#โ๐mods-making-discussion
1 messages ยท Page 33 of 1
Need to go to the crashed heli in warehouses to test
But of it does crash then at least you know why lol
True
Crossing my fingers, at least made it into the game, but now the real test is if I drop to 30 psy and I start breathing like a little bitch every other second or crash.
I had 1 bar of psy res left and still didn't hear breathing and we didn't crash, very easy to remove that sound thank god
Although ideally I should just lower the volume by like 70%
That'll take more time to do, so i'll try that later.
LMFAO the breathing started at 40% psy
Oh I know why, there's 2 identical mods with the character voice sounds due to GAMMA structure so i'll try removing from both
It didn't crash before, but no guarantee it won't now since clearly it could find a file named sanity_1 before.
God bless that fixed it I believe, i'm up to 50% with no breathing sounds
Would anyone know how to completely overwrite any form of injection script that adds items to the new game loadout? Trying to make it so nothing at all appears in the "add to loadout section"
copy that entire script that adds them, comment everything out, or make a blank script with the same name
perfect, thank you!
Guys, I tried to chop up this mod so it only changes the rf radio (mod -> https://www.moddb.com/mods/stalker-anomaly/addons/dltx-pack-of-new-devices-dltxified). It kinda works, but the radio screen in bugged and mostly black. Any ideas?
@low spindle i use a plugin for gimp to open dds files
gimp has been able to import/export dds without a plugin for quite a long time now
..oh, so that's why the plugin is dated 2013 with no updates since then
thanks @river fjord
oh yeah iv been using gimp to open them but i want to use an AI upscaler to bring some old textures back to life. there are some settings dependent on old textures that are from the Misery era and it SHOWS so no one uses them
i don't believe in ai upscalers
you can convert to bmp/png, upscale and convert back, if you must
there is a loadout injection script that gamma has Several duplicates. getting rid of one will not do it. instead, overwrite The existing one by duplicating it, Deleting all the code and then adding Function "end" so that the script ends upon execution without injection.
dont believe in? why so?
@low spindleai has no creative intent, ai upscales are not "art" and they don't "add detail", they only use higher-resolution samples of what they were fed with
true! but certainly thats the point to modernize an otherwise good texture?
@low spindle"modernize"? if there's nothing wrong with it to begin with, you're only adding noise, and if there is something wrong with it, there's no guarantee the ai will see the specific issue you're trying to solve, and solve it
i think i see what you are trying to say. i'm new to this aspect of moding, I picked up gimp few months ago and remade an EFT body health interface for an upcoming immersion mod that I'm trying to make. It took a lot longer for me because I am so new to it. what is your preferred alternative to using ai upscaling?
most modders would "borrow" assets from other games, or create their own; if you can't think of any assets to borrow and can't draw, don't do anything
Guys is there a MOD to replace the footsteps sound with the one in the Escape from tarkov?
dont we already have that in gamma?
is there a variant of the knife/pistol in vision/binocular slot mod that allows me to put smg's like the pp-2000 in the vision slot? cuz i swear i could do that before but now i cant
you can do that if you edit the gun to be one handed, it's just a small bit of code
if you know how to do a DLTX mod, all you need in it is the following:
![wpn_pp2000]
slot = 1
single_handed = 1
also there is a mod that does it already
#1049465555821797376 message
Im aware that a mod made it possible before, i believe i referred to it already, but it seems they changed it to exclude the smgs it used to include. and im afraid i am completely illiterate when it comes to editing or mods of any kind ;-;
do you know how to find out weapon IDs? you just need to open the debug item spawner and look at them
the PP-2000 has the weapon ID of wpn_pp2000
you'd make it like this I believe
as long as you place this inside a config within gamedatas, it should work
that is correct, then it's just about placing it in the right folder location for the game to read properly
in fact, here
it's playable and functional, but only includes the PP-2000
so if you want the Kiparis or Scorpion to work for it, you'll need to add them yourself
i am very thankful, tho im still quite unsure as to what exactly im doing here. Im not sure where to actually put this file or how to edit it to include additional weapons. if possible id like it to include most of the compact smgs but im also really unsure how to use the debug menu to get all of their ID's
well, to install this mod you just download the above zip, go to your Mod Organizer, click in the top left and find the zip file
then enable the mod when it's installed
ok i think i get that bit
and then just right click the mod, "open in explorer", go to gamedata > configs > mod_system_zz_onehanded.ltx and open that
and add more to the text file, like for example
![wpn_vz61]
slot = 1
single_handed = 1
do i open it in notepad?
yup
or notepad++ if you have it, it's nicer to look at
but notepad works perfectly fine
do i make sure thers space between this set of lines and the previous one for the other weapon?
like this?
that looks great
I think it doesn't matter how many spaces there are, long as each line is it's own line
awesome, now i just need to go yoink the ids for the weapons i want, unfortunatly i dont know them all
would there be a list of ids for all the smgs anywhere?
like a wiki?
it's easier if you use debug mode to look at the guns, so you can decide what you want as a one-hander and what not
go to #๐คbot-commands and type in !debug so it tells you how to enable debug mode, then go into the game, press F2 for the test map, and then F7 for the debug menu
"easier" because there are a lot of mods in the game that change weapon lists, so maintaining a wiki of them would be a painful endeavor
im in debug mode, but f2 just used my quickslot item
ah no sorry, F2 in the main menu for the test map
but if you're in game already, then just F7 for the debug menu, and you'll see all you can do on the screen
1 to go to item spawner when that's open
do all of the weapons that are identical like mp5 variants have the same id or do i need to do them all individually
it depends on how they're coded; some weapons are treated as "parent" weapons and thus any changes to them are inherited by the others
like, every weapon with a not-2D optic gets changed by the parent weapon's changes unless their own changes overwrite them
ok so ive spawned in all the items i wanna make one handed, how do i get their ids
it's actually in the spawn menu when you mouse over them
check the green text
when editing the .ltx, changes only apply with a full refresh
so either close and reopen the game, or
F7 for debug menu, then F5 for Refresh game, then save, then reload that save
i reckon i might add the sawn offs to this little mod
heheh babies first mod lmao
thanks for the help
Hey I was pointed here when asking in newbie chat. Is there any mod to get the radio stations you hear on bases on the PDA? I know I can just build a radio but I wanted to have it on the go.
can someone help me? i want mod the "actor.ltx" to make a little "health regen" like stamina, how i do this?
what i need to edit in the files? for "balance" this, i buff bleeding but this I already make
Hi, how can I change just the "damage" I receive from any creature, let's say a "dog". Are there any mods to change the damage? If not, how can I change values in game files to make it happen? ๐ฅฒ
Greetings, have a look in here: https://discord.com/channels/912320241713958912/1111575798302900266
out of curiosity, if i want to share the smgs in binoculars slot mod you guys helped me make, is there anything id need to do?
either make a thread in https://discord.com/channels/912320241713958912/1035807043933720576, or upload it to ModDB
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
is .rar acceptable?
any compressed file should work afaik
lovely, and when crediting ppl who helped, ie: 'wrote all of it and showed me how to find everything to expand upon it.' would i just @ them in the post?
yeah that'd be what I'd do
How can I change gamma weather to autumn? Where can I install it?
right click this, reinstall, and select the autumn options. also go here instead https://discord.com/channels/912320241713958912/922555488665743391 for more questions about general gamma
is there a way to fix bloom on reticles in night vision?
you have to adjust the texture manually in some way, but I'm unsure how to do so
https://discord.com/channels/912320241713958912/1097231653451087975 there is this which I think works though
How would one modify the variable self.grid_size of utils_ui.UICellContainer:__init in a
monkey patch upon ActorMenu_on_before_init_mode (if that would even be the correct Callback)?
I tried several approaches to modify this class member with my limited understanding without any success. I only program/script procedurally so this is kinda new for me.
How hard would it be/would it be too much to ask potentially for a version of this fix for the EGUI mod? I think that mod moves the key to the alt-key instead of control key but it still happens. Was also curious if me trying to run both this fix and that at the same time was the cause of some of my keys not working sometimes unless I save-loadsave
is there a way to extract memory from sorting plus?
i have a massive check list of favorite/junk category and i want to keep them even in new save
Trying to merge "Companion Disguise And Patch Fix" with "G.A.M.M.A. Disguise does not remove patches" but the second differs from instructions, should I just replace (npc_squad and axr_companions.companion_squads[npc_squad.id]) or will that break the game? Can I just add and after and? Not prolific in lua
How to download GUNSLINGER in Anomaly base with MO2
it is already installed in Gamma
It's very easy to edit the zz_ui_inventory_better_stats_bars.script file that comes with any mod to fix the crouch stutter.
You just have to open both the vanilla file and my fix for the vanilla file in a code editor and use it to do a comparison between the files.
Then the edits I made will become obvious so you can replicate them in the zz_ui_inventory_better_stats_bars.script of your UI mod of choice.
I recommend vscode, I like how it highlights differences and lets you edit the files in the comparation view.
VS Code has a very powerful diff tool. This quick post is going to teach you how to perform diffs (compare files) in VS Code.
Ahh, probably still a lot for me to figure out. I appreciate it nonetheless though. Iโll probably stick with the vanilla UI anyway, was having some weird issue with hot keys stopping working occasionally with that UI anyway and had to go back to vanilla gamma Ui anyway. But thanks 
Hey. Can someone help me make the voiced actor grenade callouts work for grenade quick-throw please
And if there is a way to make this work for any grenade without specifying each specifically it would be great
From GAMMA voiced Actor/gamedata/scripts/AGDD_voiced_actor.script
`function on_key_release(key) --grenade throw callout function
if time_global() < next_throw_callout then return end --checks for the grenade throw pause
if( ( key == DIK_keys["MOUSE_1"] ) or ( key == DIK_keys["MOUSE_2"] ) ) then --only runs if LMB (auto-throw) or RMB (regulated throw) is pressed
actor_weapon = db.actor:active_item() --gets whatever weapon actor is currently using
if not actor_weapon then return end --prevents the code from running if there's no weapon, it'll cause an engine crash otherwise
actor_weapon_name = actor_weapon:name() --gets the weapon name
actor_weapon_state = actor_weapon:get_state() --gets what the weapon is doing right now
if
( actor_weapon_state == 5 or actor_weapon_state == 6 or actor_weapon_state == 7 or actor_weapon_state == 1 ) --the weapon is being: pin-pulled, thrown, "reloaded"
and
( string.find( actor_weapon_name, "grenade_rgd5" ) or "all other nades listed" )
then
next_throw_callout = time_global() + 5000 --sets the pause of five seconds before the next callout
actor_speak("characters_voice\\player" .. lang .. "\\" .. muffle .. "grenade_throw_" .. math.random(9),2.0,1250,100,true,false,false,false)
add_action_intensity(75,0.5,500)
end
--DEBUG msg here if key press detected
end
end`
This would need and additional key check for that specific keybing for quick-grenade. Idk how exactly that works
Hey, is there a way to change psyfields to drain psy slower?
I checked all settings, can't find anything related to it
The mod ABF has a script called psy_damage, right at the top is a function called local hit_interval. Change the number after that to whatever you want
it is in ms, so if you want it to drain twice as slow change it to like 14000 or something similar
is it this file?
this line here should do it
change the 7000 to what you want it to be in milliseconds
Wow I literally just found this file, I tried changing the local damage_values but that didn't work, I'll test the local hit_interval, thanks a ton
yeah the local damagge just changes how much psy health gets removed each tick, not how often the ticks occur
I haven't tested it myself though so good luck with it
Do I have to refresh the mod organiser list to update the notepad?
I'm not sure how to do that
Ah the big refresh button, found it
change the little tab to data and hit the refresh there
I tried modifying local hit_interval AND the local damage_values, neither seems to have any effect :(
I tried completely removing all text from the psy_damage.script and the anomaly still damages me, no errors happening, so it's not that script sadly (and I exited the game, refreshed mod organiser between each test)
you opened via MO from the right tab?
