#╙🖇mods-making-discussion

1 messages · Page 35 of 1

slow bolt
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only one to trigger was on_before_hit

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yep, actor_on_hit_callback does not trigger on getting hit. now it is way above my paygrade to find out why exactly that happens

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/// Reducing buckshots damage /// Actor got hit - Grok damage balancer 0.35767185455768 + 0 + 0 + 0 ammo pen = 0.03 armor class = 0.64579642117023 ammo didn't penetrate armor, damage reduction applied Hit by 0.057696748524904 FireWound damages part hit = head total protection = 0.9 damage to actor = 0.0046157398819923 Helmet condition dmg = 0.00032310179173946 /// Reducing buckshots damage /// Actor got hit - Grok damage balancer 0 + 0.36651304433033 + 0 + 0 ammo pen = 0.03 armor class = 0.73203011602163 plates armor class = 0 total armor class = 0.73203011602163 ammo didn't penetrate armor, damage reduction applied Hit by 0.057698290795088 FireWound damages part hit = leftarm total protection = 0.9 damage to actor = 0.0049043547175825 Armor condition dmg = 0.00034330483023077
segment from the console
I have print functions to print out if callback gets triggered. it doesnt

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All i see is from damage balancer, which works on before hit

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Here is same thing but with on_before_hit
! actor got hit in bone 20 Hit by 0.7716423869133 damage ! actor got hit in leftarm, random? false, damagescale: 2.5 ! actor got hit in bone 19 Hit by 0.77167803049088 damage ! actor got hit in head, random? false, damagescale: 2.5 ! actor got hit in bone 15 Hit by 0.77170705795288 damage ! actor got hit in head, random? false, damagescale: 2.5 /// Reducing KS23 damage /// Actor got hit - Grok damage balancer 0.35983262062516 + 0 + 0 + 0 ammo pen = 0.06 armor class = 0.64969780445099 ammo didn't penetrate armor, damage reduction applied Hit by 0.080257527530193 FireWound damages part hit = head total protection = 0.9 damage to actor = 0.0064206022024155 Helmet condition dmg = 0.00044944215416908 ! actor got hit in bone 15 Hit by 0.77168381214142 damage ! actor got hit in head, random? false, damagescale: 2.5 /// Reducing KS23 damage /// Actor got hit - Grok damage balancer 0.35967082978167 + 0 + 0 + 0 ammo pen = 0.06 armor class = 0.64940568208694 ammo didn't penetrate armor, damage reduction applied Hit by 0.08025511354208 FireWound damages part hit = head total protection = 0.9 damage to actor = 0.0064204090833664 Helmet condition dmg = 0.00044942863583565

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So with callback not working it never grabs the bone_id. Because of that damage is always random

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I dont have entirely vanilla gamma to check, but maybe someone does

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I tested without my mod, with script coming from gamma medications balance. It also does not work there

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As vanilla as i can go. So up to someone else to test. i will fix it for myself

random fulcrum
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put this man in testers now he proved himself come on

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ok i figured it out

slow bolt
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rip on_hit_callback

regal hazel
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Blursed with holo gold seal wow neato

hearty plinth
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Or at least this

random fulcrum
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real cool are these wip images for a mod you're working on?

regal hazel
lilac compass
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Does anyone know how to fix a weapons running position? Does draggable hud editor have an option for this?

random fulcrum
regal hazel
thorn stratus
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You decide what is shown and when, not the mod. By tweaking the dynahud mcm settings and it has enough configurable parameters that ideally it should satisfy the majority of people preferences in regards to what they want from an immersive hud. That was my goal at the least. You can even make all the hud components static if you set the params accordingly.

Why there are two health bars?
The main hud is implemented by the bars on the bottom left. That is the primary hud component that gives you the status of your vitals, including the red bar (Health).
The BHS hud (when is set dynamic in mcm) is an event based HUD. You are supposed to go about your business with that thing hidden, and it will only show up when you receive injuries and when it does you could hide it (dismiss or heal injury). So why is reactive to HP? Main reason is consistency with the rest of the hud, also I would never though somebody would complain about it, but if I did not make it this way then there would be another one complaining that the BHS does not dynamically reflect your health as well so it was always a no win situation for me.

There is also the option to disable Dynamic BHS, which means it should support the BHS legacy and so having the BHS hud to be reactive to main health was also a requirement.
There is the case where somebody can configure (again in mcm settings) the main hud to be completely hidden which means they only have the BHS hud available so having the health be displayed there was also a requirement.

You don't need to like my mod, that is fine, I just wanted to clarify some points for you

lilac compass
fossil birch
undone lily
versed wave
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where can I a get full list of ui actor portraits, that is used for a player?

thorn stratus
opaque night
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Can someone point to what I'm doing wrong with a script I'm working on.

The unedited script works without an issue and looks like this:
local underground_sounds = { [1] = {--first phase [1] = {--first soundclip ["file"] = "sanity\\l_1_glass", ["length"] = 2000, ["volume"] = 100 }, [2] = {--second soundclip ["file"] = "sanity\\l_1_walking", ["length"] = 2000, ["volume"] = 100 } --etc }, [2] = {--second phase [1] = {--first soundclip ["file"] = "sanity\\l_2_reload", ["length"] = 2000, ["volume"] = 100 }, [2] = {--second soundclip ["file"] = "sanity\\l_2_hurt", ["length"] = 11000, ["volume"] = 100 } --etc }, [3] = {--third phase [1] = {--first soundclip ["file"] = "sanity\\l_3_scream", ["length"] = 93000, ["volume"] = 100 }, [2] = {--second soundclip ["file"] = "sanity\\l_3_heart", ["length"] = 33000, ["volume"] = 100 } --etc } }

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I tried editing the version to the below example and it just refuses to play any audio anymore...

local underground_sounds = { [1] = {--first phase [1] = {--first soundclip ["file"] = "sanity\\l_1_glass", ["length"] = 2000, ["volume"] = 100 }, [2] = {--second soundclip ["file"] = "sanity\\l_1_walking", ["length"] = 2000, ["volume"] = 100 } --etc }, [2] = {--second phase [1] = {--first soundclip ["file"] = "sanity\\l_2_reload", ["length"] = 2000, ["volume"] = 100 }, [2] = {--second soundclip ["file"] = "sanity\\l_2_hurt", ["length"] = 11000, ["volume"] = 100 } --etc }, [3] = {--third phase [1] = {--first soundclip ["file"] = "sanity\\l_3_scream", ["length"] = 93000, ["volume"] = 100 }, [2] = {--second soundclip ["file"] = "sanity\\l_3_heart", ["length"] = 33000, ["volume"] = 100 } [3] = {--third soundclip ["file"] = "sanity\\l_3_whispers", ["length"] = 33000, ["volume"] = 100 } --etc } }

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ohh, wait... it might be a missing comma

slow bolt
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Last [2] missing that xomma

opaque night
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thanks mate 🙂

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god I don't envy my code writing brothers and sisters

ionic comet
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Can anyone help me with spawning in kruglov (if that's even the right ecologist, the one in AW)? He died a while ago midway through the ecologist quest and now I've not got any way to complete it. His spawn ID isn't in the guide either from what I can tell?

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I was told to ask here about someone helping with scrubbing for his ID

dull edge
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Hey, i was wondering if the numbers are adjustable? Cause i have two files which needs to be merged, can i do that without issues?

[armor_repair_fa_dummy]
  0 = txr_actor_effects.use_weapon(0)
  1 = xr_effects.disable_ui_lite_with_imput(db.actor, nil)
  378 = txr_actor_effects.use_helmet(0)
  379 = xr_effects.disable_nv(db.actor, nil)
  550 = level.add_cam_effector('camera_effects\\item_use_fast.anm', 8063, false,'')
  1040 = xr_effects.disable_ui_inventory(db.actor, nil)
  1460 = xr_effects.play_inv_repair_sewing_kit_fast()
  3020 = level.add_cam_effector('camera_effects\\item_use.anm', 8064, false,'')
  7681 = xr_effects.enable_ui_lite(db.actor, nil)
  8480 = txr_actor_effects.use_helmet(1)
  9080 = xr_effects.enable_nv_and_imput(db.actor, nil)
  9680 = txr_actor_effects.use_weapon(1)
slow bolt
slow bolt
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So i am trying to dltx replace the icons but they dont change. Why does this happen?

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All other DLTX changes apply but that

random fulcrum
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maybe the file's name?

