#╙🖇mods-making-discussion
1 messages · Page 35 of 1
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
/// 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
All i see is from damage balancer, which works on before hit
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
So with callback not working it never grabs the bone_id. Because of that damage is always random
I dont have entirely vanilla gamma to check, but maybe someone does
I tested without my mod, with script coming from gamma medications balance. It also does not work there
As vanilla as i can go. So up to someone else to test. i will fix it for myself
rip on_hit_callback
Blursed with holo gold seal wow neato
real cool are these wip images for a mod you're working on?
Finally a weapon to defeat Metal Gear for good this time
Does anyone know how to fix a weapons running position? Does draggable hud editor have an option for this?
solved the mystery but it won't be fixed for 0.9.1
Same issue with AR18 when using scope the crosshair is top left corner. Thank baby jebus all the other guns and scopes work
wdym
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
The position the weapon is in when you run I want to know how to fix it
Appreciate the extra info, I may just need to tinker around the settings a bit more to see if I can work it a way I like. I can def see how much hard work went into it though and it's insane for what can be done on a practically 16 year old game engine
pushed something that should work. Needs testing
where can I a get full list of ui actor portraits, that is used for a player?
What was it?
Fair enough. Most people assume that the way the mod ships is the only way it works ignoring the fact that in the mcm menu they can configure every aspect of the hud. You don't even need to use the custom skin, with the inherit option you can import the GAMMA hud and a couple of more thirty party huds
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 } }
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 } }
ohh, wait... it might be a missing comma
Last [2] missing that xomma
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
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)
Interesting, but it is damage balancer itself that prevent the callback from firing
So i am trying to dltx replace the icons but they dont change. Why does this happen?
All other DLTX changes apply but that
mod_system_zzz_z
i wish the z stacking didn't take off it's such a cringe fucking practice
not even new copies of the item get the change?
true
copies of the item?
oh, inherited?
i've had experiences with dltx changes not applying to existing copies of the edited item
no, ingame
Not sure what you mean copies then
uh
You mean items that already existed and spawned, i see
there is no difference
those 4 yadulin remain the same
I start F2 and icons are still default
Yeah like it makes no sense
which config file is responsible for spawning a bandage for every 5 bodies looted that didn't yield a bandage?
oh, that is a thing in gamma?
If it is, its guaranteed_drops
and i dont see that file, so
@slow bolt gamma doesn't change this from vanilla ano, so most likely yes
phew, no more opening dead enemies for free bandages
Vanilla has that mechanic?
yes, after 5 enemies without any bandages on them subsequent enemies have increasingly higher chances to have one, up to 100% after 10 enemies
is there mod or script for 4x3 hud scale?
@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
yeah i know and i said it wasn't getting fixed
but then grok made a patch for it
sort of
Well it breaks callbacks because of this
callback aint gonna trigger if there is 0 damage done
it's not because of that
really i couldn't pinpoint the issue last night i just found out that the adb killed the callback
idk
last night tried even with full shit.power and it never went through
but having it over 0 means you'll explode with dot anomalies
like burners or fruit punches
well adb zeroes shit.power and then applies damage
skull emoji
i guess that might be the reason why it is zeroed, preventing hit_callback from triggering
But that makes working AFTER adb so weird
yeah it does
adb and gbo are extremely inflexible and a major fucking pain to work with
autism modding
but compatibility isn't on the roadmap sadly
gonna test around and see how hit power varies without it being zeroed
forcing the on hit callback to fire in the adb was out of the question despite it working flawlessly
Wanna redo a bunch of bhs but i need that callback to fucking work
bhs is a dumpster fire
Hmm. Is there a way to fire on_before_hit callback of one script after the other?
