#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 33 of 1

vale knot
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Itll probably just do nothing

plucky hollow
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Need to go to the crashed heli in warehouses to test

vale knot
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But of it does crash then at least you know why lol

plucky hollow
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True

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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.

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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

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Although ideally I should just lower the volume by like 70%

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That'll take more time to do, so i'll try that later.

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LMFAO the breathing started at 40% psy

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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

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It didn't crash before, but no guarantee it won't now since clearly it could find a file named sanity_1 before.

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God bless that fixed it I believe, i'm up to 50% with no breathing sounds

fossil birch
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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"

vernal epoch
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copy that entire script that adds them, comment everything out, or make a blank script with the same name

fossil birch
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perfect, thank you!

jovial kelp
torn vault
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@low spindle i use a plugin for gimp to open dds files

river fjord
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gimp has been able to import/export dds without a plugin for quite a long time now

torn vault
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..oh, so that's why the plugin is dated 2013 with no updates since then
thanks @river fjord

low spindle
torn vault
low spindle
torn vault
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@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

low spindle
torn vault
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@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

low spindle
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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?

torn vault
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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

tight compass
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Guys is there a MOD to replace the footsteps sound with the one in the Escape from tarkov?

normal vessel
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dont we already have that in gamma?

warped compass
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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

wispy ferry
warped compass
wispy ferry
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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

faint sable
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you'd make it like this I believe

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as long as you place this inside a config within gamedatas, it should work

wispy ferry
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that is correct, then it's just about placing it in the right folder location for the game to read properly

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so if you want the Kiparis or Scorpion to work for it, you'll need to add them yourself

warped compass
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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

wispy ferry
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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

warped compass
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ok i think i get that bit

wispy ferry
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and then just right click the mod, "open in explorer", go to gamedata > configs > mod_system_zz_onehanded.ltx and open that

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and add more to the text file, like for example

![wpn_vz61]
slot = 1
single_handed = 1

warped compass
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do i open it in notepad?

wispy ferry
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yup
or notepad++ if you have it, it's nicer to look at
but notepad works perfectly fine

warped compass
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do i make sure thers space between this set of lines and the previous one for the other weapon?

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like this?

wispy ferry
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that looks great
I think it doesn't matter how many spaces there are, long as each line is it's own line

warped compass
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awesome, now i just need to go yoink the ids for the weapons i want, unfortunatly i dont know them all

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would there be a list of ids for all the smgs anywhere?

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like a wiki?

wispy ferry
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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 #๐Ÿค–bot-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

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"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

warped compass
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im in debug mode, but f2 just used my quickslot item

wispy ferry
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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

warped compass
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do all of the weapons that are identical like mp5 variants have the same id or do i need to do them all individually

wispy ferry
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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

warped compass
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ok so ive spawned in all the items i wanna make one handed, how do i get their ids

wispy ferry
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it's actually in the spawn menu when you mouse over them
check the green text

warped compass
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ooooooooooo

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epic

wispy ferry
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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

warped compass
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i reckon i might add the sawn offs to this little mod

warped compass
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heheh babies first mod lmao

warped compass
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thanks for the help

burnt lagoon
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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.

balmy tusk
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can someone help me? i want mod the "actor.ltx" to make a little "health regen" like stamina, how i do this?

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what i need to edit in the files? for "balance" this, i buff bleeding but this I already make

gritty oxide
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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? ๐Ÿฅฒ

warped compass
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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?

fossil birch
warped compass
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is .rar acceptable?

fossil birch
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any compressed file should work afaik

warped compass
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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?

fossil birch
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yeah that'd be what I'd do

minor dock
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How can I change gamma weather to autumn? Where can I install it?

fossil birch
warped compass
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is there a way to fix bloom on reticles in night vision?

fossil birch
kindred tiger
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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.

narrow lintel
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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

sweet fable
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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

blissful lake
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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

vale kayak
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How to download GUNSLINGER in Anomaly base with MO2

low spindle
soft burrow
# narrow lintel How hard would it be/would it be too much to ask potentially for a version of th...

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.

narrow lintel
slow bolt
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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`

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This would need and additional key check for that specific keybing for quick-grenade. Idk how exactly that works

violet knot
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Hey, is there a way to change psyfields to drain psy slower?

violet knot
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I checked all settings, can't find anything related to it

fossil birch
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it is in ms, so if you want it to drain twice as slow change it to like 14000 or something similar

fossil birch
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this line here should do it

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change the 7000 to what you want it to be in milliseconds

violet knot
fossil birch
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yeah the local damagge just changes how much psy health gets removed each tick, not how often the ticks occur

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I haven't tested it myself though so good luck with it

violet knot
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Do I have to refresh the mod organiser list to update the notepad?