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remember dltx is loaded alphabetically

slow bolt
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mod_system_zzz_z

random fulcrum
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i wish the z stacking didn't take off it's such a cringe fucking practice

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not even new copies of the item get the change?

slow bolt
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oh, inherited?

random fulcrum
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i've had experiences with dltx changes not applying to existing copies of the edited item

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no, ingame

slow bolt
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Not sure what you mean copies then

random fulcrum
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uh

slow bolt
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You mean items that already existed and spawned, i see

random fulcrum
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think you have 4 yadulin ingame

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you dltx a change

slow bolt
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there is no difference

random fulcrum
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those 4 yadulin remain the same

slow bolt
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I start F2 and icons are still default

random fulcrum
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a fifth yadulin would be different

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then i dunno really

slow bolt
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Yeah like it makes no sense

torn vault
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which config file is responsible for spawning a bandage for every 5 bodies looted that didn't yield a bandage?

slow bolt
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If it is, its guaranteed_drops

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and i dont see that file, so

torn vault
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@slow bolt gamma doesn't change this from vanilla ano, so most likely yes

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phew, no more opening dead enemies for free bandages

torn vault
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yes, after 5 enemies without any bandages on them subsequent enemies have increasingly higher chances to have one, up to 100% after 10 enemies

solid snow
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is there mod or script for 4x3 hud scale?

slow bolt
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@random fulcrum so it's grok's damage balancer that is responsible for the callback not firing.
You said it will be fixed in 0.91 but i didnt see a fix on github. Unless by that you meant BHS

random fulcrum
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yeah i know and i said it wasn't getting fixed

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but then grok made a patch for it

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sort of

slow bolt
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Well it breaks callbacks because of this

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callback aint gonna trigger if there is 0 damage done

random fulcrum
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it's not because of that

slow bolt
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why did callback fire then

random fulcrum
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really i couldn't pinpoint the issue last night i just found out that the adb killed the callback

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idk

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last night tried even with full shit.power and it never went through

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but having it over 0 means you'll explode with dot anomalies

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like burners or fruit punches

slow bolt
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well adb zeroes shit.power and then applies damage

random fulcrum
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skull emoji

slow bolt
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But that makes working AFTER adb so weird

random fulcrum
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yeah it does

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adb and gbo are extremely inflexible and a major fucking pain to work with

slow bolt
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autism modding

random fulcrum
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but compatibility isn't on the roadmap sadly

slow bolt
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gonna test around and see how hit power varies without it being zeroed

random fulcrum
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forcing the on hit callback to fire in the adb was out of the question despite it working flawlessly

slow bolt
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Wanna redo a bunch of bhs but i need that callback to fucking work

random fulcrum
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bhs is a dumpster fire

slow bolt
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Hmm. Is there a way to fire on_before_hit callback of one script after the other?

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@random fulcrum

random fulcrum
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nah script load order seems to be random

slow bolt
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shiet

random fulcrum
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you can just make bhs not use that callback at all

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and make it fire from the adb

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like grok did

fossil birch
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I thought adding a bunch of zzzz's to the name or something could affect the load order of scripts

random fulcrum
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nah

slow bolt
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hmm

random fulcrum
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wdym

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i mean without the adb on hit callback works out of the box

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so bhs works without it

slow bolt
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Yeah, that would require one way for adb and other for without it

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but it looks unavoidable. I made damage pass-through work but it gets affected later down the line. Falling instead of doing 0.25 damage does 0.07

random fulcrum
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i'm not understanding

slow bolt
# random fulcrum i'm not understanding

As in script would need to check if .. actually nvm it would indeed be different only by 1 check - if adb exists or not. Then it is a regular callback if not

random fulcrum
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but you can leave it as on hit callback

slow bolt
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Working around the issue, love it

random fulcrum
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yeah i found the solution last night

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        SendScriptCallback("actor_on_hit_callback", db.actor, damage, 0, shit.draftsman, bone_id)
    end```
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paste that at the end of the adb's on_before_hit block

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set local_direction to 0 because i couldn't be assed to do the camera angle nonsense

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but that works flawlessly anyways

slow bolt
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the way to enable the passthrough to hit is to remove all the zeroing and damage dealing, as well as flag zeroing. But then damage will change later on outside of adb and destroy the point of it, so might as well work from inside adb like grok did in 0.91

random fulcrum
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i mean sure suit yourself

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the method i used ensures compatibility

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calling only bhs from adb doesn't

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since on hit callback remains broken

slow bolt
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I meant my case specifically for BHS. But yeah it would stay broken

slow bolt
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As well as still applying damage in adb, so that should cause doubling of the damage

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In some cases return flag is set to false. Like elemental damage

undone lily
undone lily
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gbo is a bit more painful because it's like one whole ass function that does everything. But adb is "kinda" modular so it should be fine to monkey patch. I didn't really made these addons to be modular or modified by other scripts sadly enough. Hence why I never made any MCM with it as well to avoid people fucking up the balance without knowing and then complain about how shit the system is

slow bolt
undone lily
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yeah but since that script is under development and improvement still, I would argue that it's simpler to monkey patch the relevant functions if you want to add a feature

slow bolt
undone lily
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that is, so you have less maintenance to do.

slow bolt
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Monkepatch is definitely the way to go

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Almost copying tarkov Limb system without thorax as an alternative BHS mode. Where vanilla health is more of a "wellness" meter

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probably would be shit but idk

undone lily
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I always thought that a BHS "lite" would be good.

  • Only one health bar.
  • Damages reduce your health bar.
  • Medkits etc replenish temporary health points in your health bar.
  • Post heal items convert certain amounts of temporary health points to stable health points.
  • Temporary health points diminish over time.
  • Temporary health points are destroyed first by incoming damages.
  • the lower the amount of stable health, the stronger the debuffs: slower movement, arms shaking and stamina depletion multiplier.
  • headshots to the player still deal specific effects and increased damages.

This simplifies health management, this keeps the importance of post heals, taking damages and healing during fights makes you less and less efficient, injectors heals and post heals at the same timewhich can keep you more efficient during long fights compared to medkits only. This also makes the required UI much smaller, just one bar. Then the UI can simply be Health, Stamina, Radiations + belt slots + Ammo Amounts + buffs/debuffs and stalkers identification on top.

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Such a system would be even more interesting than the current BHS even, while being simpler, since in current BHS you can just spam bandages mid fight to heal your limbs and avoid the debuffs. Here you would have to use post heal midfight which triggers dizziness, or use injectors.

slow bolt
slow bolt
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I also disliked the fact that you ate most random shit and healed from it instead of actual healing items.

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So in the end making a system(or, rather, already did. Now enhancing it) where if you want to heal for cheap with a medkit it's:

  1. Slow use.
  2. Long effect time
    Because of that medkits are not very feasible
    Stimpacks are though.
    Instead you are supposed to pop painkillers that dont act as temporary health but reduce the effects.
slow bolt
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Anyone know of scripts that prevent item effects from firing?

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I wanna disable healing effects for items on a whitelist basis

slow bolt
fickle river
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Hello, how to revert the changes done by BaS to 1p29 Tulip reticle? I want to bring back the inverted post reticle of the 1p29.

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I don't know what file to look for and what to do, I'm not that savvy when it comes to modding. I hope someone can tell me the instructions on how to do it. Thanks and sorry for the trouble.

fossil birch
# fickle river I don't know what file to look for and what to do, I'm not that savvy when it co...

Open up mod organiser, in the box to the right under where you click play, click on the tab that says data. down in the bottom right search box type1p29, and open up the folders gamedata, textures, wpn. Find wpn_crosshair_1p29.dds, right click on it, and click hide, keep right clicking and clicking on hide until wpn_crosshair_1p29.dds disappears from the list of files, it should be the old crosshair when you re-enter the game

fickle river
hearty plinth
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guys we need a ak 47 what has a 20round mad and is chambered in 7.62x54r aka shorter dragunov with 20round mag

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plz

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i need the full auto flash banger

wispy ferry
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find a model someone's done for it, then convert it to Anomaly-compatible format
apply some fitting animations and stats, and there it is
but don't just say "hay guys make me a gun thx"

hearty plinth
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bro i have 0 idea how to do that

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plus its very rare that someone would make a model for it

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and also post it for free

random fulcrum
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only way to restore it being eating (slow) or using glucose

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you can also super easily setup other ways to recover max health

obsidian pagoda
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Are the files for the upgrades (both armour and weapons) in the mods or is it in the Anomaly's DB

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specifically im looking to remove all the weight penalty of upgrades (skill issue ik)

hearty plinth
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cring

obsidian pagoda
undone lily
ionic comet
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Can anyone help me with spawning in kruglov (if that's even the right ecologist, the one in AW)? He died a while ago midway through the ecologist quest and now I've not got any way to complete it. His spawn ID isn't in the guide either from what I can tell?
I was told to ask here about someone helping with scrubbing for his ID

hearty plinth
gleaming kernel
hearty plinth
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No idea how

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I could try to llearn how to make the models

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But animation and coding, i cant do that

undone lily
hearty plinth
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Yeah but imagine a 7.62x54r assault rifle

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Plus svds has 10rnd mag and this would have 20 + uncontrolable full auto fun Chadge

frigid juniper
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you could uhh

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make an AVT

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15 round automatic 7.62x54r

celest forge
#

More aks

hearty plinth
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Yes

hearty plinth
random fulcrum
celest forge
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True

frigid juniper
hearty plinth
hearty plinth
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Cccr mode ON

regal bolt
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how do i change or remove steps of a task or a quest

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or change the requirements that the stalker asks me to get for him

small granite
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I am trying to add my own radio mod but it skips all the songs and only plays the intermission any ideas?

small granite
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" 41 hertz. Iirc it has to be 16bit too, but don't hold me to that last part."

