#╙🖇mods-making-discussion

1 messages · Page 36 of 1

tribal rivet
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Tell me a mod for animation of picking up objects?

hardy hound
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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

slow bolt
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FDDA hasnt updated in a very long while, so yes. Gamma has it all

cosmic hinge
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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?

cosmic hinge
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nvm I see now, have to use the db unpacker to see the scripts, just couldn't find that bit of info anywhere

cosmic hinge
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thanks! I have been reading through that, but missed where it talks about the unpacker

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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

random fulcrum
#

register the callback in your script and add a print

cosmic hinge
#

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

foggy magnet
random fulcrum
#

if so, try passing the arguments to the print to see what's actually triggering it

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given it's an on_update thing it's obviously gonna fire all the time

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iirc the poll rate was around 10ms

violet spindle
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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

random fulcrum
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literally just weapon_ammo.ltx

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i have a meme extreme low effort new bullet mod you can use as a base

violet spindle
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You are right, I went in to deep and missed the forest by the tree, thanks

violet spindle
random fulcrum
#

iirc there was also a guy that made .357 fmj if that's what you were looking for

violet spindle
lucid cairn
#

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

lucid cairn
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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

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The blender xray plugin can open basic maps that have been unpacked, but can't handle any of the larger maps

lucid cairn
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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

lucid cairn
#

Ta-da, just need to select and export now 😄

vapid ibex
#

is it possible to make specific characters recruitable as companions?

slender geyser
vapid ibex
#

how would I go about that. as I have never used the dev console for something like that

slender geyser
vapid ibex
#

I don't get a mouse cursor with the console open

slender geyser
regal bolt
#

Does anyone know the issue with OpenAl

vapid ibex
river fjord
lucid cairn
river fjord
#

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

meager yarrow
#

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

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and have the AI react dynamically

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maybe its a like, preset options kinda thing

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you can query for some info or some rumors about stashes

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or, if there could be some kind of LLM ai API intergration

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you could have the stalkers actually speak from ai

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though, that would kinda just be for RP stuff lol

surreal pier
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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.

lunar nimbus
#

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

faint sable
#

this deserves 5000000000 kpop

atomic latch
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So uhm, except the REX nobody ever did a 357 smith & wesson for anomaly? deathstare (I need a confirm It's not a request KekSkew )

river fjord
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there is a few others, none public yet tho besides aoldri's rex

atomic latch
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Perfect, thanks poggies

river fjord
faint sable
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Woahhh

atomic latch
river vault
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Is there any dev or moderator that can send me list of gamma mods ?

solar shard
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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.

bright cypress
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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...

▶ Play video
faint sand
#

which mcm setting fixes this again?

regal bolt
#

Is there a way to disable the radiation distortion on screen? (The one where your screen goes gray?)

bright cypress
brittle flame
fervent talon
#

Whos excited for Stalker 2 ?

astral fable
#

Nvm saw em' on the trader catalogue lol thx for the link

atomic latch
# fervent talon Whos excited for Stalker 2 ?

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 vodka

thorn stratus
#

kin, do you know if the lighting editor actually works?

random fulcrum
#

disable dynamic tonemap

steady minnow
#

How do I get the dynamic zoom optics to work with BaS and modded in weapons?

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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

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NVM found a fix for the zoom!

frozen island
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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?

peak quest
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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

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just dont like the way the hands look

lucid cairn
lucid cairn
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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

full stratus
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@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

regal bolt
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And so far no issues to report.

