#╙🖇mods-making-discussion
1 messages · Page 37 of 1
get the item ID code from the Furniture Expansion mod
dude no
you see the .txt part? literally change it so it says .ltx
wait its that easy ?
YES
wow i'm dumb
anyways
i opened the notepad
now do i just find the item id's and do this command ?
- 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
and where can i get the item ID's ? from here ?
that would be one option yes
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_itemis the name of the weapon rack, we have to addx_at the start because of a Dumb Crafting Bug Workaround - don't worry about it, just do it1= this recipe makes 1 of the thingrecipe_basic_0= "doesn't need a crafting recipe"prt_i_scrap,10= "uses 10 metallic scrap"prt_i_wood,12= "uses 12 wooden parts"
hmm
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
the only part you care about is the part between the square brackets. that's the name.
however do not add any of the placeable_whatever items, those are IIRC dummy items only used for the placement system
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
no, you keep ![8], you can't change that
remember to add x_ in front of the item name
and you have missed a bunch of _ which is not good - the names must be EXACT, or it will error out
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
yes good
i mean i presume you don't actually want the recipe to be 10 metal scrap and 12 wood
yeah for a bed thats a bit much
but you'd basically copy-paste this line, one per new item, and modify it to fit the right item ID and part IDs
alright
if you want to read the actual "documentation" find and read craft.ltx, use the right pane searcher to find files in your modpack
oh i see why ![8] is required.
its for placeables correct ?
cuz it also has blue box / metal torch etc.
That is an override to add the items to the crafting table. You just need to add your recipes after it.
so after piano i just add the codes i've made ?
Should work as long as your formatting is correct
Yeah. But you should be able to do this in your own mod_craft file instead of changing the version that comes with hideout furnitures
This way is cleaner, if there's an error in your code it's easier to disable only your additions
Btw prt_o_fabrics_4 is mil spec textiles
fabrics 3 ?
Fabrics 1 is cloth sheets, 2 is synth cloth, 3 is durable textile, 4 is milspec
ok lemme do it fabrics 3 then
also i think i have to select the ones that are "placable" cuz there is also "Prop_" versions
or do i add both
no the prop versions are what you want, placeable = the dummy items for placement visualization'
Ah. i thought it was the other way around.
i'd have to download the mod myself to check
short ver: if it's sold by the trader that's the one you want
in that case prop it is
also can i use only 1 item to craft smth ? or is it like minimum 2 items
for example can i craft a chair by only using Wood
you can have from 1 - 3 components
ok in that case i can do something like this ?
you can also have multiple recipes for crafting the same thing, but you change the x_ to y_ for the second recipe etc
remove the last comma
yea i've read that part
1 recipe is enough for me tho
but aside from the last comma, yeah, that looks fine
ok gonna do the same for table too then
also if you want a thing to be crafted with no recipe, but requiring e.g. advanced tools, you'd do recipe_advanced_0
instead of recipe_basic_0
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
axe doesn't give wood ?
oh wait from firewood
in that case, can you farm trees for firewood ?
I think you can, with an axe
cuz rn i live on pripyat and can i farm few trees for firewood
takes a lotta time and spikes your tiredness
oh
i mean you can buy firewood, just like you can buy hammers
true.
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
fair enough.
e.g. every gun disassembly gives one
Or fasteners
ye ik
i have 54 fasteners 
and 40 cutleries
like this ?
That will work
like this ?
Sorry I replied to fast. Either way is fine
ok
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.
hmm
so for example if i change the recipe for metal torch under ![8]
it just changes the materials ? (or material count)
Basically yeah you could change any of the parameters within that recipe
i see.
and now you see why i really wanted you to make a separate file instead of directly modifying existing ones lol
it lets you roll back in case you fuck up
yeah i noticed.
if it fucks with my save or my game
i can just disable it
or even remove it
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.
oh
yeah all the syntax stuff is in here https://igigog.github.io/anomaly-modding-book/addons/dltx.html#4-syntax
deletion, creation, override, etc
that's the thing
writing and coding is fine
but scripting
is smth else
i still can't fathom
I could be wrong but I don't think gamma currently has this newer version of dltx, no? I tried using the < and > operators recently but they didn't seem to work. Maybe with more recently updated exe's.
gamma should be on the Sept 2023 version of the demonized exes
these ones do not have "_" should i still write it like "prop_stove_2" ?