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thats why

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ill try taht

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but if i make the hrtz 4100 it makes it slower so

small granite
fossil birch
# small granite but if i make the hrtz 4100 it makes it slower so

it shouldn't change the speed, and it should be set to 44100 Hz. use Audacity, import the audio, click Audio Setup then Audio Settings, then under Quality change Project Sample Rate to 44100 Hz, then export your track back to where you need it, that should get it to play in game correctly

small granite
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i use dacity ill try this now

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Working! i was setting the hz in a completly wrong way

small granite
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@fossil birch can i put more than 20 track into the folder?

fossil birch
small granite
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Alright

fossil birch
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actually give me a sec, I might have an idea

fossil birch
# small granite Alright

it seems like as long as they're named correctly there doesn't appear to be a limit to how many tracks there can be, if making a proper channel thats called _channel_3, changing the name to _playlist_3 should work. You'll just have to change the number in radio_zone_fm.ltx to reflect how many playlists/channels you want to add

tidal elbow
queen pineBOT
tidal elbow
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@fossil birch since you're in as well

small granite
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i got it working

lofty nebula
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hello, i have a suggestion, pls add more hunting rifles they are fun to use!

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example ammo

fossil birch
scarlet radish
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Please tell me how to check in a script: “is there an emission(blowout) at the moment”?

slow bolt
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i presume triggers on update before

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but you would have to track it

scarlet radish
slow bolt
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i just posted the callbacks

night tapir
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Hello my dudes, i come here in the search of answers, i have a question for those who know the specifics - how does the sun behave from a technical standpoint in the game?

slim sorrel
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hello, any tips for someone who wants to start modding and coding?
Is there something easier to try at first?

slow bolt
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Just start making a mod. What do you want to do?

slim sorrel
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I'd like to mess with NPC spawns and patrols

slow bolt
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Can't help with that but what I did is to look up similar mods and study them

regal bolt
idle oasis
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so many modders, but not one ryan gosling in anomaly mod

flat steeple
pine bay
small granite
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Created a radio mod

twilit lynx
#

Why does Arrival electric anomalies have this transparent border? Is there a setting that could fix this?

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It distorts the area around making it way too easy and even distracting to just look at

regal bolt
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@opaque night hey there PepeHappy i was wondering whether you could help me getting the muffled sounds for the companion commands to work properly? i got them to play but they are always playing now regardless of whether i have a helmet on or not

regal bolt
regal bolt
random fulcrum
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holy shit fuck around and find out

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how do you think earlier people learnt

river fjord
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there is likely very few people in this discord that know anything about quest logic.
its not something really to get into as a first mod project, you need to know about how a lot of other systems tie together with quests. its quite a web of different shit and most quests are set up pretty differently, youd need to give a lot more info on which quest and what step to try and get help besides just "how do i remove step"
should check out the modding books intro to quests as a start https://igigog.github.io/anomaly-modding-book/quests/introduction.html

random fulcrum
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he'll just give up five minutes into reading the task part of the book

sick coral
slow bolt
sick coral
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I would guess idea is not to have any loot on that mutant.

tidal ether
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is there a mod to be able to put the boar in pistol slot

slow bolt
tidal ether
static nebula
fossil birch
# tidal ether is there a mod to be able to put the boar in pistol slot

should work for what you want, makes the KS-23 Kaban able to go in the knife/binoc slots, no other vaules changed so it's the exact same as the base GAMMA one except for the slot changes. For future reference, if you want to be able to put weapons in different slots, open up their corresponding .ltx and find the line

slot = 2

and change the 2 to a 1. if it doesn't have it just add it in

tidal ether
fossil birch
opaque night
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And have you tried a clean install of the addon?

fiery cedar
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Any way to make guns attach sights?

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and what do i have to do to make them compatible?

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Example, mkl4 cant attach the BaS scopes, what to edit to make them compatible

random fulcrum
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make a new model for the gun with the scope attached

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that's it

regal bolt
# opaque night And have you tried a clean install of the addon?

yes, there are things merged into the axr_companions.script file yet they have little bearing on the voice files that are called on the companion wheel. a clean intsall of the mod will not have any muffled audio playing for companion commands at all. see the muffled companion audio was not integrated even tho you made a soundcarpet for it.

scarlet radish
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Guys, please tell me how to optimize or replace this function in order to improve its performance:

-- update 2 sec local uTime = 0 function actor_on_update() if uTime >= 2000 then my_update() uTime = 0 else uTime = uTime + 10 --I found experimentally that actor_on_update has a polling step of ~10 ms. end end function on_game_start() RegisterScriptCallback("actor_on_update", actor_on_update) end

The meaning of the function is to update another function with a precisely specified frequency.
Does it make sense to do this through delta?
Is it possible to use delta for actor_on_update or do I need to create my own binder?

undone lily
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delay is in milliseconds

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this works on actor update as well

tall rampart
#

anyone have any resources on how to mod stash spawns? GAMMA has a bug where stashes spawn empty with the new maps from promzone and i´d like to fix them.

undone lily
slow bolt
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i love AI in coding

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all i did is forget one "and" statement and without it it would take me forever to figure out where and what i missed

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Now if only they worked for the entire scripts instead of at most one function it would be amazing

kindred tiger
# slow bolt

Why do you resort to neural networks for simple syntax errors? It's like shooting a pigeon with a bazooka.
The Lua interpreter will also tell you that there's something wrong in that line. Another plus: It works offline without any collection of data.

slow bolt
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So making that AI work is a pretty good way to solve it

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Even if it might hallucinate the error lmao

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and problem with lua extensions is the sheer amount of warnings and 'errors" is insane. Might as well not use it

kindred tiger
# slow bolt Aint using any lua interpreter for lua in VS code

You do you. One could also use the Powershell (or whatever Windows calls the command prompt these days) and use the interpreter there.
I personally tend to avoid IDE's and so on, mainly because the 'convenience' has a cost: lack of simplicity - which introduces further problems

edgy tendon
#

i'm getting this error in gimp, it's the latest version, could the extractor be faulty?

fossil birch
edgy tendon
warped depot
#

Not sure if this is the right section for this, but does anyone know of a mod that adds random events? Like ambushes, random calls for assistance (random mission, so to say) etc?

tall rampart
hearty plinth
#

guys what program are yall using to make gun models for gamma?

static nebula
#

I'm not sure if tools even exist for other programs :p

hearty plinth
#

i rly wana try making this

old berry
#

is there a mod that makes scoped rifles actually hit stuff instead of going all over the place? or is it just the curse of xray

undone sinew
#

!k98

queen pineBOT
#

1) Go in this folder: [YOUR GAMMA FOLDER]\.Grok's Modpack Installer\G.A.M.M.A\modpack_patches
2) Copy these four folders (check pic)
3) Go to your Anomaly folder
4) Paste these four folders (check pic)
5) Overwrite/replace all if asked
It won't delete your save files.

Here is a picture for reference:||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _
https://cdn.discordapp.com/attachments/1098945649929617478/1110295790104092753/tk98.jpg

hearty plinth
#

Anyone knlw how to make gun models?

river fjord
#

theres many 3d softwares you could use, i prefer blender. theres a million guides out there on how to learn modeling and making a model for stalker is no different at all from any other game.
its just the exporting process later thats a bit specific about certain things

opaque night
#

Is there an easy way to change the path of the psy audio inside the brain scorcher lab without it affecting all the psy mutants that currently use it?

warped depot
#

I want to change the sound of one particular weapon, does anyone know how to do this? Do I just have to drag and drop some sounds?

real thistle
#

hi guys, I'm sorry if I'm at the wrong address, can I somehow install medical items from EFP?

slow bolt
real thistle
slow bolt
#

i made #1137162280816099450 specifically to have meds anims and it has meds from tarkov, though not all available

#

efp has more meds, but no anims basically

real thistle
slow bolt
#

I remember there was an EFTMO(what EFP uses) ported for gamma. Gonna try and find it

slow bolt
real thistle
slow bolt
real thistle
slow bolt
#

anyway, move it to some other channel before mods show up. Since this channel is about making mods.

dusky aurora
#

sorry if this is the wrong channel to ask about this but i figured you guys in here would know. Am I wrong in thinking the mods are all open source and i can just remove "core" game mechanics and features for myself e.g. hunger mechanics and coughing radiation sounds

slow bolt
dusky aurora
slow bolt
dusky aurora
slow bolt
#

If so then, well, your head got hit.

dusky aurora
dusky aurora
# slow bolt If so then, well, your head got hit.