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I'm not sure how to do that

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Ah the big refresh button, found it

fossil birch
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change the little tab to data and hit the refresh there

violet knot
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I tried modifying local hit_interval AND the local damage_values, neither seems to have any effect :(

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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)

slow bolt
violet knot
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Saved the notepad after each change, before pressing Refresh, then would open the game and test

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I don't believe I messed anything up testing wise?

slow bolt
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I mean how did you find the file. opening it from the right side opens the one that actually loads into the game

violet knot
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Yeah I opened it from the right side

fossil birch
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just to confirm, you are trying to decrease the anomaly type psy fields and not the northern areas psy field correct?

violet knot
violet knot
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But preferably all of them

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So yeah, the anomaly ones

fossil birch
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yeah changing the power in that file should do it, if not ping me and i'll have another look for you

violet knot
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Kk thanks a ton, I'll check it out tomorrow

rough rivet
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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.

violet knot
fossil birch
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np, glad I could help

violet knot
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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

fossil birch
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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

coarse bay
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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 ๐Ÿ˜ตโ€๐Ÿ’ซ

fossil birch
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this is found in the w_"weapon".ltx file, it has a section for each individual scope you can attach to that gun

coarse bay
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Yes thanks, was just reading AlphaLion's messages about that from a couple weeks ago ๐Ÿ˜‰

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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 ๐Ÿ˜

fossil birch
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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

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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

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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
coarse bay
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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 ๐Ÿ˜‰

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Out of curiosity, can the categories be "nested" (probably not the best term ๐Ÿคทโ€โ™‚๏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 ?
fossil birch
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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

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it would be nice to be able to nest these functions though, save a hell of a lot of time

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scope_zoom_factor  =  x

![wpn_weapon2_1p59]
scope_zoom_factor  =  x

![wpn_weapon3_1p59]
scope_zoom_factor  =  x```
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Gotta follow this format for it

coarse bay
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Ah well, more work then sadge
Thanks, in any case.

fossil birch
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yep, and the fun part is gonna be finding every weapon that uses the 1p59, best of luck!

coarse bay
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I'll stick with that Vintorez for the time being ๐Ÿค“

fossil birch
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I mean, once you've done it for one gun, all you have to do is copy paste and change the weapon name lmao

coarse bay
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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 peepopray

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Since my mod didn't seem to do anything (yes, it's activated ๐Ÿ˜), is there's a fool-proof way to identify which .ltx file(s) correspond to a specific weapon (the name doesn't really help) ?

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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 ?

soft burrow
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I think you can give higher priority to your ltx file by adding many z's after mod_system in the filename

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like this

coarse bay
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So the exclamation marks before the sections could not be enough ? ๐Ÿ˜“

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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.

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Turns out I had a noob moment, as I didn't change the extension of my file ๐Ÿคฆโ€โ™‚๏ธ
With that done, it does work POGGIES1

vague sphinx
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@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 ?

thin kelp
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ive been taken out of commission due to real life obligations and work so i cant offer much help in that regard

vague sphinx
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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

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If I do manage however, I'll tell you

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I can compare the two in notepad

thin kelp
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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

vague sphinx
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I know that it reduce the number of armors up to what's in the trilogy though

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So I might only be able to use the ones named the same or similarly to the ones present in Old World

thin kelp
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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

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if you have any other questions just ping and ask

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will try to help where i can

vague sphinx
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Alright, I'll keep this in mind, thank you ^^ But I won't ping much, as you said, you're quite busy lately

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Due to real life and work

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So I'll do that only if really needed

vast plank
#

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

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also, i think mp7 doesnt use any mags at all cause it doesnt show a loaded mag in the weapon properties, unlike other guns

slow bolt
vast plank
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i modified the mag itself to take 5.7 ammo

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but the mp7 does not accept any mags

slow bolt
vast plank
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im using ugp as well so idk why it broke or smth

slow bolt
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Well i will look at it when i load back in

slow bolt
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And the mag it uses says it is for 9x19 but it is actually the correct ammo for mp7

vast plank
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hmm, im gonna have to look up into it more, cause the 9x19 mag didnt want to accept 5.7 ammo

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ill try updating ugp i guess

raw belfry
#

In user.ltx, snd_cache_size = 256
What is this number referring to exactly? Megabytes?

torn vault
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scope_zoom_factor=x!important;

keen vector
#

could someone point me to general direction about adding new sights (red dots) to weapons?

fossil birch
keen vector
#

model of the sight onto a new gun

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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

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i have some experience in blender, but i dunno what configs, if any. need to be altered after

fossil birch
#

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```
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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

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but you will have to follow that naming template wpn_*****_okp_sk2_hud when exporting the model

keen vector
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hmm

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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

soft burrow
#

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.

gusty spear
#

is there a way to install shader mods for gamma

hushed sorrel
#

any mods that add in 6.8mm rifles?

river fjord
weary plaza
#

is it okay to make requests/propose/give ideas here?

fossil birch
fossil birch
weary plaza
#

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

hushed sorrel
fossil birch
fossil birch
wild sphinx
#

Question, can you use .PNG images instead of .DDS? or Better to just transform the PNG to DDS (no mimaps). Also, any compression?

wispy ferry
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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

wild sphinx
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I am guessing no compression since normally it would say something about such on reference images.

