#βπmods-making-discussion
1 messages Β· Page 34 of 1
we'll see anyway, first i just gotta get the base system down
adding items that add to condition is also not so crazy to do
actually techs can clean guns, I guess it should be fine (in gamma they can't repair armors)
indeed
the question is more how you want to display them
a 2nd bar would be a pain, although it's doable
imo, binoculars/detectors/radios/geiger/nvgs/flashlight/headlamp should all have some condition associated with them
look at Utjan's stuff for dual bars
the easiest for me imo is to do what xcvb did for his toxic air addon
just add a line in description that shows item states
yes there's that too
not as sexy i guess, but item condition should also be apparent just from looking through/at the thing in your hand as well
but between vanilla/gamma/efp/whatever other modpacks everyone does something a bit different, so i'll try and keep it modular/easy to configurate
the weapon rig suck 
if i could figure out how to rerig it then maybe... eventually 
guys i cant find bandit combat voicelines in my cop files nor shoc files
where can i get them from my game files
or download them
So what you are telling meβ¦. There is hope π₯Ήπ€£
any help would be appreciated
maybe, but no time soon because im working on other stuff right now lol
β€οΈ
Weapon Sway Mod:
Anyone know how I can increase weapon sway when scoped? Even the max values are pretty low for my taste, using an LPVO is super OP
No mod needed, just go shoot bandits 
i want the sound files to replace the player pain responses with bandits
anyone know if it would be possible to remove the bullet crack when firing from specific weapons??
like the .300 rifles for example
there isnt much that isnt possible in anomaly with enough effort.
you can achieve that by removing the sound layers for that gun that contain the crack sounds or if its a single sound file youll have to edit out the sound in something like audacity
godbless you sir
I'm trying to test a mod I'm making but I get this error that I don't know how to debug. Happens every time I shoot somebody. Any help is very appreciated.
Ah I forgot to check the log before posting
Here it is if anyone's interested
From what I gather from the log the problem lies in npc_on_hit callback.
Can't figure out what the problem is. Am I using it wrong?
quick question, where are all the ltx files for all the default anomaly gear located? I cant seem to find them
You'll probably need to unpack them from the Anomaly configs.db
line 25, you can't compare game objects. you need to get thier ID and compare that. who:id() == AC_ID
the no such operator is that there is no == operator defined for game objects

Thank you!
the other big rule for game objects (and se_objects) is that you don't store them. you store the ID and fetch the object fresh when you need them.
in anomaly/tools/ there is an unpacker bat file. the all version includes the art assests, sounds, modles, textures and sucks up gigs of HD space. the other version is just the configs, scripts and shaders and is much smaller, and probably all you need.
it's anoying in that the batery system uses the objects condition to store charge. you either need to move that to mdata or keep you condition in mdata. probably the first is better, since it will automatically affect price and if the item is to broken to sell and makes more sence, if the item has a durablity condition it should be in the same place for all items, but more work.
also unless you patch the xml condition bar in items in the binocular slot causes a crash. patched xml is in my addon that lets you put pistols there.
its fair
battery can be checked in the menu and some of the devices have a notification for low battery anyway or the bones of where it used to be
so im currently experimenting with alife file.. but i need descriptions on few parts (especially schedule_min and schedule_max)
what are those 2 settings mean?
i dont know if this is the correct place, but is there a mod that changes the little patch/icon you get when aiming on people? my eyesight is kinda bad so i need something else than that
like a text or just something that says bad guy/good guy
when sneaking around i always have to wait and see if they shoot at me or no π
this addon is old enough that it shoves it setting in beside the anomaly settings rather than using MCM. but still works ok. (except for an unfortuante but harmless bit of log spam, there is a fix int he comments)
it can be setup to change the crosshair shape based on friend/neutral/enemy
https://www.moddb.com/mods/stalker-anomaly/addons/ascendantcrosshairs
ill have a look at it, thanks
you can also scale the croshair way up
tho, i dont play with crosshairs
you can set it up to only show when your gun is hostered if you don't want the aim assist.
i see
I can't think of any other IFF type addon
ive come atleast 40-50ish hours into the game with the "wait for them to shoot me" mentality π
i used this mod for long time and it helps my bad aiming 
it is very configurable. It started out as just a colorblind IFF solution since addon gamma uses didn't exist. I ended up adding a bunch of other features. I should give it an update and some polish.
i use it along with Inakrin's hitmark mod too, not gonna lie, i accidently made COD crosshair + hitmark XD
Call of Duty GAMMA 
I want to nerf medkits by making them take longer to do their healing. Anyone know a quick way to make this edit or what file to look at?
Hey guys was curious about what people used to edit ST description files? right now working on fixing some descriptions and stuff for some meds i was working on icons with and using Notepad, it does not transfer over the symbles used for the different limb heals.... the *** symbles is what im trying to firgure out
Anyone know how I make starting items damaged like in regular anomaly? Tried disabling "starter items are not broken" but it didn't seem to do anything
Idk if this is a GAMMA-specific feature or something, but does anyone know why doesn't Gamma pause the game when you alt-tab? Or why do non-Gamma modpacks pause upon alt-tab?
its just a console command from vanilla anomaly. always_on Edit: g_always_active, it being on is the cause of loosing audio when alt tabbing during a loading screen. its off by default in most installs/packs
Sorry to question you but are you sure? I can't find such a command, only g_always_active which doesn't seem to have any effect
Oh wait, it does apparently. Thanks 
sorry i might have gotten the name wrong, i dont actually have the game open but it defiantly works
Interestingly turning it off doesn't have an immediate effect, but if it's off when the game starts, then turning it on does have an effect. At least in EFP
Need to set the encoding to windows 1251, it will be under the cyrillic section of the encoder ng
Encoding menu
Unpacked files, configs/items/items/i_medical.ltx or something like that
Are there any mods that add more Lukash-style fetch tasks for weapons?
I know theres Retirement Tasks
https://discord.com/channels/912320241713958912/1128666938827087932
But maybe something in reverse?
vanilla anomaly has them
they were kinda common
got disabled in gamma for obvious progression issues
To add existing scope to a gun I need to edit/create an .ogf file?
yes you have to create a new model
Hi Stalkers, Iβm passionate about this game and community and wanna get into modding. I know I should read up on some Lua general knowledge, but are there any community resources I can access? Context - web dev by trade
Looking for some high level overview for nwebies
anomaly's source code is publicly available in bitbucket
it's c++ (?)
there's the anomaly modding book around
it's slowly being filled with info
and you can also just do the classic thing of learning by breaking others' homework
lua scripting section starts at: https://igigog.github.io/anomaly-modding-book/scripting/index.html
Thank you : )
The docs are so detailed. Can't love this community enough
Hi! I would like to make the footsteps of others louder, how do I go about it?
Someone please make realistic/better bullet cracks, impacts, flyby sounds please and thank you β€οΈ
Or point me to one if one exists that works good, im looking rn but so far the ones i've seen are outdated
Is there a way to turn on auto-capture on scope without any upgrades? Asking for a friend, he said that he tried to find it, but didn't see any callback for that
He wants to make a script that checks what scope is on your weapon, for example if it is a gauss scope, then auto-capture will turn on
edit the ogg files (the sound format stalker uses) to make them louder,
do note its a lottt trickier to make them audible from further away, that is very different from louder and requires engine changes iirc
that persons mods are normally dogshit but you can try
I remember hearing about some sort of program that directly edited the .ogg comments in a way the xRay engine understood, and had options for audible distances and that sorta thing. Was called like SAandT or something along those lines. No idea if it's anomaly compatible though or just OG xRay compatible
yes its anomaly compatible, it is called SAVandT
you can find it here: https://www.metacognix.com/files/stlkrsoc/index.html#SAVandT
yes you can set distances, sound levels and add sound comments but the engine will still limit the distance on footsteps to like 20 or 25 i dont remember which regardless of what you set in the program
S.T.A.L.K.E.R. Mods at Metacognix
thats the spice, shame it doesn't work on the footsteps though, would be nice to hear them before they're practically on top of you
when you occasionally see in your console X sound is missing ogg comment blah blah blah, its cause the person hasnt set the sound type in that program (could also use sdk to set it but is annoying)
this is what the program in general looks like
Yeah I used it years ago to do some sound modding for SHoC, there's a few sounds in a pack I made I've been meaning to tweak before releasing it, so cheers for the link to it again
tried to export custom hands ogf file and got this error
anyone know what the issue is
yep,
you cant export hands directly from blender. it messes up the dynamic loading that the hand models use. the *.omf.
you need to export them as .object and use something like https://github.com/VaIeroK/XrayExportTool/releases or the sdk to convert them properly to ogf
@river fjord thank you adonis
@river fjord is there any guides on how to use this xray export tool everythings in russian
learn Russian
im not sure what you mean, the program is in english. its extremely straight forwards, you shouldnt need a guide of any kind
just import as object, export as ogf.
you can make some texture/shader tweaks in the relevant tabs if you have to
why has nobody made a mod that prevents companions from shooting random wooden boxes 
i love that feature
you peacefully walk somewhere and then suddenly jumpscare from behind you as a companion starts unloading on a box
bro for real, im walkin around in grass as tall as me and all of a sudden he's shooting boxes
mf thought he heard David Hayter, Solid Snake could've been in that box
@river fjord ya just having issues as im editing the old EFT hands add-on and they come in ogf format so im not used to working with obj
whats the issue?
the eft hand models im editing come in ogf format
and im unsure how you would convert that to object format
as this app above only takes object format for editing models
you should export them from blender as .object after you do whatever it is you are doing to them in blender
only use that program to convert back to ogf as the final final step later.
everything working brother @river fjord π
nice, glad to hear! glgl
Is there any way to bind the mouse wheel forward and backwards position of canted sights in the Adjustable Scope HUD? ie - scroll down to push the canted sight away from you
AFAIK mouse scroll wheel is hardcoded by engine and can't be changed? I've tried to do the same
What controls the sounds you hear when you get to low psy health? I've made a bunch of sounds for it that fit better than what is already in it, but I can't work out what has to be chanegd to get them into the game
Make sure they're formatted correctly, find out what the name of the original is and where it's located, then just replicate the file structure in your mod I assume
Yeah I know how to do it, I just can't locate the original sources. I've tried searching both the MO2 files and unpacked all the base anomaly files but nothing stands out as being what I need
Question. In death_generic.ltx, are these values (0 and 6) measuring boxes of ammo or individual cartridges?
