#╙🖇mods-making-discussion

1 messages · Page 37 of 1

neon ivy
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can i use online converter to change it ? cuz my caveman brain doesn't know how to convert it

misty mulch
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get the item ID code from the Furniture Expansion mod

misty mulch
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you see the .txt part? literally change it so it says .ltx

neon ivy
misty mulch
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YES

neon ivy
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wow i'm dumb

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anyways

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i opened the notepad

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now do i just find the item id's and do this command ?

misty mulch
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  • get item IDs from the furniture expansion mod, idk what they will be
  • output number should probably be 1
  • recipes: if you want it to be instantly craftable without buying any crafting recipes, this should be recipe_basic_0
  • i will throw you a bone and tell you the proper item IDs for the crafting components, since you'll need to unpack Anomaly files to actually access it
neon ivy
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and where can i get the item ID's ? from here ?

misty mulch
neon ivy
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there is also the mod_system_props.ltx file

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outside the items folder

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at configs

misty mulch
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for example, my line for craftable gun racks is:

x_weapon_rack_item            = 1, recipe_basic_0, prt_i_scrap,10, prt_i_wood,12
  • weapon_rack_item is the name of the weapon rack, we have to add x_ at the start because of a Dumb Crafting Bug Workaround - don't worry about it, just do it
  • 1 = this recipe makes 1 of the thing
  • recipe_basic_0 = "doesn't need a crafting recipe"
  • prt_i_scrap,10 = "uses 10 metallic scrap"
  • prt_i_wood,12 = "uses 12 wooden parts"
neon ivy
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hmm

misty mulch
# neon ivy there is also the mod_system_props.ltx file

so that is the actual file that contains the information about all these different items. but if you only care about the name of the props, you can get it from multiple sources

it's better to use that mod_system_props.ltx file since it will list ALL the added items. the issue with using the trade configs is that you will obviously only see the items that have been added to those traders' inventories

neon ivy
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oops wait

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it has many commands

misty mulch
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however do not add any of the placeable_whatever items, those are IIRC dummy items only used for the placement system

neon ivy
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ok so for example.
if i wanted to add a bed do i just do ;

! [supplies_1]
prop_bed_1 = 1, recipe_basic 1, prt_iscrap,10, prt_i_wood, 12

misty mulch
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so you'd do

![8]
x_prop_bed_1 = 1, recipe_basic_0, prt_i_scrap, 10, prt_i_wood, 12

and that would let you craft the bed with no crafting recipe using basic tools, using 10 metallic scrap and 12 wooden parts

neon ivy
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hm

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like this ?

misty mulch
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yes good

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i mean i presume you don't actually want the recipe to be 10 metal scrap and 12 wood

neon ivy
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yeah for a bed thats a bit much

misty mulch
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but you'd basically copy-paste this line, one per new item, and modify it to fit the right item ID and part IDs

neon ivy
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alright

misty mulch
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if you want to read the actual "documentation" find and read craft.ltx, use the right pane searcher to find files in your modpack

neon ivy
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oh i see why ![8] is required.

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its for placeables correct ?

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cuz it also has blue box / metal torch etc.

obsidian void
neon ivy
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so after piano i just add the codes i've made ?

obsidian void
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Should work as long as your formatting is correct

misty mulch
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This way is cleaner, if there's an error in your code it's easier to disable only your additions

neon ivy
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fair enough

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also did i do it right ?

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i dunno what was fabrics_4

misty mulch
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Btw prt_o_fabrics_4 is mil spec textiles

neon ivy
misty mulch
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Fabrics 1 is cloth sheets, 2 is synth cloth, 3 is durable textile, 4 is milspec

neon ivy
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ok lemme do it fabrics 3 then

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also i think i have to select the ones that are "placable" cuz there is also "Prop_" versions

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or do i add both

misty mulch
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no the prop versions are what you want, placeable = the dummy items for placement visualization'

neon ivy
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Ah. i thought it was the other way around.

misty mulch
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i'd have to download the mod myself to check

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short ver: if it's sold by the trader that's the one you want

neon ivy
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in that case prop it is

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also can i use only 1 item to craft smth ? or is it like minimum 2 items

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for example can i craft a chair by only using Wood

misty mulch
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you can have from 1 - 3 components

neon ivy
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ok in that case i can do something like this ?

misty mulch
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you can also have multiple recipes for crafting the same thing, but you change the x_ to y_ for the second recipe etc

misty mulch
neon ivy
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1 recipe is enough for me tho

misty mulch
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but aside from the last comma, yeah, that looks fine

neon ivy
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ok gonna do the same for table too then

misty mulch
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also if you want a thing to be crafted with no recipe, but requiring e.g. advanced tools, you'd do recipe_advanced_0

neon ivy
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just that ?

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with no prt_i item ?

misty mulch
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instead of recipe_basic_0

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also, balancing note, wooden parts are a pain in the ass to get, here is a FULL list of everything that gives wooden parts:

  • guitar, 4x parts
  • firewood, 2x parts
  • shovel, 2x wooden parts
  • hammer, 1x wooden parts
neon ivy
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axe doesn't give wood ?

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oh wait from firewood

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in that case, can you farm trees for firewood ?

obsidian void
neon ivy
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cuz rn i live on pripyat and can i farm few trees for firewood

misty mulch
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takes a lotta time and spikes your tiredness

neon ivy
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oh

misty mulch
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i mean you can buy firewood, just like you can buy hammers

neon ivy
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true.

misty mulch
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but for balance reasons you might want to do a mix of metal scrap and wooden parts, since metal scrap is super easy to get

neon ivy
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fair enough.

misty mulch
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e.g. every gun disassembly gives one

obsidian void
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Or fasteners

neon ivy
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i have 54 fasteners kekw

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and 40 cutleries

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like this ?

obsidian void
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You don't need the extra ![8]

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Just one and then put all your recipes lines after

neon ivy
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i've put ![8] on all of em kekl ok thanks

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does it need space between them ?

obsidian void
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That will work

neon ivy
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like this ?

obsidian void
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Sorry I replied to fast. Either way is fine

neon ivy
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ok

obsidian void
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The "!" Is used by dltx to indicate a section override. Basically it's telling the game in the section [8] of that file, add/change these lines. You can also use this to change existing lines under the section, for example if you did x_device_metal_torch you could change the existing recipe for that item without overwriting the original ltx file, if that makes sense.

neon ivy
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hmm

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so for example if i change the recipe for metal torch under ![8]
it just changes the materials ? (or material count)

obsidian void
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Basically yeah you could change any of the parameters within that recipe

neon ivy
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i see.

misty mulch
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and now you see why i really wanted you to make a separate file instead of directly modifying existing ones lol

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it lets you roll back in case you fuck up

neon ivy
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yeah i noticed.

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if it fucks with my save or my game

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i can just disable it

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or even remove it

obsidian void
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You can also remove lines by adding the ! In front. So if you said "!x_device_metal_torch" it would make the game think that recipe doesn't exist at all.

neon ivy
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oh

misty mulch
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deletion, creation, override, etc

neon ivy
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damn modding is tough

obsidian void
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Dltx is pretty easy once you get used to it

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Scripting gets much harder

neon ivy
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that's the thing

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writing and coding is fine

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but scripting

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is smth else

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i still can't fathom

obsidian void
misty mulch
neon ivy
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these ones do not have "_" should i still write it like "prop_stove_2" ?

obsidian void
neon ivy
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ok

misty mulch
hexed coyote
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@misty mulch Would it be possible to fix the Berrett .50 bug with a mod? Its currently using the 12.7x55 round instead of the 12.7x99 which is IN the game but not being used.

misty mulch
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idk if you wanted to you could make that mod

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the barrett doesn't even spawn in gamma normally tho

hexed coyote
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True

misty mulch
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you'd also have to mod in the ammo to the right traders etc.

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and the crafting recipes for the ammo + breakdown results (two different files)

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  • icon lmao
hexed coyote
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Thanks!

misty mulch
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so that's why this modpack avoids guns that use unique bullet types

obsidian void
neon ivy
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@misty mulch ok so i did every item that was in the furniture mod

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now what do i do ?

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there is ![8] on top

misty mulch
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cool - save it

neon ivy
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done

misty mulch
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and then close and reopen MO2

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you should see your new mod at the very bottom of the modlist, named after whatever you called the folder

neon ivy
misty mulch
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enable it, load up a game, open a workbench, see if you can see the crafting recipes you added

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or if it crashes you out lmao

neon ivy
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we'll see

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i'm loaded in. The moment of truth...

