#╙🖇mods-making-discussion

1 messages · Page 38 of 1

torn vault
#
[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
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yay, that only took 1 search request this time

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@velvet karmayes

velvet karma
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Okay, thank you so much, this makes a bit more sense now.

torn vault
#

i forgot to add exclamation marks, didn't i?

random fulcrum
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yeah

torn vault
#

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
random fulcrum
#

mods make this man orange

torn vault
#

earned a few modding experience points for that

velvet karma
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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```
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Just in case I get a line in the wrong order and can't figure out what I screwed up later on.

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Can it go this way? max_uses = cost =

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Not that I am looking to intentionally change the order or anything.

torn vault
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@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

velvet karma
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Serious? Awesome, I'll try that now.

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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?

torn vault
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@velvet karma wait, was it the pause menu (esc) or the debug menu (f7)? one of those is correct

velvet karma
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Or is that another thing I will need to change.

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Ah sorry, that's actually something I could check myself if I was just thinking a bit.

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I'll check it myself, sorry.

hazy scarab
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Can anyone please help me disable foggy weather permanently?

surreal gust
hazy scarab
hearty plinth
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guys how do i modify the damage of the pkm?

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i wana customize the gun dmg

hazy scarab
hearty plinth
hearty plinth
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which one is it?

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@hazy scarab

ivory nebula
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Is there a way to increase actor eye level height ? the stalker current is midget level KekSkew

velvet pasture
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But how lost alpha or gamma modders are able to create maps and tile surfaces?

fossil birch
ivory nebula
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Thanks !

hearty plinth
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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.

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@fossil birch can u help? (sry for ping)

unreal moat
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guys can you suggest me some mods to add to my gamma 9.1?

hearty plinth
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Bas guns

unreal moat
#

isin't bas in gamma by default?

fossil birch
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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

hearty plinth
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alr

hearty plinth
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found

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sry

hearty plinth
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what comand decreases vertical recoil?

violet bone
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Hello people! Tell me how to disable the mod for ballistics and cartridges from GROK?

violet bone
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thank

knotty spade
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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.

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(aside for simple hint what to edit and 'it's here' text, I doubled alpha on bleeding visual stuff, to be clear)

knotty spade
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Luckily for me :)

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But you did help, made me more curious to dig through files, found this one by accident

hearty plinth
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guys what do i change to decrease the vertical recoil a little bit?

celest forge
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None of those

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It's a bit above that in the file

hearty plinth
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ahh alr

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@celest forge thesse?

celest forge
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Yup

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The latter

hearty plinth
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which one?

hearty plinth
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thesse?

celest forge
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Cam max angle I think but I'm not sure

hearty plinth
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ahh alr

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do i increase it or do i decrease it?

celest forge
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Probably decrease it

hearty plinth
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ahh alr

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its def not that

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what else could it be?

regal bolt
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Is here any modder that works on ingame weapon textures?

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and could fix the Scar-H ubgl being made out of crystal on DX8?

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I am willing to draw the textures by hand if it comes to this

celest forge
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That's a bump map issue

hearty plinth
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Juan what do u think it could be?

hearty plinth
celest forge
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I'm actually not sure what specific value control the axial recoil, never looked that deep into it

hearty plinth
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ahh sad

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ima just go into debug and fiddle with gun editor there

regal bolt
hearty plinth
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cant seem to figure it out

ruby fiber
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is there a way i could go about making a keybind to equip/unequip a helmet?

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like maybe be able to put the helmet in a quick use slot

hearty plinth
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duno

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mabie the custom keybinds mod could help

celest forge
# regal bolt Bump map?

Yeah, that's the "texture" that tells the main texture how much or little metallic it is, all the surface scratches and dents

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The one for that weapon is probably not optimized for dx8, therefore making it hyper glossy

hearty plinth
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Juan i found a way to change the recoil with

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I have spent like 6hrs on this

celest forge
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Glad you did

regal bolt
celest forge
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What gun specifically is it?

hearty plinth
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Alr i was wrong i havent foumd it yet

random fulcrum
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what are you looking for

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vertical recoil?

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that's all the cam_dispersion values

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except for the angle ones

celest forge
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If you're using gamma and actor effects, it'd be easier to just swap the recoil profiles tbh

random fulcrum
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self explanatory as to why

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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

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same goes for the zoom_ values

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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

hearty plinth
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alr thx

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what abr horizontal recoil?

