#╙🖇mods-making-discussion
1 messages · Page 32 of 1
it should make it into the offical version with an mcm setting and everything eventualy.
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).
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?
Is there a way to mod the melee spot to accept even more weapons. I really wanna have the vector there 😦
Thanks!
Yes they do. Here is a screenshot from testing the two weapons you mentioned:
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%.
holy shit thank you very much! 
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
Edit parts config via DLTX. Here's a mod that does that as an example: https://discord.com/channels/912320241713958912/1125892597907476481
Check pins: #╙🖇mods-making-discussion message
And you can study mods similar to what you want to do to see how they've done it and go from there
Thanks, I've changed what was necessary. The weapons that shouldn't have gas tubes now don't. Success!
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?
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.
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
? 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
oh, disabling busy hands fix worked. but animations when you press unjam key when weapon is not jammed are much better. the thing is that i dont use wpo so i can't have them. is there a way to transfer them to ammo check mod?
I'm not sure which animations those are
with some guns you literally take out the magazine and put it back in. they work really well with magazine check
try them if you use wpo
just check busy hands fix in mcm for ammo check and bind unjam key to the same as ammo check
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
they aren't the same as those when you equip a gun for the first time if that is what you mean
and also where do i find animation files? i cant find them in ammo check or in wpo
do you think these animations are in the mods where weapon files are (for example bas) ?
Animations will be stored in .omf files, where the .omf is can vary between weapons/mods though
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.
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.
Anyone know of a mod where suppressors wear out? If not would it be possible to do?
thinking of making a mod that expands nimble’s offerings and lets you order shit from the merc in outskirts
I also wanna re-add some of the unique weapons from the OG games
and what files activate them?
how do i change item icon?
i change the visual item string in my itx but it wont update
do i need to recompile or what?
What icon do you want to change?
The config files I suppose
If i want to only delete waking up early function, do i just delete get_immersive_sleep_hours function?
Hello everyone, is there any port of Gunslinger's PDA to anomaly?
@regal bolt Good job on the UI mod looks great!
do you mean animations? there's this, which is like gunslinger style pda
https://www.moddb.com/mods/stalker-anomaly/addons/pda-reanimation
https://www.moddb.com/mods/stalker-anomaly/addons/dltx-better-hands-position-for-pda-reanimation
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.
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
Anyone knows a way to disable camera movement on inspect animation weapons? or is it related of each weapon animation
Replacing camera anim file with empty one works for me. Siber's M4 inspect camera anims files are:
ras_m4a1_hand_inspect.anm
ras_m4a1_hand_inspect_w_gl.anm
thank u so much!
It's not really empty, I just found it somewhere
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?
Right. Both are inspection aminations, first one is default m4, second one for when with attached GL.
Make a mod that gives the player an American hunger level :p
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 😄
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?
Search inside gamedata>configs>text>eng>
With notepad++
For 'Welcome to'
In mo2 obv
Thanks man :))
Did a search for this and it seems to be coming from a script, this one specifically: grok_gamma_manual_on_startup.script from the mod: Grulag's In-game G.A.M.M.A. Manual.
Don't know how one usually goes about translating text from scripts though.
I think that's fine, assuming that there hopefully won't be an update for this particular script in the future 🙂 Anyway, thanks )
can i unlock a trader's 5th supply level with debug? i need to see all the things that he sells
yes
use the keys to set goodwill to friendly
then just wait for restock
@ruby dust
lets see if it worked
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"
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
@normal vessel grok_pelts! thanks
Chambering a round everytime you reload a mag (even if you had a bullet chambered before reloading) is annoying.
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
Which gun doesn't have partial reload anim in gamma?
It's kinda possible to have all (vanilla) weapons have reworked anims, wether bwrr, bas or other mods
The only weapons left are wa2000, mk14, rpd, m98b, m79, trg-42, pp-19, karabiner 43, sv98
And mp153
PP2000 has just the one (full) reload, unless that one reanimation mod got added already
Wonder if it can be installed on top of gamma as is
is there a command to spawn characters? not traders
debug menu can. you should spawn thier squad, not the NPC directly
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
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.
sorry what?
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
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?
^boop
Hi everyone
I was told I could ask here for a mod that edits carry weight.
Any help? please
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
I remember you helping me with this exact same thing before, thank you so much Raven ❤️
in a new addon make the path and put the file there. gamedata/meshes/...
cant i just rename this one?
needs to be renamed and repathed. just rename is not enoug.
idk what repathing is, pls elaborate
path is the folders that a file is in. it has to be in the right folders
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
you overestimate my brain, idk what im doing
i can't teach basic windows operating and file system concepts. https://www.pcgamer.com/students-dont-know-what-files-and-folders-are-professors-say/
no im not that dumb, idk what im doing from the modding perspective
save as .lua .script and add as a new mo2 mod, i assume?
well i fallowed what you said, is this correct?
should be. assuming i read the path and name corectly out of that screen shot. (and didn't make a spelling mistake)
new mod in mo2, gamedata/scripts/weight_fix_mcm.script
in vanilla ano, which files are responsible for deciding how many artifacts can be spawned in a single anomaly field?
