[sharpening_stones]
max_uses = 5
[gun_oil]
max_uses = 5
[gun_oil_ru_d]
max_uses = 5
[gun_oil_ru]
max_uses = 5
[solvent]
max_uses = 5
[cleaning_kit_p]
max_uses = 5
[cleaning_kit_s]
max_uses = 5
[cleaning_kit_r5]
max_uses = 5
[cleaning_kit_r7]
max_uses = 5
[cleaning_kit_u]
max_uses = 5
[toolkit_p]
max_uses = 5
[toolkit_s]
max_uses = 5
[toolkit_r5]
max_uses = 5
[toolkit_r7]
max_uses = 5
[glue_b]
max_uses = 5
[glue_a]
max_uses = 5
[glue_e]
max_uses = 5
[armor_repair_fa]
max_uses = 5
[sewing_kit_b]
max_uses = 5
[sewing_kit_a]
max_uses = 5
[sewing_kit_h]
max_uses = 5
[helmet_repair_kit]
max_uses = 5
[light_repair_kit]
max_uses = 5
[medium_repair_kit]
max_uses = 5
[heavy_repair_kit]
max_uses = 5
[exo_repair_kit]
max_uses = 5
[rasp_tool]
max_uses = 5
[ramrod_tool]
max_uses = 5
[sewing_thread]
max_uses = 5
[heavy_sewing_thread]
max_uses = 5
#╙🖇mods-making-discussion
1 messages · Page 38 of 1
Okay, thank you so much, this makes a bit more sense now.
i forgot to add exclamation marks, didn't i?
yeah
yep, i did
![sharpening_stones]
max_uses = 5
![gun_oil]
max_uses = 5
![gun_oil_ru_d]
max_uses = 5
![gun_oil_ru]
max_uses = 5
![solvent]
max_uses = 5
![cleaning_kit_p]
max_uses = 5
![cleaning_kit_s]
max_uses = 5
![cleaning_kit_r5]
max_uses = 5
![cleaning_kit_r7]
max_uses = 5
![cleaning_kit_u]
max_uses = 5
![toolkit_p]
max_uses = 5
![toolkit_s]
max_uses = 5
![toolkit_r5]
max_uses = 5
![toolkit_r7]
max_uses = 5
![glue_b]
max_uses = 5
![glue_a]
max_uses = 5
![glue_e]
max_uses = 5
![armor_repair_fa]
max_uses = 5
![sewing_kit_b]
max_uses = 5
![sewing_kit_a]
max_uses = 5
![sewing_kit_h]
max_uses = 5
![helmet_repair_kit]
max_uses = 5
![light_repair_kit]
max_uses = 5
![medium_repair_kit]
max_uses = 5
![heavy_repair_kit]
max_uses = 5
![exo_repair_kit]
max_uses = 5
![rasp_tool]
max_uses = 5
![ramrod_tool]
max_uses = 5
![leatherman_tool]
max_uses = 5
![sewing_thread]
max_uses = 5
![heavy_sewing_thread]
max_uses = 5
mods make this man orange
earned a few modding experience points for that
If I'm changing multiple lines of an item, do they need to be in order? Or can the line be in whatever order?
![sharpening_stones]
cost = 1860
max_uses = 4```
Just in case I get a line in the wrong order and can't figure out what I screwed up later on.
Can it go this way? max_uses = cost =
Not that I am looking to intentionally change the order or anything.
@velvet karmai don't think it matters, but you could run the game and find out
in debug mode, in the pause menu, you can press f5 to reload all config files so you can verify your edits without a full game restart
Serious? Awesome, I'll try that now.
One more thing if possible. Crafted items such as the field armour repair kit, will it still only have two uses after I craft it?
@velvet karma wait, was it the pause menu (esc) or the debug menu (f7)? one of those is correct
Or is that another thing I will need to change.
Ah sorry, that's actually something I could check myself if I was just thinking a bit.
I'll check it myself, sorry.
Can anyone please help me disable foggy weather permanently?
hey! thats what i wanted
please this is killing me, I'm staring at a patch taking fire in the face and cant see the asshole shooting m,e
edit w_pkm.ltx
ahh alr
where exactly do i find it?
which one is it?
@hazy scarab
Is there a way to increase actor eye level height ? the stalker current is midget level 
But how lost alpha or gamma modders are able to create maps and tile surfaces?
it's in actor.ltx, a value called camera_height_factor, just adjust that either up or down to get your desired camera height, characters hitbox doesn't change though
Thanks !
guys can you help me modify the damage on the guns? i wana increase the pkm dmg by a little bit, so it would be worth using.
@fossil birch can u help? (sry for ping)
guys can you suggest me some mods to add to my gamma 9.1?
Bas guns
isin't bas in gamma by default?
use the Data search box in mo2 to find the pkm file the game is actually using
open it and the find the line that's called hit_power, and adjust that up very slightly. You don't need to raise it a ton to increase damage. That's the quick and dirty way of doing it at least
alr
i cant find the data serch box
found
sry
what comand decreases vertical recoil?
Hello people! Tell me how to disable the mod for ballistics and cartridges from GROK?
ask in
thank
Actually it was an overlay entire time.
Looks like mod adds this texture on screen and flashes it with alpha/transparency gradient-like setting.
Image below is a screenshot from game.
(aside for simple hint what to edit and 'it's here' text, I doubled alpha on bleeding visual stuff, to be clear)
damn, nice to be wrong
Luckily for me :)
But you did help, made me more curious to dig through files, found this one by accident
guys what do i change to decrease the vertical recoil a little bit?
which one?
Cam max angle I think but I'm not sure
Probably decrease it
Is here any modder that works on ingame weapon textures?
and could fix the Scar-H ubgl being made out of crystal on DX8?
I am willing to draw the textures by hand if it comes to this
That's a bump map issue
Juan what do u think it could be?
could it be this? ^
I'm actually not sure what specific value control the axial recoil, never looked that deep into it
Bump map?
cant seem to figure it out
is there a way i could go about making a keybind to equip/unequip a helmet?
like maybe be able to put the helmet in a quick use slot
Yeah, that's the "texture" that tells the main texture how much or little metallic it is, all the surface scratches and dents
The one for that weapon is probably not optimized for dx8, therefore making it hyper glossy
Glad you did
Can anyone in here fix this please?
What gun specifically is it?
Alr i was wrong i havent foumd it yet
what are you looking for
vertical recoil?
that's all the cam_dispersion values
except for the angle ones
If you're using gamma and actor effects, it'd be easier to just swap the recoil profiles tbh
self explanatory as to why
cam_dispersion is your base raw recoil
cam_dispersion_frac is a factor in the recoil formula that i just can't remember where it was
cam_dispersion_inc is how much is added to cam_dispersion after every consecutive shot
same goes for the zoom_ values
and if you want to do the cool gbo violent camera sways i have my own guide pinned in this channel on what exactly each number does
what's a good reshade for dx9?
angle values
Yes
I'm gonna find it and send you a ss
Wpn_scar_siber
Wpn_scar_siber_black as well
it looks like both the bump map and base texture are missing 🤔 wonder what happened there
Can't say.i just know I've found one and hated it for that glossy shit
Although I'd love to use a scar as my DMR I can't because it looks awful
Nah, if the texture was missing it would be dark blue and if the bump map was missing it wouldn't be glossy, quite the opposite
oh you're right, my bad
im too used to blender 
Yeah lol
Actually to me it looks like a bad thm file
No way it's that way too for me
when I downgrade to dx8
Oh I see the issue
does anyone know how to add armor to npcs kit so if they die they have the chance of spawning with it
yeah... Can anyone here fix it or is it fucked?>
Give me a second
Okay. A minute. my game just crashed
oki
oh no i meant as adding a brand new armor to their mew model that you've put in the game yourself
they won't spawn the armor on death unless you put it in their npc kit but i don't know how
Then Idk. I don't play with that
If you can find the original texture
yeah
Shit. I've never seen the og
It's from tarkov I think
so, i need help finding a config file. I want to change the points you get from each progression difficulty
do you guys know which one is it?
do you mean in the loadout screen where you make your character?
yup
it's a file called new_game_loadouts, use the search on the side of MO2 to find the correct one
open it and edit these values to what you want
np
do i need to copypast from the _unpacked folder to the anomaly one?
what are you wanting to do with it exactly?
just changing the values
oh nvm
i was opening directly from the games folder
not mo2
yeah when editing any of the files from GAMMA you always want to use the one in MO2 as that will always be the file loaded
thank you very much!
Is there a way to enable debug mode without the launcher?
write -dbg in commandline.txt that you can find in your anomaly folder next to the AnomalyLauncher.exe
Thank you
is there a list of or guide to motion marks for HUD animations somewhere?