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But I've only been walking through radar so

alpine mural
regal bolt
thorn gust
hazy scarab
#

Can anyone tell me which file I need to edit to change the repair kit a weapon uses?

fair inlet
undone lily
hazy scarab
fair inlet
hazy scarab
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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

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Can I rename the .ltx to .txt files so I can bulk edit with glob in python then rename them back to .ltx?

slow bolt
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.ltx is just an extension

hazy scarab
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if i rename to .txt and then back to .ltx after editing will the formatting still hold up?

worthy mortar
#

Did anyone ever retexture the SPAS 12 reanimated model so it doesn't look like it came out of the factory?

slow bolt
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Formatting is independent of the file's extension

worthy mortar
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Also tf you just open it in notepad

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No need to play games with extensions

hazy scarab
slow bolt
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it should open .ltx same way it opens .txt

hazy scarab
#

Thanks guys.

hazy scarab
fair inlet
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just make sure your dltx is loaded after

hazy scarab
fair inlet
hazy scarab
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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

hazy scarab
fair inlet
hazy scarab
fair inlet
fair inlet
hazy scarab
hazy scarab
#

Now can anyone tell me what I need to edit for NPC armor distribution? I want to remove exoskeletons from spawning completely.

fair inlet
hazy scarab
#

ah nevermind, found the right one

icy wyvern
#

Has anyone made mods of accessibility for deaf people?

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Asking for a friend

hazy scarab
icy wyvern
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That's interesting

slow bolt
shy torrent
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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

obsidian void
#

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?

narrow coyote
#

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?

random fulcrum
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most likely disabled in the source

obsidian void
blazing pecan
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Thanks for this

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Spent an hour in newbie chat and then when I got in here and searched "crouch, stutter" I found you 😆

feral vault
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Just curious, does anyone know of a easy way to say 1.5x or 2x the size of hunger thirst or sleep pool.

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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,

twilit geyser
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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

shy torrent
obsidian void
#

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.

bronze jacinth
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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.

river fjord
obsidian void
tidal elbow
hearty plinth
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I want it

peak dock
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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?

random fulcrum
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bhs script is overwritten by medications balance

peak dock
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That has done it. Thank you very much!

west anchor
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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

obsidian void
misty mulch
torpid pivot
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god why are protection values so weird

fair inlet
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Wait it's about BHS key? I never made a mod to change it, sorry for ping

hazy scarab
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is there any way to check what armor an NPC is wearing in game?

random fulcrum
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as in the armor they drop when they die?

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the suit/helm they drop doesn't have anything to do with how sturdy they are

upbeat venture
#

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

broken coral
#

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 ?

split drum
#

Im looking to modify the values of the knot a bit in my game. Does anyone know how that would be possible?

austere lagoon
#

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?

hazy scarab
slow bolt
austere lagoon
umbral harness
#

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?

river fjord
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i really doubt anyone cares about that

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that <!---- some comment ----> format is extremely popular in a lot of stalker files iirc

umbral harness
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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

river fjord
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thats unfortunate

dreamy fjord
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Hi everyone
Any mod that lowers parts necessary condition to be able to repair them, from 60% to 20%?

shy torrent
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With the exception of those that require the multitool. Then you'd need to also edit [leatherman_tool]

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An example would be:

repair_min_condition = 0.2

![rasp_tool]
repair_min_condition = 0.2

![leatherman_tool]
repair_min_condition = 0.2```
dreamy fjord
obsidian void
dreamy fjord
full stratus
haughty egret
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does anyone knows if there is a way to disable the NPCs claiming loot?

haughty egret
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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

regal bolt
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What do I need in order to port in my own weapon into gamma

random fulcrum
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like, is it about how much ap you need for them?

hazy scarab
# random fulcrum i still don't understand thid

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

hazy scarab
random fulcrum
#

nah i'm too retarded for this

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sorry

static nebula
static nebula
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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

regal bolt
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I see so blender is the recommended instead of maya

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maya is harder or sth KekSkew

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it's better, though

slow bolt
regal bolt
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Im just familiar with maya but I assume its nothing to do with compatibility its just maya has a different interface and shortcut keys

slow bolt
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Though ofc you can go maya->blender and save as stalker format that way if no tools available

regal bolt
static nebula
regal bolt
#

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

slow bolt
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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

regal bolt
slow bolt
regal bolt
#

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

static nebula
#

Anomaly just has tactical reload and empty reload, you can have randomized variants with the use of a script though

regal bolt
static nebula
#

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

regal bolt
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Neither am I :/

rigid sail
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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.