wild sphinx
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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.

wild sphinx
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okay it can load uncompressed, DXT1 and DXT5 so far I have verified.

fossil birch
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huh weird, i tried to load some textures with dxt1 and it refused to load them correctly

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maybe GIMP just hates me

wild sphinx
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probably only for map stuff

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DXT1 is for mipmapped

fossil birch
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ah thats why then, I was doing some ui texture stuff

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skill issue i guess

wild sphinx
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Uncompressed and DXT5 seem okay for UI space (PDA is UI right?)

fossil birch
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I think it only becomes UI once you zoom into it, and the screen doesn't count as ui from what I can see

wild sphinx
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DXT1 is indeed for 3D space stuff (mipmapped only) ๐Ÿค”

fossil birch
#

ah well there's my problem, time to re-export all my shit I guess

wild sphinx
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try it out first with something you can verify easily, if results work, welp

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was trying to find a batching script for GIMP but welp.

fossil birch
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yeah the only bit of UI i was trying to compress was the load screen, should help get the filesize a bit lower hopefully

wild sphinx
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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 -

fossil birch
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oh wow, I remember using honeyview like, 15 years ago in my graphic design class, I'm amazed that's still around

wild sphinx
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I have been using it since forever, better than windows photo viewer 100%

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can preview some* DDS easily (DXT1 and DXT5. DXT10 I and uncompressed I think it gives up)

fossil birch
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god I hate windows photo viewer, I swear it's been getting steadily worse since windows 7

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and yeah not surprised it struggles with dds, surprisingly robust file format

wild sphinx
#

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.

fossil birch
#

might have to redownload it then if it's gotten better, never did quite find a photo viewer I liked

wild sphinx
#

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.

fossil birch
#

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

signal plaza
#

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

river fjord
river fjord
#

[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

signal plaza
tender marsh
#

Is there any easy way to spawn an anomaly?

river fjord
#

f7 > 2 > anomalies > click the one you want, itll spawn where youre aiming.

tender marsh
#

doesn't that just spawn the zones, i never got it to actually spawn an anomaly?

river fjord
#

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 02Shrug

tender marsh
#

hmm, yh seems like it works, just need to find the right ones

#

Thanks nullmo1Love

regal bolt
#

ะšัƒ

slow bolt
#

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

kindred tiger
slow bolt
slow bolt
#

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

west saffron
solemn brook
#

Yo boys. Is possible to create smart terrains without some SDK ? ๐Ÿ™‚

#

I just don't want to waste time learning something that might not work if it's for old stalker builds

slow bolt
weary plaza
#

is there any mod that adds more armors?

slow bolt
west saffron
#

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

slow bolt
#

Which is what i am editing

west saffron
#

No it is injures as i replaced all other stuff with og mod files

slow bolt
west saffron
#

That prolonged limb heal effect is the issue i think

#

I tested it and have ton of bugs

slow bolt
west saffron
#

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

slow bolt
west saffron
#

Because it's old and known bug since early bhs versions

#

"White" is healed i mean.

slow bolt
west saffron
#

Good luck with that bhs script man

slow bolt
#

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.

west saffron
#

Yep there is a lotta stuff. Gonna take some time for sure to figure all out

weary plaza
#

is there any thermal vision mod that works with gamma?

slow bolt
slow bolt
#

also, i think i found a typo in the code.
Did these things ignore the 0 health "broken" thing?(stuff like rebirth) @west saffron

wild sphinx
#

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

wild sphinx
#

also you only want the gamedata folder

weary plaza
#

what are the other folders tho?

wild sphinx
#

not needed

#

it would normally patch Anomaly but several of the patches are already used on GAMMA I believe

weary plaza
#

oh

slow bolt
#

@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)

outer mason
#

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

slow bolt
outer mason
# slow bolt First can be done easy, i did that for myself to matches. Selling in 2 packs of ...

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

torn vault
#

@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

simple scaffold
simple scaffold
#

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.

weary plaza
copper nacelle
#

Sorry to bother you, but could you tell me how to turn on the bullet marks?

limber heron
#

Does anyone know where is the headlamp light texture? And is it one and the same for headlamp and all NVG tiers?

grave cypress
#

is there any way to give Fal and M16 to spawn in NPC loadout?

stoic pumice
#

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"

small river
#

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

west saffron
small river
simple scaffold
small river
#

like there is for the y

simple scaffold
small river
simple scaffold
small river
#

well it doesnt move anywhere so it doesnt matter

simple scaffold
small river
#

nowhere

#

thats with 500

simple scaffold
# small river nowhere

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

slow bolt
#

Does the mod need to be complete to post in #1035807043933720576? Working on something and would be good to get people to give opinions

wooden cosmos
#

Is there a working mod to remove medicine hunger?
I'm so fkn tired of making a snack brakes durning the gunfights ...

wispy ferry
slow bolt
fervent cairn
#

hey guys do you know how to change % at which traders will buy items

weary plaza
#

a watch

weary plaza
grave cypress
#

yo is this bad boy any good?

