#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 39 of 1

prime marsh
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@river fjord Hey bro thanks for the Answer and for the Mod it's pretty good. Reused in a sense that just remove the Knife, I am not sure how it would look but it would be kinda like the arm movement when your run. I guess haha I have no idea I am just spitballing trying to find the easiest solution with the least effort (I think)

river fjord
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thanks! its almost 2 years old at this point, I need to update those really soon
but oh ok just the swinging arms you mean, yeah the default run would probably look better fersure if you could see some swinging arms, youre right

river fjord
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he used the bolt anims, thats funny

willow ivy
grizzled gorge
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I used them a long time ago but I stopped, the animations and sound are not synchronized with the player's actual speed. When you're overweight, it just looks silly.

prime marsh
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@river fjord yeah I often Pull my knife out cause it looks kinda more immersive running like that haha. I don't wanna brownose here but animating is such a foreign topic for me that I legit admire your and your fellow modders craft, so good on you my dude.

grizzled gorge
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@river fjord Do you think its actually possible to synch walking speed and running sound ? As for now the walking sound is just the running one but muffled

prime marsh
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@grizzled gorge nice I am going to Check it out thanks bro, I tried all kind of words but didn't find anything like this haha

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@grizzled gorge ahh damn too bad

celest forge
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I'm sure someone could make a script that slows down the running sound scaling with the overweight condition

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Or other stuff that modifies the walking/running speed

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Crazier shit has been made for the gamw

grizzled gorge
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Basic stuff is still missing tho xD

celest forge
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Yeah, I noticed that, there's people trying to add all sorts of crazy stuff without even noticing the small stuff

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Stuff like that mod that was uploaded recently that makes the campfire lighting smoother

river fjord
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because this isnt a job, people do what they want when they want and what they consider fun
why would someone waste their time fxing random bullshit like that in someone elses modpack?

celest forge
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Oh I don't mean in GAMMA

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Just like, in the general anomaly modding scene

river fjord
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they obviously notice the small stuff man, its just who wants to waste their time on that when they could just make something fun?

celest forge
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There is a lot of people adding a lot of small QoL stuff

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Said the person adding anime guns for the sake of it Chadge

river fjord
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i just think complaining about big features being added while other smaller things are broken is just dumb, this isnt a release title people are working on, its just people doing things for fun and no one has any sort of obligation to fix anything

celest forge
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Yeah

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No one is complaining

sacred forge
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does the vssk have a weapon name that is not just wpn_vssk ? some of my references to it don't seem to find it

river fjord
random fulcrum
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inb4 it's butchered beyond recognition so that gamma doesn't crash

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i remember people complained for a really long time about the vssk

sacred forge
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Oh hey cool, love the anims. I was just trying to tinker with the ammunition because the as12 uses different ammo IRL and I wanted to make a separate ammo to reflect that without imbalancing the ASH

random fulcrum
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replace with .50 and just change numbers around

sacred forge
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but for some reason pushing an ltx with ![wpn_vssk] isn't updating the caliber used and I wondered if it was getting rewritten with a script etc

river fjord
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are you familiar with dltx, youre 100% sure file names and correct and its in the right folder?

static nebula
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^ be sure that it's named "mod_system_blahblahblah.ltx" and is under gamedata\configs

sacred forge
random fulcrum
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like did you bother to check in debug for the gun's classname

river fjord
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it is just wpn_vssk, that part is fine

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unless youre testing in a fresh install I cant really help you tho, I dont play gamma and I dont recommend people try to test wip mods in this soup either. youre just going to get overwritten unless youre 100% sure what youre doing

sacred forge
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was mostly putting it together as a favour for someone without the confidence to try, so if I can't figure out what is up I'll just revet to vanilla when I have the patience

river fjord
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its likely theres ammo mods that are overwriting what youre trying

random fulcrum
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it's odd how very few people dare to call gamma a soup especially considering how it is nowadays

sacred forge
river fjord
random fulcrum
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yeah i know, i'm aware

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i also see it as soup

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but i'm talking about like the other 99% of this server's pop

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like hell it even has extremely specific versions of some mods patched to barely work with features that are often included officially in later updates

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see wpo

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or pba until i forced grok to update

river fjord
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well with the culture around how info is presented in this discord most people in here dont even know moddb exists and just believe some bullshit about gamma "devs" creating everything

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cant really blame people, theres a lot of very misleading statements made here all the time

grizzled gorge
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@sacred forge works on my side with 9.39, make sure you write the correct name for your modded ammo

sacred forge
random fulcrum
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unironically asking on wether or not it was safe as in malware

river fjord
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not surprising, ive heard many people in this discord say the exact same thing about moddb in general

random fulcrum
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the absolute state of gamma discord

sacred forge
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or ghosts

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unsure if the zzzz portion is necessary in the LTX name, since to my knowledge it is not but that could be it

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literally only differences lmao

grizzled gorge
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dltx files are loaded in alphabetical order, priority wise

sacred forge
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There isn't a wiki for this kind of stuff right? I don't wanna be the 42nd person to be like "where is BR handled / calculated" when it's in some useful gamma factsheet

sacred forge
grizzled gorge
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dltx dxml is explained on git and pretty sure in the modding book

sacred forge
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yeah I've read the anomaly modding book

random fulcrum
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shit is turbo cringe

sacred forge
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I mean as a debug tool it infact worked. but agree overall that the solution is to hunt down the conflicting overwrite

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@grizzled gorge appreciate that

celest forge
random fulcrum
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frankly i don't even remember the entire context

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it's just not trusting the one site the mod author technically owns and the entire fucking code being visible to you before you get to press download that got to me

celest forge
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Some people are very touchy about that kinda stuff

craggy cargo
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And yet they use something for which the official intall process is: turn off antivirus, download an exe and run it with Admin privileges. KekStressed

river fjord
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that is a completely separate matter and definitely pretty wack, would not recommend

karmic kelp
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anyone know how to make custom outfit stats?

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can you tell me how you made a custom one ?,

random fulcrum
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dudes put all their trust in their god yet they fear downloading from official sources

simple scaffold
# karmic kelp can you tell me how you made a custom one ?,

make a file called o_myoutfit.ltx open up the outfit you want to change and copy its entire section and the immunities section and put it in your new file.

change the two section names. make sure to change the immunities_sect key in the main section to match your renamed immunities section.

start changing values. referance: https://igigog.github.io/anomaly-modding-book/configs/items/outfits/o_(outfit).ltx.html

the keys that have values that start with st_ like inv_name are the text descriptions. you will need to make a new translation file with new keys to have the name, description, ect

https://igigog.github.io/anomaly-modding-book/main-folders-and-files/file-formats/index.html#xml-files

you will need more files for icons and models maybe even sounds, when you get to changing those.

making a custom upgrade tree is such a pain i'd advise just borrowing one of the existing ones.

karmic kelp
simple scaffold
# karmic kelp I NEED to put it in the anomaly mods file or the gamma mod files ?

in mo2 right click on an addon. doesn't amtter which. select make new mod. right click on that and open it in windows explorer. in that folder make a gamedata folder. in that game data folder make more folders until you have the required paths for each file type.

in the case of an outfit ltx it is gamedata/configs/items/outfits/o_myoutfit.ltx

simple scaffold
karmic kelp
simple scaffold
karmic kelp
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i have models of an other mods but im not sure how to replace it

hybrid forum
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Where is the Rostok arena in the game files? Inside the level? I want to make a mod to allow you to duel other stalkers for possession of the loot they claimed

simple scaffold
# karmic kelp yeah i put some of an other suit ! visual = dynamics\outf...

yes. the first one is what it looks like when you drop it on the ground. the second is what you look like in 3rd person wearing it. third line is not used by anomaly but is used by the addon DNPCAV to set npc aperance.

the line player_hud_section = actor_hud_exolight controls the arms you see in first person.

as for changing it you change it to the path of the model file you want to use.

i am not artist. i can't tell you how to make new model files, or even edit the existing ones. sorry

karmic kelp
simple scaffold
simple scaffold
hybrid forum
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Thank you

karmic kelp
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i need to replace the gamedata with the unpacked version?

simple scaffold
simple scaffold
idle shale
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I'd like to know how hard would be for me to make a radio mod, or just add songs to the game

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really wanted to add some of fallout songs to the game

simple scaffold
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there are three systems. the pda radio, the game ambieant music and the physical radios.

the pda radio is designed to be extended and has instructions in its files.

the second you edit gamemusic.ltx to add more music to the varius levels.

the last one i recall being hard and havn't bothered to actualy look at

idle shale
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i'd want to try pda radio one, since i don't want to mess with the ambient audio and am not very knowledgeable to do hard stuff

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could you link me up to some tutorials?

karmic kelp
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any how to enable 1ST body part on a custom model?

