doesnt do anything, did i miss something

#

or does it not recover old wounds\save

normal vessel
#

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

ionic wadi
vernal epoch
#

You can, that's what it's there for, just make sure to credit and include a link to the mod it's for

ionic wadi
#

It's for Spatial anomalies mod, it disables nimble upgrades, so I made a patch

#

So I gonna go test and upload it

vernal epoch
#

That's such a weird conflict for a spatial anomalies mod to have

ionic wadi
#

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

ionic wadi
#

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

ionic wadi
#

Ok mod posted

late hazel
#

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.

past barn
violet ridge
#

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

late hazel
#

But I can have an NPC travel from one new map to another new map, correct?

violet ridge
#

i am not qualified enough to answer

#

you are best off asking in Anomaly discord

late hazel
#

ok

quiet valve
regal bolt
#

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.

past barn
#

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

prisma ginkgo
#

what addon has the new shotgun reload animations and another one which shows the weapons manufacturer?

regal bolt
past barn
#

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

past barn
#

Where can I get it? Because I can only find the current one which looks totally different

pallid yew
#

Any idea how to make the music from the main menu play when pressing esc in a running game?

undone lily
#

I think xcvb had it working ? But he didn’t publish it

pallid yew
#

xcvb is a local modmaker?

random fulcrum
#

nah he's a classic anomaly modder

pallid yew
#

Oh. I did not know it :)

random fulcrum
#

used to be here but got banned for posting kpop gifs and baiting chats into flame wars

pallid yew
#

ha ha

#

Do you know where I can find this dude?

random fulcrum
#

moddb

#

anomaly's discord

pallid yew
#

thx :) i try did it

regal bolt
late prism
#

some one add sex please

mint dust
#

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

▶ Play video
undone lily
mint dust
#

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.

quiet valve
quiet valve
undone lily
#

I don't think there's a callback "on_before_sound_play"

past barn
vernal epoch
#

Does the captions setting do anything?

past barn
#

Afaik they only work for "door closing" and such, nothing else

vernal epoch
#

Potentially have the needed callback there?

quiet valve
#

They managed to fully implement it in radiophobia although thats on soc engine, not cop

past barn
#

Someone made subtitles for CoP too, which worked so well it made me believe it was vanilla

simple scaffold
# vernal epoch Does the captions setting do anything?

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

opaque night
mint dust
#

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. :)

jade current
#

that video was depressing as hell but please make the mod

stable orchid
#

what files has quest tasks ids?

past barn
#

How can I move the parts condition numbers slightly down or up in zz_parts_in_tooltip.script?

steady apex
#

Find self:add parts container and change first number 40 to bigger one

simple scaffold
stable orchid
#

bless you Prayge

simple scaffold
#

need to unpack the db files if you are looking at vanila tasks

stable orchid
#

would this include main questline stuff?

#

because the x8 docs didn't spawn

simple scaffold
stable orchid
#

i straight up can't find the docs and ive searched every inch

simple scaffold
#

did you leave the lab? try that see if task advances

stable orchid
#

i have gone in and out like 3 times at this point its not advancing

simple scaffold
#

hmm. odd. you can spawn quest items from the bebug menu

stable orchid
#

tried it still didn't advance

simple scaffold
#

ick. well anomaly/tools has an unpacker to get at the task files.

stable orchid
#

ill get on that thanks for the help

simple scaffold
#

np, i can only give short answers while at work

stoic shoal
#

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.

old berry
#

you dont

regal bolt
#

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.

tepid moat
#

In the vanilla anomaly /tools/ folder contains unpacker. bat files

regal bolt
violet ridge
#

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++

narrow stirrup
#

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

violet ridge
#

there is anomaly modding book on github

violet ridge
#

lotsa stuff is still, sadly, not written down in the modding mood

narrow stirrup
violet ridge
#

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)

narrow stirrup
#

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 hmmyes

past barn
steady apex
#

I misread

#

For numbers idk

#

That number moves whole container

past barn
#

I see

autumn sky
#

Hey, is there a way to make weapon fit into melee or pistol slot, i mean for example a vector.

vernal epoch
#

I think theres an example in the pinned messages

autumn sky
calm island
#

Where are the files for numbers of cleaning kits located? They are not part of the icons themselves

past barn
#

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

calm island
#

oh i see

#

is there a version of this mod that uses vanilla values?

past barn
#

What do you mean?

calm island
#

these numbers are for easier cleaning mod which decreases all values for repairing

#

vanilla numbers are higher

past barn
#

Oh, I'm not sure. I only ever found these and the default ones with no indicators

calm island
#

oh ok thanks

calm island
#

and how do i give them vanilla prices? they are way to cheap imo

fair inlet
calm island
fair inlet
calm island
#

Tho I did find the cost lines in weapon parts overhaul files, but deliting them didn' change anything

fair inlet
calm island
fair inlet
calm island
fair inlet
calm island
calm island
#

ok thanks

regal bolt
regal bolt
# violet ridge just fyi, you don't edit those unpacked files to change stuff ingame - those unp...

