#╙🖇mods-making-discussion

1 messages · Page 32 of 1

drifting merlin
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they just sit there devouring your performance the instant you load the map, until you crawl your way there and blow them away with a grenade

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objectively incorrect information

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demonstrably false

simple scaffold
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it should make it into the offical version with an mcm setting and everything eventualy.

limber heron
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Hello, sorry for wrong channel but I thought mby someone here would be more likely to know.
I really want to know if a gun with a higher dmg stat actually does more dmg than other guns of the same caliber (RD 74 vs AK 74).

kindred tiger
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I am currently modifying Arti's Ammo maker and have noticed the frequent console error from get_object_by_id() upon spawning the ammo parts in the players inventory - resulting in lost parts. This error is very inconsistent. It also occurs with the original ammo maker.

_g.script@get_object_by_id()

local obj = db.storage[id] and db.storage[id].object or level.object_by_id(id)
if (not obj) then
        printe("!ERROR get_object_by_id | no game object recieved from id (%s)", id)
        return
end

The occurence of this error seems to be heavily related to how many items are in the inventory overall and how many of the parts (to be spawned) already exist in the inventory.
I've tried two other methods of spawning the ammunition in the inventory which produced the same results.
Does someone have an idea how to circumvent this?

primal lava
#

Is there a way to mod the melee spot to accept even more weapons. I really wanna have the vector there 😦

primal lava
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Thanks!

coral venture
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The first number is the Ak-74N and the second is the RD-74M. Both barrels 100%, shot at a zombie. The increase is around 6%.

limber heron
coral knoll
#

Hey modder guys, how would I go about removing the gas tube from being a present thing in some guns? Guns which in real life wouldn't have a gas tube, but in the mod have it present

past barn
coral knoll
unborn agate
#

anybody knows how to alter which limbs certain meds heal? like i wanna change one so it heals say torso and head 100%, how can i alter this?

faint marten
#

Is there a mod out there that adds unique boss type mutants to more labs? Think it would be cool. Maybe make their drops unique and be able to use them for crafting more unique artifacts. Just an idea.

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 breaking

static nebula
#

? I don't think the keybinds should cause any weirdness with ammo check animations
Be sure you have the busy hands fix disabled in MCM because that disables all ammo check animations

calm island
static nebula
#

I'm not sure which animations those are

calm island
#

with some guns you literally take out the magazine and put it back in. they work really well with magazine check

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try them if you use wpo

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just check busy hands fix in mcm for ammo check and bind unjam key to the same as ammo check

static nebula
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That might be the inspect animation
In that case just edit the config, replace the name of the ammo check animations with the name of the inspect animations

calm island
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they aren't the same as those when you equip a gun for the first time if that is what you mean

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and also where do i find animation files? i cant find them in ammo check or in wpo

calm island
static nebula
#

Animations will be stored in .omf files, where the .omf is can vary between weapons/mods though

regal bolt
#

Now that I have screenshots from today, and not last week: I'd like to say I am VERY happy with how this is turning out. There isn't much else that I want to touch on. I have some tweaks to make to the "Crafting/Workbench" UI and the "Cooking UI". One is done, but needs tweaked. The other will be quick because it is simple and uses an identical format/idea. If the game keeps crashing on me, I'll have my own UI skins ready to dump onto the internet.

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I do have some questions for anyone who has messed with the UI in this manner. Is there someone out there who understands or has done this for GAMMA vs base Anomaly? I am curious about assets that may not be used in GAMMA, and I don't want to waste time on them if they aren't used.

unique musk
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Anyone know of a mod where suppressors wear out? If not would it be possible to do?

marsh ether
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thinking of making a mod that expands nimble’s offerings and lets you order shit from the merc in outskirts

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I also wanna re-add some of the unique weapons from the OG games

haughty scroll
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if someone needs

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animations

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im free

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dm me

unborn agate
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how do i change item icon?

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i change the visual item string in my itx but it wont update

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do i need to recompile or what?

past barn
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What icon do you want to change?

static nebula
normal vessel
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If i want to only delete waking up early function, do i just delete get_immersive_sleep_hours function?

thick loom
#

Hello everyone, is there any port of Gunslinger's PDA to anomaly?

late hazel
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@regal bolt Good job on the UI mod looks great!

regal bolt
# late hazel <@456226577798135808> Good job on the UI mod looks great!

Thank you. It's not done, but is a solid starting point. I am due for a new character, and as of right now I have found where the buttons are as well as the loading/saving screen. When I start a new character, I'll redo the "New Character" screen as well and update the files accordingly. I appreciate the feedback.

gleaming kernel
#

Is there a way to modify max hunger levels? I noticed 900 kcal is needed to go from 0 to 100%. I’d like to increase it a bit higher (probably 1000 or 1200) to make denser food items worth eating without modifying individual food items

narrow stirrup
#

Anyone knows a way to disable camera movement on inspect animation weapons? or is it related of each weapon animation

fair inlet
narrow stirrup
#

how did you create that empty file?

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did you create it on blendeR?

narrow stirrup
#

thank u so much!

fair inlet
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It's not really empty, I just found it somewhere

narrow stirrup
#

i guess i just need to rename the file like those (ras_m4a1_hand_inspect.anm, ras_m4a1_hand_inspect_w_gl.anm) , btw the camera is just one file animation or both?

fair inlet
signal barn
solemn brook
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Yo guys. Has anyone seen this text anywhere in Gamma files ? I'm working on translating anomaly x gamma and this is really last text of all these hell of text what I just can't find 😄 Its not in "z_pda_gamma.xml"
Can someone help me please ? 🙂 Literally already wasted 1 hour in files for searching for this text 😄

kindred tiger
#

How do you query the combat intensity or if the player is even in combat?
I am unable to find a suitable function in the base game files. Or is this not exposed to the lua api?

Also, is there a function to query the overall health of the actor or do I have to query db.actor.{health, psy_health, radiatation, ...} separately?

hardy hound
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With notepad++

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For 'Welcome to'

hardy hound
solemn brook
coral venture
#

Don't know how one usually goes about translating text from scripts though.

solemn brook
ruby dust
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can i unlock a trader's 5th supply level with debug? i need to see all the things that he sells

drifting merlin
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yes

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use the keys to set goodwill to friendly

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then just wait for restock

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@ruby dust

ruby dust
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lets see if it worked

simple scaffold
#

it's not your good will with the trader. it is your good will with the traders faction. i don't know if that can be changed from the debug menu. there is an addo for it. the miss named "reputation editor"

signal barn
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anyone know where the values for mutant hides are done in gamma? From what I can see, the only items_monster.ltx file in the modpack is for '170 - New Mutant Icons Parts' but the hide defense values look like vanilla

signal barn
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@normal vessel grok_pelts! thanks

regal bolt
#

Chambering a round everytime you reload a mag (even if you had a bullet chambered before reloading) is annoying.

#

Unrealistic and annoying

simple scaffold
# regal bolt Unrealistic and annoying

are you volunteering to make new animations for all the guns? It should be posible to intercept the reload and play a different animation in 1.5.2

well not all of the guns, there are a few open bolt guns in the game

floral cypress
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It's kinda possible to have all (vanilla) weapons have reworked anims, wether bwrr, bas or other mods

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The only weapons left are wa2000, mk14, rpd, m98b, m79, trg-42, pp-19, karabiner 43, sv98

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And mp153

wispy ferry
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PP2000 has just the one (full) reload, unless that one reanimation mod got added already

floral cypress
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Wonder if it can be installed on top of gamma as is

ruby dust
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is there a command to spawn characters? not traders

simple scaffold
ruby dust
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i have a remodel that i want to install, and the mod description says i can use it for other NPCs as well, but to do that i have to change the name, anyone know how that works?

#

this is the person that i want to remodel

simple scaffold
# ruby dust this is the person that i want to remodel

well you can either duplicate the model and name it what the arrow is pointing at and put it in that path.

or you find the charecter description for that NPC and change the visual point it to the file you alredy have lives.

simple scaffold
#

the line that starts with visual. that is the path for the model file for that NPC. simplest is to copy the ogf in our remeik folder and put it in meshes/actor/stalker_neutral and rename it to stalker_neutral0e.ogf

ruby dust
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and put it in meshes/actor/stalker_neutral and rename it to stalker_neutral0e.ogf
where is that at? or do i need to make that myself?

dreamy fjord
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Hi everyone
I was told I could ask here for a mod that edits carry weight.
Any help? please

simple scaffold
# dreamy fjord Hi everyone I was told I could ask here for a mod that edits carry weight. Any h...
local patched = false

function on_game_start()
    patch()
end

function on_mcm_load()
    patch()
end


function patch()
if patched then return end--do nothing if we already did it.


if  0 == #ui_options.options then
  ui_options.init_opt_base()
end

ui_options.options[4].gr[4].gr[8].max = 10000 --make this what ever you want
ui_options.options[4].gr[4].gr[8].step = 100 --how much the slider changes by adjust in proportion to max
ui_options.init_opt_coder()

patched = true
end

put this into a text file. name that file something like weight_fix_mcm.script toss it in the script folder of some addon or another.

#

it wil make the carry weight slider go to 10000kg

dreamy fjord
simple scaffold
ruby dust
simple scaffold
#

needs to be renamed and repathed. just rename is not enoug.

ruby dust
simple scaffold
#

path is the folders that a file is in. it has to be in the right folders

normal vessel
#

Is there a way for better stats to show full bar as resistance cap? RN toxic res at full still can be pushed further and without DAO my electric res also shows wrong numbers

ruby dust
simple scaffold
ruby dust
torn vault
ruby dust
simple scaffold
simple scaffold
torn vault
#

in vanilla ano, which files are responsible for deciding how many artifacts can be spawned in a single anomaly field?

simple scaffold
#

make sure you have windows set to show file extentions and you don't acedently end up with weight_fix_mcm.script.txt that can happen because of widoes trying to be helpful

torn vault
#

@simple scaffoldeither i missed it, or there's no mention of artifacts

#

i see there's mention of

artefacts        =
BirthProbability = 0.0

..but it's in an unused anomaly type

simple scaffold
#

this key: max_artefacts

torn vault
#

phew, thanks, i'd probably spend half an hour trying to find these
.. i mean, another half an hour

simple scaffold
torn vault
#

i created the mod and forgot to enable it in mo2, again
there's no cure for stupid, is there?

wispy ferry
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I was helping with a mod, changing some values and relaunching
I adjusted the numbers and launched three times and didn't notice a difference in-game, wondered what the hell did I do wrong
I had forgot to just save the file between each change

simple scaffold
#

not relaunch game

vale knot
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Raven helping overtime today

simple scaffold
#

manditory training on "comunication styles"

wispy ferry
simple scaffold
wispy ferry
#

ah, I only did the system reload, didn't reload the save as well
I'll try and remember that for when I next need to adjust things, many thanks for sharing the wisdom

simple scaffold
#

for something you can relaod system.ltx and spawn a new gun and it should have the values, existing ones need to be reloaded which reloading a save does

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simplest to just alway reload the save after reloading system.ltx rather than guess

wispy ferry
simple scaffold
#

Translation strings you can relate by changing the games language.