#

why it uses magasines

wispy ferry
grave cypress
#

can i somehow turn off blur while reloading?

wispy ferry
#

!dof // yeah, check this

queen pineBOT
calm hare
#

Has anyone worked on integrating RAD-MP to gamma recently? It would be so cool to have multiplayer with friends.

weary plaza
#

omg that sounds awesome

calm hare
#

Talking to the main dev i think I answered my question, not really ๐Ÿซ 

calm hare
#

Well just an mp mod in general would be cool

regal bolt
calm hare
vernal epoch
#

not p2p hosted coop

#

Admittedly there isn't a good mp for X-Ray monolith

#

but we can dream

regal bolt
#

You can use omp-engine and begin working on port hellonewstalker3

vernal epoch
#

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

calm hare
#

The big sad ๐Ÿ˜ž

soft burrow
#

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?

soft burrow
#

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.

soft burrow
regal bolt
wispy ferry
#

Should be able to just add the url of an image, no?

regal bolt
wispy ferry
#

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

regal bolt
# wispy ferry The only "don't embed this" formatting I know of is having <> around the link, n...

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.

wispy ferry
#

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

regal bolt
#

When I post that onto that thread, it only shows the text.

wispy ferry
#

Huh
Incredible how technology can be so cursedly strange

regal bolt
# wispy ferry 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:

limber ore
#

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

bold mural
#

would the line to check if the player belongs to a certain faction be db.actor:faction ("factionname")?

bold mural
vernal epoch
bold mural
#

sweet

limber ore
bold mural
#

well

#

atm theres a system in place that makes innaccurate fire incredibly impotent

#

unless your round's AP beats their base armor

limber ore
bold mural
#

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

limber ore
#

thx.I'll study it carefully and see.

limber ore
#

Do NPCs still randomly fire different types of ammunition, such as AP or FMJ?

bold mural
#

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

limber ore
#

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.

slow bolt
#

What is the best way to make an item hurt you on use, like some meds and drinks?

vernal epoch
#

Military mostly

viral edge
#

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.

slow bolt
#

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

viral edge
#

Now I just need to figure out how to override upgrades so that upgrade for the mosin and svt aren't useless.

slow bolt
#

Upgrade presets

#

you edit those

#

i got told that breaks saves

viral edge
viral edge
# slow bolt Upgrade presets

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?"

viral edge
icy estuary
#

How do I adjust how fast the actor gets thirsty?

slow bolt
#

You could edit ui_options.script and add the thirst scale

noble thistle
#

i wish 40 rnd vector mags were small cuz theyre kinda small like mp5 mag

fossil birch
noble thistle
#

still not that big as a 5.56 30rnd maybe?

wispy ferry
#

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

gleaming kernel
#

Is there a way to change the default item highlight on hover color? Default is a dark, transparent blue

gleaming kernel
#

Itโ€™s a bit hard to see on dark backgrounds so I wanted to increase opacity and make it a bit brighter

noble thistle
wispy ferry
#

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

dark oak
#

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

wispy ferry
# dark oak hey i don't know if i'm on the good channel but is there a way to kinda copy pas...

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)

dark oak
#

i can do it but it will look shitty if im getting it right

wispy ferry
#

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

dark oak
#

for me it's the running animation of the howa that is soooo good

wispy ferry
#

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

dark oak
#

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

wispy ferry
#

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

dark oak
#

i copy those lines from the HERA to the m4 tac if i undurstand ?

wispy ferry
#

correct

dark oak
#

ok i'm gonna try cooking see if it work i will come back with a screen shot

wispy ferry
dark oak
#

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

wispy ferry
#

shame it didn't work right, but that's how it goes when mixing animations and models made by different people

dark oak
#

yeah it's understandable that it don't work it was cool to try

static nebula
stark slate
#

guys, what files responsible for determining weapon/outfit drop condition on enemies?

fossil birch
limber ore
#

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.

slow bolt
#

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?

wild sphinx
#

make a another recipe that does the same but different req?

hazy trellis
#

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?

static nebula
hazy trellis
static nebula
#

you said a couple things, im not sure which you're referring to ๐Ÿ˜… all of them?

hazy trellis
dusty skiff
#

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.

coarse bay
#

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...

river fjord
fossil birch
#

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.

simple scaffold
coarse bay
#

Cheers, I'll check it out when I get the occasion ๐Ÿ™‡โ€โ™‚๏ธ

fallen yacht
#

Anyone know how to add hd models in Mo2 for gamma?

green current
#

If i wanted to create a mod what should i learn to start

green current
#

It's basic, I want to inhibit mobility when in contact with brushes

green current
#

Just need direction, I can source my own education just need to know where and what

lunar nimbus
old berry
#

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?

coarse bay
# simple scaffold the maingame.xml system was designed for the base game and only reads the first ...