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.

late hazel
regal bolt
# late hazel 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.

cyan trench
#

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

devout fiber
#

any addon options to adjust ammo quantity sold by traders?

fair inlet
past barn
#

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

old berry
#

i think the file is named something like "kobra_lens" or "kobra_dirt"

old berry
past barn
#

How did you even find it xD

old berry
#

just checked the scope's lens texture path in blender lol

past barn
#

Lmao well played, thanks

vale knot
#

what you should be doing rather than fumble in file structures

#

especially when it comes to bas

#

file structure more confusing than the backrooms

past barn
#

Yeah, probably. The weapons' file structure is a total mess

late hazel
ocean spruce
#

Apologies if this is the wrong channel but does anyone know what file is responsible for the background image in the mod menu?

past barn
#

[your GAMMA folder]\mods\G.A.M.M.A. UI\gamedata\textures\ui\ui_background_new.ogm

#

(Which for me didn't work so idk if they apply here or not)

ocean spruce
past barn
#

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

broken vortex
#

can i make a recipe with a single ingredient?

flat steeple
#

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

regal bolt
narrow stirrup
#

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?

fair inlet
devout fiber
#

Isn't solarint god with sound design?

past barn
#

How can I change the destination location of a Guide's fast travel option?

fair inlet
past barn
fair inlet
past barn
#

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

fair inlet
#

precondition and price is wrong but destination works as intended

past barn
#

So I'd need to find the coordinates for dialogs_mlr.105_bar_guid and change it to the CS base I'm guessing?

fair inlet
past barn
#

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

fair inlet
past barn
#

Thanks. I'll try and see what I can do then

fair inlet
# past barn 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.

past barn
#

Nah I wouldn't mess around adding new ones, I barely understand how the current ones work kek2 I'll look into changing the destination of the current Cordon --> Swamp option. Thanks for all the help, I appreciate it stalkerpeepohappy

pallid yew
#

What is the best way to edit comments in ogg files?

prisma ginkgo
#

what does the GAMMA additional Storyline fixes change? is it from the LTTZ DC addon?

celest forge
pallid yew
celest forge
#

I use it for my gun sounds yeah

pallid yew
#

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.

simple scaffold
pallid yew
simple scaffold
pallid yew
#

Ok. Big thanks!
You did a lot by telling me about the stereo. I'll do it next!

vale knot
#

damn invictus color too close to alpha modder

random fulcrum
#

it's different enough imo

celest forge
#

What's the difference between us common peasant modders and giga chad alpha modders

summer trench
#

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.

scarlet token
#

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.

summer trench
#

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...

scarlet token
#

I am not super familia with script yet for this game sorry.

summer trench
#

On closer inspection, setting the volume to 0 should completely prevent it from playing lip smacc

scarlet token
#

Hmmm, perhaps you need to set it to like 0.1??
Just a guess.

wispy ferry
#

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

summer trench
#

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

scarlet token
#

Tried -1?

summer trench
#

I'll give it a shot after a small float

scarlet token
#

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

summer trench
#

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?

devout fiber
#

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

vale knot
#

Raven does MCM, makes the anomaly modding guide

#

Demonized with the modded exes and other stuff

tacit wind
#

Does anyone have a hunch how difficult it would be to port the nicer lean animation from gunslinger to anomaly?

past barn
quiet valve
#

Only true alpha modder is demosfen

remote venture
#

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

teal bay
#

I am learning first person animation in Blender snigsmile

static nebula
#

yo thats cool 😳

teal bay
#

I'm enjoying it so far verynice

frosty valve
#

does anyone know what config file i need to change to make the recipies better, IE: 20 units of material = 20 units of ammo

lilac compass
#

Does anyone have any idea where you change what ammo found mags spawn with?

undone lily
frosty valve
#

I mean I guess?

signal barn
#

It should be a 80:1 ratio, I want the grind to feel like a Korean f2p gacha gameTROLLED

#

For the immersion

remote venture
vagrant patio
#

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 ...