So if I make any mods or such I should post them here ya? I think I will make a mod that negates all the boring stuff I hate. Like babysitting hunger/thirst stats. Losing vision and cracked helmets. Annoying coughs in my ear. All that stuff doesn't add to the gameplay imo, it's just noise and mindless button pressing.

slow bolt
dusky aurora
spice abyss
#

Anyone knows how the weapon parts % mod from efp is called?

slow bolt
#

Why are you asking about efp mods in gamma discord lmao

spice abyss
#

I wanted to add it to gamma

slow bolt
dusky aurora
river fjord
random fulcrum
#

gamma has a prehistoric version of wpo but to the regular user this isn't noticeable

steady sigil
# slow bolt <@256958027351982081> you still got it?

yeah i still got it. you can actually get it off my Icons mod. the eft pack has everything you need basically to run EFTMO for GAMMA. though fine tunning and DLTXing stuff really is dependant on your modlist obviously, so i can't say it's as simple as plus n play

warped depot
#

I've got a question regarding a weapon, the Noveske chainsaw blackout version. I'm using the GAMMA ultimate weapon pack and want to change the sound of the Noveske. I've changed the ;snd_shoot phrase in the LTX file, but the shooting sound stays the same. Do I need to change something else aswel? Cause I'm a little confused now

#

FYI, I've looked if any other mod overrules the shooting sounds of this weapon, but couldn't really find anything

fair inlet
warped depot
warped depot
fair inlet
warped depot
#

Alright, I'll try that. Thanks once more!

warped depot
fair inlet
warped depot
tribal rivet
#

People, tell me, is it possible (with the store food mod) to make sure that after killing an enemy there are cartridges in his magazines? I know that you need to do this in the mod config, but what exactly?

slow bolt
#

You can increase/decrease the amount

tribal rivet
#

@slow bolteverything is standard, but there are no cartridges in the stores

slow bolt
tepid moat
#

@tribal rivet mag_fill_max is ammo count in mag(in % out of full mag)

tribal rivet
#

@tepid moatThank you!)

valid swift
#

Are there any mods that fix the AKM so it can have scopes?

old berry
#

check if it has an upgrade that allows scopes

valid swift
#

Ive checked and it doesnt, the gun only accept suppressor.

slow bolt
#

Vanilla one iirc can take a scope

#

yeah, vanilla AKM can get a scope. BaS one cant

hearty plinth
#

Cring

random fulcrum
#

man has never thought about game design

valid swift
#

how would one delete a weapon from the game? Like delete akm_bas and leave just regular AKM[which can attach scopes]? Delete items/configs/weapons file and what else?

fair inlet
simple barn
#

Guys I need help I want to replace PM with PB in choosing starting equipment how to do it?

fossil birch
warped depot
#

Does anyone here know if the M4 Skyraga has any daddy file(s) which edit the damage? I changed the ammo type to .300 and also tried cranking up the damage just a wee bit, but it doesn't seem to change ingame (weapon stats). Could it be that the damage stat gives a false number right now?

#

Nvm, I forgot to save the file lmao, I'm dumb

lofty nebula
#

i want to make a weapons mod, how and where do i start?

orchid agate
#

Any reason why I'm not seeing ammo inside magazines on enemies I kill?

random fulcrum
#

they're unloaded automatically

orchid agate
#

is there a way to make them...not unload automatically

#

so that I can unload the ammo myself

random fulcrum
#

idk look around the relevant scripts

orchid agate
#

how idk I've never dabbled in any of this

#

why would it even be made to be unloaded automatically

vale knot
#

if i was on my pc i could tell you what script does it

orchid agate
#

did grok make that script?

vale knot
#

nah he just edited a mags redux script

orchid agate
#

aah

#

cuz I always see some ammo outside of the mags

#

like 5/10 maybe bullets

vale knot
#

also its not the ammo being unloaded automatically

#

its that mags spawn with no ammo

orchid agate
#

I want them to

vale knot
#

if you go into mags redux --> gamedata --> configs --> items --> settings --> npc_mag_loadouts.ltx

orchid agate
#

not full ammo obv that would break the economy

vale knot
#

change the values to this

orchid agate
#

I want them to spawn with like max 15 bullets

vale knot
#

basically just copy these values to that file if you want normal spawning rates

orchid agate
#

why would grok make it this way

#

it doesnt break the economy

#

if mags spawn with some ammo inside them

#

plus enemies already drop barely any

vale knot
#

cus majority people find unloading the magazines annoying

orchid agate
#

so it barely changes the amount of ammo one will recieve

#

....

#

that's the entire fucking point of the mod kekw

vale knot
#
  • with how npcs drop loot now youll basically be getting double ammo
orchid agate
#

also

vale knot
#

i think its a nice balance

orchid agate
#

if people have such a problem with unloading

#

you can make it so that it unloads the whole box , no?

#

instead of per individual bullet

vale knot
#

yeah but that would work for your magazines too not just looting bodies

orchid agate
#

aah so theyre treated the same

vale knot
#

long story short its a personal preference thing

orchid agate
#

not as individual

#

modular my ass

#

ok so

#

I need to change what

#

I found it

orchid agate
vale knot
#

Notepad

#

Change the # values to match the picture i sent

orchid agate
#

and I'm guessing that will make it so mags spawn with ammo?

#

will the mags be full?

#

or like random # of bullets

#

it doesnt look the same as yours?

#

some stuff are missing

#

k I did it

#

lets see if my game will blow up

#

Why were half the shit missing anyway wtf

#

IT WORKS

#

!

#

omg

#

@idle oasis we did it

idle oasis
#

nice verynice

orchid agate
#

The ammo drops were random

#

some were full some now

#

if the ammo starts getting too much I can decrease the ammo drop chance im guessing

#

@vale knot tyvm for the help 💗❤️

vale knot
#

<3

modest glade
#

would it be really easy to lower the sound effect of weapons or a specific shotgun? im not sure where to look to find the weapon folders

random fulcrum
#

it's the defacto tool for making audio be compliant with stalker

#

everything is perfectly explained in the tool

modest glade
#

thank you

#

@random fulcrum how do i find the sounds of stalker, lets say i wanted to lower the audio of toz 66, how would i find this file

random fulcrum
#

search the files

#

right hand side of the mo2 window is the virtual folder

#

all you see there is what's being injected into the game

#

the files that have the priority

slow bolt
#

well easier is to find that weapons ltx. it will have all the sounds listed there

#

in case sounds are named without proper naming

random fulcrum
#

yeah but you still run into the issue of redundancy

#

like

#

there are like 20 wpn_toz

#

only one of them matters

modest glade
#

i would assume they use the same sound

random fulcrum
#

all of them are slightly different in some way

slow bolt
#

gotta find the one you want by knowing its section

#

which you find by looking in debug at that weapon in spawner

modest glade
slow bolt
#

also absolutely sexy firing sounds btw on that one

modest glade
#

true, i think its pretty loud though

#

need earpro bad

#

did i find the right folder?

slow bolt
slow bolt
modest glade
#

i see

#

i opened them all but none of them went boom in my ears

#

these are the gunshots lol

modest glade
#

i did manage to grab the audio and plug it into audacity but it sounds pretty bad.... but a lot quieter? so mission accomplished kinda

wise anvil
narrow coyote
#

hello. I want to change some ui positions in xml.
how can I see the changes, without restarting the game? Is there any debug command to refresh configs in-game?

gentle crown
wanton stag
#

Game crashes everytime i apply settings

wise anvil
river fjord
thorn gust
#

hey, how would i go about editing some of lukash's dialogue when asked about freedom?

old berry
grim mist
#

@slow bolt sorry for ping but i think nemiroff vodka anims from ur enhanced mod may be broken

#

this is only from gameplay tho i havent done any other testing

#

there are camera anims and sfx but no actual anims

vale knot
#

Isnt that just vanilla anomaly

#

Seems like new anim and sounds are just missing

magic goblet
#

If I wanted to edit the random loadouts so that some factions can spawn with disabled weapons, do I just jot down the name of the weapon in debug and slap it in the ltx?

fierce oracle
#

does anyone have a patch for heatvision the GAMMA patch that was up in this server seems to have been removed

old berry
#

frost had a link for it let me find it

fierce oracle
#

for end game

fierce oracle
#

thanks champ 🤗

idle oasis
#

what if the "get out of here, stalker" sound was changed to this:

#

p!gerara

tardy valeBOT
#

||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/789624196615372815/1098240887340941342/getout.mp4

random fulcrum
#

where do you edit the random drops stalkers do (think, porno mags, underwear, etc)

vernal sky
#

Can someone advise a mod for foliage to remove it altogether or make another one, because the usual eats fps?