I found a bug in the full upgrades mod (probably) from the UGP QoL package - res burn updates seem to give much more % than they should
So my question is - what file is responsible for the resistance bonuses from upgrades? Do I need to check every piece of helmet/armor or there is some master file?
left - after upgrade / right - before
Burn res is weird anyway
resistances work at different %
don't ask me why
i want to say individual cartridges, but when i was modding clear sky some custom ammo types would drop entire boxes instead, and i don't know why; vanilla ammo didn't have such issues, however
Ok, maybe I didn't notice it before and now I thought it was a bit weird
BTW, is there a parameter to specify which items can be attached to quick slots?
Any usable item?
After unpacking the scripts.db, I found the ui_inventory.script file. It looks like it checks which item is considered consumable and returns true or false. I want to change this behavior and add an option to include devices like NVGs, detectors etc. (for now in vanilla state I can add scope)
Would be easier to do with scripts and diffferent buttons
As I'm rather a greenhorn with modding, so it sounds a bit complicated. Well, I was encouraged by the script for a mod that makes the binoculars and knife slots accept small firearms, looks pretty clean and easy to edit, then I thought maybe quick slots aren't much worse to edit than this one.
@topaz estuary what would you like to accomplish with this? change to a specific scope with a hot key?
i need some help in setting up Alife.ltx as i encountered stutters when Lurkers are around
i need to know the functions of each of the settings
For now, you can add a range to a quick slot with no hassle or script editing. In my case, I'd like to be able to switch between NVG and Thermo Visor because I'm using the heatvison mod. But a modification that allows you to simply assign different devices makes more sense.
Yeah I played around with some numbers and noticed some ammo shows up in really large quantities. I need to test the values a bit more
@river fjord need ur smart brain again pls
cant seem to remove the bullet cracks from the mcx rattler mod
removed all the crack layered sounds from the gun sounds it uses but no workin #
no idea what that mod is but send me the config for the sounds and i can look
so you removed the sound layers from this config that you think contains the snapping sounds and made sure the actual shot sound itself doesnt have any cracks in it either correct?
well the cracks are stored in the jsrs mod
and i removed them all from the layered sounds folder for val which is what the rattler uses its sounds from
it uses its own sounds from the look of the config,
it has the wpn_vintorez_sounds as a section its inheriting from but those lines are only inherited from those sections if the lines are not present inside the main section, which they are in this case, see red circle.
this config has a whole sound section in it.
i dont know what your load order is looking like but if this is loaded after everything it shouldnt be inheriting sounds from anywhere other then whats on this list
hmm i cant find a single sound file in the mod folder tho
so i assumed it has to be inheriting the sound files from elsewhere
just seach for the sounds with the data tab of mo2, search for like sig550_shoot_silencer
uses the gunslinger mod for its sounds fk
@river fjord ok pretty sure it just uses sig550 sounds
not its own
that is indeed what the config says
when i said its own, i meant from its own section. not inherited from another section
With mags redux, is there a way to make it so enemy bodies have mags with actual rounds in them? EFP seems to do this, but rn in gamma they just have empty mags and a few spare rounds
in mcm
increase the slider
though having mags be full is just op as fuck
I've jacked that all the way up, didn't see any difference. They just have more empty mags
there is definitely a slider for amout of bullets in the mags
Just messed with it some more, I previously had those values both at max (2) and now at like 1.6 and they're still just empty mags
Gamma changes mags redux to remove that ammo
Redux normally has ammo in the magazines
Interesting ok. Where can I find these settings/which files? I don't mind tweaking it myself
IDK, I don't use GAMMA.
This is the normal version of the script redux uses to spawn those magazines.
https://github.com/RAX-Anomaly/MagsRedux/blob/main/gamedata/scripts/magazines_loot.script
ok cool, I'll do some digging. Thanks!
hey! im new to modding and i have tried finding HD model legs and body mods, i see the base game textures when i look down at my arms and body. Does anyone know a good mod that i could use?
being able to see your body and legs is its own mod in the first place,
its unlikely you find many others variants, not many people use that mod but maybe you can find a few variations around
im havin trouble doin that, yeah. i coulda swore the last version of gamma had something like that. ididnt enable anything so that means it would have been built in, but after fresh installing my launcher, it was gone. Im trying to get it back cuz it looked so much better.
Is there a way I can see what functions get called when clicking inventory elements? or if you know what function is called when adding magazines to loadout
Im trying to make a small QoL mod that automagically adds mags (full mags) that your current equipped weapon needs to your loadout
well shit, this script is the exact same as the one loaded when I play, according to MO2
Mo2 only looks at name, not contents.
I am fairly sure that just replacing the gamma version of that script with the original will not break things. And changing that script is the easiest way for gamma to have made the mags have no ammo.
Just recognized the name, maybe you could point me the right way? π
magazine_binder.toggle_carried_mag(magazine_id)
Adds/removes magazines tonloadout
magazine_binder.is_carried_mag(magazine_id)
Tells you if it already is in load out
magazine_binder.is_magazine(val)
Checks if an item is a magazine
magazine_binder.is_compatible(weapon, magazine)
Checks if a magazine works with a given weapon.
Those last two functions work with id, game object, section or se_object
If you use id for all of them you will be fine
Yess, thank you π I have no scripting experience so this is gonna be interesting
That should cover the mags redux bits.
Simplest way to detect a full magazine is one with its condition at 1
That's all the mags redux stuff you need.
I do not currently have time to give general anomaly modding lessons. But many ppl here can help with that. Maybe me to at some point. Srry
Your good lol what you've given already helps a shit ton as before this I was looking thru mags scripts for functions
okay I put that in, but it gets flagged in the mod organizer (pic related)
Am I supposed to reinstall the whole thing when adding mods?
supposed to extract it then theres two folders inside one for manual and one for mo2
does the 1ST PERSON VISIBLE BODY [PORTED FROM SWM] come with the hd models? or do i have to download them?
is there some guide for adding mods, similar to the install guide?
Idk... most mods that are compressed you can just leave in your downloads folder and install throught the MO2 client ||(Ctrl+M)||, some mods you need to drag and drop into the mods folder
That's what I did, uncompressed it into the mods folder with 7zip, and yet it gets flagged
||forward||
Theres two more folders inside
one for manual and one for mo2 you're supposed to go into that folder and pick either one
if you pick the one that doesnt say manual, put in mods folder, if you pick the one that has manual, drag and drop into anomaly
no, dont drag anything into anomaly folder
all you have to do is copy the DLTX folder into the gamma mods folder and enable the mod
ye just use mo2 one
un7zipped the manual one into gamma/mods/, not flagged now, hopefully it does not ruin my install
there is no mo2 or manual folders
there is pussy version without dltx and one good DLTX one
wrong
the DLTX one is the MO2 I refer to
come again?
thanks
I don't really see anyone talking about it or anything so I'm just going into this mod thread to see if I can get any info. Given that Promzone and Grimwood are just new levels entirely does anyone know if anyone is working on trying to port some of the maps from Stalker Soup/OP 2.2 to anomaly or if its even possible?
trying to make the lowered sprint loop slightly less atrocious... whether im successful or not is another matter 
this is the best ive gotten it to look so far, i don't know why it always loops weirdly, like it always snaps on the last frame, despite looking fine in blender. also varies from weapon to weapon, because the main bone of some weapons can be in really weird spots
are .anms known to loop weirdly or what? i havent had this kind of issue working with omf/ogfs π€
might have figured out the issue, unfortunately it is 10 past 1 am and i should sleep soon 
This looks 10x than default
Good work

thanks, hopefully i can get it polished up and post it soon
Any tiips to remove this black overlay from the leaves? I'm using DXT1 1bit format, "box" mipmap filter, "alpha modulate" on
Mipmap preview shows this
I've found DXT1 compression has issues with certain textures for some reason. DXT5 seems to work perfectly from what I've found though
Left image is DXT1, right image is DXT5
I believe it's something to do with how the xRay engine reads .dds files and the DXT1 compression screws with that
For most textures Dxt5 works fine, but for vegetation, Dxt5 has issues, specially draw distance. GoTZ addon was built in DXT5 format, it has draw distance issues due this format
Hmm, maybe DXT3 if that's an option for you then, I must admit I've not touched the vegetation textures in a long while so I can't remember the settings I used to use to get it to display correctly
You could also just send it and go uncompressed, but that file size creep would be huge eventually
Hmmmm got it, gonna try this, tks!