Other engine red xmls you have to restart the game.

Script read xmls and ltx files get reloaded when the script does.

dreamy fjord
dreamy fjord
#

I'm aware of extensions, so that's not the case

haughty pike
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Hello

simple scaffold
# dreamy fjord

i wanted the path. in notepad ++ there is an option to copy file path to clipboard. paste taht pls

dreamy fjord
simple scaffold
# dreamy fjord

script is right. unless someone significantly changed gamma's ui_options.script.

#

ok so the script is right now. there was a typo. line 13 should have a then before return

dreamy fjord
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Thank you again, you're a godsend.

woeful loom
#

do someone actually know why white stashes spawn expert tools currently?

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other than it is a "fact" claimed by some ppl here

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and why "G.A.M.M.A. Rare Stashes Balance" not overwrite the common stashes content as it I assume should (regarding at least the expert toolkit)?

limber forge
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Hey guys, is it possible to edit some files in order to fit Itacha Stakeout, Double barreled Sawn off shotgun and PP2000 in binocular/knife slot?

vernal epoch
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Check the pins

tardy willow
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Hi guys, I'm looking at the files in 153- More Dynamic Tasks - xcvb, and if I'm right there are fetching weapon quest for most/all factions. But in my experience, I only see those quest given by Lukash/Trapper, and I cannot for the life of me figure out why. Can anyone help with that?

ruby dust
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is it possible to change values of food and drinks?

flat steeple
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Sure

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Food and drinks .ltx

unborn agate
past barn
#

OGF files are the 3D models afaik, not the icon you see in inventory and such. If you're looking to replace the 3D model then idk

unborn agate
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weird beauce the string in the itx is "visual = dynamics\equipments\medical\drug_psy_blockade.ogf"

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and even if i change that it wont work

green lark
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Hi could anyone perhaps give me any info on changing faction patch textures?

past barn
unborn agate
#

aight @past barn so i can see the icon in another mod i got, how do i use that?

past barn
unborn agate
#

this mod should overide since its below in order

green lark
past barn
#

So you want to replace the patches that appear on outfits? I don't know where to look for then

past barn
green lark
unborn agate
#

@past barn

this is my equipment icon mod but ingame this is how it looks

#

it gets the icon for psy block

past barn
# green lark basically when the patch appears on monolith suits and in the pda chat I want th...

I'm not sure about the outfit patches. They may be placed on each Monolith outfit texture, or somewhere else I'd guess, I really don't know. For the chat icons you should be able to find those icons somewhere in gamedata\textures\ui\ and replace it. You'll most likely need to look for a texture file that has lots of different faction icons, possible other stuff too. I use Paint.NET to manage DDS files: https://www.getpaint.net/download.html

past barn
unborn agate
#

yea exactly

green lark
past barn
#

It works just as well. I don't like GIMP because the UI is unintuitive, and the saving process takes 6 hours sadge

past barn
# unborn agate yea exactly

Look for what icon mods you have other than mine. If the mentioned ui_tisk_meds.dds file from my mod isn't being overridden in MO2's file structure, you most likely need to look for a mod_system * .ltx file in gamedata\configs or its subfolders within these icon mods that may replace the med icons. Or it could be something else I'm unaware of

unborn agate
#

aight gonna see

#

thx man

still swallow
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Fellas sorry to disturb, but how do i turn off ballistic mod ?

unborn agate
#

@past barn is this the line i should be changing instead? upgr_icon_path

tardy willow
#

Can anyone help me with the 2 functions "reward_item()" or "reward_random_item()"? They work well as is, but if I try to use them to reward weapons, the weapon condition and part condition is always 100%. Is there any ways to randomize/lower the condition?

unborn agate
#

found the issue

#

thx man

past barn
ruby dust
woeful loom
normal vessel
#

what is the name of rf packages mod?

wispy ferry
#

pretty sure it's 154- RF Receiver Tasks - Tweaki_Breeki

floral cypress
#

Is there any discussion on new BaS rig somewhere?

#

Opinions, more info etc

fair inlet
floral cypress
fair inlet
#

There is no much info anyway

floral cypress
#

Wonder if they'll continue with tarkov look alikes tho

fair inlet
floral cypress
#

As long as they don't try to implement "eft meta guns"

fair inlet
normal vessel
#

if i want to disable this(without breaking anything else) i could set 0.5 to 0?

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This is hidden rf packages

celest forge
#

The logic behind it is a bit dumb since there's plenty of AAA quality animations on the current rig

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It seems like the usual BaS anticonsumer design choices that aren't that new

floral cypress
#

Anomaly needs unification

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And the new rig thingy, I wonder how many issues with other mods there will be

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I can think of THAP and other animation mods

celest forge
#

It's pretty much incompatible with all gun/arms/models mods from the look of it

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Which is like shooting yourself in the foot with a 12g shotgun

floral cypress
#

Unless they're going to make patches for entire moddb catalogue

celest forge
#

They won't

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Nor they want to

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If they could get away with it, BaS would be an operating system that only works with the BaS rar file

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Not even the game

random fulcrum
#

so you can just check for anything outside of that range

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say < 0 or > 1

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any should suffice

normal vessel
#

i did 0.01 because i didnt know if 0 would break it, but thanks

tardy willow
#

Can anyone tell me what dictates the "title" of the task in PDA taskboard? (Subcontractor, Eliminate the target, Need: Firefly, etc.) I don't think it's in the .xml file. While we are at it, if anyone know the location of the task icon folder that would also be great.

soft burrow
#

did a bit of messing around with the actor_state_info_16.xml in https://www.moddb.com/mods/stalker-anomaly/addons/ui-rework-gamma-style-by-sota

Mod DB

Переработанный интерфейс с новой версткой 16/9, оформленный в стиле GAMMA. По возможности были переработаны все видимы окна в игре без растягивания...

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the mod has an option that arranges the status bars in 6 rows, with the three hts bars in the 6th one and the defunct stamina meter in the 5th at the right
normally in vanilla gamma the hts bars are bunched up in the bottom right corner but with this mod they can share the whole 6th row
and then it occurred me, why not put two of the three hts bars in the bottom and the remaining one where the stamina bar is
so that's how I reached the screencrop attached
having bigger meters is nice

sick seal
#

how do i edit the damage for Ammo across the board, because right now all 7.62x54r Weapons seem to be doing 10-12 damage less than they should. like the Mosin does 61 dmg. but the Kar98 does 79 when really all Rifle Cal 7.62 should be nearly identical. Idk if its a change i made in the past or from a new update.

#

regardless ttho, i forgot how to edit damage lol.

random fulcrum
#

doing dltx and overriding hit_power for all x54 weapons

#

like

![wpn_mosin]
hit_power = x, x, x, x
sick seal
#

thanks tho! much appreciated

quartz torrent
soft burrow
quartz torrent
polar python
#

are there any mods that add a low chance for completely functional guns to drop as loot?

#

or at least, guns with all working parts

#

ahh okay I can tweak it through the mcm, nevermind

barren agate
#

It would be to hard to mod (nobbie on moding just wandering) better aim to companions so they can be useful in combat?

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for me something like that would be a game changer to immersion to me

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If someone could explain to me i would be grateful

scarlet token
unborn agate
#

is it possible to change the ammo you get from spirit when trading nemirof

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like from sp-5 to sp-6 or 7n1 to 7n4/ap?

wispy ferry
#

should be easy enough to change the ammo and amounts, but you'd need to find the dialogue file that governs his trade
using the virtual folder search on MO2 ought get you there if you find the right name for it

#

the virtual folder thing is the stuff on the right side of your MO2, write your search in the box down below and look around in there

unborn agate
#

yea i found it

#

thx man

kindred tiger
#

How would I go about querying if the player is in combat and additionally maybe the combat intensity?
I am unable to find a suitable function in the base game files. Or is this not exposed to the lua api?

ornate spade
#

huh, a bot reacted to me?

kindred tiger
#

Thank you very much, I will have a look into that addon )

vernal epoch
ornate spade
#

oh lmao

native ginkgo
#

Is there a console command to force ambient music to play or anything like that?

steady apex
#

wym by force

#

its always playing

steady apex
#

its not exactly checking if player is fighting, as you can see, you can extend from there

#

xr_combat_ignore.fighting_with_actor_npcs is a keymap of ids of entities that fight player, its both npcs and mutants

kindred tiger
broken galleon
#

hey guys can anyone tell me where i can download SDK

#

i need it again i completely forgot from where i downloaded it at the begining of this year

#

in some pins but idk where

old berry
#

its on some russian trojan website i think

ruby dust
#

where can i find the file that has the values for backpacks

fair inlet
low spindle
#

dumb question, but why cant i pin my own post in "mods-posting"? I just want to make sure the links dont get buried

low spindle
#

Also, is there a way to upscale .dds files for mods?

faint sable
#

if you mean upscaling as just scaling the dds to a higher quality, then yea I use Octagon, the Skyrim tool for changing textures, not sure if its something you need or not, but it works fully for stalker usage

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can upscale all the way to 4k

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and 8k

#

be careful with ui folders though, if accidently upscaled, it'll ruin the ui dds textures, only use for any other texture besides ui

regal bolt
past barn
#

UI elements are described in pixel dimensions in terms of where they are in the texture file. So for example if a button is 200x50 px in size then the game takes this chunk of the texture at the given coordinates and uses it ingame. However if you upscale the texture to 2x its original size for example, then the game would still look for the same button at the same place and size, so you'd end up having a quarter of the button's texture because now everything within this texture is 2x larger

For stuff like weapon and equipment icons, it's the same deal but the definition of how large the icon is is different. For these items there's also a grid size setting as to how much space they take up on the grid in the backpack and stashes. I'm not sure if these two can be different values tho, so right now if a weapon takes 5x2 grid space, the icon is also 5x2 in size.* Idk what would change if you set the icon size to 10x4 for example but keep the grid size az 5x2

*Not in pixels obviously. For these icons a 1x1 icons size means 50x50 pixel size in the texture, 2x1 would be 100x50 px etc.

limber forge
#

Hey guys, does anyone knows how to make the game spawn zombified stalkers instead of regular zombies?

soft burrow
#

gonna try copying it's input method or whatever into auto looter

floral cypress
#

How did Grok edit reload speed but not actual reload animations?

