#╙🖇mods-making-discussion
1 messages · Page 36 of 1
itell you
FDDA latest version has a pick up animation, I don't know if the modpack/assembly has the latest version, but it's disabled anyway
FDDA hasnt updated in a very long while, so yes. Gamma has it all
I'm new to modding and trying to search for resources. I want to try out scripting and everyone points to the axr_main.script to see the list of callbacks, but that file doesn't exist in my scripts folder. What do I need to do to access it?
nvm I see now, have to use the db unpacker to see the scripts, just couldn't find that bit of info anywhere
thanks! I have been reading through that, but missed where it talks about the unpacker
are there any resources for documentation? for example, what functions each kind of object has access to? or when certain callbacks are called? For example I am looking at the squad_on_update callback but can't figure out the conditions that causes that to trigger
register the callback in your script and add a print
thanks, I've done that. The squad update one pretty much spams constantly, so it's hard to tell what's actually triggering it. For example, it could be just a general callback every frame, or when the squad makes some sort of decision, I can't tell
does the callback have arguments?
if so, try passing the arguments to the print to see what's actually triggering it
given it's an on_update thing it's obviously gonna fire all the time
iirc the poll rate was around 10ms
Can someone give me a bit of a hand here maybe? I want to create a different ammunition type for 357 weapons, but GAMMA and Anomaly made the config files so convoluted I can't exactly find the ones I need to do so. There is no named ammo_ file for it, and it isn't in the BaS ammo ltx either
literally just weapon_ammo.ltx
i have a meme extreme low effort new bullet mod you can use as a base
You are right, I went in to deep and missed the forest by the tree, thanks
I'd be extremely thankful for that one
Either that or making a very expensive, nowadays rare 357 AP from before the US ban on manufacture of them
Thinking of making some map edits as a mod. But just wanted to get an idea of if this is even possible. Does it seem feasible to add some clipping brushes to all the stairs so you don't jerk your way up every individual step? Couple places in the game already have this, but it feels like about 5% of stairs in total
Is anyone able to help with extracting the old church model from the Great Swamps map? I tried the converter, but I am unsure if the model is stored as part of the level files or just named something obscure. I also grabbed the CoP SDK to try and open the extracted level files but that just crashed
The blender xray plugin can open basic maps that have been unpacked, but can't handle any of the larger maps
So I find a way around this... I download a version of the map made for Garry's Mod where someone had already put in the work to export the models properly. These I know how to work with and can rebuild
Ta-da, just need to select and export now 😄
is it possible to make specific characters recruitable as companions?
the dev console can
how would I go about that. as I have never used the dev console for something like that
I've never done it before but it should be as simple as hitting F7 to open the dev console menu, mousing over the target, and using the 'C' hotkey to make the target a companion
I don't get a mouse cursor with the console open
is this the menu you're looking at
Does anyone know the issue with OpenAl
oh no I have to enable debug
blender can handle any of the maps no issue. make sure youre importing the version with no file extension
also no one has yet to figure out a way to edit existing maps, its a lottttt harder and very different from adding new maps which is what all the other map related mods have done
Is unpacking the assets from Anomaly, and then loading the level file (no file extension) in Blender using the plugin the right way to do it? I’m trying to load the marsh map, but I’m thinking either I’m doing it wrong or I need more than 16GB of system RAM to handle the operation as Blender just crashes
yep, thats all you need. blender 3.5 and above has a lot of issues dealing with level files too, id use a version below that is the only other thing
ive personally imported every single level for anomaly and many other mods no issues using blender version 3.3.2
im sure im not the only person to say this but it would be really cool if you could send messages in the stalker chat in game
and have the AI react dynamically
maybe its a like, preset options kinda thing
you can query for some info or some rumors about stashes
or, if there could be some kind of LLM ai API intergration
you could have the stalkers actually speak from ai
though, that would kinda just be for RP stuff lol
funny that the person above me mention this. with the same goal of improving npc dialogue and immersion (albeit in a more subtle way), i was curious about whether or not it is easy or doable to add or change dialogue lines for the conversation panel when interacting with any npcs. i have 0 modder experience but id like to take a look at it myself if i have to.
interactive pda has sort of some options like ask for certain mutant or stalker or even call for SOS ;p
i also have another addon as a replacement for "rumors" u can ask, they could answer u if they heard of stalker deaths, when where from who etc
or if they heard that some stalkers killed someone... its not much but adding immersion a bit, rumors are also real, i mean they talk about what happened in game
not exactly what u asked for, but it can fill some of these gaps ;p
this deserves 5000000000 kpop
this is cool as fucjk
So uhm, except the REX nobody ever did a 357 smith & wesson for anomaly?
(I need a confirm It's not a request
)
there is a few others, none public yet tho besides aoldri's rex
Perfect, thanks 
posted by asnen in anomaly main discord months ago, no idea when its actually coming out tho
Woahhh
That's really well made
I'm gonna model one anyway so, when it's ready if nobody posted one I'll post mine 
Is there any dev or moderator that can send me list of gamma mods ?
Hey all, anyone know where to find the out of inventory 3D model of the Mosin with a PU scope attached in the game files? Trying to mirror it horizontally so that a dropped Mosin with PU attached matches the current scope placement changes for the first person model.
Here's the modlist (MO2): https://raw.githubusercontent.com/Grokitach/Stalker_GAMMA/main/G.A.M.M.A/modpack_data/modlist.txt
And here the download links and respective archive contents (install instructions) used: https://raw.githubusercontent.com/Grokitach/Stalker_GAMMA/main/G.A.M.M.A/modpack_data/modpack_maker_list.txt'
If you mean the gamma specific modifications (and patches): https://github.com/Grokitach/Stalker_GAMMA/tree/main/G.A.M.M.A/modpack_addons
So I don't know where I should ask this but is it possible to port these props over (as shown in the video) from EFP to GAMMA?
If so, would I need any patches or is it just a matter of drag and dropping them?
https://www.youtube.com/watch?v=78ocQMEtHVQ
#stalker #anomaly #efp #stalkeranomaly #stalkerefp
New furniture that me and Maid did for EFP.
Get EFP at: https://discord.gg/efp
EFP is a modpack for a popular mod - S.T.A.L.K.E.R: Anomaly.
Main goal of the pack is creating a fun challenging survival experience with new mechanics, good modularity and stability.
While we are using many of th...
which mcm setting fixes this again?
Is there a way to disable the radiation distortion on screen? (The one where your screen goes gray?)
Thanks so much man, saved me from installing the whole modpack
Idk, but enabling/disable anti-virus does work for me.
will try
Whos excited for Stalker 2 ?
Do I need to spawn them in or they get added to traders?
Nvm saw em' on the trader catalogue lol thx for the link
ngl I was a bit worried seeing the downgrade on the new trailer + the feedback about the test at gamescon... but hey the game is there, they had the balls to let people try it instead of pushing out another cinematic trailer, hopefully at worst it just needs polishing, so yeah my hipe remains unchanged 
kin, do you know if the lighting editor actually works?
disable dynamic tonemap
How do I get the dynamic zoom optics to work with BaS and modded in weapons?
Im particularly looking at this upgraded PKM that looks like it should be able to mount a canted sight/main optic, it can’t, and the main optic is stuck on a fixed zoom. Laser sight shooting view works so I’m not worried about getting the optic packages to fit I figure that’s probably a lot more work
NVM found a fix for the zoom!
Anyone knows if there's a mod to fix the yantar to dead city map transition spot?
I just ran right past it and didn't get prompted if i wanted to travel to dead city, so i kept running forward to test and, well, idk but seeing the edge of the map seems really weird. Any fixes?
how would you go about changing the view models of certain suits? for example id like to swap the view model of the deserters berill 5m with the real berill suit
just dont like the way the hands look
Haven't verified but after unpacking the game files, it looks like it is here C:\Anomaly\tools\_unpacked\meshes\dynamics\weapons\wpn_mosin. I'd assume the scope is a separate object that becomes a child of the weapon
Did some texture upscaling out of curiousity with a free tool, kinda made cartoon textures. Left is the upscaled one, and right is the original. Not sure how it'll come across after compression
@simple scaffold if I have a crash
` 1 : [Lua] ...ackv25\gamedata\scripts\dynamic_npc_armor_visuals.script(166) : func_or_userdata
LUA error: ...ackv25\gamedata\scripts\dynamic_npc_armor_visuals.script:166: attempt to index local 'item' (a nil value)`
This your fix from moddb will help?