@random fulcrum
nah script load order seems to be random
shiet
you can just make bhs not use that callback at all
and make it fire from the adb
like grok did
I thought adding a bunch of zzzz's to the name or something could affect the load order of scripts
nah
wdym
i mean without the adb on hit callback works out of the box
so bhs works without it
Yeah, that would require one way for adb and other for without it
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
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
but you can leave it as on hit callback
ye
Working around the issue, love it
yeah i found the solution last night
SendScriptCallback("actor_on_hit_callback", db.actor, damage, 0, shit.draftsman, bone_id)
end```
paste that at the end of the adb's on_before_hit block
set local_direction to 0 because i couldn't be assed to do the camera angle nonsense
but that works flawlessly anyways
it does? shit_booster would still apply damage and set power to 0 though, no?
and damage value in on_before_hit is not the actual damage, but just a logic variable that goes to 1
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
i mean sure suit yourself
the method i used ensures compatibility
calling only bhs from adb doesn't
since on hit callback remains broken
I meant my case specifically for BHS. But yeah it would stay broken
Though in what you posted it would have to go from shit_booster function and not the callback.
Just trying to figure out here as i dont understand
As well as still applying damage in adb, so that should cause doubling of the damage
In some cases return flag is set to false. Like elemental damage
more like: I don't want random shit to mess with the balance I worked on for 2+ years

Indeed. Just monkey patch adb functions. @slow bolt
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
will look into that. For now just added ~4 lines into the script to inject a function call and enabled passthrough
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
Its temporary until i sort out the feature i am making
that is, so you have less maintenance to do.
Monkepatch is definitely the way to go
Almost copying tarkov Limb system without thorax as an alternative BHS mode. Where vanilla health is more of a "wellness" meter
probably would be shit but idk
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.
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.
should be very simple to adapt the system to one health bar. Health itself that is
I really dislike current BHS, which is why i went to make a my own version of it where "just spam bandages mid fight to heal your limbs and avoid the debuffs." aint possible
I also disliked the fact that you ate most random shit and healed from it instead of actual healing items.
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:
- Slow use.
- 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.
Anyone know of scripts that prevent item effects from firing?
I wanna disable healing effects for items on a whitelist basis
edit ltx
cant enable/disable that with MCM
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.
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.
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
It works like a charm! Thank you so, so much! ^ ^
guys we need a ak 47 what has a 20round mad and is chambered in 7.62x54r aka shorter dragunov with 20round mag
plz
i need the full auto flash banger
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"
bro i have 0 idea how to do that
plus its very rare that someone would make a model for it
and also post it for free
demonized's advanced stamina system limits max health through bleeding
only way to restore it being eating (slow) or using glucose
you can also super easily setup other ways to recover max health
Are the files for the upgrades (both armour and weapons) in the mods or is it in the Anomaly's DB
specifically im looking to remove all the weight penalty of upgrades (skill issue ik)
cring

Yeah limiting max health is cool as well
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
@undone lily sry for ping but what do you think of the idea
No idea how
I could try to llearn how to make the models
But animation and coding, i cant do that
Sounds broken. SVDS PMC is already one of the best gun. And LMGs exist
Yeah but imagine a 7.62x54r assault rifle
Plus svds has 10rnd mag and this would have 20 + uncontrolable full auto fun 
Yes
Nit the biggest fan of its looks
bro has never thought of using the ace
True
its better than ANOTHER ak
Eh not the biggest fan of aces
how do i change or remove steps of a task or a quest
or change the requirements that the stalker asks me to get for him
I am trying to add my own radio mod but it skips all the songs and only plays the intermission any ideas?
" 41 hertz. Iirc it has to be 16bit too, but don't hold me to that last part."
thats why
ill try taht
but if i make the hrtz 4100 it makes it slower so
any ideas on how to fix this or should i try it again just with 16bit
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
i use dacity ill try this now
Working! i was setting the hz in a completly wrong way
@fossil birch can i put more than 20 track into the folder?