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YAY IT WORKED

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tysm

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going to vendors from pripyat was a pain in the ass :

obsidian void
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E-bowl

red tree
# neon ivy oops

What is this sorcery KekSkew ceramic bowl from metal, electronics and copper wire kekl

obsidian void
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It's got Bluetooth

neon ivy
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i thought prop_dish1 was dishwasher for some reason kekl

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all i have to do is just reopen mo2 to edit the file right ?

obsidian void
neon ivy
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then reopen mo2

obsidian void
# neon ivy then reopen mo2

Doesn't matter as long as the file is edited and saved in the right place, and you launch gamma it will work. You can do that through mo2 or if you made a shortcut you can just relaunch the game from that.

obsidian void
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Lol, what did you change?

neon ivy
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i also do not have mug

obsidian void
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Hmm... These are all in your one dltx file right?

neon ivy
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yep

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here is the entire file (it also has ![8] on top)

obsidian void
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Well bong and mug have commas after the name

neon ivy
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i just noticed

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but idk what is wrong with dishes

obsidian void
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It's probably breaking the file read following those lines

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Fix those first and see what happens

neon ivy
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i'll do it later. i gtg

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but thx

fair inlet
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or whatever it's called

icy heath
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If I would like to change how anti biotics are working, in which script would I begin ?

misty mulch
misty mulch
neon ivy
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couldn't have done it without u

misty mulch
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Also oleh is right I think, recipes might need 2 components min? If the comma fix doesn't restore the dishes, try giving it a second component

tulip magnet
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Trying a small test to add in a 9mm Thompson "M1A2" based off of the Tommy mod.
I've got it set up and working mostly but for some reason it doesn't have any internal components despite the fact I have it listed though the M1A1 and M1921 work just fine.

Does anyone know what I need to do to set it up with internals?

sick canyon
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hey, tried playing adding an animation and it just repeats.

also added the game.stop_hud_motion to make it stop after and the animation wouldn't play at all.

made sure that "Stop at End" boxes are checked in blender and in omf editor.

how to fix?

static nebula
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ever found anything? i thought about making my tier 1 or 2s an amber color

random fulcrum
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shader config files

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look inside the mod's folder

dusky moon
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Hello brothers, I have been trying to disable the sound_distant_idle SFX for several mutants including the zombie, snork (who both share the same SFX) and the cat. They loop over and over every 3-8 seconds, and I have no idea how anyone doesn't lose their goddamn minds listening to it constantly. This is for the mod included in the base GAMMA installation, Soundscape Overhaul by Solarint.

Things I have tried so far include:

  • Reducing Environment Sound Volume to 0 in-game.

  • Using the S.T.A.L.K.E.R Sound Attribute Viewer/Tweaker 1.1 to change the attributes of the .ogg files located in \gamedata\sounds\ambient\soundscape\mutants, including reducing the Base Sound Volume to 0 and increasing the Minimum Distance for the SFX to trigger.

  • Changing the values of the .ltx config files for each mutant by increasing distant_idle_sound_delay = 50000 > 5000000.

  • Replacing the .ogg files located in \gamedata\sounds\ambient\soundscape\mutants with silent .ogg files that share the same attributes as the originals.

If anyone could please give me literally any advice, I would greatly appreciate it. If it is not possible to mute them altogether, I'd at least like to reduce the frequency in which they are played.

random fulcrum
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bro you made the changes on a mod that gets replaced

near quail
obsidian void
near quail
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I will donate good money 🙏🏽

obsidian void
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yeah unfortunately I am 99.999% certain that's outside of my capabilities. I don't care for free aim personally but for your sake I hope someone can make it happen. For all I know that may involve some engine level editing. Maybe not. Demonized could probably tackle something like that

fossil birch
obsidian void
static nebula
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thank you PepeHappy

obsidian void
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Does anyone know if there's a mod to stop NPCs from looting your kills? Fucking bullshit that they steal my shit mid combat

rigid sail
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Anyone have experience with editing .omf files? I'm trying to get the Xray addon working for Blender so I can inspect the animations of reloads, then use OMF editor to have the reload finish once the magazine is inserted. However, after installing the addon and configuring it correctly (I think), the import .omf option just gives me an error (active object is not armature).

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I'd really rather not eyeball these timings just using the ingame reload and a stopwatch.

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Ok, progress, needed to load an .ogf first, however a default stalker has the wrong bones. Suspect I need the hud hands .ogf file, now to find it...

river fjord
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you need to load a set of arms and the weapon/item

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you can also just make the reload update the ammo count by adding a motion mark at mag-in inside the omf file, you dont need to cut off the anims at the mag-in

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most quality reanimations already do this

rigid sail
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I was working with the G36, as the reload seems to happen much later than the animation finishes.

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I've figured out how to add a motion mark in OMF editor, is there a way to figure out when the mag-in is in that, or do I need something like Blender to inspect it?

river fjord
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yeah you could open up in blender and look at the frame range if youre not sure when it is

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just import the gun from the mod and import its omf, you dont even need to import and arms

rigid sail
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Yeah, still getting an armature warning. I'm importing wpn_g36k_hud.ogf, then trying to import wpn_hand_g36l.omf, both from the same mod.

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More progress, there's two different G36 animations, let me try to track down the G36K animations.

river fjord
rigid sail
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Alright, almost there. I've got the G36K loaded, I've loaded the correct .omf, I can select the reload animation under motions on the right side bar, but I can't seem to get them to play. Forgive me, I'm a complete Blender novice, so I'm probably missing something obvious.

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Aha, got it. Right, now to figure out the OMF editor's motion marks.

rigid sail
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I've got motion marks set up as per your previous message (#╙🖇mods-making-discussion message), but no change to the ingame reload. I'm assuming I'm missing something, like a naming convention, or a lxt setting or something.

river fjord
rigid sail
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Had it set to 3, let's try 8.

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Should it start on mag in, finish on mag-in, or bracket it?

river fjord
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the range is mainly because the anims are baked to 30fps but then interpolated up to whatever your actual framerate is but people with low or inconsistent frame rates could skip that mark if its only a single or couple frames

river fjord
rigid sail
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The motion mark has a start and an end number, I've detemined that the reload should be valid from keyframe 69, should it start at 69, end at 69, or start and end before and after 69?

river fjord
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if its 69, personally id do 66start 73end

rigid sail
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Ok, will try that now.

river fjord
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make sure youre adding to the hand omf not the weapon one you imported to blender

rigid sail
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Ah, that would be the problem then.

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Many thanks, by the way. I would never had made it this far with the resources I could find.

river fjord
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np, glgl

rigid sail
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Ugh, the hand animation file has a different naming scheme for the reloads than the hud weapons one. Trial and error time.

river fjord
rigid sail
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Confounding. I've confirmed that the G36K uses the G36_new_reload from within the wpn_hand_g36l.omf. I've added motion marks as you wrote out. I've saved it as that default name (With a backup of the original). I've loaded into the game, and still not dice. Reload only counts several frames after the reload animation completes.

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Let me double check I'm not being an idiot and there's another mod after G36 patch that overwrites that file...

rigid sail
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Alright, calling it there for the night. I've found your SVU omf files, and comparing them to the ones I made for the G36K shows they should work AFAIK. Only difference (Other than the exact timing) is the power/accrue/falloff settings, which I assume are unrelated to what I'm doing.

river fjord
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those are unrelated. theyre just for determining how smoothly different animations blend between each other

slow bolt
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I can say that with autority as Arma 3 player

atomic latch
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Ah yes, QWOP aim mod

obsidian void
sweet bolt
# random fulcrum

is there context for this video because ive been laughing at it for the past 10 mins

slow bolt
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The best game developer lmfao

jade marten
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thanks bluedrake for being the worst PR youtuber with the second worst PR server

random fulcrum
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puerto rico

rigid sail
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I must be missing something. I've tried to alter .omfs of the 9A91 reanimation mod, since that loads late and has nothing that overwrites those files, and that still doesn't fix the reload timing.