Hmm okay
No copy it exactly
ok
if they don't have the _ do not add it, the names must match exactly
@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.
idk if you wanted to you could make that mod
the barrett doesn't even spawn in gamma normally tho
True
you'd also have to mod in the ammo to the right traders etc.
and the crafting recipes for the ammo + breakdown results (two different files)
- icon lmao
Thanks!
so that's why this modpack avoids guns that use unique bullet types
Oh I think I might have misunderstood how those newer symbols work so that's my bad
@misty mulch ok so i did every item that was in the furniture mod
now what do i do ?
there is ![8] on top
cool - save it
done
and then close and reopen MO2
you should see your new mod at the very bottom of the modlist, named after whatever you called the folder
there
enable it, load up a game, open a workbench, see if you can see the crafting recipes you added
or if it crashes you out lmao
we'll see
i'm loaded in. The moment of truth...
YAY IT WORKED
tysm
going to vendors from pripyat was a pain in the ass :
oops
E-bowl
What is this sorcery
ceramic bowl from metal, electronics and copper wire 
It's got Bluetooth
i thought prop_dish1 was dishwasher for some reason 
all i have to do is just reopen mo2 to edit the file right ?
Yeah just open your ltx and change that line
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.
the plates are gone 
Lol, what did you change?
i also do not have mug
Hmm... These are all in your one dltx file right?
Well bong and mug have commas after the name
It's probably breaking the file read following those lines
Fix those first and see what happens
should be at least two different ingredients
or whatever it's called
hm, what is that mod with black cicrle zones icon? in vanila anomaly they are white https://youtu.be/eCDQMjNa0HI
[MERCH!!!] - https://avalanche-reviews.creator-spring.com
[Patreon] - https://www.patreon.com/AvalancheReviews
[Twitter] - https://twitter.com/AvalancheJared
Anomaly - https://www.moddb.com/mods/stalker-anomaly
Provak's Weapon Addon - https://www.moddb.com/mods/stalker-anomaly/addons/provak-s-weapon-overhaul-v24-anomaly-1512
Picture this: You'...
If I would like to change how anti biotics are working, in which script would I begin ?
it's the comma after the name, the typo is breaking those lines almost certainly
congratulations on your first mod btw
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
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?
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?
ever found anything? i thought about making my tier 1 or 2s an amber color
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.
bro you made the changes on a mod that gets replaced
https://youtu.be/c1B6COfOFTo?si=9Infq2Mq62dEDAKc
Can someone make this as a mod for gamma 🙏🏽🤩
Recreating Unrecord's free aim system. Give yourself a hand job by using SharpeYe's free aim system. You won't last playing long.
/!\ Unrecord Starter Pack is out now for free under pinned comment /!\
So, red orchestra style free aim?
I will donate good money 🙏🏽
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
That style of aiming didn't work for Jurassic Park Trespasser which is a relatively slow paced game, it certainly won't for STALKER which is a lot faster paced
to be fair trespasser was famously a dumpsterfire that had ideas way ahead of the technology. But I agree free aim is pretty terrible in every game I've ever played that had it.
oh you're right, i looked before but i missed it because i assumed it would have been an .LTX instead of uh... whatever ".h" is 
thank you 
Does anyone know if there's a mod to stop NPCs from looting your kills? Fucking bullshit that they steal my shit mid combat
isnt that on by default?
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).
I'd really rather not eyeball these timings just using the ingame reload and a stopwatch.
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...
you need to load a set of arms and the weapon/item
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
most quality reanimations already do this
I was working with the G36, as the reload seems to happen much later than the animation finishes.
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?
yeah you could open up in blender and look at the frame range if youre not sure when it is
just import the gun from the mod and import its omf, you dont even need to import and arms
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.
More progress, there's two different G36 animations, let me try to track down the G36K animations.
the hand animations are not for the gun. in stalker weapon and hand animations are different, of course importing the hands onto the gun is going to give you an error 
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.
Aha, got it. Right, now to figure out the OMF editor's motion marks.
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.
nope, only the mark needed, make sure you give it a range of like 5-8 frames
Had it set to 3, let's try 8.
Should it start on mag in, finish on mag-in, or bracket it?
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
i have no idea what thats suppose to mean
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?
if its 69, personally id do 66start 73end
Ok, will try that now.
make sure youre adding to the hand omf not the weapon one you imported to blender
Ah, that would be the problem then.