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i used an already existing leg visible part model but when i gog in game it doesnt show it

granite tapir
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hi, can you port 1 mod to GAMMA assembly? (I'll send you the build files)

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mod for Shulga in the zone (and for that Shulga at the Yanov station)

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this is a story we need to find Lieutenant Colonel Shulga

simple scaffold
# idle shale could you link me up to some tutorials?

it is a modification of this addon. https://www.scribd.com/document/367372093/TRX-Zone-FM-Guide-How-to-Add-Your-Own-Tracks

in the unpacked anomaly files there are documents that will explain the changes (well they will describe the current state) it has been well over a year since i read them tho, i can't remeber exatly where they are in the unpacked files.

steady venture
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is there a documentation for gamma economy setup?

granite tapir
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Don't know

surreal gust
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Good terrain anyone?

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*the terrain texture is a place holder

granite tapir
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I'm not a mod maker but it looks like builds

surreal gust
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im not talking about the details

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its literally on a fucking sdk

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im talking about the layout

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the terrain will OBVIOUSLY look better when COMPILED

nocturne crest
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what stat changes the BR class of a outfit?

slow bolt
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That stat is on its own

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it is somewhere in the GBO most likely. I have seen that file once or twice

random fulcrum
surreal gust
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The old one sucks ass

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There are no outside boundaries

nocturne crest
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soo the br class cant change?

random fulcrum
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imo it's kinda flat still

random fulcrum
slow bolt
surreal gust
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I can send another screenshot if you want

random fulcrum
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like i guess maybe making the outside hills more pronounced?

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yeah it might be the lack of lighting that makes the image look flat

surreal gust
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The other two were taken from a hill

random fulcrum
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ah much better yeah seems nice

surreal gust
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Also these are 50% less in the Z axis size

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If they were to their original values

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it would be rocky as fuck

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The terrain is 875 meters in X and Y

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and 437.5 in Z

wet wharf
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I wanted to try to fix the recoil of this IWI rifle, any idea how to make the gun return to center? Right now the gun just shoots and flies upward and hangs there. Seems like none of the guns actually use the cam_return field, and turning it on made the gun crazy op

fossil birch
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any blender wizards able to point me in the direction of what might be fucking up here? Says 07 has no vertex group but it clearly does, could I have added it incorrectly and blender doesn't know how to read it properly?

versed wave
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@steady apex is there a chance that you will add aiming deadzone to anomaly in the future? currently in cqc there is no need to aim down sights, especially if your arms are damaged and swaying when you aim, because your weapon is shooting straight in the middle of the screen when hip firing

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i feel like it would need modding execs, thus pinging you, you seem to know this stuff

steady apex
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There is no chance in near future

river fjord
fossil birch
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ah awesome, at least its a me skill issue and not a blender issue

static nebula
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guys is there a way to check if something is being overwritten by dltx

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people keep experiencing a crash with my mod that doesn't make any sense to me, i have a feeling some dltx mod is messing with stuff for some ungodly reason

grizzled gorge
static nebula
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oh sweet, I'll have to give that a shot when i get home

celest forge
simple scaffold
vestal scarab
static nebula
random fulcrum
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read about it

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perhaps in the modding book

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also lua documentation

static nebula
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It just seems so daunting, like the concepts make sense enough on their own but translating that into scripting for STALKER is a whole new ballpark
I guess there's a mod I could try to make, maybe it's worth a shot some time :p

shrewd robin
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Hello, I feel like enemies over certain rank get too tanky and become real bullet sponges. Tuning bullet hit power factor does almost nothing for me (still need more than 30 rounds of 5,45 AP to down a duty veteran...). So I wanted to try tweaking this on my own and figured out that maybe I should try changing values in 181 - Ballistics Overhaul (GBOOBS) grok_bo.script; So would changing stalker_damage = { default = 0.75, ...} be a good place to start? Thanks for help

random fulcrum
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it's not rank related
bullet hit factor doesn't affect human mobs
that default thing is for when the game doesn't know where you landed the hit

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edit the other hitboxes

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proportions are still the exact same as always but every hitbox takes 10% less damage

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also proportionally

shrewd robin
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ok, thanks!

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didnt know about bullet hit power

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You seem to know a lot about damage πŸ˜„

shrewd robin
random fulcrum
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nah gboobs just doesn't allow it to happen

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since gbo hijacks the entire damage process from the engine

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if something isn't manually patched into gbo regarding damage it will just be ignored outright

simple scaffold
shrewd robin
random fulcrum
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their armor profile

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i read your previous post wrong lmao

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gbo points to the file where the profiles are somewhere in the middle of the human mob block of the code

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thing is easy to understand when you start doing references

shrewd robin
random fulcrum
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that's really weird x51ap should have enough ap to go through anything except exo+

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on hard

shrewd robin
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yeah i know πŸ˜‰

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also I use hardcore ai aim so it is not like I can just stand and spray them down

random fulcrum
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ah nah it makes sense that it doesn't go through i forgot about the 0.7x thing on ap

shrewd robin
random fulcrum
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no ap just gets reduced by 30%

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besides all the other factors like the model's innate ap resistance, difficulty scaling and the faction's ap resistance

shrewd robin
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sounds like a really delicous spaghetti

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so difficulty scaling

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where can i find that (ingame and in mods)?

random fulcrum
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at the top of the gbo script

shrewd robin
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ok, thanks now i get it

shrewd robin
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still many thanks for pointing me in the right direction

slow bolt
shrewd robin
# slow bolt welp, i am too late

thanks anyway πŸ˜‰ i think 20 hours of ironman, hardcore ai aim gameplay and finally made it to warehouses when realized something is off πŸ˜„

river citrus
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maybe a bit late but do you remember which files need to be changed ? i hate not seeing the HUD when in bright areas. would really apppreciate it!

dark leaf
# river citrus maybe a bit late but do you remember which files need to be changed ? i hate not...

No problem. "gamedata\textures\ui\ui_body_health_system3.dds" for the body health/psy ui. I used Aydin's HUD as a base and added a background to it. If you want to edit the compass "gamedata\textures\ui\SquareDOV\compass.dds" The GAMMA Minimalist HUD folder has the one that is used as a base. I also added a background to it for visibility. Here are pictures of what I ended up with. I also added more contrast to the yellow and red health for better visibility. I hope that helps πŸ™‚

river citrus
river citrus
dark leaf
river citrus
dark leaf
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Feel free to PM me if you need more help. I only have a couple hours free each evening, so I may not see it right away though.

river citrus
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that is totally fine, thanks so much for the help!

latent cobalt
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Is there a attachments mod for weapons for gamma?

slow bolt
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Weapons already get the attachments

stable sonnet
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maybe he meant the grips and others

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also someone posted a laugo alien mod somewhere, couldnt find it tho

regal bolt
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Anyone here tried to dip their hands in repositioning weapons and knows how it works?

slow bolt
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Very easy. Use the draggable hud editor, change values to reposition the gun in game and then save those values in a dltx file manually(didnt do last part but IIRC best way)

regal bolt
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What about the other guns? I repositioned Toz-106 for example and now the sawn off looks like shit

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And knife is out of the screen

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And when I come back to the hud reposition mode it goes back to the repositioned state I edited it

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Any idea why or how do I change that?