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
welp one way to find out
configs/zones
@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
ahhh, the zones are legacy ig nore that.
yes it is in smarts
configs/scripts/mapname/anomalies/
this key: max_artefacts
phew, thanks, i'd probably spend half an hour trying to find these
.. i mean, another half an hour
bind_anomaly_zone.script is responcible for spawning artifacts. you can see the relevant keys there. then i just did a search by content for the key to find the files
i created the mod and forgot to enable it in mo2, again
there's no cure for stupid, is there?
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
for scripts you onlye need to load a new save for changes to take effect
not relaunch game
Raven helping overtime today
manditory training on "comunication styles"
even with DXML edits? I was adjusting suppressor positions for #1114443301349757088 (via DXML so MrB could later integrate the changes while finalizing other stats) and I think I tried that but it didn't seem to function back then
fully possible I made a mistake somewhere in the process
for that you can reload ini_sys from the debug menu. and then reload the save. scripts you just need to relaod the save. engine read xmls you need to reloaunch
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
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
simplest to just alway reload the save after reloading system.ltx rather than guess

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.
I'm probably missing something, but this script didn't work, the carry weight slider is still at 50kg max
show file in picture like this: #╙🖇mods-making-discussion message
Hello
i wanted the path. in notepad ++ there is an option to copy file path to clipboard. paste taht pls
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
Thank you again, you're a godsend.
do someone actually know why white stashes spawn expert tools currently?
other than it is a "fact" claimed by some ppl here
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)?
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?
Check the pins
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?
is it possible to change values of food and drinks?
item for Vinca, currently its drug_psy_blockade.ogf but i want drug_coagulant.ogf
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
weird beauce the string in the itx is "visual = dynamics\equipments\medical\drug_psy_blockade.ogf"
and even if i change that it wont work
Hi could anyone perhaps give me any info on changing faction patch textures?
I'm pretty sure it's either the model, or animation or something like that. The icons are all stored in DDS texture files. If that's what you want to change then look for ui_tisk_meds.dds
aight @past barn so i can see the icon in another mod i got, how do i use that?
What do you want to change exactly? Because patches appear in places like the new game faction selector, patch invcentory items etc. which are all (or mostly) composed of different files
this mod should overide since its below in order
Just the image of the patch to this, there is an addon for that but its incompatible with GAMMA
So you want to replace the patches that appear on outfits? I don't know where to look for then
DLTX files can override the default textures, and they won't show up as conflicts, and the load order doesn't matter for those. Can you give visual examples of what you want to do exactly?
basically when the patch appears on monolith suits and in the pda chat I want the above texture to be in there instead
@past barn
this is my equipment icon mod but ingame this is how it looks
it gets the icon for psy block
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
So you want the icon from my mod to show up instead right?
yea exactly
thank you that helps quite a bit, would GIMP work as well?
It works just as well. I don't like GIMP because the UI is unintuitive, and the saving process takes 6 hours 
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
Fellas sorry to disturb, but how do i turn off ballistic mod ?
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?
Put a ; in front of the following lines to make the game ignore them. These change the icon from the default to the mod's texture:
icons_texture = ui\ui_maid_meds_eftmoinv_grid_xinv_grid_y
where can i find this file?
I guess this means no one knows, which was pretty much my assumption...
what is the name of rf packages mod?
pretty sure it's 154- RF Receiver Tasks - Tweaki_Breeki
There are some screenshots in BaS discord, as well as some discussions but those are in russian.
(i was banned for saying vk.com is propaganda outlet)
L
lol
There is no much info anyway
Wonder if they'll continue with tarkov look alikes tho
I believe you can expect that, eft is a great source of assets.
I, subjectivity, don't find EFT assets to look cool in stalker but..
Eh
As long as they don't try to implement "eft meta guns"
Well, they say they are to replace all vanilla weapons, and they have already showed screenshots of non-customised AKs and some pistols.
if i want to disable this(without breaking anything else) i could set 0.5 to 0?
This is hidden rf packages
It's dumb and will make people want to use it less
The logic behind it is a bit dumb since there's plenty of AAA quality animations on the current rig
It seems like the usual BaS anticonsumer design choices that aren't that new
Thats where I'll agree tbh
Anomaly needs unification
And the new rig thingy, I wonder how many issues with other mods there will be
I can think of THAP and other animation mods
It's pretty much incompatible with all gun/arms/models mods from the look of it
Which is like shooting yourself in the foot with a 12g shotgun
Unless they're going to make patches for entire moddb catalogue
They won't
Nor they want to
If they could get away with it, BaS would be an operating system that only works with the BaS rar file
Not even the game

math.random() generates a number between 0 and 1
so you can just check for anything outside of that range
say < 0 or > 1
any should suffice
i did 0.01 because i didnt know if 0 would break it, but thanks
C:\GAMMA\mods\G.A.M.M.A. Rare Stashes Balance\gamedata\scripts\treasure_manager.script. I stumble upon this yesterday. I believe it's most likely the culprit. You can take a look for yourself.