random fulcrum
#

bushes don't use frames at all

#

the mod that makes them dead arguably makes it worse

viral edge
#

How do I edit the body health system mod? Specifically I am trying to make something that only postheals also do prehealing (not in this modpack but another).

slow bolt
viral edge
#

I could do that but in the EFP modpack for some reason they have it so splints and such provide temp heals and regular medkits provide postheal and I am trying to figure out how to switch that around.

slow bolt
#

would need to edit the script to switch them up

#

remove medkits from healhelp class and replace them with splints, then add medkits to medkits class

viral edge
#

Hold on. I'm trying to remember how to cleanly post code.

slow bolt
#

3 of these dudes on each end: `

viral edge
#

Thank you. local medkits={} medkits.medkit={head=11,torso=11,rightleg=5,leftleg=5,rightarm=5,leftarm=5,timeregen=90000} local healhelp={} healhelp.antirad_kalium={harming=false,rightleg=3,leftleg=3}

#

This is truncated but what I just did but it still retains previous behavior

eager otter
#

I fixed mutant knife butchering, no busy hands, no bugs.

thorn gust
wintry patio
#

What file affects starting gear you can choose when start a new game? Thanks

#

I want to edit out/remove UGP's changes to it.

civic birch
#

!k98

queen pineBOT
#

@civic birch
1) Go in this folder: [YOUR GAMMA FOLDER]\.Grok's Modpack Installer\G.A.M.M.A\modpack_patches
2) Copy these four folders (check pic)
3) Go to your Anomaly folder
4) Paste these four folders (check pic)
5) Overwrite/replace all if asked
It won't delete your save files.

Here is a picture for reference:||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _
https://cdn.discordapp.com/attachments/1098945649929617478/1110295790104092753/tk98.jpg

fossil birch
sinful quest
#

hey guys! Maybe someone knows how to add MagsRedux magazines to specific trader stock? I was trying to configure it by myself, but only managed to add mags to traders, that already exist in mod configuration. The problem is - there are no WP traders in existing config, only NATO. And it seems weird, that NATO faction traders sell WP magazines. I tried to use Mags buyable at traders mod, but i don't like the way all possible mags are available after reaching 1000 faction goodwill and don't know, how to configure it also. Any suggestions?)

late oracle
#

is there a way to increase maximum hunger & thirst? not the rate

supple thorn
#

is it possible to increase scope_blur_outer to be greater than 1?

jagged ridge
#

ultimate noob question, what are the first steps in learning addon creation/xray engine

#

nevermind i just checkked pinned like an intellectual

wintry karma
#

what language is the xray engine made on?

ornate spade
#

cpp

subtle hemlock
#

how hard is it to make an animation mod?

vale knot
#

Just look up shines fixes or sumn

subtle hemlock
#

is there a way to import an animation from another game to stalker?

slow bolt
subtle hemlock
#

say the gas mask anim from metro exodus

valid swift
#

whats the formula for weapons and bullet damage?

slow bolt
celest forge
#

I'm having an issue with a gun i'm making

#

The magazine size is 70

#

for some reason everytime i full auto the gun all the way, it crashes exactly on the last 5 rounds

#

like as soon as the ammo counter hits 5 it crashes

#

However it doesn't happen If i shoot in like 20 round intervals

#

Anyone with a clue of why this is happening?

opaque night
#

Maybe the anim set you're using is expecting a certain number of shots to empty?

#

Kind of hard to diagnose without you posting your actual error log lol

celest forge
#

There's none

#

When it crashes it's just empty sack trace

worthy mortar
#

I'm feeling devious so I dropped an idea on the Anomaly Discord server :P

sinful quest
vale knot
#

Just search trade in the files

#

Of the mod

sinful quest
#

@vale knot well, that's all search found (files content included). I tried to add similar files for other factions, but they didn't work

tribal rivet
vale knot
#

they modify existing files

#

for example "mod_trade_mercenary_mags.ltx" modifies "trade_mercenary.ltx" from vanilla anomaly

#

if you're trying to figure out how mags get uploaded to traders from mags redux i honestly have no idea. you can ask RavenAscendant

sinful quest
# vale knot they modify existing files

wow, thanks a lot. I just found not modified files and added mags redux pattern to them and that worked. For example: I added file named "mod_trade_stalker_loris_mags.ltx" and that worked. Thanks again 🙂

wary mango
#

Hey you think we are ever gonna get a mod that allows the user to inspect their weapon like tarkov

random fulcrum
#

tarkov mentioned

abstract hedge
#

I couldn't post in suggestion, probably due to my rank but I believe these would make a fine addition to GAMMA as I haven't noticed much or any blood spray, bulletholes are all but non-existent as far as I can see;
https://www.moddb.com/mods/stalker-anomaly/addons/bullethole-decals
https://www.moddb.com/mods/stalker-anomaly/addons/blood-of-the-zone-151-cinematic-vfx-required

Mod DB

Mod that adds bulletholes to npcs etc. Converted to DLTX!

Mod DB

Blood of the Zone Changes hit fx and adds compatibility towards other popular mods that touch on particles.

old berry
#

pretty sure botz is already included

abstract hedge
#

Gonna go and find a bandit to test, haven't been close enough to see the sprays

tidal elbow
queen pineBOT
#

@wary mango If you want to manually inspect your gun, you'll need to disable this mod in MO2:
"G.A.M.M.A. Inspect on double tap F disabler"

inb4 "I don't see any animations for this specific gun" - that's because your gun doesn't have animations for that kekl

regal bolt
#

any guide about adding new factions or npcs?

wet quarry
#

Hey folks, noob here

I know about level design but I don't know shit about modding Anomaly, is it possible to modify existing maps ? And by that I mean modifying geometry. There's some small changes that would make it fit better to the style of gameplay of Anomaly imo

rotund wedge
#

I wonder if there's a parser for *.ltx files from mods, can anybody suggest any library?

river fjord
river fjord
rotund wedge
river fjord
#

no idea then sorry

river fjord
wet quarry
#

oh that's perfect, thank you !

prisma pagoda
#

anyone knows which file do I have to edit to change food buff values?

rotund wedge
#

I wonder where prices for all in-game items can be found. I've tried looking for them via rg -n "^cost\s*=\s*" > costs in both Anomaly and GAMMA directories (rg applies a regex search to all the files in current directory to find matching lines, -n means 'print line numbers', "^cost\s*=\s*" means find all the lines which start with cost\s*=\s*, which simply looks for cost = 123 lines with any number of spaces between =), but there are lots of things I could not find price for (medkit, prt_o_fabrics_3, prt_i_plastic, e_syringe, etc). My guess is that they are defined by Anomaly somewhere, but I can't understand whether there's any text file with this info with Anomaly distribution. Can anybody suggest?
tl;dr - are there any prices set by either Anomaly or GAMMA outside of textual files (in other words, are there any prices that cannot be found by looking for cost = thing)?
yep, in Anomaly/db/configs, extractable via Anomaly/tools/converter.exe (or Anomaly/tools/db_unpacker_all.bat)

slow bolt
prisma pagoda
slow bolt
#

As in overwrite their values with your own. You can overwrite only those values you want.
I dont think food is changed in gamma so you would need to check that. If it isnt then you would have to unpack game files to make a small mod

#

You can check using a text searcher like anytxt and searching its section name

prisma pagoda
#

I see, ok, will look into some modding basics then

#

time to dust off my VSC after php and python

#

looked into the code for the BS lab change since there is a heated rant in stalker chat right now @slow bolt , how is that value calculated? I see type declared as "dec" but how is 650000 = 7 minutes?

slow bolt
prisma pagoda
#

yeah, should be but it isn't working then for some reason

#

cause the timer is 7 minutes still in BS

slow bolt
prisma pagoda
#

ok, gonna post a bug report about it then

#

so the value is milliseconds?

slow bolt
#

1000 is one second

prisma pagoda
#

yeah, so milliseconds, thanks for the confirm

rustic carbon
#

Is there a way to change penetration and damage values of bullets, if so how

#

I couldn't find anything which directly refers to bullet types in GBOOBS files

abstract hedge
#

In the settings menu there is an option to change yours and the enemies damage, they are seperate sliders contained within the same submenu

#

Lemme get on and check for you

rustic carbon
#

You mean gameplay options, I know of the slider for changing hit power

#

But what I mean is

#

How do I change the penetration and damage values of bullets

#

For example if I want to increase the pen of .357 rounds which mod and which files should I edit and how

#

This is something I've been wondering for a while now

#

So

#

Any help would be welcome

thorn gust
#

Hey, does anyone have any tips on how to add new dialogue options to pre-existing characters? Wanted to write some response dialogue for Dushman in the same vain of Sidorovich, Voronin, or Lukash's stories.

stable raven
#

if I want to change the values of food/medical items, is there a file i can edit easily to do so?