I have a mod idea that probably will be too hard to implement
A web browser within the pda
So you can actually listen to songs or watch yt or even access dc through the pda
That'd be cool considering xray is sensitive to alt tabbing
it is?
never noticed
On my laptop I can alt tab once and the game crashes after I try to leave the menu in more populated/unoptimized areas
In my base that happens after 3 to 5 alt tabs
Rn somehow in AW I've been able to do this over 10 times already, dunno how
Where do these sections come from/determined by in the death_outfits.ltx
model names
I got a simple question, pretty new to this, but i have a sort of idea of certain things with just editing values and small scripts and stuff
i have a cool ass companion, and kinda want my armor to look like his, not that its a big deal, and you dont really go in third person, but hey we mod the game to make it how we want right? anyways, any ideaso n how to do that? I cant seem to get the config file I edited to stick
i have the actor value but when I set mine to that it doesnt show
so you want to change your third person model you can't really see? Not the hud legs and arms models?
I mean the arms on the skat-9 are kinda crap with old dog compared to THAP, but installing THAP is a pain to get working right because of how tight EFP is
but yeah I wanted my 3rd person model to be different, lol, didn't know if that worked or not
i mean if legs and arms is as far as it goes that'd be fine too I guess, I thought you could change your 3pv model, though thats probably more work than I thought it would be it sounds
I just don't like the black soft arm thingy with the sk-9's
lol he's got some sick gear on and a backpack sometimes I pop into 3pv when running around the zone and it'd be nice to have a char that showed at least somewhat that im lugging around a ton of shit. idk man, would I be able to change the fpv at least so i'm not looking at those arm guards?
pretty sure efp uses thap by default. Not even going to ask why do you ask in gamma server about efp.
Still, I helped with third person model here, I doubt anyone is willing to explain it personally: #╙🖇mods-making-discussion message
I actually didn't look at the discord I was in I thought it was EFP LOL, it's really late so that's on me. sorry hahahah
they are right on top of one another on my side, anyways, EFP uses old dog at the moment, I guess I'll ask there instead
If you won't find help there, the stuff I linked should still work on efp
thank you for the help! gonna enjoy my skat9 alot more lol
Not sure if this is the right channel but I'll try here first. Does anyone have any suggestions for what mods to focus on implementing first when building a large (150 or so) custom mod list? For example, visual mods first over audio, optimization mods before visual, something like that. Not sure if there's a general rule of thumb of whats best to start with or if it's simply whatever load order doesnt have conflicts.
Hi! I have a problem and I was sent here, I wanted to use PSO-1 scope but they either have wrong reticle (for BAS) or is completely unusable
@tidal elbow about #╰⚡fps-optimisation
why not lower alife's objects per update count? default value is 20, I am playing with 12 rn and tried to lower it as low as 5 and haven't noticed much difference
i think it is better than turning off offline combat altogether, for example
Bit of a question. I have a mod i had made for the normal stalker anomaly that uses a new sound for the blowouts. I used it in gamma but it does nothing. Do i have to do anything extra for my mod to work on gamma?
be sure it isn't overwritten by another mod
I found out what it was. File names. Apparently they changed when the update to 1.5.2 hit
nope, what are you trying to do? there isnt really much you need to know, you just add them to your reloads/unjams to trigger the ammo count updating then or in melees to trigger the hits
exactly that haha. with my saiga animations a common complaint is that the reload takes way longer than it should so i'm thinking i should fix that in any future animations i might put out
Uh, I already did that. For all the guns in GAMMA.
you can just fix it in your current one in 2 seconds
people tweak and update anims and omfs all the time, a list of increasingly outdated omfs is probably not ideal
best if individual authors just have it in their own mod
Agreed. If only because anim authors will actually know what their naming conventions are.
how so? i'm not familiar with motion marks so that's what i'm trying to figure out
But yeah, doing it yourself is like a 5 minute job if you know where everything is. 1 minute if you already know the timings.
I wrote this guide the describes the workflow I was using to patch them myself. Should cover it.
#╙🖇mods-making-discussion message or the guide above aegis wrote too, i havent read it myself tho yet
It's not formatted particularly well, I just wanted a text guide I could bundle with my mod for maximum compatibility.
is good to have something long form for people who are completely new 
oh, i assumed that the motion mark had to be named in some specific way 😅 so I just add a motion mark whereever i want the weapon to be considered "reloaded" and that's about it?
nah no naming conventions required
i think for unjams they need to be named specifically since that is a feature added by aoldri's anim scripts but all other marks like reloading or melee combat can be named what ever you want
gotcha. and it's just on the .omf for the hands, not the weapon right?
id add a range like you can see in my screenshot i linked too is the only thing, like if your mag-in is at frame 55, make it like 52 and 58 for the range
yep always add motion marks to the hands only
sweet, thanks you two for the help 
Happy to help. I very much want to make this a standard in new reanim and weapon mods. It takes almost no time and solves a fairly sizable annoyance of mine.
I should probably go back and test that, then. I did patch the unjam animations as well, without a specific name, but couldn't find a quick way to test it like the standard reloads, so just assumed that if the reloads worked, the unjams did too.
many people have been doing it for a year+, it is standard for the more feature complete sets, adding motion marks are really nothing new unfortunately tho most people just reference BaS for their shit when theyre learning which is terrible, bas is some of the laziest garbage around
you can set your weapon condition with like db.actor:active_item():set_condition(0.1) for 10% condition or any other number in the brackets at the end and then shooting will just trigger a jam frequently
Thanks for the tip. I'll go back through when I have time. Though it's not nearly as big of an issue as the reloads, as most are quick and pretty rare in standard GAMMA gameplay.
So nobody's gonna fix the thumper (FL40 UBGL) on DX8?
if its only broken on dx8 then its probably just a texture compression issue. bc7 compression wont work on dx8 which is why you should use bc3/dxt5 for stalker textures
Cannot find the Nov-28-2021 Boomsticks version anywhere fuck you Google drive why does a link expire it's not milk what the hell
Saw some random MediaFire type thing that had it but I don't trust that whatsoever
Download file Boomsticks and Sharpsticks 28-Nov-2021_1.5.1 - stalker-mods.clan.su.7z - 1.54 GB MB from ModsFire.com, without any restrictions and waiting! Straight download with max speed!
Can anyone attest if this is legit or not?
Like the website, ive never heard of this
sus, but my antivirus didn't immediately explode if that's any reassurance
What antivirus you use? dont tell me its malwarebytes or something
could always just make your own reposition 
id love to honestly. not familiar with any of the modding tools or where to find the right files for stuff without searching thru ltx's for hours to find one value
is it as easy as just setting the coordinates or is it like a per weapon thing?
its kind of time consuming, it's easier for weapons with just 1 or 2 sights but you have to redo the position for each sight that a weapon has
ive got plenty time. say like for the L86, im guessing id have to find the wpn_whatever and then just toy with it until it feels right in game?
ah by every sight that means every possible optic not just the irons
there's an ingame editor, so you would mess with ingame until it looks good, and then export those values into an LTX file and set it up to work with DLTX, and it should work fine
or you could also just modify the original LTX files since it's easier but it might cause weirdness
there's a mod called "draggable hud editor" that makes it a tad easier
do you know of a youtube video or writeup that details how to setup DLTX to streamline the process some? this is my first run at modding anything short of shaders. ill grab that hud editor mod tho
it shouldn't be too tough, i might get something wrong though
pretty much you name your .LTX file "mod_system_name of your mod", and have it under gamedata\configs\ . inside your ltx file, you take the name of the original section in the original LTX file, and put an exclamation mark(!) before it, and just put all the positions inside their respective section.
so if I'm trying to modify "hands_position" from the "wpn_saiga12s_m1_okp_hud" section, I would put "![wpn_saiga12s_m1_okp_hud]", and then the position below that. hopefully I'm making sense, I'm not the best at explaining stuff lol
it does make sense, thank you for explaining. worst part is translating sentences to file paths but its a easy logic hurdle to hop. does the ! basically tell the ltx file "hey overwrite the previous value and use the ones after the ! instead"
pretty much! you can also use it to kind of "remove" values like I did here, I had the shell ejections animated on the model so I used it to remove the particle effects typically used for shell ejections
awesome, always helps to understand the syntax lol
really appreciate you taking the time to answer noob questions, thank you
no worries, I'm still a pretty big noob myself if I'm being honest lol
https://www.youtube.com/watch?v=x6IP8vnjdbc
I made a tutorial specifically on this a little while ago
Simple tutorial for editing weapon positions in STALKER Anomaly
Massive thanks, I'll read up after some coffee
Oh it's a video, watch*
Lol
Hey everyone. Does anyone else's mod configuration menu font overlap each other? I also noticed my inventory seems zoomed in a lot. I play on 2560x1440
Anyone know if there is a problem if i add these mods?
https://www.moddb.com/mods/stalker-anomaly/addons/promzone-level
https://www.moddb.com/mods/stalker-anomaly/addons/brotherhood1
https://www.moddb.com/mods/stalker-anomaly/addons/western-goods
They only add more items, quest and one 3 new zones
Mod DB
New Anomaly levels - Promzone, Grimwood, Town "Yuzhniy" and 2 underground levels with a Storyline for it. Some more places for artefact hunting, exploration and more ;]
Mod DB
Thank you for visiting my mod project. This mod aims to add new NPCs and some quests. It's still in development, but the mod reached a stage where it should already be playable. Consider this a beta version - so expect bugs. Enjoy.