Refreshed using the Refresh button under Data, used the Run button to open the game
Saved the notepad after each change, before pressing Refresh, then would open the game and test
I don't believe I messed anything up testing wise?
I mean how did you find the file. opening it from the right side opens the one that actually loads into the game
Yeah I opened it from the right side
you could try modifying the max_start_power functions at the bottom of the zone_field_psychic.ltx file and drop the numbers lower in there
just to confirm, you are trying to decrease the anomaly type psy fields and not the northern areas psy field correct?
Sure thing, about to sleep but I'll try this tomorrow, thanks
Specifically the Psy field in meadow
But preferably all of them
So yeah, the anomaly ones
yeah changing the power in that file should do it, if not ping me and i'll have another look for you
Kk thanks a ton, I'll check it out tomorrow
we need mod for npc react to dead stalkers bodies. it can be realise like stealth pose or pose in emission time. I really perplexed when enemies walking near their dead companions who were killed by me from sniper rifle minute ago.
This worked, thanks so much, appreciate the help a ton
np, glad I could help
Would you happen to know if the meadow zone is weak, average or strong? If not I'll just modify all the values quickly to test
I believe that it's random depending on the run you're in. Dynamic Anomalies changes it up I think. It's worth testing a couple of different runs though to see if it's consistent
I'm trying to correct the 8.0x magnification of the 1p59 scope (compared to CQBSS and March-F, all 3 tested on the same weapon for good measure), but I can't figure out how to do that.
From my understanding the scopes' parameters are set for each weapon, instead of having a "scope file" to be referred to.
Can anyone offer pointers as to where to look ?
For the time being I'll be using it on a plain ol' VSS Vintorez (wood stock), but there's so many different Vintorez, in many different folders... I don't know which to look at ๐ตโ๐ซ
you've gotta change it for each variant of the weapon that uses the scope. the formula for calculating zoom is zoom = 60 / zoom_factor. So a magnification of 8, you would put 7.5 as the zoom factor
this is found in the w_"weapon".ltx file, it has a section for each individual scope you can attach to that gun
Yes thanks, was just reading AlphaLion's messages about that from a couple weeks ago ๐
I suppose the best course of action would be to create an addon with those modifications rather than brute-force change the current files, but I kinda dread the effort ๐
you can make a file called "mod_system_xxxxx", put the heading of the attachment in it, like [wpn_vintorez_1p29]. and just add the lines you want to change under that heading
you should be able to put multiple different weapon sets in the one file as long as they're separated by at least a line
but you have to put an ! at the start of each section to overwrite previous files, so it would look like
scope_zoom_factor = 7.5
![wpn_vintorez_kobra]
scope_zoom_factor = 45```
and just repeat that for each weapon and attachment you want to edit
Cheers !
That seems a little easier than what I anticipated, though I was ultimately thinking about doing a mass sed through all the files using 1p59 with scope_zoom_factor = 11 (as that seems to be the culprit), but that'd be quite dirty ๐
Out of curiosity, can the categories be "nested" (probably not the best term ๐คทโโ๏ธ) ?
Like so:
![wpn_weapon1_1p59]
![wpn_weapon2_1p59]
![wpn_weapon3_1p59]
scope_zoom_factor = x```
...or is each set of brackets a full-stop for the previous one ?
no, they've all gotta be separate in their own section. otherwise the engine will see the first ones in the list as empty and will only change what is at the bottom unfortunately
it would be nice to be able to nest these functions though, save a hell of a lot of time
scope_zoom_factor = x
![wpn_weapon2_1p59]
scope_zoom_factor = x
![wpn_weapon3_1p59]
scope_zoom_factor = x```
Gotta follow this format for it
Ah well, more work then 
Thanks, in any case.
yep, and the fun part is gonna be finding every weapon that uses the 1p59, best of luck!
I'll stick with that Vintorez for the time being ๐ค
I mean, once you've done it for one gun, all you have to do is copy paste and change the weapon name lmao
TBF, I was mosty using WP weapons until now, and there's no problem with CQBSS (screen estate notwithstanding).
I can only hope to find some expert tools soon, so I can repair my Savant, which uses all those scopes 
Since my mod didn't seem to do anything (yes, it's activated ๐), is there's a fool-proof way to identify which .ltx file(s) correspond to a specific weapon (the name doesn't really help) ?
Placing that file in gamedata\configs\items along with gamedata\configs (as per AlphaLion's explanations from mid-july) didn't change anything either.
Was it actually with configs\items at the root of my mod's folder, though, rather than gamedata\configs\items ?
I think you can give higher priority to your ltx file by adding many z's after mod_system in the filename
like this
So the exclamation marks before the sections could not be enough ? ๐
Hmmm, but that's modifying the mods (well, their names) I'm trying to modify (so to speak), rather than my own, it would seem.
Turns out I had a noob moment, as I didn't change the extension of my file ๐คฆโโ๏ธ
With that done, it does work 
@thin kelp Hi, sorry for the ping, I had a question regarding Dux kit, is it actually mergeable with Old World Addon by any chance ? Or is it more complicated than it looks like ?
hmmm, i assume old world uses a different set of character xmls than what vanilla anomaly uses, so it would take a manual new set of XMLs if thats the case, which is not fun work
ive been taken out of commission due to real life obligations and work so i cant offer much help in that regard
It's fine, thank you for the answer, manual work like this isn't a problem for me, I'll try to merge it up to my capabilities
If I do manage however, I'll tell you
I can compare the two in notepad
you might find a way to get all the model names and print a new set of xmls for each faction in old world, especially if you want all the models
I know that it reduce the number of armors up to what's in the trilogy though
So I might only be able to use the ones named the same or similarly to the ones present in Old World
that part should be fine, i think you can just modify whatever file tells what models to drop what armor, so you could just remove them or replace them in notepad with a faction eqvilalent
if you have any other questions just ping and ask
will try to help where i can
Alright, I'll keep this in mind, thank you ^^ But I won't ping much, as you said, you're quite busy lately
Due to real life and work
So I'll do that only if really needed
any way i can modify a magazine from mags redux to take in different bullets? mp7 uses 5.7 but only mags for it are 9x19
also, i think mp7 doesnt use any mags at all cause it doesnt show a loaded mag in the weapon properties, unlike other guns
Does the option to unload the mag appear? if it does not use the mages you can only unload the weapon
it does not
i modified the mag itself to take 5.7 ammo
but the mp7 does not accept any mags
It is an easy fix. Sadly i am using UGP so mags there work fine
im using ugp as well so idk why it broke or smth
Well i will look at it when i load back in
Well i checked and MP7 uses mags
And the mag it uses says it is for 9x19 but it is actually the correct ammo for mp7
hmm, im gonna have to look up into it more, cause the 9x19 mag didnt want to accept 5.7 ammo
ill try updating ugp i guess
In user.ltx, snd_cache_size = 256
What is this number referring to exactly? Megabytes?
scope_zoom_factor=x!important;
could someone point me to general direction about adding new sights (red dots) to weapons?
Like the model of the sight onto a new gun that doesn't already have it, or the actual 2d reticle on the glass?
model of the sight onto a new gun
want DVL-10 to take a red dot, or actually have red dot as default sight which goes away when you put any other optic on it
i have some experience in blender, but i dunno what configs, if any. need to be altered after
as far as I can remember, you have to add
1icon_layer = marchf
1icon_layer_x = 64
1icon_layer_y = 4
inv_weight = 6.640
hud = wpn_dvl10_marchf_hud
visual = dynamics\weapons\wpn_dvl10\wpn_dvl10_world.ogf
scope_status = 1
scope_dynamic_zoom = on
scope_texture = wpn_crosshair_marchf
scope_zoom_factor = 6
[wpn_dvl10_marchf_hud]:wpn_dvl10_hud
item_visual = dynamics\weapons\wpn_dvl10\wpn_dvl10_marchf_hud.ogf
aim_hud_offset_pos = -0.073, 0.01, -0.1
aim_hud_offset_pos_16x9 = -0.073, 0.01, -0.1
aim_hud_offset_rot = -0.0087, 0.0105, 0
aim_hud_offset_rot_16x9 = -0.0087, 0.0105, 0```
this sorta section to the config but change the values to reflect what you want from the RDS, which for the dvl with say, an OKP would look something like
```[wpn_*****_okp]:wpn_*****
1icon_layer = okp
1icon_layer_x = 88
1icon_layer_y = -10
inv_weight = 3.215
hud = wpn_*****_okp_sk2_hud
visual = dynamics\weapons\wpn_*****\wpn_*****_okp_sk2.ogf
[wpn_*****_okp_sk2_hud]:wpn_*****_okp_hud
item_visual = anomaly_weapons\wpn_*****\wpn_*****_sk2_okp_hud.ogf
aim_hud_offset_pos = 0.01281, -0.0253, 0.01595
aim_hud_offset_pos_16x9 = 0.01281, -0.0253, 0.01595
aim_hud_offset_rot = 0.087712, 0.054219, 0.0005
aim_hud_offset_rot_16x9 = 0.087712, 0.054219, 0.0005```
no idea on what you'll have to do on the blender side of things unfortunately, I'm more of the script/config side of modding
but you will have to follow that naming template wpn_*****_okp_sk2_hud when exporting the model
hmm
thanks that should be enough to get me going on the config side of things, i'll fuck around and find out with the rest
You guys know any good mods to learn MCM integration from? Need an example to pair with the instructions in the MCM files cause instructions by themselves too hard for dumb lazy me.
is there a way to install shader mods for gamma
any mods that add in 6.8mm rifles?
no you dont, its just a section name
the section name can be literally anything as long as you reference it properly, same for the exported model
the exported model's name has nothing to do with the section name either & is not limited by any naming conventions
is it okay to make requests/propose/give ideas here?
I stand corrected, I always just assumed with how janky the xray engine is it would have to follow some sort of convention or it would just refuse to work
yeah that's what this chat is for my dude
so i saw this mod its western goods adds lots of stuff food drinks devices and all its made by NLTP_ASHES on moddb (sorry just wanting to credit him) so the gps really caught my eye and i thought maybe someone can make it show a a map instead as an alternative to using minimap so it doesnt break inmersion and maybe it can highlight named locations would be pretty cool ngl
anyone using the UI rework mod? i'm unsure as to what to do with the instructions on ModDB https://discord.com/channels/912320241713958912/1115558016608120863
You would have to find some way to make it read the minimap data or the map from the PDA. With the way it's currently scripted to work though I think that would be more work than it's worth and wouldn't really add anything, as if you want the immersion of having no minimap, you can just disable it and pull up the pda whenever you want to see where you're going
just install it near the bottom of your list, disable 164 - Hunger Thirst Sleep UI in your MO2 modlist. Then in game, go to the Mod Configuration Menu, find Better Stats. and all the way at the bottom, uncheck GAMMA UI compatibility
Question, can you use .PNG images instead of .DDS? or Better to just transform the PNG to DDS (no mimaps). Also, any compression?
I'm fairly certain the engine does not read .png files
and I do not know which specific kind of .dds it likes; doing the wrong one will result in things like half-sized inventory sprites, meaning one item will show four items
I am guessing no compression since normally it would say something about such on reference images.
Huh okay, referenced some more, and it can load uncompressed and DXT5. DXT5 being better since it would be less vram/disk usage if normalish gpu instructions are done.
reference: original Promzone pda map texture.
okay it can load uncompressed, DXT1 and DXT5 so far I have verified.
huh weird, i tried to load some textures with dxt1 and it refused to load them correctly
maybe GIMP just hates me
Uncompressed and DXT5 seem okay for UI space (PDA is UI right?)