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And how do I save the values into a dltx?

fossil birch
regal bolt
slow bolt
regal bolt
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Okay. Looks good. What about the other weapons using the repositioned gun reposition though?

slow bolt
regal bolt
regal bolt
# slow bolt

Oh so that's what screws up the knife and other weapons. Thx ^^

slow bolt
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Tells you this btw that it is still active

regal bolt
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Oh and one more thing

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If I fuck up can I revert do default without any issues?

slow bolt
regal bolt
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Okay. Thank you ^^

regal bolt
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What is the firepoint setting for

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Nvm. Figured it out

slow bolt
regal bolt
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Yep. It does just that

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Nah. Screw it. I give up. It's way harder than it seems to make that gun work with the shellcasings and all of that

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I give up because there is no way to keep the gun firing with unlimited ammo while in the reposition menu to adjust the shells. The flame was fine, just the shells falling out of the wooden cover blew me away

keen valve
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Quick question (i hope): does anyone know any major mods that are overwriting the dynamic_news_manager.script?

slow solar
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maybe ask on ugp post?

tepid silo
regal bolt
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how do i reposition a handgun to be compatiable with BaS detector reposition

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where it doesnt make the detector go near your screen

misty mulch
queen pineBOT
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Try the MO2 mod name searchbar to find a mod, and the mod files search bar to find which mod provides which files. ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

keen valve
autumn pilot
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anyone know the fix for this? its from the ultimate gun pack, keep posting it in there but no one ever sees it so figured id post it here lol

dark leaf
dark leaf
# terse turtle linky?

https://www.moddb.com/mods/stalker-anomaly/addons/aydins-hud-ui-tweaks-3-gamma
Just put it at the end of your modlist and to make sure it overrides any GAMMA UI elements.

Mod DB

A collection of UI skins for use with G.A.M.M.A.. Featuring 3 variants: Standard, Textured and Simple. For more information see description below. This was designed for 16:9 aspect ratio and is not compatible with 21:9 aspect ratio's at the current time...

nimble shoal
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Mod idea: Item Checklist

Basically, if you know of an items existence, like, say, a weapon part. You can add it to your β€œchecklist” and it’ll be added as an objective. When you get that item, the objective is complete

simple scaffold
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someone broke something but i can't tell you who without the logs

autumn pilot
celest forge
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It's up to each animator animating a gun to add a mag check animation

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Making a mod that adds an ammo check anim for each gun would be a great task

static nebula
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it sounds like it would be a huge pain in the ass- mostly just because I'm not sure how you would match the idle pose up with the one from the existing animations πŸ€”

simple scaffold
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most guns have an inspection animation. but after review most of them don't make sence as an ammo check animation so we decided not to use them. currently no one has standardized a name for an ammo check animaiton so we don't even bother checking if one is there like we do for unjam animations.

(before you ask i oppose the idea of using the inspection animation only for the guns that it looks good for because mags redux has 0 gunspecific code and i'm not starting now even in ammo check)

I guess if someone duplicated the good inspection animations into a standardized name ammo check animation and only after that put a feature request into mags redux or ammo check githubs with a link to their work i might ber persuaded to ad a check for that animation name.

random fulcrum
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most of the big game animators add ammo check to their guns

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think, recent firebreath's work

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iirc all of barry's guns

pseudo frigate
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is there any mod that changes weather? as in better looking/more realistic rain?

river depot
#

What’re your thoughts on UGP Balanced? Does it really remove advanced guns from low level enemies or is the progression still busted even with it installed

simple scaffold
#

you could test this

river fjord
# random fulcrum iirc all of barry's guns

yeah, im the one who requested the scripts be written in the first place, utjan wrote them for me and the vssk was the first gun ever to have ammo checks, now its more of a standardized thing others use too which is awesome to see

simple scaffold
river fjord
# simple scaffold do you know if his brantch of ammo check works well? i am not sure if i simply f...

it works pretty flawlessly, Utjan tried to get it merged into the ammo-check script and ishmaeel just told him "no, its too much of a niche feature" without even looking at the script afaik, so he just made it standalone pain
it would be awesome to get it merged into mags tho, that was indeed the initial plan with it and it is pretty standardized at this point with a lottt of mods using it
he recently rewrote it so load order doesnt matter in mo2 as well, this is the up-to-date one everyone is using: https://github.com/Utjan/utjan-mag-check

GitHub

Allows animators to implement mag check animations - GitHub - Utjan/utjan-mag-check: Allows animators to implement mag check animations

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its pretty popular at this point, fire and myself have released/changed pretty much all of ours to include magechecks and a few of the newer stalker animatiors have started using it too, theres a lot of magcheck stuff out there now

simple scaffold
river fjord
#

merging into mags so people using mags wouldnt need the extra github stuff from utjan would help a lot I think CatPray

slow solar
#

no, but you can make your own anomaly modpack with just graphics mods

iron drum
#

Hello there! Does anyone know if it's possible to have variables in xml <text></text>?
For example: instead of
<text>Press F to pay respects</text>
it would be
<text>Press [respect_key_bind] to pay respects</text>
and in game it would display the same way if respect_key_bind is F

simple scaffold
surreal gust
#

Does anyone know will compressing the lightmaps decrease the quality?

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this is an uncompressed lightmap

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compressed lightmap

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8096x8096 lightmap uncompressed

iron drum
latent cobalt
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Is there a mod that adds an NPC or function where you can repair your equipment for rubels?

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Or other stuff

slow bolt
latent cobalt
slow bolt
#

They are mostly crafted iirc

latent cobalt
#

No, toolkits

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And advanced

slow bolt
latent cobalt
#

Yeah I need It for the workbench to craft

latent cobalt
slow bolt
#

Not the toolkit stuff you are talking about

slow nexus
#

Can anyone point me in the right direction / location of where i would find the recipe values for ammo making?

simple scaffold
vestal scarab
slow nexus
slow nexus
vestal scarab
#

Yeah, I believe it is. I added it partway through my last run and never got any errors.

latent cobalt
slow bolt
#

i never did it

latent cobalt
latent cobalt
slow bolt
grizzled gorge
round fog
#

some of you care to share how you learned to mod stalker? & how someone could start (mainly interested in gameplay related modding; u can dm if u want too & no rush :b) okaycathappy

static nebula
#

Not a gameplay modder, but I mostly learned by referencing mods similar to what I'm trying to do, and just straight up asking "hey how do I do this thing"

#

Although I guess that might work a bit better for me since the mods I make are relatively simple

slow solar
#

Hey, does anyone know how I can hide the bhs hud radiation bar? (I already edited the ui_body_health_system3.dds texture to remove the rad bar background but now I'd like to hide the actual progress bar)

marsh oracle
#

Hey there. Is there a way to make the Item UI Improvement mod add an option to hide the condition bars for all your equipment and show only the percentage number? Right now the option is there in MCM, but ticking it only applies to the gear on your inventory and not the equipped one. I think it's a bit oversatured having both the bar and the percentage number, so I want to keep only the number

slow solar
#

I figured it out, I was just behing dumb, the radiation bar is SidHUD one, so I just turned 'Show radiation exposure bar' off in SidHUD MCM menu

#

I do have another issue though, I can't find what removes the vanilla anomaly geiger sound when approching radiation field (this feature is disabled since in GAMMA geiger sounds are played by the radiation effect, option in visual player)

marsh oracle
slow solar
jagged radish
#

Is there a way of disabling certain crappy fdda animations such as the MRE, bread and sausage?

#

I feel like I don't really need animations for every single animation, camera animations are enough for me if it means replacing crap ones

brave badger
#

How do we calculate the outfits protection values in gamma? For example, when I read the stalker_outfit ("sunrise") outfit values, I get the values which are located in o_sunrise.ltx. When I convert them by hand or the way utils_item.get_outfit_protection to the percentage values I get exactly what vanilla anomaly is showing. For example burn_protection is 0.14 which is 13%. But in the gamma UI it is shown as 70%.

simple scaffold
#

Nvm. I found an updated version that has been tested.