Is there PiP scope mod compatible with GAMMA ? I like using scopes but I always resort to a different optic in Gamma because I like the awareness I have with a red dot or something but I have used other modpacks that utilize PiP scopes which I love due to the realism aspect essentially
I know new levels requires a new game to work properly
Nope, PiP is horribly optimized and cuts your performance in half
So is that all or will it also crash it because I know that it cuts performance in half when punched into the optic which I have seen some instances where it runs OK but if it will crash it then I won't do it
Just too poorly optimized for anyone to have a full integration
western good is a
mod
insanely good
Hi ! How do I use a function in my script when the player gains exp/rank?
is there a mod out there that changes the stanky ass yellow/orange lights in the game rn
tf
You're not even supposed to treat these files as dltx you fuck
Okay I'm blind, missed a duplicate section in the single file 
when GAMMA + Desolation
What's the specific mod that adds the separate music playlists into Gamma? Installed Anomaly Radios Extended for my own build but it didn't have the playlists available in the bottom of the player.
Like TRX Special and so on for example
Does anyone know if there are any mods that give the HUD a background so I can actually see my health and ammo counter in bright areas? Or does anyone know which files I would need to edit to create this myself? Wouldn't mind adding a background around the minimap as well for readability. The basic Anomaly HUD, which not the nicest to look at, was readable in all scenarios (most games' HUDs are designed for visibility at all times).
EDIT: Never mind. I found the files and did it myself.
Does anyone have a recommendation for adding a delay into a script? Specifically, I'd like to delay the "Connection lost" message that comes at the start of an emission/psy-storm, lets say by 30 seconds. I think I want to do something around line 1087 in dynamic_news_manager.script (from Dialogues Expanded, see code), which seems to be where the message comes from.
What am I missing about dltx-ing weapon sounds? This way doesn't seem to make a difference but I can't think of any other way to reference the sound location. Am I indeed referencing the sounds wrong or does this way just not work full stop?
Looks like it might be this:
https://www.moddb.com/mods/stalker-anomaly/addons/pda-radio-extended
That one of my guns, I manage my gun sounds with DLTX, if you want a DLTX file to overwrite mine, you need to put Zs in the name first
Because DLTX orders files alphabetically
So mod_system_zzzzzzzzzzzamdsounds or something like that should work
ah okay awesome, I'll give that a try
Thank you mate. : )
Would it be hard to create magazine modification that works just like adding scopes/silencers. I'm not talking about mags redux. I want only to change visual look of magazines and amount of bullets loaded per reload (not adding single instances of magazines to manage)
Are you planning on redoing the HUD view of the saigas ? I can probably do it today and send you the dltx values so you can integrate them
Desolation engine edits are closed source
Is there any way to bring back old MP7 before the "Dick Huys and Chlen Penisouw" one were added?
Ticking them off seem to make my game crash at start lmo
Hey I was previously asking about disabling foggy weather, if anyone else wants to do it edit 'dynamic_weather_graphs.ltx' just comment out the weather types you don't want.
Here's a test file for only clear weather.
oh, if you don't mind me using them then sure @undone lily
great heavens i sure hope this new "!saiga" command is no fault of my own 
Btw guys, anyone know how to re-enable hand picking animation mod ?
Hey, someone tip me please on how do i spawn a helicopter through console/debug?
disabled gamma reliable aimations settings and enable pickup anims in mcm
then enjoy busyhands
mcm = in game settings right ?
guys, a question, I have the whole English text translated into German and made a German folder, the question is now, how do I "convert" this to a mod?
I'll be honest, I'm stumped, I'll send in the translation, maybe someone can get it right
you should just be able to create a new mod, and put the files under (ModFolder)\gamedata\configs\text\ger or whatnot
Yes, but it still doesn't work.
It is called mcm. Mod configuration menu. Its settings for mods.
Go to Support channel
any tips on making a script run only in the first few seconds of a new game?
How hard would it be to allow a gun a certain scope?
I assume you mean you want a gun to use a new scope that it doesn't already have the option for, if that's the case you have to make an entirely new model for the gun with the scope you want in blender and add a new section in an .ltx file. The game technically treats each different sight on a weapon as a new gun entirely, which is why you have to go through this whole process. There are tutorials somewhere on youtube if you're committed to doing this though
Aka kinda hard if you're new to modding
not super hard if you're used to the process
Oh
Aren't there like a prebuilt models for the gun and scope separately? If not then cannot the stock gun be used as the base model with the scope being modelled on top of it? Or maybe put both models into one file? (Just asking)
The way I do it to add BaS scopes to my guns is took every single gun with the scopes, separated the scopes from the guns and put all of the scopes in a single blender project
and when i want to put them, I load the base model, add each scope and export
Oh
Well... How hard would be putting EOTS-62 (Gauss scope) on the FN F2000?
Considering I have no models
Anyone made a Inertia mod for beef's nvg yet?
(i know oxrg has one but its not for anomaly)
so ive been messing with trying to mod the game, what is the file name for corden?
escape
l01_escape pretty sure is the full map name
Hey lads, does anyone know what the hell XRay is referencing in the "player_hud_section" for outfits/hand models?
It's usually a "actor_hud_X" line but it's definitely not the .OGF mesh name.
How do I find what this line is referencing? Or how do I find the specific "actor_hud_X" path inside the .OGF?
I want to make an outfit use a specific hand .OGF but I'm not sure how to find the correct name.
those are in the configs>creatures>actor_hud_hand_animations.ltx file
That's where the ogf arms meshes get defined
@arctic relic
You're an absolute G, thanks a million dude 🙏
Sure thing
does hitting f5 in debug menu refresh dltx mods, too?
Just a heads up, as i made an armor mod just a week ago, it's tought and the game has some very lame limitations as what you can do when adding new armor
Yes, all LTX files
i did that but it didn't seem to have worked, had to restart instead
i added this to one of my dltx files:
![wpn_mp7_c-more]
slot = 1
..but it took a game restart to apply, f5 wasn't enough
@keen valve Has your Progressive Factions Relations in PDA addon been removed or something ? I can't find it anywhere
no it’s still where i put it 😉 https://www.moddb.com/mods/stalker-anomaly/addons/show-all-faction-relation-in-pda-except-monolith/
Ah, I think the search bar is picky because I tried the keyword PDA but it didn't show it in the results
Thank you, I'm currently merging it with the GAMMA Style UI Rework, but I got curious and searched it to no avail x)
You’re welcome ^^
I have a question, ever since your recent updates, the pda_relations_16 has been replaced with pda_relations_f9/f10/f11/f12/f13/f14, do I need to match the values in all of these files with the ones I have in my pda_relations_16 xml for it to display properly in the custom ui ?
Or can I just reedit my pda_relations_16 with extra sections like how it could be merged in v4?
I wanna make a STALKER inspired game in C++?
What are some core stalker features?
now that i think about it the original stalker games were pretty barebones lol
i guess mutants, anomalies, artifacts, things of that sort
Going for ultra real mechanics but retro graphics.
Wondering if anybody has info on mod(s) that add more trees to levels
Or, alternatively, how to use a level editor to achieve just that
it requires each of those files as the table sizes are basically drawn in there and the code selects the appropriate one depending on the number of factions that need to be displayed
no need, my code does not use it anymore
Then it's GAMMA inspired, not really STALKER in general
Yea.