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@random fulcrum

solar cipher
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what's a good reshade for dx9?

random fulcrum
hearty plinth
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Yes

regal bolt
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Wpn_scar_siber

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Wpn_scar_siber_black as well

static nebula
#

it looks like both the bump map and base texture are missing 🤔 wonder what happened there

regal bolt
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Can't say.i just know I've found one and hated it for that glossy shit

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Although I'd love to use a scar as my DMR I can't because it looks awful

celest forge
static nebula
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oh you're right, my bad
im too used to blender kek2

celest forge
#

Yeah lol

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Actually to me it looks like a bad thm file

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No way it's that way too for me

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when I downgrade to dx8

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Oh I see the issue

sinful pawn
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does anyone know how to add armor to npcs kit so if they die they have the chance of spawning with it

regal bolt
regal bolt
#

Okay. A minute. my game just crashed

sinful pawn
regal bolt
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Here. Change it to full

sinful pawn
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oh no i meant as adding a brand new armor to their mew model that you've put in the game yourself

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they won't spawn the armor on death unless you put it in their npc kit but i don't know how

regal bolt
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Then Idk. I don't play with that

celest forge
#

yeah

regal bolt
celest forge
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It's from tarkov I think

regal bolt
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Guess I'm stuck with this baby

idle shale
#

so, i need help finding a config file. I want to change the points you get from each progression difficulty

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do you guys know which one is it?

fossil birch
idle shale
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yup

fossil birch
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it's a file called new_game_loadouts, use the search on the side of MO2 to find the correct one

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open it and edit these values to what you want

idle shale
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just found it too

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lmao

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thx

fossil birch
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np

idle shale
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do i need to copypast from the _unpacked folder to the anomaly one?

fossil birch
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what are you wanting to do with it exactly?

idle shale
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just changing the values

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oh nvm

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i was opening directly from the games folder

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not mo2

fossil birch
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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

idle shale
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thank you very much!

hybrid forum
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Is there a way to enable debug mode without the launcher?

grizzled gorge
hybrid forum
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Thank you

static nebula
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is there a list of or guide to motion marks for HUD animations somewhere?

regal bolt
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I have a mod idea that probably will be too hard to implement

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A web browser within the pda

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So you can actually listen to songs or watch yt or even access dc through the pda

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That'd be cool considering xray is sensitive to alt tabbing

slow bolt
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never noticed

regal bolt
# slow bolt it is?

On my laptop I can alt tab once and the game crashes after I try to leave the menu in more populated/unoptimized areas

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In my base that happens after 3 to 5 alt tabs

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Rn somehow in AW I've been able to do this over 10 times already, dunno how

celest forge
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Where do these sections come from/determined by in the death_outfits.ltx

random fulcrum
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model names

dusk parcel
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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

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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

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i have the actor value but when I set mine to that it doesnt show

fair inlet
dusk parcel
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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

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but yeah I wanted my 3rd person model to be different, lol, didn't know if that worked or not

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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

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I just don't like the black soft arm thingy with the sk-9's

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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?

fair inlet
dusk parcel
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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

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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

fair inlet
dusk parcel
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thank you for the help! gonna enjoy my skat9 alot more lol

upbeat sun
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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.

real quest
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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

versed wave
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@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

hazy owl
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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?

static nebula
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be sure it isn't overwritten by another mod

hazy owl
river fjord
static nebula
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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

rigid sail
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Uh, I already did that. For all the guns in GAMMA.

river fjord
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you can just fix it in your current one in 2 seconds

rigid sail
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Oh, you want to fix it for new animations. Got it.

river fjord
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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

rigid sail
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Agreed. If only because anim authors will actually know what their naming conventions are.

static nebula
rigid sail
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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.

river fjord
rigid sail
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It's not formatted particularly well, I just wanted a text guide I could bundle with my mod for maximum compatibility.

river fjord
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is good to have something long form for people who are completely new nod

static nebula
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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?

river fjord
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nah no naming conventions required

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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

static nebula
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gotcha. and it's just on the .omf for the hands, not the weapon right?

river fjord
river fjord
static nebula
#

sweet, thanks you two for the help poggies

rigid sail
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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.

rigid sail
river fjord
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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

river fjord
rigid sail
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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.

regal bolt
river fjord
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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

graceful sluice
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Can someone help me add my own model as outfit?

upbeat sun
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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

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Saw some random MediaFire type thing that had it but I don't trust that whatsoever

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Can anyone attest if this is legit or not?