static nebula
river fjord
# slow bolt use whatever you want

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

slow bolt
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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

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would that not work? it aint a good way but it is a way

river fjord
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youre still going to need some other third party software in that case to convert it in the first place tho

static nebula
river fjord
river fjord
# full stratus No one knows?(

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

slow bolt
full stratus
#

AXR is very simple in making game archives

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was(

river fjord
#

generic unpacking/repacking would be its only use these days. but why are you repacking stuff?

full stratus
full stratus
#

damn I`ve fixed it
My Visual C++ was broken
I had to remove all packages and install them again

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I had 0xc00007b error code in other apps, so I google it and find solution

noble fossil
#

dose anyone know how to make the bolt bigger or smaller i cant seem to fine a scale line

slow bolt
#

..scale line?

full stratus
#

or

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F7 - 5 in debug mode and then configure there, make screenshot and add to m_bolt.ltx

noble fossil
#

yea like to make the model bigger

lunar perch
#

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

noble fossil
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idk doesn't appear to be a set scale maybe be somthing with the ogf file

river fjord
solid sparrow
#

anyone know how to revert the change in the damage system where it has a chance to redirect arm damage to torso damage

slow bolt
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iirc need to delete 3 lines in the script

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basically need to delete that entire thing to disable redirecting

onyx wagon
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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

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i was told this is the place to ask

solid sparrow
solid sparrow
#

found the line of code i think

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actually hollup

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this is the closest ive found to that, in the zzz_player_injuries.script file

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actually this looks about right

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im guessing this is the part where it has an 8% to redirect it to torso damage

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lemme backup the .script file and try booting up gamma

atomic latch
#

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

slow bolt
#

in the ogf file itself

river fjord
#

you can set texture paths in blender, the sdk or by opening the ogf in an editor

atomic latch
#

as I imagined, thanks!!

austere lagoon
#

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?

queen pineBOT
#

@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)

slow bolt
obsidian void
#

anyone else noticed this?

random fulcrum
#

what

obsidian void
#

the text colors and the part condition color thresholds don't match

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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

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I think I found it

mild kernel
#

How do I make a mod mo2 compatable

river fjord
#

some folder with your mods name > gamedata > your mod
just look at literally any mod in mo2 and just copy its file structure

mild kernel
#

Ok thanks

atomic latch
#

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 deathstare Although the whole leg models should be changed and textures remade in better quality weirdchamp

obsidian void
#

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.

static nebula
obsidian void
#

that sounds like a start

static nebula
obsidian void
static nebula
obsidian void
#

oh woops lol

meager yarrow
#

i know theres a thermal mod that exists, but are there mods for flir scopes?

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like the ones in tarkov?

spark lily
#

Is there coop mod at all, present or even in planning? Would be amazing

spark lily
queen pineBOT
river vault
#

i would love it

#

Heatvision is broken for sure

random fulcrum
#

it isn't

jade oxide
#

some mods with it should come out "soon"

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at least it is in some projects i'm involved with.

bold beacon
#

how would i go about making a mod that changes faction relations?

ruby fiber
#

reputation edit or something like that

bold beacon
#

man i really wish i knew that sooner, balls deep in a game_relations.ltx file rn lmao

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thanks anyways tho

ruby fiber
#

yaya

#

is there somewhere i can place wpn_ files to blacklist them from spawning in my gamma?

atomic latch
#

Do you know if it's possible to make a spawned team (even via debug tool) to stick to a smart terrain, like guards?

meager yarrow
meager yarrow
#

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

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since the bin folder contains .exe's

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for the launcher

meager yarrow
#

i added it to the game but i noticed stalkers werent dropping ammo

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or much really

hardy hound
#

but they already said that there will never be a mp

drifting dirge
#

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!

bronze harness
#

Somebody help ! I can't export this

slow bolt
#

Check the full log

cunning meteor
bronze harness
cunning meteor
tender pecan
#

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?

regal bolt
river fjord
surreal gust
surreal gust
#

i have a problem

#

I wonder why isn't the grass shader showing up on the terrain

surreal gust
#

Seems like i forgot to use as diffuse option

#

probably that will fix it

fiery cedar
#

quick question, whats the mod that makes weapons non sold in traders?