▶ Play video
#

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?

vale knot
#

That music from the initial part just sounds like it was added in post

fair inlet
vagrant patio
fair inlet
vagrant patio
#

Weird, i just checked and i do have all the mods referencing Dark Signal enabled

vagrant patio
#

Well hey, thank you for the help man, really do appreciate it

soft burrow
#

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

static nebula
drifting merlin
#

you can do that for anything that emits a frequency
including mutants

static nebula
#

texture wizards, which compression is best for .dds?

static nebula
#

dxt1 seems screwey, dxt5 looks good, hopefully it works right ingame :p

past barn
#

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

static nebula
#

goodness gracious Wahh

past barn
#

Wait until you work with the equipment icons. 64MP image, 128MB uncompressed dread

past barn
#

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

torn vault
#

@past barn arti_jamming.script:828

steady apex
gaunt pawn
#

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

mossy vector
undone lily
#

Otherwise there’s a batch processing tool I made to mass convert png to dds using NVidia tool if needed

past barn
normal vessel
#

Can i change second scope keybind so its not the same as underbarrel?

vernal epoch
#

Is it possible to set what guns spawn on corpses in lost signal quests?

fair inlet
vernal epoch
#

ah, I see thanks

dusty dagger
#

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

past barn
static nebula
#

didn't know what to do with empty space lol

old berry
#

what is this

noble thistle
#

9mm ap
DMG : 21
BR (38)
9x21 ap
DMG: 24
BR (36)

#

now explain why does cost is different while stats are almost same

violet ridge
#

guns affect damage output as well

#

so this comparison is not complete by itself

noble thistle
#

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

static nebula
noble thistle
teal bay
static nebula
#

i had a bit of fun with it

violet ridge
#

more guns using 5,7mm are always good

static nebula
#

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

teal bay
#

Is the model from tarkov?

static nebula
#

yep

teal bay
#

EFT is my favorite $150 bundle of modding assets trollface

static nebula
#

thankfully there's a nifty little google doc which lets me get them without having the game LipBite
although i do own the game i just dont play it lol

teal bay
#

same
400 page essay on why funny russian game bad

old berry
#

all you need is two words:
incompetent devs

teal bay
#

boobisoft

stable compass
#

Question for anyone who may know, is there a way to make a hold button a toggle button?

#

I have no experience making mods

bold mural
#

Same with the saboteur ammo

clever herald
#

hey is there a mod to disable the red flashing whenever taking damage? or changing it to something less agressive

static nebula
#

hey y'all, does this section of the modding handbook apply to weapon rigging as well?

thick loom
#

Some models don't get the bump map textures, any tips o experiences with that?

noble thistle
unique musk
#

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

ornate spade
unique musk
quiet valve
#

Inventory weight already exists

vagrant patio
#

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

teal bay
#

Blindside's Weapon Reanimation and Rebalance

cunning isle
#

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

dusty dagger
past barn
dusty dagger
#

Ooooooh

#

Thanks

undone lily
undone lily
#

9x21 > specialised rounds, thus made it a tad easier to craft

cunning isle
violet ridge
#

first check the file that edits ammos in GAMMA

obsidian sequoia
#

does anyone know of a mod to fix the position of the PU scope on the mosin?

cunning isle
violet ridge
#

look for one that wins all conflicts

#

or for DLTX that might edit it

obsidian sequoia
#

i guess you'd need another mod to counteract using stripper clips too

celest forge
#

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

obsidian sequoia
#

perfect job for someone who knows how to mod haha

cunning isle
#

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

cunning isle
#

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

fair inlet
cunning isle
#

Preferably DLTX

fair inlet
regal bolt
#

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

static nebula
#

pavelblend addon

static nebula
#

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

old berry
#

you dont, you just do it frame by frame, trust me its less of a pain in the ass

static nebula
#

? 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

old berry
#

i thought you meant moving the bolt with constraints already set

static nebula
#

I was trying to figure out rigging a model for animation, I think I worded it badly though lol

cunning isle
#

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.

fair inlet
fair inlet
cunning isle
#

Does the same, i wanted to create my own because that mod is abandoned

devout fiber
#

Anyone know if I can make screamback (taunt) script faction-specific?

fair inlet
cunning isle
#

Just so you know, I haven't touched any of these files

cunning isle
fair inlet
cunning isle
violet ridge
#

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

fair inlet
undone lily
static nebula
#

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

thick loom
#

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

celest forge
#

Probably just the quality of the bump itself

thick loom
#

Found the issue, using AXR toolset to fix, some files werent refereced correctly

storm sparrow
#

Is there a mod that allows the traders to sell weapons instead of having to repair them fully?

worldly coral
#

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

cunning isle
#

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

cunning isle
# undone lily Black market

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.

lilac compass
#

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?

vernal epoch
#

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

lilac compass
vernal epoch
#

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

lilac compass
vernal epoch
#

also, I forgot, but you have to edit specifically the hud with the scope tag in the name

#

![wpn_name_scopename_hud]

lilac compass
vernal epoch
#

Then I'm not sure. drop the file?

lilac compass
vernal epoch
#

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

lilac compass
vernal epoch
vernal epoch
lilac compass
#

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

devout atlas
#

menacing laugh

feral iron
#

What file do I have to tackle, in order to make ACE suit heavier?