#

ie strength of effects/durations

rustic carbon
#

Why can't I just throw some numbers 😩

#

Anyways I will be trying to do something with this

random fulcrum
#

it's not complicated

#

it's super easy

#

like really really easy

rustic carbon
#

It would be awesome to have a mod which would allow players to edit all bullet penetration and damages via mcm sliders

#

Or something like that

rustic carbon
#

One thing I don't get is how do I decide what values to put on k_ap or k_hit depending on the value I change

random fulcrum
#

hold up i'm cooking

#

you familiar with dltx?

rustic carbon
#

Not really

#

I usually edit stuff via notepad

ruby inlet
#

There should be a mod that either allows you to do mm/brain scorcher and buy the Psy helmet if story mode box is disabled or a way to completely delete the living legend, I don't want the annoying messages about strelok and I don't want to make the living legend just to make them disappear

random fulcrum
#

(don't tick story mode when creating your character)

#

ah well idk

#

start the first part of the questline

#

get the helm

#

and do freeplay

#

you're not forced to do anythng else

ruby inlet
#

Ok, I hope that the stalker population shuts up about strelok, thx

random fulcrum
#

oopsies with the previous file

#

@rustic carbon

random fulcrum
kindred tiger
rustic carbon
#

this is really really good

#

Ive been having a hard time understanding the values especially

#

thank you

rustic carbon
#

can I use this method with weapons also?

random fulcrum
#

weapons are another entirely different (and way larger) can of worms

#

check the modding book referenced at the bottom of the example file

ionic forge
#

Does anyone know if a Disassembly hotkey mod exists? As-in, you hover your mouse over an object, hit a key and it gets disassembled?

#

I would be willing to comission someone for the creation of such a mod

junior cypress
#

Is there a companion mod that allows you to accept the main character's faction?

glossy hinge
#

Hey, I unpacked the configs.db0 file to edit some quest item properties (using AXRToolset DB Tool). How do I repack the unpacked folders back into a single .db0 file again?

#

Nevermind, I'm a dumbass XD

quick juniper
#

how come the pistol racks from home improvements are backwards when you place it down, and i dont see a way to flip it around either.

unique rampart
#

Any of the more seasoned Anomaly modders active here?
I'm trying to find a reference of available xr_effects to change the behaviour of the Lootbox mod
-- play cool animation, with cool sound
if get_config("animation") then
tool_sec = get_sec(tool)
local sound = ini_tools:r_string_ex(tool_sec, "sound") or "Plastic_Small_Pick"
local delay = ini_tools:r_float_ex(tool_sec, "duration") or 5

   ** xr_effects.disable_ui_only(db.actor, nil)**
    utils_obj.play_sound(sound)
    print_dbg("Start open box with id "..id)
    RemoveTimeEvent("lootbox","box_open " .. id)
    CreateTimeEvent("lootbox","box_open " .. id, delay, 
    function(id, give)
     **   xr_effects.enable_ui_lite(db.actor, nil)**
        open_lootbox_timer(id, give)
        return true
    end, id, true)
else

basically I want to change these 2 lines, so that either A) the screen shake still plays but the UI is always enabled during, or B) the UI and input is completely disabled then restored after a delay.

#

Currently, it does disable the UI, but seems to break it a little as it won't come back without another "fade to black" scenario such as campfire saving, sleeping etc.

ivory sand
#

is it possible to use EXPEDITION graphics with Gamma

thorn gust
#

there is a profile for it, though it takes some work to download

old rain
#

is there any kind of DLSS or upscaling available somehow?

#

I know reshade has some stuff available like that for some games

nocturne shoal
#

Is there a way to change what's inside of "model_scope_lense.ps" because I can't seem to find it's .PS form on bas's shader folder or anywhere on my modlist, only the .s* and .vs . I need it so I can fix the problematic crashes I'm getting ingame

regal bolt
#

i’ve seen a multiplayer mod for stalker before

#

anyone know what its name is?

regal bolt
#

Is it easy to change what sound file a specific weapon uses? It seems the new AK74M(Higher textures, wood mag) added has different sounds to the BaS AK74M (black version)? Also the AK RD704M seems to have bugged sounds?

dusk nest
#

brothers anyone know where the coordinates for the laser pointer in a given weapon are?

#

The as_val_tac's laser pointer is off-point when aimed down sights

regal bolt
faint sable
#

better to dltx it

#

rather than touching its main ltx

dusk nest
regal bolt
#

though @faint sable has better advice

dusk nest
faint sable
#

can also dltx sound oggs

#

its when you create simple mod_systems

#

should give insight on how to fix your laser

dusk nest
#

thank you

faint sable
#

I teach how to DLTX weapon huds and such

faint sable
#

each ltx has snd_ lines

#

which mean sound

#

so snd_shoot is shooting snds

#

snd_silencer is silencer snds

#

dltxing is way better, easier to maintain

regal bolt
#

That does look far easier lol

#

If that file would be loaded last, would it apply the modded weapon sounds to that specific weapon?

faint sable
#

yes

#

dltxs overwrites all ltxs

regal bolt
#

for example the BaS ak74m uses a modded sound, would I just edit the AK I want to 5.45 sounds and it would apply that?

#

@faint sable thank you dude

faint sable
#

so if you find the BaS Ak74m and look within its ltx, it will have snd_shoot and such and snd_silencer_shot and same for actor and stuff

#

you can take its snd_shoot files and make a dltx for it

regal bolt
#

Ah I found it with your example file, the AK74M_N uses AK12 sounds

faint sable
#

Yep

#

most of the snd lines are found I believe from Dark Signals audio mod

regal bolt
#

I don't mind the sound so much as the inconsistency between the different variants of AK

faint sable
#

If you find a snd_ line you like, can make the gun use the exact same snd_ line

#

it is what I did to fix some of bas 2022 audio issues for snipers, made them use other sniper snd lines to fix them

regal bolt
#

So I could make a dltx and apply this line to all AK74m variants, even modded ones;

snd_shoot = wpn_ak74_snd_shoot
snd_shoot_actor = wpn_ak74_snd_shoot_actor

snd_silncer_shot = wpn_545_snd_silenced
snd_silncer_shot_actor = wpn_545_snd_silenced_actor

#

to grant them all a consistent sound

#

provided it loads last of course

#

Sorry if I'm repeating myself I just don't want to spend the time doing it only to know i messed up haha

faint sable
#

since all aks have different ltx names, usually they all go by their debug name. so in debug mode the gun names are like
wpn_ak74m and such. you simple do this to write it in a dltx form :
![wpn_ak74m]

#

and so on

regal bolt
#

I could kiss you, saved my ocd brain ❤️

faint sable
#

install via mo2

#

and if you are say editing the sounds during the game in debug mode, you can do a simple Num pad Enter 0 to refresh System.ini then click F5 to refresh the dltx change in Debug Mode

#

and should work in making real time edits

regal bolt
faint sable
#

it can be

#

just go into keybinds

#

and change it

#

or the debug mode is like you can click on the options too

#

so you can just click system.ini refresh then f5

regal bolt
#

is rad online compatible with gamma

faint sable
#

no

regal bolt
#

thank you again dude, i'm going to install that ak file ❤️ and have a go with using your advice for other weapons i find with inconsistent sounds

faint sable
#

usually you do mod_system_zzz_nameoffile.ltx

#

hopefully it works, if not later I can do a visual guide for it

dusk nest
#

@faint sable how do you unlock controls in the hud menu? To ADS?

faint sable
#

you mean using the weapon hud editor?

#

or how to do its second ads for laser

#

if its the laser. you need to click V in game first, have the laser out, then touch alt aim positioning via weapon hud editor

#

click G for crosshair

#

the laser must align fully with the crosshair

#

or it is not aligned properly

#

with the hud open, you can click H for full details on what everything does too

#

should give insight on how to fix it

#

I done several laser and gun fixing so I know basically all of hud editing for guns

dusk nest
#

I mean how do you aim down sights with the editor open? My controls seem locked with it open

faint sable
#

you need to aim down first in game them open its hud

#

usually how it works

dusk nest
#

when I open the debug menu it "un-aims" tho

#

I can see how you did it in the vid, but mine seemingly disables game input

faint sable
#

so when you aim down sights in game, then F7 then 5 you can not move it?

dusk nest
#

the editor works, I can't keep the gun aimed down sights

faint sable
#

this is the gun?

dusk nest
#

yes

faint sable
#

I can't seem to have your issue

#

for the change did you want the laser being where the iron sight lays?

dusk nest
#

yes.

#

basically you can walk around and move your camera while having the debug menu active?