I think it only becomes UI once you zoom into it, and the screen doesn't count as ui from what I can see
DXT1 is indeed for 3D space stuff (mipmapped only) ๐ค
ah well there's my problem, time to re-export all my shit I guess
try it out first with something you can verify easily, if results work, welp
was trying to find a batching script for GIMP but welp.
yeah the only bit of UI i was trying to compress was the load screen, should help get the filesize a bit lower hopefully
closest I got is using HoneyView (a niche alternative omnipotent image viewer that can also convert/rescale/rotate images) and then open on GIMP and reexport - this was for downscaling textures -
oh wow, I remember using honeyview like, 15 years ago in my graphic design class, I'm amazed that's still around
I have been using it since forever, better than windows photo viewer 100%
can preview some* DDS easily (DXT1 and DXT5. DXT10 I and uncompressed I think it gives up)
god I hate windows photo viewer, I swear it's been getting steadily worse since windows 7
and yeah not surprised it struggles with dds, surprisingly robust file format
it has been getting its updates (HoneyView). 10 years-ish ago it didn't open DDS, later it did open them but no preview, now it can preview but not all formats of it.
being able to open psd and tga is still something I like.
might have to redownload it then if it's gotten better, never did quite find a photo viewer I liked
Since my brain doesn't want to let go of the dds format thinking. Will test DXT10 later for UI space. Altho according to Microsoft itself it should be better used to prevent ambiguity or something...
Might not work since DXT10 kinda goes in hand with BC7 which is used on DirectX11... But who knows really.
Or work only for DX11.
My bet is only for DX11, with an engine as jank as Xray, I imagine that something as simple as the wrong file compression type will cause the game to burst into flames or something
As evidenced by me changing the texture of the dogs slightly, using the wrong file compression type, and uh... this happening. Thought it was a physics bug, nope. Somehow that one texture change stretched the dog across the sky. Put the texture back to normal and it was gone
Though there's no way it was just the texture change, but I didn't touch anything else so that's my assumption
Does anyone know how to open .db0 files with stalker data unpacker? It keeps saying that it's an unsupported file?
Alternatively any place where you can get mutant sounds from would also do
if youre talking about the ones packed with anomaly just use the unpacker found in the tools folder. if not, use arxtoolset
You should use DXT5 (or BC7 if you only care about dx11) to compress bump.dds and bump#.dds textures.
Diffuse map can be compressed with DXT1 (if you don't need good alpha) or DX5 if you want alpha.
Use mipmaps for everything not UI related.
[name.dds]
RGB - Diffuse colour
A - Alpha (Used for translucent/transparent shaders like glass/grass)
[name_bump.dds]
R - Glossiness (Glossiness, aka inverted roughness. It works best in stalker, and allows for using better BRDF)
G - Normal Z (Unused in Anomaly 1.6.0)
B - Normal Y (DIRECTX format.)
A - Normal X
[name_bump#.dds]
RGB - Error correction for normal map (bump.dds) - Not necessary if you're using good quality normal map. It's generated with SDK
A - Height map (I don't remmeber if its inverted or something, so look at vanilla texture for reference)
If you have good height map and normal map, you can try to use model_pn_hm shader for NPCs. This will enable tesselation on models (DX11 only).
Your glossiness map doesn't look good? Don't edit it, instead take AK74 thm files and use them as base for your thm files.
If you're not sure if normal map is in DX format - compare it with this image: https://media.discordapp.net/attachments/857949105631526922/862462298630389770/normal_maps1.png?width=1186&height=593
Yoo, thank you so much man! You got no idea how many weird websites from early 2010s I had to browse through
Is there any easy way to spawn an anomaly?
f7 > 2 > anomalies > click the one you want, itll spawn where youre aiming.
doesn't that just spawn the zones, i never got it to actually spawn an anomaly?
if youre just trying to test stuff theres no functional difference afaik
i just tried it right now, clicked spawn gravi, spawned a gravi anomaly where im aiming 
ะั
Anyone know how i can make it so palyer gains ranks for example twice as slow? I noticed early on that if you are doing tasks efficiently you rank up really fast. Example for me: Pro rating even without leaving swamps and cordon
Maybe have a look into https://www.moddb.com/mods/stalker-anomaly/addons/improved-ranks-revisited
GAMMA uses that.
This made me look into the differences and i found this piece of code:
value = value / 4 i think divides the rank gain by 4. If this is true this is what i need. Just to change 4 to 8 or more
Here is another interesting question:
I wanna make it so medkits or other healing items dont instantly heal limbs, but heal them slowly like the body health.
By looking in the script i dont see how to do that at all
There is a mod that do that, but it's kinda old and buggy. "BHS evolution" it's called i think
Looks like what i want tbh
Yo boys. Is possible to create smart terrains without some SDK ? ๐
Is still same like here know someone? ๐ http://sdk.stalker-game.com/en/index.php?title=Smart_Terrain_Tutorial
I just don't want to waste time learning something that might not work if it's for old stalker builds
Though it is a bit more than i wanted. I would even say too much.
Gonna see if i can edit it to my desires
is there any mod that adds more armors?
Looks like i can edit that to remove all the garbage.
Trying to make medkits apply a painkilling effect, restoring all limbs(like tarkov) a-la timed HP but without counting as HP for damage.
Medkits heal limbs slow instead of fast(tarkov but not that fast), and to keep some instant items like morphine to give you a boost.
Main reason why i throw away that bhs mod is that it's buggy. All that classic level transitions, save\load etc
And things like bandage your broken limbs for +1 health are annoying as well
Well it shouldn't cause that. My guess is it is all other garbage he added and not the player injuries script
Which is what i am editing
No it is injures as i replaced all other stuff with og mod files
Yeah i am planning to edit that to be like tarkov sorta. Medkits will be the go-to heal for every situation so you dont need to get that +1 heal
That prolonged limb heal effect is the issue i think
I tested it and have ton of bugs
What kind?
Temporary health after save\load partially turns in white, level transition limb full heal, +1 health from meds are doubling after save\load
And it's what i remember
turns white?
I saw something here about limb heal on level transition
Okay well i am adapting the evolution code to gamma BHS system. Hoping that will fix that one enough
Good luck with that bhs script man
It does not look that complicated. But there is a good chance i will fuck up and take forever to find the problem
Shit this would be easier if i myself was really good in BHS.
Yep there is a lotta stuff. Gonna take some time for sure to figure all out
is there any thermal vision mod that works with gamma?
Can you explain this in detail?
+1 health from meds are doubling after save\load
also, i think i found a typo in the code.
Did these things ignore the 0 health "broken" thing?(stuff like rebirth) @west saffron
there is HeatVision.
https://drive.google.com/file/d/16SmQLjEx12jl1xIAFsqpet2Fh2TNfBtc/view
install as new mod. It will add new craftable thermal nvgs. its a bit buggy but works.
what do i do with this? 
just throw it in MO2 as a mod in the in the end of the laod order.
you will want to delete shader cache after that, otherwise it will have black screen
all of them??
also you only want the gamedata folder
what are the other folders tho?
not needed
it would normally patch Anomaly but several of the patches are already used on GAMMA I believe
oh
@west saffron i got the first basic version of BHS edits working for me just fine. Wanna know about your problems if you can so i can test it better(can do DMs)
I am trying to make one small thing, but I need help.
I want matches and few other items stack more, but I want traders to keep selling low amounts.
For example:
I want to be able to stack cigs up to 20, but I want traders to sell only 2 packs of 5 at a time.
Which files I would need to edit? I looked into configs>items>trade but in any trader file there is a reference to trade_generic_sell where it says sell_condition. I can't find trade_generic_sell anywhere.
DM me if you have any ideas. Thanks
First can be done easy, i did that for myself to matches. Selling in 2 packs of 5 wont work i am pretty sure. that will result in either one pack of 10 or two full packs. Have you ever seen an item without full charges being sold?
No, and that is why I was wondering how to do it. First thing I already did, but it breaks balance. With matches and the low tier items it doesn't matter, but with tool kits and file and the like it will break the game balance if they have more charges and same price. And if I increase the price they will be behind paywall for longer.
Thing is... there is a line in trade_sidorovich for example:
sell_condition = trade_generic_sell
which seems to refer to a file, but I can't find that file anywhere
@outer mason you may have to write a script that would reduce uses in traders' inventories
i know there's a script that damages the condition items owned by traders, so it may also be possible to remove uses unless they get recombined
the script trader_autoinject can be used to allow a script you make go thru every item the vendor has when stock refreshes. you can look at who the trader is and the stock level and then adjust the uses. or spawn items in their inventory so you can skip editing trade configs, there is a spawn item function tha lets you specify uses for the spawned item.
sell_condition = trade_generic_sell refers to the last line in your screenshot. that line the :trasher means copy the info from the section trasher, that section is located in the file in the second line in your screenshot.
welcome to multi inherited LTX sections with nested branching #invludes where you end up haveing to do a search by contents on the entier configs folder to figure out everything the gets pulled into the section you care about.
do you happen to know how to switch the heatvision to white? i cant find any keybind
Sorry to bother you, but could you tell me how to turn on the bullet marks?
Does anyone know where is the headlamp light texture? And is it one and the same for headlamp and all NVG tiers?
is there any way to give Fal and M16 to spawn in NPC loadout?
Press J
Doubling the message i've sent to a wrong (it seems) channel
How to mods me dumb. Basically i tried to download a mod that adapts Gunslinger's Desert Eagle animation because the one in GAMMA is still using stock ugly Anomaly animations and it makes my eyes bleed but that mod just crashes the game going "nuh uh couldn't read something something you're not going to play the game"
does someone know how to move the icons ? i thought its the alticons.script but either thats not it or im not looking at the right line
I think this line is what you need "self.dialog:SetWndPos( vector2():set(pos.x - 60, pos.y - 8))"
thats what i thought but it doesnt seem to change anything
What change did you make?
just added a value after the x
like there is for the y
What value?
That would move it left
well it doesnt move anywhere so it doesnt matter
try adding 500 and see where it goes. make sure you save the script and reload your game.
Something else in gamma is changing it after alticons then. Alt icons is specifically made to work with sidhud you shouldn't even need to move it
Does the mod need to be complete to post in #1035807043933720576? Working on something and would be good to get people to give opinions
Is there a working mod to remove medicine hunger?
I'm so fkn tired of making a snack brakes durning the gunfights ...
nah we've had people even post mod ideas
but it's best to have at least a proof-of-concept version ready when you post IMO
already do. Good to know, thanks.
hey guys do you know how to change % at which traders will buy items
a watch
for something specific? because i think you can do that just in mcm options
artefacts
Here's one for GAMMA, if you have not found it already in the meantime: https://discord.com/channels/912320241713958912/1113577280304861294
wrong channel for this
go to #โ๐ซloadouts or the general stalker chats
can i somehow turn off blur while reloading?
!dof // yeah, check this
Follow this: #โญ๐faq message
Has anyone worked on integrating RAD-MP to gamma recently? It would be so cool to have multiplayer with friends.
omg that sounds awesome
Talking to the main dev i think I answered my question, not really ๐ซ
rad-mp is ass tho
Well just an mp mod in general would be cool
More along the lines of coop with buddies
Lots of this covers live service and mmo issues
not p2p hosted coop
Admittedly there isn't a good mp for X-Ray monolith
but we can dream
You can use omp-engine and begin working on port 
I absolutely refuse
I'd make an entire fake account to deal with people swarming with ideas and bullshit if they heard I was working on MP
The big sad ๐
You guys know of any utility script that could take several strings sent to it and use them all at once for something like a PDA message?
Might have what you need
One of my mods is gonna have the functionality of announcing the name of each item it takes action on, and instead of making a message for each item I would like a list of the items.
Thank you, will check it out
Is there a way to add a screenshot or (embed) an image to an existing posted mod? https://discord.com/channels/912320241713958912/1133074169723101214 - I edited it at some point in the last 2 weeks and removed the embedded image from ModDB. No images looks stupid, and it's an epicembedfail situation.
Should be able to just add the url of an image, no?