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.
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
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
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.
doing dltx and overriding hit_power for all x54 weapons
like
![wpn_mosin]
hit_power = x, x, x, x
was hoping there was an easier way lol. just did that with the mosin. figure ill just edit each as i go through the game. and pick them up.
thanks tho! much appreciated
Not bad. In order for the stamina bar to appear, you need to disable GAMMA compatibility in MCM -> Better Stats (at the very end).
oh yeah I'm aware, it was written in your mod's page
I should have called the stamina bar useless rather than "defunct".
it just doesn't show any useful information (to me, at least)
In fact, yes, you can leave it purely for symmetry, or do it like you do, or even leave it like in GAMMA. Everyone has different preferences.
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
It would be to hard to mod (nobbie on moding just wandering) better aim to companions so they can be useful in combat?
for me something like that would be a game changer to immersion to me
If someone could explain to me i would be grateful
Someone mentioned this mod causes loading/lag.
I doubt it, but someone more familiar with code could look at it.
https://www.moddb.com/mods/stalker-anomaly/addons/companions-wont-jam
is it possible to change the ammo you get from spirit when trading nemirof
like from sp-5 to sp-6 or 7n1 to 7n4/ap?
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
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?
iirc such a thing doesn't exist by default
combat detection might be done in the dynamic music script thing - tho I heard that it's broken
closest thing might be the voiced actor addon, which adds shouts based on its own measure of combat intensity
huh, a bot reacted to me?
Thank you very much, I will have a look into that addon )
the bot reacts to keywords. Based is one of them
oh lmao
Is there a console command to force ambient music to play or anything like that?
function player_in_combat()
return is_not_empty(xr_combat_ignore.fighting_with_actor_npcs)
end
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
Thanks a lot, that's exactly what I needed )
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
its on some russian trojan website i think
where can i find the file that has the values for backpacks
o_backpack in anomaly configs. You have to unpack anomaly configs first to read them using unpacker in tools folder.
dumb question, but why cant i pin my own post in "mods-posting"? I just want to make sure the links dont get buried
Also, is there a way to upscale .dds files for mods?
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
can upscale all the way to 4k
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
Is this because the UI has xml dictating it's on-screen location? I am only asking because I have done a small amount of UI edits, and haven't delved deep into anything with more resolution than the default GAMMA?
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.
Check step 3 from this message if you want to know more on the latter: #1116727876830646334 message
Hey guys, does anyone knows how to make the game spawn zombified stalkers instead of regular zombies?
zcp in mcm
dunno why this mod doesn't have the ctrl alt shift buttons limitation in inventory https://www.moddb.com/mods/stalker-anomaly/addons/tooltips-control
gonna try copying it's input method or whatever into auto looter
How did Grok edit reload speed but not actual reload animations?
I mean, bullet count updates earlier than animation end
the point where the ammo count is updated is controled by a motion mark, it doesn't have to be at the end of the animation and isn't always.
Is it edited in blender?
Tried using OMF editor and it outright crashes whenever I try to add a motion marker
IDK i am not an animation person, i'm quoting (or maybe misquoting) @river fjord (i think, i hope its barry since i'm pinging him)
yep thats right
you can add them with an omf editor or the sdk
I'll take that over the bullet count updating a whole second after the reload animation completely ends and your character goes back to holding the gun normally
when you heard the click, already start using sights but ammo doesnt load and you need to make reload animation again
Well it crashes for me, what do I do then?
And how do I properly add them anyways? There are groups of them and idk how's what
woooo
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?
repair_type
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?
Spawn them with alife_create instead and change the round count of the box your self if you need less than a full box.
Alife_create takes slightly different parameters read _g
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
already did and that should makes impossible to spawn expert in white stashes
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
and sent me here to ask why thats happening since apparently they don't know either
For expert in white stashes, I can confirm it, and I'd say most people, not only mods, have found it. As for the script in that file, I have not look into it, and I'm not sure if I can. I'll try to, but no guarantee.
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.
I succeeded
now I can bind any key to auto looter
(this is my personal edit of the script so it has a whole bunch of additional modifications, listed at the bottom)
reupload cause I forgot to comment out the now unneeded on_key_press RegisterScriptCallback
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
Search by contents, notepad++ can do it.
Search for that line. It will be in an xml file. It will be associated with an id.
Search by contents for that id and you will find what displays that text
I've figured out what xml file specifically controls the text within that interaction but i cant seem to find the script that controls at what distance this conversation pops up
I appreciate your reply cause i think you may have just given me another completely different idea on how to approach this
lmao I just realized that if you remove a script's on_key_press callbacks in favor of ui_inventory.UIInventory.OnKeyboard then that script can no longer be triggered by key presses unless you are in an inventory view.
with this new knowledge I modified the triggers for showing equipment's full stats, so they only work when you are in an inventory view
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
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.