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 ?

limber ore
#

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?

icy estuary
#

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?

limber ore
icy estuary
limber ore
#

yep.Or adjust the damage.itx.

icy estuary
#

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.

limber ore
#

A single buckshot shell contains 9 pellets, ensuring all of them hit.

icy estuary
#

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

limber ore
#

Close-range shot?

icy estuary
#

Sometimes point blank. They just eat buckshot for dinner

limber ore
#

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.

simple scaffold
# coarse bay Thanks to your tips I managed to reposition the ammo texts more or less where I ...

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:

limber ore
coarse bay
# simple scaffold this would be easier if bart hadn't translated my code to french. the currentl...

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 ๐Ÿ˜ตโ€๐Ÿ’ซ

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...

simple scaffold
# coarse bay I'm french (obviously !) so understanding the words is not an issue. Understandi...

well it would be easier for me ๐Ÿ™‚

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.

coarse bay
#

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 ๐Ÿ˜‰
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...

simple scaffold
coarse bay
#

I did notice ๐Ÿ˜

simple scaffold
coarse bay
#

So align is the shorthand for hor_align or some such, I take it ?

simple scaffold
#

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

coarse bay
#

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 PepeYikes

Also, all my (quite literal) hacking seems to have introduced flickering on the regular status icons (at the moment I only have thirst) ๐Ÿ˜“

#

Perhaps some forced refresh that would overload to the default icons ?
AFAICT, I commented or removed all references to armor, health and such...

simple scaffold
coarse bay
#

Might as well remove the artefacts one too ๐Ÿ˜‰

#

Back to normal POGGIES1

#

(BTW, I imagine I can remove the "monkey" parts at the end of the .script as well ?)

simple scaffold
# coarse bay Ah well, I suppose I'll (try to) understand all that at some point in the future...

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.

simple scaffold
#

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

coarse bay
#

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.

simple scaffold
#
            <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.

coarse bay
#

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)

coarse bay
#

That one is simple enough for me to "fix" ๐Ÿ”จ

#

(Though I'm not sure about what options.ammoleft actually does...)

simple scaffold
# coarse bay For VoDis I'll most likely try a good ol' stepped black font, once I'll find how...

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)

simple scaffold
coarse bay
#

But not the opposite ๐Ÿ˜‰ (which makes sense in a self-contained UI mod)

simple scaffold
#

you could add another option table entry and MCM option for that by copying the existing format

coarse bay
#

Nah, I'll butcher some more since I only need the total anyway ๐Ÿช“
Should I keep options.ammoleft, though ?

simple scaffold
#

self.simpleammotext:TextControl():SetText(ammo_total)

coarse bay
#

I'll take that as a no ๐Ÿ˜

simple scaffold
#

you can probaly get rid of all the options, the mcm function. anything related to options or settings.

coarse bay
#

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 ๐Ÿ˜‰

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 ? ๐Ÿค“

simple scaffold
#

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.

coarse bay
#

It does make sense.

In any case, I'll hopefully do some more tinkering tomorrow, so I'll set you free for now ๐Ÿคญ
Thank you big time for your time and explanations based

simple scaffold
#

NP

icy estuary
# slow bolt 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.

slow bolt
icy estuary
#

How about just an MCM option to turn on buckshot armor pen? Would make everyone happy

slow bolt
#

Just you

fossil birch
static nebula
coarse bay
#

@simple scaffold Some progress, and looking OK-ish, thanks to 8-way shadowing kek2
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 ๐Ÿคทโ€โ™‚๏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)...

kindred tiger
#

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 ๐Ÿคท

coarse bay
#

It's just the position I set it at ๐Ÿ˜‰
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:

steady apex
#

Do you use reshade

coarse bay
#

I'm not sure I understand the question.
It's mostly GAMMA, so ReShade is indeed there.

steady apex
#

If it's default Gamma, then Reshade affects ui, don't be surprised if you see strange colors

coarse bay
#

Hmmm... I was somehow hoping that the shadow texts, which are obviously all black, would stay that way: black ๐Ÿ˜“

#

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).

simple scaffold
simple scaffold
coarse bay
#

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.

limber ore
coarse bay
#

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).

ornate spade
#

90% sure that the engine isn't written to support custom fonts

coarse bay
#

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 ?

icy estuary
harsh forge
#

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

icy estuary
#

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? pepelmao

#

Increased to 0.9, still no difference.

#

LMAO

coarse bay
coarse bay
#

Turns out graffiti50 is used to display the big phat red "Pause" text.
Oh well...

bold mural
#

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 #๐Ÿ“ขdevelopment message should reduce that sorta occurence

bold mural
#

in effect

#

reasonably close range buckshot will still pen it straight out

bold mural
#

Not in the GBO folder

#

yeah so 30 pen buckshot 2 shots exos to the chest lol

limber ore
swift gull
#

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?

bold mural
#

Retexturing an entire map is impossible to do without a lot of work

bold mural
#

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

wary finch
#

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?

bold mural
#

With difficulty

wary finch
#

I got it working on the Binoculars but not the scope

bold mural
#

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

wary finch
#

How would one do this?