Thanks though

simple scaffold
undone radish
#

Where are upgrades definition files for the modded weapons stored? Wanted to fiddle with an SKS' upgrades but I can't immediately find something formatted like w_sks_up, doesn't show me a file. And searching up_firstb_sks (to find the second of the first tier of upgrades for an SKS as they have three) yields nothing with visual code studio looking at the mods folder

grizzled gorge
undone radish
#

those phrases exist, they're part of the sks definition files

#

this appears in each of the four SKS variants

grizzled gorge
#

w_sks_up.ltx is in your unpacked anomaly folder (tools/db_unpacker.bat), not in gamma mods

undone radish
#

I gotta have some space to discombulate Anomaly, don't I?

grizzled gorge
undone radish
#

Thank u guv'nor

slow bolt
celest forge
#

Is there a way to make a mod that makes monolith respawn in the sarcophagus?

celest forge
#

Does it involve scripts

simple scaffold
#

no

#

you could do it that way, but why make a new system when the existing smart terrain script is already running respawn logic to fill the place with rats after tyou clear it. easy to edit the ltx to spawn generic monolith squads

#

configs/scripts/sarcofag/smart

#

sar_monolith_general.ltx

#
[smart_terrain]
squad_id = 1
max_population = 4
respawn_params = respawn@sar_monolith_general
respawn_idle = 30000
respawn_radius = 300

[respawn@sar_monolith_general]
spawn_tushkanos

[spawn_tushkanos]
spawn_squads = simulation_tushkano
spawn_num = {+sar_secret_door_find} 4, 0

[exclusive]
sar_monolith_general_post1_1 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_post1_2 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_post2_1 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_post2_2 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_patrol = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_patrol_follower1 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_patrol_room = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_kamp1 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_kamp2 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_kamp3 = sarcofag\sar_monolith_general_logic.ltx
sar_monolith_general_kamp4 = sarcofag\sar_monolith_general_logic.ltx

you make that not spawn tushkanos

#

maybe reduce the idle time

celest forge
#

Oh thanks a lot dude

#

It always bothered how the sarcophagus was the perfect loot farm if monos respawned

simple scaffold
#

you could just change simulation_tushkano out for a simulation monolith aquad. and just set the number to a simple 3.

celest forge
#

It has exclusive monolith squads for that area?

#

Huh

#

I do remember getting like, ghost stalkers once

#

And only there in the sarcophagus

simple scaffold
#

the exclusives are the ones that are there to begin with. they don't respawn

#

but if you use this squad: sar_monolith_general_squad they will fill in those jobs when they respawn (i think) which would be better than having them just stand there.

celest forge
#

So change this line for sar_monolith_general_squad

simple scaffold
celest forge
#

Oh ok

#

Thanks a lot dude

#

I'll try it out tomorrow

simple scaffold
#

the value above that is idle is the respawn timer. idk exactly what it translates to. but you could probably turn it way down to start

bold mural
#

how to go about making a custom weapon upgrade

#

i want to change the RD-74's caliber change to a hyperburst fire mode

brave badger
#

How do we calculate the outfits protection values in gamma? For example, when I read the stalker_outfit ("sunrise") outfit values, I get the values which are located in o_sunrise.ltx. When I convert them by hand or the way utils_item.get_outfit_protection to the percentage values I get exactly what vanilla anomaly is showing. For example burn_protection is 0.14 which is 13%. But in the gamma UI it is shown as 70%.

slow bolt
#

That mod works with that

#

and momo is the "expert" in that field by now

brave badger
#

Thank you @slow bolt !

fiery cedar
#

May I know what the file for faction goodwill? or is there any other way to change it

queen pineBOT
remote crown
#

When handling "on_xml_read", there's no way to determine the path of the resolved XML file, right? Like there's no way to know if it came from default GAMMA or a different mod folder for example? I don't see a way but wanted to make sure.

What I'm hoping to do is only change an XML object if it's coming from a base GAMMA file, otherwise leave it alone.

slow solar
remote crown
surreal gust
#

new terrain pic

#

updated edition

sinful pawn
potent tinsel
#

guys, can someone mod me to edit quuest BS time to 1 hour ?

#

10 minutes is too hard for me (hard dif)

ashen sierra
#

at that point why not just go godmode and clear it out?

grizzled gorge
hoary hawk
#

How can I make animations for weapons and put them into the game without errors?

static nebula
hoary hawk
#

XD

#

Well then how do I make the animations for the weapons in this game?

river fjord
static nebula
#

radon's guide is the only one I know of, it teaches you some good stuff but it's a bit flawed if I'm being honest πŸ˜…

celest forge
#

If you don't have any previous animation background, preferably on Blender, I advise to start with the basics of that first

#

Then the basics of Anomaly weapon modding

static nebula
#

oh true, i just assumed they already had animation knowledge :p
but yeah, if you don't then it's better to just learn animation on it's own first, without the added jank and tedium of stalker lol

cinder sequoia
steady minnow
#

Anyone here that may be able to help me figure out why exactly Mags Redux and BaS PKM/PKP guns have an issue where the bullets are invisible during a reload?

severe coyote
#

where to get list of all callbacks?

#

i need one which called when player is getting damage

random fulcrum
#

axr_main

severe coyote
#

i just dont have it

celest forge
#

Did you unpack the game

severe coyote
#

idk how

#

its just regular Anomaly with GAMMA installed

#

sorry if I'm dumb, this is my first time modifying stalker

shy junco
#

does anyone know if this would work for gamma 0.91

random fulcrum
#

it works

shy junco
#

how would i set it up

static nebula
shy junco
#

i know tha tits not compatible with Enhanced Shaders

#

so i'll turn that off

#

ok lets see what happens

#

fresh install

#

nothing changed

random fulcrum
#

just insrall it

#

i use raw all the time since it look gorgeous

#

but the reshade fucking blows

#

(i'm colorblind)

shy junco
#

what

#

so

#

just the core?

#

or the optionals too???

#

i was getting shader comp fails because I turne doff enhanced shaders

sinful pawn
#

Raw is wonderful it’s just confusing

shy junco
#

oh

#

no crashes

#

soo i guess you just wanna install it

#

lmao

#

now to install the reshade

severe coyote
#

how to run scripts from console?

shy junco
#

press `

#

and then type in the script

#

and press enter

#

i think

severe coyote
shy junco
#

idk then

random fulcrum
#

run_script scriptname

shy junco
#

aw man

#

the raw reshade doesnt wokr

#

OH WAIT

#

i fuckin did it wrong

#

nervermidn

#

it doenst work

severe coyote
#

how to print info to console from script?

#

is it just Lua print() function?

severe coyote
#

ok it works

#

but only in debug mode πŸ™‚

#

so how to add new lua library to stalker?

#

idk

#

ok I figured it out

#

what is the version of Lua in stalker?

random fulcrum
#

ancient

#

can't even break loops

severe coyote
#

Now I have this error

#
local http = require("socket.http")
local url = "http://localhost:1180/"

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

function actor_on_hit_callback(obj, amount)
    news_manager.send_tip(db.actor, "Damage:" + amount + obj, nil, nil, 3000)
    url = url .. amount
    http.request(url)
end

idk how to debug it

#

here is the code

#

can anyone help?

simple scaffold
#

that's thelibrary crashing not your code

severe coyote
#

how to add a library

#

i think i doing it wrong

#

i added lua folder to Anomaly/bin

#

i need to use socket library but its not exists in anomaly's Lua

#

how to add it

simple scaffold
severe coyote
#

so how to use in my mod?

#

where to put it?

#

in Anomaly/bin?

simple scaffold
#

yeah. the .dll in bin and the library in bin/lua

#

they have examples.

#

i have seen it used. i did not implement it myself. the person who did is awol right now

severe coyote
#

i found the example for me

#

its very funny πŸ™‚

simple scaffold
#

i rememebr heating about that

severe coyote
#
package.path = package.path .. ';gamedata\\scripts\\shocker\\?.lua'
local pollnet = require("pollnet")
local url = "http://localhost:1180/"

function on_game_start()
    -- Required callbacks
    RegisterScriptCallback("actor_on_hit_callback", actor_on_hit_callback)
    RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
    printf("[shocker] initialised on game start")
end
local function actor_on_hit_callback(obj, amount, local_direction, who, bone_id)
    printf("[shocker] got hit for ", amount)
    news_manager.send_tip(db.actor, "shocked " .. amount, nil, nil, 3000)
    url = url .. amount
    pollnet.http_get(url)
end
function actor_on_first_update()
    printf("[shocker] on actor update callback")
    news_manager.send_tip(db.actor, "initialised", nil, nil, 3000)
end
#

Now the script loads successfully without errors, but nothing happens. The last line that is executed is printf("[shocker] initialized on game start"). After this line, there are no more mentions of my script in the logs, as if it was just unloaded

#

idk why this happens

severe coyote
#

found other solution

#

will try out now

light bear
#

Yo, question to mod devs and especially to BaS, is there gonna be a change so the Weapon Flashlight will work ? πŸ˜„

limpid drum
#

anyone know of any good MP7A2 mods? Like a port from Tarkov?

random fulcrum
#

but it's already in the game?

limpid drum
#

MP7A1 is i believe?