From far, it doesnt show up (Dxt5). From close it does, and has more quality than Dxt1
Could that be to do with the games internal render distance instead of the file compression? Still seems odd to me that changing the compression would make it render at a shorter distance. Theoretically if DXT5 is higher quality than DXT1 it should show up from further away
Also, in the ingame console if you type texture_lod what number shows up for you? I believe that controls the distance you see textures such as leaves from
Gonna check here. I know that changing mipbias values increase this draw distance, although makes it more grainy and causes FPS issues
mipbias via console
i believe its set in "0" right?
this is for sprinting with your weapon in the lowered position i guess you mean?
theres no such thing as a "default sprint" in stalker,
im assuming gamma uses that lowered sprint mod that just puts your weapon into the lowered position when you start to sprint?
either way looks good!
yeah 0 is the default and lowest I think, try stepping it up one by one and see if it makes any difference
On another note, theres no easy way to copy reposition data across to different scopes on the same weapon is there? It's super time consuming to have to make the same changes for all 20 scopes on each one of the assault rifles lol. Using draggable hud editor, I've tried using the copy paste function in that but I end up having to adjust the aim point for each scope any way
hey which files do I have to check to see whether or not a certain gun will spawn in GAMMA
on npc loadouts, i mean
unpacked files + modfiles. gamedata/configs/gameplay/loadouts/
those files are loaded by the profiles in gamedata/configs/gameplay/profiles/
in the case of a mod file and a packed file of the same name, mod file wins.
these file can also be changed by DLTX scripts and there is no easy way to identify those except by going thru every dxml script by hand.
thanks - i just need to reference them
looks like it's time to trawl through dltx scripts then
I think i use the same method, move the hud to the position i want, minimize the game and change straight in the .ltx
hey has anyone tried running GAMMA with DXVK ?
... why
Just to try and see performance
!dxvk
Go here https://github.com/doitsujin/dxvk/releases/tag/v2.0
Scroll down and download dxvk-2.0.tar.gz then open it like a .zip file.
Double click the .tar file inside to open it like a folder, then keep going until you can open the x64 folder.
Take all the .dll files from inside the x64 folder and place them in \Anomaly\bin and overwrite.
If you wish to remove it again then remove the .dll files and type !k98 in #π€bot-commands
we generally recommend it only for driver issues. you're not gonna squeeze that much performance out of an engine with this.
i see
its a wrapper. You aint gonna get more performance like that unless you have issues
If you want you can try Special K
It minimizes latency, especially if you have variable refresh rate monitor (GSync or FreeSync)
If you get that much fps you worry about latency then idk
getting stable 60 is a godsend already
60 FPS VRR is much smoother than 60 FPS static imo
actually, it isnt. There is no difference.
There is a difference only if your refresh rate is different from 60
its 2023, most people have had monitors with higher then 60 refresh rate for years
idk about special K but dxvk would lower performance instead of raising it unless you have some kind of issues. So, it is better to have more FPS instead of lower latency and less fps. Since more FPS = lower latency by itself
whatever lower sprint animations is using, yeah π
i hate that mod, so many people spend a lot of time making good sprint animations with transitions and everything just to have thier work overwritten with some shit lowered pose.
it causes so much confusion with new people as well. especially when its in a big modpack
i get comments like this where i have to explain it all the time, this is just from a couple weeks ago on my svu for example
I understand, that is pretty shitty
It does have a whitelist of sorts but I assume most people don't even bother to mess with all that
its like once a month i have someone telling me my sprint animations are broken & need to tell them to disable that dogshit 
I agree it can mess with animations or prevent seeing good animations but honestly it is better with it on.
I rather have the lowered one than this one for example
The one you replied to is the lowered one, just reanimated π
maybe it's time to add a disclaimer 
that sounds annoying haha
that's what I said. VRR implies a higher refresh rate but limiting to 60
I like it, nice work as always
is it just me or does the sway loop seem slower than the sprint footsteps speed? if that makes sense
it could be, partially because I slowed it down 2 frames from how it was originally in an attempt to fix the issues I was having :p
I'm gonna see if I can maybe speed it up some
yeah the og anim was basic but responsive, each step you took bobbed the weapon in sync
but your loop is much more smooth and visually pleasing
Issue found and fixed
I do. And I already did.
Except where there were typos. There are a couple of guns I need to fix
Oh shit your the author
Imma be honest
I really think itβs cool that you decided to add all of those magazines and suck
Such
mags redux has bas support. i thought gamma would have installed it. if gamma has bas
I like how if your run of out of mags, your basically fubar, itβs cool
I donβt use gamma
Pc canβt run it
ok. well if you use mo2 and use this button to open the mags redux zip it will run an installer that has a check box for adding bas support
Ahh thanks
Imma expose myself for being ignorant, but how do you exactly mo2 and add mods on it?
I tried to do it before, I understand the basics but didnβt know how to exactly add mods that werenβt from nexus
Download the mods like any other file. Then use that button to open them. They should be in your downloads folder.
There is probably an mo2 guide in a pin in this channel. If not there definitely is in the anomaly doscord
So i redownloaded Reduxx
Added them to a different folder separately from anomaly
And gonna seee if that works
Nope it didnβt work, and the official discord for stalker are all assholes
it is and does already
it's already in there on the version that gamma installs by default
I am not on gamma though and since I am on windows 11, they donβt show up in my downloads often
I am not an asshole here there or anywhere
If you are not using mo2 to manage anomaly mods mags redux is a pain to install.
If you got base mags redux working already then what you need to do is open the mags redux zip. Find the bas patch folder and open it. In there is a gamedata folder. Put th contents of that folder in the gamedata folder where you installed the main mod
That should be all.
I can't speak for most of the anomaly discord. But the modding channels are mostly civil most of the time.
Also in the zip is instructions on how to make magazine work with other guns. It is very simple for a variant of an existing gun, and not hard for an entirely new ammo type, and magazines to hold it.
Integration guide
Yeah, it is written with an intended audience of someone making new guns
So already familiar with the terms
Oh ok
When I download the files for mods, like yours what I did, was download it, unzip it and just add it to the anomaly folder
Which it added or replaced some files, was I supposed to do that?
absolutely not.
ravens picture from above is pretty straight-forwards, download mo2 and click the button circled in green to add the mod.
I figured it kind out I think
I downloaded the files into the downloads folder on the root folder
Click the game data, and archive it
And it works on MO2 afterwards
And the root game, doesnβt have the mods install but when I launch it through MO2 it does
:3
that's the advantage of MO2, doesn't actually overwrite files so you can change mod order as you please, and it's much easier to roll back in case you fuck up somewhere and have to reset
it's best to start fresh on a clean install of Anomaly if you're going to mod it again through MO2
because then you don't have to worry about the remnants of some other mod you installed then partially uninstalled or whatever
S'up, fellow stalkers...
I've been working on a mod that overhauls how weight is handled in Anomaly, leaning more on the "inventory space" idea rather than on the higher carry capacity one.
So I was wondering if any of you know of other ways of dynamically adjusting max carry weight other that using items with bonuses.
I've been looking at some files but thought maybe some of you could have a straightforward answer.
I basically just made new folders and labeled the mod they go to
game_dificulty.script function: set_actor_weight is what sets the base actor weight based on the dificulty slider in the settings. it runs every time a save is loaded. as long as your adjust it back after that you can use the same mechanisiams it does to adjust actor carry weight how ever you want.
or you can use this https://github.com/themrdemonized/anomaly-demonized-scripts/tree/015dfaa4fcec9ad9c2591e6be41213b423e2ea81/weight_script/gamedata/scripts
where demonized has done all the hard work already.
Who would tell, I was actually midway of implementing my own use of those functions when you mentioned that script.
Much appreciated.
Hello everyone! I made a custom loading screen and I would like to use it in my game. The thing is, I can't find the location of the game's loading screen to overwrite it. Do you know where can I find it? Here's my version:
Btw, I found the original file in the folders and tried to make exactly like it (same name and format), but I can't locate the version the game is using to overwrite it.
anyone know of a really nice looking inventory overhaul mod that works with gamma?
GAMMA uses a file in GAMMA UI for that screen, path should look similar to \mods\G.A.M.M.A. UI\gamedata\textures\ui\ui_actor_loadgame_screen.dds
https://www.moddb.com/mods/stalker-anomaly/addons/ui-rework-gamma-style-by-sota This is the one I've been using for a while, compatible with GAMMA as far as I can tell
uhmm
im not sure am i allowed to ask questions like this so if im wrong plz lemme know
im really noob at modding games.. especially mod packs such as gamma
im really bad at handling crash, dont know what am i not supposed to add into game..like them
so can you guys suggest some mods if is there any for OG gamma?
like new guns, utility, new quests...etc
Thanks, it worked! I have another question: The original image is 2048x2048. Since I'm playing in 2560x1440, the loading screen fills the sides as you can see the screen. Do you know if I make my image 2560x2560 the game will read the file normally?