#

I mean, bullet count updates earlier than animation end

simple scaffold
floral cypress
#

Tried using OMF editor and it outright crashes whenever I try to add a motion marker

simple scaffold
river fjord
#

yep thats right nod you can add them with an omf editor or the sdk

wispy ferry
normal vessel
#

when you heard the click, already start using sights but ammo doesnt load and you need to make reload animation againdread

floral cypress
#

And how do I properly add them anyways? There are groups of them and idk how's what

torn vault
arctic ledge
#

Can anyone tell me how I determine which repair kit is used to fix a modded gun? Like, which line in weapons ltx affect that?

random fulcrum
#

repair_type

kindred tiger
#

Spawning ammunition via alife_create_item(sec, db.actor, { ammo = amount }) sometimes results in get_object_by_id() errors and therefore the ammunition does not spawn in the inventory. Is there a way to circumvent this?

simple scaffold
#

Of course to change the ammo box count you will need to get the game object not the se_object. This might require using a timed event to delay while that spawns to avoid the same error

woeful loom
#

and I was in the assumption that rare stash rebalance should overwrite any spawning logic yet some mods here keep claiming that white stashes spawning expert toolkits for them

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and sent me here to ask why thats happening since apparently they don't know either

tardy willow
kindred tiger
# simple scaffold Spawn them with alife_create instead and change the round count of the box your ...

Thank you very much. I am trying to spawn ammo parts (from arti's ammo maker) and the get_object_by_id() error seems to be related to the amount of ammo parts already present in the inventory.

I do not know how to do what you proposed, specifically changing the round count spawned via alife_create(...)
This begins with me not knowing what the difference between a game object and an se_object is.
Does this invole changing the object properties?

Or may I also use alife():create_ammo(...) like in ItemProcessor:Create_Item(section, owner, t) directly?

So, if I understand correctly:
That error occurs if you try to spawn the same objects too fast, meaning the error from ItemProcessor:Create_Item(section, owner, t) could be solved by using a TimedEvent within?

Sorry for all these questions, I only ever programmed procedurally before.

soft burrow
mint dust
#

Can anyone point me in the direction of the files that control this interaction? Trying to figure out what scripts control when the npc talks is my main goal

#

If it helps, this specific npc is one of the few that has this unique interaction, others being sakarov from yantar or owl from zaton

simple scaffold
mint dust
soft burrow
#

no more stutter if you use ctrl to crouch!

#

this also means the full stats key is free to be bound to any key too! just need to change it to your desired dik in the script

kindred tiger
# simple scaffold Spawn them with alife_create instead and change the round count of the box your ...

I got it to work, except the part were alife_create(...) only spawns a fraction of the box_size. I simply do not know how to do it.
As you suggested it does also not throw any get_object_by_id() errors! ))

edit:
I tried this and it seems to work fine

local obj = alife():create_ammo(sec, db.actor:position(),
            db.actor:level_vertex_id(), db.actor:game_vertex_id(), AC_ID, amount)
alife_record(obj, true)

Is this also correct?

okay, this also throws the get_object_by_id() error.

simple scaffold
# kindred tiger I got it to work, except the part were `alife_create(...)` only spawns a fractio...

i don't know why that is throwing that error. but we can skip the special ammo function and spawn it like any other object and adjust it later. this only works for spawing on the active level however.

se_objs are the minimal place holder objects used to track everything in the game on all levels. game objects are only for things on your current level and are more complex with more functions. se_objs spawn immediately. if the se_obj is on the active level after a fraction of a second a game object will be spawned for it. they share an ID.

you can use timed events to wait for game object to spawn.

local box_size = 7
local se_obj = alife_create(...)
if se_obj then
CreateTimeEvent("sing_ammo", se_obj.id,0, adjust_box, se_obj.id, 7)
end

the function to adjust box size:

function adjust_box(id, num)
local box = get_object_by_id(id)
if box then
box:ammo_set_count(num)
return true --must return true or event will run the funciton over and over
end
end
#

i think that will work

kindred tiger
# simple scaffold i don't know why that is throwing that error. but we can skip the special ammo f...

Thanks a lot for the much appreciated help and the explanation! )

Before that, I tried to have the actual alife_create(...) be executed by a timed event to make sure alife_create_item(...) worked without the error to spawn ammo smaller than their box size, which obviously did not work.

Based on your code above I modified it to the following - finally - working result,
without needing TimedEvents other than the proposed one to change the box_size:

function adjust_box(id, num)
    local box = get_object_by_id(id)
    if box then
        box:ammo_set_count(num)
        return true --must return true or event will run the function over and over
    end
end

function spawn_parts(tbl)
    if not type(tbl) == 'table' then return false end

    for part,amount in pairs(tbl) do
        local part_box_size = SYS_GetParam(2, part, "box_size", 15)

        while (amount >= part_box_size) do -- Spawning whole stacks
            log("Spawning %sx %s (total = %s)", part_box_size, part, amount)
            alife_create(part, db.actor:position(),
                db.actor:level_vertex_id(), db.actor:game_vertex_id(), AC_ID)

            amount = amount - part_box_size
        end

        if amount > 0 then
            log("Spawning %sx %s", amount, part)
            local se_obj = alife_create(part, db.actor:position(),
                db.actor:level_vertex_id(), db.actor:game_vertex_id(), AC_ID)

            if not se_obj then return end
            CreateTimeEvent("ammo_maker", se_obj.id, 0, adjust_box, se_obj.id, amount)
        end
    end

    return true
end

Thank you. This problem bothered me the last 2 weeks and I could not get my head around it ))

woeful loom
# tardy willow For expert in white stashes, I can confirm it, and I'd say most people, not only...

that mod breaks the stashes into 2 types -> common and rare, relevant data for expert tool:

  1. common: "max_weight = 2200" (Max possible weight of stash); i_kit impact: 800 (toolkits base weight); impact multiplier for tier 5 (expert): 3 -> 800x3= 2400 -> over max weight -> expert cannot spawn in common stashes
  2. rare: "max_weight = 3000"; rest same -> can spawn expert
    now the only question is: does rare stash always means green stash or rare can be white as well?
soft burrow
#

try doing a content search of the mods folder for ![heavy_sewing_thread]
Specifically with a ! at the start

#

a higher priority mod is probably dltx'ing the property you want to change

#

Wait I got a better suggestion

#

make an ltx file that is just
![heavy_sewing_thread]
repair_min_condition = 1

#

name it system_mod_field_kit.ltx
And place it in a mod at the end of mo2 list, respecting the gamedata/configs/etc etc folder structure

#

Right click any other mod to show it in file explorer and copy its folder structure

#

Some code editing programs like vscodium can search all files on folders added to their "workspace"

#

Also you're not extremely stupid, I had to learn the same thing literally last month

river fjord
#

a lot of that is wrong, loadorder in mo2 does not affect DLTX'd files in any way, it goes by alphabetical name.
a file named mod_system_ZZbarry.ltx will have priority over something named mod_system_AAbarry.ltx regardless of order in mo2

simple scaffold
#

Also notepad++ is a good starting text editor that has search by contents

soft burrow
#

now I get why modders add z's to the filenames of .ltx'es

#

but why do they also do it to script files?

river fjord
#

because scripts are loaded the same way, by name. if you have a function in one script that relys on something from another script, that other script needs to be running first

soft burrow
#

now I see peepopray

kindred tiger
# kindred tiger Thanks a lot for the much appreciated help and the explanation! ) Before that, ...

I noticed a problem with stacks and missing parts when loading the savegame.

Because of this I added a function for aggregation in similar fashion to yours ( @simple scaffold ).

function aggregate_ammunition(id)
    local box = get_object_by_id(id)
    if box then
        item_weapon.ammo_aggregation(box)
        return true
    end
end

-- and use it like this
CreateTimeEvent(ammo_maker, "box_ammo_aggregation", 0.1,
        aggregate_ammunition, se_obj.id)

This does what I want before it is being done on_game_load but also results in missing parts.
Is there another way to do it or is just item_weapon.ammo_aggregation the culprit?

simple scaffold
# soft burrow but why do they also do it to script files?

Actually I was wrong when I started that convention. 90% of the time a monkey patch script doesn't need to load last as trying to access a script will cause it to load out of order. How there is use in being able to look at a script name and know it has a monkey patch on it.

A small percent of the time there is a need to have scripts load on a particular order and naming the script can accomplish that.

simple scaffold
kindred tiger
atomic rain
#

can we get a hashtag furniture mod

ornate spade
#

are you volunteering to make one? hmm

drifting merlin
#

already exists

flat steeple
atomic rain
#

no like the efp one

atomic rain
atomic rain
simple scaffold
tawny grove
#

Anyone know if it would be a simple change to fix the base SVD scopes zoom levels to match the other guns such as the VSS/AK74N etc? I’m not a mod maker but I’m comfortable poking around in .txt and config files.

left holly
#

is there a way to minimized the grainy filter? had a hard time on CNPP cause of the white filtering

past barn
# tawny grove Anyone know if it would be a simple change to fix the base SVD scopes zoom level...