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I'm beginning to wonder if it's some kind of bug on my end. Barry mentioned that most reanimation mods have this already implemented, but some of these are so delayed there's no way no-one noticed this. Only, the SVU works as advertised. I'm lost.

slow bolt
river fjord
rigid sail
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Well, that at least lowers the chances it's just on my end.

blissful lake
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Does someone have a custom grok_bo_ammo_icons.dds from the G.A.M.M.A. Icons Cr3pis Ammo mod but without the ammo names over it? I'm using the function from the ui improvements that looks way clearer

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tbh I think this should have gone on the to-do list. no reason to use the letters embed on the image file right?

unkempt pine
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Calling all modders! Does anyone have the ambition to work on a new mod regarding the music in the game? Ive often found myself running through this wasteland wanting some good tunes to listen to, or even when at traders with radios (ie Clear Sky) have found myself not wanting to hear the music that is blasting through the radio as it isnt my style. You know what is my style though? The Fallout New Vegas soundtrack. It just fits the environment so well, and I think it belongs in this game with the help of some data tweakers. Anyone here have any reason to want to change the soundtrack of this game to be that of NV?

unkempt pine
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Hope i can see the day where im walking into clear sky base and all i hear is, "JINGLE JANGLEEEE"

rigid sail
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Success! I've fixed the reload timing on the MP5A3. Now to figure out why it didn't work with the other weapons I've tried it with. And with the MP5SD I spawned in.

rigid sail
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And back to being purplexed. Alter the mp5hands.omf from Gunslinger, that fixes the MP5A3 but not the MP5SD variants. Alter the mp5tacohands.omf from the same mod, and that doesn't fix the MP5SD.

devout fjord
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How does one change or add recipes, because when I do it through the actual gamma craft ltx it only actually adds the recipe if I just edit the amount of items something requires like moving down the amount of metal but if I add a different item or just remove one it deletes the recipe completely

steady venture
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is the psi storm siren sound part of anomaly, or is it from one of the added mods?

obsidian void
# blissful lake tbh I think this should have gone on the to-do list. no reason to use the letter...

I agree with this. There are also little sub icons on consumables and stuff that can be replaced with the Dynamic Icon Indicators mod. Would be a good project for someone to start tackling, just need to remove the names and sub-icons from stuff that can be replaced with icon layers. DII also contains a framework for custom icon layers so that mod could be used going forward to make this kind of thing a lot easier.

I did this with the repair tools and added dynamic colored text instead of the ">#" text that was imbedded into the icons, looks way better imo and can change depending on the min_repair_value in the item ltx.

You can see what I mean here: #1116727876830646334 message

dusky moon
obsidian void
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Hey can anyone tell me what mod is responsible for that heartbeat sound during combat? I find it pretty annoying and it messes with the environment sound

dusky moon
obsidian void
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Do you think if I just deleted the sound file that would do it or should I do something with the scripts?

obsidian void
# dusky moon There's a mod that replaces this one?? <:Aware:1043764182576791632> Which one i...

GAMMA soundscape overhaul and dark signal mutants audio overwrites many of the files. You can see conflicts by looking at the lightning bolt icon. If you double click a mod it will show you a list of what it's overwriting and what is overwritten.

Best thing to do is create your own mod that sits on top of the stack and overwrite the sound. It's messy but, at least you know it will work.

rigid sail
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Well, that at least tells me how to go about fixing the other guns I couldn't get fixed. Found what's overwriting the G36 files without being considered a conflict by MO2. So, onwards.

obsidian void
rigid sail
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The annoying part for me is that this wasn't a disconnect between mods, this was a disconnect within a mod. We have mp5hands.omf, mp5tacohands.omf, and sdgun.omf.

rigid sail
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It would be fine if the config included the file name of the omf in question, but no dice.

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At least yelling into the ether and making progress is therapeutic.

slow bolt
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and the mesh is listed in the ltx

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so one leads to the other

dusky moon
dusky moon
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Once you hit apply, it will effectively be "muted" ingame. I've not had any issues, and I can't imagine it'd affect anything because the mod is still technically playing the sound as it should, just at zero volume.

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Happy hunting @obsidian void!

obsidian void
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Dope thanks

rigid sail
# slow bolt The model file includes an omf file name and path

Not in my experience. Take the G36 from the G36 pack (Which I now know is mostly overwritten). All reloads are prefixed G36_new_reload, but the actual .omf file those reloads are in is called wpn_hand_g36l.omf. Unless it's referenced in another part of the .ltx file I haven't located yet.

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If I'm lucky, the mod author actually named the omf file after the animations it contains. Or at least used the same prefix. But often not. Still trying to find the file that contains lucky_reload.

rigid sail
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Is there an easy way to check which weapons can actually spawn in GAMMA? The debug menu contains several I know don't actually spawn, I'd rather not waste my time updating the reload timings of those that can't.

obsidian void
rigid sail
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Fantastic, just what I was looking for. Thanks.

obsidian void
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x_lead_box = 1, recipe_basic_2, prt_i_scrap,5,prt_i_fasteners,4,ball_hammer,1

Can someone explain what the first number "1" does in this line? Everything else is explained in craft.ltx except for this number.

slow bolt
torpid pivot
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basic, advanced, expert, drug, gunsmith

obsidian void
obsidian void
rigid sail
median thicket
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are all the dynamic mods dead or have not been ported to 1.5.2

obsidian void
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I still can't figure out how to fix this incredibly annoying audio thing that happens where the game volume gets really quiet or muffled when in combat, I have like no sitational awareness because I can't hear footsteps or anything

slate summit
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Hello Everyone, Hope you all having a fantastic day in the zone
i want to shed some lighti in to this, so just farming in the zone doing mission when this thing occurred playing as Military(i know2x how dare me) when i kill a Loner in the hangar looted his gun the PPSH by equiping it to my secondary, after kill another loner and open my inventory my SVDS duplicated, not complain just letting everybody especially the GAMMA team that works tirelessly to Give this Amazing game.

(PS:Im not a Psycho to bring the exact same Sniper waste to of carry weight)

narrow mango
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I have a small question, is it possible to make a mod where every companions you have had this small little identification on their npc model like a glowstick or a The Division style marker?

naive snow
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New to the whole modding thing, in an XML file, for a text component, where can I find the list of fonts? I tried changing arial_14 to arial_12 but that didn't work

magic stream
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Hello fellow Stalker fans and modders. Got a question that's been bugging me and I haven't been able to answer as of yet.

Stalker by default is a First Person game. From what I've seen it establishes the same first-person mode shenanigans, where you're a camera attached to two visually modelled arms and a weapon. In most cases you don't have a body.

This can be seen, in Stalker's sense, when using the freecam mode, i.e demo_record 1 and you get to break the illusion.

What bugs me is that, there is an option in Anomaly/Gamma for third person which displays a full model, with a full set of animations.

Ingame you also see your shadow with those animations and your character reaction to the world.

My question is this:

Are you a formless model with a first person camera and two arms or do you have a full blown model ingame, seen and interacted with by the world and other NPCs? Why does the freecam mode show the aforementioned 'camera model' and not the full body model that you can see when you go third person mode?

random fulcrum
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why would you need to render the 3rd person model in a 1st person game for starters

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and it would get in the way of the camera

narrow coyote
sullen knot
#

Can someone fix the stairs from Sidorovich's bunker for the love of radiation?

slow bolt
#

no

obsidian void
neon ivy
#

LMAO

#

how did you manage that

#

i was gonna make a post with the file i've made but i forgot lmao

neon ivy
obsidian void
neon ivy
#

huh

obsidian void
#

it's a whole thing. now we need to figure out how to write a script to call on workshop.autoinject.script to do it for us.

neon ivy
#

hopefully

obsidian void
# neon ivy hopefully

We figured it out. Not allowed to make recipes with no toolkit requirement apparently

neon ivy
obsidian void
#

Can anyone who speaks Russian here make sure this sentence makes sense? Его можно сделать без инструментов, перетащив в рюкзак. It's supposed to say "This can be crafted without tools via drag-and-drop in your backpack."

obsidian void
#

A bedroll and sleeping bag

#

it's to craft the simple bedroll in the furniture expansion

slow bolt
#

"Его можно сделать без инструментов с помощью перетаскивания с инвентаре."
I assume by backpack you mean inventory. So replace backpack with inventory so it would make sense

obsidian void
#

ty

rigid sail
river fjord
#

I told you like 3 days ago how to get the hand omf. Look in the configs. The first line in the hands animation, just look through the few omfs included in whatever mod your trying to look at to find the right one. The hand omfs are not defined in any of the models. They're dynamically loaded from that one folder. I already explained this

rigid sail
#

Unfortunately, that only holds true if the modder used a consistent naming convention, and if he's not using a reload animation from a different weapon. As with here: #╙🖇mods-making-discussion message

I ended up tracking lucky_reload down to the reload from the SG550, (which was being reused for the G36 RWAPs) by just searching for Lucky in the entire mods folder. That's why I was interested in hearing there's a way to open the ogf file and pull the file name and path out that way, less work. Sorry if I got the wrong impression of that from his previous message.

rigid sail
#

I need a sanity check here. This method I'm using seems to work for some, but not all, weapons. I've done the exact same things, and I've gotten the TT-33, MP5 (all variants) and Skorpion working. However, it doesn't work for the 9A-91 and PPSH-41. The Skorpion and PPSH-41 are even from the same mod with the same file structure. Which leaves me with two options:

  1. GAMMA is altering/overwriting these files in a way that doesn't show up in MO2 as a file conflict.

  2. There's something about these specific .omfs that means this method doesn't work with them in particular.

If anyone has any insight, or wants to help by trying this method on those weapons on their end, double check this isn't a user specific problem, I'd be greatful.

covert crow
#

Hello 👋 I'm completely new to modding stalker and have been trying to load the anomaly maps in blender using this addon https://github.com/PavelBlend/blender-xray, however when I try to import the marshes, blender crashes, I think it might have something to do with the addon not being able to find the object folder from the unpacked files. Has anyone dealt with this before or knows where the objects would be located?

median thicket
#

im looking for a mod that allows me to skin without a specific knife

#

also for more uptodate task mods

#

my wtf pack crashes

static nebula
rigid sail
#

Found the issue for the PPSH and 9A-91 animations. The PPSH has a scaled up speed in the .ltx file, the 9A91 is just completely misaligned in terms of frames for no clear reason. Had to dial both in by setting it crazy low and adjusting up slowly by eye. Not ideal, but at least I don't have any mods that just straight up don't work anymore.

lilac compass
#

Does anyone have any idea why this would be happening in the ammo maker?

flat steeple
#

@lilac compass you're most likely using a mod that overwrites recipes and reverted them to vanilla

lilac compass
flat steeple
#

Ehm don't remember the name of the file
Craft.ltx maybe

lilac compass
flat steeple
#

Idk
What mods have you got that add recipes

lilac compass
flat steeple
#

sir
Not sure man send a list of mods you've added
Are you getting that with all ammos or just some?

lilac compass
#

all ammo shows up in shops or as loot just can't craft it

tawny yoke
#

anyone can help me with this? Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 257
Description : fatal error
Arguments :
1 : [Lua] ...omaly\gamedata\scripts\grok_actor_damage_balancer.script(543) : shit_booster

LUA error: ...omaly\gamedata\scripts\grok_actor_damage_balancer.script:543: attempt to call field 'actor_on_hit_callback' (a nil value)

Check log for details

stack trace:

#

it has somthing to do with the gamma_outfit_attackments_overhaul

queen pineBOT
#

@tawny yoke 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.

tawny yoke
#

sorry

obsidian void
lilac compass
turbid lily
#

Are there any english and ukrainian speakers that are confident in both? I need some with translation of sounds files.

opal spade
#

Anyone knows which mod causes the phantom flashlight during rain? I want to fix it, but don't know which shader to look at.

#

Alternatively, is there a way to launch anomaly executable with gamma mods without mo2? Nvm, figured it out.

rigid sail
#

OK, I've successfully patched around half the guns, and only had to throw in the towel on one of them. If anyone knows which .omf the AEK 971 is pulling from, I'd appreciate it. It doesn't appear to be the two confusingly named ones in GAMMA Large Files with it.

wanton hollow
#

is there a mod that lets u have your pistol and the knife in the other hand

slow bolt
#

Its not possible to hold two separate weapons at the same time

regal bolt
#

Which mods affect bounty hunter npcs?

slow bolt
#

Bounty squads

#

iirc Bounty hunters only come from mods

brave badger
#

I don't know where to post this so I'll try it here: Is there a file to find out the current gamma version?

bronze trail
#

hey guys! is there a mod that increases the usage on items? 2 uses for sleeping pills might be balanced, but seems weird for me 🙂

regal bolt
#

I'm a loner and a duty squad was sent after me, but they aren't firing. Just impairing my movement

#

I think just bringing them into a monolith squad would be funny

opal spade
#

How can I access vanilla Anomaly shaders? Nvm, figured it out

wanton hollow
soft burrow
#

Hi
In a recent modded exe version demonized added the possibility to disable weapon switching by scroll wheel with a console command. (mouse_wheel_change_weapon 0)
Does anybody know how to have that command be automatically entered when I load the game?

haughty vigil
soft burrow
haughty vigil
#

ayy nice verynice

floral nebula
#

Hello. I would like to change the firing sound of a weapon to that of another existing one. What do I have to do?

brave tartan
#

hey guys, I saw theres mutant textures mod in the gamma, but it is in db0 I tried to use different versions of extractor for anomaly db's but they wont work. how can I extract that mod, want to check the textures to see if I can improve on them ofc if possible

faint sable
#

use the AXR toolset

#

helps you convert and such for db files etc

#

just need to make a path folder for them

waxen widget
#

Hey guys, are there only hollowpoint 357. Rounds? If yes then can i change the penetration value in the files?

#

Or change them somehow overall

static nebula
#

or alternatively you could modify the LTX file to make it use the sound you want

waxen widget
random fulcrum
#

change k_ap in the ammo's definition

waxen widget
#

And where do i do this?

#

(Im not smart with this sorta stuff sorry)

random fulcrum
#

weapon_ammo.ltx

waxen widget
#

In the "gamma" folder from when i installed the game?

#

Found the file in the gamma folder, but i need a way to open it, how could i?

static nebula
#

it'll be... somewhere, probably overwritten by a few mods if I had to guess, so I would take whichever has a highest priority, make a copy of that and modify it

random fulcrum
#

right hand side of mo2

#

search weapon_ammo.ltx

#

double click the file

#

that's it

static nebula
waxen widget
#

Oke, ill try, thanks guys

jagged radish
#

@vague sphinx sorry for the ping, but do you remember those old autumn loading screens you made a while back? do you still have them? I thought I had them backed up but I was wrong lol

waxen widget
#

Oke so the k_ap is 0.015 for 357., how does that translate to ingame ap?

#

Sorry for the ping @static nebula

vague sphinx
static nebula
#

I'm not sure, I've never messed with ammo stuff personally

waxen widget
#

Do you think the number ingame will change if i change the k_ap?

#

I could judge based off that

jagged radish
static nebula
waxen widget
#

Oke, thanks man

#

Ill see what 0.15 does

#

I feel like a tech mastermind changing these values

random fulcrum
#

the number won't change in game because it's hand written and baked into the description text

#

0.15 would be 1.5k ap

sonic belfry
#

Why can't I extend the torch range? I've edited the range and range_r2 for both head lamp and night vision goggles in items_device.ltx, but it's still around 30 ish meters. I've tried both the torch definition and flashlight_definition

rigid sail
#

Now this is puzzling. The M249 doesn't seem to exist in the files. I can find the hud.omf file for it, but nothing else. The .ltx lays out the path to the ogf in dynamics/weapons/etc, but that file doesn't exist in MO2's data window. Anyone know where it is? It is under a different alias? I tried SAW, but no dice.

random fulcrum
#

in the vanilla game's files

#

duh

rigid sail
#

Ah, I did look for it there, but I was looking in the X-ray SDK files, not the anomaly ones. Never unpacked those, I'll do that now.

#

Yep, there it is, many thanks. Didn't expect to find vanilla reload animations in GAMMA, to be honest. I'll patch it all the same.

rigid sail
#

Has the good_weapons.txt file been updated recently? There's an F2000 reanimation mod that was recently added to GAMMA, but no F2000 on the list. Anyone know offhand which model (if any) spawns in game at the moment?

median thicket
#

anyone got a mod that increases the med uses and loadout that gamma has for regular

ivory nebula
#

Can someone make a SR with a PiP scope for gamma..PepeHands

velvet karma
#

Has anyone made a mod that balances the amount of uses for meds to the amount of meds on the model of the animation/icon? Just wanna check here before I fumble through trying to do it myself.

bold parcel
#

Hello, I don't think I am in a position to talk about modding yet as I am still about 80 hours into my first playthrough, but I would like to know in case I ever get far, which (programming) languages are used to make modifications or write new logic for them? I assume tweaking values would have some sort of simpler structure file to tweak like an xml or a json, but how do you go on writing new mechanics or messing with g/ui?