Honestly not sure boss, it's worth a shot, I've not messed around much with the load screens but let me know how it goes for you
Have a look through https://discord.com/channels/912320241713958912/1035807043933720576 and see if anything strikes your eye. Most of the threads are built for GAMMA and have install instructions with them
uhmmm
is there any chance to crash by additional downloaded modpacks?
i mean
it makes crash each other new mods
if there is, is there any tips to avoid them as much as i can?
like "dont download these kind of mods with this mode"
Honestly it's just trial and error. Mods can interact in weird ways and can just crash with seemingly no reason. Most mods will usually say what they're incompatible with, but the only way to really know is download, install them, and just see what happens
thx understood
do anyone know of a weapon mod that i can add mid save? just to spice things up abit
you can add any afaik, it's the removing them mid save that gets you
oh really, read on that big one that said you cant add mid game so thought all of them were like it
yeah UGP is an exception cause it changes so much, but smaller packs that only add a few guns will work fine. It'll just take a bit of time for them to work their way into AI loadouts
great, thank you
Yea say you are downloading simple one off gun mods
they are fine, just takes time about 24 hours in game for them to pop up on npcs fully
but big packs like UGP you need fresh games for since they tinker with several things
"PHANT0M'S TACTICAL ENDGAME WEAPONS PACK" seemed to work mid game and seeing how im at endgame kinda works for me
Yea most guns will work mid game, just those that need say BAS 2022 newest october update, those wouldn't work on mid game saves
since you'd need a fresh new game to load in the new bas goodies
@simple scaffold sorry to bother you, but just FYI:
The reason mags are unloaded in GAMMA is due to the death_manager.script in G.A.M.M.A. Economy, line 772:
itm:set_ammo_elapsed(0)```
I commented out those two lines and mags are loaded as normal now
I don't see how that will affect the extra magazines, should only affect the ones in the gun
Yea honestly idk, but it seems to have done it hehe
bro please get in the habit of searching #1035807043933720576 before you ask
So, I made it 2560x2560, but the game keeps the screen in this format. I took the opportunity to improve the art, but I still need to align the loading bar
shortened by 2 frames + polished, not sure if i should make and test out another version or just call it good :p
i searched it exstensively before asking acually
i dont kust ask questions
i ask when i need to just like everyone else
since i thought this was a community for people to ask questions
clicking this gives you the answers you seek
i checked that
i never found what i was looking for
i gave an example of what i was looking for or close to it
which was Enhanced GUI
Thanks for this dude. will check this out also.
For upgrading what is the %value of a advertised stat in relation to?(Or in more blatant terms why when I paid for a %10 radiation resistance did I only get %5)
Description is a block of text, effect is a config file. One can be updated without changing the other. Some one probably adjusted the effect for "balance" and didn't update the description
OK. (at that point why even have a number instead of just "+Rad protection")
Probably:
Person 1: carefully sets up effects of their upgrade tree, writes careful descriptions to match the effect.
Person 2: I will make this game moar harder! And slashes all the values, doesn't change the text because they never read in game text that is not voice acted.
And gamma ended up with person 2 effects with person 1 descriptions.
Welcome the the many layered modified mods on top of mods that is stalker and gamma
I mean yeah. I didn't even know about mod_system files until I was trying to figure out what was causing the damage for full powered rifles from EFP were slashed.
hmmm yes I could actually start playing the game today... OR i could spend the day merging 4 different item animation mods and redoing all my medical items 
Maybe try extending the edge texture out so it becomes a 16:9 resolution and see what happens? that way it would properly fill the screen
https://www.moddb.com/mods/stalker-anomaly/addons/na255892/#8609729 This got me wondering what would the game looked like if we'd weaken the creatures, slow them down, but increased the amount spawning and nerfing the loot dropped to offset that change. Was this considered before?
creatures are not strong. Only cats are annoying. So you already can increase their spawns
Does anyone here have any USP Match Tactical animation mod?
specifically the upgrades for outfits are I believe in gamedata/items/outfits/upgrades, while GAMMA Actor Damage Balancer is what modifies the outfit resistances (and is the last-loading DLTX mod to do so)
since all upgrade configs are specified in absolute values, if you change the base resistances of the suit, the % difference between the config's stat changes + the basegame suit resistance is now different. I haven't found where the upgrade description strings are stored yet
for future reference, GAMMA's NPC loadouts are handled by the mod "GAMMA NPC Loadouts" (duh) and the weapon spawn conditions are all in there. weapon loadout autoinject scripts seem to mostly be overwritten by GAMMA Weapon Pack
hi people. how can I make match boxes more expensive to buy from trader? :3
also it will be cool make camp fire only with fire starter kit, and fire starter kit must be more expensive. but easier way just up match boxes cost
configs/text/eng and configs/text/rus
I had been on the lookout for a mod that prevented reputation loss from doing missions for opposing factions, but this is the only one I could find. https://www.moddb.com/mods/stalker-anomaly/addons/without-decrease-reputation
Unfortunately, while it seemed to work fine in-game, it caused an instant crash to desktop whenever I tried to save my game. Does anyone know of any alternatives that do the same?
that's not what is does. it simply locks more faction pairs when using dynmapic faction relations. it has nothing to do with your good will with factions. player to faction goodwill is what is affected by quests.
just use my addon to edit your good will back up.
Hm, I don't think I have dynamic relations enabled, however. I'm fairly new here, may I ask what your addon is called so I can search it up?
Aha
Excellent, thank you.
Guys hi , help me with specs to gamma on ultra graphic without staggerβs. What video and procc mb
I tried, but the result is almost the same, only this time the game stretches the image to be 1:1. I'm pretty sure there's a configuration somewhere in the files that forces this behavior, but I was not able to find it yet.
Found it, it's a file called ui_actor_widescreen_sidepanels.dds. The section on the left of the image seems to be what controls the loadscreen edges. It doesn't appear that anything in GAMMA changes it though, so I pulled a copy from the db files for you
this seems like a better channel for my question damn
theres an addon that adds durability to plates that im looking for. it was in EFP
wait i think i have found it
ofc arti
fucking goat!!!!!
love you arti
https://github.com/ahuyn/anomaly-opo/releases/tag/latest use his github version (for all of his mods), most of his moddb stuff is years out-of-date
loaded up fine but ill get this version if it crashes when i get shot in the plate or something
thx
That version is two years old and was built for anomaly 1.5.1 I can guarantee you that the latest from git hub will have better performance, and features. Also any addon that might interact with opo is going to assume you have the current version. Or at least one way newer than the moddb one. That can cause bugs.
has there been any addon as of recently to 'add life' to the promzone and grimwood maps for GAMMA? i've only seen one monolith in grimwood, but promzone has been empty for a whole in game week
Thanks a lot! That seems to be it. I can render the rest of my image and paste on top of the original one. However, I can't find anything in my game files that has that name. Where'd you get that?
gamma is just a modpack for anomaly so a lot of files are packed inside of anomaly. you need to go to the tools folder of your anomaly install and use the unpacker to unpack the base game files
unpacker_all will unpack everything including all art assets so it will be very large, just regular unpacker without the _all is only scripts & configs
Thanks! So, after unpacked, I can just overwrite the original file in the unpacked folder and it will affect the game as intended?
nope, just use the file like you would in any other mod. all mods are just overwritten/new files
from what i have been hearing i belive the makers of those maps will be addressing that
You will need to edit the ui_actor_widescreen_sidepanels.dds file. The games "reading" the files correctly, its just hat the main image was sized for non widescreen monitors.
Guys, do you know if anyone already extracted just the plates part out of this mod?
I did that, but for some reason, even though I only edited the part of the file that has the side panels textures, the game give an error related to a font file, I'm not sure why. Since I unpacked only the DB file that has the widescreen images and and repacked it, maybe there was an issue in the process. By the way, I found the config file that uses the sidepanels, I'll try editing it to see how it goes and will post an update here.
Well, I unpacked the configs.db0, edited only the file related to the side panels, packed it again, changed the format to configs.db0 exactly like the original, but for some reason the game doesn't recognize the repacked version.
Don't bother repacking them, just the files you edited into a zip folder that matches the \gamedata file structure
Yeah! This is my first time modding a game and I just realized what should be done in order for it to work. By the way, it works! Now I just have to adjust the the images so it can fit properly. Thank you all for all the help! Now that I finally understand how it works, nothing will stop me haha
ive downloaded a blender addon for exporting and importing models and whatnot from the Xray engine and since i have gamma installed, the gamedata folder seems to be missing the meshes folder, sounds, textures, etc. does anyone know how to solve this or where the folder is?
the meshes/sounds/etc. folders are inside the gamedata folder, no?
run the unpacker in the tools folder
they should be, however in my case all it has is configs, levels, and textures
gamma isn't gonna have all the gamedata, anomaly is gonna have it afaik
its where my anomaly installation is
oh well, ill figure it out eventually, thanks for the help though!
that is not your anomaly install, thats some gamma mod.
gamma is a modpack for anomaly so its anomaly with a bunch of preinstalled mods on top of it so you dont have to. youre looking at one of those mod folders, not your anomaly install.
your anomaly install that will have the folders your looking for will look something like this:
and like aoldri mentioned above too, youll need to run the unpacker inside the tools folder
this is well, where the gamedata folder from above is located
That is your anomaly install so it's in the tools folder
ah i see. do i run db unpacker all or just db unpacker
Depends on what you need. _all is e everything including meshes, textures sounds and ends up being a pretty large unpack and the other is only scripts & configs
all it is then, blender wont do much with scripts and configs
thanks for the help, i know what to do from here
Yeah I wouldnt recommend unpacking anything or repacking it unless you know exactly what youre doing, gamma makes it really easy to just drop in a mod folder that will overwrite the default files when the mod is set as the higher priority, and this doesnt delete or tamper with any default files. Also make sure you save them with the correct DXT format, you can get away with DXT1a since it makes an alpha channel for you but DXT5 is the correct one which requires a proper alpha channel to be made.
Its really interesting trying to use other programs to view the files. Ive got one called AXR toolset that Ive started using, lets you open a mesh with the textures preloaded onto it for viewing. Though I dont like it much, it doesnt appear to do the bump maps or anything with lighting. Comes up as a virus when I try to share it on discord lol, gets replaced with cooking recipes XD
WHY are so many of the guns in this game rigged like this, having the point of rotation at the grip makes no sense and sucks to animate with 
need to go out of my way to learn how to re-rig weapons
or maybe just create workarounds to avoid having to re-rig
Rerigging something like this is literally 10 minutes.