I have no idea honestly, I haven't really touched anything to do with the radio, but I assume if you want to add more tracks than what is in the base game you would probably have to edit an .ltx file somewhere
Alright
actually give me a sec, I might have an idea
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
!radio // yes we even have a guide on "how to add your music in the PDA"
Follow this: #╭📖faq message
@fossil birch since you're in as well
i got it working
hello, i have a suggestion, pls add more hunting rifles they are fun to use!
example ammo
ah that makes more sense than what I was trying to say, i was thinking they wanted to add the music to the radio stations like ZoneFM and that sort of thing, makes more sense for it to be the music player type playlist
Please tell me how to check in a script: “is there an emission(blowout) at the moment”?
on_before_surge = {}, -- Params: (<table>)
on_before_psi_storm = {}, -- Params: (<table>)
i presume triggers on update before
but you would have to track it
Is it possible to check this way?
local blowout
if (GetEvent("surge", "state") or GetEvent("psi_storm", "state")) then
blowout = true
end
Oh i aint an expert. Dont ask me
i just posted the callbacks
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?
hello, any tips for someone who wants to start modding and coding?
Is there something easier to try at first?
Just start making a mod. What do you want to do?
I'd like to mess with NPC spawns and patrols
Can't help with that but what I did is to look up similar mods and study them
any help?
so many modders, but not one ryan gosling in anomaly mod

Or always night mod hurr durrr not memeing on the guy in Stalker chat
Created a radio mod
for zone.fm
Why does Arrival electric anomalies have this transparent border? Is there a setting that could fix this?
It distorts the area around making it way too easy and even distracting to just look at
@opaque night hey there
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
day 2 of asking

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
he'll just give up five minutes into reading the task part of the book
thanks
maybe
free items
I would guess idea is not to have any loot on that mutant.
is there a mod to be able to put the boar in pistol slot
The entire boar?
ks-23 boar model one the sawed off version
can probably make one yourself pretty easily
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
hell ya ive always wanted a mini shapnel mortor on the hip ty
just drop it in \mods\78- EFT Reposition BAS JSRS patch - sneaky\gamedata\configs\items\weapons and it should work
Have you installed anything over the top of it?
And have you tried a clean install of the addon?
Any way to make guns attach sights?
and what do i have to do to make them compatible?
Example, mkl4 cant attach the BaS scopes, what to edit to make them compatible
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.
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?
let me get you a working example:
trigger = 0
delay = 250
local function npc_on_update(npc)
tg = time_global()
if trigger == 0 then
grok_delay = tg + delay
trigger = 1
end
if (trigger == 1 and tg > grok_delay) then
trigger = 0
(... do stuff ...)
else return end
end
function on_game_start()
RegisterScriptCallback("npc_on_update",npc_on_update)
end
delay is in milliseconds
this works on actor update as well
Thank you very much!
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.
Check Tweaky Breeky extra stash addon
i love AI in coding
all i did is forget one "and" statement and without it it would take me forever to figure out where and what i missed
Now if only they worked for the entire scripts instead of at most one function it would be amazing
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.
Aint using any lua interpreter for lua in VS code
So making that AI work is a pretty good way to solve it
Even if it might hallucinate the error lmao
and problem with lua extensions is the sheer amount of warnings and 'errors" is insane. Might as well not use it
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
i'm getting this error in gimp, it's the latest version, could the extractor be faulty?
Try reinstalling, if that doesn't work I use version 2.10.34 and that seems to have no issues opening .dds files
the extractor i used corrupted the files so gimp didn't opened them, sue2 extractor worked though
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?
Thanks, will do. Great modpack btw, payed almost everything stalker but GAMMA stuck 👌
guys what program are yall using to make gun models for gamma?
Most people are using Blender I assume
I'm not sure if tools even exist for other programs :p
i rly wana try making this
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
!k98
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
Anyone knlw how to make gun models?
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
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?
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?
oh ok
hi guys, I'm sorry if I'm at the wrong address, can I somehow install medical items from EFP?
pretty sure nothing is stopping you. it should be a self-contained mod
Oh, I thought there were special animations there that gamma doesn't have. In fact, I was hoping to find this addon here or its name.