I tried to install GAMMA Enhanced GUI, but it doesnt show up on MO, installed EXT and everything, could someone help me? Sorry for the disturbance
hey yall, trying to use this#🤖new-anomaly-mods-on-moddb message reanimation mod but it is also replacing the firing sound with what seems to be an older lower quality one. How can i keep the default gamma sv-98 sound with this reanimation?
assuming the file name of the sound is the same as the original, just delete the new one
if the name of the new sound is different then you'll probably have to specify in the config for it to use the old one
see there doesn’t seem to be a new sound file in the sounds folder of the mod
there are folders for both the sv98 and trg42 in the mod, the trg has a firing sound file in its sounds folder which is the same sound but the sv98’s only has reload sounds
that's weird, the .ltx points to these sounds in the "lib_mmb_sounds" config
i think
wait a min
what the hell is going on with these sounds 
i have no idea how this works lol
yeah im just as confused as you are
LMAO that’s okay
no it doesnt, you need to hit Num0 to refresh the ltx configs, f5 just reloads the game after you do so.
-
Any helpers or shader modders avaliable atm? If so ten please ping me. Thank you.
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Why is this message #🔨modded-gamma-support message pinned xD
Well these are not vanilla
which gamma replaces with Dark Signal
- Because it is amazing
Fair
is there a way to suggest a range for a start time? Trying to update one of my mods to include some more features and this one is stumping me
say I wanted a start time from 10pm to 2am instead of one static time you start at
Anyone here who uses companion mods/knows a bit about dltx's?
If so then I need to know one thing. If I get two mods and both overwrite the same file, but one includes a separate file as a fix, do I load the one mod with the fix first, then the second and lastly put the fix on top of these, or the other way around with the first two?
is it possible to change stats of guns by editing mod files? how do I search up a specific gun?
I did open the w_ak12 ltx it has ammo elapsed and mag size both at 30 i need it at 45
Anyone?
Yeah that fixed it didn't change through that file so I changed every ak12 one
I'm utterly clueless
Hey small question, what is the mod that adds the Kriss Vector gun to the game? I am trying to modify the ltx file so I can put it in the melee slot
w_kriss_vector.ltx in 271- G.A.M.M.A. Large Files - GAMMA Team\gamedata\configs\items\weapons@torn lava
Thank you!! I've been searching for it for a while, hopefully I can make it single handed now

anyone knows which xml file indicated 2D pda texture size and interactive UI size/placement
Hey, is there a way to disable passive decrease of radiation that is already gained by player? Radiation decrease without medications is a blasphemy
need some help how do I update my alpha chanel with the texture changes I do?
if I leave it as is then it adds white background
@brave tartan assuming you use gimp, rightclick the layer and click "add alpha channel", then fill the unneeded bits with transparency (select with the rectangle select tool, then cut with the Del key)
Im not. but I got it sorted eventually
did some light hip face texturing as it looked like a doll isntead of skin xD
looks much better in game. if someone using KVMAS and wants the face ping me will share.
I have an early testversion of a totally new animated main menu for Stalker Gamma in high rez in 21:9 resolution and 4k (1K and other aspect ratios will follow). Is anyone here who would like to test it on their 21:9 4K screens and give me feedback about bugs etc?
Im trying to do something just like this with the campfires, did we end up finding a solution to this?
due to how zzz player injuries is coded, the regen variables cannot be accessed by other scripts, you have to manually overwrite the playerinjuries script with get/setters to make it accessible, which cause some issues.
do you think i could just add a campfire regen effect to the base health through the ZZZ_player script and just add the proper local names for the limbs one by one
it would bemessy as fuck, but it might work?
also, fucking legend, responding to an over 1 year old post with info.
all the health related variables are local to the script, and will require overwritting
im gonna try anyway and see what happens :>
I haven't tried changing it myself, but gamedata\configs\mod_system_radiation_recovery_GAMMA.ltx from "G.A.M.M.A. Radiation Effects Overhaul" is a two line file, one of which is: radiation_v = 0.000000015 ;скорость уменьшения радиации. The cyrillic translates to something like "the rate of radiation reduction", so that seems like a good place to start.
what ltx file messes with the damage values of certain calibres
.338 lapua specifically
because for some reason in gamma 338 does fucking nothing
im starting to think it does less damage than 7.62x54
would be the GBOOBS w_ammo_bas.ltx, no?
might be looking to boost the K_ variables in there.
unsure though, ive not fiddled with ammo.
just want it to hit harder is that k_impulse
hmm
idk why 338 lapua is so lackluster
no clue 
maybe a diff mod then...
¯_(ツ)_/¯
changed k_hit from 1.40 to 2.50
very well
tired of having bullets that cost 1000 roubles each stunlock unarmored stalkers in the case you dont shoot their noggin
we will see if problem is solved
i will
There arleady is a mod for that
Does anyone know the codec that the .ltx files use?
I am trying to make programmatic changes to .ltx files using python, but I am getting a UnicodeDecodeError when trying to read them. This is using both the built-in open() and codecs.open( ... , encoding='utf-8') methods.
Interestingly, the error does not get thrown when I was debugging earlier in an IPynb console (via Spyder).
Here's the error:
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xe2 in position 764: invalid continuation byte
The most popular choices of encodings are utf, ansi, windows 1252 and windows 1251
Determine the encoding of a file before opening it in your script
i wonder if theres a mod that shows your legs
Thanks, ill check that out
what do I have to edit to make the Kar98 a little stronger?
so i've been trying to get my new armor set to drop on death of npcs using the model but i can't for the life of me figure out how to do the death_outfit.ltx for it correctly, like i don't know where the progressive settings are or where tf this death_manager.script is
i be real tired of pulling my hair out over this one

Someone has the gunslinger ported AKSU from Teivaz ? It was in an old version of the gunslinger GitHub but I don’t have that archive anymore
hey does anyone know the map name of outskirts ?
got a question has anyone else having an issue with pk-a scope being blurry when equipped on aek it works fine on the ak-74 or have a fix
hey, i've asked a few times in newbie chat, i'm looking for the base gamma item icons in .png format so i can make a chart/reference diagram. i've looked through the game files and have only found the maids icons. can anyone send me to where i can find them?
I have no experience with this, but based on the Anomaly Modding Book - Inventory Icons page 1, and a bit of looking around in the filesystem, I think the following are true:
- Most of the inventory icons are in
gamedata\textures\ui\ui_icon_equipment.dds. I guess modded items (or vanilla) could also come from other.ddsfiles. - The way that in-game items are associated with icons is defined in the (many) relevant
.ltx files, specificallyinv_grid_*variables. - If you want icons as individual pngs, you will have to extract them from the
.ddsfiles, which could be done manually, or by writing a script to read the.ltxfiles and extract the relevant parts of the.ddsfiles.
Does the GUI_on_hide callback affect every HUD element on screen?
If so is it possible so that only the stamina, health, and psybars are affected?
so how does one make a new mask overlay work in navs masks mod
anyone here uploaded stuff to mod db yet?
just finished a "mod" that lessens tree sway so it doesnt look like theres a tornado going constantly
small change, mainly meant for potato posse to increase frames but it looks more "realistic" overall
Nope, nobody ever did
Unfortunate
(its an obvious joke)
I'll figure it out
I wonder if someone seens somewhere a mod that changes stats bar to percentage
Heyo can any monkey patch wizards check this out? It's my first attempt at monkey patching, took quite a few hours but it works and I just want to know if there's any room for improvement 😄 https://discord.com/channels/912320241713958912/1170089625268801647
My mod disappeared from my list of followed threads 😦
I can't get it back for some reason
Something like that yeah
Ok
you can still search by name
It's not as if I'll receive a comment on the mod, but it's nice to see it in the list
Yeah
is this less atrocious than the saiga sprint animations
feel like the transition animation at the start is bad looking but whatever
Hello, trying to mute sound of mutant launching phantom attack by replacing ogg with mute one, but unable to find corresponding ogg file, tip me please
Its good
Imo put the gun lower off screen
but its imo
hopefully this is better
(this is at the high point of the loop btw)
not sure if i should go though the effort of having the original untweaked models as an option, the comically large laser looks awful but i know there's gonna be 1 or 2 people out there who really want it lol
also the original laser model is made up of 10k faces for some ungodly reason, which is as almost much as the entire rest of the model combined
you could potentially steal a smaller laser unit off a different model, keeps the functionality without looking like you've got a brick strapped to the side of it
that's what i've done here, before it had the rather huge anpeq 2 or whatever it is 
whichever one this is is about the smallest i could find
I wonder if you guys even model the weapon innard
i think most people use models made by someone else, so it's kinda dependent on the modeller
some people/games do (tarkov especially, they model just about every pin and spring) but some others are basically just whats visible from the outside
I don't know basically anyone who models and rigs guns
It's one or the other
Unless you want something horribly specific, it's not worth it
Idk if anyone has suggested this or anything (Im just a Lerker who plays) But has anyone thought/made a mod for the PDA to allow you to see about having companions join you? Or like a companion guild board? I know its part of the game and all, but going around looking for specific companions to see if they would join you is very frustrating and time consuming
afaik the only reason Tarkov renders gun internals is you're able to run most guns with parts stripped off, or the dust covers missing, for 90% of other games though it's just wasted geometry
Nice 
I’m planning it at some point
Although I hate Ui work
i'm trying to edit some files so the "parts" and "tools" get included in weapon/outfit tab , any ideas ?