#

but I mean one more akin to tarkov, with a laser sight and foregrip as the one in game has no foregrip or laser sight

celest forge
random fulcrum
#

hit_power

#

each number there is for each difficulty level

#

easy -> master

#

f7 > numpad 0 > f5

river bough
#

Anyone know of a way to modify specific NPCs through file editing? been traveling in the zone for ages now with someone who seemingly wont rank up at all, was curious if I'd be able to modify it directly. I looked around on my own but don't really know how to navigate the files, could use some help πŸ₯²

#

I assume that if what I'd like to do is possible it'd have to be attached to specific save files yeah?

slow bolt
#

they just need to kill fools

river bough
#

maybe someday, eventually

lethal finch
#

whats the name of the artifact melter so i can add it to a trade ltx?

river bough
candid moss
#

Trying to add mods to my G.A.M.M.A
Anyone know how I'm supposed to organize this?

slow bolt
#

idk why your mo2 doesnt treat it as such

lethal finch
ebon bay
#

Is there something wrong with the game radio? always plays the same half a dozen songs

simple scaffold
slow solar
normal sapphire
#

hello guys this is probably not the chat to ask this but does anyone know of a mod that adds thermal optics to the game ?

simple scaffold
steady minnow
#

@simple scaffold i have a question about a specific issue with BaS PKM/PKP guns and Mags Redux. i saw it's noted on the github and i tried taking a look at it myself, but i cannot figure out WHY the bullets become invisible during the reload animation

#

an example, the hand is grabbing an invisible belt of bullets, and they stay invisible until the weapon is chambered, upon which the bullets appear and behave normally

simple scaffold
#

not my monkey not my problem

steady minnow
simple scaffold
#

idk. gamma modifies mags redux which makes it very hard for me to get into details

steady minnow
#

appreciated. as someone just getting into messing around with stalker modding this one is incredibly hard to parse because there are no other belt fed mgs to compare this to and test wtf is going on

regal bolt
#

whats the file that i would go rummaging around in to make it so the sh1mp uses the pistol repair kit instead of the rifle repair kit

static nebula
#

matter of fact i bet whatever is overwriting it is the reason it's using the rifle kit lol, im pretty sure it uses pistol repair kit by default

regal bolt
#

ah alright thanks ill go fucking around with the file and see if it works

faint sable
#

Our fix for the rpd and m24 was removing certain overlap in mags redux on it but am not deeply informed on what

steady minnow
agile pond
simple scaffold
steady minnow
faint sable
#

@hushed stone sorry on ping but how did you fix our rpd and m24 loop ring issues?

faint sable
#

No the rpd and m24 are on moddb by nicholas, they also has loop rings like your gun issue, which also gave us the exact same ring issue due to mags redux. I also use bas 2022 and was thinking might be the same fix as say the rpd and m24 fix is

#

Only revolver would know since his fix actually fixed the loop ring

#

And idk how revolver did it sadly xd

#

Hope he checks and can help out possibly

steady minnow
#

the UGP mags redux set up?

faint sable
#

No our mags are no change but updated from gammas, we use the most latest of mags redux build

#

You can however try ours

#

Itd be the mag setup correct

#

Wait imma winmerge our rpd and nicholas and see the edit

#

forgot I could do that

steady minnow
#

here's the comments on the RPD moddb

faint sable
#

ooh that is the fix then

#

try it for your other guns too

steady minnow
#

I'm doing it as we speak. I'd love to keep using Mags

faint sable
#

idk it might work

steady minnow
#

It works

#

At the cost of what was mentioned in the moddb, when you reach the last dozen bullets it doesn't display that they are running out. weird incompatability

#

Now... can I figure out how to make mags redux accept bullet_bones

#

seems like if it CAN be done it would enable compatibility with any belt fed gun using the bullet_bones system

formal kelp
#

hey does anyone know where i would start looking to see about creating a multiplayer mod? i have seen it done by a couple teams that went under and were charging... i hope to be able to bring even the most basic multiplayer so people can finally have some fun together in this awesome game

#

the main reason i ask is there are so many different ways to make a multiplayer mod and i need to know where to start looking for basic compatibility because i am currently clueless and dont want to spend hours looking into the wrong things, but i have nothing but spare time so hopefully eventually i can make it happen. that is if stalker 2 doesnt blow us all away with multiplayer. maybe it would be better to wait for stalker2 so the software would be more modern/available?

hushed stone
#

wish I could explain a lil better but I’m not at my computer rn

faint sable
#

yea I believe we figured it out now

#

all good

hushed stone
#

ah cool didn’t see

steady minnow
static nebula
formal kelp
echo tendon
#

A question for modders; Would it be possible to edit the code for the 'Hold F to display loot' feature to display loot around at all times instead of needing to be prompted? I'm no coder by any means

severe coyote
#

idea of my mod is shock player with electricity when getting damage ingame

severe coyote
#

All that remains is to assemble a shocker device that works via Wi-Fi

steady apex
#

So you are into sadomasochism

celest forge
#

It worked

#

However

#

I made the number too high

#

I forgot to turn my zcp population to 1

#

and made the ltx value 4

severe coyote
#

A veeeeery cheap equivalent

normal sapphire
#

is there any way of removing the music in the Atmosferic Main menu on the menu when you press ESC mid game?

simple scaffold
warm dragon
#

Is it actually possible at all in xray to have different gunshot sounds depending if actor is indoors/outdoors?

stoic vault
#

Hey, anyone know of a mod that gives CS a nosrog

regal bolt
#

mod makes air toxic, the more north the more toxic it gets.

faint sable
#

Thank You Ben Shapiro

surreal gust
#

if its on outside boundaries of the fuckin' map

regal bolt
surreal gust
#

say no more

regal bolt
#

It's an amazing mod

surreal gust
#

im making my own heh

#

(a new level)

willow ivy
#

any way to change faction relations?

regal bolt
surreal gust
regal bolt
#

πŸ™

surreal gust
#

in the server

regal bolt
#

Cam u send em here

#

Pls πŸ™

#

πŸ™

#

πŸ™

surreal gust
#

ok fine let me just find them

regal bolt
surreal gust
#

here are the 2 pictures from last build

#

this is pre compiled terrain

#

terrain texture is a placeholder

regal bolt
#

Amazing

#

Definitely gonna use this mod when Ur done stalker

surreal gust
#

i hope this goes well tho

#

since i cant really tell how will the map play out

regal bolt
#

Should work fine

#

Just gotta make sure the map isn't too demanding and there is a population of mutants and stalkers

#

And that it dousnt cause conflict with other mods which might be tricky

#

I'll definitely use it when Ur done πŸ‘

surreal gust
#

tho i didnt run into any performance issues when i tested this map in anomaly with only terrain

#

not other objects

surreal gust
regal bolt
surreal gust
surreal gust
regal bolt
surreal gust
#

the more you have polygons the more detailed it is but takes longer to render

regal bolt
#

Very interesting

surreal gust
#

army warehouses has 1.7m polygons i think lol

regal bolt
#

Godamn

surreal gust
#

so the terrain being 130k shouldn't be a problem

regal bolt
#

True

surreal gust
#

my hardware is shit anyway but i do get a smooth experience in anomaly

#

with some shaders on

regal bolt
#

I think it'll run fine

#

I know nothing abt mods tho lol

surreal gust
#

yeah mine hardware specs are from 12 years ago

#

gtx 660

#

and a ryzen 3 1300x which is newer but performs about the same as an i7-2600

regal bolt
#

Wat

#

How u even run the game

#

Let alone mod

surreal gust
#

i optimize the settings myself

#

i know how xray works

regal bolt
#

Cool

surreal gust
#

grass density doesnt kill fps unless your gpu cant handle it anymore

regal bolt
#

Yeah I noticed that

#

A guy told me to turn it down and it did nothing

#

Gonna go to bed stalker

#

Good luck with the mod making πŸ‘

surreal gust
#

also detail radius and height does affect performance a lot

surreal gust
#

so i set my grass settings about 75% density

#

0.5 height

#

and 75 meters radius

regal bolt
#

I will do that

surreal gust
#

keep in mind that grass density is measured in objects per square

regal bolt
#

U know all abt it

#

Anyway really gotta go to bed seeya man

surreal gust
#

bye

light dock
#

name

hybrid forum
#

I wonder how hard it would be to create a map editor

slow bolt
#

Very hard, since you would need to justify to yourself the reason to create a map editor when SDK already exists

hybrid forum
#

The same reason the Creation Kit exists when Bethesda devs could just code everything directly into the program. Etc etc.