EFP has no animations really for them. I tested EFP and was severely dissapointed
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
Oh, that's cool, I'll try it now, thanks!)
its different from default BHS and redoes evrything almost. Just saying so know what it is.
I remember there was an EFTMO(what EFP uses) ported for gamma. Gonna try and find it
@steady sigil you still got it?
I'm so ashamed, but I don't see the file that needs to be downloaded here
Top right pinned messages. There you have the first post with all the links
Thank you, I realized that I can't do anything in discord
anyway, move it to some other channel before mods show up. Since this channel is about making mods.

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
Hunger mechanic is core to the vanilla game. Radiation coughing is G.A.M.M.A. Radiation Effects Overhaul iirc
Ya and it's a boring, useless mechanic. Thank you for replying tho. I also hate the dizziness thing where the screen goes white, if I wanted to be punished with no vision I would have my younger brother stand in front of the screen, do you happen to know if that's tied to a specific mod? I guess for hunger and thirst I can make a mod or plugin that keeps those bars at full.
The dizziness is also vanilla game. It happens and increases if the item has alcohol properties
Oh right I remember now, it's not the dizziness so much as it is the whiting out of the screen when my head is hit, it seems like it happens more frequently than vanilla but I might be wrong
Do you have body health system on? aka the limb damage
If so then, well, your head got hit.
I believe so, I just have the default gamma stuff on for now
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.
In your opinion it is. If you want to make a mod for it - post it in #1035807043933720576 .
I completely disagree on all points, so
Fair enough, I'll make a blinking mechanic for you, if you don't press B every few seconds your vision gets watery. Cheers mate
Anyone knows how the weapon parts % mod from efp is called?
That is a standalone mode called Weapon Parts Overhaul
Why are you asking about efp mods in gamma discord lmao
I wanted to add it to gamma
gamma already has that
In your opinion it is, but he wants to add it to gamma
what do you mean by "in your opinion it is?"
both modpacks use the same mod, downloaded from the same place, its called weapon parts overhaul, its made by arti, its not like its some mystery thing to be debated
gamma has a prehistoric version of wpo but to the regular user this isn't noticeable
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
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
snd_shoot_actor; make sure to assign stereo sound
Thank you so much! I'll try that now
Where can I adjust this, though? It's not in the weapon's LTX
then it's probably inherited from a parent section. Just add the snd_shoot_actor somewhere to overwrite
Alright, I'll try that. Thanks once more!
It worked! thanks a bunch
One last question, if I were to adjust the silenced shots aswel, I'd have to add a line containing snd_silncer_shoot_actor, right?
it's snd_silncer_shot_actor, note the difference
Alright! Thanks a lot! ❤️
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?
MCM settings for mags mod and some other
You can increase/decrease the amount
@slow bolteverything is standard, but there are no cartridges in the stores
Go to #🔨поддержка-стандарт-gamma-ru-ua if you speak russian and ask there
@tribal rivet mag_fill_max is ammo count in mag(in % out of full mag)
@tepid moatThank you!)
^ choose between average gamma user, me or gamma wpo version
Are there any mods that fix the AKM so it can have scopes?
check if it has an upgrade that allows scopes
Ive checked and it doesnt, the gun only accept suppressor.
Cring
man has never thought about game design
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?
You don't remove weapon config or you'll crash. Open npc_loadouts_ files and remove/replace the respective lines there. Also check grok_treasure_manager for stashes items
Guys I need help I want to replace PM with PB in choosing starting equipment how to do it?
in the box on the left under where you launch the game, click the tab that says Data, then in the seach bar down the bottom search for new_game_loadouts.ltx. Open that, then just find the line/lines that say wpn_pm and replace it with wpn_pb for the vanilla version, or wpn_pb_bas for the Boomsticks version
thx will try it
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
i want to make a weapons mod, how and where do i start?