bold mural
#

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

wary finch
#

Aw that does suck

wary finch
bold mural
#

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

wary finch
#

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?

bold mural
#

1 sec, getting dinner on, will help after

wary finch
#

And hell, where do I find the Gauss rifle in the files bc I only know how to get to the modded guns

wary finch
limber ore
bold mural
wary finch
#

maybe

bold mural
wary finch
#

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?

bold mural
#

simply remove the "pn" and you've got the file name of the config ltx for that gun

wary finch
#

There's alot which...?

bold mural
#

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

wary finch
#

in mo2...?

bold mural
#

yeah

wary finch
#

lol i've been using file explorer

bold mural
#

yeah i used to until i learned about this way

#

it's muuuuuuuch better

limber ore
bold mural
#

i have no idea what damages.ltx does or even if it's still relevant

#

oh

#

that

wary finch
#

ok i've made it to gauss' .ltx folder, what do i do?

bold mural
#

should just be able to add the lines in

wary finch
#

just anywhere?

bold mural
#

not entirely sure but i don't know of any reason you'd need to put it somewhere specifically

wary finch
#

Ok I'm trying it

bold mural
#

cos i wouldn't touch that

limber ore
# bold mural oh

That's a file within the G.A.M.M.A. Outfits Balances mod.It has been present since the original GAMMA.

bold mural
#

yeah i wouldn't touch that

#

adjust weapon damages either through modifying the ammo ltx or modifying gun ltx's

limber ore
bold mural
#

no, it's just not doing what you want

limber ore
#

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.

bold mural
#

are you trying to change your own armor or enemies armor?

#

and what specifically are you trying to achieve through that

limber ore
#

Can't these interact with each other simultaneously?

bold mural
#

no

#

they are handled very differently

wary finch
#

It did not seem to work...

#

:/

bold mural
#

yeah idk what the lines you'd need to add for that would be

limber ore
#

Alright then, let's start by understanding how to modify the NPC aspects first.

wary finch
#

/any other ideas

bold mural
#

no idea, honestly i'd look at the original anomaly files for the guass

#

and see how it's done there

wary finch
#

(to search like how you just showed me)

bold mural
#

you can

wary finch
#

?!

bold mural
#

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

wary finch
#

so a fresh anomaly?

#

idk if i understand

limber ore
wary finch
#

Like unzipping a new anomaly to see its files or something different?

bold mural
#

urgh i can't remember if this came with anomaly or not

#

in your regular anomaly install

#

do you have a "tools" folder

wary finch
#

Yes

bold mural
#

what's in it

wary finch
bold mural
#

hit db_unpacker_all.bat

wary finch
#

Ok its going now

#

I assume its unpacking stuff in cmd.exe

#

Looks like:

#

Ok now we got this in unpacked

bold mural
#

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

wary finch
#

tbh i just tried this

#

now im here

bold mural
#

won't be there

wary finch
#

ok

bold mural
#

you need the upgrades file for it

#

cos that's added by an upgrade

wary finch
#

(bottom right?)

bold mural
#

hmmm, weird, mine pulls from a higher folder

wary finch
#

This is the whole MO2 window

#

Am i in the right place?

#

(prob not ngl)

bold mural
#

yeah

wary finch
#

!

bold mural
#

i don't have the log section

#

mine has this at base

wary finch
#

I have a gamedata folder here

#

but no tools

#

Wait i got a theory lemme test something

bold mural
wary finch
#

theory did not work ...

#

anyways i got this when i search upg in the bar like u

slow bolt
#

NPCs eat 7.62x39 FMJ to helmets

#

Unless you are talking about 9x19 AP

wary finch
#

Is this the upgrades file?

wary finch
bold mural
#

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

wary finch
#

?

bold mural
#

brb gotta check my dinner

wary finch
#

ok

limber ore
bold mural
#

honestly i'm not sure where you'd find the right bit of code for it StateM

#

best ask in the anomaly discord

wary finch
#

Not in it, you got a link?

bold mural
#

urgh

subtle trail
candid vectorBOT
#

Removed the following warning from usualcookbook:
Posting discord link

wary finch
#

ty

bold mural
#

dat der bunny

bold mural
#

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

slow bolt
limber ore
limber ore
wary finch
#

Maybe someone one day will make a mod for it, until then I'll wait

#

Until then... Ash 12.7 gang!

bold mural
#

damages.ltx isn't it

limber ore
bold mural
#

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

limber ore
#

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

bold mural
#

that's still handling general overall modifiers

#

and not the specific armor values for the bones of the models

limber ore
#

So, I need to learn how to find values for other NPCs as well. Where can I locate those?

bold mural
#

i honestly don't know

#

npc stuff isn't really my area of expertise

limber ore
#

Should I look into the documents for GAMMA or GLOK to find them?

limber ore
bold mural
#

it's definitely quite a bit of effort

limber ore
#

I'd like to inquire about something else. How would I go about adding a new type of ammunition?

bold mural
#

don't know the full details on that one

limber ore
#

I'll look into it once I've finished researching the armor aspect.