I did something that disabled embedded links on that specific thread. I'll be fucked if I can't figure out what it was, and it was clicked accidently when I was updating the text.
The only "don't embed this" formatting I know of is having <> around the link, no idea how to apply such a thing to an entire thread
That thread was cursed from the start lol. The screenshot I uploaded with it was terrible. It looked worse than the problem I was trying to fix. Then it was using the preview image from the MODdb link, but that somehow got borked up too lol. I will try the <> solution, because I haven't tried that yet. EDIT the <> brackets did not resolve lol. I guess it will just sit with no preview image lol.
No the <> brackets make links not embed
I suggest posting the screenshots on Discord somewhere (even on a private server), copying the links, and pasting the links into the first post
Because I don't think you can attach new images to an existing post other than by adding links
I am going to post the exact screenshot "link" from MODdb here: https://media.moddb.com/images/downloads/1/255/254256/NO_BLUR.jpg
When I post that onto that thread, it only shows the text.
Huh
Incredible how technology can be so cursedly strange
I know that I accidently clicked something that said something to the effect of "disable embedded links" on that thread. All I was doing was a basic update/housecleaning. How to get that contenxt menu back? I don't know. I figured out what the message was by messing with another thread:
Hi, if I want to change the damage NPCs deal to each other, how should I do it? Some NPCs have advanced armor, but others die after a few shots from other NPCs.
Alternatively, how can I make NPCs' damage interact with GBOOBS
Delete this
would the line to check if the player belongs to a certain faction be db.actor:faction ("factionname")?
do keep in mind this will make most npcs take WAY more shots to kill other human enemies
This is how voiced actor handles it
sweet
Sure, I think this is the purpose of GBOOBS' existence; otherwise, it would be just as dull as the original version.
well
atm theres a system in place that makes innaccurate fire incredibly impotent
unless your round's AP beats their base armor
Do you know how ballistic penetration decay works in the game? In the "ammo.itx" file, there is a value called "k_air_resistance," but I'm not sure how it operates.
k_ap = k_ap / ( 1 + dist / 200 * ( air_res * 0.5 / ( 1 - air_res + 0.1 ))) * isg_res * difficulty_multiplier[game_num]
from grok_bo.script in GAMMA close quarters combat
thx.I'll study it carefully and see.
Do NPCs still randomly fire different types of ammunition, such as AP or FMJ?
No, they fire fmj or ap depending on faction and rank
Mono, sin and UNISG always shoot AP, while only high ranked members of other factions shoot AP
I don't know where that's detailed in the code
It's much better than the previous version of GBOOBS. In the past, NPCs would continuously throw out various types of ammunition during reloading, including AP, FMJ, and JHP.
What is the best way to make an item hurt you on use, like some meds and drinks?
Loadouts specifically. Some low rankers have ap set
Military mostly
Hey I made a mod that makes it so that all 7.62x54R guns take all ammo including machine gun ammo without modification but I don't know how to make the magazines from mag redux accept the new ammo.
You need to edit each magazine that takes 7.62x54 ammo. Should work
Gamedata/configs/magazines
nevermind, you cant
those are separate calibers. You need to create new mags
possibly just add PKM ammos to base_762x54.ltx
and SVD ammos to PKM ones
That did it (I apparently only saw the bas one for some reason). Thank you kindly.
Now I just need to figure out how to override upgrades so that upgrade for the mosin and svt aren't useless.
Good thing my ironman save just got ended.
Ok took a little finagling (due to not entirely knowing what I am doing) but now in my game all 7.62x54R guns can run all 7.62x54R ammo by default and the mosin and svt can be modified to load 7.62x51 with the retooled svt mag saying "SVT-40 magazine modified to load 7.62x51 NATO rounds. Why? Why not?"
Thank you for the help I really appreciate it.
How do I adjust how fast the actor gets thirsty?
You could edit ui_options.script and add the thirst scale
i wish 40 rnd vector mags were small cuz theyre kinda small like mp5 mag
40 rounds of 9x19 isn't small though. IRL the Vector uses Glock 17 mags, and the 40rnd is 10.25" long, where the standard MP5 mag is only 8". So it makes sense they'd be relatively large
still not that big as a 5.56 30rnd maybe?
sort of, sort of not
a 5.56 mag is wider but shorter, at a bit shy of 8"
whereas the 40-round G17 mag is 10.25", which is comparable to a P90 magazine which is 10.5"
if you really dislike it, you can probably DLTX the magazines into a different slot
Is there a way to change the default item highlight on hover color? Default is a dark, transparent blue
Itโs a bit hard to see on dark backgrounds so I wanted to increase opacity and make it a bit brighter
how abouts 30rnd 9x18 kiparis magazine?
you have all the same resources I have, which is google
doesn't really matter, the Vectorhas the mags it has and you can change it to be smaller via DLTX methods
hey i don't know if i'm on the good channel but is there a way to kinda copy paste certain hand placement/ animations between weapons ?
like i wanna make my m4 tac even more tacticool by having the hand placement of the ar15 hera
there is, but zero guarantee the animations will look good at all due to reasons
you'll want to use the virtual folder explorer, that's the thing on the right in MO2 (see picture)
searching for spericic weapons' names will get you the .ltx files, and you can just open those in notepad or whichever text editor you prefer
copy the anm_ lines from w_ar15_freedom.ltx (HERA) to w_m4_tac.ltx (M4 Tactical)
i can do it but it will look shitty if im getting it right
maybe
reasons animations might not look good include the fact that some animations are made for specific FOVs and thus you might have the gun go really far away or way too close to the camera
but if the animations are made with a similar enough FOV and scale, it should look just right
I do not know how to change the weapon FOV for specific animations; if I did, I would replace the running animations of AK-74 "Beard" to be quite literally anything else
for me it's the running animation of the howa that is soooo good
oh, and make sure 41- LowerSprintAnimaiton - Skieppy is disabled so it doesn't overwrite the sprint animation you just changed
or add the M4 Tactical to the exception list
i can try it anyway save the file if it look ass
changing the hand placement will change the running animation ?
me not good at computer stuff in general
it's a separate animation line in the .ltx
you can swap just the running animation if you don't need the overall hand position changes
in which case just swap anm_idle_sprint and anm_idle_sprint_empty
i copy those lines from the HERA to the m4 tac if i undurstand ?
correct
ok i'm gonna try cooking see if it work i will come back with a screen shot

yeeeaaah it doesen't look good
but i noticed the m4tac had more lines in the anm_
i'm gonna more select what i copy might work better
looks lowered and ugly
it would look so cool tho
shame it didn't work right, but that's how it goes when mixing animations and models made by different people
yeah it's understandable that it don't work it was cool to try
you could play around with the hud position maybe
guys, what files responsible for determining weapon/outfit drop condition on enemies?
Theres a mod built into gamma called "Drop Condition" or something like that, just adjust the values in game in the MCM menu to your liking
Hey, I'm back again. Besides being able to change the resistance in w_ammo_bas, is there another gun resistance that can be altered? Where can I find this in the mod.
hey, can anyone help me with this?
I wanna make an item require a tool. But one of the two, not both.
required_tool = bandage, bandage_army
Like this. How can i make it require one or the other?
make a another recipe that does the same but different req?
hello guys i have a question in animation modding
i dont have any experience, but what do i consider in preparing for anim modding? blender? code editor?
im planning on doing realistic running animation just like how eft does it, its annoying seeing my hands just sway back and forth
im lowering the gun whenever the character runs, it comes back vice versa. u can still see the gun in free look, i will match the footstep sound with the sway of the hand and headbobbing
is that even possible?
Is what possible?
what i just said
you said a couple things, im not sure which you're referring to ๐ all of them?
it is an item
a running animation for stalker gamma like eft does it
Concept visual for a mod I want to make called "Cursed Stalker" This was just a screenshot of the result of shooting Sidorovich several times in the face where the files didnt result in any visual craters from the bullets. Just a small part of my vision, but a cool vision I feel it is. Could use help to make this happen as Im still fairly new to modding and dont fully understand the files.
Could someone give me pointers as to how I could display the ammo quantity left in inventory (for the current ammo type), the same way it's shown for the current magazine ?
I tried to give proper coordinates to static_fmj_ammo, static_ap_ammo and static_third_ammo in maingame_16.xml, but only fmj quantity is displayed, and the two others are always 0, not matter what the current ammo type actually is.
I tried Bart's Good Ammo Counters, and while it does a lot of things I don't need/want, it does display ammo counts right.
I did copy the bits pertaining to the three ammo types from it, but it creates some backdrops all over the place, so it's unusable.
I suspect there's some dependencies I didn't see, but that's beyond my limited skill set...
gamma is just a modpack for anomaly, most anomaly guns already have running animations. just disable the lowered sprint mod gamma uses to see the actual animated running animations.
Does anyone know which file I have to edit to change the small text above the round size? Looked in a few spots but can't seem to find it.
There is already a mod that does that.
See if you like it: https://discord.com/channels/912320241713958912/1116727876830646334
the maingame.xml system was designed for the base game and only reads the first three ammos for the gun, which means fmj, fmj_bad, fmj_verybad. there really is no way to change that.
just delete the maingaime xml from barts addon and edit the ui_bgac_component.xml to adjust the location of the ammo counter. modify the cords in the bgac node. they can be negative if needed.
Cheers, I'll check it out when I get the occasion ๐โโ๏ธ
Anyone know how to add hd models in Mo2 for gamma?
If i wanted to create a mod what should i learn to start
It's basic, I want to inhibit mobility when in contact with brushes
Just need direction, I can source my own education just need to know where and what
uhm that doesnt affect mobility in any way, only water does
if in gamma it does then idk xd
must be some addon, maybe https://www.moddb.com/mods/stalker-anomaly/addons/advanced-stamina-system-40link-in-description41
can you replace gamma wpo with the newer one in its place and let the rest of the mods overwrite it or is it more complicated than that?
Thanks to your tips I managed to reposition the ammo texts more or less where I wanted, but I'm now hitting a new wall...
My ultimate goal is to display the quantity of ammo in inventory for the currently used ammo type.
I had initially hoped that the 3 if statements in function UIBgac:MAJMUN() could help me doing that, but they merely display each of the 3 types of ammo, as long as they exist.
I couldn't find a way to link those numbers to the current ammo type.
The ammo wheel seemed relevant, as it's highlighting the current ammo type, but I couldn't figure how it's done.
As a corollary question regarding displaying the text, is there a way to have shadowed/contoured text, or do I have to stick with my shoddy backdrop hack ?
Hi guys, I have a question I'd like to ask.
How can outfit values be modified in the current version? Is it the same as before, creating an armor file?
What do I have to adjust in Groks Ballistic Overhaul, so that buckshot would kill a tracksuit bandit in 1 body shot and a trenchcoat in 2?
You can modify the weapon_ammo.itx file in GBOS to achieve the desired effect
Increasing buckshot AP does next to nothing. I seems like you need to adjust how the damage is calculated
yep.Or adjust the damage.itx.
Well, what I want to do is make it so that buckshot kills lightly armored enemies such a tracksuit bandits easily, but would be ineffective against something like SKAT or Exo. Simply increasing the damage would make heavily armored guys too easy.
Perhaps you can modify the k_air_resistance value to increase accuracy. The more concentrated the pellets of buckshot, the greater the damage
A single buckshot shell contains 9 pellets, ensuring all of them hit.
Accuracy is not the problem, I often land solid shots on the enemies, they just don't die and a simple bandit needs like 5-6 body shots to kill, which is ridiculous
Close-range shot?