Any reason why I'm not seeing ammo inside magazines on enemies I kill?
they're unloaded automatically
is there a way to make them...not unload automatically
so that I can unload the ammo myself
idk look around the relevant scripts
how idk I've never dabbled in any of this
why would it even be made to be unloaded automatically
if i was on my pc i could tell you what script does it
did grok make that script?
nah he just edited a mags redux script
if you go into mags redux --> gamedata --> configs --> items --> settings --> npc_mag_loadouts.ltx
not full ammo obv that would break the economy
change the values to this
I want them to spawn with like max 15 bullets
basically just copy these values to that file if you want normal spawning rates
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
cus majority people find unloading the magazines annoying
so it barely changes the amount of ammo one will recieve
....
that's the entire fucking point of the mod 
- with how npcs drop loot now youll basically be getting double ammo
also
i think its a nice balance
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
yeah but that would work for your magazines too not just looting bodies
aah so theyre treated the same
long story short its a personal preference thing
what do I need to open the ltx with?
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

nice 
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 💗❤️
<3
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
nab yourself savandt
https://www.metacognix.com/files/stlkrsoc/SAVandT_1.1.7z
it's the defacto tool for making audio be compliant with stalker
everything is perfectly explained in the tool
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
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
well easier is to find that weapons ltx. it will have all the sounds listed there
in case sounds are named without proper naming
yeah but you still run into the issue of redundancy
like
there are like 20 wpn_toz
only one of them matters
i would assume they use the same sound
all of them are slightly different in some way
same sounds
gotta find the one you want by knowing its section
which you find by looking in debug at that weapon in spawner
now you know which one
also absolutely sexy firing sounds btw on that one
true, i think its pretty loud though
need earpro bad
did i find the right folder?
that is the models
i see
i opened them all but none of them went boom in my ears
these are the gunshots lol
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
you destroyed ogg comments
do it proper
guys guys, can i share with you ? :)https://discord.com/channels/912320241713958912/1152551217441026150
But in config file i left lapua700, i dont know what is this
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?
In debug there is a "Refresh Game" option, might work, might not
Game crashes everytime i apply settings
same
while having the game launched in debug mode you can press F7>Num0>F5 to refresh any config or script changes or just F7>F5 if its only script changes you want to see
hey, how would i go about editing some of lukash's dialogue when asked about freedom?
you've got to go to gamedata/configs/text/eng or rus, in there you have to find a xml file which contains his dialogue and edit it using notepad or something like that, you might wanna extract anomaly files first
@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
but they arent. any other mods installed? #1150520636406513785
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?
does anyone have a patch for heatvision the GAMMA patch that was up in this server seems to have been removed
frost had a link for it let me find it
would most certainly appreciate it i dont know why its not in mod posting anymore this mod is really almost essential imo
for end game
thanks champ 🤗
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where do you edit the random drops stalkers do (think, porno mags, underwear, etc)
Can someone advise a mod for foliage to remove it altogether or make another one, because the usual eats fps?
bushes don't use frames at all
the mod that makes them dead arguably makes it worse
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).
You can enable easyhealing in the mod script
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.
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
Hold on. I'm trying to remember how to cleanly post code.
3 of these dudes on each end: `
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
I fixed mutant knife butchering, no busy hands, no bugs.
Hey, just wanted to say thanks, my dude, its working like a charm. I'm currently trying to edit some of the dialogue for a couple of factions in order to orient their lore around a more hostile Zone, and make all the factions a little less pacifistic. Gonna start editing faction relations afterwards. Really appreciate the help.
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.
!k98
@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
it should be a file called new_game_loadouts.ltx or something along those lines
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?)
is there a way to increase maximum hunger & thirst? not the rate
is it possible to increase scope_blur_outer to be greater than 1?
ultimate noob question, what are the first steps in learning addon creation/xray engine
nevermind i just checkked pinned like an intellectual
what language is the xray engine made on?
cpp
how hard is it to make an animation mod?