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Like the website, ive never heard of this

static nebula
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sus, but my antivirus didn't immediately explode if that's any reassurance

upbeat sun
static nebula
#

malwarebytes tomfoolery

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or something

upbeat sun
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Fair enough

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do I want EFT repo that bad

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i dont know that i do

static nebula
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could always just make your own reposition whatever

upbeat sun
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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

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is it as easy as just setting the coordinates or is it like a per weapon thing?

static nebula
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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

upbeat sun
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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?

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ah by every sight that means every possible optic not just the irons

static nebula
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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

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there's a mod called "draggable hud editor" that makes it a tad easier

upbeat sun
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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

static nebula
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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

upbeat sun
static nebula
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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

upbeat sun
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awesome, always helps to understand the syntax lol

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really appreciate you taking the time to answer noob questions, thank you

static nebula
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no worries, I'm still a pretty big noob myself if I'm being honest lol

upbeat sun
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"always a bigger noob" - some jedi or something

fossil birch
upbeat sun
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Oh it's a video, watch*

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Lol

warm shell
#

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

regal bolt
#
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.

Mod DB

The Zone is host to people from various horizons. Overtime, the demand for western goods became such that traders couldn't overlook the potential profit anymore.

atomic blade
#

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

static nebula
celest forge
atomic blade
celest forge
#

Just too poorly optimized for anyone to have a full integration

red tree
#

insanely good

haughty geyser
#

Hi ! How do I use a function in my script when the player gains exp/rank?

regal bolt
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is there a mod out there that changes the stanky ass yellow/orange lights in the game rn

worthy mortar
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You're not even supposed to treat these files as dltx you fuck

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Okay I'm blind, missed a duplicate section in the single file kekl

willow ivy
upbeat sun
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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.

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Like TRX Special and so on for example

dark leaf
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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.

craggy cargo
#

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.

fossil birch
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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?

craggy cargo
celest forge
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Because DLTX orders files alphabetically

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So mod_system_zzzzzzzzzzzamdsounds or something like that should work

fossil birch
#

ah okay awesome, I'll give that a try

hushed tundra
#

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)

undone lily
undone lily
mental spire
#

Is there any way to bring back old MP7 before the "Dick Huys and Chlen Penisouw" one were added?

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Ticking them off seem to make my game crash at start lmo

hazy scarab
#

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.

static nebula
#

great heavens i sure hope this new "!saiga" command is no fault of my own clueless

potent tinsel
#

Btw guys, anyone know how to re-enable hand picking animation mod ?

teal plume
#

Hey, someone tip me please on how do i spawn a helicopter through console/debug?

slow bolt
#

then enjoy busyhands

potent tinsel
ebon pulsar
#

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?

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I'll be honest, I'm stumped, I'll send in the translation, maybe someone can get it right

static nebula
#

you should just be able to create a new mod, and put the files under (ModFolder)\gamedata\configs\text\ger or whatnot

ebon pulsar
#

Yes, but it still doesn't work.

slow bolt
soft burrow
#

any tips on making a script run only in the first few seconds of a new game?

regal bolt
#

How hard would it be to allow a gun a certain scope?

fossil birch
# regal bolt 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

celest forge
#

Aka kinda hard if you're new to modding

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not super hard if you're used to the process

regal bolt
#

Oh

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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)

celest forge
#

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

regal bolt
#

Oh

#

Well... How hard would be putting EOTS-62 (Gauss scope) on the FN F2000?

#

Considering I have no models

regal bolt
#

Anyone made a Inertia mod for beef's nvg yet?