**fast transfer from the nitpickers modpack?
if so add this to the end of the sctipt from this addon:**
Base_Action_Move = ui_inventory.UIInventory.Action_Move function ui_inventory.UIInventory:Action_Move(obj, bag) obj = self:CheckItem(obj,"Action_Move") if obj then Base_Action_Move(self,obj, bag) end end
It helps a lot. Finally I can fucking see xD
And so far no issues to report.
But I've only been walking through radar so
Radiation trashes my stream quality, so I found that. Glad it works.
It does great job. Thank you for reccomendation man
i got spurs that jingle jangle jingle
Can anyone tell me which file I need to edit to change the repair kit a weapon uses?
edit repair_type parameter in the respective weapon config, like w_ak74_n.ltx for example
much obliged
Ask EFP people to release this on github / moddb etc
So should I always work with the last one in the load order or does it not matter if I'm just going to copy the file and overwrite?
You should learn how to use dltx for such stuff. But for now the file you are editing has to be last in the load order
Okay thanks I'll look into dltx
so far so good
just did a little test, seems like copying over the latest .ltx and adding as a custom mod last in the load order works fine.
now i just need to write a script to copy all the latest weapon ltx files to a clean folder
Can I rename the .ltx to .txt files so I can bulk edit with glob in python then rename them back to .ltx?
.ltx is just an extension
if i rename to .txt and then back to .ltx after editing will the formatting still hold up?
Did anyone ever retexture the SPAS 12 reanimated model so it doesn't look like it came out of the factory?
Formatting is independent of the file's extension
I want to glob them with python so I can edit all the files simultaneously
it should open .ltx same way it opens .txt
Thanks guys.
looks like sks and svt40 ltx have the same weapon repair type: rifle_7 but sks uses historic and svt40 uses advanced
because sks is edited by dltx in some gamma mod
just make sure your dltx is loaded after
what do you mean by this?
dltx files are loaded in alphabetical order. Make sure your dltx file is loaded after the gamma one so yours can overwrite
Reflavors repair kits and moves some weapons around to create a progression based on weapon quality and technology instead of caliber.
Shotgun cleaning/repair kit -> Reflavored into historic weapon repair kit. Repairs historic weapons and hunting weapons.
Mosin-Nagant, SVT, SKS, Type 63, Kar98k and Gewehr 43 are moved into this category.Smallbore rifle cleaning/repair kit -> Reflavored into army weapon repair kit. Repairs army-issued weaponry.
7.62 AK rifles are moved into this category, along with the Remington 700, SPAS-12 and MP-153 shotgun.Medium and large caliber cleaning/repair kit -> Reflavored into advanced weapon repair kit. Repairs weapons that are either mechanically complex, very precise, or both.
AEK-971, F2000, Saiga-12S, Vepr-12, USAS-12 and M249 are moved into this category.
From 196- DLTX Minimodpack - Demonized - this is literally exactly what I want to achieve but looks like something's overwriting this again
Sorry bud, where are those dltx files located?
probably Gamma weapon pack
Is the extension literally .dltx?
no, they are still .ltx, but their name starts with mod_
mod_system_items_repair_zGAMMA_repair_redirect
really appreciate the help, thanks a bunch
best thing about this is you can just add the weapon names to this file, dltx is da wey
Now can anyone tell me what I need to edit for NPC armor distribution? I want to remove exoskeletons from spawning completely.
mod_death_generic_g_a_m_m_a_no_integrated_helmets_in_armors
this one?
ah nevermind, found the right one
Some MSI motherboards come with software that shows the source of sounds with a red circle, I don't think you need a mod for that, maybe you can find something similar
That's interesting
Nahimic shit that for me never works
Would anyone know where I should look in order to edit the basic contents of RF Packages? I understsand the bonus/hidden loot is handled by a script, but can't seem to find where the basic loot is determined
I need a little help. I want to completely remove a specific item from the game. What files control the items dropped by stalkers and the world drops? Or is there some extremely elegant way to just remove it from the game?
In OG trilogy - when you hover croshair on item on the floor - you will see its icon, and the name.
In anomaly there is only icon, without the name.
How can I turn on name?
most likely disabled in the source
You can see the name by holding your "use" key but far enough from the item that you don't pick it up. You can also use debug mode and while looking at the object use the get info function to find it's true name (the item name defined in the .ltx)
Thanks for this
Spent an hour in newbie chat and then when I got in here and searched "crouch, stutter" I found you 😆
Just curious, does anyone know of a easy way to say 1.5x or 2x the size of hunger thirst or sleep pool.
jsut feel that eatign for a single day isnt 'right' and personally i think i should be able to eat twice as much one day and not need to eat the next,
ok i think this is the right chat: are the sound files for GAMMA accessible in the installation files? or are they archived? i wanna replace the sound in Starfield for the AK and VAL but I dont know where I could find good sound files
You can use the MO2 file search function to find files with specific names. Most sounds are loose, since they're installed by mods. I could find sounds for firing, empty, reloading, etc
Can someone tell me which mod is adding the colored dots to indicate weapon parts condition? There are some discrepancies between it and WPO's color thresholds.
An idea for a mod: ability to save starting loadout; so-to-say have some kind of a profile system, where you could create a profile with stalker from certain faction, game dificulty, items, etc.
utjan's qol bundle
make sure you credit the appropriate people, those sounds are not the property of gamma
Word ty

Was directed here by veerserif. "H" is currently being used by Body Health System to cycle the ui. I'd like to change that but it's not in MCM. veerserif found a line in GAMMA\mods\184- Body Health System - Grokitach\gamedata\scripts\zzz_player_injuries.script
if dik == DIK_keys.DIK_H then
but I changed that to
if dik == DIK_keys.DIK_B
and it didn't work.
Anyone that might know if there is something else I can try?
bhs script is overwritten by medications balance
That has done it. Thank you very much!
hey i got a dumb quastions(s) 1 is there a way get the name of npcs with tasks and that the player has accepted i have a terrible mod idea
This keybind should be MCM’ified.
i actually believe@fair inlet has a loose script file floating around that achieves this
god why are protection values so weird
there's this addon. Haven't used it, but I guess it's better than mine
https://www.moddb.com/mods/stalker-anomaly/addons/nv-binoc-scopes-toggle-v106-beefs-shader-v111dx8-version-included
Wait it's about BHS key? I never made a mod to change it, sorry for ping
is there any way to check what armor an NPC is wearing in game?
as in the armor they drop when they die?
the suit/helm they drop doesn't have anything to do with how sturdy they are
made a personal mod for anomaly sounds
found the constant droning grating
changed to be realistic.
leaves rustling, sizzling ground water, etc.
lost it with drive crash
Hello, everyone ! I have a question : is there any possible way to make every faction patch wearable, regardless of the one the armor suit we already wear has, as well as wich group we already belong to ?
Im looking to modify the values of the knot a bit in my game. Does anyone know how that would be possible?
Hi! I'm curious about how Gamma developers could achieve ReShade not affecting UI/main menu/inventory/dialogue panel. Do you have any insights on this?
No, armor they are wearing that I can't determine because they don't drop it when I kill them
It's called modded exes. Google it
"Anomaly modded exes"
Thank you!
I'm writing a language mod that uses powershell to manipulate the XML language files. However, some of the newer ones contain malformed comments that break the XML parser. It's trivial to fix it, but it means a few extra steps. I doubt anyone cares about this as much as I do, but I was curious if you think this should be fixed?
i really doubt anyone cares about that
that <!---- some comment ----> format is extremely popular in a lot of stalker files iirc
Yeah it breaks XML parsers though. I guess the engine just uses an older less strict parser and that's why its worked so far
thats unfortunate
Hi everyone
Any mod that lowers parts necessary condition to be able to repair them, from 60% to 20%?
You'll have to edit the repair item's repair_min_condition = 0.6 to 0.2. You can easily do so using DLTX. The respective tools are [ramrod_tool] and [rasp_tool]
With the exception of those that require the multitool. Then you'd need to also edit [leatherman_tool]
An example would be:
repair_min_condition = 0.2
![rasp_tool]
repair_min_condition = 0.2
![leatherman_tool]
repair_min_condition = 0.2```
Thank you
Don't have enough brain cells to spare for DLTX right now, so I've only changed the values in items_repair.ltx
Will report back when I start my playthrough
All you have to do is create empty mod in MO2, open in explorer, create folders gamedata>configs, create a text file, name it mod_system_(whateveryouwant).ltx and paste that code block inside. Done.
That's simple enough, thank you.
Hello guys
Recently AXRToolset-master stops working and now not opening, only icon in tray
Any ideas how to fix?
does anyone knows if there is a way to disable the NPCs claiming loot?
disable 330
hum. I see thanks. I had disabled the one in optional but that didn't worked and i was afraid that one not being optional might break something
What do I need in order to port in my own weapon into gamma
i still don't understand thid
like, is it about how much ap you need for them?