Many thanks, by the way. I would never had made it this far with the resources I could find.
np, glgl
Ugh, the hand animation file has a different naming scheme for the reloads than the hud weapons one. Trial and error time.
if the names are really bad and you cant figure it out based off the omf you can look in the config for that gun, inside the hud section there will be anm_reload = something
something being the animation youre looking for
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.
Let me double check I'm not being an idiot and there's another mod after G36 patch that overwrites that file...
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.
those are unrelated. theyre just for determining how smoothly different animations blend between each other
free aim is aids
I can say that with autority as Arma 3 player
Ah yes, QWOP aim mod
Nevermind my dumbass installed a mod that makes NPCs loot corpses more aggressively
is there context for this video because ive been laughing at it for the past 10 mins
Bluedrake YouTube channel
The best game developer lmfao
thanks bluedrake for being the worst PR youtuber with the second worst PR server
puerto rico
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.
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.
what animation timing? Looked up in search
i said most quality reanimations have this already, half the shit this modpack has enabled certainly wouldnt
Well, that at least lowers the chances it's just on my end.
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
tbh I think this should have gone on the to-do list. no reason to use the letters embed on the image file right?
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?
there are no reasons, yes
Hope i can see the day where im walking into clear sky base and all i hear is, "JINGLE JANGLEEEE"

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.
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.
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
is the psi storm siren sound part of anomaly, or is it from one of the added mods?
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
There's a mod that replaces this one??
Which one is it??
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
Horror Overhaul by DesmanMetzger
Do you think if I just deleted the sound file that would do it or should I do something with the scripts?
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.
Fixed it. It was a naming convention screw up. I should have expected. Why the hell did Gunslinger decide to drop the MP5 prefix from sdgun.omf? And why does the gun's config only tell you the name of the animation from within an omf file, not the name of the omf file itself.?!
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.
there are unfortunately many disconnects in naming conventions due to the many different mods. Found that out the hard way too
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.
lol yep
It would be fine if the config included the file name of the omf in question, but no dice.
At least yelling into the ether and making progress is therapeutic.
The model file includes an omf file name and path
and the mesh is listed in the ltx
so one leads to the other
Thank you. Part of the reason I've not been able to enjoy the game is because of these looping sound files, I was able to "mute" them in both Soundscape Overhaul and Dark Signal Weather and Ambience Audio using the S.T.A.L.K.E.R Sound Attribute Viewer; and I've not had any issues since. I sincerely appreciate you giving me an actually helpful and constructive response.
You should be able to locate the .ogg that the mod uses in its folder inside your GAMMA installation. This is the program I was referring to in my previous response: https://www.metacognix.com/files/stlkrsoc/SAVandT_1.0_110817.7z
Once selected, you can reduce the sound file to zero, this was how I solved my issue without removing/overwriting mods.
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.
Happy hunting @obsidian void!
Dope thanks
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.
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.
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.
yes. GAMMA\mods contains a text file called "good_weapons" which is a list of the guns used in gamma
Fantastic, just what I was looking for. Thanks.
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.
Find and open the mesh file for that G36, then look into omf file attachment tab. That will answer all of your questions
I'm guessing this is the tier of tools used
basic, advanced, expert, drug, gunsmith
hmm. Okay
You were right thank you. That helped a lot.
Open with what program, sorry? I've tried the OGF editor linked in the modding book, that just links to the hud .omf file, not the arms .omf file
are all the dynamic mods dead or have not been ported to 1.5.2
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
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)
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?
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
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?
why would you need to render the 3rd person model in a 1st person game for starters
and it would get in the way of the camera
I was looking for this)
Can you pls help to merge your script with #1115558016608120863 message UI Rework Gamma by Sota?
Can someone fix the stairs from Sidorovich's bunker for the love of radiation?
no
Funny story... I was trying to make my own version of this (different from yours of course) and we opened a whole new can of worms with modding gamma's crafting recipes
Why do I do this to myself
https://discord.com/channels/912320241713958912/1164394028310212758
LMAO
how did you manage that
i was gonna make a post with the file i've made but i forgot lmao
not to mention i was shitting myself cuz i kept getting blue screen 
GAMMA has a script which interfere's with things being changed through DLTX apparently, even though gamma also includes mods which modify the craft tables with dltx (and they work)
huh
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.
hopefully
We figured it out. Not allowed to make recipes with no toolkit requirement apparently

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."