You can checkout my mod in #1035807043933720576 for how it adds mags to traders individually
Just look up shines fixes or sumn
is there a way to import an animation from another game to stalker?
Very hard if you dont know how do to animations.
and to import an animation from another game?
say the gas mask anim from metro exodus
whats the formula for weapons and bullet damage?
I am not versed in animation and modeling, so i cant help
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?
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
I'm feeling devious so I dropped an idea on the Anomaly Discord server :P
maybe i'm dumb, but this one GAMMA-Mags-Redux-Fixes-1.2.4 is the only one i found. But there is no traders personal configuration, or i just can't find them. May you explain where should i search?
@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
help, 0.9.1 the mod stopped working UTJAN'S ITEM UI IMPROVEMENTS
https://www.moddb.com/mods/stalker-anomaly/addons/utjans-item-ui-improvements/page/2#comments
cus these are dltx files
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
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 🙂
This mod is already in
Hey you think we are ever gonna get a mod that allows the user to inspect their weapon like tarkov
tarkov mentioned
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
pretty sure botz is already included
Gonna go and find a bandit to test, haven't been close enough to see the sprays
!inspect // we have this, see if it's what you're looking for
@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 
any guide about adding new factions or npcs?
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
I wonder if there's a parser for *.ltx files from mods, can anybody suggest any library?
i just have a vsc workspace set up with the mo2 mod directory added as a folder if thats what you mean, can search keywords in any scripts,configs etc of all the mods you have
not really, adding new maps tho is possible but it requires very very intricate knowledge of many different game systems
No. My current idea is to parse all the G.A.M.M.A. Economy/gamedata/configs/items/trade/*.ltx to produce a list what items are sold by what traders (including the price modifier, as certain traders sell with lower prices). I just do not want to do this manually.
no idea then sorry
Sad, thanks anyway 🙂
unfortunately mapping is pretty rough right now for anomaly, hopefully that changes in the future tho
theres the modding book you can check out for starting out with a lot of things tho
https://igigog.github.io/anomaly-modding-book/
oh that's perfect, thank you !
anyone knows which file do I have to edit to change food buff values?
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)
you would need to DLTX them
please elaborate
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
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?
650000 is 10.83 minutes. Assuming we talking about how game measures time
yeah, should be but it isn't working then for some reason
cause the timer is 7 minutes still in BS
it is overwritten somewhere down the line then maybe
1000 is one second
yeah, so milliseconds, thanks for the confirm
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
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
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
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.
Have a look at this commit: https://github.com/Grokitach/Stalker_GAMMA/commit/1b786c5c045e7f5b93678dd44406183609880bb7
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
This is something else, why is it so complicated to edit bullets
Why can't I just throw some numbers 😩
Anyways I will be trying to do something with this
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
Really?
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
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
(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
Ok, I hope that the stalker population shuts up about strelok, thx
final revision
That's a immensely helpful tutorial. Thanks for making this.
wow
this is really really good
Ive been having a hard time understanding the values especially
thank you
can I use this method with weapons also?
weapons are another entirely different (and way larger) can of worms
check the modding book referenced at the bottom of the example file
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
Is there a companion mod that allows you to accept the main character's faction?
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
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.
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.
is it possible to use EXPEDITION graphics with Gamma
look up expedition in mod posting
there is a profile for it, though it takes some work to download
is there any kind of DLSS or upscaling available somehow?
I know reshade has some stuff available like that for some games
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
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?
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
w_val_tac.itx is the file you want to edit I think
check which mod has priority in the list, then find the sound and replace the ogg? Dirty but works
Yeah that's the dirty way of doing it, I changed the HK416 weapon down position using that method
though @faint sable has better advice
dunno what that is I'm a dirty modder
can also dltx sound oggs
its when you create simple mod_systems
Short Tutorial On How To Make Mod_Systems And DLTX Them For Mod Making On Gun Repositioning!