#

is it a modified version of Trader overhaul or a separate mod?

obsidian void
jade marten
#

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

random fulcrum
#

box_size

obsidian void
#

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?

edgy tangle
#

Where are outfit stats stored?

obsidian void
#

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.

torpid pivot
edgy tangle
#

I basically just want more artifact slots on all outfits

torpid pivot
#

that probably does exactly what you want, if you want more/less expansive changes it should be a good starting point

wary scroll
#

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

obsidian void
jade marten
#

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?

slow bolt
#

damage

jade marten
#

wait is that intended that the arpen on buckshot is 0.003?

slow bolt
#

its 3 ap, yeah basically

jade marten
#

well that explains why 3 shots .45 hydro outperforms 3 rounds of buck on a pseudodog

slow bolt
#

3 round of buck would destroy the dog

#

1 is enough usually

fluid wharf
#

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.

jade marten
#

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

fluid wharf
#

Thanks!

obsidian void
#

Does anyone know a way to spawn items with a certain condition in debug? Or change the condition of an item?

river fjord
obsidian void
river fjord
#

drop it on the ground and shoot it a few times DXT1

obsidian void
ruby fiber
#

do you think we'll ever see the three new level mods integrated into vanilla GAMMA?

obsidian void
ruby fiber
#

i want em but can't be bothered to do the whole modified exes thing

#

seems like something i would fuck up kekl

river fjord
#

what you mean? exes are just drag and drop
gamma is just a modpack for anomaly, im sure you can add them fine

ruby fiber
#

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

river fjord
#

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

river fjord
ruby fiber
#

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

river fjord
#

if youre unsure how to copy & paste a file from one folder to another then yes maybe you should avoid it actually bluGiggle

ruby fiber
#

oh well okay i can do that

#

i guess i figured it would be more than just a copy paste

river fjord
#

backing up anything is just copying the files to somewheres else

ruby fiber
#

thanks barry will report back with results

obsidian void
river fjord
#

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

obsidian void
#

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.

river fjord
#

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

obsidian void
#

471 mods and counting baby let's goooooooo letsgooo

ruby fiber
#

i mean

ruby fiber
river fjord
#

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

ruby fiber
#

okay understood ty for patience

obsidian void
#

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

river fjord
bronze harness
#

BAS silencers and 553s into USAS, but only USAS textures don't work.

elder badge
#

Hi.

#

I want to add my own uses to the game but doing it this way does not work. Pictures)

#

Any idea?

elder badge
#

for drug it is working but for some reason mineral water and flask wont change

obsidian void
obsidian void
elder badge
#

Everything works exept the mineral and flask

#

I just added to hes file.

obsidian void
#

Some other mod probably has a dltx file overriding your behavior. Dltx is loaded alphabetically. Try naming it mod_system_zzzz_realisticuses

elder badge
#

Oh I see

#

Thnkx makes sense it is at the end of mod orginizer but that does not matter to much I see

obsidian void
#

That matters for other stuff, but not for dltx

elder badge
#

Yea thats what I figured when you said that. Gonna do it now

#

Yup pretty much worked! Awesome

#

Thank you btw

obsidian void
#

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.

river fjord
turbid lily
#

any idea where to start looking when building a gui?

random fulcrum
#

familiarize yourself with blender

obsidian void
jade marten
#

if I wanted to adjust MM psy ghost behavior, what files would I have to look at?

rancid ginkgo
#

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

unborn agate
#

what are your top mods for a new playthrough on the new patch?

jade marten
#

aight I found the files I wanted to adjust

thick shell
#

Some maps feel really unpopulated, is there a way to change weights or something along those lines?

toxic sky
#

Hey is there a mod to change acog picture sight to look like this?