i cant find which file edits those things its killing me
i think i found it
except its in gamma U.I. mod
for anyone who'd like to do the same
somewhat cluterry but i like it 
item_wherevertypeofitemitis.ltx, if you're trying to get an item ID from a mod, check the configs files it provides
save issue with my scope reticle edit
take a look at this maybe https://igigog.github.io/anomaly-modding-book/texturing/сreating-and-preparing-textures.html
im not seeing any info about how to save the edit i made correctly. theres alot of info in this thing bit overwhelming lol
nvm found the search bar lol
the save options are in cyrillic lol
with just the info in latin alphabet you should be able to copy the options
yeah i have no clue what the word is underneath the DXT5 option.
the save options have changed from the guide book it seems
do i enable the diffusion dithering? it doesnt tell me in the guide
a little more help would be nice
there is 0 info on how to fix the box around the scopes edge soo idk what to do now
anyone elsee care to help?
u obviously don't nee mipmap for such texture, purely used by the actor (you)
usually when some checkbox aren't ticked you should not change it, unless if you know what to do or if tutorials told you to change them
what I suggest is that you try to export parameters by default and it should be good already.
If you have bad results i cannot help you because i don't use (seems like paint.net ?) to export DDS textures...
I use photoshop CS6 and I follow LUNATIC COMPREHENSIVE MODDING TUTORIAL
so you're presenting us something happening in your pre-export menu, but what is happening in game do you actuallly have an issue ?
I suggest you go on photoshop CS6 where i could help like, like many other people, EXCEPT if someone doing the same process also uses PAINT;NET (and please help him)
how hard would it be to write a script to do dynamic seasons transitions i mean seen so many grass and tree texture packs and talented modders im surprised no one has done it yet
pretty sure you need LUA basic knowledge
and some random algorithm works
I got some basic coding knowledge I just don't know LUA syntax and X-ray engine library
but it shouldn't be too hard, just time consuming and optimization works
also dynamic seasons seem to require a lot of texture work too so it feels like it's not gonna be a one-person job
tbh im kinda surprised you guys able to figure out a way to modding this game
my gold fish brain can't
well i now in my mind how i would have it work the textures are already out there jest down load favorite season pack and drop it in i would just need the script first you would select the month you start the game and as time passes in game so will the seasons
and there is a texture pack for grass and trees already that you can miss and match in gamma already i think you would just have to download the a winter mod and you could have npcs change to the winter armor textures from another mod
there are tutorials for LUA
now when it comes to (stalker) scripting, some functions are explained, either in scripts themselves, either on some GIT guides... but maybe regular daily basis scripters can help you more finding what are main LUA functions & paremeters... 🤷
I c i c
a good place to start is anomaly discord
i mean I guess . I don't go there, i have to many enemies XD
and i think the transition would be easy to pull off you sleep or change zones on a given day would trigger the season starting with the grass a week or so then the trees . The beginning of spring and winter would be the hardest to do cause you have snow , grass, trees and the winter armor change
forgot daylight as well in winter nights are longer in summer days are longer.... Could instead of choosing the season you start use difficulty as the trigger for the starting season ie winter the hardest could also factor scarcer resources over winter food wise.
you might have to use time clock library I guess
pretty sure in term of LUA there's like a time count function that count since 1970s ish
last time I tried to do that in Roblox LUA
does anyone knows what is the file name that the iwi ace 52 uses in gama? I wanted to check the LTX to know what the actual base value of the recoil is
I can see the Beef's and the guy who made red dot's haven't discussed this issue since last year - some of the dots are almost inexistent
I think it's too much blur in that mod ngl
should be possible to adjust it in the files if you like
do we have mod that allows task respawn manipulation? like allowing me to have tasks respawn every 5 minutes
Anyone knows what folder 3D pda comes from? Is it only in original anomaly or some gamma mod adds the textures and animation?
It's not even enough to compare to real nods. In this mod you can still aim with iron sights in real lice I cannot see shit even with tritium ones
Although my problem is only some dots are visible alright. Others are completely dark or too bright. Like eotech (the best nightvision sight in the real life) in game is a huge white blob which cannot be used at all.
Okay. So I've found a few mods that may make the game more interesting
But I need assistance with 2 specific mods.
is here anyone well versed in adjusting LTXs?
If so either ping me or hit me up in DM's
Anyone knows what folder 3D pda comes from? Is it only in original anomaly or some gamma mod adds the textures and animation?
Its vanilla
Its been 3D for a while
Oh, maybe u know how their textures called specifically. I know where is 2D one located so I guess its in the same spot
Wonder if its 4k or now want to retexture it and would be much easier that way xD
Should not be hard to find. Texture would be mentioned in its ogf file
where can i find info on creating new ammo types for anomaly??
If only I knew what and where that ogf is but will try to look for it
Probably gotta unpack the files
Dont think its changed in gamma
Kk think its then in ui folder I think
how to remove the blur effect on arms and weapon in hand? I would like to make the view clearer.
There is none
unless something broke for you
Reshade effect mby ir mask
or you are using NVG's, in which case it is intended and realistic
this is what I see.
I don't have any mask and my graphics aren't clear on my weapon and arms.
2k game
!support Disable DOF in SSS.
@wispy void 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.
Literally told you where it was a few days ago...
With a screenshot too
I asked about 2d pda back then, sooo
oh i just seen haha. so ur still looking for the 3d one or u got it now?
its in the same folder, I just got home so will check for it. I made re-skin for 2D now want do same style 3D
and then improve them when I find out how to edit xml files properly to insrease texture size to 4k
can i see ? did you put that skin on Hip also ?
nah, shared it only with Norfair as he asked and showed it in the nrofair reshade
and hip, nah it is what came from KVMAS I did skin retexture
from pack it is very gloss and clean as if its barbie doll 😄
so I added skin spores
yeh the neck shines, so you dunnno if that works or improves it yet ?
skin is texturiezed now. in game looks better, not perfect ofc Im not texture master but much better imho
dont have time to go through all the other characters too but might do it later on
did you take a shot of ingame by any chance comparing before and after?
nope actually
I can sent u the dds file ucan check for yourself
its nto BIG change but I noticed it
if it gets rid of the shining neck im happy
aydins grass poking through the roof of bar. never noticed this before. is it a map issue ?
what mod do i havo to disable to sell weapons?
when you've drunk so much vodka that the only thing you can see is the ceiling
What is the name of the file that contains backpack stats? I remember it as (something)Backpack.ltx, but can't seem to find it in the game files
Guys how can i make semi-auto guns full-auto, cuz i wana make the remastered SR-25 full auto
I assume it's "fire_modes" in the config, not sure what the numbers correspond to but if i had to guess 1 is semi and -1 is full auto
so "1, -1" would give it both semi and auto, just 1 would be just semi and vice versa
Oke
!mags
@heady fiber How to properly enable and disable Mags Redux (adds magazine management): #╭📖faq message
enough for today, little by little gonna do it all then will do corrections 😄
cant tell if this anim is actually good or if i've just stared at it for so long that my mind has convinced me it is 
its good
should i make the inspect animation more in depth, or should i just have it look over the gun for a few seconds 🤔 i wonder if having a super flashy inspect playing all the time would get old and annoying real fast lol
Long is great, but you only see it sometimes when you want to
ngl would be good to reuse one if you got any
Are you reanimating just BaS guns?
for the most part yeah, although im not opposed to reanimating other stuff, but it seems like everything else either uses BaS anims, blindside anims or a custom anim set lol
Someone please tip me on how to disable colored backgrounds of gun and armor parts just like in original Anomaly
Just wondering since most BaS guns have already great anims
eh, i can go either way with BaS
some of them are nice, but some of them are either really jank or ripped from elsewhere, and they often reuse the empty reload for the unjam which is awful lol
but yeah the only other things i could think of to reanimate are vanilla weapons but i'm not sure how many of them are even included in gamma, and 90% of them have already seen a remodel/reanimation anyways
I mean you don't have to do it for gamma exclusively
true, but im a gamma player, so i prefer to make an animation set that i can get some use out of if im going to go through the trouble of xray lol
anyone know the trade ltx where it lists nvgs?
boring payday 2 style inspect anim, would have done something more interesting but i figure if i dont finish the anims today it would be another 2 weeks until my motivation showed back up lol
now just cams, audio, and export
nice
Its good as well, you can see almost everything
Where in the ltx file controls a weapon's recoil?