lusty frigate
#

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?

slow bolt
#

ui_options

lusty frigate
#

in the OG stalker i think it was in the Actor.ltx yeah?

slow bolt
#

search for "weight"

lusty frigate
#

where do i find ui_options?

slow bolt
lusty frigate
#

hmm i actually dont find anything searching for ui_options there

misty mulch
#

right hand side of MO2

#

look at the bottom

#

if you don't have it, you aren't on gamma

opal void
#

Is it possible to make an addon, which makes you be able to reload while aiming?

opal void
slow bolt
#

or is it something else i am remembering

lusty frigate
# misty mulch right hand side of MO2

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?

random fulcrum
#

you don't have animations for it

#

but you could always reload while aiming

slow bolt
opal void
#

Imma check that real quick

lusty frigate
misty mulch
# lusty frigate 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
lusty frigate
river fjord
opal void
#

Ooh, i was confused because you cant do that with a PPsh. Also, what is that gun?

river fjord
#

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

river fjord
# opal void Ooh, i was confused because you cant do that with a PPsh. Also, what is that gun...

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

Mod DB

[1.5.2 & DLTX] New SVU Animations & Model. Features full SVU animation set including MagCheck animations & all new ADS (aiming down sight) animations for MagCheck & Reloading. Includes full Jammed animation set to visually see your gun jammed as you...

opal void
#

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

opal void
river fjord
lusty frigate
#

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?

fickle furnace
#

is there any way to change project inverno settings i dont see a menu in mcm

fossil birch
bold mural
#

anyone know where the list of squad sections is kept?

limber ore
#

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?

bold mural
#

you'd just load it later in the load order after making the changes you want

fluid idol
#

When you add your mod into MO2 you'll want it lower in the list on the left

simple scaffold
# coarse bay How can I actually use custom fonts (I'm *not* talking about adding a mod that a...

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.

simple scaffold
simple scaffold
#

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.

limber ore
#

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

coarse bay
#

@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 ๐Ÿ˜‰

` ```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.

limber ore
misty mulch
#

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

coarse bay
# simple scaffold Yeah, the font name list is hard coded. No new font names. All the fonts are use...

I appreciate the method, but it's too much coding for me ๐Ÿ˜“

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 ๐Ÿ˜).

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 !).

rocky cave
#

please help me if there is a mod for new weapons or inventory

#

like this kind of inventory

slow bolt
#

ugp for weapons Ui enhanced for inventory

coarse bay
#

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 !

vagrant patio
#

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

misty mulch
#

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

vagrant patio
#

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

misty mulch
#

I'm at a bar atm lmao

vagrant patio
#

Hey, have fun, man

misty mulch
#

๐Ÿป

static nebula
#

anyone know what animations the "lower sprint animation" mod is using during sprinting?

random fulcrum
#

the idle anim

#

it just lowers the gun as if you pressed the lower gun button

static nebula
#

i know, but what about the motion on top of that of the weapon moving?

random fulcrum
#

what

static nebula
#

it uses the idle pose, but the weapon bobbing up and down isnt part of the idle animation

random fulcrum
#

done through the engine same as regular bobbing

static nebula
#

im assuming that's something that's a part of base anomaly?

river fjord
static nebula
#

oh it's a camera motion? i had no idea ๐Ÿ˜…
thank you both pepeOK

dusty skiff
#

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.

torn vault
#

@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

dusty skiff
torn vault
#

@dusty skiffi think there might already be a similar-looking section in there, try searching for catch_snd

dusty skiff
#

ok

dusty skiff
torn vault
#

@dusty skiff try using the binoculars now, i think this is enough to enable target detection

simple scaffold
#

@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.

random fulcrum
#

gah dayum i called it

#

and they said i pulled it out of my ass

hazy trellis
#

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.

dusty skiff
#

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.

simple scaffold
hardy hound
simple scaffold
barren solar
#

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, iโ€™m from KZ.๐Ÿคทโ€โ™‚๏ธ

hardy hound
#

damn, from kz maps

grave nest
#

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!

river fjord
grave nest
#

I'll give it a shot, thanks.

grave nest
fossil birch
#

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

fiery cedar
#

Hello guys, qhat do you need to ,odify to make a mid from 1.5.1 compatible to 1.5.2? curios

soft burrow
ornate spade
#

tf kinda mods needed a complete rewrite? monkaHmm
should be able to just look at the 1.5.2 changelog for any relevant changes

soft burrow
#

just wanted to give the vaguest answer possible kekw

hazy trellis
#

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

supple thorn
#

Is there any efficient way of repositioning attachments in the Inventory UI other than changing number -> launching game -> test -> repeat?

coarse bay
simple scaffold
coarse bay
#

Still, doesn't have to relaunch the game, so there's that.
I appreciate the clarification, in any case ๐Ÿ˜‰

simple scaffold
#

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

coarse bay
#

I used it a whole lot while tinkering with my fonts "researches" (size, position...).

simple scaffold
#

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.