#

(i know oxrg has one but its not for anomaly)

atomic cloud
#

so ive been messing with trying to mod the game, what is the file name for corden?

slow bolt
#

l01_escape pretty sure is the full map name

atomic cloud
#

oh tysm

#

i have no clue what im doing

arctic relic
#

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.

celest forge
#

those are in the configs>creatures>actor_hud_hand_animations.ltx file

#

That's where the ogf arms meshes get defined

#

@arctic relic

arctic relic
celest forge
#

Sure thing

torn vault
#

does hitting f5 in debug menu refresh dltx mods, too?

celest forge
#

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

celest forge
torn vault
#

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

celest forge
#

That's odd

#

0 + f5 should've done it

vague sphinx
#

@keen valve Has your Progressive Factions Relations in PDA addon been removed or something ? I can't find it anywhere

keen valve
# vague sphinx <@668385927047020555> Has your Progressive Factions Relations in PDA addon been ...
Mod DB

The base addon changes the relations tab in the PDA to include all (playable) factions. MCM Options: Show when discovered, Show based on Squad Count. Added patch support for other modders.

vague sphinx
#

Thank you, I'm currently merging it with the GAMMA Style UI Rework, but I got curious and searched it to no avail x)

vague sphinx
# keen valve 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?

craggy folio
#

I wanna make a STALKER inspired game in C++?
What are some core stalker features?

static nebula
craggy folio
silver shadow
#

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

keen valve
keen valve
celest forge
fading gyro
#

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

ruby fiber
#

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?

static nebula
ruby fiber
#

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

static nebula
#

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 Wahh
i have no idea how this works lol

#

yeah im just as confused as you are

ruby fiber
#

LMAO that’s okay

river fjord
regal bolt
celest forge
#

which gamma replaces with Dark Signal

regal bolt
fossil birch
#

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

regal bolt
#

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?

meager steppe
#

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

celest forge
#

Then change those numbers to 45 and save

#

should do the trick

meager steppe
torn lava
#

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

meager steppe
#

w_kriss_vector.ltx in 271- G.A.M.M.A. Large Files - GAMMA Team\gamedata\configs\items\weapons@torn lava

torn lava
#

Thank you!! I've been searching for it for a while, hopefully I can make it single handed now

meager steppe
brave tartan
#

anyone knows which xml file indicated 2D pda texture size and interactive UI size/placement

teal plume
#

Hey, is there a way to disable passive decrease of radiation that is already gained by player? Radiation decrease without medications is a blasphemy

brave tartan
#

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

torn vault
#

@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)

brave tartan
#

Im not. but I got it sorted eventually

brave tartan
#

did some light hip face texturing as it looked like a doll isntead of skin xD

brave tartan
#

looks much better in game. if someone using KVMAS and wants the face ping me will share.

fickle spoke
#

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?

warm condor
#

Im trying to do something just like this with the campfires, did we end up finding a solution to this?

tender marsh
warm condor
#

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?

warm condor
tender marsh
#

all the health related variables are local to the script, and will require overwritting

warm condor
#

im gonna try anyway and see what happens :>

craggy cargo
peak quest
#

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

warm condor
peak quest
#

oh

#

then yeah

warm condor
#

might be looking to boost the K_ variables in there.

#

unsure though, ive not fiddled with ammo.

peak quest
#

just want it to hit harder is that k_impulse

#

hmm

#

idk why 338 lapua is so lackluster

warm condor
peak quest
#

gotcha

#

idk about 338 federal though ive never used that bullet

warm condor
#

maybe a diff mod then...

peak quest
#

lapua is actually base game

#

GBOOBS weapon_ammo

warm condor
#

¯_(ツ)_/¯

peak quest
#

changed k_hit from 1.40 to 2.50

warm condor
#

very well

peak quest
#

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

edgy crow
#

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

steady apex
#

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

unborn rose
#

i wonder if theres a mod that shows your legs

twilit tapir
#

what do I have to edit to make the Kar98 a little stronger?

sinful pawn
#

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

undone lily
#

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

inner hatch
#

hey does anyone know the map name of outskirts ?

verbal yarrow
#

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

prisma veldt
#

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?

craggy cargo
#

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 .dds files.
  • The way that in-game items are associated with icons is defined in the (many) relevant .ltx files, specifically inv_grid_* variables.
  • If you want icons as individual pngs, you will have to extract them from the .dds files, which could be done manually, or by writing a script to read the .ltx files and extract the relevant parts of the .dds files.
sick canyon
#

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?