#

Or something similar?

steady apex
#

its called vanilla anomaly

jade marten
#

so thats what kills my framerate when looking at a campfire

jade marten
#

does the ordenador texture compression trick still work for anomaly/gamma?

river fjord
#

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

jade marten
#

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

bright cypress
queen pineBOT
#

@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.

bright cypress
obsidian void
#

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?

random fulcrum
#
  1. type: 0 returns strings, 1 returns bool, 2 returns floats
  2. where to look
  3. what to look
  4. 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

obsidian void
#

Thank you

random fulcrum
#

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

torpid pivot
#

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

fiery cedar
#

Sorry for asking but Im curious as my friend whos playing vanilla also wants to remove guns from traders

obsidian void
#

yeah lots of other stuff it utilizes many injection scripts

fiery cedar
#

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?

obsidian void
#

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

torpid pivot
#

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

obsidian void
#

that's what I suspected

torpid pivot
#

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 😉

fiery cedar
#

ok thanks guys

brave tartan
#

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

brave tartan
#

Nope playin on 21:9 so its squished, after I try to fix position will also try to fix the size too

brave tartan
atomic latch
#

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

vocal ledge
#

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?

river fjord
#

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

rocky cave
#

please tell me if there is any cool addon for new guns

static nebula
steady minnow
#

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

simple scaffold
#

Look at a mag you know can be retooled to find the syntax if you need

steady minnow
#

Ok I see. I appreciate that within the ltx it's basically already got a guide

simple scaffold
#

I just noticed that the integration guide doesn't cover retool groups. I should probably add something.

simple scaffold
steady minnow
red tree
#

@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.

unkempt pecan
#

Hello, which file sets leatherman_tool durability drain on repair?

obsidian void
# unkempt pecan 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.

thorn pivot
#

where is mod support?

unkempt pecan
obsidian void
#

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.

river fjord
obsidian void
# river fjord have you talked to arti at all? (the creator of wpo) theyre very very active in ...

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

remote crown
#

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.

remote crown
#

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.

obsidian void
remote crown
#

Alrighty thank you!

random fulcrum
#

does anybody know what's the booster id for stamina regen

fossil birch
red tree
#

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 peepopray

river fjord
# red tree am i even using the right thing ?

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

red tree
river fjord
#

99% chance theyre not packed to begin with then, just open the mod directory 02Shrug

red tree
river fjord
#

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

red tree
#

still just map dds. i need the ground textures from this mod

river fjord
#

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

red tree
#

ok editing bat file sounds out of my realm haha. i guess ill try the latter

river fjord
#

just paste the path to the dbs in the input and where ever you want them to be unpacked to in the output

red tree
#

thanks Barry

river fjord
#

np glgl

red tree
#

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

river fjord
#

just make sure your paths are to the exact folders CatThumbsUp

red tree
#

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 kekw

#

YES @river fjord gigachadhandshake THANKS BRO

random fulcrum
red tree
#

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

river fjord
#

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

red tree
red tree
#

i assume im using the wrong file

river fjord
#

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

red tree
#

so time consuming

red tree
river fjord
#

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

red tree
#

ok thanks again Barry

slow bolt
river fjord
#

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

red tree
river fjord
#

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...

▶ Play video
remote glen
#

Not the donut

#

Never again

remote crown
jade marten
#

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?

obsidian void
blissful lake
#

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

random fulcrum
#

damn that's based as fuck what can i say

surreal gust
#

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

dim whale
#

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

dim whale
#

where the fuck is this

river fjord
river fjord
#

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

dim whale
#

idk how to do that

#

also i mean to literally spawn a female

#

side note

#

where tf is this on the mods list

river fjord
#

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

dim whale
#

RUN ME

#

MY

#

STALKER

#

CHICKKKKKKKKKKKKKK

woeful bear
#

is there a mod that makes your hud dissapear out of combat, then reapear during combat

#

or say when you take damage?