It's fairly easy to do. Afaik the zoom levels depend on the max. zoom factor, so if you lower that the zoom steps will adjust proportionally. If you want to have the save zoom levels on the SVD, you gotta find its config file in MO2 on the right side. You could edit the original configs or make a new mod for it to override the originals which is preferable

If you edit the original files:

  1. Open the config you want to change (probably the first and/or the second here)
  2. Search for scope_zoom_Factor
  3. The very first result probably has a value of 0, don't change that. But every other result's value should be above 0, those you can change and match whatever the AK74N has in its config file. There are most likely more than 1 result in the config. The formula for zoom level in Stalker is this: effective max. zoom = 60 / scope_zoom_Factor so let's say scope_zoom_Factor is 15, then 4x is the max. zoom level of this weapon with the given scope (60/15=4)
tawny grove
past barn
#

If you create a new mod without touching the original files:

  1. In the SVD config, copy all instances of sections that appear right before the mentioned scope_zoom_factor lines. In this example (check attached image) it's [wpn_svd_1p29]
  2. Copy and paste these to a new file in the same format, but add a ! before the bracket so it'll override the original. Do this every single time you find a scope_zoom_Factor in the SVD's config, and copy the [XCY] section right above it to the new file
  3. Change the zoom factor to whatever you'd like, and save the config as mod_system_custom_mod_name.ltx and place it in a new folder inside [your GAMMA folder]\mods\[custom new folder name for your mod]\gamedata\configs. The value after ; is ignored by the game, so you can add the default values there for reference
  4. The next time you launch the game these new values should take effect. Tho sometimes this mod_system file needs to be in a different folder rather than in configs, you might need to check whether placing it in configs\items makes a difference or not
tawny grove
# past barn **If you create a new mod without touching the original files:** 1. In the SVD c...

Trying to go the mod route as you said it’s preferred. I’ve made all the required edits to the .txt file and I’m just curious if I can install it via MO2 so I can keep track of it or if it’s better to drag and drop manually? If I can go the MO2 route do I need to prepare a file path for it? Looking at some other mods to get an idea of what they do it looks like they have a full path to mirror the GAMMA/Anomaly folders they overwrite

wispy ferry
# tawny grove Trying to go the mod route as you said it’s preferred. I’ve made all the require...

from what I know it should work the same as any other DLTX mod, so yes you should be able to install it via MO2
here's the guide I made and keep posting because nobody smart has told me it's full of lies
my guide is primarily for editing armor statistics, but the same logic applies to weapons and Alpha gave you the exact code to put in it above
just follow the filepath and name instructions

#

just bear in mind, if you do install it via MO2 further edits will need to be done to the actual installed file
so open the installed mod in file explorer, navigate to your mod system ltx file, and edit that instead of the original file you installed it from

tawny grove
wispy ferry
#

do ask if you have any questions
I've done enough DLTX editing to know what should work for most things

past barn
tawny grove
past barn
#

Yeah basically

ruby dust
#

can high backpack capcity (100kg) cause issues in gamma?

tawny grove
#

@wispy ferry @past barn got it working… only to realize that they have variable zoom on the SVD. I should have known while looking at the files as there’s a section for that, but I thought I already tried in game. skillissue in the end, but I appreciate your help regardless!

wispy ferry
#

that's still a good result; you learned something and paid more attention to a weapon you already like!

normal vessel
#

what is responsible for melter junk>art crafting efficiency? ATM i have arts in anomalys spawn with 20-40 after emmissions but crafted ones would be like ~13-16 quality

wispy ferry
#

IIRC it's just a randomized condition
might be the code that randomizes any artefact that is at 100% to be somewhere lower, so try to partially use the junk artis before combining them

normal vessel
#

it IS coded somewhere, i just dont know where

fair inlet
normal vessel
#

no its for artficats you pick up not craft with melter

wispy ferry
#

as I said above, the randomizer applies to any (non-junk) artefact that is at full 100% efficiency
if you craft it with 100% junk artis and it thus inherits the 100%, that randomizer would randomize the efficiency
so it would in fact work for crafting too, not just picking up

#

still a curious thing

normal vessel
#

its clearly not if i get them below min eff

unborn agate
#

which file stores the weight increase you get from backpacks?

torn vault
#

@unborn agateconfigs\items\outfits\o_backpack.ltx

unborn agate
#

in gamma folder right?

#

not anomaly?

torn vault
#

if you wish to further modify what gamma does, find this file in mo2's virtual filesystem, then create a new empty mod and copy it there

unborn agate
#

thats the thing, i cant find this file when searching entire gamma folder

torn vault
#

looks like gamma doesn't change this file, you'll have to extract vanilla anomaly assets

unborn agate
#

thx man!

dreamy fjord
#

Hi everyone
I asked on support-custom-modlist yesterday but got no answer
What do I have to change in ui_workshop.script to make workbenches not require repairkits?
I installed a couple mods but there were conflicts.

torn vault
#

@dreamy fjord might be too complex to remove that requirement altogether, perhaps you could change the required item to something that's easy to obtain, like a bolt?

dreamy fjord
torn vault
#

@dreamy fjordactually, scratch that, i might have a better idea, investigating ui_workshop.script:741

dreamy fjord
torn vault
#

diff them in notepad++

#

@dreamy fjordthis is kinda dumb, but i replaced local toolkits_remain = toolkits_num - #self.toolkit_pick with local toolkits_remain = 80 and now the repair screen thinks i have 80 kits

#

i think it'll still consume uses if i have the real kits, though, time to find out

dreamy fjord
torn vault
#

yep, still eats a kit if i have one, but doesn't crash if i don't

dreamy fjord
#

I set it to 99, will see how it goes

torn vault
#

maybe line 2043 removes crafting items? looking for more mentions of alife_release_id

#

the only other release is 797 but that looks like it removes the replacement parts when doing parts repairs

dreamy fjord
#

It works, it keeps showing that I have 99 kits, no crashes so far.
Thanks a lot Nakajima

ruby dust
#

i unpacked anomaly configs, how do i repack them?

fair inlet
ruby dust
fair inlet
steady apex
#

@vernal epoch @random fulcrum sorry for pings. Someone wrote that slow Medallion is caused by third person body mod, can you please test if it's true? I don't have that mod

vernal epoch
#

I'll give it a try in a few minutes

vernal epoch
steady apex
#

Yes whatever it's called

vernal epoch
#

When I turned that off, the Medal instantly acted like it did in your videos

steady apex
vernal epoch
#

KekSkew Sorry friend

thick loom
#

Is there any addon in GAMMA that disable enviroment sounds? I miss the frog sounds at the swamps

random fulcrum
#

maybe check desman's horror overhaul?

#

that mod removes the psy voices for instance

proud jetty
#

greetings stalkers...
i am not entirely sure if this here is the right threat but "mods making discussion" seems fitting
i was wondering if anyone could import a stalker girl named "Black" into anomaly/gamma in best case of course even do some remoddeling on her but a simple port would be cool i thought to myself... she originally appears in some older mod in zaton i found her on the stalker fan - wiki its sadly only in russian but google translate helps 🙂
i will post the link to that sadly i aint got no clue about how porting of a character/character model actually works allthough i play this game since the release of the very first part (shame on me haha)

here the link:

https://stalkermod.fandom.com/ru/wiki/Black

and here the link to the mod she appears in:

https://stalkermod.fandom.com/ru/wiki/Альтернатива_1.2

its appareantly called "Alternative 1.2" mod i never heard of that one myself... anyways, let me / the rest of the channel here know what ya think about my idea!

now get out of here stalker!

S.T.A.L.K.E.R. Моды Wiki

Black — персонаж мода «Альтернатива 1.2», новичок. Обитает на сухогрузе «Скадовск». Ничем особенно не примечательна, связанных с ней квестов в игре нет. С дополнением Love Stories игрок может...

S.T.A.L.K.E.R. Моды Wiki

Альтернатива — модификация для Тени Чернобыля. Сюжетный, глобальный, хардкорный мод (НПС стали точнее, могут убить вас с одной пули. Но и вы не хиляк-разрядник, выстрел калибра СП-6 из ВСС...

calm island
#

which file determines positions of inventory slots, cuz mine are bugged

calm island
#

look at my knife slot

#

the weapon is actually in my 2nd slot

#

and the shotgun in the image is not even in my inventory

#

my knife is equipped but it isn't shown

old berry
#

the hell did you even do lol

calm island
#

i updated gamma

#

hey i think i found the file

#

can you send me these two files from your files so i can replace them?

old berry
#

not at my pc atm

calm island
#

oh ok

round palm
#

You ever have really good mod ideas in ur head

#

Then u remember you have 0 coding or modding knowledge and dont even really have alot of time to learn

#

Cause i started making a mod in my brain to make NPCs, if not actively being shot, actually revive their allies that get incapacitated

#

Then i remembered i have nothing

river fjord
#

npcs will help up downed members of their squad, thats default anomaly behavior

vale knot
#

Removes a lot of ambient noises

ruby dust
#

i changed a few values is anomaly configs, but the changes dont wrok ingame, did i do something wrong?

ruby dust
#

maybe i need to do something else for those changes to apply rather then just saving the edited files?

normal vessel
#

some files get overwritten with gamma

ruby dust
# normal vessel some files get overwritten with gamma

for example i changed the capacity of some armors and a bag to a slightly higher weight capacity value while being cheaper to buy, but none of it happened ingame. so there is no way of getting those changes not overwrittened?

ruby dust
normal vessel
#

i dont touch anomaly files myself, i just said some files might be overwritten by gamma, maybe you issue is even different

ruby dust
#

i see

normal vessel
#

if i want to match animation with actual reload is it the right line to change? And if yes, then what those numbers exactly mean?

river fjord
#

What do you mean by match animation? that doesn't really make any sense

normal vessel
#

madge i swear my ppsh and ak-12 would sometimes not load if i use sights too fast but now i want to replicate that to show you and i cant

river fjord
#

under normal circumstances the bullet count gets updated at the final frame of the reload animation, youre probably trying to do another action to soon
most higher quality gun mods have the bullet count set to update when the mag actually goes in via motion marks inside the omf file tho

normal vessel
#

yeah i wanted to make it so clicking of mag=reload

river fjord
#

download an omf editor to be able to edit the omf files, find the hands anim for the reload and add a new motion mark range at the frame you want the reload to take place in
youll need to open the reload animation in blender or some other 3d software to check which frame the mag-in takes place on to get that value in the first place

normal vessel
#

hmmtakenote I thank you for answering me, but my modding skills end at editing notepad.

vernal epoch
#

Barry needs to open a modding school one day

ruby dust
#

i don't wanna be a bother, but is there a working way to change armor values?