I want to know which suit of armor (or exoskeleton) an NPC is wearing, but I can't tell by sight, and if I kill them they don't drop the armor so I don't know what it is, but I would like to know what the name of said armor is
It's about filtering them out in the dltx edit
learn how to format models and textures properly, rig the model, either find animations that fit them or make your own, create the config files, and probably a hundred other things im forgetting
hundred isn't good news
not literally, but there's a bunch of different things you're gonna have to know how to do 😅
honestly if you know your way around computers and have a little bit of experience with blender, it's more time consuming than difficult
I see so blender is the recommended instead of maya
maya is harder or sth 
it's better, though
use whatever you want
Im just familiar with maya but I assume its nothing to do with compatibility its just maya has a different interface and shortcut keys
To convert models to stalker you need plugins. I know blender has them. But idk about maya
Though ofc you can go maya->blender and save as stalker format that way if no tools available
Ill use blender then since Im not familiar with maya assets to be made compatible with blender and issues could occur
Blender's free and I assume has more support, but I've heard there's a couple people who use Maya just fine :p
thats if they didn't have to go through something awfully time consuming on order to get it right, afterall blender must be easier due to the plugins
with blender you jsut save it with stalker's format and it just works. Assuming you have blender version below... 3.5 something? it was mentioned here
yeah below 3.5 #╙🖇mods-making-discussion message
Question does stalker gamma feature 3 reload segments?
Stalker gamma is stalker anomaly first. If you want more/better help modding you might want to also pop into anomaly discord
Answer to the question: idk i dont do that stuff
Save Ammunition Reload Segment
Rapid Reload Segment
And Empty Mag Segment
So possibly none of the weapon mods that has been chosen by gamma doesn't have it if that's what you mean
Anomaly just has tactical reload and empty reload, you can have randomized variants with the use of a script though
Right because if it already has two I'm looking to add another one and possibly a inspection feature but first I gotta do the animations before I even plan that far
We have inspections already, I'm not sure how adding a 3rd reload type would work though because I'm not a coder/scripter :p
Neither am I :/
Speaking of reloads, is there any easy way to tighten the reload timing without changing the animation itself? The G36, for instance, has a reload that takes around half a second longer than the animation to actually reload, and that keeps making me switch away from it to heal only to come back to an empty gun.
I think you can add a marker to the animation to dictate when the gun actually becomes reloaded, I've never done it before so I'd have to look stuff up though
No one knows?(
while theoretically yes you could use whatever you want, youre going to have a really bad time not using something that already has import/export tools created for it unless you plan to write your own plugins
stalker uses pretty much exclusively old proprietary formats that no 3d software supports by default
Well from my experience you should be able to export hte model into commonly used format and open it in blender, then export it to stalker formats
would that not work? it aint a good way but it is a way
youre still going to need some other third party software in that case to convert it in the first place tho
blender needs a plugin to export in .ogf/other stalker formats
you can, you can add them to unjams as well. the unjam/reload till happen at the marker instead of the end. make sure you add the motion mark to the hands omf.
what would you possibly need AXR tool set for? that was a useful tool years ago before there was better tools for pretty much everything.
theres really no reason to use that shit in 2023
yeah that is exactly why i said to export to blender, then to stalker
What is trending now? I need a program to make game archives (.db/.xdb) and sometimes OGF editor
AXR is very simple in making game archives
was(
generic unpacking/repacking would be its only use these days. but why are you repacking stuff?
It weights less and loads faster when packed
damn I`ve fixed it
My Visual C++ was broken
I had to remove all packages and install them again
I had 0xc00007b error code in other apps, so I google it and find solution
dose anyone know how to make the bolt bigger or smaller i cant seem to fine a scale line
..scale line?
hud_fov
or
F7 - 5 in debug mode and then configure there, make screenshot and add to m_bolt.ltx
yea like to make the model bigger
will try thank you
270- Headlamp Animation Fix - RavenAscendant
This Mod deactivates the Headlamp animation if "item animations" are disabled. The Problem ist, The Light is only working if you Hold "L" or the Lamp button. Can we fix this?
Its a short script, maybe somebody know what causes this and can fix it:
`--[[
Headlamp animation fix
makes headlamp animation repsect item use animation setting.
4/12/2020
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
Author: RavenAscendant
--]]
base_Hit_TorchToggle = actor_effects.Hit_TorchToggle
local snd_headlamp = sound_object('interface\inv_torch')
function actor_effects.Hit_TorchToggle(nvg)
local animation_setting = axr_main.config:r_value("options","video/player/animations", 1)
if animation_setting then
base_Hit_TorchToggle(nvg)
elseif nvg then
actor_effects.ToggleActorNVG()
else
snd_headlamp:play(db.actor,0,sound_object.s2d)
item_device.toggle_torch()
end
end`
@simple scaffold
idk doesn't appear to be a set scale maybe be somthing with the ogf file
that will do nothing at all, you need to scale the model in a 3d software like blender
anyone know how to revert the change in the damage system where it has a chance to redirect arm damage to torso damage
iirc need to delete 3 lines in the script
basically need to delete that entire thing to disable redirecting
is it possible to change weapons viewmodel? some guns with scopes take up 3/4 of the screen lol
i want to lower the viewmodel so the guns are more like in squad
i was told this is the place to ask
dont know where exactly to find this script, is it on the 184- body health system mod or somewhere else
gamma medications balance
found the line of code i think
actually hollup
this is the closest ive found to that, in the zzz_player_injuries.script file
actually this looks about right
im guessing this is the part where it has an 8% to redirect it to torso damage
lemme backup the .script file and try booting up gamma
yes
Where are the texture info of a model stored? As a comment in the model itself added via the sdk? Since I don't see any ltx file pointing at textures -> meshes
in the ogf file itself
you can set texture paths in blender, the sdk or by opening the ogf in an editor
as I imagined, thanks!!
Hi! Is it possible to export a modlist from MO2 so that I can share it with someone and they can see which addons are enabled?
@austere lagoon Follow these instructions to send your mod list: <#╭📖faq message>
(if you're using this command somewhere else, send the file where it was asked)
dont ask in this chat. go to #🔨base-gamma-support or #🔨modded-gamma-support
anyone else noticed this?
what
the text colors and the part condition color thresholds don't match
the bolt and carrier display red on the part but orange/yellow on the STATUS text. Also the barrel and trigger text. What script in WPO is controlling those colors? I'm trying to unify them
I think I found it
How do I make a mod mo2 compatable
some folder with your mods name > gamedata > your mod
just look at literally any mod in mo2 and just copy its file structure
Ok thanks
Just by using blender it acutally worked, thanks! Only setting up the correct texture path has been a bit troublesome, as I thought it had to be anomaly one, but it had to be wherever the actual texture was instead... I was so bummed military exo light had the standard "legs" I had to do something
Although the whole leg models should be changed and textures remade in better quality 
Can any of you mega modding chads tell me how to edit zz_parts_in_tooltip.script so the parts are displayed at the top of the tooltip? I'm too stupid to understand how it works.
I removed the part condition text entirely, which is why it is no longer displayed. I don't like redundant info.
yeah, its a big pain in the ass though
in the debug mode it's called the hud editor or something, you go into there and adjust it until it looks how you'd like it to, then put those values in the .ltx file for the weapon
there might be a better process for it but im not sure lol
that sounds like a start
there's an additional mod you can use called "draggable hud editor" to make it slightly more bearable if youd like
bad news, these elements don't show up in the debug
my bad, I was replying to someone else's question
oh woops lol
i know theres a thermal mod that exists, but are there mods for flir scopes?
like the ones in tarkov?
Is there coop mod at all, present or even in planning? Would be amazing
Google says NO, with some disagreeing results sprinkled in between
@spark lily GAMMA isn't multiplayer and will most likely never be, "most likely" because there's no Anomaly multiplayer project on going.
Here are the multiplayer projects currently under development:
- xrMPE is a match based coop experience that is available, it has the most solid netcode but it's not open world (https://www.moddb.com/mods/x-ray-multiplayer-extension)
- Ray of Hope is open world and in closed alpha (https://www.moddb.com/mods/ray-of-hope-co-op-online)
is there any thermal mode that isnt broken :D
i would love it
Heatvision is broken for sure
it isn't
some mods with it should come out "soon"
at least it is in some projects i'm involved with.
how would i go about making a mod that changes faction relations?
i believe that already exists on moddb
reputation edit or something like that
man i really wish i knew that sooner, balls deep in a game_relations.ltx file rn lmao
thanks anyways tho
yaya
is there somewhere i can place wpn_ files to blacklist them from spawning in my gamma?