red tree
#

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

red tree
woeful bear
#

thank you

red tree
#

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 kekw

surreal gust
#

same goes for bumps and shit

red tree
surreal gust
#

yeah

#

i think these files are generated through actor editor

#

if i remember

red tree
#

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

river fjord
red tree
#

Barry ur a godsend haha

river fjord
#

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

red tree
#

i almost didnt ask for help too. would have just broke shit and wasted time haha

river fjord
#

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

red tree
#

i think ive already done that to a couple fo things but i forgot what ones kekw oh well no complaints yet haha

river fjord
#

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

red tree
red tree
#

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

river fjord
#

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

red tree
#

are they hidden ?

river fjord
#

thats why so many look like shit 02Shrug

red tree
river fjord
red tree
#

bruh how can i make this pack with incomplete mods

#

😭

river fjord
# red tree is this what xr logic was talking about

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

red tree
river fjord
#

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

red tree
#

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

river fjord
# red tree bump is what makes them have depth or something ?

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

Bump maps create the illusion of depth and texture on the surface of a 3D model using computer graphics. Learn more about bump, displacement, and normal maps.

red tree
surreal gust
#

much better improvements

river fjord
surreal gust
#

also it took me a couple of seconds to generate them

red tree
#

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

red tree
#

like this is aydins

#

🤷🏻‍♂️

#

late fall

#

adega

#

same thing

#

can you see why im so confused ? kekw

#

also this is the long method you were refering to ?

river fjord
#

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

red tree
#

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

river fjord
#

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

red tree
#

maybe if i install it from moddb it has them 🤷🏻‍♂️

#

but that wouldnt explain all the other ones that dont haha

dim whale
#

Guys what mod do I need to change my companions name

river fjord
#

i think its more likely you just find them in the vanilla files

red tree
red tree
#

and thats not really a bad quality bump right ?

red tree
river fjord
#

resolution doesnt equal quality

#

if it fits im sure itll be fine tho

red tree
#

these were supposed to be 2k kekw

red tree
#

take care peepopray

river fjord
#

np, glgl

red tree
#

i dunno what setting to use or what to do kekw

#

editing notes seems easier lmao

river fjord
#

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

red tree
#

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 kekw

#

uhhhhhhhkekw

#

help kekw

#

ive seen it before but now ill ask. why is there a bump# and bumpthm

river fjord
#

bump# is just a fall back texture, it will never be used ever if you have your regular textures set up properly

red tree
#

i can see the bumps and texture tho

river fjord
#

just right click the thm and click "open with" then set the program as the default.

red tree
#

yeh its not working

river fjord
#

how so?

red tree
#

i try to open with and than nothing happens

river fjord
#

click choose another app and navigate to where its installed

red tree
#

oky

#

nothing

#

is my pc broken kekw

#

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 kekl

#

see the naming in the thm and the name of the texture and files kekw

#

maybe why red forest looks worst

river fjord
#

you opening them with a notepad is whats breaking them im fairly sure

red tree
#

oh shit kekw

#

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 ..

red tree
#

ok it just works for the red forest thms. now im mega confused. im just editing the notes. i only wanna change 5 textures kekw this is taking too long

#

ok that was way easier KekStressed

red tree
river fjord
#

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

red tree
river fjord
#

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

red tree
#

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 ?

river fjord
#

nope

red tree
#

apparently i dont have access to talk or see anything kekw

broken coral
#

Yo, everyone. First of all, I barely speak English, so as for coding language...KekStressed I would like to ask : to change a command in the disguise folder, how concretely can I proceed ?

red tree
broken coral
#

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...

river fjord
# red tree

maybe there is when you first join, im really not sure

red tree
red tree
#

anyone know if this is shader related or texture related ?

red tree
hidden timber
#

activate windows

brave tartan
#

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

river fjord
#

you need to import the level file with no file extension

red tree
#

sorry Barry i said you were very helpful haha

brave tartan
#

yeah thats what I select

#

it jsut loads (mouse becomes that hourglass as if its loading) and blender jsut closes

river fjord
#

blender 3.5 and above also has a lot of issues with stalker maps. i recommend a version lower then that

brave tartan
#

that one ye

red tree
river fjord
brave tartan
#

3.5 unfortunately, had it installed for other game modding

hidden timber
#

my bad

brave tartan
#

Ill jsut download 2.93.0

river fjord
river fjord
#

i use 3.3.2 personally and can confirm all maps load up perfect

brave tartan
#

I mean on addon github page says supported versions are >

river fjord
#

the documentation page hasnt been updated in years, the addon has been uploaded like 100 times since those docs.