Sometimes point blank. They just eat buckshot for dinner
Well, it sounds like a bug from earlier versions. Some jacketed raiders were actually high-level characters wearing EXO suits, but the textures were displayed incorrectly.
this would be easier if bart hadn't translated my code to french.
the currently selected ammo is brighter. If you would like change the colors. the allume color is for when that ammo is active. the values are ARGB, so leave the first number as 255, and the next three are RGB. you could make all off the allume colors shades of blue so they stand out more.
if you really only want the active ammo you can grab the HUD vodis, delete the maingame.xml in it. and edit the other xml to give all the bits tha are not the ammo counters a negitive x value to be off screen. Or try edit the script to not show those bits.
fonts in stalker are very limited, no outlined or shadowed fonts. the only way to make a shadow is to draw the text twice slightly offset with the one behind being black. it looks ok ish:
Just tested in the game, didn't find the issue of buckshot not being able to one-shot kill low-level bandits.
I'm french (obviously !) so understanding the words is not an issue.
Understanding the code, on the other hand...
Modifying the colors was not an issue either, though I couldn't figure out how he determines which of the different types is the active one ๐ตโ๐ซ
I'll check that vodis HUD you mention, as while I can probably (eventually) do what I want with Bart's, it still does a lot of unneeded things, and I'd rather it'd be cleaner.
On the fonts subject, I was hoping I wouldn't have to resort to that, but I suppose it'd be "less worse" than the woes I suffered trying to modify the backdrop to somewhat fit the text (though I did test it with only 3 digits, and I suspect it'd be fugly with a different number)...
Another "fonts horror story" was trying to make it smaller, letterica16 being the smallest letterica already, and there was no scaling to be seen.
I ended up using arial_14...
well it would be easier for me ๐
cat_mun = obj:get_ammo_type() this gets the curent ammo type.
the lines that look like: goodmun[cpt_goodmun][1] = cat_mun == (i - 1) and color_mun[nom_mun[cpt_goodmun] or "fmj_ammo"][good_mun][l] or color_mun[nom_mun[cpt_goodmun] or "fmj_ammo"][good_mun][dl]
the cat_mun == (i - 1) resolves and offby1 between the ammo list and the value returned by get_ammo_type. if the list element we are processing matches the current gun ammo i uses the color for that ammo under l which is an alias for allume if not it uses the color for that ammo under dl which is an alias for eteint
I think he may not be mapping the ammo's to the right colors/boxes. If that seems to be the case reverse the order of the nom_mun list
check out sidhud. we used a very small font there. you may want to steal the backgrounds and fonts from there. the parts of xml should look very similar.
Thanks for the explanation !
I'm just about done butchering modifying VoDis, though, so I'll push forward with this one for the time being ๐
Ideally I'll then clean up the code and remove everything I commented, but... baby steps.
Out of mere curiosity, what's the benefit of having both align="c" and vert_align="c" on a single line ?
I'd assume that align would do its stuff on both axes...
i wrote the code for sidhud and vodis. bart copied the ammo counter from sidhud. so i know how they work.
I did notice ๐
align is l r or c
left right center
vert_align is t b or c
top bottom center
So align is the shorthand for hor_align or some such, I take it ?
yeah. it got the short form because vert_align is used rarely
most of the time you put one line of text on the UI. or you want the standard top alignment.
or you use the command that sizes the text box verticaly to match the number of lines
so the vert aline would do nothing
as for why BAN put a vert aline value. IDK, i didn't write the xmls or really even look at them after i laied out the node names
Ah well, I suppose I'll (try to) understand all that at some point in the future (along with how the nested components actually interact with each other), as for now it's a bit overwhelming 
Also, all my (quite literal) hacking seems to have introduced flickering on the regular status icons (at the moment I only have thirst) ๐
Perhaps some forced refresh that would overload to the default icons ?
AFAICT, I commented or removed all references to armor, health and such...
vodis and gamma both hav a hack to move those icons. they are fighting. get rid of this:
if pos and pos.x ~= status_hud_x then
pos.x = status_hud_x
pos.y = status_hud_y
actor_status.HUD:SetWndPos(pos)
Might as well remove the artefacts one too ๐
Back to normal 
(BTW, I imagine I can remove the "monkey" parts at the end of the .script as well ?)
some nested nodes are parts of an engine built ui element, like the parts for the progress bars.
but it can also simply be a structure thing, for lumping relatd nodes to gether. to make the xml easier to read
the ammo counter has both. the texture sub node is used by the engine to give a background to the window instanced from ammo_display the three ammo nodes are simply there for orginisation and the only thing that chages with them being in the ammo_display node is thier names, they end up being bgac:ammo_display:third_ammo, it has no functional effect.
however when I nest nodes like that it is to indicate that the script will place the the lements made drom the inner node into the element made form the outter node. When one elemnt is placed into another it's xy cords are relative to the cords of the element it was placed inside of.
that means that the x value of the third_ammo node isn't 0 it is the sum of the containing nodes. this lets you move all three ammo windows at the same time by moving the containing node. but that isn't because the nodes are nested i the xml it is because the ammo elements in the script are placed in the ammo_display element.
self.bgac_window = xml:InitStatic("bgac:ammo_display", self.dialog)
self.third_ammo = xml:InitStatic("bgac:ammo_display:third_ammo", self.bgac_window)
you can place an element made from any node into an elemnt made from any other node, even one in another xml, and it will have cords relitive to the containing element. nesting the nodes in the xml is just a convenient way to illustrate that but isn't enforced.
yeah those were to bump the messages the game give you up above the vodis health bar.
written before i had figured out all the rules for moneky patching in stalker. I eventualy wrote a guide. that bit of code is ugly and shows i barely understood what iwas doing
Gotcha.
I had quite a difficult time when I was "working" on Bart's, as I was trying to make the "window" (which I tend to call backdrop) fit the text as to mimic a (clunky) shadowing...
I ended up with this as my last round of testing:
<window>
<bgac x="0" y="678" width="16" height="11" stretch="1">
<ammo_display x="104" y="6" width="14" height="11" stretch="1">
<texture>ui\bgac\bgac_short.dds</texture>
<fmj_ammo x="0" y="0" width="13" height="14">
<text align="c" complex_mode="0" font="arial_14" r="238" g="155" b="23" a="255">fmj</text>
</fmj_ammo>
<ap_ammo x="0" y="20" width="13" height="14">
<text align="c" complex_mode="0" font="arial_14" r="238" g="155" b="23" a="255">ap</text>
</ap_ammo>
<third_ammo x="0" y="30" width="13" height="14">
<text align="c" complex_mode="0" font="arial_14" r="238" g="155" b="23" a="255">third</text>
</third_ammo>
</ammo_display>
</bgac>
</window>```
Initially the values were all *inside* the frame, but I was trying to figure out what was wrong when I always had the same value there no matter what (it's all moot now).
I tweaked just about all the width and height values to get what I wanted, but all in all it was just some basic trial and error (lots !).
And I made a shorter .dds, to boot.
<third_ammo x="0" y="30" width="13" height="14" stretch="1">
<texture>ui\bgac\bgac_short.dds</texture>
<text align="c" complex_mode="0" font="arial_14" r="238" g="155" b="23" a="255">third</text>
</third_ammo>
would add a texture to just the third_ammo txt. the wight and height of that node would control the size of the texture. note the added stretch="1" that is to scale the texture to the dimensions of the box.
to allow a segemnted background. or for more reagangement of the ammo counters
i am very slowly working on a UI scripting guide.
For VoDis I'll most likely try a good ol' stepped black font, once I'll find how to put the normal text in front, and the "shadow" one under it...
On a different note, from my understanding (and testing) in VoDis the total ammo value can only be shown if the magazine's value is shown as well... right ?
(Unless putting a text under another is just a matter of nesting them, since we were talking about it)
I'll answer to myself ๐
local ammo_counter_divisor = "/" .. ammo_total
self.simpleammotext:TextControl():SetText(ammo_in_mag .. (options.ammoleft and ammo_counter_divisor or ""))```
That one is simple enough for me to "fix" ๐จ
(Though I'm not sure about what options.ammoleft actually does...)
under is done by adding it first. check out quick slots plus. that is where that screen shot i gave you is from.
this is from a much more coplicated ui but the basics work.
self.slot[i].txts = xml:InitTextWnd("belt:ctxt", self.dialog)
self.slot[i].txt = xml:InitTextWnd("belt:ctxt", self.dialog)
--then later.
self.slot[i].txts:SetWndPos( vector2():set( pos.x +1, pos.y+1 ) )--shift shadow
--then when text is changed do both
self.slot[cnt].txt:SetText(name)
self.slot[cnt].txts:SetText(name)
it is tied to the MCM settings. if you don't want to know how much ammo you have left that gets set to false and ammo_counter_divosir is replaced with "" (epty string) resulting in only the ammo in mag gets printed to the screen.
But not the opposite ๐ (which makes sense in a self-contained UI mod)
you could add another option table entry and MCM option for that by copying the existing format
Nah, I'll butcher some more since I only need the total anyway ๐ช
Should I keep options.ammoleft, though ?
self.simpleammotext:TextControl():SetText(ammo_total)
I'll take that as a no ๐
you can probaly get rid of all the options, the mcm function. anything related to options or settings.
Well, I have some ideas that could ultimately use some MCM settings, but that's way down the road.
At least I know where to look for good clues for that ๐
On the shadowed fonts front, I assume what's important is the order in which the texts are initialized, and not the order in which they are displayed (since in your example self.slot[i].txts comes first, but at the end self.slot[cnt].txts comes last) ?
Or it's not that easy, so it can be more confusing ? ๐ค
order in which they are initialized. (technically the order in which they are added to the parent window but that is happening at initialization here)
elements in the same window will be layers with the first ones added at the back. all of the elments in window A will be behind the elements in window B if A is behind B.
sometimes you make invisible elemnts just to handel layering.
It does make sense.
In any case, I'll hopefully do some more tinkering tomorrow, so I'll set you free for now ๐คญ
Thank you big time for your time and explanations 
NP
https://www.youtube.com/watch?v=2NVJiTeASCk, this is a constant occurrence. Buckshot should have BR of at least 1
that aint a low-level bandit
That happens with trenchcoat bandits and even tracksuit bandits often take 3-4 blasts. In any other game this would be regarded as either a bug or shitty balance. Even in OG STALKER buckshot was not this bad.
I never had that problem, but i do use UGP.
Trenchcoat bandits might take 2-3 becuase trenchcoats actually have some armor
How about just an MCM option to turn on buckshot armor pen? Would make everyone happy
Just you
which buckshot, 20x70 or 12x70?
That's what AP slugs are for 
@simple scaffold Some progress, and looking OK-ish, thanks to 8-way shadowing 
There's a few issues left, though, and for the first, the aformentioned madness (that is how the different layers' parameters interact with each other) might be the culprit: depending on the parameters, there's "only" one line of black pixels above the text, and two lines below... or it's two lines above and one below ๐คทโโ๏ธ
For the second issue, it would seem that the different black texts don't blend with each other, and it produces non-black pixels (see the even more zoomed-in screenshot)...
It looks a lot like the text is bound to the dimensions of the ammo icon and therefore cut-off.
I do not know anything about this.. it's just my observation ๐คท
It's just the position I set it at ๐
They're independent.
There's an argument to be made about visibility for the sake of troubleshooting, though, so here it is without a possibly hindering background:
Do you use reshade
I'm not sure I understand the question.
It's mostly GAMMA, so ReShade is indeed there.
If it's default Gamma, then Reshade affects ui, don't be surprised if you see strange colors
Hmmm... I was somehow hoping that the shadow texts, which are obviously all black, would stay that way: black ๐
My next course of action would be to copy/edit fonts to give them a "proper" contour, but I am yet to find a way to do that, and neither the internet nor GIMP are helping on that matter (GIMP apparently can open .dds image files, but it ain't happy about those fonts).
interesting. i have never tried to layer that much text in once place before. IDK what is going on.
i'd noticed that bout the fonts and gimp
the other dds editor i use is:
paint.net
Thanks, I'll check it out.
If you're somewhat curious about the horror(s) I have created, feel free to make your eyes bleed on this:
I even put a new layer for an independent shadow text, with the idea of making it a bit bigger than the regular text, and centered on it, but I am yet to take it further.