faint sable
#

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

river fjord
#

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

faint sable
#

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

river fjord
#

so youre updating the texture coordinates then, you can do that without restarting your game afaik

faint sable
#

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

river fjord
faint sable
#

you are a blessing thanks so much it is doing it now

river fjord
fluid idol
#

I forget what I'd change to re-enable the HUD ammo display, getting tired of opening the ammo wheel.

jolly pendant
#

out of curiousity - is there a mod that adds rank requirements on things?

kindred tiger
jolly pendant
#

like, you character is not skilled enough in combat to use high end equipment

kindred tiger
# jolly pendant yes, you are correct

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.

jolly pendant
#

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?

radiant lake
#

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

river fjord
#

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

simple scaffold
# radiant lake hey does anyone know anything about putting NEW companions into the game? ive tr...

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.

radiant lake
radiant lake
#

ill also keep this in mind thanks!
"do note its not a simple task and requires manyyyy different files to set up one character"

radiant lake
#

like, fast travel guides, merchants stuff like that

river fjord
#

no both npcs i did are for a quest im working on, dialog options advance the quest logic if certain factors are met

radiant lake
#

appreciate the response @river fjord ! ill start working and learning everything i need to create my custom npc

river fjord
# radiant lake story expansion? wow through researching i had a hard time finding a LARGE amoun...

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 ...

โ–ถ Play video
#

heres one of them, Warren, the mapper. an npc as part of quest to unlock this hideout

radiant lake
river fjord
fluid idol
#

did anyone ever figure out a fix for the inventory scrollbar breaking?

slow bolt
#

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

tacit plover
#

how do i make myself have more starting points, ive tried in the files but that dosent work

fluid idol
vale knot
#

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

fluid idol
#

lmao, it works.

vale knot
#

Im making it sound more complicated than it is but trust me just double tap esc fast

fluid idol
#

Yeah, opens and instantly closes the menu without it showing, fixed the scroll.

vale knot
#

Itll stay fixed till it fucks again

#

Then.you just do it again

#

It became muscle memory to me

fluid idol
#

I can't play without constantly alt-tabbing so you've saved me

vale knot
#

Alt tabbing isnt even the extent. Sometimes just pausing the game does it for me

fossil birch
# tacit plover how do i make myself have more starting points, ive tried in the files but that ...

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

Mod DB

Exactly Intended What The Name Resembles. More+Custom Starting locations for each faction when creating a character. Read Description.New Game Starting Locations. Should Not Have Conflict With Any Mods or addons that doesn't Effect Spawn Starting Locations...

river fjord
#

im pretty sure they just meant points for picking your loadout

fossil birch
#

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

viral edge
#

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)

low quest
#

Are there voice lines being made for mercs? I've recently got a mic and I have a good background in dramatic reading

shut reef
#

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.

river fjord
low quest
#

I can do a good array of english lines and have a great voice could even do some radio

river fjord
#

no ones stopping you, anomaly is a free to mod game barryb20Giggle

viral edge
low quest
#

I have no idea how is it easy?

river fjord
#

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

low quest
#

I'd wanted to add variety not remove it

#

is there any way to add more rather than replace?

river fjord
#

theres always a way, the method depends on the voice line

low quest
#

Yep I'd love to hear about it as I'm not good at this

low quest
#

Are you there BB D

viral edge
#

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?

river fjord
# low quest Are you there BB D

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

river fjord
low quest
#

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

viral edge
low quest
#

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

river fjord
#

theres a ton of 10mm guns on moddb iirc

low quest
#

tru thats sick why none in gamma vanilla?

river fjord
#

i dont play gamma, no idea 02Shrug

somber mulch
#

bloat I guess

random fulcrum
#

bloat and the perfectly justifiable reason to avoid adding weapons that use a unique kind of ammo

static nebula
# somber mulch bloat I guess

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

random fulcrum
#

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

static nebula
random fulcrum
#

and the barrett shoots 12.7 despite .50 also being in the game files

#

also fully functional

low quest
#

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

tardy galleon
#

does anyone know which grimwood smart terrain this is? wanting to convert it to a base for warfare purposes

river fjord
#

just turn on the debug hud to check

tardy galleon
#

oh wow

#

i cant believe ive never used that

astral pike
#

anyone know the mod that overrides anomaly's actor visuals? And is it possible to change the visuals of the player actor?

river fjord
#

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

astral pike
manic nimbus
#

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

analog blade
#

Soโ€ฆ. I need someone skilled ๐Ÿคฃ

river fjord
flat steeple
undone lily
mystic solstice
undone lily
#

Honestly it looks really good

#

I'm glad you found the time and motivation to get back to modding ๐Ÿ˜„

mystic solstice
#

this is to add condition to NVGs, but the system should be expandable quite easily to add condition to binoculars/other equipment as well

undone lily
#

what are you planning to repair them / how do you plan the damage to be delt to the NVGs?

mystic solstice
mystic solstice
#

but can expand it a bit too, e.g. nvgs can have some upgrade parts that improve them