#

since just modifying anomaly files doesn't do it, i wanna know what else i can do

modern talon
#

Did anyone ever make a patch for Aydin's UI to make it compatible with vanilla? Main issue is just that rank and faction don't appear in menu - Aydin himself said that he couldn't fix it at that time a while back.

kindred tiger
#

I am trying to read states such as concussion from BHS whilst optimally also covering effects like dehydration.

Is there a possibility to check added pp_effector's? I do not see a corresponding function in lua_help.script

level.add_pp_effector("blur_bhs.ppe", math.random(655808, 655820), false)
  - stage 1
    - level.add_pp_effector("concussion_bhs.ppe", 99123, false)
  - stage 2
    - level.add_pp_effector("concussion_post_bhs.ppe", 99133, false)

Or would be the simpler solution to modify the script or monkey patch some functions within which will then write the state to a global variable?
Is monkey patching even suited for this case?

ruby dust
undone lily
#

Then you to open the related gun OMF file

#

This can be tricky to locate based on the gun you want to modify

vivid condor
#

mod question i suppose? saw some videos recently of skinning animations and a backpack opening animation. looked through mid db and couldnt really find something like that

old berry
#

its part of fdda

vivid condor
#

i saw that. isnt fdda a part of the gamma mod pack?

old berry
#

you can enable them in mcm

vivid condor
#

in game or mod organizer

old berry
#

in game

vivid condor
#

awesome thank you

#

ive been going crazy tryin to figure it out

#

where in mcm do i enable it @old berry

old berry
#

just look for a fdda tab

vivid condor
old berry
#

seems like gamma version doesnt have it you might wanna try to replace it with the one from moddb

faint sable
#

yea you'll have to, gammas removes the anims

#

due to the busy hands I believe

#

busy hands is quite annoying

normal vessel
#

i was getting it really often when i first started but now its gone

#

or i just subconciously dont do things which causes busyhands anymore

vivid condor
#

yea i had to install a different fdda ive got it now

#

any reason my dof refuses to turn off lmfao

normal vessel
#

Use Guns sights

vivid condor
#

is that a mod?

normal vessel
#

No but sometimes you would get blur which could be fixed by using Guns scopes

lusty relic
#

anyone know why the actor hitbox is connected to fov/ aspect ratio? i wanna make a widescreen / nvsurround patch and with nvsurround you cant go through doors without glitching

regal bolt
#

anyone know what mod (or whatever else it might be) does the whole changing your ID/avatar picture when switching armor

#

i'm trying to make it use the default ID/avatar picture you pick from loadout no matter what armor is on

drifting merlin
#

settings
gameplay
general
outfit player portrait

lilac compass
#

Does anyone know how to get a weapon laser to work with night vision?

ruby dust
fair inlet
ruby dust
fair inlet
ruby dust
fair inlet
ruby dust
#

thx

left holly
#

what does /gamedata/configs/ui/pda_relations_16.xml does?

flat steeple
#

I think it's the relations tab

#

The one where you see Goodwill values

ruby dust
#

is it possible to increase the amount of an item that a trader sells? like for example make a trader sell 20 canned corns?

flat steeple
#

Yes from the trade config file

#

With that item

ruby dust
#

this is an example

[supplies_1]:common_stock
;food
meat_tushkano            = 6, 1
#

does the 6 mean how many he sells?

#

or the price multiplier?

ruby dust
flat steeple
#

I don't rember what the values mean

#

I think it may be the six

#

If I was on pc I'd just check my stuff but I'm on phone

ruby dust
#

hmm, it says six but the barkeep sells 4, im confused

flat steeple
#

Idk man if I remember correctly first number is the amount

ruby dust
#

ah, i was looking at the wrong item

wispy ferry
#

IIRC:
meat_tushkano = 6, 1
means stock 6 of this item with 100% chance

ruby dust
#

yeah i thought tushkano was the beef tashunka, so i was confused why the barkeep sold 4

flat steeple
ruby dust
#

they sound similar to be fair

wispy ferry
#

so if you had
meat_tushkano = 1, 1
meat_tushkano = 2, 0.5
meat_tushkano = 4, 0.25
meat_tushkano = 10, 0.1
you would have a guaranteed 1 meat, 50% chance for an extra 2, 25% chance for an extra 4, and 10% chance of an extra 10

#

and each chance gets rolled separately

vernal epoch
ruby dust
#

u should make a full modding guide, that would help a lot of people

wispy ferry
#

I prefer to throw intermittent wisdom (which is wise until proven otherwise)

flat steeple
#

Tbf we already have a pretty useful modding guide

#

But funnier to learn by yourself imo

past barn
#

Does the "156- No Exos in the South - Grokitach" mod also responsible for removing Northern factions from the South? Since the name only says exos

vernal epoch
#

yes

past barn
#

Cool, thanks

ruby dust
#

where can i find the stats for 12g slugs?

maiden field
#

Hey, quick question about the Xray engine and what it's even capable of

#

Is it possible to route say, the PDA's music audio to a second audio source?

#

I use different audio sources to split up where each audio is going, for recording and for streaming, this makes the game way less prone to being nuked by copyright.

old berry
#

just dont use it lol

odd bane
#

Anyone else having this issue with some reticles in nv? Using the M4A1 URG-I with EOTech exps3 sight.

frigid juniper
odd bane
#

Nope

odd bane
maiden field
#

It sounds nice, but you know, copyright.

undone lily
torn vault
ruby dust
#

hey yall, i've made a simple mod, anyone care to try it out?

torn vault
#

if you want to publish a mod, publish it, there's no need to ask

ruby dust
#

sure thing

torn vault
#

"overhauls"? all i see is power creep

ruby dust
#

why?

#

is it too much?

torn vault
#

most certainly, a 1.5 liter bottle of water couldn't possibly weigh less than 1.5kg, and yours somehow weighs 0.15kg

#

unless you're on uranus

ruby dust
#

i based it off an actual water bottle i bought from the store, though the water bottle was 0.35, so ill fix that

torn vault
#

adding more uses to medkits is.. not unreasonable, provided you adjust prices and starting loadouts accordingly, but to make them cheaper and lighter, too? nah

ruby dust
#

i just copied anomaly med kits and add more use, i havent touched prices, wdym?

torn vault
#

vanilla anomaly balances medkits around the assumption that you're probably borderline broke and can't afford much more than 2 charges at a time

ruby dust
#

and more use since there is 5 needles in the medkit

torn vault
ruby dust
torn vault
#

*tries to recall*
now that i think about it, it does sound about right, okay, scratch that one

ruby dust
#

hold on, imma slightly nerf the mod then get back to ya

torn vault
#

0.1kg per charge is still too lightweight, if you want more carrying capacity, you can just add more

ruby dust
#

i did, if you scroll down

#

also if you think 0.3g for a water bottle is too low, i got something to show ya

#

@torn vault

wispy ferry
#

thing is, the metric system does not really agree with you
one liter of water weighs one kilogram

ruby dust
#

well this aint 1 litre of water

#

is 0.3 liters

torn vault
#

@ruby dust i do not wish to discourage new modders - quite the opposite - but so far this is "my first mod" levels of modding, not much to show; for your first mod, it's certainly a mod, but little beyond that

ruby dust
# ruby dust is 0.3 liters

so to make the mineral water better, either lower the use but have the low weight, or more use with 1kg weight

ruby dust
wispy ferry
#

depends on how much you imagine one "charge" of water to be
given the look of the canteen it seems like a normal 1 liter bottle, so a charge is 0.33 l

normal vessel
#

it was im not rasict but ... kekl

torn vault
#

@ruby dust keep making more mods and you might make something to be proud of

ruby dust
#

but still thx for the nice words

#

dont get that alot

torn vault
#

i think changing vodka would be more appropriate, i find it odd that a 500ml vodka bottle weighs 1.7kg

ruby dust
#

im not a drinker so idk about that

torn vault
#

you live on earth, you should find it weird that a liquid that weighs about as much as water IRL weighs about 3 times that in anomaly

wispy ferry
#

for a DLTX mod I like what I see
clean separation between items being effected, good spacing between variable and value
I have a similar mod for my own tweaks (just to some armors and guns)

ruby dust
torn vault
#

i want to try BaS again but almost everything it adds is stupidly overpowered, damage-wise, i don't want a 9x39 that does 51 damage, that's 7.62x51 territory

ruby dust
#

the only gun buff i did was make the toz 106 1.35 times faster when reloading

torn vault
#

and then you get that svd that does 73 damage shooting 5.56..

wispy ferry
ruby dust
#

my dads a drinker, i asked him and he says there is way more the 7 shots in one bottle of vodka

wispy ferry
#

your dad is (probably) not a stressed out survivalist with radiation poisoning and mutant-related trauma
stalkers do shots a little different

ruby dust
#

so 12 shots for 1.24 kg is good or bad idea?

torn vault
#

don't forget about vodka trades

ruby dust
#

what about them?

wispy ferry
#

weight sounds good, but unless you change the effects that is way too many swigs
and yeah, Spirit trades would become bonkers profitable with each bottle having 7 charges

torn vault
#

"12 shots" would be 6 trades for 32 rounds of 9x18 per, so 192 rounds

ruby dust
#

so make vodka cheaper?

wispy ferry
#

no that would make it even better for the trade

ruby dust
#

more expensive??

wispy ferry
#

even on survivalist a bottle of vodka is well under 2k
while you'd be happy to buy 3 boxes of 9x18mm for that

#

if you get 12 charges of vodka per bottle for that and take it to Spirit, you get way too much ammo for it

ruby dust
#

look im not that smart, just tell me yes or no

torn vault
#

i don't know how much real vodka weighs, but i'd do 100g for the bottle and 500g per 3 charges, so 166g per charge

ruby dust
#

hold on lemme weigh one of my dads glasses

wispy ferry
#

I'd suggest 4 charges per bottle at max, but it's your own mod so you can go wild; just saying what I see as a potential balance issue for sharing with others

torn vault
#

beer drains 0.8 HP and increases thirst ._.