sinful pawn
#

so how does one make a new mask overlay work in navs masks mod

upbeat sun
#

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

slow bolt
upbeat sun
slow bolt
#

(its an obvious joke)

upbeat sun
#

I'll figure it out

brave tartan
#

I wonder if someone seens somewhere a mod that changes stats bar to percentage

iron drum
hybrid forum
#

My mod disappeared from my list of followed threads 😦

#

I can't get it back for some reason

hybrid forum
#

Yeah

#

Does it not show up after 7 days of inactivity?

grizzled gorge
#

Something like that yeah

hybrid forum
#

Ok

grizzled gorge
#

you can still search by name

hybrid forum
#

It's not as if I'll receive a comment on the mod, but it's nice to see it in the list

hybrid forum
#

Yeah

static nebula
#

is this less atrocious than the saiga sprint animations

#

feel like the transition animation at the start is bad looking but whatever

teal plume
#

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

slow bolt
#

Imo put the gun lower off screen

#

but its imo

static nebula
#

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

fossil birch
static nebula
#

that's what i've done here, before it had the rather huge anpeq 2 or whatever it is KekSkew

static nebula
stray dove
#

I wonder if you guys even model the weapon innard

static nebula
celest forge
#

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

steep harbor
#

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

fossil birch
slow bolt
#

That is item's section name

#

Open debug and you can see section names for items

undone lily
#

Although I hate Ui work

strange wind
#

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

strange wind
#

somewhat cluterry but i like it KEK

misty mulch
#

item_wherevertypeofitemitis.ltx, if you're trying to get an item ID from a mod, check the configs files it provides

nocturne crest
#

save issue with my scope reticle edit

nocturne crest
#

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

floral rune
#

mod request: 30mm buckshot round for the m203

slow solar
nocturne crest
#

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

nocturne crest
#

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?

jade oxide
#

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)

verbal yarrow
#

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

stray dove
#

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

verbal yarrow
#

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

verbal yarrow
#

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

jade oxide
stray dove
#

I c i c

jade oxide
#

a good place to start is anomaly discord

#

i mean I guess . I don't go there, i have to many enemies XD

verbal yarrow
#

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

verbal yarrow
#

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.

stray dove
#

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

haughty egret
#

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

limber meadow
#

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

stray dove
static nebula
old granite
#

do we have mod that allows task respawn manipulation? like allowing me to have tasks respawn every 5 minutes

brave tartan
#

Anyone knows what folder 3D pda comes from? Is it only in original anomaly or some gamma mod adds the textures and animation?

limber meadow
#

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.

stray dove
#

I don't remember my AN/PVS 14 to be that blurry

#

I just can't see depth of field

limber meadow
#

The first lvl nvg supposed to mimic 7 with like omni 3

#

Or katod from 90s

regal bolt
#

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

brave tartan
#

Anyone knows what folder 3D pda comes from? Is it only in original anomaly or some gamma mod adds the textures and animation?

slow bolt
#

Its been 3D for a while

brave tartan
#

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

slow bolt
hexed ember
#

where can i find info on creating new ammo types for anomaly??

brave tartan
#

If only I knew what and where that ogf is but will try to look for it

slow bolt
#

Dont think its changed in gamma

brave tartan
#

Kk think its then in ui folder I think

wispy void
#

how to remove the blur effect on arms and weapon in hand? I would like to make the view clearer.

slow bolt
#

unless something broke for you

brave tartan
#

Reshade effect mby ir mask

slow bolt
#

or you are using NVG's, in which case it is intended and realistic

wispy void
#

this is what I see.
I don't have any mask and my graphics aren't clear on my weapon and arms.
2k game

queen pineBOT
#

@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.

red tree
#

With a screenshot too

brave tartan
red tree
brave tartan
#

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

brave tartan
#

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

red tree
brave tartan
#

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

red tree
#

did you take a shot of ingame by any chance comparing before and after?

brave tartan
#

nope actually

#

I can sent u the dds file ucan check for yourself

#

its nto BIG change but I noticed it

red tree
#

if it gets rid of the shining neck im happy

red tree
#

aydins grass poking through the roof of bar. never noticed this before. is it a map issue ?

regal bolt
#

what mod do i havo to disable to sell weapons?