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
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 ))
that mod breaks the stashes into 2 types -> common and rare, relevant data for expert tool:
- 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
- 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?
btw you can find the currently used file here:
https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. Rare Stashes Balance/gamedata/configs/items/settings/grok_treasure_manager.ltx
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
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
Also notepad++ is a good starting text editor that has search by contents

now I get why modders add z's to the filenames of .ltx'es
but why do they also do it to script files?
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
now I see 
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?
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.
I am not sure what is going on this time. Sorry
I will have a look and try to understand what might cause it in item_weapon.ammo_aggregation() as the same behaviour of missing partial stacks also happens on_game_load.
Again, thanks for your time and help )
can we get a hashtag furniture mod
are you volunteering to make one? 
already exists

no like the efp one
i use aoldris but i meant like fridges and shi
im not talented so nah sorry bo
That is an expansion to HF and the food spoiling mod. That efp made.
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.
is there a way to minimized the grainy filter? had a hard time on CNPP cause of the white filtering
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:
- Open the config you want to change (probably the first and/or the second here)
- Search for
scope_zoom_Factor - 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_Factorso let's sayscope_zoom_Factoris 15, then 4x is the max. zoom level of this weapon with the given scope (60/15=4)
Amazing, thank you for the detailed reply Alpha. I’ve never made a mod before so I’ll probably try to modify the original files and just keep a backup copy to revert to in case I screw anything up
If you create a new mod without touching the original files:
- In the SVD config, copy all instances of sections that appear right before the mentioned
scope_zoom_factorlines. In this example (check attached image) it's[wpn_svd_1p29] - 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 ascope_zoom_Factorin the SVD's config, and copy the[XCY]section right above it to the new file - Change the zoom factor to whatever you'd like, and save the config as
mod_system_custom_mod_name.ltxand 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 - 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 inconfigs\itemsmakes a difference or not
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
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
This is super helpful, thank you!
do ask if you have any questions
I've done enough DLTX editing to know what should work for most things
When you create a new folder inside mods it will show up in MO2 when you open it or refresh it (F5), then just click its checkbox to enable it. The path for the file should be gametada\configs\ inside the mods\[whatever custom mod name you want]
So MO2 installation button is essentially an automated manual installation?
Yeah basically
can high backpack capcity (100kg) cause issues in gamma?
@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.
in the end, but I appreciate your help regardless!
that's still a good result; you learned something and paid more attention to a weapon you already like!
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
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
it IS coded somewhere, i just dont know where
Isn't it grok_artefacts_random_condition.script?
no its for artficats you pick up not craft with melter
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
its clearly not if i get them below min eff
which file stores the weight increase you get from backpacks?
@unborn agateconfigs\items\outfits\o_backpack.ltx
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
thats the thing, i cant find this file when searching entire gamma folder
looks like gamma doesn't change this file, you'll have to extract vanilla anomaly assets
thx man!
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.
@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?
Smart idea, I'm not a modder, could you tell me how to do it?
@dreamy fjordactually, scratch that, i might have a better idea, investigating ui_workshop.script:741
That's where I'm looking right now while investigating what the script from "workbenches require no repairkit" mod did
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
Not dumb if it works, I guess 
I'll test it out
yep, still eats a kit if i have one, but doesn't crash if i don't
I set it to 99, will see how it goes
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
It works, it keeps showing that I have 99 kits, no crashes so far.
Thanks a lot Nakajima
i unpacked anomaly configs, how do i repack them?
There's no need for that, unpacked files are stored separately while original DBs are left intact.
so i dont need to worry about it?
No, it's okay
@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
I'll give it a try in a few minutes
what third person body mod? Did you mean first person?
Yes whatever it's called
Its 100% the first person body mod
When I turned that off, the Medal instantly acted like it did in your videos

Sorry friend
Is there any addon in GAMMA that disable enviroment sounds? I miss the frog sounds at the swamps
maybe check desman's horror overhaul?
that mod removes the psy voices for instance
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!
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...
Disable soundscape overhaul
which file determines positions of inventory slots, cuz mine are bugged
wdym
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
the hell did you even do lol
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?
not at my pc atm
oh ok
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
npcs will help up downed members of their squad, thats default anomaly behavior
Soundscape overhaul i believe
Removes a lot of ambient noises
i changed a few values is anomaly configs, but the changes dont wrok ingame, did i do something wrong?
maybe i need to do something else for those changes to apply rather then just saving the edited files?
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?
please help
i dont touch anomaly files myself, i just said some files might be overwritten by gamma, maybe you issue is even different
i see
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?
What do you mean by match animation? that doesn't really make any sense
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
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
yeah i wanted to make it so clicking of mag=reload
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
I thank you for answering me, but my modding skills end at editing notepad.
Barry needs to open a modding school one day
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
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.