What is the object
A bedroll and sleeping bag
it's to craft the simple bedroll in the furniture expansion
"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
ty
Hey, sorry for the double ping, but you never got back to me on this. What program should I be using to open the mesh .ogf file? The OGF editor linked in the modding book just shows me the hud .omf, I need the hands .omf to implement the reload timing fix.
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
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.
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:
-
GAMMA is altering/overwriting these files in a way that doesn't show up in MO2 as a file conflict.
-
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.
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?
blender crash log
im looking for a mod that allows me to skin without a specific knife
also for more uptodate task mods
my wtf pack crashes
i bet its just stored in the ltx file for each knife whether or not it's capable of skinning, so making your own would be as simple as changing a "false" to a "true" or whatever for the knives that can't skin mutants
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.
Does anyone have any idea why this would be happening in the ammo maker?
@lilac compass you're most likely using a mod that overwrites recipes and reverted them to vanilla
Any idea how to tell which one? Is there a file I can look up?
Ehm don't remember the name of the file
Craft.ltx maybe
Looked it up in mo2 the file winning the conflict is G.A.M.M.A. Artefacts Reinvention appears to be normal
Idk
What mods have you got that add recipes
artigrok ballistics it was working fine before and I still have gamma 0.9 so it isn't that

Not sure man send a list of mods you've added
Are you getting that with all ammos or just some?
It's only displaying the arti grok ones in vanilla recipes the other custom ammos are not even showing up like .458 socom or western wonders ammos
all ammo shows up in shops or as loot just can't craft it
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
@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.
sorry
Craft From Stashes causes this. Are you using that mod?
Yeah I figured that out thanks I disabled it
Are there any english and ukrainian speakers that are confident in both? I need some with translation of sounds files.
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.
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.
is there a mod that lets u have your pistol and the knife in the other hand
Its not possible to hold two separate weapons at the same time
Which mods affect bounty hunter npcs?
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?
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 🙂
Well then. Can anyone explain this?
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
How can I access vanilla Anomaly shaders? Nvm, figured it out
maybe future update for pistol only 👀
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?
you can find your user.ltx in the ANOMALY (not gamma) appdata folder and search for that setting there, seems to stick if you do that
Oh it looks like I didn't need to do anything after using the command for the first time in game.
Thanks a lot anyway!
ayy nice 
Hello. I would like to change the firing sound of a weapon to that of another existing one. What do I have to do?
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
use the AXR toolset
helps you convert and such for db files etc
just need to make a path folder for them
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
create a new folder for the mod, replicate the folder hierarchy of the original sound (ex. if the original sound was under gamedata\sounds\weapons\ak47\ak_fire.ogg or whatever, you would recreate those folders) then place whichever sound in there and rename it to be the same as the original sound
or alternatively you could modify the LTX file to make it use the sound you want
Do you by any chance know anything about changing penetration values on specific ammos?
change k_ap in the ammo's definition
weapon_ammo.ltx
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?
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
right hand side of mo2
search weapon_ammo.ltx
double click the file
that's it
.ltx files can be opened in any text editor, they're basically just .txt files
Oke, ill try, thanks guys
@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
Oke so the k_ap is 0.015 for 357., how does that translate to ingame ap?
Sorry for the ping @static nebula
I may still have it somewhere possibly 
I'm not sure, I've never messed with ammo stuff personally
Do you think the number ingame will change if i change the k_ap?
I could judge based off that
I hope so, I have a zip of it but then opened it and the files were missing
gimme a shout if you get round to finding them
Done ^^
It might, worth a shot
Oke, thanks man
Ill see what 0.15 does
I feel like a tech mastermind changing these values
1000x that ap
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
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
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.
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.
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?
anyone got a mod that increases the med uses and loadout that gamma has for regular
Can someone make a SR with a PiP scope for gamma..
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.
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
it did extracted it but theres only meshes no textures extracted 😦
It is possible to make a mod wher companion Npcs can relax and 'chill' around like other Stalkers aroumd campfire
if youre talking about anomaly dbs just use the one that comes prepacked with anomaly in the tools folder. run the unpacker_all.bat file for textures and meshes. the one without the _all is only configs and scripts.