Do you know if it's possible to make a spawned team (even via debug tool) to stick to a smart terrain, like guards?
does heatvision work w gamma?
im testing this theory now lol
just installing the mod via MO2 doesnt work, youll have to move the gamedata folder out of the zip, and then rezip with just gamedata it seems
since the bin folder contains .exe's
for the launcher
better ask anomaly devs
but they already said that there will never be a mp
Hi there people! Looking to find out whether someone knows how come the jamming/misfire probability is so high on w_sr2_m1 and whether someone can point me to where I can modify such jamming/misfire probability. It just feels like it jams way too much even at 99% everything. I already edited misfire_probability, condition_queue_shot_dec, condition_shot_dec to 0.001; ef_weapon_type (unless I opted for the wrong value); and ammo impair. Any help/direction will be very much appreciated. Thanks!
Check the full log
Hello, there is this exosuit mod with animated computer. https://www.moddb.com/mods/stalker-anomaly/addons/exosuit-differences I want to try to make similar mod with more functionality. Can someone give idea what is the difficulty level of making this mod?
That is a rip from Gunslinger
how can i check the full log file? i can't find this
I noticed, so is it doable
How about a mod that doesn't give the exact stash location, but marks a radius on the PDA around the stash. Would this make finding stashes more interesting?
it should work given the correct patches are installed in the correct order. the latest iteration of heatvision is largely dltx-ified and monkey patched iirc.
the error is right in your screenshot, it says it doesnt like your export path
WIP
quick question, whats the mod that makes weapons non sold in traders?
is it a modified version of Trader overhaul or a separate mod?
Gamma economy removes weapons from traders, and touches many other aspects of the economy.
any idea where ammo stack sizes are defined?
Im trying to make ammo recipes use 1:1 ratio of casings for ammo, but simply modifying the casing amount modifier doesnt work because some ammo stacks at amounts other than 15, which the crafting recipes seem to operate on
box_size
does anyone know what determines the durability loss on tools with a percentage bar? For example, using the leatherman/multitool goes from 100% to 81 % on a single use, no matter what I change. I tried lowering the degradation_factor value from 0.025 all the way to 0.0 and it seems to have no effect whatsoever. I suspect there must be some kind of script controlling this?
Where are outfit stats stored?
So. I figured it out. The item_repair script doesn't seem to be using the "degradation_factor" setting in the item_repair.ltx at all. I was able to fix that by adding self.degradation_factor = ini_sys:r_float_ex(section,"degradation_factor") or 0.2 under the function UIRepair:Reset(obj,section), and replacing the line utils_item.degrade(self.obj, degrade_factor) with utils_item.degrade(self.obj, self.degradation_factor). Now the script correctly references the value stated in the ltx file. If the variable is not present, it will return the script default of 0.2.
I suspect there may be other systems affected by this oversight.
if you just want to make some changes dltx edits are the way to go
explanations?
I basically just want more artifact slots on all outfits
that probably does exactly what you want, if you want more/less expansive changes it should be a good starting point
Hi, I want to learn graphic modding for Anomaly . I wanted to know if you guys have a tutorial link for this
Most thing I wanna learn is skybox textures
And environment
I think the anomaly discord has several modding guides
so if I wanted buckshot to perform better against mutants but about the same against stalkers, do I increase the arpen or just the base damage?
damage
wait is that intended that the arpen on buckshot is 0.003?
its 3 ap, yeah basically
well that explains why 3 shots .45 hydro outperforms 3 rounds of buck on a pseudodog
Do ltx files in the configs folder (dltx mod system) get applied in alphabetical order?
I made some weapon repositions, and applying my script with the highest priority (last in the modlist) it seems to ignore the script.
Maybe i need to do like some mods where they put "zzz" to make it last? (gamedata/configs/<here>) (named mod_system_<name>.ltx)
~ I did use the ![wpn_example] format (exclamation before each wpn entry) which is the one that weapon repo mods use.
maybe I just suck at aiming but the only mutants that I managed to kill in one shot of buck were tushkano
Ill just keep increasing base damage until I get the performance I want from it then
Yes its alphabetical
Thanks!
Does anyone know a way to spawn items with a certain condition in debug? Or change the condition of an item?
db.actor:active_item():set_condition(0.1) will set the condition of your currently equipped item to 10%.
change the 0.1 to something else for a different value, no idea for stuff you cant equip tho
damn I'm testing parts so yeah can't equip those, but at least I can test weapon conditions so thanks
drop it on the ground and shoot it a few times 
yep that's what I was doing before it's just tedious.
That reminds me, it's funny that people complain about their enemies dropping low condition guns, but guns get damaged from being shot all the time
do you think we'll ever see the three new level mods integrated into vanilla GAMMA?
probably, they work fine. At least, as far as I can tell
i want em but can't be bothered to do the whole modified exes thing
seems like something i would fuck up 
what you mean? exes are just drag and drop
gamma is just a modpack for anomaly, im sure you can add them fine
i was looking through the readme on demonized's binaries it looked like a lot lol
i dont want to have to reinstall anomaly and gamma from scratch if i mess it up
the only info relevant to 99% of end users are these pictures that show people who dont know how to use github how to install them
just backup your current exes to a different folder first if youre that worried 
see i am inexperienced as fuck idk how to back those up
the most i have done is get gamma and a couple other easy mo2 .zip mods
if youre unsure how to copy & paste a file from one folder to another then yes maybe you should avoid it actually 
backing up anything is just copying the files to somewheres else
thanks barry will report back with results
You don't need to. GAMMA already uses modified EXE's. Just install the mod and the DLTX patches for it (search level or levels on moddb and you'll find the DLTX patches for loot drops and DAO or Arrival, whichever you use) and then you will have to start a new game to be able to access the levels, unfortunately.
a lot of newer things require the most up to date exes, which gamma certainly doesnt use.
just as one example, I have multiple things coming out soon that wont work at all without the absolute newest ones as the point of updating the exes was to add the required engine edits for the new mods in the first place
you also do not need a new game for those levels
Well, that's how I did it and it worked. ¯_(ツ)_/¯
The levels got added to my old save however the transition points didn't, which left the levels inaccessible even though they were on the map. I started a new save as the moddb page states you need to start a new game, and everything worked.
youre probably right in this instance, i doubt the new levels require the newest exes. they probably make use of only the dltx functionality but you do need to be careful in general tho, you cant just grab any exes from any mod or date and call it good to go. theres a lotttt of stuff out there that requires a certain version or newer to function
471 mods and counting baby let's goooooooo 
i mean
we still need the Visual C++ Redistributables though yes?
no, you as an end user shouldnt touch anything on that page other then whats in that screenshot
you need certain redistributables to launch anomaly in general
okay understood ty for patience
Does anyone know of an existing mod that uses a script to update a value in an .ltx file? Or some method to do so? I want to make repair tools min/max condition variables adjustable via mcm
you could look at pretty much any mod that has mcm settings,
thats what mcm is doing in the first place, just updating ltx or other script values and saving them
the github has a lot of info: https://github.com/RAX-Anomaly/Anomaly-Mod-Configuration-Menu
BAS silencers and 553s into USAS, but only USAS textures don't work.
Hi.
I want to add my own uses to the game but doing it this way does not work. Pictures)
Any idea?
for drug it is working but for some reason mineral water and flask wont change
I know how to make an MCM menu, what I'm having trouble finding is a script that modifies the values of an .ltx file
Your dltx file is named incorrectly. It should be mod_system_realisticuses.ltx.
By the way, the mod you are making already exists on moddb.
yeah I find out, again now it is like this
Everything works exept the mineral and flask
I just added to hes file.
Some other mod probably has a dltx file overriding your behavior. Dltx is loaded alphabetically. Try naming it mod_system_zzzz_realisticuses
Oh I see
Thnkx makes sense it is at the end of mod orginizer but that does not matter to much I see
That matters for other stuff, but not for dltx
Yea thats what I figured when you said that. Gonna do it now
Yup pretty much worked! Awesome
Thank you btw
Np. You can search your files in MO2 for "mod_" to see all the dltx files and find conflicts. If I had to guess, the conflicting mod is fillable canteens.
Like 90% of mods that have mcm do. Can look at my world spawns rework for an example. Link can be found through the modpage in my bio, I'm on mobile right now
Word I'll have a look at it
any idea where to start looking when building a gui?
familiarize yourself with blender
My brain might be too smooth for this... I need a simpler example. Looks like most mods with MCM settings actually modify script values, not .ltx values.
if I wanted to adjust MM psy ghost behavior, what files would I have to look at?
anyone wish that the warfare part of this game was more advance
like you becoming a soldier at first to gain a rank of recruit then when you get SGT you gain a small troop of units then when you get to a higher rank of like LT you could buy units to support other units like there would be many LT in the zone and each one has their own troops and location the control and your job would be to support the others
idk i wish there was more to it :( maybe in stalker 2
what are your top mods for a new playthrough on the new patch?
aight I found the files I wanted to adjust
Some maps feel really unpopulated, is there a way to change weights or something along those lines?