DRAGGABLE HUD EDITOR : https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
STALKER ANOMALY DEMONIZED EXES :
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes
should give insight on how to fix your laser
thank you
I teach how to DLTX weapon huds and such
you can dltx oggs sounds by doing stuff like this : example mod_system
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
That does look far easier lol
If that file would be loaded last, would it apply the modded weapon sounds to that specific weapon?
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
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
thank you dude, explained so well
Ah I found it with your example file, the AK74M_N uses AK12 sounds
I don't mind the sound so much as the inconsistency between the different variants of AK
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
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
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
I could kiss you, saved my ocd brain ❤️
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
IS that able to be rebound? i use a 75%
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
is rad online compatible with gamma
no
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
accidently misdid its ZZZ
usually you do mod_system_zzz_nameoffile.ltx
hopefully it works, if not later I can do a visual guide for it
@faint sable how do you unlock controls in the hud menu? To ADS?
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
I mean how do you aim down sights with the editor open? My controls seem locked with it open
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
so when you aim down sights in game, then F7 then 5 you can not move it?
the editor works, I can't keep the gun aimed down sights
this is the gun?
yes
I can't seem to have your issue
for the change did you want the laser being where the iron sight lays?
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
oh, you can not move around during its hud usage, you can only move the gun
I made it work, gotta use toggle aim mode!
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
because the saiga reanimation sucks
honestly shouldn't have been added considering how many issues it has 
although part of it might be because you're on a 4:3 resolution instead of 16:9
anyone got a mod for crafting lockpicks
for the latest lootbox mod where you don't use the lockpick set?
or for when that item was still a thing
i guess send the latest lootbox mod
@random fulcrum
or just the UGP lockbox mod
idk which 1
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
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.
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
I want a kolibri pistol with a special 50round mag, a side quest to find this gun and magazine upgrade, please and thanks
anyone know the mod that gives more uses on meds?
Looking to commission someone to make a mod that allows item disassembly on hotkey press - similar to the shift inventory transfer mod https://www.moddb.com/mods/stalker-anomaly/addons/mouse-over-transfer-items
medkits plus
asking on anomaly discord modding channel will probably get some tips or the script itself
any tips on where to look for the radiation-to-HP damage interactions?
it feels like a bit much
the cough?
I just mean the damage
feels like a bit much to get hp damage from 1mm of radiation bar is all
Well if it aint the cough then idk. It is a vanilla feature
I figured Gamma has something separate for it, given the radiation overhauls
oh well
It does. But you said it aint the cough.
Gamma has the radiation cough in gamma radiation overhaul
Specifically grok_progressive_rad_damages.script
I guess the cough is tied to the damage you take? Not sure how to say 'hp damage' otherwise
ok will check that out
You cough every time you take damage from radiation. Always in gamma
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 fun
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.
!mags Yeah its called realism
@pallid talon How to properly enable and disable Mags Redux (adds magazine management): #╭📖faq message
do u use any lootbox mod
no, i dont want to have AAA mechanics in my game.
Is that relevant for #╙🖇mods-making-discussion ?
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?
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:
- Someone who has scripting experience to create the framework of the mod
- 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)
- 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.
- 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
- 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
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
@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 💖
My pleasure mate! 😄
No pressure of course - all of this should really just be a hobby people do for fun imo, but my DMs are always open (unless they aren't lol, in which case ping me here haha)
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?
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
i presume this is what it's actually pulling from since this is the only one int he skat section that gives the csky_hd line
granted it's the CS version, allegedly
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
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
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
good catch
possibly drop it in a comment on its moddb page as well?
unless this is some gamma specific nonsense tbf
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?
save/reload, spawn in new item, would be my go to, but i am by no means an experienced modder
Good afternoon , can you tell me where the file with the names of the caches lies ?
stashes*
@undone lily you still want those tarkov broken english voicelines?
Got 2 full voice packs ready
Переводчик решил что так правильно
Yes please

DMing to not give josta excuses to ban me

is there a way for gun jamming and reloading to work like the one in the gunslinger mod?
and how does that work there?