grizzled gorge
marsh flicker
#

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

hearty plinth
#

Guys how can i make semi-auto guns full-auto, cuz i wana make the remastered SR-25 full auto

static nebula
#

so "1, -1" would give it both semi and auto, just 1 would be just semi and vice versa

hearty plinth
#

Oke

heady fiber
#

!mags

queen pineBOT
#

@heady fiber How to properly enable and disable Mags Redux (adds magazine management): #╭📖faq message

brave tartan
#

enough for today, little by little gonna do it all then will do corrections 😄

static nebula
#

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 kekcry

static nebula
#

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

slow bolt
#

ngl would be good to reuse one if you got any

celest forge
static nebula
#

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

teal plume
#

Someone please tip me on how to disable colored backgrounds of gun and armor parts just like in original Anomaly

celest forge
#

Just wondering since most BaS guns have already great anims

static nebula
#

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

celest forge
#

I mean you don't have to do it for gamma exclusively

static nebula
#

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

peak quest
#

anyone know the trade ltx where it lists nvgs?

static nebula
#

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

slow bolt
#

Its good as well, you can see almost everything

regal bolt
#

Where in the ltx file controls a weapon's recoil?

hybrid forum
#

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

hybrid forum
#

RIP

static nebula
celest forge
#

So it's not compatible with gamma

shy junco
#

ok, so im trying to get DX8 masks in dx11

#

its not working

#

im using this script, which only changes 1 line of code

turbid lily
#

other than the bhs related mods, what other mods mess about with medical items?

graceful sluice
#

From what mod this SVU?

hexed ember
#

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

prime marsh
#

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.

slow bolt
#

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

prime marsh
#

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

prime marsh
slow bolt
upbeat sun
#

Are wpn and ammo damage values stored in their individual ltx files?

simple scaffold
static nebula
#

would it be a sin to use MW22 audio for weapons KekSkew

hard fiber
#

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?

simple scaffold
# hard fiber 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.

shy junco
#

"no mask textures*

#

I JSUT had to turn that kff

simple scaffold
# shy junco it was a mod called

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.

simple scaffold
# shy junco I know....

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

peak quest
#

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

river holly
#

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)

narrow stirrup
#

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?

simple scaffold
simple scaffold
karmic kelp
#

is their a quick place where i can know wich file i shall add my modds in?

simple scaffold
karmic kelp
#

no just installing one

#

but i found it i think it with the MO?

simple scaffold
#

MO2 has a button to install mods from a zip file.

narrow stirrup
weary ledge
#

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

weary ledge
#

nvm found it on arti's git
couldve just checked the damn script

static nebula
#

basically done but im tired and it's late, to export and whatnot is for another day whatever

#

would have had it done like 2 days ago but i couldn't find a good source of audio until now lol

rigid sail
#

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.

static nebula
#

Btw, do motion marks apply to any animation or just reloads/unjams? I wonder if I might add one to the draw animation

rigid sail
#

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.

river fjord
river fjord
static nebula
#

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

river fjord
#

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

severe coyote
#

guys how to scroll up to top in any channel?

balmy sand
#

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.

river fjord
#

its the repair_type value in the main config section iirc

static nebula
river fjord
static nebula
#

so would i be editing the already animated weapon's rig and then copying the armature over to the models? 🤔

river fjord
#

youre not creating a second model or doing anything with any other model or armature

static nebula
#

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

river fjord
#

are you really just animating on the original bones? risitaslol

#

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

static nebula
river fjord
#

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

static nebula
river fjord
#

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

static nebula
#

hmm, ill have to keep that in mind next time in that case

river fjord
#

definately export models after youre mainly done next time nod
dont bother with what i suggested for this one

#

the anims themselves tho look super smooth, great work!
the sounds are satisfying as well

red tree
#

k this is cool and all but why does it sound like a horse walking around lmao

jagged radish
#

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

slow bolt
#

Just use the unpacker anomaly comes with

jagged radish
#

I can't figure out how to direct the files to it

slow bolt
#

Edit the .bat files coming with it

jagged radish
#

Ah, that makes sense, thanks!

tepid fractal
#

Can someone help me?
What settings should I use to save the build_details.dds ?
I think I tried everything but still have this

fossil birch
tepid fractal
#

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.

soft burrow
#

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

marsh vapor
random trout
#

I wish someone would make a XM29 OICW weapon mod for stalker anomaly.