slow bolt
hybrid forum
#

ok

shy junco
#

i tried editing HQ glass mod and uhhh

#

doesnt look right

#

i wanted to see what would happen ifi tried editing it

#

wanted to try soemthing like metro

#

on the sides it looks right

#

except for the left side

#

looks like this in the sky

chrome elm
#

whoever is good with models, how do I change the folder path for a specific model so that it will use this new path for the new texture

#

changing the texture within the image then exporting does not save the new path

#

if anyone is good with models here pls dm on discord

#

πŸ™‚

celest forge
#

I do that with the OGF editor

chrome elm
#

can you elaborate on ur process pls

cobalt birch
#

For the people that make mods here how hard would it actually be to make a co-op mod where a person hosts a game from there pc? I would like to know the process that is takes as there are no mods for it

#

I know it’s hard but I want to know why it is

celest forge
#

Download the tool

#

there you can see each mesh and the texture route

#

you modify the texture route and save

chrome elm
#

sick bro thx u

#

how do u open the program πŸ˜‚

celest forge
#

It's a normal exe

chrome elm
#

@celest forge testing now bro ill give feedback

#

ur an adonis sir

echo tendon
#

Anybody know the game's true name for the AKS-74U? Trying to edit a config and it's name isn't working

slow solar
hoary hawk
#

Is there a way to adjust the time cycle so that it gets dark at 6 or 7 instead of 10 or 11 p.m.?

paper burrow
#

I don’t suppose I can connect to an API via the stalker script

solemn topaz
#

what tool to you yall use to preview repos, alt aim, attaching scopes? Editing value and restarting the game every time is killing me.

slow bolt
#

Stalker has a twitch intergration mod

paper burrow
#

Nice

#

Do you know if it works through direct api calls from lua or through a middleman text file

#

It’s a middleman text file sadly, so no direct api calls.

paper burrow
#

Middleman text file it is. GPT mod for stalker is a go.

steady apex
#

we dont talk about his usecase madgetype

paper burrow
#

NSFW modders are always a great resource. I got animations and handcuff models for my fallout intimidation mod

#

Thanks Demonized

#

Jesus Christ how is this the mod to make an api connection

formal mountain
#

that is wild

paper burrow
#

This is some nice netcode

#

Sadly this is a websocket connection and thus not fit for a HTTP rest api

lethal finch
#

What would alter the price of sewing kits from mechanics outside of the cost line in items_repair.ltx?

steady apex
paper burrow
paper burrow
short island
#

So i would like to make a simple personal mod which, when loaded, upon entering "new game" menu sets a faction, stalker name, game modes settings to specific values... Could someone help me, cuz I don't really know how to approach this? KekSkew PepegaBlind hmmtakenote tired

paper burrow
#

Cant say I've tired, you'll have to dig around the game code and see if you can adjust the default values of the new game screen

short island
#

Yeah, i know this much, thing is i dont know where to start. I tried to edit axr files but it did nothing

paper burrow
#

Wish I could help you more but I'm just learning too

paper burrow
# short island Yeah, i know this much, thing is i dont know where to start. I tried to edit axr...
Mod DB

Rebalance the starting loadouts, giving you more freedom of choice with a large modification of the cost of each items, giving you more diversity in your starting build. Made for BaS, EFT Medic Item Overhaul & Arszi's Radiation Overhaul in mind without...

obsidian void
#

Could someone please check my Russian google translation?

"A light originally designed by Sakharov with the help of a moonlight artefact. It is a source of near limitless light."

"Π‘Π²Π΅Ρ‚, ΠΏΠ΅Ρ€Π²ΠΎΠ½Π°Ρ‡Π°Π»ΡŒΠ½ΠΎ созданный Π‘Π°Ρ…Π°Ρ€ΠΎΠ²Ρ‹ΠΌ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ Π°Ρ€Ρ‚Π΅Ρ„Π°ΠΊΡ‚Π° Π»ΡƒΠ½Π½ΠΎΠ³ΠΎ свСта. Π­Ρ‚ΠΎ источник ΠΏΠΎΡ‡Ρ‚ΠΈ Π±Π΅Π·Π³Ρ€Π°Π½ΠΈΡ‡Π½ΠΎΠ³ΠΎ свСта."

covert nimbus
obsidian void
covert nimbus
obsidian void
#

okay cool

covert nimbus
# obsidian void okay cool

Although, depending on what item is that, it might be better to use "Π˜ΡΡ‚ΠΎΡ‡Π½ΠΈΠΊ свСта, ΠΏΠ΅Ρ€Π²ΠΎΠ½Π°Ρ‡Π°Π»ΡŒΠ½ΠΎ созданный Π‘Π°Ρ…Π°Ρ€ΠΎΠ²Ρ‹ΠΌ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ Π°Ρ€Ρ‚Π΅Ρ„Π°ΠΊΡ‚Π° Π»ΡƒΠ½Π½Ρ‹ΠΉ свСт".

obsidian void
#

it is the artefact lamp, I've changed it a bit so it lasts for a very long time and uses moonlight artefacts as fuel instead of gauss ammo

marsh oracle
#

Hi. I have a few issues with I think are mods. Copy paste:

I reinstalled GAMMA cuz some problems today and since the new Utjan UI Improvement 1.4 update (didn't happens previously) I had this issue in the pic. If you see, the crafted items the Vinca allow are displayed below the black box of text, outside of the proper UI. Anyone with the same problem or the problem is reported? Any way to fix it?

The UI mod i'm running it's the UI GAMMA rework by Sota last version 1.3.8.1 if that helps

Also, the artefact containers like AAM or similar and lead containers show a condition number that previously wasn't show, the problem is it even show a condition when there is no artefact inside it and it's stuck on that last artefact condition and I think this come from Utjan 1.4 UI improvement. Any way to remove it? Is really annoying for me

obsidian void
marsh oracle
#

Posting here to report and because probably in the modded support channel no one will notice it and don't resolve the issue

covert nimbus
marsh oracle
obsidian void
#

OH

marsh oracle
obsidian void
#

nevermind I just re-read your original message

marsh oracle
#

And in MCM there is nothing about artefacts

#

It's something Utjan added, like the condition parts now showed on the UI that bother me to be honest

obsidian void
#

I think you should report the issue to utjan

marsh oracle
#

I don't know if editing some file could change that

marsh oracle
obsidian void
#

IDK I don't think so. Might want to comment on his moddb page

marsh oracle
#

don't have account there 😦

obsidian void
#

It would be possible to stop all artifact containers from receiving condition text but then of course they would not display the artifact condition when they are inside

obsidian void
marsh oracle
#

The issue is the container show a ghost condition when there is no container inside

#

I guess it's a bug in the code or something

#

But mostly my post here was about the tooltip issue when I hover items that they appear outside the black box

obsidian void
# marsh oracle I guess it's a bug in the code or something

what's happening in the script is it basically says "if the kind of item = i_arty_junk, i_arty, or i_arty_cont then apply the condition value. Problem is empty containers and full containers both are kind = i_arty_cont, there's no distinction between a full container and an empty container. So the script needs another condition that can help it understand that empty containers are not to be included in the function

marsh oracle
#

I understand. So basically Utjan didn't notice it and that's why those lines of code aren't there. The weird thing for me is the container remember their last artefact condition. If you put an artefact at 67% it will keep that number until you move another artefact there

#

or really not. I just tried with a 93% artefact, remove it from a AAC and the container empty shows 25%

obsidian void
marsh oracle
#

very weird

obsidian void
#

ooookay well the thing I thought would fix it caused a crash...

marsh oracle
#

News again. I crafted an empty lead container and it shows 99% condition

#

So basically now some items have condition when really they don't xD

#

but yeah, probably something Utjan didn't notice and need to fix

obsidian void
#

what's weird is that this issue didn't exist in the previous version. I'm fairly certain he was using the exact same tables before. I've been modifying this script for my own mod

#

my dumbass forgot the commas in the table, no wonder it's crashing

obsidian void
obsidian void
#

@marsh oracle So, I'm actually stumped. None of my changes are working the way I expected. In fact, I removed the i_arty_cont type from the script entirely and it still applies the condition value.