#

4kg is absurdly OP

fair inlet
past barn
feral iron
signal barn
#

how does the Body Health System assign limb healing properties to medical items? i'm trying to add some new healing items

fair inlet
signal barn
#

thx, i think i got it from here

signal barn
#

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

fair inlet
signal barn
#

well, that was easier than expected

#

new items added

#

computer didnt explode PepeHappy

summer juniper
#

how in theory would i edit armour stats to give it more artefact slots?

summer juniper
summer juniper
#

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?

celest forge
#

Does anyone know why a gun would shoot to the right when standing still?

summer juniper
#

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

normal fern
#

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..

steady apex
quiet valve
#

ADEGA and EFP texture pack aswell

normal fern
#

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.

vernal epoch
#

Anomaly is still being worked on

violet ridge
#

or other forks of the OG x-ray

quiet valve
#

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?

steady apex
#

When there will be similar freeplay mod with same simulation then we can compare

jovial kelp
#

Guys, where do I should look if I want to change stashes’ map descriptions?

static nebula
# celest forge

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?

vernal epoch
#

is it possible to dltx the tasks files? such as tm_zaton

sick forge
#

anyone working on a loose aim mod something like bodycam aiming like

late crow
#

Is there a way to create your own model? I wanted to have jan pawel 2 following me as a friend

narrow stirrup
#

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

random fulcrum
#

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

narrow stirrup
#

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

stable sage
#

Is there a way to add your own music to the PDA radio?

paper bronze
#

hey modders, do you guys know where outfit folder is? sorry for intruding

#

im trying to change my armor appearance

fair inlet
paper bronze
#

thirdperson

fair inlet
#

This is configs folder, if you want to edit meshes or textures look in respective folders at Anomaly\tools\_unpacked

paper bronze
#

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

fair inlet
paper bronze
#

how do i repack it after im done?

#

thank btw your being very helpful yep

fair inlet
paper bronze
fair inlet
paper bronze
fair inlet
paper bronze
# fair inlet 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 🤞

fair inlet
paper bronze
#

@fair inlet this is what i was able to do :p, shame it didnt work hopefully u see something that i dont

fair inlet
paper bronze
#

ill triple check everything before i bother you again if it somehow doesnt work

paper bronze
#

@fair inlet WE DID IT!!!!

#

thank u so much man

#

u are a hero

cunning wigeon
#

how do i make a reposition settings/mod

steady apex
vernal epoch
#

will let you know

steady apex
#

all damage modifiers from pba and other mods should work as well

vernal epoch
steady apex
#

then its not that mods problem

vernal epoch
#

noted. Thank you for taking the time to check

thick loom
#

Any tips in letting this bumpmap (gloves) less glossy?

unreal moat
#

Ear me out guys

#

HD models in gamma

#

do you know how to get it?

unreal moat
#

not updated

old berry
marsh ether
#

if i edit the parts that weapons use will it break existing saves

fair inlet
marsh ether
#

ah shit

fair inlet
#

I'll check to be sure real quick

marsh ether
#

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

fair inlet
marsh ether
#

so not save compatible, got it

#

ill still give it a once-over and release it for other ppls use i guess

fair inlet
marsh ether
#

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

white osprey
#

What mod is used for the detector in the picture?

white osprey
drifting merlin
#

that's just the grizzly bro
it's in gamma by default

white osprey
drifting merlin
#

as in
you want to install it into ANOMALY?

white osprey
#

yes

#

it look so beautiful

drifting merlin
#

i'm like 90% sure it's proprietary to gamma

white osprey
#

R3zy's Detectors Enhanced Shaders Patch ?

drifting merlin
#

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

white osprey
#

ok,thanks!!

left timber
#

Hey, bros Does anyone know what add-ons change gun positions like this picture?

white osprey
#

" V "