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
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 
😮
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 ?
no idea i dont play gamma
kyne's mutants are the only worthwhile ones really
yeah I think thats whats used
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?
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
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.
Can anyone tell me why is ledge climbing mod overwriting the hideout furnitures?
Anyone knows how to apply stalker bumps to an object in blender
like normal maps? try this material setup
be sure to change the color space to "non-color", otherwise it'll look weird
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
Pins has this: #╙🖇mods-making-discussion message
Hi guys, I am trying to find the Armor Degradation slider/button. I found the weapon deg. one but not armor in setting
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.
How can i edit armor-piercing Mauser bullet? i want it to be BR5 at least
Hello lads
There's an .ltx file with all the stats for the ammo. Named weapon_ammo, find it in the data panel in MO2.
Also keep this in mind for AP values: #╙🖇mods-making-discussion message
thanks a lot
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?
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?
Does anyone know where this texture comes from? Most likely vanilla Anomaly, but I need to know the name of the file.
you're fucked and you need to make use of scripting to make this possible
damn. would you mind elaborating why this is the case? any technical insight? im just curious. also any resources on scripting you maybe know of? never did anything like this in xrengine
engine limitations
so basically anything that goes into that slot also HAS to be useable one handed?
what would the script need to do in essence?
maybe kill the detector input if the weapon is selected?
that's the first thing that pops into mind
sorry for pestering btw, thanks a lot for the insights
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
ohh thats a great lead, will check it out
sadly it doesent block the usage but detects if the detector is out and then multiplies the dealt damage by 0.4, cant find anything that would prevent the detector pullout sadly, any other ideas? sorry im completely clueless.
killing the detector input
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
jesus also the damage penalty doesn't work due to how unflexible gbo is
let me come up with something
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
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
or maybe an actor_on_update
nah that ain't it
idk on update sounds easier to pull off but also ugly
and just hardcoding it to make it ignore the 6 key? as thats the default binding? thats really shoddy tho
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
nope, i wrote a script that halves the damage if you try to swing them one-handed, you can still use them with detectors no issue tho.
i also did custom draw/holster anims for 1-handed versions.
no idea how my stuff in implemented in this pack tho
most nested if is redundant as all hell but whatever
ah i recall way back you were looking into blocking detector usage altogether
but i have the memory of a fish
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 
yeah axes and sledge can only go into main weapon slots
average gamma situation really lmfao
testing
pretty much all my mods have double the features if you get the moddb version vs the version implemented in this shit 
i mean it instantly curbs the detector attempt, the animation looks wonky but its preventing usage
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
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!
can also use that for other guns like idk
the stakeout ithaca
or sawnoffs
or the small smgs
yeah, i figured, thanks a lot!
is there anyone willing to rig ODST armor to work in stalker
asking for a friend
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
asking for a friend - himself

i mean i will pay if someones willing to do it right
real
if so do contact me 
afaik there is no "burning time", its either lit or its not
loading saves/leaving the zone/rain can sometimes put them out tho
Any tutorials on how to rig arms view models for stalker on blender?
the same way you rig literally anything in blender
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
thats one way, sure
Is there another way?
theres 100 different ways
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
gotta spend some more time learning the basics i guess
Hmmm
I want to add, generated from script logic, new text here. Where do I start, which files to modify?
I add text there for my mod, but i use xcvb's stuff that is just cut down to only needed things and modified a bit(or so i think)
Cut down:
original you can find on Moddb. It does more than just that
I am going to see if I can extend utjan's crafting info in tooltip
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 
A thing worth noting: These require latest FDDA from moddb. Not the one from github
github fdda are actually outdated 
Maybe make a #1035807043933720576 thread and have people test it as well as discuss
Bruh.
I broke the post skinning animation again 
Add some wild claims there and people will download it and provide free testing
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 
lmfao
Honestly this is guess work and random patching.
The best course of action would be for some more knowledgable modder (Demonized or Raven) to rewrite the whole thing from scratch.
While I decide whether I want to get off my arse and do some fancy ass animations for items so you don't have to watch the same animation for a single item over and over and over again
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
where is outfits config file anyone pls?
gamedata\configs\items\outfits
You’ll probably have to unpack the db files to get the base outfits.ltx file
The unpacker is included with Anomaly iirc, and you can extract only the config files
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?
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.
thx alot
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.