#

maybe its a matter of turning off the mouse

faint sable
#

oh, you can not move around during its hud usage, you can only move the gun

dusk nest
#

I made it work, gotta use toggle aim mode!

faint sable
#

ooh yea you need to toggle aim mode for it

#

also this laser on this val is a bit weird, seems its model sight is already off center so the best you can do is this for it :

#

seems the laser is just too far up

#

or if you play around with it might get it how you want it

dusk nest
#

Yeah the laser itself is off, I'll keep trying till I get it good

#

thanks for the help

regal bolt
#

Hi

#

Can some 1 help

#

All have the same problem

#

Saigas

static nebula
#

because the saiga reanimation sucks

#

honestly shouldn't have been added considering how many issues it has kekw

#

although part of it might be because you're on a 4:3 resolution instead of 16:9

fickle furnace
#

anyone got a mod for crafting lockpicks

random fulcrum
#

for the latest lootbox mod where you don't use the lockpick set?

#

or for when that item was still a thing

fickle furnace
#

i guess send the latest lootbox mod

#

@random fulcrum

#

or just the UGP lockbox mod

#

idk which 1

untold bough
#

heyyy fellow stalkers i have one problem witch i dont know how to fix it so... i want to ask you if some one try or chaged npc models with hd models by Raito-x-Ray???? sorry for my english

paper ice
#

Hello! do you think you guys think you can teach me how to change the look of a player model in a particular armor into an NPC model? I am sorry if this is like a basic question.

stark slate
#

any modders here?

#

just few questions

#

what is event handler?

flint solstice
#

faction identification mod - sometimes continues to show target info even if you've killed them and they've fallen to the ground dead and no longer are in the aim and faction patch is shown as if they were alive

#

I've tried to debug this and found that npc_on_death_callback is not called sometimes

#

not sure on exact situation that leads to this

#

it also seems to affect body dots on minimap (PDA v2.0), although this needs more testing

dense valley
#

I want a kolibri pistol with a special 50round mag, a side quest to find this gun and magazine upgrade, please and thanks

fickle furnace
#

anyone know the mod that gives more uses on meds?

ionic forge
slow bolt
hardy hound
spark oriole
#

any tips on where to look for the radiation-to-HP damage interactions?

#

it feels like a bit much

spark oriole
#

I just mean the damage

#

feels like a bit much to get hp damage from 1mm of radiation bar is all

slow bolt
#

Well if it aint the cough then idk. It is a vanilla feature

spark oriole
#

I figured Gamma has something separate for it, given the radiation overhauls

#

oh well

slow bolt
#

Specifically grok_progressive_rad_damages.script

spark oriole
#

I guess the cough is tied to the damage you take? Not sure how to say 'hp damage' otherwise

#

ok will check that out

slow bolt
pallid talon
#

i kinda want to torture myself and have a similar loading mechanic as project zomboied one, where you need to load your magazines with bullets manually and also have a physical magazine in your inventory

#

it suddenly popped into my head and sounds funPepeKMS

paper acorn
#

Looking for a mod that adds background/opacity of messages appearing in the lower-left corner hud corner (chatter and such). I use Aydins Hud which doesn't cover that bit.

queen pineBOT
#

@pallid talon How to properly enable and disable Mags Redux (adds magazine management): #╭📖faq message

pallid talon
#

wait a second its exists?

#

hell yeah

#

thank you @slow bolt verynice

fickle furnace
slow bolt
main cloud
#

Hey so can someone interested work with me to create a dynamic breathing mod? The concept is that your characters breathing tempo/loudness increases when sprinting, and decreases when walking, further when standing still, even more when crouched. As well as changes and reacts to being injured. And I’d like the mod to include a custom (optional) mask breathing fog effect that actually synchronizes with the breathing effects. I’ve got voice recording equipment, I just have no idea how to make mods. Im happy to do the uncomfortable task of recording breathing effects if I need to, I just need a modder who also sees how intensely neglected this particular mod niche has been. Anybody interested?

opaque night
# main cloud Hey so can someone interested work with me to create a dynamic breathing mod? Th...

Just so you're aware for the future, the mod request you're asking for covers quite a range of skill sets. You'll need:

  1. Someone who has scripting experience to create the framework of the mod
  2. A sound designer, or at the very least someone who knows how to port sounds over to xray (probably the easiest part to do tbh)
  3. A shader designer (I can literally think of only four people in the entire community), to make or redesign the mask fog effects
#

I'm definitely not trying to dissuade you, but I find that people are reluctant to jump into doing all that work without there being something tangible to show someone before hand. So here are my suggestions.

  1. Create a pool of sounds that you are happy with, and that are compatible with the game. You might have to learn a few things along the way, but that makes it clearer that you're a part of the modding community, and not just another person with an idea; and
  2. Start small, then expand. Try to release the add on with just the scripting and the sounds first. When people like it and use it, try to convince a shader guy to help with the graphic component
#

@main cloud I have quite a bit of xray sound experience, so you can ask me for some advice if you like about the sound work, but I can't help you with the rest, except knowing what you'd need to ask for from others. Have a look at the openxray project mask fog effects that they released recently on YouTube. They seem like that's what you're after

random fulcrum
#

xcvb has a really good weapon sway mod with a holding breath mechanic, super customizable

#

demonized has advanced stamina system

#

that has mechanics regarding blood loss, losing speed based on stamina, etc

#

psy stress has a robust framework to check for different conditions to drain psy health from the player depending on the context

#

you could build your mod on top of the functions those provide

#

but that only covers the coding part

#

you're still left with the shader issue as desman mentioned

main cloud
#

@opaque night wow thank you for such a comprehensive and well thought out response! I found it insanely insightful, I’ll definitely try and message you about that advice, my life is pretty busy atm so no promises, but wow I didn’t think it was such a vast undertaking. But even so I am still very much interested in pursuing this if I can. And yeah the openxray mask fog effects I saw recently on YouTube led me to try and really pursue this. Won’t be an easy process getting this going but I appreciate the straight forward approach you took with telling me all this. Thank you 🙏🏻

#

@random fulcrum My brother is a talented and experienced amateur blendr animator but idk if that has absolutely anything to do with designing shaders tbh idek what “shader designing” is

#

But thank you too for your response 💖

opaque night
young matrix
#

hey, I'm just very interested about the game mods, how hard is to add another type of ammo? there is any modding tutorials or place I should start and learn the basics?

steady minnow
#

i was having an issue with my mono skat-9 showing blue clear sky legs. i looked into the mods folder, and found the items_actor_legs_hd.ltx file in 236 1st person body

i think the mono skat-9 would be [military_mono_outfit_legs_hd]:monster_base, actor_legs], and it is already assigned to pull visual = sm\actor_legs\hd\skat_monolith_hd

#

so perhaps the actual texture its pulling is bad and i should just change it to a diff mono leg that works

misty mulch
#

granted it's the CS version, allegedly

steady minnow
#

ok so heres the funny story

#

i DID convert this from a clear sky skat 9

#

could that cause the issue?

#

i assumed it wouldnt since the vendor replaced the item after i paid

misty mulch
#

Huh. I'm fairly certain armor exchange is supposed to just give you a new item? You could always spawn in the mono skat-9 via debug to check

steady minnow
#

it did give me the brand new item which is why i didn't mention it initially, but i will go ahead and check that in debug now and see if it makes a difference

#

if not i'll try swapping the 318 line for the 315 line and if that doesnt work, i'll swap 315 for a monolith outfit that has legs that look good

#

Okay the legs have the wrong textures!

#

318 and 315 should be swapped. the clear sky skat 9 cs-4b has monolith legs and clear sky blue arms

misty mulch
#

good catch

#

possibly drop it in a comment on its moddb page as well?

#

unless this is some gamma specific nonsense tbf

steady minnow
#

well, after switching the lines the textures are still the same. what could i be doing wrong as far as editing and saving the file?

#

i found the textures that are being referenced so i may just rename them instead?

misty mulch
#

save/reload, spawn in new item, would be my go to, but i am by no means an experienced modder

modest crane
#

Good afternoon , can you tell me where the file with the names of the caches lies ?

slow bolt
#

@undone lily you still want those tarkov broken english voicelines?
Got 2 full voice packs ready

modest crane
regal bolt
#

sorry for offtop

slow bolt
regal bolt
pallid talon
#

is there a way for gun jamming and reloading to work like the one in the gunslinger mod?

pallid talon
#

when the gun jams no matter how many times you press R you just fix the jam and if you want to reload the gun you press R again after the jam animation, but in here it just reloads the gun again when it jams

#

there are some jam fixing animations(sometimes there isnt one) but it just mostly reloading the gun again

slow bolt
#

this is literally a vanilla feature

pallid talon
#

i did try to configure the controls but they just disable each other

slow bolt
#

They dont

pallid talon
#

once i thought i didnt have any ammo but it was just that it disabled the reloading

#

maybe the problem is with the gun? ill try to change it and configure the controls again

slow bolt
#

the key unbind thing is common but in gamma

pallid talon
#

alright thank youverynice

jolly pendant
#

how can i nuke packing-unpacking animations from the game while leaving everything else in tact?

jolly pendant
slow bolt
jolly pendant
#

but i want to get rid from the rest, if its possible

#

they dont add anything to the immersion

slow bolt
#

vanilla anims will be gone

jolly pendant
#

i thought it disables everything

#

thank you

kindred tiger
#

What are your thoughts on a quick crafting menu for consumables and most notably ammunition?
It would obviously only show the ones you are able to craft at any given time - Sortable by category and e.g. items Favorited via Sorting Plus would be first in the list.