I wonder if there is any way to create a mod that allows you to create cursed guns. Like putting weird attachments on guns which shouldn't accept them, or barrels on the wrong guns, or underbarrel grenade launchers on pistols. Something like that. I don't really understand the parts system even after looking through some of the weapon files
no
that is the simple answer
RIP
you could create weapons like that as their own mod, but a mod that would let you make them as you wish is probably not possible
Desolation, but more than a mod it's a different version of anomaly
So it's not compatible with gamma
ok, so im trying to get DX8 masks in dx11
its not working
im using this script, which only changes 1 line of code
other than the bhs related mods, what other mods mess about with medical items?
From what mod this SVU?
how can i make an ammo type fully craftable?
well i have it craftable
but its not using using gunpowder and shells ect.
i just copied what i saw for another ammo in the craft.ltx section
Hey Brothers, i wanna Buff a few Weapons what exactly do i have to change to make the Weapon do more damage ? i found Hit Impulse and Hit Power but i am not sure if thats what i am Looking for.
IIRC first one is how much "power" it has, aka how hard will it punch the ragdoll. The second one is the damage
You can test relatively quickly to check that or wait for someone who can tell you for sure
I was trying to Buff the Mosin and ingame it has Damage 50 but Hit Power is like
hit_power = 0.9, 0.9, 0.9, 0.9
Yeah but kinda afraid i will mess it up and ruin my Game xD but thanks
It wont if you back up the file(s) you change
Are wpn and ammo damage values stored in their individual ltx files?
I solved this years ago for grok. is groks masks not part of gamma?
would it be a sin to use MW22 audio for weapons 
alright, since newbie chat is ignoring me, I will ask here. Sorry for intruding with a potential off-topic. Do you guys know how I could make story mode's A-life system more dynamic? So far my experience when playing story mode is that AI pretty much does not do anything. Example: Start as solder in cordon -> clear rookie camp -> stalkers respawn. But on the other hand warfare is broken and unimmersive :/ I don't want to lead a faction, I just want for AI to do something in the game.
do you recon they do something, I've just not seen it or what?
they do, but the locations given factions squads can spawn and where they can attack is more restricted so they tend not to spread as far. monolith squads have to spawn in the north they won't make it south of army warehouses very often and even if they so survive in AW they can only target a very few areas south of there. i forget which.
aditionaly where squads can spawn and target is restricted by the state of teh main quest. if the brain scorcher is active you see way less CS in the north. once you shut down the miricle machine mercs move into that zone.
Sin basicly won't spawn, except the quest givers in that redforest cave, until thier quests are active.
it was a mod called
"no mask textures*
I JSUT had to turn that kff
ok. well try the mod i linked. it should do what you want. Or if you really want the base game masks you can use the script to see what the actual change to make them load on dx8 is.
I know....
lmao
srry. spent part of the day helping someone that wanted to edit the core anomaly db files to adjust a hud and another guyt htat manage to lose MCM somehow. I the reastating the obvius starts to bleed over
anyone know where to find the file for aslans lottery outcomes
me want to add guns
and maybe other things
well shit nvm
i am out of my depth here
theres a couple guns you can get though
Hi all, quick question, does anyone know what file is responsible for the PSY health bar in Groks BHS, ive edited every file called BarPSY i can see but none of them change it (none of them have the little white pips in anyway)
Hey this is the anim_list from fdda, i'm trying to figure how the textures get related to the animation cause i can't find any info about textures direction on the ltx files, are those textures attached on the blender directly?
Unless gamma has modified it then it's a function in one of the dialog scripts I believe.
Textures are attached in the model file. If you can't edit the texture file to get the effect you want then you need to edit the model file.
Such a great system adding a custom gun with a custom skin requires a new model file, causes a lot of bloat.
is their a quick place where i can know wich file i shall add my modds in?
You are making a mod?
MO2 has a button to install mods from a zip file.
Thanks for the explanation Raven
good evening everybody,
does anyone have a link for a documentation on using the trader inject script
(I just want to know how to add custom items to loadouts and traders)
Ive had a glance at bvcx Toxic Air mod, since I know it adds the gasmasks
and I think I get the general idea.
I would still like to look up what I can actually do with it.
much love
basically done but im tired and it's late, to export and whatnot is for another day 
would have had it done like 2 days ago but i couldn't find a good source of audio until now lol
sexy
Looks great. You figure out the motion marking? Happy to help with that. Every modder who does it on their own is one less mod I have to patch.
Kinda, the process seems simple enough and I patched my Saiga but I never did confirm whether or not it actually changed ingame, lol. I plan to add them to these though, hopefully they work properly 🙏
Btw, do motion marks apply to any animation or just reloads/unjams? I wonder if I might add one to the draw animation
AFAIK, it only affects reloads and unjam animations, but it may need specific names for the unjams. Never got around to testing that, I was planning on doing it with the next update when I was doublechecking the new additions too.
It does nothing for draw
they can be used for a lot of things but needs scripting first, melee is the only thing in the game that requires them tho
you could animate this strap clip maybe, would add a lot of flavor imo
im not entirely opposed to it, but I'm not sure how that would work since i'd have to re-rig the weapon after i've already animated it lol
adding a bone is not rerigging the gun, you just simply add the bone and parent that part of the mesh to it, simple as that
you shouldnt even need to key it once in any of the anims you dont want it to move for since omf export will do that for you
guys how to scroll up to top in any channel?
i want to make certain armors light instead of medium, and also certain guns to use dfferent repair kits. does anyone have an idea on how to do this??
If anyone knows how to edit which repair kit an item uses please let me know... Really think aku and some "medium" but really light armors should be able to be taken advantage of in the early game, the only time they are viable anyways.
its the repair_type value in the main config section iirc
hmm, ill have to mess around with it when i get home in that case, probably gonna make a backup incase i find a way to screw it up lol
its super easy, can always ask too if you end up needing help. just target the armature in edit mode, Shift-D to duplicate one of your existing bones, move it to where that buckle is and change the name, add the vertex group and youre good to go
so would i be editing the already animated weapon's rig and then copying the armature over to the models? 🤔
huh? just click your armature and add the bone like I explained above
youre not creating a second model or doing anything with any other model or armature
if im adding a new bone to the armature wouldn't i have to translate that change to all the other models? the sr2 has like 20+ different sights, and a model for each one lol
are you really just animating on the original bones? 
probably not worth it then, dont bother
I assumed youd rerig the model when you started your anims so youd be exporting new ogfs anyway
with a modification or two, but for the most part yeah
well if you made any modification to bone placement or count then you need to reexport all your models again anyway
so im confused what the issue is
I did, I just figure that I'll have to go through the process of exporting them all again when adding a new bone?
so wait, you modified the rig but then reexported all the models again before you actually reanimated it?
imo always wait until your done with animating to export models, you never know when you need to make changes or add things etc, its a bad practice
but yeah, if youd need to reexport everything again if you added that bone i suggested, then dont bother, i assumed youd be exporting models after you animate not before
hmm, ill have to keep that in mind next time in that case
definately export models after youre mainly done next time 
dont bother with what i suggested for this one
the anims themselves tho look super smooth, great work!
the sounds are satisfying as well
how would I unpack a bd file to loose files? I wanna get the loose files for golden autumn redux so I can mix and match a bit
Just use the unpacker anomaly comes with
I can't figure out how to direct the files to it
Edit the .bat files coming with it
Ah, that makes sense, thanks!
Can someone help me?
What settings should I use to save the build_details.dds ?
I think I tried everything but still have this
I've been saving mine as DXT5, but I believe DXT1 also works. What program are you using for editing them?
Photoshop, saving via nvidia plugin.
Tried that already, with or without aplha, or mipmaps, still the same. No idea why, I don't have problems with editing other textures.

man today I had the idea of making a mod that shows the player's radiation poisoning in milliSieverts on top of the radiation HUD icon like the buffs in the HUD icon times mod. so I open that mod's script file to see how can I go about making it and I didn't understand crap

Not for Stalker, but for other games, I've been using the intel DDS tools for Photoshop because I always had issues with the nvidia one, especially in the alpha channel.