Hey is there a mod to change acog picture sight to look like this?
Or something similar?
its called vanilla anomaly
so thats what kills my framerate when looking at a campfire
does the ordenador texture compression trick still work for anomaly/gamma?
no idea what "trick" youre referring to but you export as bc3 with mipmaps & kaiser filter most most non-ui related
you can use any compression software
oh the "trick" was that it just worked out of the box with misery's textures without any preparation and with decent results
the heavy textures used to be a problem on older hardware that made the game super unstable
Could someone please explain why my game crashed?
!support
@bright cypress If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
very sorry i did not mean to post here
can anyone here enlighten me on the arguments I can use in the SYS_GetParam function? I am modifying a script which calls the function like so: SYS_GetParam(0, cell.section, "kind", "na")
I understand that it is calling the item's "kind" variable, but what do 0, cell.section, and "na" do?
- type: 0 returns strings, 1 returns bool, 2 returns floats
- where to look
- what to look
- what it defaults to if nothing is found
think SYS_GetParam(2, "wpn_akm", "fire_distance", 100) would mean:
search inside the akm's definition (wpn_akm) for its max range (fire_distance) and return as a float. if nothing is found, return 100
@obsidian void
Thank you
fourth argument is optional as typing
SYS_GetParam(2, "wpn_akm", "fire_distance") or 100
is the same as
SYS_GetParam(2, "wpn_akm", "fire_distance", 100)
essentially
got it ty
Is there a best practice for directly editing a gamma script?
at the moment I'm just copying the file, making my edit and loading it later in MO
Is it a separate downloadable mod?
Sorry for asking but Im curious as my friend whos playing vanilla also wants to remove guns from traders
no I don't think so. It does more than just change traders though it also affects loot drops on stalkers and probably other stuff too
yeah lots of other stuff it utilizes many injection scripts
Oh, damn i thought I could just send him the file and he too can enjoy
OK is it part of the base script of something else? I guess it shoud still work if it pops up in MO2. If it separate, would you mind telling me where to find the file?
just search economy in the mo2 and you can right click and open the mod folder in explorer, you can look through the files if you want. The gamma trade tables in gamedata\configs\items\trade do most of the work when it comes to defining what traders buy/sell. They likely have many references to items that he would not have if he doesn't have gamma to begin with. IDK for sure if that would break anything if he just transplanted that part of the mod or not.
It's all a big pile of spaghetti that kind of holds itself up, when you start messing with one thing it usually effects several other mods
more like a jenga tower maybe
config/items/trade/ has all of the trader files you want
there are going to be items referenced that aren't in vanilla anomaly, if you don't remove those the game will 100% crash
that's what I suspected
it would probably be easier to use the anomaly unpacker, grab the vanilla files and manually remove what you don't want
or just tell your friend to install gamma 😉
ok thanks guys
Hello, anyone using Zver hud and minimap on 21:9 monitor? Im trying to fix it for 21:9 and combine with whatever Girth does to the UI so far fixed minimap but bhs seems to be broken. I wonder if someone else tried to do it too?
How it should look ( when u open inventory it is fine)
Not sure if red one should be above probs another problem but at least lined up
U playing as a Karlik?
Nope playin on 21:9 so its squished, after I try to fix position will also try to fix the size too
Whats the problem anyway maybe rollplaying as a burer xD
Btw I only edited main screen positions and companion HUD icons positions, but it should be all the same: in the mod's HUD config file you should find the lines with the name of those parts of the HUD and edit the X Y positions to make them match, it should have also size, so upping Y size should unsquish it
It's a very tedious work tbh, back up the file just in case you mess it up and want to start over
I want to increase the size of the weapon clip using the weapon stats editor in debug mode. But after applying the changes, the size of the clip remains the same. I tried to log back into the game. I tried to change the .ltx file manually. Does anyone know how I can still change the size of the clip?
you can edit the magazine size by editing the ammo_mag_size value of the ltx, if its not working for you then its likely getting overridden somewheres else, you should always test things in a fresh install to avoid this
please tell me if there is any cool addon for new guns
UGP, Juan's, Retrogue's, TCWP, and whatever you can find on ModDB
has anyone already made a mod to allow the 60 round 5.45 39 mags to be retooled to 556 45 in Mags Redux? I'm looking at doing this rn
mags redux nerfed my ak monolit 2.0 xD
It is stupidly easy to do. If one of those mags is already retool able open it up and find the retool group line and add that same line to the other mag. If neither mag has a retool group make up a new group a name and add it to both mags
Look at a mag you know can be retooled to find the syntax if you need
Ok I see. I appreciate that within the ltx it's basically already got a guide
I just noticed that the integration guide doesn't cover retool groups. I should probably add something.
I tried to make the ltx files as simple as possible.
The hardest part is how the weapon, magazines and base type ltx files relate to each other. That is what the integration guide covers
yea figuring out how the ltx files are working with each other has been mostly my trouble with all of my mod editing, messing with this is actually really helpful as far as that goes due to how well you made it, kudos
@regal bolt sorry to ping you dude, but i was hoping i could ask a few questions about textures thms and bumps, adding, swapping and replacing.
Hello, which file sets leatherman_tool durability drain on repair?
Zing, I have been working on this. The items_repair.ltx is where the Leatherman is defined. Unfortunately, the repair script does not call on the "degradation_factor" value defined in the ltx. The script itself sets the value arbitrarily at 0.2 (20%). So no matter what the value in the ltx file, it will always remove 20% of it's durability.
I have a modified version of the repair script which corrects this issue. I can send it to you later. It's part of a larger rework of WPO I am working on which aims to be configurable and also more logical.
where is mod support?
I started suspecting that would be the case after checking nearly every related file. Out of pure curiosity, which script has the hardcoded value?
Item_repair.script. a few days ago I posted about how I fixed this issue. #╙🖇mods-making-discussion message
Iirc this script is still a vanilla anomaly script, so you might need to unpack the files to see it
Oh one more thing, this edit might affect the behavior of script in the "keep crafting window open" mod concerning the repair window. It uses this same default value of 0.2 (which it unsuccessfully tries to retrieve from item_repair.script) to perform the calculations which keep the window open if the condition is above the minimum. I also have an edited version of that script, but I'm not 100% if it is working correctly. I have changed other aspects of WPO so I'm not sure if something else is breaking the script.
have you talked to arti at all? (the creator of wpo)
theyre very very active in the community and quite a few people's mods require certain wpo versions to function
might be worth letting people know what youre plans are if youre going to rework someone elses stuff whose very active still
No, I'm mainly focusing on just getting the systems working the way I want right now. So far I'm trying to keep my edits as clean as possible, monkey patches and dltx.
Unfortunately this also touches on several other mod systems as well. I'm just proof of concepting my idea. If it works I'll try to build it as an addon to sit on top of the stack, not like an actual full rewrite of WPO if that makes sense.
I also don't know for sure if my version will be fun to play, annoying, or break the game balance in some horrible unexpected way, so I need to test it lol
But that being said, I don't think item_repair.script is part of WPO. Could be wrong, I'm not at my PC. But I think that's why the scripts aren't on the same page with this value. My edit to the script is quite minimal and reads the value dynamically so it doesn't break anything in WPO
When messing with scripts or XML related to the PDA, is it possible to reinitialize those without closing and restarting the game? F7->Num0->F5 doesn't seem to work for these.
Scripts yes, xml no.
What about a script that does DXML things? I'll add a print_r, do the F7/0/F5 thing, and I won't see the print_r until I exit and restart.
I'm not sure dxml can print to console, but a script can. In my experience though I've been able to update scripts and dxml files and reload with console. Works as long as you aren't trying to create a new file while the game is running, that doesn't work. And XML seems to be loaded on first boot although maybe someone here knows some console wizardry to refresh them
Alrighty thank you!
does anybody know what's the booster id for stamina regen
I think it's boost_power_restore
question about db unpack. do i need something else ? i seen something about axr toolset. sorry im trying to learn how to extract textures.
am i even using the right thing ?
or if someone can direct me to a guide on here im not aware of would be helpful. thank you 
you can unpack the anomaly textures by double clicking the unpacker_all.bat script that is in the tools folder of your anomaly install. that will unpack all the art assets. can also edit the bat in any text editor to get to unpack more or less or different locations etc
what if i wanted to extract textures hidden in packs and other mods ?