brave tartan
#

oh okay

#

let me try with meadow first

river fjord
#

CatThumbsUp yeah try a small map first

brave tartan
#

there is no meadow folder 😄

river fjord
#

do fake start

#

its the smallest

brave tartan
#

шытефте дщфв

river fjord
#

honestly its so small it might just load fine no matter what

brave tartan
#

instant load

river fjord
#

yeah try something a little bigger like cordon

brave tartan
#

smth bigger

river fjord
#

cordon is the one called l01_escape

brave tartan
#

omg they are even called diff -_-

red tree
#

yeh wtf kekw

#

ohhh cos they come from original games escape from pripyat...?

#

wait no thats not orignal game lol brain fart

brave tartan
#

def not 😄

red tree
#

thats fkn mod lol

brave tartan
#

and no cordon does not load either, guess gonna download blender version barry using

red tree
#

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

brave tartan
#

had hippo mentioned when coudl we expect new version of atmos?

#

saw few pics it looks so damn amazing

brave tartan
#

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?

river fjord
#

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

river fjord
#

just click on things and look at the name of the image its using in the materials panel

brave tartan
#

cant even zoom it further for some reason

#

at one point zooming in stops

river fjord
#

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 BarrybGiggle

brave tartan
#

yeah I had very little experience using it before just created a few models together with unity

river fjord
#

once you do get to what you want to see, you can use this to find the texture its using

brave tartan
#

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

river fjord
#

nice! glgl

red tree
#

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...

▶ Play video
brave tartan
#

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

torpid pivot
#

probably 1_pripyat

brave tartan
#

nah thats jsut pripyat without outskirts

torpid pivot
#

you checked both?

brave tartan
#

checked one pripyat theres another falder called just pripyat opening it now, mby its that

torpid pivot
#

yeah i think it's that one

brave tartan
#

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 ?

river fjord
#

not sure sorry

brave tartan
#

no prob, was just wondering if its possible

#

considering its x-ray and its ancient extentions

atomic latch
#

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

river fjord
formal valve
torpid pivot
#

holy shit those look amazing

brave tartan
#

wow looks amazing

atomic latch
brave tartan
#

map loaded in blender

torpid pivot
#

the tree billboards just look goofy

terse turtle
brave tartan
#

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?

red tree
brave tartan
#

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

red tree
brave tartan
#

who knows, the lower (invisible tree) does have bark textures

#

sooo

red tree
#

yee i dunno, psssst Barry

scenic crest
#

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

scenic crest
#

where can i seek manual for availible RegisterScriptCallback callbacks?

slow bolt
#

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

scenic crest
#

thanks

random fulcrum
#

axr_main has all the callbacks

#

also callbacks_gameobject

#

in gamedata\scripts\

#

since it's from modded exes and not from vanilla

scenic crest
#

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?

obsidian void
scenic crest
#

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

scenic crest
#

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

river fjord
obsidian void
river fjord
#

this is not like most games, this is an old proprietary engine from the early 2000s

obsidian void
zenith needle
#

I wanna change my voicelines for jamming in english, whats mod in game mod area called?

zenith needle
#

what

static nebula
regal bolt
#

Which mod is the npc conversation zoom in? 42 - camera reanimation inertia?

static nebula
regal bolt
#

267 dynamic dialog ui

rancid moth
#

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

torpid pivot
#

what file are you editing?

rancid moth
#

a fresh .ltx loaded in gamedata > config > items > weapons and installed at the end of the load order

torpid pivot
#

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

rancid moth
#

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

torpid pivot
#

you're loading it in MO right?

rancid moth
torpid pivot
#

try moving it to configs

static nebula
# rancid moth yea

Honestly no idea if this is going to work or not, but try just putting it under gamedata>configs