I wish someone would make a XM29 OICW weapon mod for stalker anomaly.
weapon modding wizards, does anyone know how it's specified which .omf the hands use? I know the for the weapon itself it's just specified through motion refs in the .ogf, but I have no idea how the hands work
Afaik it's not specified
As long as the motion names in the hands omf match the ones in the gun's LTX file it kinda knows it's there on the folder
oh, so im gonna have to make all the corresponding motions have the same names? i usually give the weapon motions the suffix "_wpn" to keep organized, so it's like "syn_sr2_reload" for the hands and "syn_sr2_reload_wpn" for the weapon
OH nvm i get what you mean now, sorry lol
Don't do that, keep names separated, I explained the proper way when I answered your question in anomaly discord
im not sure how i came to this conclusion, i must have misread something here lol.
im trying to make a m4 benelli mod but the vertex groups mentions a pump, do i need to do that vertex group even if the weapon itself doesnt have a pump ? (second pic im using the firebreath spas 12 as a reference)
Nah, if your gun doesn't have a pump then just don't assign anything to that vertex group
thanks 
does it matter if theres like 3 different parts here and i put the vertex groups in different parts 
Wdym
for example the shotgun low group has these parts
or would it better to just merge all of them in one group
and put the vertex groups in one object itself
That's how vanilla guns are done, it's all one single mesh with all the different vertex groups inside of it
I don't think it would matter
I merge parts all the time if they go on the same bone
And separate by material at the end
If each of your parts has a texture already assigned in blender and you join the objects now it's one object with several textures right
Go in edit mode, select all vertices, press P, "by material"
you can have one bone affect multiple objects, i figure it doesn't matter too much
hey guys is there any way to change the reticles for BaS Scopes Extragavanza?
try to ask @tacit surge
I did it already but thanks
yes just change the texture path in the config files for the relevant guns to your new one
I am in the process of creating new ammo types that should work with groks. once I have it all figured out and working, I will share it
one question if i wanna save the progress i made already in blender which format do i save the files ?
just normal obj or fbx ? 
or just save the project itself
wdym?
do i export it or save it normally 
if it's something you plan to do more work on, just save the project file
if you're exporting to the game it's gonna be .ogf

so far so good lads
added a single custom ammo, and gamma didn't crash
now, the ammo actually existing, that's another story
I believe you have to add it to NPC loadouts for it to spawn, or a craft recipe to be able to make it
ah I see
you wouldn't happen to know how to do that by chance would you?
never mind, thank you
I see, theres a mod in gamma already called NPC loadout
i'll just edit that
with my new ammo
turns, out, I can't do it that way. So, I have to find a different NPC loadout file
that one is different
Yeah NPC loadouts are in a different spot, I'm not at my pc right now but if you still haven't worked it out in a few hours I'll lend a hand
It's not an issue for me at the current moment. I'm more concerned with adding the item into the game and getting it functioning
maybe balance it a bit
and then I believe, I will have to mess around with some other mods, to make my ammo compatible with them. aka, mags redux
How can I increase the carry weight of my companions? Feel free to ping with answer
Mod
https://www.moddb.com/mods/stalker-anomaly/addons/companion-carryweight-and-looting-rework
This mod will expand companion carry weight based on their inventory so you can give them backpacks and equipment
this mod is already installed with gamma, but is disabled so not sure if it's safe, one will have to try to find out ^^
the mod is called 53- Companions carry weight tweak - sneaky in mo2, but it will probably break the game to be honest
I've had no problems or bugs at all with it
It lets you add about 40 carry weight to companions using backpacks etc
Gents got a quandry. Any way to make the companions not reload after every 5th shot?
Futher any way to tweak their accuracy beyond dirt?
They are... combat ineffective at best.
Would anyone be able to make a weapon mod for me? I have the model for it.
is it something you modeled?
I'm not sure where to put this, but yesterday I had this issue for several hours where there would show a stash marker on the map (the stash does not exist) and every once in a while, I would check my PDA and find that it had moved to the location of one of my companions. anyone ever heard of this issue? Neither of my companions are carrying quest items, and I can't find any posts about it online. If you have a solution or have heard of it happening before lemme know.
i just got thinking, if I'm using DLTX to modify the animations of two seperate weapons (sr2_veresk and sr2_m1) can I just use one .ltx file?
im not sure why i never thought of that before lol
great, thanks for confirming 
no but the person who did doesn't care that I use it plus the asset itself is freeware techically, since it's an unused E3 beta weapon from HL2 that has been reskinned and overhauled
I simply need someone to properly port it into anomaly
What is it
hl2 E3 beta XM29 OICW
fully overhauled with animations and textures
I asked cause I dont mind helping other artists who just arnt familiar with stalker formats but im really not interested in free models people found online, porting a gun to anomaly is extremelyyyy easy tho, theres a ton of resources around as well
you could start with the modding book if you want to learn https://igigog.github.io/anomaly-modding-book/
thats also pretty easy but requires a lot of blender knowledge
Could I just replace the current animations with a generic stalker one?
BaS is 80% ported anim sets from insurgency
I know
yep!
then why are you saying good luck? its litterally something anyone can do
But they're like the only big project that did it and even they got fed up with retargeting and are using their own stuff now
The 3 animators I asked for help with retargets told me to just learn how to animate instead

idk a damn thing about modding but i'll try my best
i'd rather have someone more experienced do it
We all start somewhere bud
With enough patience and help you can pull it off
You could also use an animation set that's already in stalker and tweak it to fit the model
Which is the more common practice
That's a bullpup so maybe the F2000 anims or the L85 ones could work with some minor tweaks
That scope looks like the BaS Gauss scope lol
well unfortunately theres like 10 people a day that ask "hey I found this free model online, can someone add it?" this is a modding community of people that do this for fun and for free, we cant really just spend hours porting every free low quality asset someone downloads
theres a ton of anim sets you could use tho and adding the model itself is very easy
it's actually an xm8 reciever with an xm29 semi auto grenade launcher mounted on top of it so in game it would end up being the xm8 reload animation
you dont want to use that animation, its dogshit, just use a higher quality bullpup anim set
well, its not dogshit i guess, it was fine for its time, as with the rest of the vanilla anims, theyve all got their charm for their time and i love them but theyre just veryyy dated for todays standards
Oof, yeah right the GL
That would be the main issue, to make the GL also animated
I guess it does need it's own custom anim set

ironically the custom animation that the gun comes with the grenade launcher is non functional by default so it has no animation to begin with
it's just there for style
check out that modding book if you are interested in learning tho and blender has a ton of resources as well, you can start without a gl for now and just use any set really
you will have to read a bit maybe but its not bad especially if youre familiar with any 3d software
ill jsut link book again jsut incase https://igigog.github.io/anomaly-modding-book/
I'm a little familiar with unity I learned how to port my own animations and models through it but shitty
I also know through unity how to replace textures as well as set up animations I ported for custom npc or avatars for vrchat
so I have a little bit of experience
@river fjord what if I paid you to add the weapon into stalker anomaly?
I could look at it maybe, Im usually not a big fan of paid mods tho. its a hobby thing and especially if you dont own the assets as well
you can DM me with what files you have if you want
Hello, does anyone know where Mod Manager stores these configurations?
ModOrganizer.ini ?
Bingo, thank you very much:3
Anybody know anything about Anomaly's dynamic music system
Currently working on a python application that helps you create a shortcut which includes the affinity option with a GUI based core selection. Currently looking like this. But file operations and such things require appropriate security measures and such so I will only release it if it's secure and also if it works on other machines, + i make a GitHub repo for it. (btw is it okay to post things like this here?)
That's cool, but it's not my server
. Better wait @undone lily 
Ok for a moment I thought I became a bandit XD
No worries xD
Dumb question but do ap_scale in damage.ltx still calculated for armor protection or its just some anomaly leftover?
trying to replace SR2 anims, the hand animations just play at half speed and the weapon stays in one spot
the ogf/omf files look fine and i dont notice anything in the ltx
no errors, no crashes, not sure what's going on
Dltx edit somewhere maybe?
wdym?
Reposition could be dont in DLTX, so tracking that particular file would be hard.
If i am very wrong - disregard
there's no reposition yet but the weapon model should still be animated, no? :/
Iirc you can edit that in MO2 directly
You need to edit an MO2 text file.
PM me I’ll explain it
Make sure there’s no DLTX editing the values
In my opinion this gun would need a custom set, because the bulbup is the grenade launcher 
Like the top part is the GL but the low part is the rifle
I convinced them in the end to just use it themselves as a long term learning project to figure out blender and porting sicne they didnt know much about either, I DMd them some resources
Also I cannot fathom how big the thing will be, taking up half the screen
Yeah it’s the way to go for sure, I don’t think anyone loves the gun enough to make a custom set just for that one
Ah, then you need to start learning animating 
Hey, I'm dipping my toes into very basic modding, does anyone know how to interact with the music player in .script files?
can someone help me increase prices of tools and weapon parts?