I'm genuinely surprised you make animations as well as you do and you don't know how to rerig something 
Most animators I know will almost always rerig everything to their liking before starting any animation
If it's only the rotation point you don't like tho it's as easy as just moving the highest bone in the hiarchy to where you want the rotation point to be in edit mode
This will of course break any current animations but if your reanimating it, that doesn't matter
Seems like it would be a pain to do it for weapons with multiple variants/scopes, especially to get them to all line up the same π€ Maybe I'm just dum though
You can just ctrlc/ctrlv copy paste the new location tho or even paste the new armature if you add more bones 
I don't think I've ever animated anything without totally scrapping the original armature for my own.
Should learn, it's really really easy, I think you're just overthinking it kinda 
Probably, yeah
I'll probably just have to screw around with it for a bit, the rigging itself is nothing new to me, just doing it in a way that would work in-game :p
There's really no way that won't work ingame, the animations get baked before export
You're extremely free to rig stuff however.
I've done some 200+ bone absolute cluster fuck armatures that run with no issues inside xray
So if I understand correctly, it's basically just
- Add vertex group for the part you want the bone to move
- Add bone with the same name as vertex group
- Add armature modifier on the mesh
Or am I forgetting something? And is there anything that needs to be done externally, like inside the OGF editor? Or is it fine as is, after exporting?
Yep that's pretty much it!
There's nothing you'll need to do in ogf editor related to the armature aside from setting omf file path
Awesome, so nothing out of the ordinary. Awesome, thank you Barry!
π
Np, glgl
Said 'awesome' twice, I'm getting tired clearly
off to bed i go lol
are there any guides how to make new weapons for BaS? kinda interested to get back to modding but im really rusty, all I did was swap some attachments on BaS weapons.
Yeah! Took me a while to understand the modding procedure but I figured it out now. And it really is amazing how the modding priority in this game works, it so easy to add them! But you just mentioned something that I never heard before: DXT5. Did a little research and understood it a little bit. However, I make my pictures in PNG (render in Blender, adjust in PS) and then convert them to DDS. Should I make then in DXT5 and then convert to DDS instead?
as long as the final image is exported as .dds with DXT5 compression, I don't believe the source file type matters too much
Got it!
what could the reason be that my new sounds aren't playing in game? Trying to change the sounds of the EFT aim rattle mod, but no matter what i do they won't play in game, I've changed the .ogg comments to the correct type and exported them from audible what I think is correctly, still nothing in game
are they 44100 hz? they have to be mono as well iirc
ah i think i accidentally exported them as 48k, that might be my issue
they dont have to be mono
quality wise its actually better to use stereo in any places you can get away with as it just allows for higher quality sounds if done right using left/right fading
the only issue with stereo is any stereo sound will play always at the actors position, so you need to make sure youre only using it for sounds the player will use and not an npc
if an npc reloads a gun using a stereo gun reload sound for example it will play at max volume at the players position regardless of where the npc is on the map
most people just use mono cause they dont know which sounds will end up where etc 
Finally! I wasn't able to change any configs in the files so I had to resize the pictures many times until they matched. There is still some very small details, such as the loading bar, but I'll try to correct them some other time. Thanks for all the help!
Guys, tell me please, what command can I get the name of the group in which the object consists in full text form?
The name is displayed in full as "Π‘Π°ΡΠ° ΠΠ²Π°Π½ΠΎΠ²", and the grouping, as a conditional abbreviation, like "csky".
local tar_o = level.get_target_obj()
local npc_n = tar_o:character_name() -- prints "Π‘Π°ΡΠ° ΠΠ²Π°Π½ΠΎΠ²"
local npc_c = tar_o:character_community() -- prints "csky", not "Clear Sky"
try, uuh
local npc_c = utils_xml.get_special_txt(tar_o:character_community())
Unfortunately, now the field is just empty.
hi everyone plz tell me
decided to try to create a mini mod, see how it works, created a file in the area
E:\Stalker\GAMMA\mods\777_bagpack\gamedata\configs\items
named
bd.ltx
inside a file
![equ_tourist_pack]:itm_backpack
additional_inventory_weight = 100
additional_inventory_weight2 = 100
I'm getting an error on startup, can you tell me what's wrong?
this is the first time I've experienced this, I'm wondering how it works
the idea is just to run around the missions and go to the base less, if you can somehow increase the weight in another way, please tell me, I'm already tired of "surviving" in the stalker, I just want to see the mod
Yeah its just .DDS with a specific DXT formatting. DXT1 no alpha, DXT1a is 1 bit alpha which is what I save mine as initially then I reopen them with the alpha channel as a layer instead of transparency and resave with DXT5 formatting.
ive managed to get everything to work in blender to an extent, importing the ogf files and all, only thing the files are missing are the UV coordinates making it a pain to even try and retexture things, however i might try the AXR toolset thing.
Just be cautious, discord views it as a virus even though windows defender doesnt.
theres a github page for it, however i have no idea how to download it, so i might just try to remap the UV myself
thats where i got it from
Click green code button and download the .zip
@simple scaffold @river fjord Sorry for the ping, but I thought you might be interesting in working on a collab? I have managed to get some pretty high quality videos working with the standard TVs (and it has zero impacts on performance!) but I haven't released the addon for two reasons:
- I can't get the audio to loop with the TVs as they are - I think it's an engine limitation tbh..
- There seems to be a game breaking bug that gives sounds a weird doppler effect any time the player moves, which persists even after the addon is uninstalled. It might not be related to the addon, but I thought I'd warn you just in case. It is resolved after reinstalling the base game.
Would either of you be interested in seeing if we can get it to work? It might be a pretty cool feature for the hideout furniture?
got it to work, though the ogf viewer doesnt have any textures even after adding the directory
It must be put into the correct folder for that to work. 1 sec
I used the extractor in the anomoly/db folter, made a folder on my desktop and move the extracted stuff to that folder so when you open it it should show all the folders with AXRToolset-master folder. no sure if the directory part matters or not as i did the same thing and it didnt initially work till I did the other part
i put all the extracted stuff into a folder in a different folder where i keep 3d assets and whatnot, hopefully itll work
Cant tell you if it will or not, just that it works how I did it.
to an extent, it works
Thats why it neesd to be how I did it, it should be loading the textures onto it.
i have it nearly the same i believe
now put a copy of the toolset folder in there
the entire toolset master folder?
yes
and make the directory that unpacked folder when you open the program
somethings still not working, not sure why
Not sure why the pda is doing the same thing for me
not just the pda
back in the tool is the settings tab set to the same unpacked folder?
i think that solved it
my pda is still staying white but everything else gets textures
didnt realize the settings tab was even there but it works now, thanks
If they open white just close that window and relaunch the viewer
now i wonder if theres a way to get the textures and maps correlated to said model
thanks for the help though. saved some sanity
What do you mean?
Also to be fair, this tool is rather annoying to use for actually viewing the models, bad panning around.
theres really no reason ever to use that, its super ancient
If you know of a better way please divulge, I need an easier way to do this so I can build my mod out already.
to do what? that is just an ancient model viewer, just open the models in blender. with the proper paths set there is nothing missing in blender
UV maps and everything work perfect being imported to blender
Im not familiar with almost any program, I found this one that looks like it does everything with all the files and just went with it.
im still confused what youre trying to accomplish tho. this program is useless unless you want to just view models for fun (although blender is just faster for that anyway)
And I mean that the axr toolset has built it options for editing every type of file in any of the stalker games. Im needing to easily view the models so I can edit the textures and quickly review them without launching the game. tweaking the models would also be nice but Im not experienced with that yet.
then just using blender will be 10x faster
axr is an ancient jack-of-all-trades program that is pretty awful at all tasks. theres better free software for every aspect of stalker modding then that old program
Guess Ill have to look into blender then.
Care to assist at all lol? Having an experienced modeler would be nice to work with.
if you get stuck of course i dont mind answering specific questions. I can tell you almost anything about models, sounds, textures and their related configs for anomaly but i cant really sit here and explain to use how to use different 3d software. theres probably more blender guides out there on the internet then any other 3d software in existence and making/editing models & textures for stalker is no different then any other game or render
thats pretty cool! is it just a ton of .seq images or is it something different?
sounds looping im not sure about but doppler affect is likely the modded exes doing something to it. you can use the console with like set_doppler_power or something like that to tone it down or even disable it completely
Nope! It's an actual video! It plays at 24 fps, and is an .ogm file, just like the animated main menu and in game cutscenes
thats cool! @ornate spade might be interested in that too. the hideout furnature is their addon and theyve got a lot of cool ideas for dynamic wiring and power systems etc. tv would be a cool addition to that maybe if people can add their own videos some how
Sorry no meant looking for someone to do modelling XD. but jk
i wish i could but i have a lot on my plate right now, i have 4 different pretty big mod projects like 50% done and a couple contracts animating for a different game at the moment so a lot of my time is taken up atm sorry ):
Youre good lol.
That's alright π I just thought I'd get your opinion - I'll see what Aoldri thinks as well.