Effects like that are made as shaders, so i dont think it will be that easy. They change brightness and pulse
I expected it to be simple overlay, damn.
But thank you much, I'm a tiny step closer!
I am not really knowledgeable in this topic, really. But you would need to edit specific shaders(which i assume are .ppe files)
I just use the bleed icon mod: https://www.moddb.com/mods/stalker-anomaly/addons/bleed-icon
Thank you!
How to make Free Zoom toggle? Alternatively, what is the # for Mouse 2 so I can bind it to RMB
Hey guys, is there any way to change the mods regarding sleeping, to allow sleep in all places? Wanted to create more hideouts
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?
Where in GAMMA would you go to alter the Ballistic Resistance values for armors?
you'll want to do a DLTX edit changing bones_koeff_protection
something like this
you can override the stats in damages.ltx but i would reccomend just using another outfit's values
Thank you so much! Where in GAMMA is this at?
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??
for small stuff I would edit GAMMA actor damage balancer gamedata/configs/mod_system_items_armors_br_class_rework.ltx
to find the values for specific suits use the db_unpacker.bat in Anomaly/tools
search damages.ltx
I would start with GAMMA massive text overhaul Project and daralief's text edits for gamma specific stuff
most of the ingame text is from Anomaly use the Anomaly unpacker i mentioned above and check config/text
You are AMAZING!
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
Thank you
Where KS-23 insert and pump sounds are defined?
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
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?
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.
the ; before [Outfits] means you've commented out the section, so no wonder it doesn't work. the section is commented out because traders are not supposed to sell armor.
for best compatibility, you should make a DLTX mod, and not edit the GAMMA mod files directly. for one thing, if you edit directly, everything will be reset every time you update gamma. for another, it is much easier to troubleshoot if you make a proper DLTX mod
check pins for how to do so
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?
maybe with a function that patches the table?
grok_casings_sounds.cal_to_sound.ammo_23x75_shrapnel = "pistol"
for example
if the table is not local then its possible
you guys know any way to disable crows entirely?
the game won't stop spawning them.
I already re-installed the game from 0 three times, with new downloads even.
Making a german Translation👍🏼
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
No worries no need to answer that my bad i got the answer from other people
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.
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
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?
Lasers are built into the weapons somehow, they aren’t separate attachments. That’s all I really know about it.
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
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
i see thanks for the first steps i'm gonna take a look 
they are bits of the model. like a plastic stick stuck off the front of a toy gun with an led in it to make it glow.
what's the carabineer shotgun's .ltx name?
i guess the laser should be attached on the blender, i can see the laser attachment but seems like it's only for the look of the weapon
Find it in debug and see
I bet mp153 ltx file has it
yeah turned out I already had it
got it mixed up with the mp133 - mp153 btw
hello. I found. that in your version of better stats bar lines from sota's ui gamma rework.
So I thought that they are working together. But I recently found out, that with your script - there is a issue with thirst bar: you can see it on screenshot. My bar is 50% empty, but when you hover mouse it shows 29%
https://cdn.discordapp.com/attachments/1115558016608120863/1166915845285486652/image.png?ex=654c3a11&is=6539c511&hm=d9ab17b232445c16437f5f9d2abdac1bca50e15ff1ce8e92c64c591d599f1592&
I've stopped using sota's ui and have gone back to the vanilla ui, so I'm not updating those small edits I've made.
Are you talking about the ctrl stutter fix I made? Can you confirm that the problem doesn't happen when you use only sota's files?
yeah, i am talking about that ctrl fix. and yes I can confirm that it is not happen with sota's file, I tested it
Please upload both sota's and my files here so I can take a look. It may take a while, I'm not at my desktop right now.
thx. i will dm you
Here is fine
should work exactly like sota's now but with no ctrl stutter
tell me if it works
ok.. gimme few mins
thanks! I can confirm, that ctrl works only in inventory, And the thirst bar is correct
nice
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.
There is only that I know of, edit the script
If you lose them - you die instantly
@surreal gust Yo. Ask here
Ok
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?
Prob has to do with ambience and shit
Nor on my modded modlist
Not sure which addon is the problem because i dont have "gamma at home"
You don't?
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
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
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
By ambience i meant the horror ambience
?
The random screams and howls you hear in stalker
The modded background soundtrack?