wispy ferry
#

at least it ain't like New Vegas, where soda would also dehydrate you

ruby dust
#

so it weighs 0.3g when empty and add that to the 750cc that the bottle says, its 1.05kg total, for 9 charges, and the cost of 1150 rubels

#

sounds good?

torn vault
#

did you weigh the vodka bottle?

ruby dust
#

yep,

wispy ferry
#

what was the original price again, I forgetti
but yeah that looks like a good weight for it

ruby dust
#

also how about i make ciggies heavier and more expensive, but make max use 20, since thats how many an irl pack has

wispy ferry
#

then the price looks fine enough to me
though you do get 3 times the uses so at least doubling the price would be probably in order IMO

ruby dust
#

alr hold on, i gotta write the new stuff down so i dont forget

wispy ferry
#

also of note: random loot
can vary in charge amount from near empty to completely full, or anything in between
you can already find a random pack of smokes on every few stalkers, making the random pack randomly roll a 20 could mean you will be absolutely swimming in them soon

ruby dust
#

ill make so the loot is somewher for 1 to 6

#

so no overflow

limber heron
#

I have this problem where an ACOG on all SIGs has a significantly lower zoom (approx 1.95x) than on other guns.
Shiyon even cooked up a .ltx for me but nothing changed.
How to increase the zoom of ACOG scope on SIGs?

wispy ferry
#

I have no evidence of this working, but

![wpn_m4a1_siber_acog]
weapon_zoom_factor = 4

#

not sure if that is the correct variable, but make sure the weapon name (yes it's the BAS M4, not a SIG) is pointing at the correct variant

limber heron
wispy ferry
#

so when doing changes to the stats of a specific scoped variant, you need to make sure the code touches that specific variant

#

So if your code starts with
[!wpn_sig550]
And it doesn't work

Try changing it to
[!wpn_sig550_acog]
And see how it does

limber heron
wispy ferry
#

Looks right to me
Assuming no file conflicts with that one it should take effect in-game
Do experiment with the value if it changes but doesn't look right

#

And if it doesn't work, you might need to DLTX your changes
Guide for that is up above somewhere, I'll help more tomorrow when I have time

#

Now Imma sleep, hope you figure how to change the thing

limber heron
#

Ok, thank you bedge

normal vessel
#

{id = "max_weapon_attachments", type = "track", val = 2, min = -1, max = 6, step = 1, def = 3}

#

this is trade destokify, to increase attachment other then max value do i need to touch anything?

#

I also want WP traders to sell kits and scopes for ak-12 and such, how can i do that?

tepid moat
#

max is the maximum value you can choose from destockifier mcm menu

narrow stirrup
#

Hello, anyone knows by any chance how gamma remove the red messages when you die? i'm trying to remove it from other modpack and none know's how to do it

flat steeple
#

or ui_st_death_message.xml

narrow stirrup
flat steeple
narrow stirrup
flat steeple
#

I have efp files let me check

#

I honestly don't know where they put it in efp I'm searching for it tho
But anyway it's a file doing it, I think there's not death Message in Vanilla Anomaly

narrow stirrup
flat steeple
#

Yes I actually found it
Now I'm searching for the script

flat steeple
#

You find Vanilla death message text in ui_st_screen.xml

narrow stirrup
flat steeple
#

It's the same of vanila xr_effects

#

I'm looking right now

soft burrow
#

anybody know a good callback to trigger a script on companion inventory open or close?

soft burrow
spark ferry
#

is there a mod where companions will only fight something when they are either being attacked or have seen an enemy, hoping it exists so companions don't become aggro when close to enemies they can't see

ruby dust
#

is it hard to add this kind of installation thing where they can choose additional things to also download?

quiet valve
#

Look up a tutorial on how to use fomod. Alternatively you can use another method which i forgot the name of which is far easier. Both should be in the anomaly modding book

ruby dust
#

huh, its way easier than it seems

ruby dust
quiet valve
#

Textures folder. Maybe ui? Idk if its in gamma or if you have to unpack your dbs. Im pretty sure theres a db unpacker in your anomaly root folder (appdata or bin)

vernal epoch
#

Anyone know what governs the monolith suicide nades?

kindred tiger
ruby dust
#

i should visit the modding book more often

kindred tiger
fossil birch
#

I definitely broke something texture wise. Absolutely no idea what though lmao

ruby dust
fossil birch
#

had to get 50 headshots for this bad boy

ruby dust
#

nice, keep up the grind for the Damascus

fossil birch
normal vessel
#

by making this you dont make fun of "stupid csgo skins" you contribute to them

ruby dust
fossil birch
quiet valve
normal vessel
#

ppl were paying for NFT kekl

quiet valve
#

SHIT. Is there a five seven? You can make a kami pussy pattern

fossil birch
#

Texture the knife to be like marble fade or some shit

verbal ingot
#

hello is possible port this hands for GAMMA ?

quiet valve
#

Do they work with cop guns and anims? If so, yes

#

I think its fairly easy too

verbal ingot
#

yes i thing yup

#

but idk how add them :DD

verbal ingot
quiet valve
#

Sorry, i would make a step by step/make the mod for you but i dont have anomaly with me rn. Im also not the best at explaining stuff. The best i can really give you is to rename the files in that mod to the hand you wanna replace (also make sure to put it in the same folder) and it should work

verbal ingot
quiet valve
#

Im not sure why it needs a config file (maybe to make every outfit like that). To port it to anomaly im pretty sure you only need textures and meshes

verbal ingot
#

well IDK 😄 im too dumb

regal bolt
celest forge
#

Goofy stickers for a goofy gun

regal bolt
#

true, it's an old bas ak

#

not as good as newest one will be

obsidian pagoda
#

Do i need to do anything with the priority after i install classic textures

#

do i just leave it inside GAMMA Disabled and check it

ruby dust
#

is anyone free so i can discuss a few things about my mod with?

ruby dust
#

anyways, where can find the cofig file for the starting ots-02?

calm island
#

anyways what are you making?

ruby dust
#

scroll up a bit u can see the convos

ruby dust
calm island
ruby dust
calm island
#

yeah ofc

thick loom
tulip fox
#

Where can one find the portrait files at?

silent dagger
#

So I am trying to make the leaderboard on the pda show all stalkers in the zone. The value for the stalkers shown is in the pda.script (local coc_ranking_array_size = 100). Sadly it can't go over 255 (probably 8 bit register?). Is there a chance that this can be changed?

west saffron
west saffron
narrow stirrup
#

hello, i'm trying to attach an animation to the pda, i need the function that makes the pda looks like half broken during an emision, i want to attach an animatio to that state but i'm not sure where to look at, any ideas?

ruby dust
#

where is the config stat for fentanyl? i've looked in both drug items and medical items, but havent found it

normal vessel
#

How could i change what's inside a package? I want to change ammo hidden package to give only WP ammo.

torn vault
#

@normal vessel are you referring to rf packages quests?

normal vessel
#

yea

torn vault
#

it looks like the scripts grant random items (TB_RF_Receiver_Packages.script:778), i lack the lua prowess to risk messing with that

normal vessel
#

it gives extra items on top of random package

#

but package itself is the same as delivery quest ones

torn vault
#

do you know which script is responsible for giving items as part of opening a package?

normal vessel
#

think thats why im here, or you mean bonus items?

torn vault
#

itms_manager.script:563 references some ini somewhere, but i can't find it

tepid moat
torn vault
#

@normal vessel looks like @tepid moat found it

normal vessel
#

i cant find it in MO

tepid moat
#

it's vanilla anomaly config file, packed in .db

normal vessel
#

no wonder heavy black package was always so shit with pistol and shotgun ammo kekw its almost the only things it has in pool

#

also do i need to pack files back? Gamma still working but maybe there some performance issues

floral carbon
#

Anyone found a good config to run stalker on controller yet?

torn vault
#

how are you supposed to do inventory management on a gamepad? it's easier to reach for a mouse, i'm sure

normal vessel
#

im pretty sure there some rts with controllers kekl

simple scaffold
torn vault
#

ah, steam controller
probably still too awkward to drag-drop items, i think?

simple scaffold
#

Steam io can pop up a radial menu that you can assign a bunch of buttons too. That's how I play modded Skyrim with extra buttons.

simple scaffold
floral carbon
#

I’ve seen ppl run this on their steamdeck so then wouldn’t it be possible to play anomaly with a controller? I can’t find any good configs anywhere

soft burrow
#

I wanna edit the position of the inventory weight indicators but for compatibility purposes I don't want to also set the highlighted line's values in case someone uses a different UI mod than me.

#

wat do

torn vault
#

@soft burrow don't preemptively assume that there's going to be a compatibility issue, make a compatibility patch if someone reports an issue
i heard there's "dxml", but i haven't tried using that

simple scaffold
# floral carbon I’ve seen ppl run this on their steamdeck so then wouldn’t it be possible to pla...

steam IO is special. while you can use other controllers thru steam io with anomaly if you set it up correctly the steam deck has the advantage of having, in addition to the standard xbox buttons, 2 trackpads, 4 buttons on the back and a touch screen. it's the track pads that really help. one can be setup like a laptop track pad for inventory management and the other can be a steam io menu that sends key presses for things like mask wipe or head lamp.

steam controller has track pads but they already double as dpad and right stick. and only having one button on the back makes giving up one of them for mode shifting to an inventory button layout or changing the dpad into a popup menu a bigger sacrifice.

console controllers just don't have enough buttons, even with steam IO. you'd probably need to keep a keybaord and mouse around for inventory, menus and the occasional obscure keybinds like companion controls.

lusty relic
#

Reckon theres a way to port lost alpha to gamma or do you think one would have to recreate the maps, models and all custom scripts to be compatible

simple scaffold
#

less porting and more recreating something very similar. it would be ton and tons of work

spring comet
#

Is there a mod that i can see the stalker portrait in the identification UI (When aiming around an NPC it will display its faction/name)?

pliant dragon
#

couple questions hopefully someone can help. Im trying to edit the usp compact.
First, the silencer in game has this knurled texture where it screws in. But this doesnt show on the texture sheet or in blender, blender only shows it having the 1 texture and its all one mesh. where is this coming from?