How about a mod that spawns the content of a stash/workbench only if you're 20 or less meters from it? (Could help with the lagspike in the middle of them map/at the edges)
how exactly do i read a mod in vs studio
It's Lua, in the bottom right you can click where it says "plaintext" you can add syntax highlighting
If you don't know Lua, idk how to help you cause idk either lol
Unless your trying to read a .db* file, you need to unpack that first. If it's a .script file then that is written in Lua
how do i unpack it
cus its all weird symbols
Yeah, that's a db file. Hold up, I'll find the guide I used
im not making a mod just tryna find smth
Mod DB
Discuss the topic "Some tools for addon creators" in the Announcements S.T.A.L.K.E.R. Anomaly Forum.
ty
That forum page has an unpacker & a repacker.
Cred to Droscoe on ModDB
Place both "convert_unpack" and "converter" in your Anomaly folder. Double-click the "converter" application and it will begin to unpack the db files.
Im writing this right now, and as I type it's unpacking everything. If you hadn't noticed, there are several db files it has to unpack, so be patient. It's taking a while to unpack everything. The console window that opens up will tell you what it has unpacked already, be patient, and it will let you know what its unpacking as it progresses.
It will create a folder called "unpacked". It will put all the unpacked db files in that. Good luck!
:)
Edited by: Droscoe```
anomaly should already have unpackers in the tools folder
I edited a mod that changes the menu's music. The first video is the original. The second one is my modified version. Tell me what you guys think. I wanted it to be more eery and atmospheric.
I wanted to have that creepy Half-Life universe vibe
Feels like meditation music imo
I have the same thought as well
whats everyone using for particles these days thats working with gamma?
is anyone is that is
hollywoodfx
lauta epic cvfx +hfx -60 fps particles merge ofc
you mean this one?
https://discord.com/channels/912320241713958912/1047253626462154782
very cool bubble bobble man
I was using that but theres some crazy over the top distortion on the fire fx, downloaded the cinematic vfx alone and it doesn't have it
hfx has the over the top effects
can try the minimal setting, despite being the lowend option, it's honestly the better looking one
the weird heat distortion yeah? how do I get rid of that lol
like, dust clouds don't last literal 30+ seconds
what
ah literally all particle effects have that
how else do you see burners
nah its really strong on the merge, on the vfx one its not as bad
the pussy ass cvfx small flame where the thing is
no I mean when its actuvated its like 10 metres wide
looks buggy as fuck
I'll show you one sec
how do I change this burner distortion to the one that comes stock with VFX?
its literally as wide as from that building to the tree, looks god damn awful lol
honestly, no idea, i made it months ago, and i don't even remember where to start from
is hollywoodfx compatible alone or should I still use that patch?
not sure
no worries, I'll check it out, thanks anyway 🙂
you can use any particles pack iirc
the biggest strangehold was removed long ago when grok finally axed the head explosion shit by default
yeah just checked ands the only stuff that conflicts is gamma's own merge, no other patches etc, so works fine
Yo, can anyone translate these to russian?
BHS UI mode key
Keybind to change BHS UI mode (full UI, minimalist UI, off). Default key: H
Does anyone know of a mod to make the game a little more playable in third person? I like using third person for exploring/admiring my characters armor. But the player animations look so silly. Not sure if this is possible in the STALKER engine.. but if anyone knows of anything please @ me or send me a DM
Stalker wasn't made for 3rd person
did you edit the menu xml or did you edit a script? just curious.
Random question for all the modding gurus:
Is the basic/advanced/expert toolkit requirement for upgrading armors engine-level or script/config-level?
Was thinking about how interesting itd be if you could upgrade tier 3 on your light/medium armors if you found the red upgrade parts but not expert tools
All I did was replace the .ogg file and renamed that new file to the original
good terrain?
ive made this for myself but feel free to use it, its a script that allows you to change the name for the ogg file without editing menu mods, so you can use any main menu and rock your favorite track.
alternatively you can even make it dynamic
by changing some lines of the code
either it will only change when the menu is loaded, so if the soundtrack is over, tracks wont change they will only change on reload, or you can make it go hand in hand with an actual script that checks if there is music playing and if it is not, it will trigger the next random song.
I think there is scripts for this in the latest EnhancedGUI mod.
Do you guys now any mods that would fix the gamma ?
gamma in the sense of lighting?
you adjust that in the visual options
or is it broken in a way?
terrain looks small because sdk cant render it fully but its big
looks good imo, yeah sdk pictures dont do it justice 💯
pretty much every sdk
including source 2 if you use fullbright
i dont really care how the terrain looks
what i care is if it's actually good
I am looking for a mod where when I pause my game the music that is played from the main menu continues to play.
if you mean pause with the big red 'PAUSE' text on the screen I don't think that's even possible (to have main menu music playint) but maybe
No. I mean the pause menu when you press escape key just like any other video game
https://www.youtube.com/watch?v=SIRNAO_XPh4&ab_channel=brainjacket
Hello. I've just installed GAMMA and i'm trying to make the game look like this. Can anyone point me to the guides on where to find those mods shown in the video and how to install them?
Timestamps:
Part one (mod setup) 0:44
Part two (in-game graphics menu) 2:12
Part three (reshades) 6:07
Weapon reposition guides:
https://youtu.be/LF8p9_tyqWo?si=-cC49bv7bjdLr_iM
https://youtu.be/x6IP8vnjdbc?si=Wh6iFcQ4So4EcVfG
Attributions:
Textures: https://www.youtube.com/watch?v=VRd_6riulrI
https://www.youtube.com/watch?v=hpJGE89fqOw
---...
should do the thing
ripped from dynamic menu music script
sadly no idea who made the initial script might have been Lauta_ro
Expression : no_assert
Function : CXML_IdToIndex<class CSpecificCharacter>::GetById
File : E:\Github\xray-monolith\src\xrServerEntities\xml_str_id_loader.h
Line : 114
Description : item not found, id
Arguments : dick_sim_default_stalker_0_default_20
stack trace:
Help!!!
I was trying to download Kvmas and Azetrix Model Merge
Anyone??
read the guide, it tells you which mods to disable to get it working
I disabled all the mods there and it still didn't work
are you trying to load an old save? I believe KVMAS requires a new save only
no problem
I'll try it out. Where do I put the file?
I can help you out
Hello, i've managed to install the first one. Now I'm downloading the Ultimate Gun Pack and the rest.
What does the Ultimate Gun Pack do? I thought about installing that although I have heard some YouTubers state that it makes the game more difficult
just create a new mod and drop in in gamedata/scripts
load in mod organizer, loadorder position should not matter
you have to edit the file tho and set your personal .ogg
Okey dokey
My brother in Allah, it is literally in the video.
it just adds more guns. it makes the game harder in the sense that it'll take you longer to find a gun you want to use
also takes longer to do hip's quest to get a toz-194
Also some guns are just straight up busted
UGP adds a couple of my guns which are upright just broken to be against
can someone help? trying to add zone reality to gamma but finding the video confusing..
Literally 2nd link #1153770802819383346 message
try adding a unique parent_section for your weapon
is there a way i can change the BR rating for armor ?
mfw i hear some guy firing a shotgun at 650 rpm with slugs
in which script file I can change gamma starting gear
new_game_loadouts.ltx
Hey Bros, is there a Chat to post Mod Ideas ? I have no Animation expierence and very basic Modding Expierence in General, anyway I would want to throw a in a Simple Mod (in Theory) into the ring maybe someone picks up on it.
here is probably the best spot i guess
Do you think thermal imaging and IR flood illuminators would be possible in Monolith Xray engine?
Like this? #1168998049113178122 message
Alright I am just gonna shoot, tell me if that's very hard to implement.
Well first thing would be a decent walking animation. Like the slow Walk. If you look down you have a Typical Shooting stance, one foot pointing forward while the other rotated 45° which is fine if you have a Weapon out, but looks odd when you just stroll around Unarmed.
I noticed in "Gunslinger" the dude implemented a Nice looking walk animation, would it be possible to port that ? Like with permission and stuff.
Second is the Sprinting/Jogging animation also Unarmed looks silly, since they are literally no arms on your Torso lol. There I had the idea that maybe the Running with a Knife/Pistol animation could be repurposed ?
What do you guys think ?
isnt there a slug mod for the starting shot gun? cant remember the name of it but has a mag size of two? think it was the Toz? or something
the legs/body you see in the first place are not part of anomaly, its just a mod and a pretty scuffed one at that.
youll be hard-pressed to find someone you wants to animate stuff for a mod as niche as that imo, most people dont even use that visible body mod to begin with
the running with the knife anim that gamma uses I made, im not sure how you think that could be reused, what do you mean?