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?
by far one of the best guides on this server, its soo simple
Just get OMF editor it’s pretty straight forward
Then you to open the related gun OMF file
This can be tricky to locate based on the gun you want to modify
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
its part of fdda
i saw that. isnt fdda a part of the gamma mod pack?
you can enable them in mcm
in game or mod organizer
in game
awesome thank you
ive been going crazy tryin to figure it out
where in mcm do i enable it @old berry
just look for a fdda tab
seems like gamma version doesnt have it you might wanna try to replace it with the one from moddb
yea you'll have to, gammas removes the anims
due to the busy hands I believe
busy hands is quite annoying
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
yea i had to install a different fdda ive got it now
any reason my dof refuses to turn off lmfao
Use Guns sights
is that a mod?
No but sometimes you would get blur which could be fixed by using Guns scopes
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
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
it's a setting you just turn off in the in-game, non mcm menu
i'll hop on in a sec to hunt it down
settings
gameplay
general
outfit player portrait
Does anyone know how to get a weapon laser to work with night vision?
does this also work for backpacks?
Yes
where is the script for backpacks that i can copy
You mean config file with stats?
yes
thx
what does /gamedata/configs/ui/pda_relations_16.xml does?
is it possible to increase the amount of an item that a trader sells? like for example make a trader sell 20 canned corns?
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?
^boop
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
no worries
hmm, it says six but the barkeep sells 4, im confused
Idk man if I remember correctly first number is the amount
ah, i was looking at the wrong item
IIRC:
meat_tushkano = 6, 1
means stock 6 of this item with 100% chance
yeah i thought tushkano was the beef tashunka, so i was confused why the barkeep sold 4

they sound similar to be fair
Yes that's it
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

u should make a full modding guide, that would help a lot of people
I prefer to throw intermittent wisdom (which is wise until proven otherwise)
Tbf we already have a pretty useful modding guide
But funnier to learn by yourself imo
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
yes
Cool, thanks
where can i find the stats for 12g slugs?
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.
just dont use it lol
Anyone else having this issue with some reticles in nv? Using the M4A1 URG-I with EOTech exps3 sight.
do you have gamma reticles revisited?
Nope
Shoot sorry, didn't mean to post here
I want to use it.
It sounds nice, but you know, copyright.
Don’t use complex sights with NVGs
6 means how many spawns should be attempted, 1 means the odds of a spawn (100% in this case)
so "2, 0.5" would mean 2 attempts with 50% chance for each attempt, so anywhere between 0 and 2 items
hey yall, i've made a simple mod, anyone care to try it out?
if you want to publish a mod, publish it, there's no need to ask
"overhauls"? all i see is power creep
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
i based it off an actual water bottle i bought from the store, though the water bottle was 0.35, so ill fix that
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
i just copied anomaly med kits and add more use, i havent touched prices, wdym?
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
and more use since there is 5 needles in the medkit
is this not normal anomaly?
*tries to recall*
now that i think about it, it does sound about right, okay, scratch that one
hold on, imma slightly nerf the mod then get back to ya
0.1kg per charge is still too lightweight, if you want more carrying capacity, you can just add more
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
thing is, the metric system does not really agree with you
one liter of water weighs one kilogram
@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
so to make the mineral water better, either lower the use but have the low weight, or more use with 1kg weight
sorry for my low intelect but i dont understand what u mean
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
it was im not rasict but ... 
@ruby dust keep making more mods and you might make something to be proud of
well i dont particularly want to become a modder, i just thought these items could use a smol buff so i made this
but still thx for the nice words
dont get that alot
i think changing vodka would be more appropriate, i find it odd that a 500ml vodka bottle weighs 1.7kg
im not a drinker so idk about that
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
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)
yeah this was made with "personal use" in mind, but i was happy with it so i wanted to share it
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
the only gun buff i did was make the toz 106 1.35 times faster when reloading
and then you get that svd that does 73 damage shooting 5.56..
tho thats another mod
I'm pretty sure that's an 0.7 liter bottle, or at least that is the most common size for Smirnoff I've seen
still even accounting for the glass bottle it is a bit too damn heavy
my dads a drinker, i asked him and he says there is way more the 7 shots in one bottle of vodka
your dad is (probably) not a stressed out survivalist with radiation poisoning and mutant-related trauma
stalkers do shots a little different
so 12 shots for 1.24 kg is good or bad idea?
don't forget about vodka trades
what about them?
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
"12 shots" would be 6 trades for 32 rounds of 9x18 per, so 192 rounds
so make vodka cheaper?
no that would make it even better for the trade
more expensive??
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
look im not that smart, just tell me yes or no
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
hold on lemme weigh one of my dads glasses
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
beer drains 0.8 HP and increases thirst ._.
at least it ain't like New Vegas, where soda would also dehydrate you
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?
did you weigh the vodka bottle?
yep,
what was the original price again, I forgetti
but yeah that looks like a good weight for it
i think the base price for it was under 1k
also how about i make ciggies heavier and more expensive, but make max use 20, since thats how many an irl pack has
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
1460?
alr hold on, i gotta write the new stuff down so i dont forget
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
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?