The "cleanest" way (out of actually creating a new font) would probably be to do that, but per character, NOT for a string (whichever the size).
That sounds quite tedious, though.
It looks like there's no issue. That might be due to the high armor value of the advanced bandit. Maybe you should try using slugs.
How can I actually use custom fonts (I'm not talking about adding a mod that adds fonts globally) in my "mod" ?
As a proof of concept I've extracted the arial_14 files from FARTS and renamed themarials_14 (on account of them being shadowed), but the game keeps crashing with the following error...
The .ini and .dds files are in my textures\ui folder, and I've even included configs\fonts.ltx with a section for arials_14, to no avail.
The idea here is to be able to use said custom font wherever I want, and not have it replace the current similar one (to clarify: I want to use the shadowed font on my mod, but the non-shadowed font would still be used on the rest of the UI, as usual).
90% sure that the engine isn't written to support custom fonts
So, it can (most likely) only have global fonts, which can only be named after the ones currently included (since I've only seen the same font names in every fonts mod/add-on I checked) ?
Then, I suppose one barely used font (say, a 25 one, for the sake of argument) could be used to actually contain a modified 14 one ?
Both. I just want buckshot to pierce BR1 armors and not be completely useless
Hi guys, newcomer here was wondering if anyone new wich file contained the sizes and resolution for the ingame PDA ? I'm playing on a multi monitor setup and the map inside the pda is very stretched and out of proportions. I modified the hud for the OG stalker games to be centered before but i cannot figure out where it would be located for anomaly/gamma's pda ? for starters, would it be in the "anomaly for gamma" folder or the "gamma" folder ? Thank's to anyone that has any infos
So I have increased 00 buckshot AP from 0.03 to 0.3 which is a 10 time increase in AP, also set weapon damage to 1.5x. The enemies still tank buckshot like it's nothing. WTF is this balance? 
Increased to 0.9, still no difference.
LMAO
For whomever would be interested in that, I hereby confirm it works.
graffiti50 can now have a purpose 
Turns out graffiti50 is used to display the big phat red "Pause" text.
Oh well...
you should actually check console using ~ to see what's going on
because with 30 pen (more than small rifle fmj rounds) buckshot should be obliterating people
my guess is your increase is being overwritten somewhere
but to look at your clip closely:
1st shot missed
2nd shot went into his left lower arm
3rd shot was spread across his two right arm sections
4th shot was to the jaw/head
5th shot was to his left upper arm
6th shot was to his right upper torso/right upper arm
7th shot was spread across left lower arm, left upper torso, central upper torso and neck/jaw
8th shot was right upper torso/head
9th shot was to central torso.
in conclusion you got absolutely bone zoned and the changes coming in #๐ขdevelopment message should reduce that sorta occurence
they typically don't, the low ranked trenchcoat bandits have 1.1BR lol
in effect
reasonably close range buckshot will still pen it straight out
Ah, here's the issue, the weapon_ammo.LTX you need to change is in gamma close quarters combat
Not in the GBO folder
yeah so 30 pen buckshot 2 shots exos to the chest lol
I suspect that your GBOOS is not functioning properly. This might require correcting files in the GAMMA client.
Would it be really hard to add the new zones/levels to a weather related texture addon?. I love how Grimwood and Promzone look with GAMMA default weather, and Late Fall Redux got updated to work with them too and it looks awesome. However I can't get YAWM, Frozen Zone or Inverno to work on the two new added levels. How could I go about doing that and is it something that can be done without a lot of work involved?
Retexturing an entire map is impossible to do without a lot of work
No, that's not what's happening
The last weapon_ammo.ltx in the load order is in the gamma close quarters combat mod, not the GBO mod
So changing the values in the GBO copy of the file does nothing because it's getting overwritten
Ok idk if this is the right place for this but how would one mod the game to re add the targeting ID ability back to the EOTS-62 scope to make it more than something to sell to traders?
With difficulty
I got it working on the Binoculars but not the scope
So to make it work for the scope you need to go into the weapon profile file of every gun that mounts it and enable it for the profile that has the eots mounted
How would one do this?
The issue is afaik that will also cause any alt aiming with the eots mounted to also have the target id
And i don't know how to fix that bit
Aw that does suck
Ok so lets just say then to renable it for the Gauss rifle bc it doesn't have alt aim, how would I get there and enable it for it?
It'd basically just be adding the line that enables it, idk what that line is, you'd have to go looking for it
You said your binocs have it, check on them
I have it I think
This worked for the binos:
catch_snd = none
found_snd = detectors\detector_8
vis_frame_color = 0.7, 0.7, 0.7, 1.0 ;0.0, 0.0, 0.0, 0.0
vis_frame_speed = 4 ;0
vision_present = true
So where would I put it in the code, just on the bottom of the section I find it in?
1 sec, getting dinner on, will help after
And hell, where do I find the Gauss rifle in the files bc I only know how to get to the modded guns
Ok
So, if I want to modify ammunition performance, which file should I edit to prevent it from being overwritten?
gave it a try and it didn't work, needs something else but idk what
maybe
you want to take the weapon_ammo.ltx in G.A.M.M.A. Close Quarter Combat\gamedata\configs\items\weapons, copy it to a new mod folder with the same gamedata\configs\items\weapons file structure, then make the additions there and load it later in the load order
Maybe this?
vis_frame_speed = 4
vis_frame_color = 0.7,0.7,0.7,1.0
found_snd = detectors\DA-2_beep1
catch_snd = detectors\DA-2_beep1
vision_present = true
idk?
best way to find any file is to go to open the game in debug and look at the weapon tooltip for the weapon in there, it'll tell you the weapon name in code, so for gauss it's wpn_gauss
simply remove the "pn" and you've got the file name of the config ltx for that gun
There's alot which...?
you can then use the search bar in the lower right hand corner of mod organiser 2 to find all instances of it within the game files
in mo2...?
yeah
lol i've been using file explorer
Thank you very much. By the way, how can I change the armor values? Modifying damages.ltx doesn't seem to have any effect, and I suspect it might be getting overwritten.
ok i've made it to gauss' .ltx folder, what do i do?
should just be able to add the lines in
just anywhere?
not entirely sure but i don't know of any reason you'd need to put it somewhere specifically
Ok I'm trying it
is this the damages.ltx in gamma outfits balances?
cos i wouldn't touch that
That's a file within the G.A.M.M.A. Outfits Balances mod.It has been present since the original GAMMA.
yeah i wouldn't touch that
adjust weapon damages either through modifying the ammo ltx or modifying gun ltx's
Why not? Does it have no effect?
no, it's just not doing what you want
Well, I'm just a beginner and I don't really understand all this. But I don't know how to change the values of any armor.
are you trying to change your own armor or enemies armor?
and what specifically are you trying to achieve through that
Can't these interact with each other simultaneously?
yeah idk what the lines you'd need to add for that would be
Alright then, let's start by understanding how to modify the NPC aspects first.
Do you know of anyone with such knowledge? (thats ofc willing to even talk about it)
/any other ideas
no idea, honestly i'd look at the original anomaly files for the guass
and see how it's done there
how would I do this, bc I don't think I can use MO2 with that
(to search like how you just showed me)
you can
?!
the >gamedata is original anomaly files
wait, no it isn't
nvm
that's the "assembled" game
you'll need to unpack the anomaly files
I want to adjust the helmet protection for higher-level NPCs. It's too fragile currently; a few shots of 9mm FMJ can defeat it.
What does this mean?
Like unzipping a new anomaly to see its files or something different?
urgh i can't remember if this came with anomaly or not
in your regular anomaly install
do you have a "tools" folder
Yes
what's in it
hit db_unpacker_all.bat
Ok its going now
I assume its unpacking stuff in cmd.exe
Looks like:
Ok now we got this in unpacked
yeah it'll make a folder called _unpacked which will have all the scripts and ltx's and stuff
it should appear in the right hand search thing of MO under tools
won't be there
ok
I don't understand this so you mean here?
(bottom right?)
hmmm, weird, mine pulls from a higher folder
yeah
!
I have a gamedata folder here
but no tools
Wait i got a theory lemme test something
so there's actually a number of changes that help combat this coming pretty soon
(no they cant)
NPCs eat 7.62x39 FMJ to helmets
Unless you are talking about 9x19 AP
This where I need to be?
yeah it is
in upgrades_properies you'll see "prop_autolockscope ;; Auto Capture Targets in Optics"
so prop_autolockscope is the name of the specific upgrade
brb gotta check my dinner
ok
Yeah, so I want to increase its numerical value. I've seen a type of helmet in real life that can withstand shots from 7.62X39 AP rounds. I want to change it to be like that.
honestly i'm not sure where you'd find the right bit of code for it StateM
best ask in the anomaly discord
Not in it, you got a link?
urgh
Removed the following warning from usualcookbook:
Posting discord link
ty
dat der bunny
so the simplest way to achieve what you want is probably to apply an AP modifier to headshots in general
otherwise you're gonna have to go through on a model-by-model basis and change things
if you want the exact way to do it
I can tell you helmets really cant survive 7.62x39 AP rounds without being incredibly unfit to being helmets.
So they would only fit to nosorogs and very high end exos. And those already tank bullets
Sure, I just feel that the armor for EXO and BR5 is too fragile and I want to enhance it, especially when facing rifles.
If I want to make gradual modifications, how should I proceed? Which file should I copy and include in the mod?
I'm back, and no luck unfortunately
Maybe someone one day will make a mod for it, until then I'll wait
Until then... Ash 12.7 gang!
i'm not too sure where all the per-model armor values are handled
damages.ltx isn't it
Do you want to modify this section?
NPC SECTIONS PER FACTION
;***************************************************************
[stalker_hero_1]:body_damage_025,head_damage_015
hit_fraction_npc = 0.25
so that's a bit different
that's when you look at the spawn menu in debug
and spawn npcs
each NPC section can spawn with different possible models
damages.ltx just handles some modifiers that apply to every possible model spawn of a given npc section
not each individual model
There's also a part of the values.
NPC SECTIONS PER OUTFIT
;***************************************************************
;no number -> no mask
;1 -> gas mask
;2 -> hard hat
;3 -> full sphere/tactical/battle
;4 -> special, can be assumed as 3 for now
hit_fraction_npc = 0.3
ap_scale = 0.75
that's still handling general overall modifiers
and not the specific armor values for the bones of the models
So, I need to learn how to find values for other NPCs as well. Where can I locate those?
Should I look into the documents for GAMMA or GLOK to find them?
Well, I guess I'll have to open up each file. It's quite a complex task, haha.
it's definitely quite a bit of effort
I'd like to inquire about something else. How would I go about adding a new type of ammunition?
don't know the full details on that one
I'll look into it once I've finished researching the armor aspect.
hey guys!
Is there a way to increase the max carry weight beyond setting the slider to "50"? like editing a file or adding another mod?
very easy by editing one file
ui_options
in the OG stalker i think it was in the Actor.ltx yeah?
search for "weight"
where do i find ui_options?
hmm i actually dont find anything searching for ui_options there
right hand side of MO2
look at the bottom
if you don't have it, you aren't on gamma
Is it possible to make an addon, which makes you be able to reload while aiming?
cant you do that already?
Nope.
or is it something else i am remembering
lol...yeah my bad, i was using the wrong searchbar..
so, i search for ui_option or "weight"? because i find files either way.. and then what do i do?
yeah you can do that
you don't have animations for it
but you could always reload while aiming
yeah you can
Imma check that real quick
think i actually found it
here i packed up the thing i linked for you.
Instructions:
- download this somewhere, do not extract
- in Mod Organizer 2, go to File -> Install mod...
- select this file. call it something.