99% chance theyre not packed to begin with then, just open the mod directory 
is there a beginners guide to all this cos youve lost me already
sorry i literally know almost nothing about modding
i mean, not really, if you want a texture from a specific mod just right click that mod in mo2 and open the folder and just look in the textures folder
ah ok so when i install late fall for example i will be able to see those textures that were hidden, cos i cant see them when i just do a normal extract. hippo told me i needed db unpacker to get the textures from it
still just map dds. i need the ground textures from this mod
if who ever hippo is packed their textures for some stupid reason then yeah youll have to use either the method above i explained with editing the bat file or just using the unpacker you posted screenshots of
ok editing bat file sounds out of my realm haha. i guess ill try the latter
just paste the path to the dbs in the input and where ever you want them to be unpacked to in the output
thanks Barry
np glgl
k ive probably done the wrong thing and understood you completely wrong 
is this incorrect ? i dunno what im doing lmao
nothing is happening so i assume im really doing something wrong haha
nvm i just seen this
im an idiot
just make sure your paths are to the exact folders 
hopefully ive done the right thing. that output path is a specific folder i made (to keep textures somewhere i dont get confused) . am i on the right track ?
and should i be using unpack or repack
and no compress or compress ?
cos all i see are these now
trial and error ill figure it out 
YES @river fjord
THANKS BRO
no that's part of the properties
hey @river fjord sorry to bother you again. but do you know if there is another program or something i can use to see the matrix haha ?
example i want to find fast ways to indentify the name of a texture being used without looking through files and identifying by visual
you can open the map in blender and click on things to see what texture its using
as far as i know aside from that there is no other way
ok now i gotta learn another thing, my dude thank you
im really sorry to keep asking stuff but what exactly do i do to make the xray plug in work in blender. i followed the guide and its not there
i assume im using the wrong file
do not use blender 3.5 or above if youre going to do anything with levels first of all but you just install it the same as any other plugin. preferences > plugins > install plugin & double click the zip file.
if youre new to blender i honestly dont recommend this route, its probably faster for you to just look for the textures in the files
i tried that but man its hard matching up what im seeing and looking through all the textures to match up
so time consuming
like is it really hard once ive got the map in there is what ur saying ? im gonna have trouble even finding the textures?
it will be if you dont know the basics of the program
you might as well try tho, once you get the plugin sorted, import the level file without a file extension. youll probably need to show-hidden in that folder to see it from the blender import menu
ok thanks again Barry
agree on that part. Blender is very much not friendly until you realise some of its basics
fersure
bledner is a lot of fun tho and i think more people should learn it
There is a lot of good resources out there too
i think ill give it a go im having fun and passing time like crazy, like getting lost in this
this is one of the best guides to learn imo, he makes a new one every time a new major version of blender comes out
its not a tutorial about making a donut, its more a tutorial that goes over all the basics of the UI and all the different editors, teaches you a bit of everything, while making a donut at the same time
https://www.youtube.com/watch?v=nIoXOplUvAw
Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.
Download the Blender Shortcut Hotkey PDF: https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender 3.0 Shortcuts v1.2.pdf?dl=0
Google Doc version: https://docs.google.com/document/d/1...
Day 2 with fresh eyes -- my script was updating when reloading, the problem was that I was only looking at the log file. I saw the flush command in another comment in here and that got me what I wanted. thanks again for pointing me in the right direction
Word
Ive been trying to find the files defining grenade launchers but either im blind or the alternative
can anyone point me in the right direction?
Start by checking the name of the item in debug menu that can point you in the right direction
Is there a mod to re introduce drop tables for recipes? being able to craft all ammo at start and being able to buy recipes is just SO fucking lame and boring. I had a backup of the old trader inventory without recipe shit and drop tables but I deleted before updating
damn that's based as fuck what can i say
if anyone has a link to where how to make a map in blender and then make it work in the sdk send it here
autodesk sucks
What line of code do I need to spawn by section when spawning objects in debug menu
For example I want to spawn in stalker_monolith_fstalker_sunrise_1
you just click on its section name from the spawn list
you cant just spawn npc "models" tho, you need to assign the model to a squad or unique character id and spawn that id to spawn it via debug
well how do i do it
If you're just trying to test how something looks and aren't familiar with making new npcs then probably easiest to just replace the npc visual of an existing unique npc and spawn that
idk how to do that
also i mean to literally spawn a female
side note
where tf is this on the mods list
Mod list? I'm talking about editing game files.
If you're referring to editing some mod gamma modpack has downloaded and added, can't really help you, no idea what's in that soup
is there a mod that makes your hud dissapear out of combat, then reapear during combat
or say when you take damage?
hey guys, i have a question about bumps and thms again. Im currently about to change textures of some dead trees into live ones and i noticed that the anomaly trees have bumps and thms but mods for gamma dont usually have bumps or thms for trees. so my question is do i need to rename the live ones im replacing them to and can i only use anomaly live ones to replace them because I havent noticed a mod with bumps or thms for trees
dynamic hud
thank you
example this confuses me
do i really even need the thm and bumps if im replacing to stuff like the left one ? cos theres not even thms or bumpsin that but anomaly has
anomaly
one mod with none at all one mod with only bumps and anomaly with bumps and thms
i assume i will if im completely renaming a live texture to the dead names. i assume that the trees from gamma mods just fall back on the bumps and thms of anomaly and if i dont include renamed bumps and thms that they will look weird? sorry for long question and also sorry i hope i made sense 
thm files are required
same goes for bumps and shit
thanks dude just making sure so i didnt waste time.
no idea. i got the bumps and thms i need tho. so all good 
im doing this to try and replace trees ive noticed are still dead around the zone with green trees on. do you know if me even changing these to the dead names will work or if im gonna waste my time ?
like so
changing the name is fine, youll need to change (file path) the name inside the thm too,
use something like https://github.com/VaIeroK/THM-Editor/releases
so just changing the thm name isnt enough ?
Barry ur a godsend haha
no, theres a file path inside the thm data, changing only the file name will break that path, you need to edit the path inside the thm too
just download that program and set thm file types to always open with the program by default so you can just double-click them each time
thanks Bazza ur a legend
i almost didnt ask for help too. would have just broke shit and wasted time haha
not having bumps or thms isnt necessarily going to break anything, the game will still boot up and run fine,
your textures will look like shit tho without them
ah oky. yeh i dont want that either
i think ive already done that to a couple fo things but i forgot what ones
oh well no complaints yet haha
9 out of 10 times you see a super shiny texture in game that isnt suppose to be shiny, its just the person didnt set up the thms correctly
oh sweet, least i know how to identify it now
btw jus to clarify this is just for texture replacing or adding new right ? if anomaly has the bumb and thm already its fine and the mods wont need it ?
like i only need to do this cos im replacing a texture completely right ? if its already same, name and same mesh... (is that the right term?) the mod wont need it. i dunnno if im being dum or not lol
depends on what kind of quality you want to achieve, a bump map is basically a normal map + roughness channel. you can reuse the bump from the original texture if you want but its going to be the normals and roughness for that original texture and not your new one so itll look pretty bad if the texture isnt spot on 1-to-1 with the UVs
thms are just files to set the right bump + a few settings, theyre far more reusable then the bumps themselves imo
ok this is very interesting because ive noticed so many mods dont even have the thms or bumps for textures
are they hidden ?
thats why so many look like shit 
is this what xr logic was talking about
ohhhh ohky lmfaooo
nope, just lazy creators doing lazy work
what that person is talking about is an ancient way of generating a thm, you can do that if your insane and want to spend 20min generating a new thm instead of just duplicating an existing one and changing the parameters with the tool i linked earlier
this will solve them looking like shit too ur way ?
i genuinly dont know why anyone would use the actor editor in 2023, weve had much better standalone tools for pretty much everything for years now
and what about bumps
bump is what makes them have depth or something ?
and am i gonna have to use the original ones for that?
that looks like actual making textures ...
cos i cant do that haha
yes, theyre very important. theres a ton of tools to generate them for you but theyre all absolutely terrible, making your own will give you way better results
https://www.pluralsight.com/blog/film-games/bump-normal-and-displacement-maps
and i need to learn how to develop for that right ? jeeez
i use hybridxray tho
much better improvements
how are you getting the textures youre trying to replace them with if youre not making them?