Secondly, what dictates where the gun actually shoots in relation to how the sights are on the model? the sights in blender are on the same height as they should be but in game its like the gun is tilting down as you can see in second pic, and the actual shot is roughly where the back sight dot is, so a bit too low.

old berry
#
  1. probably because lighting/material in game
  2. the position of iron sights in game
static nebula
#

The knurling is probably because of the normal map if i had to guess

vale knot
#

Knurling is absolutely from normal maps

pliant dragon
#

oh right the normal map, is there a way for blender to show the full texture stack or can it only do diffuse?

vale knot
#

To edit normals i used gimp and decomposed the rgba then recomposed

#

I found a good video that helps

#

Idk how you'd go about that in blender

static nebula
#

top one is diffuse, bottom is normal
be sure to set the normal map to "non color" or else it'll look weird

vale knot
#

This actually works for stalker?

pliant dragon
#

thanks ill try that later. Im trying to hone the aim orientation issue right now, I saw the hud editor in debug mode and i got the values ok now just need to find the text file that dictates this

static nebula
pliant dragon
#

the aim thing is weird, i got it to match up but the way i did it seems like an odd juggling act/compromise between item orientation (seems to be cosmetic tilt of the model both aimed and hipfire) and aim orientation which also visibly tilts the gun but also affects the shot placement. It worked for the pistol but I feel like its going to be inaccurate with long range shots if i ever have to do this with a rifle someday. I thought "fire point" would be where the bullet hits but changing it i didnt see a difference, maybe thats just muzzle flash origin.

static nebula
#

Try messing with the position instead of orientation mayhaps

kindred tiger
#

Adding recipes like this works as intended and can be crafted but produces errors in the log upon opening the workshop as the logic in ui_workshop.script expects two components.

![6]
x_casing_p        = 5, recipe_ammo_0, prt_i_scrap, 1,,

Even the workshop UI handles it as if it was a feature but I do not like to produce errors and the following is also sketchy:

x_casing_p        = 5, recipe_ammo_0, prt_i_scrap, 1, prt_i_scrap, 0
west saffron
torn vault
#

@kindred tigeradd 1 bolt as an ingredient, even with limited bolts they won't be consumed

#

(the drawback to this is that if you have 0 bolts, these recipes will not work)

kindred tiger
kindred tiger
west saffron
#

Do you use vanilla crafting system?

kindred tiger
west saffron
#

No it's obvious that you meant vanilla system. I just want clarify that you not use Banjaji's crafting system.

#

Just incase i missed some previous discussion

#

Because in Banjaji's you can use 1 input to craft and I forgot about vanilla restrictions

kindred tiger
west saffron
#

It really is a good mod. It offers many useful features to make crafting more interesting.

#

To be honest I was kinda surprised that gamma don't use that system.

kindred tiger
#

If I understand correctly, it is probably because of the 'No Toolkit requirement'. Besides, everything but the barrel can be thankfully stripped already. There wouldn't be much of a gain, it seems to me. Do you use that addon?

west saffron
#

Yes I do. It make crafting more flexible and adjustable for balancing

#

You can still use vanilla recipes as they was and use a new ones as needed.

#

For example:
x_matches = 1,,, prt_i_wood,1,box_matches,3
x_wpn_binoc_inv = 1, recipe_advanced_1, welding_goggles,1,mirror,2,prt_i_fasteners,4,prt_i_scrap,4

#

First recipe used new system and second is old one

#

It makes that player can make matches without a need of tool

#

And it makes sense both in logic and gameplay reasons

#

Same in drugs

#

x_bandage = 2,,, vodka,1,prt_o_fabrics_3,2
x_marijuana = 1,,, joint,3,prt_i_plastic,1
x_joint = 3,,, marijuana,1, prt_i_paper,3
x_cigar = 1,,, hand_rolling_tobacco,1,prt_i_paper,1
y_cigar = 1,,, tobacco,1,prt_i_paper,1

#

All these things can be created without drug kit as it should be.

#

Besides you can manage output amount of items that can't be done by default in vanilla system

river fjord
kindred tiger
ruby dust
#

is there a limit to how many items a crafting recipe can take as a components?

#

since almost all recipes use either 4 or less

ruby dust
#

any workarounds?

west saffron
#

Maybe it can be done somehow but nobody done that so far as I know

#

Even in Banjaji's crafting system it's still 4

#

I think it's 4 because the space limit on crafting tab

#

So no easy solution

normal vessel
#

make final product need 2 thingys and you craft 2 thingys from more stuff, but why would you need all of that

ruby dust
#

you know those useless medical packs?

#

im trying to make them useful by :

#
  1. removing all the extra useless meds it gives, so its the essentials that every player carries
#
  1. making them craftable, basically turning them into mini bags to put ur meds in for more orginization, and if you do. it will have less weight then carrying the meds normally
normal vessel
#

meds already weight nothing and all you want to do is pack it to then open back? whats the point?

ruby dust
#

i like neatness :)

#

but also I find it fun

leaden latch
#

Hello people, I have a question, how can I increase the Fov of the sig sg 550 weapon, I installed the Gunslinger version and it is incredible, but I would like to change the fov of this specific weapon, I have previously done it with other weapons from similar modpacks, but the files of this mod are different and I am not sure how it should be changed
Could anyone who knows help me with this please?

celest forge
#

Go in the gun's LTX file

#

Should be configs>items>weapons

#

Search for the hud_fov line and change it

#

If it doesn't have one, make it

mossy vector
#

hey guys ... I'm looking for ways to make the emissions and psy storms longer and more varied ... is there anything else I should look at beyond disabling "GAMMA Short Psy Storms" ? txs

undone pumice
#

Anyone online here to help me fix a problem with factions? Somehow ive caused myself to be a friend of monolith and my relations and goodwill to other factions have been affected. ecologists attack me onsite and i cant progress. Any ideas on how to reset them ? I tried searching the discord and online but didnt find anything that helped me. thank you

normal vessel
#

did you touch shiny rock Monolith

undone pumice
#

havent made it there in this playthrough, first time playing gamma. used to play just anomaly with mods. think i found something but. I was executing the commands i found online in the wrong area.

undone pumice
#

This website has some good information but i cant seem to get it to take effect on the pda

regal bolt
#

is there any other starting loadout mods in gamma ? ???

torn vault
#

@regal bolt if you want something specific, edit the loadouts yourself

ruby dust
#

is it hard to add custom mags for mags redux?

tepid moat
simple scaffold
ruby dust
#

there is 2 mag mods

#

im assuming the second is not to be touched with?

simple scaffold
# ruby dust there is 2 mag mods

Wuuts "Anomaly Magazines" no longer functions. I think wuut marked it as obsolete.

Mags redux is on moddb twice but Arti definitely marked his as obsolete.

Tbh you should probably only use the one installer by gamma as I know grok has patched it some for gamma.

#

This is something that does make it harder for me to support mags redux in GAMMA.

normal vessel
#

is there other things which could fix acog mp5s?

limber heron
#

I have a Promzone PDA map texture file colour adjusted for use in GAMMA
How can I make it possible for others to have and use it? Does it deserve a mods post?

regal bolt
#

Guys , is there any better grass mods for stalker gamma , because the standard one looks pixelated and bad , ? do you know any ??? (Bearbeitet)

limber heron
vernal epoch
#

Qol + patch?

#

Maybe just QOL

#

Patch implies you've fixed something

solemn brook
regal bolt
#

@solemn brook i dont understand

faint sable
#

aggressor reshade has its own grass textures

#

is what he is referring to

#

since its a reshade too, you have to remove its other folders but the "textures" folder

#

you just open its gamedata

#

and delete everything BUT textures

#

that is all to it

solemn brook
#

Then it's probably been erased. I don't even know why the addon is still there. I used it before for grass 😄 Anyway you can download agressor on moddb and just use grass textures from it. Or just simply download some texture pack if you don't like Aydin's grass tweaks which you can also reinstall and choose a different one 🙂

supple thorn
solemn brook
#

Yeah exactly there is really alot addons what can give you different grass texture. Or just simply try change the height of the grass in default is 0.5 which is almost no grass 🙂

lyric karma
#

anyone know which original ltx change quick slots?

torn vault
#

@lyric karmaactor.ltx, presumably

kindred tiger
#

Hello, I had a look into death_manager.script trying to find the corresponding math.random(..) call for the condition of weapon parts.
set_weapon_drop_condition(..) only seems to set the overall condition of the weapon.

Where are weapon part conditions determined?

fair inlet
kindred tiger
simple scaffold
#

WPO may adjust how the parts are generated.

vagrant patio
#

Could any of you lovely folks point me in the direction of the file that contains the st_quest data for the actual main 3 storylines?

kindred tiger
normal vessel
#

yeah all parts load on first inventory open

#

so you could even savescum good barrels

kindred tiger
#

Wonderful: https://upload.disroot.org/r/MEwpswEL#Iz+VFkfBI3s7BpBWytw8Ak3d9nZ/QToYRwEhn78tjak=
(Discord crashes whenever I try to upload anything)

My intend is to change how the probability is calculated. Currently it is linear between two limits and I'd like to use a bézier curve instead, so that the most probable condition is, let's say 30% but overall there's also a chance for weapons (& their respective parts) and outfits to have high conditions. It will just be rare.

The information where part conditions are calculated was all I still needed! )

kindred tiger
# vagrant patio Could any of you lovely folks point me in the direction of the file that contain...