- it will be at the very end of your mod load order. enable it
voila the carry weight slider goes to 1000 in steps of 10. at default skills carry weight 1000 = 500kg capacity
thanks so much mate, i actually found the file and setting i needed to change ๐
if the animator adds it to their reanimation sure, all my reanimations have unique anims for reloading when aiming as well as every other action
Ooh, i was confused because you cant do that with a PPsh. Also, what is that gun?
like i said, the animator needs to add it to their set.
its a per-gun basis. theres no global setting or anything you can do to just "enable" it for everything.
most people dont bother with extra features like that
its my SVU reanimation, no idea if its in gamma or not. you can get it here:
https://www.moddb.com/mods/stalker-anomaly/addons/svu-reanimation-remodel
Well, its a cool little addition that adds a lil bit of immersion, but thats alright. Making the animation is hard already and so is adding stuff like that
Thanks, ill check that out on vanilla if ill have the time ๐
up
its really not, most people are just lazy 
took me less then 20min propably to add these versions
hey i have a question
I play with the 3440x1440 resolution, and it seems in some menus in game some of the gear doesnt fit in the window like there is another row in the backpack on the right.
also, in the debug menu i have the same problem
is this a know issue?
is there any way to change project inverno settings i dont see a menu in mcm
Inverno is just a general retexture and slight weather change addon, there are no MCM options for it
anyone know where the list of squad sections is kept?
I've found all the values for the outfit. If I want to create it as a module, what should be the loading order?
How can I avoid conflicts with GBOS?
you'd just load it later in the load order after making the changes you want
Automatic loading order?
When you add your mod into MO2 you'll want it lower in the list on the left
Yeah, the font name list is hard coded. No new font names. All the fonts are used.
If you are just using numbers my advice is instead of using the font config file use a texture description to identify which parts of the dds are which number.
Then instead putting up a text string put up three icons next to each other, one for the hundreds place, one for the tens and lastly the ones.
Divide th count by 100 and math.floor to get the 100 place number. Draw the icon for that number .
Take the 100place number multiply by 100 and subtract from the count
Take this new count and repeat the above for 10 instead of 100.
If the number is greater than 999 just draw 999 ppl will get that. No one that is not cheating will carry thousands of rounds and honestly having a count is pointless at that point any way.
Easy way to draw the icon is if your texture description names them "shadow_number_x" where x is the digit. Then you just concatenate the number you calculated for the each place and concat it with "shadow_number_" set the texture to the resulting string.
The rf detector UI does this exact thing because you can't draw text onto hud objects.
While possible it would suck to do for words. Numbers are ok.
Use a monospace font to avoid having to mess with kerning.
Lastly there will be aspect ratio correction that needs to happen because stalker UI is a bitch and stretches textures horizontally on higher aspect ratio screens. When you get to that point I'll give you aspect ratio correction code.
Or you know give up and just use a small rectangle behind the text.
One of the debug menu UIs generates or reads this list in order to make the squad spawner.
DLTX.
DLTX files are applied in alphabetical order. So your DLTX file should be mod_system_zmytweaks.ltx with as many z as needed to be after other add-ons also touching the values you are changing.
There a many explanations here of how to DLTX . Maybe someone can give you a link. I am on my phone so cannot
Mo2 load order does not affect DLTX file order. Only full file replacement.
Full file replacement is simpler and might work, but gamma has so many DLTX files it might not.
This is the simple module I created, but it doesn't seem to have any effect on the full set of bandit outfits.I'm not sure where the mistake might be?
![bandit_novice_outfit]
burn_protection = 0.2
shock_protection = 1.2
radiation_protection = 0.005
chemical_burn_protection = 0.01
telepatic_protection = 0.05
strike_protection = 0.55
explosion_protection = 0.25
wound_protection = 0.4
fire_wound_protection = 0.35
hit_fraction_actor = 0.48
shock_immunity = 0.5
@limber ore To write (long) code properly (with language being any programming language name you want to do syntax coloring for, or you can leave the first line with only the 3 backquotes to skip coloring), feel free to use backquotes.
It makes it much easier to read ๐
` ```language
Some_code
Some_more_code`
Or
` ```
Some_code
Some_more_code`
For a few words, you can use single backquotes, which then look like this.
I created the mod based on this guide.
hey would anyone happen to know the function that governs trader restocking - not the one that updates the restock hours, the actual fucking thing that tells traders "ok refresh your inventory". trying to hunt down some weird restock behaviour
I appreciate the method, but it's too much coding for me ๐
I went the lazy way: I copied the arial_14 (or letter_16, can't remember, but it doesn't really matter) fonts into my mod, renamed them graff_50, drew my outlined numbers on the existing ones, and modified the .ini accordingly.
Since ReShade might have be screwing up the outline on the right side of the numbers, I doubled it.
I also removed every mentions of height, width and stretch from the .xml, as it messing things up, as usual.
I'm happy enough with the result (besides now having a minuscule "Paused" text ๐).
What I can't really wrap my head around is that in all of CryoManne's Tactical Fonts mods there's arial_21 and graff_40 that are pointed out as being "not used" in fonts.ltx...
While it seems it would be a great opportunity for custom fonts, the game keeps spewing unknown font errors when I rename my files to match either of those two fonts (that's with and without having that fonts.ltx file in my own mod), so I'm at a loss (again !).
please help me if there is a mod for new weapons or inventory
like this kind of inventory
ugp for weapons Ui enhanced for inventory
I'd say it's not the best channel to ask this, but it's one of the 3 channels you've spammed about this within 3 minutes... way to go !
Hey @misty mulch would you happen to know if the Ironman Lifegranter feature touches the optimised_time_events.script?
Or perhaps be able to tell me how i check something like that myself? Cause i know approx fuck all about scripting/coding
I don't actually know how to write any code or mod. I can read it somewhat
And I know some basic scripting principles but I don't know Lua
Check the contents of that mod, that's all I can say
Any chance i could persuade you to follow me into UGP and take a peak at a screenshot for me?
I think i understand what the line causing the crash is about, it appears to be a respawn trigger for Mutants/NPCs
I'm at a bar atm lmao
๐ป
anyone know what animations the "lower sprint animation" mod is using during sprinting?
i know, but what about the motion on top of that of the weapon moving?
what
it uses the idle pose, but the weapon bobbing up and down isnt part of the idle animation
done through the engine same as regular bobbing
im assuming that's something that's a part of base anomaly?
gamedata\anims\camera_effects\actor_move contains the global cam animations that are blended on top of everything, the bobbing while sprinting, walking, lowered weapon etc
oh it's a camera motion? i had no idea ๐
thank you both 
Possibly the wrong spot for this but can anyone help me figure out how to or if I can re-enable the Call of Pripyat binoculars targeting system in anomaly? The file I think Im supposed to be looking at says its not used and the one that I believe is used doesnt contain the line ive read that needs to be set to true.
@dusty skiffadd this to m_binoc.ltx
catch_snd = none
found_snd = detectors\detector_8
vis_frame_color = 0.7, 0.7, 0.7, 1.0 ;0.0, 0.0, 0.0, 0.0
vis_frame_speed = 4 ;0
vision_present = true
the steps are different for weapons and i have yet to figure this out
At the end of the file? or is it a paste and replace?
@dusty skiffi think there might already be a similar-looking section in there, try searching for catch_snd
ok
Now next question, at the top of that file it says not used, and there are 5 of that file in gamma, and 2 mod_system_binoc_gamma_Larkin.ltx files, along with 2 w_binoc_up.ltx files, any idea which one may need that block changed?
@dusty skiff try using the binoculars now, i think this is enough to enable target detection
It worked, thank you.
@undone lily busy hands is caused when a bad call to an engine function causes the actor_on_update callback to hang (fdda animations) or the timed event que to hang (vanilla animations)
additional related bug actor_on_update hang: blurry PDA.
additional related bug for event que failing, mcm keybinds, mags redux, heck this kills all kinds of stuff.
Current primary suspect for actor_on_update hangs: DAO(as modified by arrival. probably not og DAO)
Current primary suspect for breaking the event que: ????
this script identifies when a callback or event hangs and puts it in the log.
note this is a debugging tool, it is a deep patch of the event que and callback system i make no promises it might nto cause other bugs.
guys i wanna make a mod but idk where to start, im just trying a concept for the running experience. so whenever you run/sprint it unequip ur weaon and when ur walking it goes back. and i like to adjust the headbobbing speed when sprinting.
Looking for some feedback on some loading screen image variations Ive been working on. Image 1 is cleaned up atmospherics, image 2 is Call of Pripyat style cleaned up atmos, image 3 is atmos cutout for gamma bg, and image 4 is Call of Pripyat style atmos cutout for gamma. Ive been working on putting together full sets of each style for anyone that likes options. the first 2 are set for the black background that was in the original atmos loading screens which is why the left and right edges are gradients. I unfortunately hadnt saved the CoP style effects before cutting them to fit the gamme images so I had to add another gradient which removed a little more detail from the left and right.
starting point https://www.moddb.com/mods/stalker-anomaly/addons/auto-helm
yeah but arรฉ you red modder?
I came up with a mechanism by which it could cause the bug and way to prove Arival DAO was doing it. probably isn't happening in demonized's DAO, however.
Hey, guys!
I have one idea for addon!
This is about notes about dead stalkers in zone in PDA, surely about upgrade the system of npcs and actors actions with this notes.
i can told you, more about my idea, only, if you is real modemaker.
Sorry for my ENG, iโm from KZ.๐คทโโ๏ธ
damn, from kz maps
Yo, I'm looking for where the list of disassembly is located. Specifically I want to make firewood disassemble-able, as for some reason it isn't currently displaying this option with the right-click context menu.
If someone could tell me where the files responsible for disassembly and disassembly output are located, I could make the necessary changes, otherwise any other insight or help would be appreciated!
its the parts.ltx, you can make a little 1-line dltx mod to do that.
example:
your_firewood_item = part1, part2, part3 etc etc```
I'll give it a shot, thanks.
Thanks for the tip, worked really well.
As it turned out, my modlist was having an override through UGP, I merged the two parts.ltx files and made a higher priority mod to fix the issue.
trying to work out a decent angle for an alternate aim, but I can't decide which looks better. I'm leaning more towards number 1, cause in 2 you can see the weird finger positioning on the barrel shroud
Hello guys, qhat do you need to ,odify to make a mid from 1.5.1 compatible to 1.5.2? curios
depends on the mod.
sometimes you don't need to do anything, sometimes you need to rewrite the mod from scratch.
tf kinda mods needed a complete rewrite? 
should be able to just look at the 1.5.2 changelog for any relevant changes
just wanted to give the vaguest answer possible 
help me! im trying to make a personal mod, to lower the gun when running like how eft or dayz does. They said that i just need to store the current active slot (weapon), when running it slots to 0, and when im not running it restores back to current active slot (weapon) with weapon unequip anim. so this is my code from @simple scaffold and i don't know how lua works. i just use chatgpt to understand it more but it's not enough.
local gun_lowered = false
local active_slot = 0 -- "Store the current active slot." (cxrnium)
local function on_key_press(key)
local bind = dik_to_bind(key)
if bind == 7 then --"kSPRINT_TOGGLE is ommited from the table for some reason." (RavenAscendant)
local gun = db.actor:item_in_slot(12)
if gun then
local id = gun:id()
-- Store the current active slot
active_slot = db.actor:active_slot()
db.actor:move_to_ruck(gun)
gun_lowered = true
RemoveTimeEvent("EFT_AL","auto_lower") -- "if there is an old event kicking around remove it first, it might not be for this gun." (RavenAscendant)
CreateTimeEvent("EFT_AL","auto_lower", 1, function()
if IsMoveState("mcSprint") then
ResetTimeEvent("EFT_AL","auto_lower", 1)
return
else
local h = get_object_by_id(id) -- "just in case something goes weird get the object from the id don't use old object." (RavenAscendant)
if h then
-- Switch to slot 0
db.actor:move_to_slot(h, 0)
helm_removed = false
return true
end
end
end)
end
end
end
-- Function to restore the active slot
local function restore_active_slot()
if active_slot ~= 0 then
db.actor:activate_slot(active_slot)
end
end
Is there any efficient way of repositioning attachments in the Inventory UI other than changing number -> launching game -> test -> repeat?