The offer is still there, if you need some sound work done (and I have the items in my sound library)
sounds are my least favorite thing to do
i might take you up on that in the future, thank you, i do like your sound mods, i use most in my own install 
i just spent half the day today doing sounds for some new devices for anomaly im working on with a friend
(they made the models & i did the animations, sounds and made it game ready)
heres little preview of new bear detector 2handed draw:
Goddamn 
damn it looks so good 
thanks, the models & textures diolator made are amazing, they really carry the whole thing
currently working on an out-of-battery draw version 
but this is a bit more WIP then the above one
will it do this during an emission too?
could do fersure
yeah i think i see a tiny bit of jank but otherwise still very good looking
theres a lot of fuckery with the left hand changing poses; it just sort of slides to the new pose, the covers not animated during the slapping-the-side parts and generally its just shakey and doesnt match a lot during the new parts 
Barry Pogs
that's pretty cool, i'd be down to help if i can
i assume the audio is a part of the .ogm, rather than a separate .ogg file that's played on top?
Yeah that's correct. Even though the ogm file has its own audio that can be played when you're looking through the file structure, the engine doesn't allow for it to be used
I can send you my bundled addon
sure, i can take a look
Thanks mate! I'll DM you the password
Is the doppler effect sound only on the tv or all sound?
I know the game has a doppler effect option that you can disable. It fucks with stuff like NPCs playing music whenever you run/move fast
as a complete modding noob (i've written a bit of json and that's about it) how hard would it be to make a mod that makes toppers only reward expert tools?
i looked and didn't see any in #1035807043933720576, and that feels like it'd be a pretty fair way to have guranteed expert while still having it be hard and ensuring late-endgame accquisition
(feel free to @ me with replies btw)
That's the one!! I never noticed it until I messed with the TVs, but I've only recently found that option to disable. You've had that issue before?
Specifically with stalkers playing guitar and such. You can disable it with a command, just search doppler into the console and you should see it. Set it to 0
Can someone help me out?
I need the IDs for the different types of anomalies in the Arrival add-on.
https://www.moddb.com/mods/stalker-anomaly/addons/arrival-anomalies
I can see a lot of files with different names on them that do make reference to some anomalies, but there are others that have really weird names that confuse me a lot.
Does anyone know of any HUD tweaks to read detectors better? I'm trying to avoid making one from scratch if there's one floating about
In which file can I find the config parameter/function, that controls, whether the "maintain" inventory action appears after clicking right mouse button on a weapon?
ahhh dumb question but say you wanted to print out a string that showed up in this area highlighted , how?
Its done by a print command in scripts
yea with printf("hi") inside a file, just kinda new to this modding scene and i havent been able to find documentation on modding stalker anomaly specifically
There is anomaly modding bible or smth like that out there
And for script to actually do anything the function needs to be called
I only know the highlights like ! ~ - (red, yellow, green) used as a prefix of a message e.g printf("! error ..."). The engine then color codes it according to internal logic.
THANK U
How would I go about adding an 'item uses remaining bar' to something that doesn't already have one? wanting to adjust the amount of times you can use certain food items but can't work out how to add the visual bar for uses left
add these:
use_condition = true
condition_bar = uses_progess_bar
Perfect! Thank you so much
Is it possible to make an ogf unique and add to the npc list of visuals? Example : I want to give Monolith a new model ogf, but I don't know how to make it appear in game without renaming it to an already existing ogf file name
Visual example is this model, it had a name "stalker_monolith_hunter.ogf" however I renamed it to "stalker_monolith_4.ogf" to appear in game. Is it possible to make the "stalker_monolith_hunter.ogf" Appear in game all on its own or is that not possible
Is it possible to add extra names to the list that NPC's are named from? And how would I go about doing it.
Anyone know how to change the quality of items that traders will buy form you?
Anomaly has that control by default, in Settings, Gameplay, Progression Difficulty the first line is sale condition, just adjust the slider to what ever number you want. unless you want it to be on a trader by trader basis where they all have different conditions they'll buy, that's controlled directly by their trader .ltx file
GAMMA comes with a mod that adds a bunch of new names to the game, 240- Anomaly's Name Update for Stalkers ANUS - Grulag, dissect that and you should be able to work out how to do it fairly easily
Awesome thanks Bro
i dont know where else ask - is there some fuckery i can do to change character portrait? One you have without "portrait by outfit" option
by editing save file perhaps or console commands
Anyone in here know how to debug upgrade Medic supply levels, using WTF tasks breaks upgrading Medic supply with kits because something fucky in the mod itself I'm guessing conflicting
You have to edit the dds sheet that contains the portraits if it's a custom one you want or edit the configs if it's one rhat already exists
alright, how do i do that?
With photoshop, gimp or any other similar software. I'm not at my pc right now I can't really help further sorry
i dont understand anything but thank you for trying to help me, i will go with portrait by outfit i guess
and pretend i have gasmask underneath that screen helmet that is shown on the portrait
pretty sure there is a mod that does that
like this guy
also im pretty sure that player icons use npc icons so if you do that some npcs will have that icon as well
so you might wanna replace the rarer ones like scar's
No you can just add new ones
Replacing the ??? One is probably easiest for someone who doesn't know what they're doing tho
i just want to change my default portrait (i have white tv static rn) to one of the other options
there are eco mercs portraits, with gasmask and armored vest on top of ssp-looking suit
those fit my character perfectly rn
so you want to change your portrait mid playthrough?
yes
idk if you can even do that, i haven't played stalker in awhile
neither do i, thats why im asking for help
you can check in options i suppose, if not you would either have to make a new character or just replace the portrait entirely
i can replace the icon for you if you want
Hey hey people
is there a way to remove specific guns from the loot table? (so they don't spawn neither on stalkers nor in stashes)
You'd have to edit each npc_loadout file for each faction, find the weapon line you want to remove, and remove it from all of those manually
As for removing them from stashes, find your highest priority treasure_manager script, and under each table for the different types of stashes, find the lines that look like this change all those numbers to zero and it should remove them from the spawn tables
I'm not very advanced when it comes to modding, how do I locate the treasure_manager script ?
Open up mod organiser, in the box to the right, click the data tab and type treasure in the search bar bottom right, it'll display all files with that in their name, the one you're looking for should be under gamedata>configs>scripts
awesome, thanks π
np! shout if you need any more help with any part of it
Is it possible to prevent stat degradation on helmets and outfits until they reach 85% for example?
you could probably make a script that checks your equipped armour and its durability and overwrites the values until it hits that specific durability. That would take a smarter person than me though, I'm still only really learning the basics of LUA scripts
was told to bring this here
is there any way i can edit my camera position to be a bit lower near my torso?
Can you please tell me what the characters after the ":" mean in the gamedata\configs\items\settings\npc_loadouts\ files
this:
wpn_vityaz:r:r
wpn_vityaz:0:r
wpn_vityaz:r:0
wpn_vityaz:4:r
I been trying to make new portrait icons for HD models, and I was wondering how does the UI values and such work? I have the ui_actor_portrets.dds and been looking at them and I am confused how to identify them.
I see in outfits folder the bandit outfits have "character_portrait = ui_inGame2_bandit_1" but how do you tell the ui_ingame2_bandit_1 even?
nevermind I am starting to figure it out now
@scarlet radish
Thanks
All textures have xml descriptor files that tell the game at what coordinates each "picture" is located in the bigger dds
Ah okay, is there a way to see them? like there xml list
yep, locate the xml and open it in something like n++ or vsc
thank you
if youre editing icons of a preexisting mod, its likely it has its own xml inside the mod somewhere
gotcha I'll try searching around for it in the files
Hi, I wanna know how can I start mod making for stalker anomaly from basic. And What kind of tools I need for mod making.
If you want to edit basic config files I would recommend Notepad++ as it has a lot of tools that help
https://notepad-plus-plus.org/downloads/
For image editing I would recommend GIMP, pretty much a free photoshop
https://www.gimp.org
And this is a good place to start to get an idea of how to mod, but there are a ton of other videos for all different topics
https://www.youtube.com/watch?v=eCT8ObJEOec
I tried to make this short but realized that there is just to much to touch on so here you are!
Hope this video gets you set and ready for one of the best Hardcore, Survival, Sandbox experiences of 2022! If you have any questions feel free to ask either in the comments, my discord, the Anomaly discord, or on my Twitch channel when I'm live! Mu...
Thanks a lot π
everything you need to know
Thanks man
It's possible to move smarts coordinates?
is there anyway for me to remove nvgs ability to use headlamps in the device.ltx?
make it not be a headlamp.
add this line to the section
class = II_ATTCH
this will probably spam the log complaining when you hit the light key, but shouldn't crash.
thanks!
Just did a thingy, be sure to check it out https://discord.com/channels/912320241713958912/1146445041179578430
when i did change game relations a week back and then reverted it to default my modified game relation saw some interesting dialogue as sin about how i could switch faction does this mean if my game relations is modified to have story factions allied can i switch my character over to the main story factions? i originally intended that i wanted to form my own world with the idea being around the concept of the lost alpha mod, so sin was more of a misrepresented faction in that mod rather then what the anomaly wiki says which is being controlled by mutants, naturally i went that route with SuS mod but i didnt find it fun after a while. i researched factions that "wanted" to get the truth about the zone out into the world aswell instead of containing and allied it with sin. this wasnt fun anymore aswell so i reverted to default. but the question still stands as i never really changed factions while i did have my modified game relations
Hi
I need help in changing white stash color, its hard to see them on the map, would like to change it to blue, orange, or yellow, anything other than white
You can do that by changing stashes.dds. I usually turn it in to PNG edit it in Photoshop and put it back to DDS format
also you can try editing this https://discord.com/channels/912320241713958912/1085355655478640660
why would you convert to png first? photoshop works perfect with dds format
oh I did not know that...I just did what alphalion does for his #1116727876830646334, did not know PS accepts dds
didn't know which right channel to ask in but is there a mags redux patch for this?
yes in #1035807043933720576 i dont remember which one tho
the RAPTR magazine should look like a spiky drum mag
thank you
Damn
(its a discord bug)
the links will load properly when you click them
Is it possible to prevent xml files from overwriting each other? do i just change the name?