whatever source youre pulling from should have bump or normal maps too
also it took me a couple of seconds to generate them
this what i was gonna use barry
right is the texture i was gonna use than rename for those names. but the thms and bumps i was gona rename are... one sec
so i will use the right one and these together and rename to dead ones
but yeh basically wanted to do that for all the dead ones
same thing for all types that have a dead option
oh i just realised that was a question asking where am i sourcing them. those bumps and thms are anomaly. most the mods ive gotten nature textures didnt even have bumps and thms
like this is aydins
🤷🏻♂️
late fall
adega
same thing
can you see why im so confused ? 
also this is the long method you were refering to ?
i dont know who any of those people are and i dont use any of those mods so im really not sure, cant tell you more about why
they either used existing naming conventions to overwrite those few textures and use the original bumps or theyre just stupid, former is likely if they dont look like shit in game
im a little more confused now cos i just realised. aydins is what we all use pretty much..
that has literally no bumps or thms in there
aydins is what we all use pretty much..
is it what gamma is using by default or something?
i dont play gamma, visually i dont think it looks very good compared to other modpacks or setting stuff up yourself
yeh its default
maybe if i install it from moddb it has them 🤷🏻♂️
but that wouldnt explain all the other ones that dont haha
Guys what mod do I need to change my companions name
i think its more likely you just find them in the vanilla files
well yes thats what i was thinking, it just uses the ones in anomaly
cos thats where these are from
and thats not really a bad quality bump right ?
yeh true i just remembered
these were supposed to be 2k 
ok thanks Barry sorry to ask so much stuff
take care 
np, glgl
oh man this is overwhelming
i dunno what setting to use or what to do 
editing notes seems easier lmao
dont just open the program on its own, open an existing thm with the program, everything will already be filled out. you just need to edit the bump path at the bottom
ok so now i choose the texture i want in detail and it will create a new thm and bump with that name?
whats normal map and detail for i should ask
ok thats not right haha
also i just realised i used the wrong thm 
uhhhhhhh
help 
ive seen it before but now ill ask. why is there a bump# and bumpthm
bump# is just a fall back texture, it will never be used ever if you have your regular textures set up properly
thanks, also am i doing something wrong. when i try to open this thm its not opening the app and i cant see it if i try load it manually. is it because where i put them ?
i can see the bumps and texture tho
just right click the thm and click "open with" then set the program as the default.
yeh its not working
how so?
click choose another app and navigate to where its installed
oky

nothing
is my pc broken 
ok some sorcery is happening. i think something underlying has happend to the thms when i moved them from the original folder
because i can load other thms just not those
i just noticed not even the anomaly ones have been done correct either Barry 
see the naming in the thm and the name of the texture and files 
maybe why red forest looks worst
you opening them with a notepad is whats breaking them im fairly sure
oh shit 
can i fix it ?
wait lemme test
see if i can open that one i just opened
nah still works
maybe cos i copied them and didnt drag ?
nah that doesnt make sense either right ..
ok it just works for the red forest thms. now im mega confused. im just editing the notes. i only wanna change 5 textures
this is taking too long
ok that was way easier 
should i notify Grok of this too ?
what would grok have to do with any of those files?
this is just a modpack for anomaly, its just anomaly with a bunch of mods pre-installed on top of it
i dunno thats why i asked haha. thought maybe all the modders did something with anomaly too. now i know i guess
well yes, most people including me make mods for anomaly, not some specific mod repack
if youre serious about moding you really should join the anomaly main discord, a lot more knowledgeable people to answer the same questions there
well I don't want to learn crazy hard stuff, like you. I don't know if I got the patience for that. if it comes to me slowly without the stress than yeh haha. ill join and ask questions if I need help though. thanks for recommendation.
do i need to wait for a timer or something to talk in there ?
nope
apparently i dont have access to talk or see anything 
Yo, everyone. First of all, I barely speak English, so as for coding language...
I would like to ask : to change a command in the disguise folder, how concretely can I proceed ?
Actually, I want to modify the "faction patches" factor to makes it valid for ALL the patches (to start, not only the default_com --- "Your true faction", for instance). IDK if I am right or clear...
its ok ill just wait for a bit see what happens haha thanks.
anyone know if this is shader related or texture related ?
activate windows
someone mentioned I can open stalekr map in blender, any tips on how to ?
I found the addon on github for blender to be aple to open x-ray files. but when I try to open level in blender it jsut crashes after like 10-20 seconds of loading
@river fjord Im sorry to ping ya, was told u might know how to open game map in blender. I found the blender addon but it crashes when I try to open it
you need to import the level file with no file extension
sorry Barry i said you were very helpful haha
yeah thats what I select
it jsut loads (mouse becomes that hourglass as if its loading) and blender jsut closes
blender 3.5 and above also has a lot of issues with stalker maps. i recommend a version lower then that
that one ye
i think old mate had a concussion 
yep. what version of blender are you on?
3.5 unfortunately, had it installed for other game modding
Ill jsut download 2.93.0
you can try to import a smaller level as well to see if that helps. try something like meadows or the test map as the levels do require a lot of ram to load up. see if that works, if not try a lower blender version
no thats some stone age shit, just get like anything 3+
i use 3.3.2 personally and can confirm all maps load up perfect
I mean on addon github page says supported versions are >
the documentation page hasnt been updated in years, the addon has been uploaded like 100 times since those docs.
yeah try a small map first
шытефте дщфв
honestly its so small it might just load fine no matter what
instant load
yeah try something a little bigger like cordon
smth bigger
cordon is the one called l01_escape
omg they are even called diff -_-
yeh wtf 
ohhh cos they come from original games escape from pripyat...?
wait no thats not orignal game lol brain fart
def not 😄
thats fkn mod lol
and no cordon does not load either, guess gonna download blender version barry using

the naming of files was something that really confused me while making this pack tho. so many things named random stuff which is what makes them hard to find. like the balcony texture
had hippo mentioned when coudl we expect new version of atmos?
saw few pics it looks so damn amazing
yeah I saw that, just waitin for the update
@river fjord okay escape is loaded, cannot recognize anything, but how do I check what textures are anywhere?
if you hide the cform mesh and LOD collections youll be able to see a lot better, same with lights etc. just uncheck all the collections that arent the mesh and set the color to textures instead of solid
just click on things and look at the name of the image its using in the materials panel
this is why i stress its import to learn the baisc controls of the programs youre trying to use. i linked a good guide above to tired 
yeah I had very little experience using it before just created a few models together with unity
once you do get to what you want to see, you can use this to find the texture its using
yeah I found that part. on the zoom note. it does say ctrl + scroll or shift +scroll both works but stops at one point
oh I found 2 more wait
` will zoom on object
and / will show zoomed in ONLY selected option
good
thansk Barry!!!
will go try to load the pripyat again
nice! glgl
this the video Barry recommended too https://youtu.be/nIoXOplUvAw?si=Bxa4icWSUGfgCnZU
Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.
Download the Blender Shortcut Hotkey PDF: https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender 3.0 Shortcuts v1.2.pdf?dl=0
Google Doc version: https://docs.google.com/document/d/1...
anyone knows how outskirts could be called differently in the anomaly files?
like cordon is called escape
I tried to open pripyat but ofc it did not include outskirts
probably 1_pripyat
nah thats jsut pripyat without outskirts
you checked both?
checked one pripyat theres another falder called just pripyat opening it now, mby its that
yeah i think it's that one
its so slow to load it aaaaa
yes I believe it is that map, need to locate smth I know
actually I think I see it
yes its that
@river fjord sorry to ping, one small question, for x-ray import is it possible to make preview work too ?
not sure sorry
no prob, was just wondering if its possible
considering its x-ray and its ancient extentions
u need to go in "shading" and re-link the texture afaik, at least that's what I had to do with some armor parts, even with the correct paths set in the addon
soonTM
sounds are very WIP, dosimeter & anomaly device sounds arent even started
god damn those animations are wild !
holy shit those look amazing
wow looks amazing
Good shit
Things you didn't know u needed until you saw them 
what is that from O.O
map loaded in blender
the tree billboards just look goofy
ill take YOUR ENTIRE FRIGGIN STOCK NOW
WHATS THE NAME OF TTHE MOD GOING TO BE
one question who worked on maps or smth related. first pic is as u can see floating in the air bushes (called trees_bushes_00), in the game they look like second pick, a growing bushes out of the tree, tree itself is not even on the map where does it come from?
oh yeh Hunlight theres an anomaly discord where all the anomaly modders are too
not going that deep I want to play more than mod xD just gonna help ya with some textures thats it xD already too big of a hassle to make gamma work some time xD
referring to this question. only anomaly modders will know most likely
who knows if immersive sleeping addon in GAMMA account level.change_game_time as passed time?
looks like it's not
i have addon which passes 15 to 30 minutes of game time when saving by campfire (like you rest for some time when you save)
and immersive sleep is not registering those timeskips at all, so i'm at night and can't sleep
i'm pretty sure that vanilla sleeping script was registering level.change_game_time correctly
where can i seek manual for availible RegisterScriptCallback callbacks?