I have no idea but a quick grep -R 'st_quest' got me this result:

misc/task/tm_agroprom.ltx:;     Strings File: st_quests_agroprom.xml
misc/task/tm_marsh.ltx:;        Strings file: st_quests_marsh.xml
misc/task/tm_military.ltx:;     Strings file: st_quests_military.xml
misc/task/tm_radar.ltx:;        Strings file: st_quests_radar.xml
misc/task/tm_red_forest.ltx:;   Strings file: st_quests_red_forest.xml
misc/task/tm_dynamic.ltx:;      Strings file: st_quests_general.xml
misc/task/tm_zaton.ltx:;        Strings file: st_quests_zaton.xml
misc/task/tm_escape.ltx:;       Strings file: st_quests_escape.xml  (text for task titles and descriptions)
misc/task/tm_yantar.ltx:;       Strings file: st_quests_yantar.xml
misc/task/tm_pripyat2.ltx:;     Strings file: st_quests_pripyat2.xml
misc/task/tm_darkvalley.ltx:;   Strings file: st_quests_darkvalley.xml
misc/task/tm_bar.ltx:;  Strings file: st_quests_bar.xml  (text for task titles and descriptions)
misc/task/tm_deadcity.ltx:;     Strings file: st_quests_deadcity.xml
misc/task/tm_jupiter.ltx:;      Strings file: st_quests_jupiter.xml

Seems to be what you are looking for

soft burrow
#

question
the log file is a transcription of everything in the console, right?
does the file update as you play or only when you close the game?

#

would be cool if it constantly updated and I could look at it in a second monitor

steady apex
#

The log is dumped when the internal memory buffer is full to reduce write operations

#

You can dump it manually by typing flush in console

craggy mica
#

Is there any mod that sets the relations between mercenaries and stalkers to neutral?

lyric vortex
#

is creating a new difficulty preset the same as normal anomaly? or is there something to know first?

sonic niche
#

Hey there! Quick question. Is there a Mod that makes it so I have to search a body's inventory first like in Tarkov? So, I need to spend some time to "search" through the body and can not instantly pick all loot up?

sonic niche
#

Amazing, thanks a lot :D!

wispy ferry
#

I think I remember that mod having compatibility issues and causing crashes
so, business as usual

gleaming kernel
#

I tried that addon for a bit, was cool but got old and annoying really quick

edgy finch
#

question when editing weapon stats where would I find the recoil stat/name of it?

random fulcrum
#

in momopate_weaponstats.script

#

no, i did not make the current recoil stat

ruby dust
#

what config stat is related to how quick a weapon degrades?

fossil birch
#

I believe its controlled by condition_shot_dec or condition_queue_shot_dec, can't remember which, in the individual weapons .ltx, and also by the in-game 'weapon degradation" factor. you can change the base condition loss in difficulty.ltx on the line weapon_degradation, but you have to do that individually for each difficulty preset afaik

sweet fable
#

hi i want to ask how to do hud editor on left hand item
i tried to change the detector hud by moving it closer to actor view (originally too far away)
but changing that will also mess up with the right hand hostel weapon as well (i presumably change HUD apply to both hand)
is there any solution for this?

fossil birch
sweet fable
narrow lintel
narrow lintel
#

Uhhh

#

I don't understand peek

soft burrow
#

wait a bit

narrow lintel
#

Okie peek

soft burrow
#

sorry I was leaving my house in a hurry

narrow lintel
#

Ohh i see, JK has been helping to try to fix it, something about "line 563", i've just removed a few bits from it like they tested and will give it a try now

#

That does appear to have fixed it

#

Game doesn’t crash and pressing control outside of inventory doesn’t make me stutter now

soft burrow
#

oh nice

#

are you using the file I posted or did you make the same changes to the one in vanilla gamma?

#

I recommend doing the latter

soft burrow
narrow lintel
#

However, it seems to be bugging out the sleep and thirst bars

soft burrow
#

Try disabling a mod called HTS fixes xcvb or something like that in mod loader

#

For now

narrow lintel
#

I can only see the standard "164- Hunger Thirst Sleep UI - xcvb"

#

Feel like disabling that would break something

#

Might just wait until your one later 😅

soft burrow
narrow lintel
sturdy tapir
#

Has anybody managed to adapt Aydins grass tweaks to work in Promzone?

narrow lintel
#

Hey it's custerplays! But I don't know. I haven't seen any mention of it, and if it doesn't work out of the box with promzone. I would be surprised if anyone has made it work for it given how new and "in testing" promzone seems to be.

sturdy tapir
#

Map looks amazing tho, im just an elitist for Aydins Grass Tweaks ahah kekw

narrow lintel
#

It’s awesome to see either way

sturdy tapir
#

It’s very good, the locations are awesome, it’s a bit under populated at the moment but maybe when stalkers migrate there

kindred tiger
ruby dust
#

is there an guides for how to alter or make crafting recipes?

#

not the books or papers u buy that unlock crafting

#

also ive made the beef tushonka have 2 use instead of 1, but i cant combine them or find one with 2 use, anyone know why?

torn vault
#

@ruby dust craft.ltx contains instructions on how to edit it

#

you probably haven't properly configured uses, i.e. forgot to specify weight per use or empty weight, look up vodka for examples

ruby dust
torn vault
#

@ruby dust
beef tushonka is conserva, right?

![conserva]:!booster,booster_multi
max_uses                                           = 2
inv_weight                                           = 0.4
empty_weight                                       = 0.05```
normal vessel
#

what file overwrites groza nimble repair kit? i tried both adding mod..zzz and simply changing w_groza.ltx

torn vault
#

@normal vesselmight be mod_system_items_repair_zGAMMA_repair_redirect.ltx

#

a relatively short list of mods alter wpn_groza_nimble, you can go through them by hand

normal vessel
#

nimble is army kit here too kekl

#

what is this search?

torn vault
#

install everything(voidtools) and search for E:\gamma\*.ltx content:"![wpn_groza_nimble" assuming your gamma (the mo2 redist) is in e:\gamma

torn vault
#

@ruby dust tushonka, then

ruby dust
#

yep

#
[tushonka]:booster
$spawn                                                = "food and drugs\conserva"
visual                                               = dynamics\devices\dev_tushonka\dev_tushonka.ogf
kind                                           = i_food
description                                           = st_tushonka_descr
cost                                               = 990
inv_name                                           = st_tushonka
inv_name_short                                       = st_tushonka
inv_weight                                           = 0.338
inv_grid_width                                       = 1
inv_grid_height                                       = 1
inv_grid_x                                           = 4
inv_grid_y                                           = 63
attach_angle_offset                                   = 0.440521, 1.378287, -0.644026
attach_position_offset                               = 0.104196, -0.010821, 0.076969
attach_bone_name                                   = bip01_r_hand
auto_attach                                           = false
bone_name                                           = bip01_r_hand
position_offset                                       = 0.0,0.0,0.0
angle_offset                                       = 1.570790,1.570790,3.92699
eat_satiety                                           = 0.584
eat_sleepiness                                       = 0.0055
eat_thirstiness                                       = 0.4
use_sound                                           = interface\inv_eat_can_open
tier = 3
#

this is base tushonka

ruby dust
normal vessel
torn vault
#

@ruby dusti think so

ruby dust
torn vault
#

no, make a section for it and you're done
adding it to traders, loot pool, quest pool, etc would be more effort, however

ruby dust
#

well im trying to make a new recipe but it requires 8 items to craft, so i wanna make 2 new items, 4 component for each one and then craft those 2 togather for the final item, so what exactly besides the normal item config like the tushonka above do i need?

soft burrow
narrow lintel
#

Heyyyyy

#

Sweet I’ll give it a try!

narrow lintel
#

Works like a charm!

#

Thanks peepohearthands

ruby dust
#

where can find the stats for post heals?

limber heron
soft burrow
limber heron
soft burrow
#

it's just the script file, so move it to the scripts folder in a mod like the vanilla one I posted

limber heron
#

omg la différence!

#

so smooth

chrome folio
#

Anyone unable to login to sketchfab or is it just me?

vale kayak
#

ummm..hello, I wanted to ask
what is the name of the weapon mod pack used in GAMMA and what does it require to work?
for stalker anomaly base

undone belfry
#

I like BODY HEALTH SYSTEM but don't like temporary HP. Is there a way to disable only temporary hp?

west saffron
#

Timed health can be edited in medkits={} section

#

Just be aware that by default without timed health you cannot restore bodyparts health. So the easiest solution is make meds that restore bodyparts health give 1 sec timed health of that body part

#

So if healhelp.yadylin={head=2,torso=3} - this mean yadulin will restore 2 health of a head and 3 health of a torso
You need adjust equal numbers to look like this -> medkits.yadylin = {head=2,torso=3,timeregen=1000}

#

I have my custom values, so don't be distracted by them

undone belfry
#

wow a little bit complicated. thanks

west saffron
#

Yeah it can be for a first glance

river fjord
slow bolt
#

Ayo. Anyone knows how to re-enable armor repair at the armourer?
I know it isnt in economy tweaks.

ruby dust
west saffron
ruby dust
brazen kraken
#

i modified items_drinks.ltx to increase cigarette charges, how can i pack this into a mod for publishing?

wispy ferry
low spindle
low spindle
#

Hello all. Anyone know how to upscale dds textures? There are a few specific and neglected textures that would really benefit from that

simple scaffold
low spindle
simple scaffold
rain cliff
#

hi guys, do you guys now where i can maybe find and change a gun's required repair kit?

plucky hollow
#

Anybody know where the sound effect is located for low psy "heavy panicked breathing" i'd like to remove it or replace it with a silent file if necessary to disable it.

#

Ah blast don't tell me all the sounds are contained in a db0 file

vale knot
#

In the voiced actor mod its the "sanity" sound files

plucky hollow
vale knot
#

Alternatively

#

You can edit the scripts math.random chance to be (0,0)

#

Its in the same mod

#

Called like "something_voiced_actor.script"

plucky hollow
#

I believe i've found the sounds i'm looking for, but will investigate further

#

No idea why the breathing is so much louder than everything else

vale knot
#

Can you not listen to them to confirm it c:

plucky hollow
#

I'm listening

vale knot
#

Cus theres two sounds associated with psy health

plucky hollow
#

Well 5 is the fake bloodsucker roar

#

6 is the ghost noise

vale knot
#

One is the fake monster sounds

#

Yeah you want the sanity ones

plucky hollow
#

It's not the fear yeah, it's sanity

#

Yep Sanity 1

#

Alright time to reboot and see if this crashes the game with a simple removal of those files.

vale knot
#

Id personally just disable the sounds in script but if replacing them with muted .ogg files works for u then it dont matter

plucky hollow
#

If that crashes it i'll replace with muted files