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
disable reload unjam on same key
this is literally a vanilla feature
i did try to configure the controls but they just disable each other
They dont
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
No
keys can be made separate
try f10
the key unbind thing is common but in gamma
anyway, go to #🔨modded-gamma-support
or #🔨base-gamma-support if you dont use mods
alright thank you
how can i nuke packing-unpacking animations from the game while leaving everything else in tact?
the what animations
(un)packing artifacts into containers, opening packages and other stuff
Ah, so you want to leave equipping anims and nuke containers and stuff
Im fine with animations for eating, skinning mutants and using medicine
but i want to get rid from the rest, if its possible
they dont add anything to the immersion
that is fdda. Just press [
vanilla anims will be gone
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.
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
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?
no need bro. just update deactivate what you normally do and activate the HD back up again.
Possibly talk to xcvb he done the new levels mod and had to make transitions for them
Pinging him wont hurt
His name is just xcvb
Everything worked except when importing my save my companions didn't carry over 😦
i never touch anything and never have a problem haha. dam. like i dont even touch my saves. i just literally update. and re do my mods and thats it.
everything is fine when i load my save usually
So you're saying you didn't need to start a new game for HD models to work??
nope
Damnnn
i only had fanatic atm tho
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 😂
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
Thank you for the advice. The issue was actually on my end, so I won't have to bother xcvb. I was just using a version of Extra Level Transitions from 2022 😅
I've since updated, and now dir = x,x,x properly works!!
Will there be a Pol Pot mod for Gamma
wait no pol pot was someone completely differnet
why did ho chi min pop in my mind
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
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
![wpn_ks23]
slot = 1
is this just a command to run in game or do i edit a file
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
Ahhh ok, thank you
idk which ks23 was the short one
I found it in the debug already. i get it now
okay
its just a simple mod that runs the item script to tell the game it works in that slot
thanks
Tell me what this mod is called (to unpack packed lunches)
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
thank you, my friend
maid made that for efp
GhenTuong, check the anomaly discord mod ideas. Titles "i'm making a mortar"
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
Is there somewhere I can read about the xray engine itself ? Rlly interested in it
yo, anyone knows where the lightning animations are stored? Like koster, ball_lightning_light etc? Searched everywhere but I can't find them
is there a way to spawn npc by specific_character id ingame?
why
i cant think of a single scenario where u'd need to spawn anything by xml profiles instead of a section
wanna spawn a female companion for my female char


its not what i meant by scenario
i mean why spawn specific_character if they have squad section
?
elaborate plz
ok, let me frame the question differently
how do I spawn a stalker with specific visual model, women in my case, with squad section
modding-book on github must have an article how to make new npcs
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 
0.4 sdk is for soc

u need 0.7 preferably with all the patches
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
woah
HOLY COW
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 >_>
that's pretty cool
what the fuck
cant wait to pull myself up in my exoskeleton with 200kg of items
at some point yes
You sir or madame, are a fucking LEGEND! ❤️
Iirc and im like 50/50 on this i think particles are stored in particles.xr
I never fucked with those files tho so im unsure
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 
К этому можно привязать худовые анимации?
конечн почему нет, вопрос только кто их делать будет
Я буквально сегодня делал тестовое тз вскарабкивания для одной компании на сталкеровском скелете
пыс скелет 
а, ну ок давайте пилите, я пока на яхте
типичный масквич
Has anyone seen a mod for left hand gun holding? Or any info on how I'd go on about doing such?
dont think engine supports it
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
just reposition the weapon to the left with hud editor 
jokes aside, just mirror the anims, its probably pretty easy to do
Не знаю можно ли физически двигать игрока в процессе анимации как у унреале
Попробовать можно
so I'm fooling around in the console does the set rank and set rep commands do anything
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?
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
you can make shift sprint a toggle and not hold