All callbacks are listed in one of the scripts in anomaly
If you unpack game files you can search for it until you find it
thanks
axr_main has all the callbacks
also callbacks_gameobject
in gamedata\scripts\
since it's from modded exes and not from vanilla
thanks, unfortunately there's no callback where game time changes
i'm thinking of adding my own into my saving script, and modifying immersive sleep and thirst to support it
like compatibility patch
but oh god, why those scripts saving sleepiness and thirst in real-life seconds and not in game minutes, this complicates things...
am i correct that timescale is 1:10?
I don't know the first thing about stalker mapping but my guess is somehow that piece of geometry is referencing a model in the game files and telling the map what location and azimuth or w/e to load the model. Apparently tree models are super weird which is why nobody has replaced them or smth
oh, so i can actually do this and fiddle with other scripts from within my own?
amazing
no need to overwrite anything then
or do i?
weird, i can see only some variables and functions from _G table, fully random
why in the world i can see only start_blur4 in that table?
and not start_blur1, 2 and 3
if they all local
and in the same place

what in the world is going on
god, i'm so unhappy with that hacky code
but yeah, it works
for whatever reason i have some parts of the script availible from _G, and some isn't
i can read and write last_sleep into sleeping script, but can't read last_drink from drink script
totally random
No that is wrong. Tree models are not weird in any way, theyre the same as any other geometry. No one has replaced them for the same reason no one has replaced houses or rocks or litterally anything at all, you can't. They're part of the map geometry and you can't edit existing maps, only add new maps currently.
well, that is weird for most games but yeah straight booty wtf
this is not like most games, this is an old proprietary engine from the early 2000s
lol I know we're pushing this to it's limits
I wanna change my voicelines for jamming in english, whats mod in game mod area called?
WPO in mcm has jam language
what
weapon parts overhaul in mod customization menu has an option for jam language
Which mod is the npc conversation zoom in? 42 - camera reanimation inertia?
isn't that a part of the base game? or am i remembering wrong
267 dynamic dialog ui
got a simple and stupid one if anyone feels like helping a dumbass; did this once before and cant figure out why its not working now, just trying to make the boar fit in the pistol/melee slots
what file are you editing?
a fresh .ltx loaded in gamedata > config > items > weapons and installed at the end of the load order
Best way to do this is with a DLTX edit which overwrites ltx files instead of having to change the correct one
DLTX loads the last one aphabetically
name your file
mod_system_yourfilename.ltx
if you want to make sure nothing overwrites your change naming it something like mod_system_zzz_yourfilename.ltx can be a good idea
I can't deny this is probably a step in the right direction, though it doesn't seem to be editting the weapon, perhaps its something else I am missing
you're loading it in MO right?
yea
try moving it to configs
Honestly no idea if this is going to work or not, but try just putting it under gamedata>configs
same idea lol
anyone knows why when I open dds files in photoshop I have black background?
it also saves new edited dds with black background
maybe the file itself is corrupted? try opening with something else, idk gimp
but might just be some transparency setting in PS, I dont use it
weird, dunno sorry
my experience with dds files is limited to saving a boykissers pic in gimp to use in battletech
I mean Grok said it is right after BC7 but that person did not had it either 😄
is there a way to blacklist an weapon from spawning? i know there are some weapons in gamma that don’t spawn so i assume grok is doing it somehow
grok just manually removed them from loadouts and stash pools
I can't find the lua_help.scipt file, I'm looking for the DIK_keys table
thanks!
!traders
#🤖bot-commands
Has anyone made a no starting gear mod?
If not, which files should I be looking at to modify?
join anomaly, i just joined over there the other day and the modding community is huge there
oops lol
please do not advertise discord servers. thanks
If they are so huge
Why are they not helping people with their mod problems then? 
Pricks sending them to us, as if we're mod troubleshooting experts 
anomaly devs thinks if you change 1 line in user.ltx ur anomaly becomes gamma
it's understandable when people just ask in the vanilla game's discord mainly about a modpack's issues
ever since it got big
it's like if this server was filled with questions about efp
or about wardogs
Removed the following warning from 420tired:
Posting discord link
most of the people here just purposely try to spread misinformation, dont even bother
Curious if there’s an easy way to make the tier 3 nvg green instead of the blueish color? Or should I just use tier 2 and give them quad tube overlay?
@void lily I'll take it here because it's not too relevant to newbie chat, but you want to go to your GAMMA mods folder, and find GAMMA Exo Balance. In there you can find the exo_devices.ltx and I would copy that (following all file paths in folders) to a new folder, and edit it to adjust the battery drain for the exosuits you want to buff
There's also an outfit_speed.ltx if you want to make the exoskeletons faster
Thanks man, I'll get right on it.
Hope I don't destroy my install in the process
There are tutorials somewhere for making your own mods. I would check that out first. and don't edit anything in a folder, always copy it and mess with it somewhere else
Makes sense, thanks
Can anyone tell me how to revert the starting knife to the old one?
Anyone here have CRCR mod?
How much extra work would be required if I wanted to make an extra mob, But have only 1 spawn in follow the player but dont attack the player and not aggro NPCs into shooting it? And Another Question: I have experience making and installing meshes and textures in Kenshi. what should i expect, or what is different if i wanted to do the same for this game, but only for personal use?
cough see also the official Anomaly discord which also has a modding section #╙🖇mods-making-discussion message
whats this chat for?
im not looking for a long winded tutorial, just someones generalized opinion.
sounds convoluted
also ask in the anomaly discord
they have more experienced modders there
not to mention actual programmers
Greetings! Can someone suggest which config or mod allows you to replace the barrel of a weapon without a workbench?
Pretty sure that would require a change to the WPO scripts. That being said, if you have even some basic tools and the appropriate weapon toolkit, you can right click the basic tools and "open workbench" and that will allow you to replace a barrel. There's also a mod on moddb that allows you to use you backpack to open a workbench as well, might search for that. Of course you still need the proper toolkit
Thank you for the advice, but still this is not what is required... Yes, this is a direct WPA add-on, but as far as I could run through the components of the mod with an inexperienced eye, I didn't find anything similar there. But I definitely came across a similar setup on third-party builds...
All the field stripping functions are defined in zzz_arti_jamming_repairs.script. there are likely multiple functions which needs to be changed
Idk if this would work, at all. But you could try to combine these 2 mods:
https://www.moddb.com/mods/stalker-anomaly/addons/no-toolkit-for-parts-replacement
If they work you could just open the workshop from your backpack and the removal of the toolkit requirement would basically make barrels field replaceable without tools. Of course, this will completely undermine gamma's progression system.
i mean i won't but i'll tell you how
not really, some text editing
but first here's your handbook https://igigog.github.io/anomaly-modding-book/addons/dltx.html#4-syntax
i can show you how i did it for gun racks
notepad will work but Notepad++ is my preferred
so first - file structure. you'll have to package up your mod in a file structure that looks like this - the red circled file is the file that contains the edits for the crafting recipe
you'll want to name your own edit in a similar convention: mod_craft_namegoeshere.ltx
is this on GAMMA folder ? or Anomaly folder
(why? because the files need to be in the right place for the game to load them, and gamedata/configs/items/settings is apparently where all the crafting recipes live)
the folder where your mod will live
ok found it from MO2
you probably want to make a new working folder somewhere - when we're done, then you can zip it up and install it in MO2 as a new mod
and edit that
mine only has trade
or ig you just make a new folder in GAMMA/mods/[name your WIP mod something here]/gamedata/configs/items/settings/mod_craft_blahblahblah.ltx
soo i just create a file in mods ?
for now sure
Done. Now what
make that file in that exact folder structure
also my file doesn't have mod_craft.ltx
you're going to make that file
i see.
it's just a text file with a different file extension
the ONLY file in your furniture extension fix shouldbe this mod_craft_whateveryoucallit.ltx file you're about to make, in the folder structure discussed above
ok so i made Furniture expansion fix / Gamedata / Configs / Items / Settings
how do i make the ltx file ?
just create a new notepad ?
no capital letters
oh my bad
(i think it's case insensitive but it's good practice to keep it consistent)
just change the file extension from txt to ltx
and here's more or less your contents:
![8]
ITEM_ID_CODE = [output number], [recipe needed to craft it], [component_1], [component_1 number needed], [component 2], [component 2 number]
the ![8] tells it "inject the following lines into the section for crafting Hideout Furnitures"
you will copy-paste the line afterwards, one for each item you want to be able to craft