The biggest con I see for the implementation of something like this is, that it is not really needed because you can simply craft the amounts you need beforehand. After all, this would mainly be a convenience mod - and inconvenience also has it's merits.
But that's also the thing: It is sometimes a bit unclear which amounts you have when your inventory is full - or even if an item is depleted. (I know, categories exist)

I intend trying to implement it, so it is worth doing but still does not overshadow the functionality of the workbench.
So far I've made a small prototype that checks the requirements and crafts one box of the cartridge currently loaded in the gun when holding the key of your choice - for longer than x ms

One idea I can think of to restrict this, may be a 'quick-crafting pouch' with all the tools and components ready to use that can also only hold so much - so it would be restricted to 2-4 crafts until it needs to be refilled.
Another possibility I can think of would be to have a random chance to lessen the crafting yield that increases the more crafts you did in a specific time interval.

Just asking here to get some opinions on the idea as this will be a laborious project - for me at least with lack of knowledge on how to make an UI in Anomaly.

abstract hedge
#

Evening lads and lasses, quick question regarding updating but wanting to use the merged HD models pack without starting all over again. The process should be, make a save, export it using NewGame+ mod, update via GAMMA launcher, install merged HD models via their guide, then import my save using NewGame+. I just want somebody experienced in GAMMA modding to confirm this to be correct? Thank you

ionic forge
#

I've been creating custom level transitions based on Demonized's scripts, however I can't seem to make the player face a certain direction when the next level loads?

even if I type in " dir = 0,180,0 " (example) in the ltx file after " to_pos = xxx" and "to_gvid = xxx" the game just ignores it. Does anyone have any advice?

red tree
faint sable
#

Pinging him wont hurt

#

His name is just xcvb

abstract hedge
red tree
#

everything is fine when i load my save usually

abstract hedge
#

So you're saying you didn't need to start a new game for HD models to work??

red tree
#

nope

abstract hedge
#

Damnnn

red tree
#

i only had fanatic atm tho

abstract hedge
#

I kinda needed to anyway, as I may have set the stalker pop multiplier setting to 1 and Agroprom was laggy as fuck, dripped from 60 to 20 FPS 😂

haughty siren
#

hey, does anyone know how to add custom ambient music? Not radio music, just the stuff you hear while roaming around

#

i've already got most of the songs converted into ogg and stuff

ionic forge
#

I've since updated, and now dir = x,x,x properly works!!

silver plover
#

has anyone made artillery by any chance

calm magnet
#

Will there be a Pol Pot mod for Gamma

silver plover
#

wait no pol pot was someone completely differnet

#

why did ho chi min pop in my mind

terse totem
#

This might be the wrong place to ask this as it may pertain to a specific mod not Anomaly in general, but does the engine care about the format of numbers at the end of files? eg: sfx_1 vs sfx_01

#

To be more specific, I'm working on stuff for voiced actor and the software I'm using always uses leading 0s with no way to change it, but the files I'm replacing don't use leading 0s

celest forge
#

2D shader based scopes don't work for me at all

#

Any clues pls?

steady minnow
#

hey, how would i go about modding the KS-23 Boar into fitting in the vision/melee slots? alternatively, making the Axe fit in the melee slot

#

i searched and people say its very easy to do i just need to know where to find the correct ltx

random fulcrum
#

![wpn_ks23]
slot = 1

steady minnow
random fulcrum
#

make a new file

#

(new mod folder)/gamedata/configs

#

mod_system_(your mod name).ltx

#

paste that into the file

#

enable mod in mo2

#

that's it

steady minnow
#

Ahhh ok, thank you

random fulcrum
#

idk which ks23 was the short one

steady minnow
#

I found it in the debug already. i get it now

random fulcrum
#

okay

steady minnow
#

its just a simple mod that runs the item script to tell the game it works in that slot

#

thanks

tribal rivet
#

Tell me what this mod is called (to unpack packed lunches)

vale knot
# haughty siren Guys?

you can add the tracks to one of these 4 folders (depending on where you want it to play and such) here

#

then you must edit game_levels_music.ltx

#

you'll add a line here that details the path to the song
for example: music/level/ambientmusicpack/your_song

#

and theres different sections

#

one for certain levels one for night etc

#

numbers on the right are values in order are
" hour of the day to start playing music , hour of the day to stop playing music , music base volume "
and the last two values are unkown so just match them with the others

haughty siren
#

thank you, my friend

river fjord
turbid lily
celest forge
#

Is there a way to "DLTX" or "DXML" a script?

#

Like if I want to add a new line to a script without just overwritting the whole script

random fulcrum
#

monkeypatching

#

it's a universal coding practice

#

so there's info everywhere

tepid bear
#

Is there somewhere I can read about the xray engine itself ? Rlly interested in it

ornate spade
steady apex
atomic latch
#

yo, anyone knows where the lightning animations are stored? Like koster, ball_lightning_light etc? Searched everywhere but I can't find them

versed wave
#

is there a way to spawn npc by specific_character id ingame?

lunar nimbus
#

why

#

i cant think of a single scenario where u'd need to spawn anything by xml profiles instead of a section

versed wave
faint sable
lunar nimbus
#

its not what i meant by scenario

#

i mean why spawn specific_character if they have squad section

lunar nimbus
#

how xd

#

cant make it more clear

versed wave
lunar nimbus
#

modding-book on github must have an article how to make new npcs

atomic latch
#

I don't know why I went down this rabbit hole for an idiotic edit I want to make, I should keep just using substance pt and 3dsmax, but I'm like that... I installed the 0.4 SDK , made the virtual disk, but any .bat (particle editor in particular) tells me it's missing some ancient MSVCR71.dll weirdchamp

lunar nimbus
#

0.4 sdk is for soc

atomic latch
lunar nimbus
#

u need 0.7 preferably with all the patches

atomic latch
#

so that fucking google search of my ass, writing stalker sdk always showed me all webpages with 0.4, but as soon as i wrote sdk 0.7 there's a moddb page for it... I swear google should be nuked

faint sable
#

woah

timber basin
#

damn...

#

Zone's Edge

tired apex
abstract hedge
# steady apex

omg is this going to become a thing?!?!? the amount of times I could have saved myself if I could just climb on top of a van or something >_>

spark oriole
#

that's pretty cool

icy wyvern
spark oriole
#

cant wait to pull myself up in my exoskeleton with 200kg of items

abstract hedge
vale knot
#

I never fucked with those files tho so im unsure

atomic latch
# vale knot Iirc and im like 50/50 on this i think particles are stored in particles.xr

I solved the problem thanks to Lucy!
They are stored in lanims.xr but you can't open them with the particle editor, you open them with the level editor.
You launch the level editor, then inside that you run the Light Anim Editor and then it lists all the light anims, you can clone them edit them mash em put em in a stew etc, afterwards you click save and that's it.

#

I managed to do what I wanted, afterwards I'll share it but now I must go out stalkerpeepoweird

lean apex
# steady apex

К этому можно привязать худовые анимации?

lunar nimbus
#

конечн почему нет, вопрос только кто их делать будет

lean apex
regal bolt
#

пыс скелет nooo

regal bolt
#

типичный масквич

magic willow
#

Has anyone seen a mod for left hand gun holding? Or any info on how I'd go on about doing such?

lunar nimbus
#

dont think engine supports it

magic willow
#

I mean the bug that just got fixed put pistols in the left side so it appeared as if it were left handed grip so I'd be fine with that much essentially

#

I actually liked the position it was in but the aiming was also bugged so unfortunately it was unusable

river fjord
#

just reposition the weapon to the left with hud editor DXT1
jokes aside, just mirror the anims, its probably pretty easy to do

steady apex
#

Попробовать можно

idle berry
#

so I'm fooling around in the console does the set rank and set rep commands do anything

shadow raven
#

Can I request a mod? I don't like when raining that the campfire outside is still active and not affected by the rain, it ruins immersion. Can we change that?

steady apex
#

alrigth here it is

old berry
#

anyone knows how to exclude shift modifier key from keywrapper? (i cant code for shit) i have sprint bound to hold shift and i want to be able to reload while sprinting, i tried just deleting all instances of shift from the script but it doesn't work anymore for some reason

spark oriole
#

you can make shift sprint a toggle and not hold