#

But it looks a little different from your picture

drifting merlin
# white osprey

GAMMA will transition into a point shooting position shouldering left with the right side of the weapon tilted upwards like the one they posted

left timber
#

Gamma holds a gun like the picture above, but the bas applied in vanilla holds a gun like the picture you posted

white osprey
#

oh,i see

#

I'm still playing vanilla, so I don't know the details in gamma

devout atlas
#

Can a homie get a modders role?

rough rivet
#

i asked in other rooms... -_- people why this is not in GAMMA?

static nebula
#

is it not? i thought it was

muted zephyr
#

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?

marsh ether
#

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

paper bronze
#

wonder how it works with sights tho

faint sable
faint sable
#

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

haughty scroll
#

does anyone have the hands

#

that works on xray export

static nebula
#

the what now

old berry
drifting merlin
old berry
#

its for putting the mag back

cosmic drift
#

it's perfect with mag redux then, fits the vibe

rough rivet
rough rivet
river fjord
old berry
#

i should probably add more x rotation

calm island
#

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

old berry
drifting merlin
#

primo

wispy ferry
#

very nice

white osprey
#

I installed the grizzly detector in gamma into vanilla!!

drifting merlin
#

well done

white osprey
#

verynice very nice

faint sable
#

been trying to make the taz detectors work in gamma, not sure what to do for its actual visual effects, anyone have any tips?

graceful rover
#

maybe like a radar

faint sable
#

that's the thing, it has one but I don't know how to properly put it in with it

simple scaffold
faint sable
#

Thanks, I actually figured it out, they had their textures tied to scope lens and dirt thms and dds

white osprey
#

Awesome !

lone thicket
#

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?

lone thicket
#

Dunno why the laser turned red. Copied it from the green laser of BaS' SCAR-H but they're both red in-game.

native hedge
#

!logru

queen pineBOT
#

@native hedge Вы можете найти файл с логами в вашей папке Anomaly по следующему пути:

  • Anomaly/appdata/logs
    В данной папке будет несколько файлов xray_username, вам нужен текстовый документ с таким названием. _ _||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1119256249649877002/image.png
cyan trench
#

anyone know either a mod that has more character portraits, or where I can add my own?

west saffron
drifting merlin
cyan trench
#

aight, ty

regal bolt
#

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.

mortal kraken
faint sable
#

place at end of load order

soft burrow
#

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 kekw

#

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. think

simple scaffold
thick loom
#

Is it possible to create a DLTX version of "Actor hand HUD"?

simple scaffold
thick loom
#

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)

cunning wigeon
#

hello anyone here that knows about the weapon stats modifier?

wispy ferry
#

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

soft burrow
# simple scaffold Draw a picture please. These words aren't sufficient.

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.

soft burrow
#

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 think

past barn
#

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?

soft burrow
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Yes

past barn
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I see. I'm not knowledgeable enough to give you an answer tho, I'll leave it to Raven

vagrant patio
#

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?

vagrant patio
#

Okie doke, so it is just a part of the duty expansion

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I had different people claiming it was, and other folks saying it was a seperate mod entirely

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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?

fair inlet
vagrant patio
#

Thank you very much kind sir, it's much appreciated

flat steeple
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I used the mod before, It was okay
I think Should be good to install modgame but obviously probably not to remove

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So be careful

drifting merlin
vagrant patio
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Oh that's fine

#

I honestly don't even plan on doing the whole expansion

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I just want a duty-flavored self-propelled backpack

drifting merlin
#

Anna will not be a recruitable party member unless you do

vagrant patio
#

Instead of the gross freedom flavored Hip one

#

Oh motherfucker

#

.<

drifting merlin
#

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

quiet valve
#

Isnt there a way to decrease spawns through configs?

drifting merlin
#

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

vagrant patio
#

Thank you very much

#

Man, i will never understand how some people actually believe "GAMMA community is so toxic"

#

Y'all motherfuckers are heroes

quiet valve
#

Few bad apples im guessing

drifting merlin
#

well
personally I respond to stupid questions with stupid answers
and genuine curiosity with genuine empathy

flat steeple
#

Probably said by people Who make the stupidiest questions

regal bolt
simple scaffold
# soft burrow Here's an illustration. Sorry it took so long. These are two grids, each represe...

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)
soft burrow
#

By the way this is how I inserted that new code into the script. Is this right?

simple scaffold
#
    -- 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))
soft burrow
#

Haven't managed to get it to break again.
This is awesome. Thank you so much RavenAscendant.
I feel like it's Christmas stalkerpeepohappy

civic comet
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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 KekSkew

civic comet
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trus me

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i have been through thatkekw

drifting merlin
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they don't even spawn in front of you
they spawn when you accept the quest