Also, I am kind of pleasantly surprised about how vibrant this community looks despite the age of the game (not that it matters ofc personally), so props to you guys

brave tartan
surreal gust
#

Where should i border my new map

#

Im not sure

nimble moss
#

It is possible to make a mod wher companion Npcs can relax and 'chill' around like other Stalkers aroumd campfire

river fjord
brave tartan
#

nope not anomaly those are working

#

I meant mutant hd mod

#

it comes in db0

#

I used axr toolset but it only extracted meshes with no textures

river fjord
#

afaik that mod doesnt even do anything to the textures, they just use vanilla textures
it just subdivides the models a few times with a smoothing modifier SataniaLaugh

brave tartan
#

😮

#

I thought its textures also as it states that in the name

#

but I believe there should be a mutants texture mod in gamma no ?

river fjord
#

no idea i dont play gamma
kyne's mutants are the only worthwhile ones really

brave tartan
#

yeah I think thats whats used

rigid sail
#

Just tried to use motion marks to fix the Kar98k reload, but it doesn't seem to do anything. Should be a clean fix, as only one mod is touching it (279 Kar Reanim). Is it not possible to fix weapons that reload bullet by bullet, or am I missing something?

sick canyon
#

Never had this issue before but when I move bones or limbs the rig would stretch. Even when pressing A and moving the limb, it'd would stretch and deform

solar shard
#

Dunno if this is the right place to ask but is there a way to spawn new instances of objects by using the ID given from using the "Get info" command in the debug menu? Either that or simply copy/paste an existing object? I ask because the object I'm trying to spawn doesn't seem to exist in the lists given by the debug menu's object spawner.

regal bolt
#

Can anyone tell me why is ledge climbing mod overwriting the hideout furnitures?

celest forge
#

Anyone knows how to apply stalker bumps to an object in blender

static nebula
#

like normal maps? try this material setup

#

be sure to change the color space to "non-color", otherwise it'll look weird

peak quest
#

does anyone know how to make a gun be able to be equipped in the vision slot? my gripe is that the SR2M is equipable in vision but not the PP-2000, a smaller 9x19 smg

cyan pollen
#

Hi guys, I am trying to find the Armor Degradation slider/button. I found the weapon deg. one but not armor in setting

ashen cloud
#

Hi guys,
Is there someone who can lead me to the file where i can find (in GAMMA) the file containing the BR class and the durability of the armors ? I would like to revert BR class of heavy armor back to their previous values where Nosorog are Real Class 5 armors. ^^

#

Thanks by advance. ;3
Edit * : I've found what i've been looking for, thanks anyway.

remote sail
#

How can i edit armor-piercing Mauser bullet? i want it to be BR5 at least

#

Hello lads

rigid sail
#

There's an .ltx file with all the stats for the ammo. Named weapon_ammo, find it in the data panel in MO2.

remote crown
#

Is it possible to "patch" a .h file like you can with other things? Like let's say there's a .h file with a bunch of #defines, and in my mod I just want to change one value, can I do that or do I need to include the entire contents of the original file?

lean dagger
#

im currently trying to make sawn off shotguns fit into vision and melee slots, but for some reason the ks23 drozd is always registered as 1 handed. im using dltx and it successfully makes it useable in vision and melee slot but it just persists being useable with a detector, any ideas?

opal spade
#

Does anyone know where this texture comes from? Most likely vanilla Anomaly, but I need to know the name of the file.

random fulcrum
lean dagger
random fulcrum
#

engine limitations

lean dagger
#

so basically anything that goes into that slot also HAS to be useable one handed?

random fulcrum
#

yeah

#

but then again, scripting it doesn't seem complicated at all

lean dagger
#

what would the script need to do in essence?

random fulcrum
#

maybe kill the detector input if the weapon is selected?

#

that's the first thing that pops into mind

lean dagger
#

sorry for pestering btw, thanks a lot for the insights

random fulcrum
#

surely there are better ways to approach this but that's the first thing

#

that i'd try at least

#

iirc barry's axes has a script that blocks detector usage

#

because melees are always one handed regardless of the slot they go in

#

either that mod or more melee features, also by barry

lean dagger
#

ohh thats a great lead, will check it out

lean dagger
random fulcrum
#

killing the detector input

lean dagger
#

any ideas where i could find a similar function? or any reference? i have been looking around the sdk articles and whatnot but i cant really find anything basic enough to start, or maybe im not looking deep enough

random fulcrum
#

jesus also the damage penalty doesn't work due to how unflexible gbo is

#

let me come up with something

lean dagger
#

maybe on weapon equip unbind the detector action, store the key SOMEHOW and then on swapping back bind it again? no clue if you can read and store such data in scripts tho

random fulcrum
#

nah just an on_key_press where you return false if the selected weapon is so and so

#

thing is i have zero clue as to which keybind the detector key is

lean dagger
#

show_detector?

#

at least in the user.ltx its named that

random fulcrum
#

or maybe an actor_on_update

#

nah that ain't it

#

idk on update sounds easier to pull off but also ugly

lean dagger
#

and just hardcoding it to make it ignore the 6 key? as thats the default binding? thats really shoddy tho

random fulcrum
#
local interval = 10
local last = 0
function actor_on_update()
    if ((time_global() - last) > interval) then
        last = time_global()
        if (db.actor and (string.find(db.actor:active_item():section(), "ks23"))) then
            if not (db.actor:active_detector()) then
                return
            else
                db.actor:force_hide_detector()
            end
        end
    end
end

function on_game_start()
    RegisterScriptCallback("actor_on_update", actor_on_update)
end

maybe this

#

try this

#

if you want to go the on_update route

river fjord
random fulcrum
#

most nested if is redundant as all hell but whatever

random fulcrum
#

but i have the memory of a fish

river fjord
#

yep but it couldnt be done without also locking them out of the bino/knife slot so i opted for half-damge and unique anims for drawing in that instance instead

#

iirc this modpack just makes them only able to go into the main 2-slots pretty much scraping all the custom stuff i did Pepega

lean dagger
#

yeah axes and sledge can only go into main weapon slots

random fulcrum
#

average gamma situation really lmfao

lean dagger
river fjord
#

pretty much all my mods have double the features if you get the moddb version vs the version implemented in this shit SataniaLaugh

lean dagger
random fulcrum
#

yeah you can reduce the interval to something like 1 to make it run every single engine tick but that's unhealthy as all hell

lean dagger
#

yeah, had my fair share of elden ring modding and learned to pace updates of stuff moderately the hard way lmao

#

thanks a lot for the script and the patience!

random fulcrum
#

can also use that for other guns like idk

#

the stakeout ithaca

#

or sawnoffs

#

or the small smgs

lean dagger
#

yeah, i figured, thanks a lot!

sinful pawn
#

is there anyone willing to rig ODST armor to work in stalker Chadge asking for a friend

narrow coyote
#

any suggestion how to reduce campfires burning time?
I tired to see smarterains with burning campfires, and no NPC around.
I want to make campfires to burn down almost immediately after NPC leave smart terrain

sinful pawn
#

Chadge i mean i will pay if someones willing to do it right

next seal
#

real

sinful pawn
#

if so do contact me Chadge

river fjord
celest forge
#

Any tutorials on how to rig arms view models for stalker on blender?

river fjord
#

the same way you rig literally anything in blender

celest forge
#

I'm noticing that all arms have the same pose, but the arms I have are not in that pose, is it just moving each vertex group to match the positions on the vanilla arms

river fjord
#

thats one way, sure

celest forge
#

Is there another way?

river fjord
#

theres 100 different ways

celest forge
#

I tried with like object constraints or if it was a way to snap vertex groups to the assigned bone but I couldn't figure it out

river fjord
#

02Shrug gotta spend some more time learning the basics i guess

celest forge
#

Hmmm

narrow stream
#

please kindly help me

#

cant find the already made presets

thorn stratus
#

I want to add, generated from script logic, new text here. Where do I start, which files to modify?

slow bolt
#

original you can find on Moddb. It does more than just that

thorn stratus
#

I am going to see if I can extend utjan's crafting info in tooltip

worthy mortar
#

These scripts are a mess @slow bolt
I don't know if this will make busy hands less likely or more likely or get rid of them at all.
But hey, it's a "possible" fix.
And to anyone else with no scripting knowledge, I take no responsibility for bricked saves kekl

#

A thing worth noting: These require latest FDDA from moddb. Not the one from github

#

github fdda are actually outdated kekl

slow bolt
worthy mortar
#

Bruh.
I broke the post skinning animation again kekw

slow bolt
#

Add some wild claims there and people will download it and provide free testing

worthy mortar
#

lmao

#

Yeah I don't wanna break peoples games

#

Backpack works fine it seems

#

I have created busy body

#

@slow bolt Busy body
Script gets stuck so you don't get out of the mutant looting kekw

worthy mortar
#

MUTANT STUCK
MUTANT STUCK!

worthy mortar
slow bolt
#

More anims would be nice. Like for things that dont have them

#

If only i also could decide to get off my arse and learn how to do that

tame lodge
#

where is outfits config file anyone pls?

random fulcrum
#

gamedata\configs\items\outfits

tame lodge
#

its empty there

#

searching trough MO2 gamma

#

no ltx files to edit

shy torrent
#

The unpacker is included with Anomaly iirc, and you can extract only the config files

celest forge
#

Expression : motion_ID.valid()
Function : CKinematicsAnimated::ID_Cycle
File : D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\SkeletonAnimated.cpp
Line : 241
Description : ! MODEL: can't find cycle:
Arguments : norm_dead_stop_0

stack trace:

I keep having this crash when loading some arms i'm working on into the game

#

any clues?

ancient lagoon
#

Sorry if wrong place to ask. My raptor drums are being treated as medium mags instead of large and it's driving me crazy. (using Mags Redux) The ltx file in the mod for the mag says mag_size=large though in game tooltip says medium and its using medium loudout slots. Any ideas? ty ❤️ Edit: FIXED GAMMA Weapon Pack has a version of the raptor drum mag file, it's winning the conflict, and it is set to medium.

knotty spade
#

Hi, can I have any advice as to how can I intensify bleeding HUD effect? It is too transparent for me, most of the time I do not notice I'm bleeding, hence wondering if I could find it's overlay and tune down transparency or something.

slow bolt
knotty spade
slow bolt
obsidian void
steady minnow
#

How to make Free Zoom toggle? Alternatively, what is the # for Mouse 2 so I can bind it to RMB

drifting dirge
desert fulcrum
#

Hey guys, is there any way to change the mods regarding sleeping, to allow sleep in all places? Wanted to create more hideouts

ebon pulsar
#

Hey, I would like to make the German translation of Gamma, but unfortunately I can not find the files in the game files. Can someone help me on the hint?

hazy dove
#

Where in GAMMA would you go to alter the Ballistic Resistance values for armors?

torpid pivot
#

something like this

#

you can override the stats in damages.ltx but i would reccomend just using another outfit's values

hazy dove
ebon pulsar
#

Hey, I would like to make the German translation of Gamma, but unfortunately I can not find the files in the game files. Can someone help me??

torpid pivot
#

to find the values for specific suits use the db_unpacker.bat in Anomaly/tools

#

search damages.ltx

torpid pivot
hazy dove
#

How do you add an item to a trader's inventory?
Example: I've gone to G.A.M.M.A. Economy items/trade/trade_stalker_sidorovich.ltx to add the ghillie suit for him to sell, but nothing is there.
;[Outfits]
ghillie_outfit = 1, 1

versed wave
#

Where KS-23 insert and pump sounds are defined?

rigid sail
#

The sound effects themselves are named in the weapons .ltx config file. Finding the file that contains those sounds though, is more of an issue.

#

Oh, nevermind, looks like sound effects actually give the paths unlike animations. It uses MP133 sounds for all reload animations

tulip magnet
#

Does anyone know if changing the faction relations in story mode will cause issues?

For example if I make it so Freedom is at war with Bandits will anything get broke or does the game mostly compensate for that?

rigid sail
#

I've used the reputation edit mod to do a similar thing. Unless it breaks a story quest (IE messes with Mono/Sin relations and trivializes the Strelok/Sin story quests), it seems fine.

#

There will be some more firefights in AW than usual as the Bandit spawns there get gunned down by Freedom, but that's about as bad as it's likely to get.

misty mulch
misty mulch
#

check pins for how to do so

versed wave
#

is it possible to edit the table in grok_casings_sounds.script which is defined and initialized as

--outermost scope
cal_to_sound = {
   ["ammo_23x75_shrapnel"] = "shotgun",
   ["ammo_23x75_barrikada"] = "shotgun",
   ["ammo_20x70_buck"] = "shotgun",
   ["ammo_23_eco"] = "shotgun",
--(...)

from another script? I want to edit a few fields. or do I have to overwrite the whole script?

random fulcrum
#

maybe with a function that patches the table?

steady apex
#

for example

#

if the table is not local then its possible

soft burrow
#

you guys know any way to disable crows entirely?

soft burrow
#

the game won't stop spawning them.
I already re-installed the game from 0 three times, with new downloads even.

ebon pulsar
#

Making a german Translation👍🏼

narrow stream
#

Hey if anyone could like honestly explain it to me , it will be very helpful , question is If there are so many mods out there that even null moxy covers why cant anybody explain it to me how to make your own mod organiser mod list and play? Like is there a possibility or is it not compatible etc etc , im not mad i just cant make the sense of these youtubers on youtube showcasing weapon packs n such , must be something cause if gamma and efp are complete mods why bother with working on new mods ? Like i see comment section people saying does this work for anomaly i mean there are some people who make their own chosen mods like weather mods gun mods , i just need to try my own setup if other people are doing it so could i i mean no disrespect just curious

narrow stream
#

No worries no need to answer that my bad i got the answer from other people

soft burrow
#

I'm testing some things.
Looks like bind_crow.crow_counter is accurate on savegame load, and as it's higher than max_crows_on_level, no more crows will spawn.

#

But after an emission that kills all crows sr_crow_spawner.script starts spawning crows but bind_crow isn't counting the new crows. So it spawns crows forever.

#

If I save and load after more than max_crows_on_level crows have spawned, the crow spawning stops.
Gotta check what happens if I save and load before it reaches that max value.

soft burrow
#

Looks like if I save and load right after all crows die bind_crow.script only works and counts new crows up to 2, making sr_crow_spawner.script spawn infinte crows, one every two seconds, more or less.

#

If I alt+tab out and back into the game bind_crow.script updates for some reason and counts the crows accurately for a second, making sr_crow_spawner.script stop.

#

I believe it must be some system spec limitation on my computer that is causing bind_crow.script to be paused and report the wrong count of crows to sr_crow_spawner.script

#

Damn my potato pc

narrow stirrup
#

Anyone knows what is the file that make a gun being able to use a laser?
it is something that you should enable it on the config file like alt aim or something like that or is something related to animated files?

obsidian void
narrow stirrup
#

mmm i have a weird situation, i have to update ppp to the newest one for firebreath reanimation pistols, but newest ppp broke some gunslinger guns, so i just copy the textures of the newest ppp on the ppp i have working fine, last update of ppp has on his fomod a variant of the walther that adds a laser, fomod firebreath of reanimation pistol has a patch for this feature, and weapon looks cool there is no problem on the gun, textures are fine, but sadly laser doesn't work, you can see the laser on the gun but it has no function, that what i was wondering about this but i am not sure how to enable it

obsidian void
#

Unfortunately I know almost nothing about how lasers are actually made functional. I would start by looking at the files for another weapon with a functional laser and see how they are doing it

narrow stirrup
#

i see thanks for the first steps i'm gonna take a look salute

simple scaffold
hazy scarab
#

what's the carabineer shotgun's .ltx name?

narrow stirrup
slow bolt
#

I bet mp153 ltx file has it

hazy scarab
narrow coyote
soft burrow
narrow coyote
soft burrow
soft burrow
soft burrow
soft burrow
narrow coyote
narrow coyote
soft burrow
#

nice

tulip magnet
#

Does anyone know any good methods of tweaking the body health system?

I was wanting to tweak it and turn down the head and torso health as it seems like I'm only losing limbs.

simple scaffold
slow bolt
regal bolt
#

@surreal gust Yo. Ask here

surreal gust
#

Ok

regal bolt
#

XR_Logic here tried to make a new map, but on a vanilla gamma modlist it doesn't work and spews this error. Any ideas everyone?

surreal gust
#

Prob has to do with ambience and shit

regal bolt
#

Nor on my modded modlist

surreal gust
#

Not sure which addon is the problem because i dont have "gamma at home"

surreal gust
#

I only have anomaly

#

On anomaly the map works fine

#

Try removing the environment folder from the map and see if it launches

#

You will obviously lose ambient sounds but do that so that i confirm that an addon is messing with the ambience

simple scaffold
#

Seems odd that that would be a problem but it definitely looks that way from the log.

See what addon in gamma has a the file background_forest

regal bolt
#

Wait up a bit

#

Deleting the environment folder worked

#

And it plays CoP outskirts at day soundtrack as an ambience

#

spawned 2 bandits on my ass

#

And now it spawned a stalker

surreal gust
#

By ambience i meant the horror ambience

regal bolt
#

?

surreal gust
#

The random screams and howls you hear in stalker

regal bolt
#

The modded background soundtrack?

regal bolt
surreal gust
#

Yes

#

They are just the sound files in .ogg format

regal bolt
#

Ok

#

Well. Shit works if you remove these

surreal gust
#

Its not a problem with the map

#

Its just some fucking addon

#

Try testing the volumetric lights lol

regal bolt
#

I tested something else

#

I spawned in 15 squads and started a war inbetween them

#

No fps drops

#

And NPCs took cover behind the sparse bushes and trees

#

And I've found the mod that may be screwing this map over

pliant obsidian
#

is it possible to create a grip attachment mod?

regal bolt
surreal gust
#

Hanging lamp

#

Stashes?