static nebula
#

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

celest forge
#

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

static nebula
#

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

river fjord
static nebula
wet grail
#

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)

celest forge
#

Nah, if your gun doesn't have a pump then just don't assign anything to that vertex group

wet grail
#

thanks Okay

#

does it matter if theres like 3 different parts here and i put the vertex groups in different parts Hmm

celest forge
#

Wdym

wet grail
#

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

celest forge
#

That's how vanilla guns are done, it's all one single mesh with all the different vertex groups inside of it

wet grail
#

then i probably need to redo all the uvmapping trolldespair

celest forge
#

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

wet grail
#

how do you separate the materials btw

celest forge
#

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"

static nebula
willow ivy
#

hey guys is there any way to change the reticles for BaS Scopes Extragavanza?

willow ivy
river fjord
wanton dawn
#

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

wet grail
#

just normal obj or fbx ? Hmm

#

or just save the project itself

wet grail
#

do i export it or save it normally Hmm

static nebula
#

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

wet grail
wanton dawn
#

so far so good lads

#

added a single custom ammo, and gamma didn't crash

#

now, the ammo actually existing, that's another story

fossil birch
wanton dawn
#

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

fossil birch
wanton dawn
#

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

eternal wharf
#

How can I increase the carry weight of my companions? Feel free to ping with answer

paper burrow
slow solar
#

the mod is called 53- Companions carry weight tweak - sneaky in mo2, but it will probably break the game to be honest

paper burrow
#

I've had no problems or bugs at all with it

#

It lets you add about 40 carry weight to companions using backpacks etc

fast lantern
#

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.

random trout
#

Would anyone be able to make a weapon mod for me? I have the model for it.

river fjord
eternal wharf
#

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.

static nebula
#

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

celest forge
#

You can, yeah

#

As long as you're overwriting the correct sections ofc

static nebula
#

great, thanks for confirming pepeOK

random trout
# river fjord is it something you modeled?

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

celest forge
#

What is it

random trout
#

hl2 E3 beta XM29 OICW

#

fully overhauled with animations and textures

river fjord
celest forge
#

porting animations to anomaly

#

Good luck

river fjord
#

thats also pretty easy but requires a lot of blender knowledge

random trout
river fjord
celest forge
#

I know

river fjord
#

then why are you saying good luck? its litterally something anyone can do

celest forge
#

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

random trout
#

i'd rather have someone more experienced do it

celest forge
#

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

river fjord
# random trout i'd rather have someone more experienced do it

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

random trout
river fjord
#

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

celest forge
#

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

random trout
#

it's just there for style

celest forge
#

Welp

river fjord
random trout
#

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
#

Vrc is where I started learning blender and other programs years ago too

random trout
#

@river fjord what if I paid you to add the weapon into stalker anomaly?

river fjord
covert skiff
#

Hello, does anyone know where Mod Manager stores these configurations?

covert skiff
#

Bingo, thank you very much:3

late kestrel
#

any update on the wind affected trees

#

also anyone know of a pine tree replacer

stable compass
#

Anybody know anything about Anomaly's dynamic music system

covert skiff
# grizzled gorge ModOrganizer.ini ?

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?)

grizzled gorge
covert skiff
#

Ok for a moment I thought I became a bandit XD

grizzled gorge
#

No worries xD

tardy iron
#

Dumb question but do ap_scale in damage.ltx still calculated for armor protection or its just some anomaly leftover?

static nebula
#

the ogf/omf files look fine and i dont notice anything in the ltx

#

no errors, no crashes, not sure what's going on

static nebula
#

wdym?

slow bolt
#

Reposition could be dont in DLTX, so tracking that particular file would be hard.
If i am very wrong - disregard

random fulcrum
#

use notepad++'s search in files function

#

just search ![wpn_...._hud]

static nebula
#

there's no reposition yet but the weapon model should still be animated, no? :/

celest forge
#

Yeah that's not a repo conflict

#

The gun should be attach to the hand

undone lily
#

You need to edit an MO2 text file.