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
What does "pointing at the correct variant" mean?
the weapon filename
it ends in underscore ACOG
even though the gun isn't a separate weapon in the spawn menu (because blacklists) it is still coded with the specific variables as a separate entity
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
So is this how it should look like?
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
Ok, thank you 
{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?
max is the maximum value you can choose from destockifier mcm menu
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
Death_message.script
or ui_st_death_message.xml
i'm looking on mo2 filter and can't find the script or the xml
What modpack do you want to remove it from?
i'm trying to remove it from efp modpack, i'm thinking about the true first person death mod maybe it has some line on the script to prevent that message
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
ui_st_death_message.xml it was here as you say, i've tryed to remove those strings but i get the st_game_over in screen
seems like when those strings are empty it calls by id
and only shows the st_game_over
Yes I actually found it
Now I'm searching for the script
So the only script file with a game_over section I found in Vanilla db files is xr_effects.script
You find Vanilla death message text in ui_st_screen.xml
function game_over(actor, npc)
if db.gameover_credits_started ~= true then
return
end
printf("main_menu on console command is executed")
exec_console_cmd("main_menu on")
end
this was on the gamma script i probably should take a look at efp script and look for diferences
anybody know a good callback to trigger a script on companion inventory open or close?
decided to just go with keyboard activation https://discord.com/channels/912320241713958912/1131686170275872880
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
is it hard to add this kind of installation thing where they can choose additional things to also download?
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
https://igigog.github.io/anomaly-modding-book/index.html
Its somewhere in this thing
thx, i'll look into it
huh, its way easier than it seems
also would u know where i can find the icons for armors and guns?
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)
Anyone know what governs the monolith suicide nades?
Maybe even the BAIN format suffices?
It is enough to name your folders in the archive something like that:
00 - This will be selected by default
001 - This too
02 - This is optional
XX - Is also valid
These folders then contain gamedata/ and it's subdirectories.
yeah thats what ive done
i should visit the modding book more often
I might aswell. Last time I checked it only contained a fraction of the current information.
I definitely broke something texture wise. Absolutely no idea what though lmao
cool skin, how did ya unlock it
had to get 50 headshots for this bad boy
nice, keep up the grind for the Damascus
Might actually make a damascus skin for something as a meme, I already put a CSGO sticker on an AK as a joke and everyone seems to hate it lmao
https://www.moddb.com/mods/stalker-anomaly/addons/bas-ak74m-titan-holo
by making this you dont make fun of "stupid csgo skins" you contribute to them
make damascus for the beretta m9 
yeah look, the only reason I made it is cause I was bored and had nothing to do for the better part of an hour. So I thought what the worst thing to exist in the STALKER universe could be, and I landed on pixels that people pay $50k plus for. It made me laugh so I thought fuck it why not
Make ak asiimov or case hardened blue gem
ppl were paying for NFT 
SHIT. Is there a five seven? You can make a kami pussy pattern
Texture the knife to be like marble fade or some shit
hello is possible port this hands for GAMMA ?
S.T.A.L.K.E.R - модификации, аддоны, файлы, программы, патчи, фиксы, читы, трейнеры, коды для игры, торрент
they work with COP anims 😄 and guns but now tell me how add them :DD
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
NP mate :DD i try but IDK there is configs file
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
okey i will try 😄
well IDK 😄 im too dumb
I think the holo is funny
not only did you do some goofy as sticker from cs go but you did it on bas weapon as well 
Goofy stickers for a goofy gun
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
is anyone free so i can discuss a few things about my mod with?
anyways, where can find the cofig file for the starting ots-02?
just search for kiparis in mo2
anyways what are you making?
an item overhaul
scroll up a bit u can see the convos
here is the very unbalanced version, im working on fixing it
ok i'll give it a try when you finish
is it ok if i DM you about the mod?
yeah ofc
How can i edit "clear_1" weather file? Its the only weather that looks weird
Where can one find the portrait files at?
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?
Try to change ambient color\hemisphere color\sun color. It's simple rgb numbers in debug. If you are about color of light ofc.
If you want to see actual texture - textures/ui/ui_actor_portrets.dds
And xml files can be found in configs/ui/textures_descr/ui_actor_portrets.xml
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?
where is the config stat for fentanyl? i've looked in both drug items and medical items, but havent found it
GOnna try this too, tks!
How could i change what's inside a package? I want to change ammo hidden package to give only WP ammo.
@normal vessel are you referring to rf packages quests?
yea
it looks like the scripts grant random items (TB_RF_Receiver_Packages.script:778), i lack the lua prowess to risk messing with that
it gives extra items on top of random package
but package itself is the same as delivery quest ones
do you know which script is responsible for giving items as part of opening a package?
thats why im here, or you mean bonus items?
itms_manager.script:563 references some ini somewhere, but i can't find it
\configs\items\settings\itms_manager.ltx [package_content] section
@normal vessel looks like @tepid moat found it
i cant find it in MO
it's vanilla anomaly config file, packed in .db
no wonder heavy black package was always so shit with pistol and shotgun ammo
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
Anyone found a good config to run stalker on controller yet?
how are you supposed to do inventory management on a gamepad? it's easier to reach for a mouse, i'm sure
im pretty sure there some rts with controllers 
Steam controller and steam deck have track pads.