These are random? I always found something near these
Its not a problem with the map
Its just some fucking addon
Try testing the volumetric lights lol
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
is it possible to create a grip attachment mod?
304- Dark Signal Weather and Ambiance Audio - Shrike
Maybe
I didn't see any
They are located in the asphalt area of the map
The road?
how possible is it? like what kind of conflicts would it run into or anything of that sort?
I am no modder, but people here already did add a shitload of suppressors, under-barrel grenade launcher and a multitude of scopes along with scope kits so maybe a grip is not that bad of an idea
I just hope it's stats would be reasonable like -9 recoil impulse and +7% handling
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
Not like with silencers that add damage for some unknown reason
never knew silencers added damage
Good luck then
Stashes work. The little crate doesn't. Doors are push only and only one of the breakable crates had an item in it
The wooden ones yes, besides the small basket
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.
Thats normal
The basket is a static object
Could you send the volumetric light pics?
No. I'm a dx8 user sadly
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
grok_casings_sounds.
ah, thank you!
It's happening again. Just gonna give sr_crow_spawner.script its own internal crow counter and a limit on consecutive crow spawns.
I hope this is enough
It has light but its not very visible during the day

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
the impact noise is nostalgic
im installing that mod to see what fuck up did shrike do
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
also heres a new spawn file
made a fuck up with the level changers but i fixed em
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
I'll be on it in a minute. Gotta wake up first xD
also you can turn on r1_volumetric_lights in the console and see if that changes the light
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
Is there a command to skip time?
Yeah
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
Yeah yeah. I know the drill
just telling because some people dont know how to read
Where do I place this file in the Valley zip?
not zip
the folder
go to gamedata of the mod
then spawns
remove the old one and replace it with that one
I have no r1_volumetric_light command in game
And I just died to an emission as I sped up time
make yourself god
to do this type
g_god on
The lightbulb on dx8 doesn't do much. It has static light sphere, but no volumetric light
thats because of dx8 sadly
F7-G works as well. I just forgot xD
you can do it in the console anyways
I'm not gonna use a higher one as my laptop would fry itself
its fine
oh i made a slight mistake
its r2_volumetric_lights
but r2 is for directx9 i think
also when i fixed the spawn files i mean that i changed the coordinates of the destonation position
it doesnt have any ai changes or some shit
okay
afk
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
Cool
volumetric lights in xray have shit performance
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
I used dx9 enchanced
Yeah. No. Not going that far
my gpu is a gtx 660 anyways
mine is mx130
What do you mean by that?
like what needs change and shit
Btw can anyone help me bind a key to a console command?
That's your job. I just test integrity and features. So far it's been pretty barebones, no fps drops, no issues and pretty much everything works as intended
okay
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
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.
i'll consider that thank you
if only find some space for it
i was thinking bordering it with rostok and truck cemetery
Might as well, then swap freedom with bandits
Thanks, but I already did it
Cool
I just did open console and wrote "bind_console time_factor 0.55 kC"
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
function on_key_press(key)
if key == DIK_keys.DIK_C then
local tf = get_console():get_float("time_factor")
if tf == 1 then
exec_console_cmd("time_factor 0.55")
else
exec_console_cmd("time_factor 1")
end
end
end
function on_game_start()
RegisterScriptCallback("on_key_press",on_key_press)
end
``` if you wanted C to toggle to back and forth each time you press it.
or whatever key.
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
Aaaand where do I put this code?
Just make a script file ig
In a .script file
And put it in gamedata/scripts
Pretty sure tab will be DIK_TAB
Okay. How the hell do I make a script file? Just make a text file and call it bullet.script?
Yeah just make sure the extension actually changed and you didn't make a .script.txt
Ok
If it did save it as a .script file
How do I change the extension in case I would need to?
Probably from the properties box in windows.
I forget I set windows to always show the extension years ago and just do it from the regular rename
Anyone knows how does the game determine which armor has a mask overlay on the screen
You can also do it by opening notepad and selecting save as and then save it as a .script file
Works for me
Probably the armor ltx file
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
The water drops are a shader. The masks are a texture.
Big list on the ltx read by the script I wrote for grok and nav back in 2020
the thing that's on the corners with some of the helmets as a texture?
the entire thing is a texture
expect for the rain drops
even the cracks are a texture
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
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.
Yeah I just DLTX'd both of the helmets I made and it works perfectly
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.