#

same idea lol

rancid moth
#

will do

#

that did it ❤️

#

now I can blast em with my pocket rocket

brave tartan
#

anyone knows why when I open dds files in photoshop I have black background?

brave tartan
#

it also saves new edited dds with black background

spark oriole
#

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

brave tartan
spark oriole
#

weird, dunno sorry

#

my experience with dds files is limited to saving a boykissers pic in gimp to use in battletech

brave tartan
#

I mean Grok said it is right after BC7 but that person did not had it either 😄

ruby fiber
#

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

fair inlet
slow solar
#

I can't find the lua_help.scipt file, I'm looking for the DIK_keys table

slow solar
#

thanks!

pallid talon
#

!traders

queen pineBOT
#

No such command found.

#

No such command found.

slow bolt
lean mural
#

Has anyone made a no starting gear mod?

#

If not, which files should I be looking at to modify?

red tree
#

oops lol

ionic zenith
#

Damn

wild swallow
ionic zenith
#

Pricks sending them to us, as if we're mod troubleshooting experts kekw

wild swallow
#

anomaly devs thinks if you change 1 line in user.ltx ur anomaly becomes gamma

random fulcrum
#

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

candid vectorBOT
#

Removed the following warning from 420tired:
Posting discord link

river fjord
steady minnow
#

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?

steady minnow
#

@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

void lily
steady minnow
#

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

tacit wind
#

Can anyone tell me how to revert the starting knife to the old one?

regal bolt
#

Anyone here have CRCR mod?

spiral heron
#

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?

misty mulch
spiral heron
#

whats this chat for?

#

im not looking for a long winded tutorial, just someones generalized opinion.

random fulcrum
#

sounds convoluted

#

also ask in the anomaly discord

#

they have more experienced modders there

#

not to mention actual programmers

dense sigil
#

Greetings! Can someone suggest which config or mod allows you to replace the barrel of a weapon without a workbench?

obsidian void
# dense sigil Greetings! Can someone suggest which config or mod allows you to replace the bar...

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

dense sigil
obsidian void
obsidian void
# dense sigil Thank you for the advice, but still this is not what is required... Yes, this is...

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

https://www.moddb.com/mods/stalker-anomaly/addons/edens-backpack-workshop-metro-exodus-style-backpacks-version-10

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.

Mod DB

Removes the requirement for having toolkits at the vice for weapon and armour parts replacement.

Mod DB

Allows you to open the workshop UI from any backpack and adds useful crafting recipes. Compatible with 1.5 beta 3.0 Update 4 Hotfix 8 and RC18/19/21.

neon ivy
#

@misty mulch make "Hideout furniture Expansion 1.0" Furnitures Craftable okaycathappy

#

or if i can

misty mulch
neon ivy
#

how

#

is it complicated ?

misty mulch
#

not really, some text editing

#

i can show you how i did it for gun racks

neon ivy
#

hmm. Do i need a specific program ? like Wordpad+ ?

#

or is notepad enough ?

misty mulch
#

notepad will work but Notepad++ is my preferred

neon ivy
#

well if notepad is enough then i'll try normal notepad

#

for now at least

misty mulch
#

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

neon ivy
misty mulch
#

(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)

misty mulch
neon ivy
misty mulch
#

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

neon ivy
#

mine only has trade

misty mulch
# neon ivy 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

neon ivy
misty mulch
#

for now sure

neon ivy
#

Done. Now what

misty mulch
#

make that file in that exact folder structure

neon ivy
misty mulch
neon ivy
#

i see.

misty mulch
#

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

neon ivy
#

ok so i made Furniture expansion fix / Gamedata / Configs / Items / Settings

#

how do i make the ltx file ?

#

just create a new notepad ?

misty mulch
#

yeah

#

and then just rename it

neon ivy
misty mulch
#

(i think it's case insensitive but it's good practice to keep it consistent)

neon ivy
#

i created it but its a txt file

#

oh wait im dumb

misty mulch
#

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