I wouldn't want to do it with any other controller.
ah, steam controller
probably still too awkward to drag-drop items, i think?
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.
No worse than using a track pad on a laptop, not fun but manageable.
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
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
@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
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.
what is reading this xml?
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
less porting and more recreating something very similar. it would be ton and tons of work
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)?
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.
- probably because lighting/material in game
- the position of iron sights in game
The knurling is probably because of the normal map if i had to guess
Knurling is absolutely from normal maps
oh right the normal map, is there a way for blender to show the full texture stack or can it only do diffuse?
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
you should be able to set up your materials like this
top one is diffuse, bottom is normal
be sure to set the normal map to "non color" or else it'll look weird
This actually works for stalker?
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
It should, im pretty sure
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.
Try messing with the position instead of orientation mayhaps
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
I think it's because recipe is not correct.
x_casing_p = 5, recipe_ammo_0, prt_i_scrap, 1
this should be fine
@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)
Neat idea, thanks. Although as you have mentioned it has a major drawback. If there's no other way I will stick with the sketchy zero amount variant.
prt_i_scrap, 0
The recipe 5, recipe_ammo_0, prt_i_scrap, 1,, is correct and it is craftable. It only outputs errors additionally.
Your variant would not even register in the ui because the script expects 4 fields for the components separated by ,
Do you use vanilla crafting system?
I do not intend to sound rude, but did something suggest any different?
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
That's thoughtful of you, thanks. I didn't know about banjanji's addon. Would be really interesting in default anomaly.
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.
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?
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
depends on what you mean by "works for stalker".
this is how to properly view stalker formatted bump maps in blender, it has no affect on anything in-game
Thanks a lot for this thorough explanation. Looks fairly compatible, as it mainly extends vanilla features.
Being able to craft these without a drug kit makes sense, indeed.
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
4 is the cap
so how would i go about making an item that requires more than 4?
any workarounds?
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
make final product need 2 thingys and you craft 2 thingys from more stuff, but why would you need all of that
well.. how do i phrase this
you know those useless medical packs?
im trying to make them useful by :
- removing all the extra useless meds it gives, so its the essentials that every player carries
- 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
meds already weight nothing and all you want to do is pack it to then open back? whats the point?
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?
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
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
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
did you touch shiny rock 
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.
Discuss the topic "How to manipulate the relation/goodwill with a faction" in the Discussions S.T.A.L.K.E.R. Anomaly Forum.
This website has some good information but i cant seem to get it to take effect on the pda
is there any other starting loadout mods in gamma ? ???
@regal bolt if you want something specific, edit the loadouts yourself
is it hard to add custom mags for mags redux?
Nope. I made it as easy as possible.
wait a minute
there is 2 mag mods
im assuming the second is not to be touched with?
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.
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?
I'd say so
Guys , is there any better grass mods for stalker gamma , because the standard one looks pixelated and bad , ? do you know any ??? (Bearbeitet)
What tag would that be?
Yeah you can disable default grass addon and in "Gamma disabled" is Agressor reshade so you can copy this addon rename, delete inside gamedata "configs" and let there just textures 🙂
@solemn brook i dont understand
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
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 🙂
go to moddb or make your own
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 🙂
anyone know which original ltx change quick slots?
@lyric karmaactor.ltx, presumably
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?
Has to be one of WPO scripts, arti_jamming_repairs iirc.
Thanks a lot for the hint! Totally forgot about WPO )
the are determined the first time some aspect of the game asks for them. This prevents the game from generating parts for all the NPC guns the player never sees.
part condition is derived from the gun condition at that point. look at parts in tool tip to see how the parts list is requested. it is that function that will trigger the generation of parts if they have not already been created.
WPO may adjust how the parts are generated.
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?
Thank you ) This actually makes a lot of sense. Saves a lot of unnecessary overhead.
I found the function. If I do not overlook something, it is determined the moment the player picks up the weapon / opens the inventory.
yeah all parts load on first inventory open
so you could even savescum good barrels
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! )
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
Thank you, very much
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
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
Is there any mod that sets the relations between mercenaries and stalkers to neutral?
is creating a new difficulty preset the same as normal anomaly? or is there something to know first?
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?
Amazing, thanks a lot :D!
I think I remember that mod having compatibility issues and causing crashes
so, business as usual
I tried that addon for a bit, was cool but got old and annoying really quick
question when editing weapon stats where would I find the recoil stat/name of it?
what config stat is related to how quick a weapon degrades?