#

Do they work

regal bolt
#

I didn't see any

surreal gust
#

They are located in the asphalt area of the map

regal bolt
#

The road?

surreal gust
#

All the way to the left

#

Yes

pliant obsidian
# regal bolt Maybe

how possible is it? like what kind of conflicts would it run into or anything of that sort?

regal bolt
#

I just hope it's stats would be reasonable like -9 recoil impulse and +7% handling

pliant obsidian
#

yeah i wanted to make something like that but I ain't a modder too, but since no one has created one yet Im willing to learn and do it myself

regal bolt
#

Not like with silencers that add damage for some unknown reason

pliant obsidian
#

never knew silencers added damage

regal bolt
surreal gust
#

Do the other crates break

#

Crates have an rng value of giving items

regal bolt
#

The wooden ones yes, besides the small basket

simple scaffold
# regal bolt Not like with silencers that add damage for some unknown reason

some kinds of supressors do increase mussel velocity. which would mean more nergy in the bullet wich could equate to more damage.

https://arxiv.org/pdf/1802.05748.pdf

silencers in video games only lower damage for game balance reasons. Since they have no way to simulate the guns balance being messed up, the extra length catching on things, and the other real life downsides of adding a muzzel extention they had to do something. it couldn't be pure benifit.

surreal gust
#

The basket is a static object

#

Could you send the volumetric light pics?

regal bolt
#

For me it was jus a bright bulb with no light around it

#

Add some static light like the campfires do

#

Or like the lightbulb in jupiter container fort hss in the workshop

versed wave
soft burrow
#

It's happening again. Just gonna give sr_crow_spawner.script its own internal crow counter and a limit on consecutive crow spawns.

surreal gust
versed wave
peak quest
#

where can i find the ltx file responsible for telling the grenades what sounds to use

#

specifically the landing impact sound which is just the generic impact noise for small props

surreal gust
#

the impact noise is nostalgic

surreal gust
#

and fix it

#

D:\Anomaly\MO2\mods\Valley_map\gamedata\configs\environment\ambients

#

make a new folder called environment

#

and then ambients

#

and then put this file and see if it works

surreal gust
#

also heres a new spawn file

#

made a fuck up with the level changers but i fixed em

wind heron
#

anyone succesfully made hd modles perfectly working in the current build ?

#

i have it with no real issues but i get some broken icons its annoying

#

there was a patch but since last update it broke

regal bolt
surreal gust
#

kk

#

came back from school a few hours ago

surreal gust
#

once you enter the command you dont have to restart the game or use the vid_restart command

#

this is how they should look during sunsets and night time

#

in the mean time you can also replace the all.spawn

#

i just changed the destination (from level changer) coordinates

regal bolt
surreal gust
#

you can speed up the time

regal bolt
surreal gust
#

however it can lag the game

#

its called time_factor

#

i usually set it to 1000 when im testing smart terrains

#

make sure to start a new game so that the smart terrains work fully

regal bolt
surreal gust
#

just telling because some people dont know how to read

regal bolt
surreal gust
#

the folder

#

go to gamedata of the mod

#

then spawns

#

remove the old one and replace it with that one

regal bolt
#

Okay

#

downloading now

regal bolt
#

I have no r1_volumetric_light command in game

#

And I just died to an emission as I sped up time

surreal gust
#

to do this type

#

g_god on

regal bolt
regal bolt
surreal gust
#

you can do it in the console anyways

regal bolt
surreal gust
#

oh i made a slight mistake

#

its r2_volumetric_lights

#

but r2 is for directx9 i think

regal bolt
#

But spawns work. They do walk around

#

Yes

#

R3- DX10
R4- DX11

surreal gust
#

it doesnt have any ai changes or some shit

regal bolt
#

okay

surreal gust
#

afk

regal bolt
#

Kk. The map works fine so far

#

But the only thing I see after loading DX9 is this

#

No volumetric light for Dx9

#

Maybe DX10?

#

But I already had an insane frames drop because of the time factor command. I'm not gonna push my laptop further

acoustic drum
#

Cool

surreal gust
#

but its not going to be as bad as time factor

#

try setting dx9 to be normal

#

instead of basic

#

because dx9 basic afaik doesnt have volumetric lightining

regal bolt
#

I used dx9 enchanced

surreal gust
#

then its gotta be dx10

#

oh well you dont have to if you dont want to

regal bolt
#

Yeah. No. Not going that far

surreal gust
#

my gpu is a gtx 660 anyways

regal bolt
#

mine is mx130

surreal gust
#

once you're done testing

#

send me a feedback of the map

regal bolt
surreal gust
#

like what needs change and shit

regal bolt
#

Btw can anyone help me bind a key to a console command?

regal bolt
surreal gust
#

okay

regal bolt
#

If I could reccomend something, then make 2 checkpoings at each end of the road, add duty to one, freedom on the other, and 3 camps on the road with makeshift barricades fof npcs to contest

#

Make a mutant den on one side of the road and another rather larger camp/building for loners to inhabit close to the warring camps

#

Then add freedom and duty trying to attack the middle camp, and surge shelters for thc loners shack, duty and freedom checkpoints,

#

Afterwards put the map inbetween rostok and army warehouses

simple scaffold
# regal bolt Btw can anyone help me bind a key to a console command?
function on_key_press(key)
  if key == DIK_keys.DIK_F8 then
    exec_console_cmd("consolecommand here")
  end
end

function on_game_start()
RegisterScriptCallback("on_key_press",on_key_press)
end

you can only have one on_game_start per script so add this line to it if it already exists.

surreal gust
surreal gust
#

i was thinking bordering it with rostok and truck cemetery

regal bolt
surreal gust
#

kk

#

im currently playing shadow of coop

regal bolt
regal bolt
#

It works one way, but after a fight I can just open it again and type in time_factor 1

#

As I use C for my free zoom button

simple scaffold
#

or whatever key.

regal bolt
#

Thanks!

#

But i Don't want to toggle it on my freezoom key really. Maybe on tab/Caps lock as I have both of them with no roles

regal bolt
surreal gust
#

Just make a script file ig

simple scaffold
surreal gust
#

And put it in gamedata/scripts

simple scaffold
#

Pretty sure tab will be DIK_TAB

regal bolt
#

Okay. How the hell do I make a script file? Just make a text file and call it bullet.script?

simple scaffold
#

Yeah just make sure the extension actually changed and you didn't make a .script.txt

regal bolt
#

Ok

surreal gust
#

If it did save it as a .script file

regal bolt
#

How do I change the extension in case I would need to?

simple scaffold
celest forge
#

Anyone knows how does the game determine which armor has a mask overlay on the screen

surreal gust
#

Works for me

celest forge
#

I'm looking at that and there's nothign that says anything about that, i know the overlay is shader based

#

But nothing in the helmet ltx file references anything like that

#

I even copied the sectiong of a mask with it and changed just the name to make it a new item

#

and it didn't change, so i'm guessing it's maybe handled with a script

simple scaffold
celest forge
#

the thing that's on the corners with some of the helmets as a texture?

surreal gust
#

the entire thing is a texture

#

expect for the rain drops

#

even the cracks are a texture

celest forge
#

Oh yeah I just wanted to know where it was determined which helmets used it and which ones didn't

#

actor_effects.ltx for anyone that may need it in the future

simple scaffold
#

unless you have the version of navs with the extra masks. i think that one has a supplemental ltx i think. it's been three years

#

back before dltx it was easier to add the extra masks to a second ltx and have my patch script read the data from there. in order to avoid conflicts with other addons changing the actor_effects.ltx

brings back memories, fixing this addon of @undone lily 's is what led me to write the mokey patching guide. We have compleatly changed the stalker modding landscape since then. this seems quaint now.

celest forge
#

Yeah I just DLTX'd both of the helmets I made and it works perfectly

simple scaffold
#

it was a different time. no dltx made mod conflicts common. you basically had to be a modmaker to have a modlist of more than a few dozen addons. because of all the manual merging and patching.

clear basin
random fulcrum
#

grok_actor_damage_balancer

#

idk where it was but it's 7% of taken damage after mitigation and after the health gate

#

also don't know how you're losing 15% of the armor in 2 consecutive hits

#

without dying

naive snow
#

So I've got the SDK setup, the level I want to look at unpacked/converted. However, in the level editor pressing File > Open... doesn't bring up anything, no window to select or anything. Anyone ran into a similar problem?

strong crystal
#

If I wanted to change the animations from one of the AKs, to use a different AK animation thats already in the game, is it a matter of just changing text to swap from one animation set to another or is it more involved than that?