I think there is another script within gamma that is causing this behavior.

marsh oracle
#

Don't worry mate. Thanks for the help. It don't bother me that much

#

Time will solve it

obsidian void
#

yeah it's pretty minor lol

marsh oracle
#

im more annoyed about the other issue I had to be honest

obsidian void
regal bolt
#

Could you do this but with animations and triggered by a keybind?

#

Kind of like Metro did it's gasmask mechanism?

paper burrow
#

Based on my limited experience, in theory yes

light dock
#

Hello is there any addon that adds realism mechanics /immersive?

#

Also i ve just come across a mod that is called dynamic mutants

#

Is it any good

paper burrow
#

Sir this is mod making discussion, not mod discussion

simple scaffold
#

what you want me to just say "yes, been done"? ah you were talking to the other guy

paper burrow
paper burrow
#

Discord set us up

grizzled gorge
#

Looks like tarkov netcode kekfacepalm

paper burrow
#

Speaking of netcode I am studying the buttplug mod in orer to better understand how to call APIs from STALKER lua

river fjord
#

better test it to make sure it works

regal bolt
#

Hey guys. Do you think it would be possible to have helmets and gasmasks separated in Anomaly? Making it possible to put on both a AEX and a gp-10z at once?

#

Making the apocalypse helmet+gp10z combo like on a few stalkers you can see in DICK?

#

Making helmets have no overlay, just the gas masks,

#

And having the screen helmet take both slots?

cobalt birch
#

That’s a good idea tbh ^

regal bolt
#

Making the overlays also a slightly more intrusive, to encourage taking the mask off and put it on only in dangerous anomaly situations, but keeping the helmets resistances untouched without a lot of penalties

rigid sail
#

How would you deal with the end-tier helmets, stuff like exohelms, apocalypse or spartans? Might also undermine the balance a bit, not having to pick between ballistic and enviromental protection.

regal bolt
#

The only real exception from the intrusive overlay would be the Screen helmet, which doesn't provide much ballistic protection

rigid sail
#

Sounds interesting though, so long as it also comes with a change to when the screen cracks start appearing. Always found it very odd that significant cracks can appear as high as 95% durability.

regal bolt
regal bolt
#

Also would give the geiger counter a reason to exist to make the area is secure before you take off the mask

rigid sail
#

Ooh, how about a mix of the mechanics. They somewhat obscure vision, but they also have noticably lower durability, leading to them cracking quickly if under fire.

regal bolt
regal bolt
rigid sail
regal bolt
#

Which are important while hunting mutants/killing stalkers

#

Unless you get so used to them you can mitigate that, but I think increasing the dirt texture on the masks and increasing the breathing sounds slightly would accomplish that

rigid sail
#

I would shy away from making it too obtrusive. Don't want to have to pick between being able to see/hear things, and being able to walk around northern maps without being microwaved the second make a wrong step.

formal kelp
regal bolt
#

And let's add one specific mask that would just be the altyn helmet visor, which doesn't give any anomalous protection, but boosts br if you wear the apocalypse helmet in conjunction, but give it terrible overlay

formal kelp
regal bolt
#

Yep

#

People already separated helmets from outfits, why not separate gasmasks from helmets?

formal kelp
#

heck yeah all for it! and i think its a great idea to add the full variety from box altyn face to scraggly face mask if you could add the visuals in a not too intrusive way that would add epic immersion

formal kelp
#

maybe add the face masks as an attachment to the helmets? specific helmets with integrated clips? maybe some crafting recipies to make non mask helmets compatible?

#

idk idea sounds hype though

regal bolt
formal kelp
#

am i going crazy was there not a helmet slot in anomaly? O.o

river forge
#

Been thinking to rewrite npc loadout and make monolith less rewarding.

Does ap ammo increase npc dmaage by a lot, or it just gonna be mere loot variable?

formal kelp
#

i got lost in the gamma sauce xD fair enough then sounds great!

regal bolt
#

I know it does. I rarely have bad ideas, but sadly I have no knowledge or software to implement that

formal kelp
formal kelp
formal kelp
random fulcrum
#

hp ammo does increase damage output since they have a higher multi

regal bolt
river forge
river forge
random fulcrum
#

against everything

formal kelp
random fulcrum
formal kelp
#

he was asking if monolith having AP makes them do more damage and i fluffed explaining the better bullets make sure they can do consistant damage overall increasing their general damage output against the player

random fulcrum
#

hp still does more damage to the player

formal kelp
#

i think you missed the point that i can stand and eat several fmj or hp before i take damage but if the few bullets i would normally eat with br are ap then im taking instant damage overall taking more damage from general encounters against ap than hp or fmj

river forge
#

That bit of information actually help a lot, thanks for the cookies

random fulcrum
cobalt birch
#

Someone needs to figure out how to make a coop mod or else > : (

formal kelp
cobalt birch
cobalt birch
formal kelp
cobalt birch
#

If stalker 2 has it it would be insane bc eventually there will probably be a β€œ anomaly 2” or something and coop would make stalker a 10/10 game

#

That was a yapping session fr^

formal kelp
#

problem is people attempting this multiplayer feat all keep charging which leads down a dodgy rabbit hole because the devs are happy with people using their assets for free as long as they dont charge and idk where making the coop for a game would fall but i feel like you kind of need the games assets to exist in order to provide coop for the game xD

cobalt birch
#

True

formal kelp
cobalt birch
cobalt birch
#

Multiplayer w

formal kelp
cobalt birch
#

That’s on stalker 2 steam page btw^

random fulcrum
#

yeah but that's just pvp

#

like the old games

cobalt birch
#

I’ll cry if it is

grizzled gorge
#

Don't wanna be that dude, but keep calm bois, stalker og's have deathmatch

random fulcrum
#

they did say a few times that stalker is meant to be a solo game

cobalt birch
#

😒

random fulcrum
grizzled gorge
#

Who knows what GSC is cooking, might be moddable enough to make it coop. They know there is an audience for that

formal kelp
#

yeah i just looked at the steam description and it sounds like multiplayer pvp however being a more modern game on a more easily acessible engine i believe we will easily achieve multiplayer coop for the game

cobalt birch
#

I Read a Reddit Post saying it’s made on UE5 and people were saying it would be much easier to make a coop mod with it so let’s just hope

river forge
#

As long it's not unity i'm fine with it clueless

cobalt birch
#

I had to use unity for my game design class back in Highschool and I hated it

cobalt birch
#

Someone should make a mod where if your super hurt or hungry or something the other stalkers could (rarely) give you a item to fix it like I feel like it would add immersion as that’s what someone would probably do irl

slow solar
regal bolt
#

i feel like that would be really simple to do (never coded before so ignore me probably) something simple like faction relations plus current state player is in divided by npcs reputation = meds/ammo/whatever granted

wet wharf
#

is there an easy way of adding recoil/handling to guns that are totally missing it? ie: IWI Ace52

#

theres also a number of other guns that the character just doesn't pull back to center, ever

#

I'd love to fix it

random fulcrum
#

my full guide on that is pinned here

celest forge
#

"pull back to center"?

wet wharf
#

@celest forge yeah like, when you shoot the svd for example, the character after shooting will line the reticle back up over where you fired. However when you shoot the IWI, or the ASH 12.7, or a few other guns, it just hangs at the top of the recoil arc

#

Might be intended, but it infuriates me, so I want to try to change it

celest forge
#

Ahhhh

wet wharf
#

@random fulcrum do you have an example file where this is done?

r = b
e = c
p = d

I have no idea where these variables are set even on "working" guns

wet wharf
paper burrow
#

Oh and scan player inventory for the item they're begging for, or dissalow the option if they have it

real marsh
#

Also how can I edit slots in which a weapon can go?

real marsh
paper burrow
tacit wind
#

Does anyone have a clue how nobody ported the gunslinger knife animations to anomaly yet? They're leaps and bounds above what we have right now.

iron drum
#

Is it possible to monkey patch the on_mcm_load() function in a *_mcm.script? I'm trying to insert a menu option into the "op" table without having to replace the whole file since depending on other mods and compatibility patches there could be multiple variations of the same file and I'm not about to contribute to that mess
I've tried doing this but it never entered the function:

base_player_injuries_mcm = zzz_player_injuries_mcm.on_mcm_load function zzz_player_injuries_mcm.on_mcm_load() printf("ENTERED HIJACK SCRIPT") end

severe coyote
#

is there a list of usable items?

real marsh
paper burrow
real marsh
#

right

vestal scarab
paper burrow
#

Does the MAG mod fuck with on_reload functions?

paper burrow
formal mountain
#

anyone have a good resource for gun models from other games?

viscid kraken
#

Hi guys.
What software are modders using to model, animate and integrate guns in stalker ?

celest forge
#

Blender

limpid drum
#

would anyone be willing to help porting the MP7A2 from EFPWP/Tarkov? Really like the fact it has a foregrip&lasersight with 4 rnd mag

#

or if anyone knows of another mod for the MP7?