I think that's how, but you might have to find what .ltx files or scripts reference it and point it to the new name, i don't really mess around with xml due to the black magic that they are
It fucking worked
I renamed scopes_16.xml to whatthefuck_scopes_16.xml
and it worked
thanks
fuck even I'm surprised that worked, no worries!
MO2 lets you hide a file in a given addon, blocking it from being used regardelss of load order.. you can do it from the conflict report screen
I see thanks
i guess you could also learn to DXML, although that's less straightforward than DLTX syntax
load at the bottom
yeah okay turns out i had the wrong files thats why it worked, renaming didnt do anything 
Im trying to have a patch for scope textures without trying to overwrite the original scope.xml and ui_ingame.xml so i do think i have to try and use DXML
damn im the only sibling that doesnt have a background in programing what are all these letters 
thx
Hi Im kinda new here, I wanna ask if there is a mod to add the classic Stalker SOS/Clear Sky and Prypiat soundtrack to the areas ?
Thank you alot!!!
Please tell me, why are variables from *_up.ltx files not changed via DLTX?
configs\mod_system_zzz_my_mod.ltx :
![up_sect_fourtc_svd_nimble]
cost = 100000 ; - does not work!
There are no problems with variables from the sections of the weapon itself, only with *_up.ltx files.
They also seem to have a system.ltx root file.
is there any way to like "dltx" scripts? I have a scopeRadii.script thats conflicting with another scopeRadii.script from another mod, I was wondering if both can work together but keep different information/text
this might be more work than its worth actually
Do they both share info for the same scopes or completely different altogether?
different altogether, this one i have has scopes for custom guns
I just found out how to dxml call backs or something which is good
are the scopes brand new as well or are they existing vanilla ones on new guns?
No, you can not dltx a script
you could try digging and see if this would help at all, it seems to be what you need as a way to inject a specific section into a different script, though I'm not entirely sure how it would work
yeah you can do that if you make a script that work with other script's variables
But that wont work for this case
You need to make a script that would replace the original one
yeah im not changing variable im adding new lines
you need to make a replacement script
Hi all,
is there a way to set a minimum barrel condition for drops, or make it so it doesn't affect the dmg/ap?
monkeypatch
this works for inserting new lines in a script?
read about it
All code snippets used in the guide are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License This guide is specifically written for modding Anomaly. Much of it will apply with minor changes to any STALKER modding. The concept is not limited to STALKER or e...
this version is slightly better than the one in the modding book
thanks this helps alot
didn't know that doc existed
It's on the anomalydiscors resources channel. Where it has been since I wrote it. One of these days I'll transpose the updates I made to the modding book
Raven do you know if there is a file that dictates the x/y size of the loading screen images?
Hi everyone!
Simple question about artefacts properties.
Is it possible to add addon which change parameters for junk artefacts like this:
https://www.moddb.com/mods/stalker-anomaly/addons/artefact-renovation
https://www.moddb.com/mods/stalker-anomaly/addons/artefact-renovation-152-dltx
Artefact renovation - an addon that changes the characteristics of the main artifacts, adds various properties to "junk" artifacts, and not only that. Only for Anomaly 1.5.1 Artefact renovation - Π°Π΄Π΄ΠΎΠ½, ΠΌΠ΅Π½ΡΡΡΠΈΠΉ Ρ Π°ΡΠ°ΠΊΡΠ΅ΡΠΈΡΡΠΈΠΊΠΈ...
Does anyone know if theres a specific script or config file that would dictate the dimensions of the various ui elements including loading screen intro images?
hey i have a kind of general question, so im trying to get into making an addon for anomaly and while reading the modding book it talks about DLTX, from what i gathered it just makes it so ltx files that are edited by multiple addons dont overwirte themselves, but does the creation of an addon change at all depending on if dltx is used or not? ive seen quite a few addons requiring dltx hence why im a bit confused
As far as I can tell it's a method that lets you overwrite specific parts of an LTX without overwriting the entire thing. So like if I wanted to modify just the position of a gun, but leave the rest of the LTX untouched, I'd use DLTX
this.
That is what modern modding is. Not replacing files themselves but lines in files instead
alright thanks for the clarification
how do i change the stats of armors/backpacks?
I need some urgent help friends!
What tool/software do I need to compare and merge different all.spawn files?
Im trying to make a patch for New Levels add-on.
notepad++
nice
I just looked at the file. Disregard

Expected it to be more or less a text file. guess not

https://github.com/VaIeroK/XrayExportTool/releases tool to convert obj to ogf
Tool to manage OGFs (nice to make different variants) https://github.com/VaIeroK/OGF-tool/releases
Tool to manage OMFs files and change their parameters https://github.com/VaIeroK/Omf-Editor/releases
Forked from https://github.com/mortany/omf_editor. Contribute to VaIeroK/Omf-Editor development by creating an account on GitHub.
Tool to manage THM files (textures shaders types) https://github.com/VaIeroK/THM-Editor/releases
Tool to manage ogg sounds comments (change AI scheme associated to sound, distance of detection, volume, etc) https://www.metacognix.com/files/stlkrsoc/SAVandT_1.1.7z
Is there a way you can make the property menu pop up anywhere you right click on the map? For example when you right click on a squad in warfare mode a little menu pops up there where you can take control of the squad etc., is it possible to make a property menu like that pop up when you right click anywhere on the map regardless if on a spot or not?
guys, can someone put some starfield guns in gamma?
lmao
Hello everyone! I just made a new main menu background based on the OG Gamma one. Made it in Blender, prepared in Premiere, converted in FFCoder
wdym? the gauss rifle has always been in stalker
so is the revolver
and the P90

starfield copied gamma
b
I would have prefered that, atleast there would be a AAA version of what I want to achieve and could finally play instead of modding


anyone have a guide on "converting" so to speak textures to look correct ingame? i know it's supposed to be dds on whichever compression format and whatnot, but is there a process to modifying the different layers of a normal map i should know about?
have some insurgency sandstorm textures im playing around with
hopefully im making sense, im like half asleep so i probably sound dum right now 
go to layers tab of your normal map,
if there is no alpha channel, create one and rename it to Red.
next, duplicate Blue and call it Green
next, duplicate Green and call it Blue
next, duplicate Red and and call it Alpha
delete everything above your new red channel so its only your newly created ones.
paste your roughness map into the red channel.
ill dm you a move indept guide. dont want to spam channel
was a pain in the ass but i think i finally figured out how to make it work in gimp 
didn't someone here have a link to a google doc with rips from a bunch of games like insurgency and cod? the only rip i have has no textures, just models, so im stuck relying on other people to rip textures lol
posting links of ripped assets is probably best left out of public servers
oh, true
.
hey can someone send me the link for gun modpack i want the mcx inmy Β΄game
where can be grab that ? I WANT I WANT I WANT XD
So I've got my UI mostly working, but I can't seem to work out what's going on with the hunger, thirst, etc bars. I know GAMMA uses a mod for adjusting those, but I still can't seem to get it going properly and the three bars always seem to go off the end
I am pretty sure the xml config tells ui how high and wide the bars should be but i am not an expert at that at all
I tried that and it's still screwed up, I'm gonna try screwing around with the xml a bit more to see if I can bend it to my will
also trying to change this font colour to make it easer to read but can't work out which xml file controls that
I got u homie
Its either ui_inventory_16.xml or actor_menu_item_16.xml
Both have weight captions
But im going with former cus it has multiple
Since we are talking UI. Can anybody point me why the the BHS ui is kinda fucked like that?
I tried to fix it but everything looks in order
Hey can some smart guy tell me something:
I want to "psuedo-disable" Dux's character pack, so basically I need to keep it enabled but I want the chance the game picks any of the models from the modpack to be 0, I'm just a HD models kinda guy tbh.
Any help?
Hello does someone knows where i can find the inventory textures aka the icons labelss etc as ressources?
i am looking for the border style icons... or textures. guess they should be able to get into a png file?
my ass brain took 1 minute to realized this is not stalker gamma main menu in roblox
so this isnt necessarily mod related but it could be. im trying to import levels into blender and everything looks good when all the textures are setup except for the terrain, which is one material. how do you find the texture mask to blend the ground textures together like they are in game?
the texture that the imported terrain is extremely low res compared everything else in the level, so there must be a material with a texture mask that doesnt get exported correctly from the game files into blender
looks like youre using 2 different bhs huds
Except i am not
Well i wanna fix this in the core. Something causes psi bar to go there and i rather figure out what file(s) are responsible
have you changed anything in G.A.M.M.A. Minimalist HUD? I believe that's the mod that controls the psybar as far as I can remember
I dont like it and i disabled it. Any ui mod controls the psybar and i think BHS itself places it there
I'd say try and find the xml that adjusts the psybar in minimalist hud, and copy the values for its location over to the hud controlling xml in bhs
Yeah sadly a bunch to that
damn, just gonna be trial and error then, it would be nice if there was some sort of tool that could point to the exact location of HUD elements
use dynahud its the best
Dynahud for me causes lag when looting bodies last time i tried. Never found out why
Or nav's masks. Cant remember which
not a fan of how dynahud works either, it's a cool concept, but I always like having all the information available at all times, not just when the mod thinks I should want it
idk how but your presence made me figure it out. BGAC causes that psy bar to fuck off there
Rad bar still wont work but that one i dont care
you can make it static 
dynahud does it all friend haha
cant tell me that aint better lol
it isn't, why does it need two main health bars? the yellow symbol and red bar do the exact same thing. Plus it doesn't fit with the rest of the ui at all. Maybe if it were made cohesive it would be better but it just seems out of place. Personal preference though, if it's your sorta thing, more power or something like that
that was my choice to have the bhs show up
many options lol
why you hating bruh ?
can make companions just white dots. can get rid of the yellow bhs
or get rid of the red bar
all an option
not just the red bar though
go on ...
you can just have the bar if thats what u mean
No. Red bar i useless if you have BHS showing
iirc that "low res" texture is the terrain map, the actual textures are blended ingame between the different ones based off the shades on that map
Where do i find the blending mask
Wait the terrain map is the mask?