#

PM me I’ll explain it

undone lily
undone lily
#

Like the top part is the GL but the low part is the rifle

river fjord
#

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

undone lily
#

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

undone lily
stable compass
#

Hey, I'm dipping my toes into very basic modding, does anyone know how to interact with the music player in .script files?

willow ivy
#

can someone help me increase prices of tools and weapon parts?

regal bolt
#

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)

atomic sandal
#

how exactly do i read a mod in vs studio

stable compass
#

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

atomic sandal
#

cus its all weird symbols

stable compass
#

Yeah, that's a db file. Hold up, I'll find the guide I used

atomic sandal
#

im not making a mod just tryna find smth

stable compass
atomic sandal
#

ty

stable compass
#

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```
ornate spade
#

anomaly should already have unpackers in the tools folder

crude ledge
#

I wanted to have that creepy Half-Life universe vibe

woven mountain
crude ledge
#

I have the same thought as well

jagged radish
#

whats everyone using for particles these days thats working with gamma?

#

is anyone is that is

random fulcrum
#

hollywoodfx

hardy hound
random fulcrum
#

or cvfx 3.6

#

or lauraro's epic merge

#

shit might aswell be lost media

hardy hound
random fulcrum
#

very cool bubble bobble man

jagged radish
random fulcrum
#

hfx has the over the top effects

#

can try the minimal setting, despite being the lowend option, it's honestly the better looking one

jagged radish
#

the weird heat distortion yeah? how do I get rid of that lol

random fulcrum
#

like, dust clouds don't last literal 30+ seconds

#

what

#

ah literally all particle effects have that

#

how else do you see burners

jagged radish
#

nah its really strong on the merge, on the vfx one its not as bad

random fulcrum
#

the pussy ass cvfx small flame where the thing is

jagged radish
#

no I mean when its actuvated its like 10 metres wide

#

looks buggy as fuck

#

I'll show you one sec

jagged radish
#

its literally as wide as from that building to the tree, looks god damn awful lol

hardy hound
#

honestly, no idea, i made it months ago, and i don't even remember where to start from

jagged radish
#

ah damnit

#

no worries then

#

might just use hollywoodfx alone

jagged radish
hardy hound
#

not sure

jagged radish
#

no worries, I'll check it out, thanks anyway 🙂

random fulcrum
#

you can use any particles pack iirc

#

the biggest strangehold was removed long ago when grok finally axed the head explosion shit by default

jagged radish
#

yeah just checked ands the only stuff that conflicts is gamma's own merge, no other patches etc, so works fine

iron drum
#

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

marble onyx
#

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

slow bolt
#

Stalker wasn't made for 3rd person

weary ledge
tidal ore
#

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

crude ledge
surreal gust
weary ledge
#

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.

old stone
#

Do you guys now any mods that would fix the gamma ?

weary ledge
surreal gust
weary ledge
surreal gust
#

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

crude ledge
slow solar
crude ledge
#

No. I mean the pause menu when you press escape key just like any other video game

sweet gazelle
#

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?

weary ledge
#

should do the thing

ripped from dynamic menu music script

#

sadly no idea who made the initial script might have been Lauta_ro

wheat estuary
#

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??

fossil birch
wheat estuary
#

I disabled all the mods there and it still didn't work

fossil birch
#

are you trying to load an old save? I believe KVMAS requires a new save only

wheat estuary
#

Ill try doing a new save

#

Okay

#

uhh

#

That worked

#

Thanks

fossil birch
#

no problem

crude ledge
sweet gazelle
crude ledge
#

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

weary ledge
crude ledge
#

Okey dokey

hybrid forum
still zenith
#

also takes longer to do hip's quest to get a toz-194

celest forge
#

Also some guns are just straight up busted

#

UGP adds a couple of my guns which are upright just broken to be against

winged pond
#

can someone help? trying to add zone reality to gamma but finding the video confusing..

sullen thicket
#

How do you add a custom variant of a weapon to GAMMA?

fair inlet
nocturne crest
#

is there a way i can change the BR rating for armor ?

formal mountain
narrow coyote
#

in which script file I can change gamma starting gear

grizzled gorge
prime marsh
#

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.

static nebula
#

here is probably the best spot i guess

regal bolt
#

Do you think thermal imaging and IR flood illuminators would be possible in Monolith Xray engine?

regal bolt
#

Yeah. Just like that

#

Too bad I cannot use it in DX8, but it's cool it's possible

prime marsh
#

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 ?

autumn pilot
#

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

river fjord
# prime marsh Alright I am just gonna shoot, tell me if that's very hard to implement. Well ...

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?