#

prefer GAMMA (more polished & quests) over EFP, but I really like hte CMMG MK47 & MP7 from EFPWP

narrow coyote
#

hello. have you find the solution?

paper burrow
#

I fucking did it

#

Now I just need to async it because that thing stutters

paper burrow
#

Damn, how is an async harder than a HTTP request in stalker's code

#

@gusty narwhal You mentioned having to do some cursed async queue stuff months ago, you are my only hope. Can you async the stalker script?

formal mountain
#

would anyone know how to implement a firing delay to burst weapons that have a high fire rate?

random fulcrum
#

barry's svu does this

formal mountain
#

10.91lbs empty

#

so you tell me theres a chance

formal mountain
random fulcrum
#

mod

paper burrow
#

Any mods that might use a form of async?

formal mountain
# random fulcrum mod

Do you know how he does this with the burst on the svu? Or is he in this server so I can BRING_IT_ON ask him

random fulcrum
#

he's here

#

it should be done the same way the an94 does the hyper

#

since that's how you do those gimmicks

#

same thing happens with say the infinity

#

or the pmm

formal mountain
#

@celest forge KEK

celest forge
#

Oh the AN94

#

Right

random fulcrum
#

nah it's not just that

#

it has more gimmicks behind the scene

#

there's a script that locks you out of mashing

#

shit's genius

#

but ask the man for more info

gusty narwhal
paper burrow
#

I am trying to do a HTTP POST request without stuttering the game while it's active

#

To simplify things, Imagine the following pseudo code:

news_manager.send_tip(db.actor, "test", nil, nil, 3000)```

I would need that to run without actuall stopping the game for 1 second, but rather just causing a 1 second delay in the message
gusty narwhal
#

Did you try using CreateTimeEvent?

paper burrow
#

I have not, not new to modding but new to stalker

gusty narwhal
#

Stalker modding is kinda special at times keksad

paper burrow
#

Every game has it's quirks in the end

#

Honestly, I've been able to do things with the lua I never would have considered in other games I've modded

formal mountain
#

Meanwhile we have to make gun burst delays from scratch

paper burrow
#

So, CreateTimeEvent, Im reading examples from the code and mods I have now.

random fulcrum
#

try not to use time events honestly

#

there's nextTick

#

which does the exact same thing but it's squeaky clean and smells like lemons

#

and is also easier to juggle

paper burrow
#

I dont suppose there is some nice well written formatted documentation on nextTick

#

Maybe it's in the backseat of my brand new ferrari

random fulcrum
#

from the git

#

nextTick(f, n) will execute function f on the next n-th game tick. Your function should return true if you want to fire it once, just like with time events

#

there's literally nothing else to it

paper burrow
#

But this is a delay rather than an async, no?

random fulcrum
#

idk

#

shit is that time events are quirky and if they trip the entire game falls apart

paper burrow
#

Im not sure if it's what I need. Will I need to make a summoning circle to summon Demonized?

formal mountain
#

You wouldn’t dare

paper burrow
#

Ill try CreateTimeEvent and nextTick first, rude to ping when you still have leads

paper burrow
#

What sort of madman wrote lua and why is it easier to add a HTTP request to a singleplayer game than to introduce something as basic as async

steel rain
#

I would like a modder opinion on this: I'm trying to implement just the knifes from EFP weapon pack in to my game. How hard would it be to isolate just the knifes from that mod? Would it be doable with little modding knowledge or is it too advanced?

paper burrow
#

Should be fairly straightforward

steel rain
paper burrow
#

YEESSSSSS

#

@random fulcrum nextTick worked it's magic! I used it to put an async delay on waiting on the response from the HTTP message, no more stutter!

#

I based it partially on the vaulting code from Demonized' climbing mod

sterile oyster
#

asking here because I figure people here know more about it, does anybody know how I can get the GAMMA pda sounds in mp3 or ogg? I want to them as my phone notification sounds lol

paper burrow
#

Probably just have to find them sonewhere in the game files

#

The anomaly ones are in E:\Anomaly\db\sounds, but you will need to unpack the DB file

steel rain
#

I managed to exstract EFP knives in to gamma all is working well now i have a little issue with icons. The game still retains the vanilla knives icons what am i doing wrong?

nocturne jetty
nocturne jetty
nocturne jetty
# nocturne jetty Would it be possible to get help undoing this change? I can see where the mecha...

Figured out my issue. Found a copy of the original context. Replace chunk starting with <dialog id="dm_init_mechanic"> in gamedata/configs/gameplay/dialogs.xml with the below chunk of code.

    <phrase_list>
        <phrase id="0">
            <!-- actor -->
            <text>st_mechanic_dialog_init</text>
            <next>1</next>
            <next>2</next>
        </phrase>
        <phrase id="1">
            <!-- npc -->
            <precondition>dialogs_mlr.check_no_debt</precondition>
            <script_text>dialogs.st_mechanic_dialog_reply</script_text>
            <action>dialogs.npc_is_tech</action>
        </phrase>
        <phrase id="2">
            <!-- npc -->
            <precondition>dialogs_mlr.check_debt</precondition>
            <script_text>dialogs_mlr.st_debt_no_trade</script_text>
        </phrase>
    </phrase_list>
</dialog>```
hot plinth
nocturne jetty
hot plinth
#

Oh, damn.
I'm completely blind, thanks

nocturne jetty
final fjord
#

Hey yall, is there an easy way to dump to log while the game is running? I see the log only dumps when you exit. If not maybe there is an easier way to read back through the logs in the console?

EDIT: Wow, i just guessed flush and it worked go figure

severe coyote
#

hi everyone, does anyone know how to get the hp value of any limb?

#

I need this for my shocker mod, so if the player tries to run with bad legs/aim with bad arms they will be shocked

paper burrow
sterile oyster
paper burrow
#

Does anyone know if I can change NPC dialogue during runtime? I mean direct dialogue not comms chatter

river forge
#

Tiering nato weapon are so tiring, the sheer amount number with different parameter dread

surreal gust
#

100% blenderized terrain

#

used a generator for the terrain

#

then i heavily modified it

thorn stratus
#

I tried to test this but I do not understand, is the second snipped supposed to be a fix? Because when testing I realized that it breaks the hide logic. It won't hide the static bhs part or background, so pressing H will just hide the bars
Well nevenrmind, maybe you want just to make an example
Anyway here is how I did it. I think the call to GetCustomStatic is only done the first frame of hiding the bhs

        if not healthstatus or show_hud_type~=2 then --not show
        -- Raven fix [#β•™πŸ–‡mods-making-discussion message](/guild/912320241713958912/channel/967696698065436682/)
            if bhs_hud_bg_visible then
                hud_d = hud:GetCustomStatic(staticname)
                if (hud_d ~= nil) then
                    hud:RemoveCustomStatic(staticname)
                    hud_d = nil    
                end
                bhs_hud_bg_visible = false
            end
            goto otherhudparts
        end
        hud_d = hud:GetCustomStatic(staticname)
        if (hud_d == nil) then
            hud:AddCustomStatic(staticname,true)
            hud_d = hud:GetCustomStatic(staticname)
            wnd = hud_d:wnd()
            bhs_hud_bg_visible = true
            if (wnd ~= nil) then
                wnd:SetAutoDelete(true)
            end
        end
severe coyote
#

how to get the state of an actor? for example, running or walking, aiming or not