Is there anyone here that has experience with engine edits for the Monolith engine?
how can I change the set FOV of a weapon mod? I downloaded a mod with a bunch of weapons I like but the modder has the FOV on them cranked way too high
easiest way is to download https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor to be able to click and drag the location, though you'll need to be in debug mode to change it. when you click apply in the menu, it'll save the data to a file called cache_dbg.ltx in your anomaly/gamedata/configs folder. copy the sections to a new file called mod_system\_****. change the * to whatever name you want and put it in your anomaly/gamedata/configs next to the cache_dbg.ltx file. I think I explained that well but if not feel free to ping me and I'll help out more if needed
just use the BHS text hud
Hello friends! I have a question regarding changing outfit models. Does anyone know where I can find the map "outfits" so to say? I can't seem to find the LTX anywhere
Nevermind, found out how to get it to work
Got another one though, is it possible to not change model when changing outfit? As in, keeping the standard clothing (no outfit)
how to change gun fov?
Am not really sure where to ask, but i might have a questions for Grok himself. I would like to code a Interface based Merging tool for mods.
I was wondering what template your "program" is build of. Cause i really do enjoy the overall look and thought it would be a nice thing to know.
so what you are saying is you want to stay the default no outfit model while putting on outfits?
Yes, exactly
hmm let me try to find the no outfit ogf, usually outfits are assigned based on what visual ogf they are given
you use dux?
Alright, cheers! And yes, I do currently
let me get dux myself, I been using uh HD models so I have to figure out its default model xd
All good!
so this guy?
I think so, yes. I've tried to change the Sunrise outfit earlier on, but somehow I've managed to change the default skin (No outfit one). So I figured I might aswel find a way to disable the model changing when puttin on an outfit
sadly I thought it'd be as easy as Hd models outfits are. however I can't find this default visual for dux models. However I believe the visuals use anomaly default outfit ltx visual ogfs. I am not quite sure on it. But this is its base outfit ltxs for them. Easy way to make the outfits use a single same visual is by changing the visual paths for only one visual ogf for all of them. In each ltx, the outfits all have debug names. so for novice it is : novice_outfit and all the novice outfits are usually always in the same ltxs with what they are assigned to. I made a dltx to make all the novice outfits use the stalker_neutral_1.ogf for the visuals. you can look inside of it and see how I did it and mimic it for every single outfit there is if you wish to. the dltx can go to any config folder
simple way of testing them all is by using debug mode and checking the outfits by third person view
All good man! I'll give it a try. Thanks a bunch for helping me out btw, I really appreciate it!
yea I been messing with a lot of model stuff due to hd models so I learned a bit from it
if confused at all just lmk
Will do mate, new to this aswel, so I'm just screwing around a bit. Actually enjoying it too!
But I'll let you know how it went
Can't get it to work, I'll just try again tomorrow. Thanks a lot for the help, though!
hmm all good, I gave you the way how I did it for hd models and it might not be the exact same really
Holy shit, I've fixed it. Thanks a bunch dude, I understood what was wrong because of you β€οΈ
I did find the actor visual finally
it was covered in a db config within base anomaly
had to convert it to look into it
Theoretically, would it be possible to fuck the task board code, pull it apart, dance in its entrails, then stitch it back together to make a notepad in this game? I would KILL for the rp potential
I am pretty sure Interactive PDA mod adds a notebook to the pda system
so you can write in notes
Yeah but itβs not inside the pda
Itβs a right click option
Also it looks like shit
Also Iβm already using it
And want to make my own mod
(It doesnβt look like shit, I appreciate the authors work)
What addon is GAMMA using for carving mutants w/o knife?
I want to see this mod integrated into the normal pda.
It just disables fdda skinning animation
It's not using S.k.I.n or smth else?
I'm just tryna copy it with base Anomaly for now
Bruh turn off mutant skinning in fdda
That is it
I have it off, still takes a long time
I want the base animation gone, too, I alr FDDA skinning turned off
Nvm, maybe it's scripting stuff
Gamma does not remove it. It is still there.
Is it? I've only ever seen Drewski's gameplay and skinning looks so much faster there, even comapred to base Anomaly with skinning achievement unlocked
Gamma itself has default anomaly skinning. If you don't wanna see it just turn off animations
Lmao is that really just it? I've been digging through moddb like a dumbass, then
Turning off animations is vanilla anomaly thing. Turns off all the anims like pretend repairing, taking artefacts off and so on
Is there a way to add bonus BR class for artefacts that gives ballistic resistance like the one in plates ?
would adding character_desc ids cause lag?
wanting to know since I been giving some desc ids new ogf ids and I been lagging but idk if its from the description adds or not
if anyone knows

nvm seemed to be a one off thing for me
now my fps is great
Somehow FDDA can cause this error, and i am trying to figure out why. Replacing quality vodka and metal canteen vodka anims.
@bold surge this is the config for the 1911 and you can see it uses the anims with cult prefix
Ahhh alright I see
and models should be easy enough to delete
Also you should play gunslinger, real fun
Which folder would I find them in
So including hand animations too I'm assuming
id leave them alone for now
Alright
dont exactly know what those do myself
Just delete the folders labled as tt33, etc
Alright
whatver ones you want to get rid of
Alright let's see if this worked lol

Nope
rip
OH
hold on
nah nvm
thought there was a random dltx file
ah gamma weapons pack also has ltx files for guns
that are overwriting it

theres probably ltx files all over overwriting this stuff
stalkers, where does the game stores prices?
i want to change things, make all hp ammo a bit cheaper and buckshot more expensive
God dissaproves of that action
prices are stored in item's ltx
But with dltx spaghetti you need to either find the latest price adjusting one or create your own, which would be the better way
um, which the latest one and where does it lies?
Yeah that is the fun part. You need to find that yourself.
I use AnyTXT indexer to find shit like that.
Just create your own DLTX mod and adjust the price there directly instead of chasing the ghost. Gonna give you an example, sec
Create your own mod with whatever name and in its gamedata\configs
create a file with a name mod_system_"anything".ltx . replace "anything" with whatever you want but prefix it with z. So like this for example: mod_system_zz_eftmeds.ltx
Prefixing with z means it loads last and would overwrite all other DLTX mods(unless they also have _z_ prefix)
If you changes dont apply add another z, so mod_system_zz_whatever.ltx
all DLTX changes are loaded alphabetically, so z makes sure it goes in the end
In the life itself do this:
![weapon_section]
cost = yourcost
mod_system_zz_hpunfucker.ltx like this?
sure
So you need to find the section name of the weapon. You can do that in debug by browsing all items
roger, thank you for the help
Or ammo, rather. same thing but easier
in the launcher
then F7 once in game, loaded in
ok, i made the file. Where do i put it again? Gamma folder has like 50 gamedata's
ok, i made a folder with bunch of subfolders, and in the very end is my txt file
hp unfucker\gamedata\configs\items\weapons ?
i simply put it in mods and activate in gamma launcher?
huh, it didnt do anything
@jolly pendant
hp unfucker\gamedata\configs
sec i'll give you an actual example
didnt test but like this
Currently also modding so can't do multiple things at once
yeah, i arranged folders like that in put the whole thing into mod folder in Gamma, activated it in launncher
didnt do anything still
must have wrote the txt file inccorectly
Get the one i sent. It should work as it adjusts the base price
rest you can add yourself same way
Hello! I want to ask for instructions on how to return the Tulip & Tulpan back to it's original texture.
How to start modding:
- Anomaly Modding Book: https://anomaly-modding-book.netlify.app/
- Stalker modding guides: http://sdk.stalker-game.com/en/index.php?title=Quest_creation
- How to port guns: https://www.youtube.com/watch?v=HwTYYH5zLjo
- "How do I make a script for X": reverse engineer existing scripts close to what you want to do: there are tons of scripts already available in GAMMA mods, just search and start reading & coding, every system is different π
I'm sorry, I really can't figure it out on how to return Tulip back to it's original texture. Please help.
ppsak what the hell
Cursedgunimaes
WE NEEEDS IT
Need someone to test if in vanilla gamma BHS limb pick is randomized or not
it's randomized if the last hit registered to the player doesn't have any bone linked to it
otherwise it isn't random
That's the thing. The callback does not work. It is always randomized
I fixed it for myself in my mod by switching to actor_on_before_hit
and fixing the arguments
In current dev callback is also set to actor_on_before_hit_callback, which i am pretty sure does not exist
yeah it doesn't exist
but having it before or after the hit doesn't make the difference
since limb damage happens after the fact
Yes, yes. I am testing it further to see why actor_on_hit_callback wouldn't trigger at all