#

I want to take some of the stuff like the 74M and AK12 2016 and remove the mag cusping animations and just make them hold the handguards like on most other aks

static nebula
dusky moon
#

Though it has already been said, it is simultaneously amusing and infuriating seeing comments on passion projects asking for completely outlandish additions to be made by mod authors.

#

I can hazard a guess, but I do wonder how one would feel when they are given those requests; instead of thanks for their hard work.

grizzled gorge
random fulcrum
#

it's never about the attention it'd get me i just learn new stuff

dusky moon
#

Well, my bingo card was way off potato

celest forge
long yacht
#

Would anyone happen to know where I should be looking to adjust the wear from swapping parts in a gun?

junior dove
#

is coop on gamma even possible?

surreal gust
#

bro.

#

There is no fucking projects working on anomaly multiplayer

#

so for now multiplayer is not possible

#

until someone starts doing it

#

but i doubt they will

regal bolt
#

Dude. We don't even have a proper stalker multiplayer project, why would you think that there is mp on anomaly? kekfacepalm

surreal gust
#

i was thinking of releasing my map as a PROTOTYPE

#

im not sure about this

#

should i do it

random fulcrum
#

inb4 it gets added to gamma in the prototype stage and then people complain it's a prototype

sand briar
surreal gust
#

not sure if i want to remake the terrain because of a small ass mistake i made

#

i forgot to add the outside level boundary terrain

#

and it makes the map look really bad at the edges

hardy hound
junior dove
# hardy hound

no i mean if u put ur time to it with good coding knowledge is it possible ?

regal bolt
hardy hound
#

there's projects like xrMPE out, and still being worked

#

doubt it's worth the time and no pay

limpid drum
#

idk if this is the rightchat, but is the CMMG Mk47 featured in the game? and if not, is there a mod for one?

hybrid forum
#

Oh my goodness MCM is complicated. I just wanted to add an options slider to my mod

slow bolt
#

its simpler to copy from other mods

hybrid forum
#

I'm working on a mod to modify melee damage values by the user's desired amount. Currently I just have a bunch of presets, but I wanted to instead make a MCM config with a slider to make it more user-friendly.

#

It's obviously not essential to the mod working. Was mainly doing it to learn MCM

slow bolt
#

You can do a list selection or just a simple slider from 1 to x, with step of 1

hybrid forum
#

Probably a list selection then since I don't need it to step by 1

slow bolt
#

Gives you a list with 2 options, its either 1 or 2

hybrid forum
#

MEDKITS_ALL_HEAL is its own file?

#

Or just a reference to a value in a file?

slow bolt
hybrid forum
#

Sorry it's my first mod 🙂

#

I wanted to keep it simple to start. Might do something more interesting than melee damage later

slow bolt
#

Pretty sure this is only one way of doing it. I saw 2 other ways of handling MCM

hybrid forum
#

I will keep researching. Thank you for getting me started

random fulcrum
#

making a slider for melee damage ain't so simple in the context of gamma

#

you need to go through the hassle that is working with gbo

#

it will work against mutants since damage to those still goes through the engine but against human mobs it will remain the same

hybrid forum
#

I haven't found that to be the case, personally. But maybe with more testing you will be proved right

terse zealot
#

Is there a mod that lets me sell the old armor I'm no longer using?

slow bolt
#

Black market is in gamma, so it can allow you to sell shit i think

#

for basically nothing though

terse zealot
#

The system is very interesting however BM only allows you to sell guns

random fulcrum
#

just donate if you want to get rid of it

terse zealot
#

Oh right, donating would give some goodwill to advance traders at least

grizzled gorge
hybrid forum
#

Wait donating gives goodwill??

terse zealot
#

Oh it's the mod creator lol

terse zealot
hybrid forum
#

The technician has so many bits and bobs of random armors donated from me that it's unreal

grizzled gorge
terse zealot
#

Maintainer :)

hybrid forum
#

I thought you could disable it caring about condition for black market as well think

#

I haven't used that in a while

terse zealot
#

Alright, I think my issue is I was trying to sell the starter armor to higher tier trader

grizzled gorge
terse zealot
#

The Keeper of Freedom to trader at military warehouses

#

Huh

#

let's see

#

Well freedom trader at warehouse is accepting "Guardian of Freedom" suit, let's see about the starter one

#

Huh. It works now for some reason? xd

#

I have long history of things working again after I complain about it in discord. Maybe this is just another such situation

#

Anyways thanks for the mod :)

grizzled gorge
terse zealot
#

Somehow after enabling black market mod autodisassemble function works too xd

hybrid forum
#

Yeehaw

long wasp
#

does anyone here know what mod @faint sable uses for his inventory ?

faint sable
long wasp
median patrol
#

hello, how do i change the value of the penalty reduction of the disguise system?

#

basically: now when you have a lot of negative goodwill with a faction, the disguise system works but you still get shot at

#

so i want to increase the value that the disguise system removes

ornate hemlock
rigid sail
#

Just installed it myself, has a GAMMA patch option in the MCM so I assume so.

hybrid forum
#

Woo, just released my first mod 🙂

Extremely simple mod, but still

rigid sail
#

Congrats mate. Simple mods are the best to start with.

hybrid forum
#

I'll have to come back to the MCM thing later. I have stuff to do

velvet pasture
#

Hello guys. I had a question. I'm actually not making a mod but rigging, animation for my own stalker project

#

I had a small problem with the extracted map.

#

This is fbx format, i'm sure people who doing 3d modeling knows fbx, obj etc very well.

#

The thing is ground looks very raw, in the game it's tiled with textures but i dont know why it is not there in the blender.

#

You see this? In the extracted map everything has textures, maybe alphas are not ok, i've taken care of those but the ground is really like primitive.

#

As you see the stuff is binded to joints but i've added controllers and upgraded the skin weight.

#

The weapons that i've kinda rigged or connected controls.

#

For me to be able to make a stalker movie i need to fix the textures of the ground on the fbx.

#

Next step is adding controllers to the characters. I will take care of it with advanced skeleton, since chars are binded with joints i will only upgrade skin weights.

#

Can anyone help me to fix the ground?

static nebula
#

because nobody's made one

#

also not sure if there's any animations out there that would fit it, or animators willing to make the animations lol

somber sun
#

hey guys do you know of any way to make rank gain slower?

torn vault
#

@somber sunopen game_relations.ltx and edit rating

lean apex
somber sun
torn vault
#

@somber sun search for this file in mo2 in the Data tab, it'll show you the one that's in effect

#

i'd recommend creating a new mod in mo2 for your edit, that'll make it easy to organize and undo

velvet karma
#

So, I'm trying to wrap my head around using dltx for something simple, but I'm fucking stupid and can't figure it out.
I just want to make a file that changes max_uses for items without editing the original file so I don't have to do this aside from newly added items.

#

Anyone able to eli5?

velvet karma
#

I am reading that already.

#

I'm just extremely dense.

torn vault
#

i'll bail you out just this once, what's the item?

velvet karma
#

I want to change the max uses on repair items, nearly all of them, just to add a few more uses.

#

We'll go sewing thread to start. If I can figure it out from there then that would be good.

torn vault
#

create gamedata\configs\mod_system_kits.ltx, then:

![sewing_thread]
max_uses = 5
![glue_b]
max_uses = 5
![glue_a]
max_uses = 5
![glue_b]
max_uses = 5

does this make sense?

velvet karma
#

Yes actually.

#

Thank you very much.

random fulcrum
#

do keep in mind that dltx files are loaded in alphabetical order

#

after the system_ bit

#

but please, for the love of all things noncringe, don't stack zs

#

that's like the singular worst practice in dltx modding

torn vault
#

a certain g***itach is known for that

random fulcrum
#

yeah, what a sad world we live in

velvet karma
#

I really do appreciate the help since I'm very much an idiot stuck on pretty much step one of the guide. I can't figure out what folder I need to point to with the [Base Folder] : A path to the unpacked vanilla files of the game;

#

But I can add to with what you gave me no problem.

torn vault
#

i take it you're trying to extract assets from vanilla ano to find out what the items are called?

velvet karma
#

I guess? I'm literally looking at the website with no prior knowledge on modding this.

torn vault
#

in anomaly's folder, you'll see the "tools" subfolder, where you can run db_unpacker.bat to extract ltx, xml and scripts, or db_unpacker_all.bat to unpack everything (slow)

#

you're probably interested in tools\_unpacked\configs\items\items\items_repair.ltx"
hm, i should practice regex here

velvet karma
#

So do I just run the unpacker.bat and it will give me the _unpacked folder?