Like this guy I am looking for the armor degradation modifier. Getting shot twice and having my combat purpouse armor be reduced from 100% to 85 is ridiculous. Can anyone help?
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
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?
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
If they use the same rig then it should be pretty simple, as long as you have the right tool for it
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.
I don't see what's wrong with adding new Tarkob weapons to Demonized ledge grabbing.
unappreciated is one result
for me honestly if it seems sound enough i can try, as a challenge
it's never about the attention it'd get me i just learn new stuff
Well, my bingo card was way off 
This was my first guess
For me it is frustrating when I spent a lot of time on a gun and then someone's comment, without even mentioning the gun that the post is about, is "I want this other gun, make it"
Would anyone happen to know where I should be looking to adjust the wear from swapping parts in a gun?
is coop on gamma even possible?
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
Dude. We don't even have a proper stalker multiplayer project, why would you think that there is mp on anomaly? 
i was thinking of releasing my map as a PROTOTYPE
im not sure about this
should i do it
inb4 it gets added to gamma in the prototype stage and then people complain it's a prototype
great username giving me ptsd lol
I guess i will wait for a little longer
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
no i mean if u put ur time to it with good coding knowledge is it possible ?
Good coding won't be enough.
idk, probably
there's projects like xrMPE out, and still being worked
doubt it's worth the time and no pay
idk if this is the rightchat, but is the CMMG Mk47 featured in the game? and if not, is there a mod for one?
Oh my goodness MCM is complicated. I just wanted to add an options slider to my mod
What kind do you need?
its simpler to copy from other mods
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
You can do a list selection or just a simple slider from 1 to x, with step of 1
Probably a list selection then since I don't need it to step by 1
{id = "MEDKITS_HEAL_LOGIC", type = "list", val = 2, content={ {1,"MEDKITS_ALL_HEAL"}, {2,"MEDKITS_ONE_HEAL"}}, def=2.0},
is how i do it
Gives you a list with 2 options, its either 1 or 2
Sorry it's my first mod 🙂
I wanted to keep it simple to start. Might do something more interesting than melee damage later
Pretty sure this is only one way of doing it. I saw 2 other ways of handling MCM
I will keep researching. Thank you for getting me started
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
I haven't found that to be the case, personally. But maybe with more testing you will be proved right
Is there a mod that lets me sell the old armor I'm no longer using?
Black market is in gamma, so it can allow you to sell shit i think
for basically nothing though
The system is very interesting however BM only allows you to sell guns
just donate if you want to get rid of it
Oh right, donating would give some goodwill to advance traders at least
The traders that sell/buy weapon also buy outfits but you have to repair them
Wait donating gives goodwill??
Oh it's the mod creator lol
I actually just assumed lmao
The technician has so many bits and bobs of random armors donated from me that it's unreal
Not actual creator but i "work" on it xD
Maintainer :)
I thought you could disable it caring about condition for black market as well 
I haven't used that in a while
Alright, I think my issue is I was trying to sell the starter armor to higher tier trader
There is no restriction regarding armors/traders, you should be able to sell any outfit to any bm trader. which one refuses to buy ?
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 :)
Yes
Somehow after enabling black market mod autodisassemble function works too xd
Yeehaw
does anyone here know what mod @faint sable uses for his inventory ?
i also saw you had done your own mod or something abotu npc models and i cant find that again
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
whoa, does this work for gamma?
Just installed it myself, has a GAMMA patch option in the MCM so I assume so.
Woo, just released my first mod 🙂
Extremely simple mod, but still
Congrats mate. Simple mods are the best to start with.
I'll have to come back to the MCM thing later. I have stuff to do
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?
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
hey guys do you know of any way to make rank gain slower?
@somber sunopen game_relations.ltx and edit rating
Because the texture tiles are overlaid by a special level shader in the game. Blender doesn't support these shaders. Of course purely in theory you can try to get texture tiles for levels in the form of texture, but I have not dug on this topic.
which one of these should i edit?
@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
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?
i'll bail you out just this once, what's the item?
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.
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?
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
a certain g***itach is known for that
yeah, what a sad world we live in
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.
i take it you're trying to extract assets from vanilla ano to find out what the items are called?
I guess? I'm literally looking at the website with no prior knowledge on modding this.
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
So do I just run the unpacker.bat and it will give me the _unpacked folder?