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
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?
using the draggable hud editor mod is the easiest way to make changes to stuff like that. when editing left hand items, make sure to only have them equipped, and nothing in your main hand
Oh thanks for the tip
I think I messed up because I equip the pistol (for testing purpose) beforehand
I tried to use this to fix the stutter on ctrl thing, but I just get this upon loading a save or making a new game
wait a bit
Okie 
sorry I was leaving my house in a hurry
I believe the problem is that I modified a file from https://discord.com/channels/912320241713958912/1133871989262651443 and not from vanilla GAMMA
whoops wrong link
https://discord.com/channels/912320241713958912/1115558016608120863
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

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
I'm gonna post an edit of the vanilla gamma file with the ctrl key fix when I get out of work later today
The one I posted could be buggy if you don't have the mod I linked
Using the file you posted, but with the small change JK mentioned to fix the crash
However, it seems to be bugging out the sleep and thirst bars
Ohh okay, that's awesome!
Try disabling a mod called HTS fixes xcvb or something like that in mod loader
For now
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 😅

Thank you though, mentioning i was getting stuttering when crouching had most people looking at me like I was crazy 
Has anybody managed to adapt Aydins grass tweaks to work in Promzone?
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.
Yeah, so the mod comes packed in DB format i believe and you need a special tool to unpack it and switch the textures. But i think im just gonna wait out for an update
Map looks amazing tho, im just an elitist for Aydins Grass Tweaks ahah 
Ahhh, yeah that sounds like too much work for me. I can understand being eager/impatient though. I haven’t tried out promzone yet. Wondering if it’s decent enough quality if it will end up getting added to gamma 
It’s awesome to see either way
It’s very good, the locations are awesome, it’s a bit under populated at the moment but maybe when stalkers migrate there
You can use the converter.exe in anomaly/tools
Have a look in anomaly/tools/db_unpacker.bat for the usage.
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?
@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
ive addedn emptey weight max uses from there, am i missin something?
@ruby dust
beef tushonka is conserva, right?
![conserva]:!booster,booster_multi
max_uses = 2
inv_weight = 0.4
empty_weight = 0.05```
what file overwrites groza nimble repair kit? i tried both adding mod..zzz and simply changing w_groza.ltx
@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
install everything(voidtools) and search for E:\gamma\*.ltx content:"![wpn_groza_nimble" assuming your gamma (the mo2 redist) is in e:\gamma
no thats tuna
@ruby dust tushonka, then
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
so i need to add : max use, empty weight and booster_multi, correct?
yeah, this one, idk how i read it first time that nimble is 5 when it was 7 
@ruby dusti think so
i see, btw is it hard to make an new item
no, make a section for it and you're done
adding it to traders, loot pool, quest pool, etc would be more effort, however
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?
try this, I haven't tested it yet.
you can install it like any other mod in mod organizer
where can find the stats for post heals?
I tried it on a non vanilla modset
what player inventory ui mods do you use?
UI Rework G.A.M.M.A. Style - Sota
you might be in luck then
#╙🖇mods-making-discussion message
try this one
it's just the script file, so move it to the scripts folder in a mod like the vanilla one I posted
IT WORKS
Appreciated 
omg la différence!
so smooth
Anyone unable to login to sketchfab or is it just me?
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
I like BODY HEALTH SYSTEM but don't like temporary HP. Is there a way to disable only temporary hp?
There is. Adjust the mechanics of meds to work without temp health. It can be done fairly easily by editing zzz_player_injuries.script
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
wow a little bit complicated. thanks
Yeah it can be for a first glance
gamma is just a modpack for anomaly, theyll work in anomaly already. theres a lot of them
Ayo. Anyone knows how to re-enable armor repair at the armourer?
I know it isnt in economy tweaks.
anyone?
zzz_player_injuries.script
thx
i modified items_drinks.ltx to increase cigarette charges, how can i pack this into a mod for publishing?
you'd want to do it via DLTX editing instead
the method is described here
Gamma uses a variety of weapon mod packs - essentially most of the high quality ones that have become staples of the scene. However, they are all layered over "Boomsticks and sharpsticks" so that is the "base" roughly speaking.
others layered over top include the "pretty pistols" pack and the "gunslinger but anomaly" pack
Hello all. Anyone know how to upscale dds textures? There are a few specific and neglected textures that would really benefit from that
Convert them to bitmap and Google how to upscale a bit map. Then convert back to dds?
is there a know bitmap upscaler for our use? open source mayhaps? most of the google searches turn up subscription services
nope. i just figure it will be easier to find one for that format
hi guys, do you guys now where i can maybe find and change a gun's required repair kit?
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
In the voiced actor mod its the "sanity" sound files
You're a hero
Alternatively
You can edit the scripts math.random chance to be (0,0)
Its in the same mod
Called like "something_voiced_actor.script"
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
Can you not listen to them to confirm it c:
I'm listening
Cus theres two sounds associated with psy health
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.
Id personally just disable the sounds in script but if replacing them with muted .ogg files works for u then it dont matter
If that crashes it i'll replace with muted files