You can save some time by launching the game in debug mode and doing F7 โก๏ธ F5.
I suspect some changes require a proper (re)launch to take effect, but for positions or basic stuff like that, it should be fine ๐คทโโ๏ธ
Only one way to find out 
this is functionally the same as quicksave>quickload except it doesn't make a save (it actually forces you thru a level transition to the level you are on to the location you are at, very odd). i just hit F9
Still, doesn't have to relaunch the game, so there's that.
I appreciate the clarification, in any case ๐
woks fine for LUA UI like the inventory. game engine UI like the engine drawn hud and minimap you need to relaunch the game to get xml changes to stick
I used it a whole lot while tinkering with my fonts "researches" (size, position...).
In theory you could refresh the inventory UI by forcing it to reinstance. might also need to clear a cached xml in utils_ui.script... memory is blurry.
could make a script to force the instance every time the UI is closed, using the GUI hide callback. so it would be as easy as closing it and reopening it.
would that work for like icon changing too? since it would be in the inventory or is that not the same case
I been trying to find a way to make icons for like silencers, scopes, grenade launchers, etc to be like real time changes rather than intuition guessing. I heard Desolation had a system like that of some sort but I am not sure
depends on what you mean, if youre just updating icon coordinates then yes that is affected by just refreshing ingame but if youre talking about updating the dds files themselves then no, you need to restart the game
I meant more of like this, like I am DLTXing the icon x and ys for the icons themselves rather than in the weapon ltxs
so youre updating the texture coordinates then, you can do that without restarting your game afaik
hmm I'll try it out, I been trying the debug f7 and then f5 but it hasn't updated them when I update the dltx files for the icon coords
you need to F7 > Num0 > F5 to refresh config stuff pretty sure,
F7 > F5 only works for scripts

I forget what I'd change to re-enable the HUD ammo display, getting tired of opening the ammo wheel.
out of curiousity - is there a mod that adds rank requirements on things?
Do you mean rank requirements for equipment and consumables? Like something in the reign of: You are not experienced enough to hold that FN SCAR-H?
yes, you are correct
like, you character is not skilled enough in combat to use high end equipment
Sounds like Major Payne in-game. I do not know any mod like that.
A possible approach would be to check rank requirements when you equip any item and unequip it with a message if not met (or upon item use).
Ranks would then be stored in a (separate) ltx were items with rank requirements are listed.
thank you, i guess i have to apply self-descipline and simply not use certain weapons/armors until i feel my character seen enough combat experience
i dont know where else to ask, but how damage absorbtion is calculated? Will equiping items that increase ballistic resistance such as pelts/artifacts contribute anything if my armor has very low br class?
hey does anyone know anything about putting NEW companions into the game? ive tried finding some sort of template i can learn and work off of, but from my discovery i cant find any mod that ADDS in new companions i dont even know if its possible but im reaching out to abunch of different people and thought i'd post here. im trying to create a companion mod
a companion is an npc, theres a few mods that add custom characters/1-off npsc to the game
you can look at ghen's duty expansion mod which adds a unique character, i believe western goods also adds one and theres a good about of info about it in the modding book.
i personally used duty expansion's custom character as a template for my first custom npc i did a while back
do note its not a simple task and requires manyyyy different files to set up one character
Hip started life as a custom companion mod before being integrated into anomaly(or one of anomaly's predessesors i forget exatly when that happened). unpack the game files and search by contents for devushka (meaning search for every file with that word, notepad++ can do that) That is the key word used for all of hips text, quests, dialogue, and charecter configurations.
that can serve as a template.
Duty expansion adds a custom companion along with the quests and new duty base.
Thanks a ton! ill start there along with the duty expansion, i appreciate it @simple scaffold
"i personally used duty expansion's custom character as a template for my first custom npc i did a while back" really? wow! ill look into the mods you mentioned aswell, western goods but you and ravenAscendant both directed me to the duty expansion ill definitely take note that you worked on your own custom npc using that one. appreciate the help!
ill also keep this in mind thanks!
"do note its not a simple task and requires manyyyy different files to set up one character"
before i look into all of these mods and unpack the game for hip just out of curiosity when creating your custom npc did you ever decide to do custom dialogue that created a feature alongside it?
like, fast travel guides, merchants stuff like that
no both npcs i did are for a quest im working on, dialog options advance the quest logic if certain factors are met
story expansion? wow through researching i had a hard time finding a LARGE amount of mods dedicated to it, from what ive seen its only a handful.
appreciate the response @river fjord ! ill start working and learning everything i need to create my custom npc
there isnt a large amount cause its super bullshit and is a huge pain-in-the-ass just to do one step.
ive gotten a lot of help as well from far smarter people then me on the subject and im ready to give up on my little quest project just because of how much work it is per step/dialog.
western goods author, Ashes, has helped me a lot learn the quest system, im more of an art-asset person
quest was/is if it gets added for a hideout ive been working on for a while now
https://www.youtube.com/watch?v=Sd_MzypuN4g
A quick in-game preview of an upcoming underground hideout in Truck Cemetery.
Features a little quest to unlock, water source, campfire, safe place to set up camp & a usable mine-cart to travel to different zones.
Does not edit Truck Cemetery or any other map in anyway, everything is dynamically spawned.
This is meant to be a little expansion ...
heres one of them, Warren, the mapper. an npc as part of quest to unlock this hideout
Dayum he is fat
the hideout looks amazing along with its secret features i saw in the video, and the quest to get it sounds really good and when reading the description of the video "Features a little quest to unlock, water source, campfire, safe place to set up camp & a usable mine-cart to travel to different zones." i was really impressed with it all, such a nice mod and i see.. thats a shame
true... true...
ban's version is where i got the idea for the loop 
did anyone ever figure out a fix for the inventory scrollbar breaking?
You have it because you alt+tab from the game without hitting esc
Restart fixes it. Or using debug inventory and scrolling there fixes it temporarily i think
how do i make myself have more starting points, ive tried in the files but that dosent work
Right, I'd remembered some discussion about a more permanent fix, oh well. ๐
Not permanent but double tap esc really quickly
Works when i played
Usually fast enough the pause menu doesnt even show up but you still notice the game freeze for a couple frames or so
lmao, it works.
Im making it sound more complicated than it is but trust me just double tap esc fast
Itll stay fixed till it fucks again
Then.you just do it again
It became muscle memory to me
I can't play without constantly alt-tabbing so you've saved me
Alt tabbing isnt even the extent. Sometimes just pausing the game does it for me
You have to specifiy each location manually. In game in the debug menu is an option called "position" or something like that. You have to go to the location you want to spawn, hit that button and it'll save the location to a file called positionalinfo.txt or something similar. You then have to copy the text over to a new file and call it mod_system\_spawns.ltx or something like that, as long as it has mod system at the start. Then you have to edit a .xml file to get the locations to show up properly in the select list.
Just follow the file structure and pick apart this mod to see how to do it
https://www.moddb.com/mods/stalker-anomaly/addons/more-starting-locations-152
im pretty sure they just meant points for picking your loadout
ah that makes a lot more sense, editing the new game loadout file should be all that needs to be done, if that isn't doing anything I'd suspect something is overriding it
Does anyone here know any easy way to edit how a weapon is held aiming down sights? (I just learned that the k98 irons are aiming low and to the left with actual aim point being about the upper right front sight protector)
Are there voice lines being made for mercs? I've recently got a mic and I have a good background in dramatic reading
I was thinking how difficult it would be to make an addon that spawns zombified stalkers/ zombies corpses on some maps to add to ''dangerous and forget about a long life in the zone'' vibes?. Or maybe add scattered corpse props around some areas (I think i could make some gorish props on blender) without having to edit maps directly.
dragable hud editor, you can find it on moddb
I can do a good array of english lines and have a great voice could even do some radio
no ones stopping you, anomaly is a free to mod game 
thanks
I have no idea how is it easy?
swapping out audio is very easy, identify which voice lines in the files you want to replace and just replace them, youll need to export your sounds as 44100hz, mono & as ogg file format
I'd wanted to add variety not remove it
is there any way to add more rather than replace?
theres always a way, the method depends on the voice line
Yep I'd love to hear about it as I'm not good at this
Are you there BB D
So is there a way to use the debug menu to permanently change values of weapons or are they only there to give a visual aid for making proper values? (I don't know which mods gives the k98 its new model in order to change its values) Alternatively is there a way to have it so the crosshair dot stays on while aiming?
sorry im drinking and playing baldurs gate with friends tonight.
again, it was very much depend on the specific types of lines you want to replace, you mentioned radio & voice lines, both would be completely different configs and scripts
no, you need to edit the config files themselves
All good bro, I'll prolly need help again at some point but thanks heaps for pointing me in the right direction and putting wind in my sails
Figures. Had to do the same with a mod_system file to make it so EFP full power rifles were worth using.
I want .300 blackout .40 and 10mm Auto
Honey badger and a 10 with an L96A1
CoC had some sick guns in .40 and 10mm
I'm thinking 10mm hotloads, high pressure + or +p and maybe hollow points
theres a ton of 10mm guns on moddb iirc
tru thats sick why none in gamma vanilla?
i dont play gamma, no idea 
bloat I guess
bloat and the perfectly justifiable reason to avoid adding weapons that use a unique kind of ammo
Something like that I assume
I'm not sure if 10MM would serve much purpose as far as game balance goes, I don't think it would fill much of a niche that 9MM or .45s don't already fill
please divert attention from the k98, the sabo and the 106
but i guess you could just make the gun shoot 9mm
would it be unplayably unimmersive?
the mp7 shoots 5.7 in gamma despite 4.6 being in the game files fully functional for example
That's what I was thinking ๐ plus we have silly conversions like the SKS in 7.62x54r and whatnot
and the barrett shoots 12.7 despite .50 also being in the game files
also fully functional
Now I want all those .50 4.6 with at least 10mm if not both 10 and .40 and .300 Blackout
I sort bloat well give me the option dammit
does anyone know which grimwood smart terrain this is? wanting to convert it to a base for warfare purposes
just turn on the debug hud to check
anyone know the mod that overrides anomaly's actor visuals? And is it possible to change the visuals of the player actor?
if youre asking the first question then you should already know the answer to your second question.
if mods exist to override the player character then yes its possible to change the player visual
gamma probably uses old-dog or t.h.a.p
yes and no because i cant ever find a clear answer as to what is overriding the anomaly ltx file for player visual. all I want is to change a goofy looking armor so i dont look so damn stupid in ss
no idea where else to post this question so
is there a mod that just outright refreshes the base anomaly weapons instead of adding new ones
like, animation-wise, perhaps even texture-wise
i do not want extra ware, i do not want to fool around with sixty extra guns that i will never use, and i especially do not want extra load time, im perfectly fine with base anomaly i just wanna splash a new coat of paint onto how the guns feel
if it removes weapons untouched by the mod for consistency that's perfectly fine by me (maybe even preferred)
i f/w blindsides pack but he dropped off the face of the earth before he got to reanimate anomaly's full arsenal
Soโฆ. I need someone skilled ๐คฃ
@undone lily soon(TM)


there's still an assload of lua to write
I can imagine ๐
Honestly it looks really good
I'm glad you found the time and motivation to get back to modding ๐
this is to add condition to NVGs, but the system should be expandable quite easily to add condition to binoculars/other equipment as well
what are you planning to repair them / how do you plan the damage to be delt to the NVGs?
not fully, but i am going to make slow progress here and there
probably i'm gonna just implement some more of the low-hanging fruits on the todo list and push it out in maybe 3 or 4 weeks?
repairs imo should be done by specialist only, which is (only coincidentally!) easier to implement as well
but can expand it a bit too, e.g. nvgs can have some upgrade parts that improve them


