@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)
#βπmods-making-discussion
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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
This guy has done it, it's part of various different addition. https://www.youtube.com/watch?v=KWSoP6oUOL4
he used the bolt anims, thats funny
I was looking for this mod, too bad it got taken down
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.
@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.
@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
@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
@grizzled gorge ahh damn too bad
definitely possible
I'm sure someone could make a script that slows down the running sound scaling with the overweight condition
Or other stuff that modifies the walking/running speed
Crazier shit has been made for the gamw
Basic stuff is still missing tho xD
Yeah, I noticed that, there's people trying to add all sorts of crazy stuff without even noticing the small stuff
Stuff like that mod that was uploaded recently that makes the campfire lighting smoother
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?
they obviously notice the small stuff man, its just who wants to waste their time on that when they could just make something fun?
There is a lot of people adding a lot of small QoL stuff
Said the person adding anime guns for the sake of it 
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
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
what do you mean?
the vssk this modpack uses is mine
inb4 it's butchered beyond recognition so that gamma doesn't crash
i remember people complained for a really long time about the vssk
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
replace with .50 and just change numbers around
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
are you familiar with dltx, youre 100% sure file names and correct and its in the right folder?
^ be sure that it's named "mod_system_blahblahblah.ltx" and is under gamedata\configs
yes, I am a fallable creature but also yes
like did you bother to check in debug for the gun's classname
it is just wpn_vssk, that part is fine
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
Reasonable, lol. I am familiar with non-gamma modding // am an IRL dev, but the structure of gamma mods is unfamiliar and complex enough it is taking a while to get a handle on
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
its likely theres ammo mods that are overwriting what youre trying
it's odd how very few people dare to call gamma a soup especially considering how it is nowadays
I suspected this was the issue because I'm have issues pulling the modded rounds in as well
its literally the add any and every mod uploaded to moddb pack, what you mean? 
yeah i know, i'm aware
i also see it as soup
but i'm talking about like the other 99% of this server's pop
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
see wpo
or pba until i forced grok to update
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
cant really blame people, theres a lot of very misleading statements made here all the time
@sacred forge works on my side with 9.39, make sure you write the correct name for your modded ammo
Testing, could easily be something subtle I missed.
there was this weird ass kid some time ago that thought raven's git wasn't a legit source for mags
unironically asking on wether or not it was safe as in malware
not surprising, ive heard many people in this discord say the exact same thing about moddb in general
the absolute state of gamma discord
yours worked, I ran a diff and there's some whitespace differences? that could be it
or ghosts
unsure if the zzzz portion is necessary in the LTX name, since to my knowledge it is not but that could be it
literally only differences lmao
dltx files are loaded in alphabetical order, priority wise
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
... that could be it actually.
dltx dxml is explained on git and pretty sure in the modding book
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes
https://igigog.github.io/anomaly-modding-book/addons/dltx.html
yeah I've read the anomaly modding book
please don't do this
shit is turbo cringe
I mean as a debug tool it infact worked. but agree overall that the solution is to hunt down the conflicting overwrite
@grizzled gorge appreciate that
Was it because of the 7zip thing
frankly i don't even remember the entire context
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
Some people are very touchy about that kinda stuff
And yet they use something for which the official intall process is: turn off antivirus, download an exe and run it with Admin privileges. 
that is a completely separate matter and definitely pretty wack, would not recommend
ru tracker my beloved
anyone know how to make custom outfit stats?
can you tell me how you made a custom one ?,
yeah and that's the most mind boggling part of the issue
dudes put all their trust in their god yet they fear downloading from official sources
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
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.
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
the modding book has instructions on how to get the unpacked anomaly files. or you could just start with an outfit from a gamma mod. IMO that, while sligtly easier, is sketchier as mod quality cannot be considered as reliable as the base game, make the base game items a generaly better place to start imo
my outfit doesnt have have an imunities section is this a big issue?
if the immunities_sect key points to a valid immunities section from another out fit that can work, the outfits immunities describe how much it gets damaged when getting hit. using a section from a similar armor is probably fine.
but the immunities_sect key does have to point to something valid or the game will be unhappy.
yeah i put some of an other suit ! visual = dynamics\outfit\exolight_outfit
actor_visual = actors\stalker_freedom\stalker_freedom4nosorog.ogf
npc_visual = actors\stalker_freedom\stalker_freedom4nosorog.ogf are those hte line to change the apperance?
i have models of an other mods but im not sure how to replace it
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
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
wich one it is for the legs you see it is the 3rd person ? i manage to change the models but it doesnt apply for my legs
that's not base anomaly, an addon in gamma that i don't use. no idea how it works.
yes it is in the same map as the bar. the figts are setup largely in dialog logic. however there is a fair bit of logic for managing the armor/gujs you get at the send of xr_effects.script
you should look at those functions and the dialog logic that invokes them
Thank you
do you know if i change change directly an existing outfit stats maybe ? i will try to see if my look mod override its apperance
i need to replace the gamedata with the unpacked version?
I do not know how that addon works. it may be based on the section name. you may have to add your section to it's data somehow.
make a copy of the unpacked file, put the copy into the folder with your other ltx and make your changes, not a good way to make a true mod, but ok for testing likeyou are doing
I'd like to know how hard would be for me to make a radio mod, or just add songs to the game
really wanted to add some of fallout songs to the game
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
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
could you link me up to some tutorials?
any how to enable 1ST body part on a custom model?
i used an already existing leg visible part model but when i gog in game it doesnt show it
finally made it it wsa tricky
hi, can you port 1 mod to GAMMA assembly? (I'll send you the build files)
mod for Shulga in the zone (and for that Shulga at the Yanov station)
this is a story we need to find Lieutenant Colonel Shulga
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.
is there a documentation for gamma economy setup?
Don't know
I'm not a mod maker but it looks like builds
im not talking about the details
its literally on a fucking sdk
im talking about the layout
the terrain will OBVIOUSLY look better when COMPILED
what stat changes the BR class of a outfit?
That stat is on its own
it is somewhere in the GBO most likely. I have seen that file once or twice
is this still for your valley map?
Yes a new terrain im working on
The old one sucks ass
There are no outside boundaries
soo the br class cant change?
imo it's kinda flat still
hit_fraction_actor
you just change it there
i dont see the flatness
I can send another screenshot if you want
like i guess maybe making the outside hills more pronounced?
yeah it might be the lack of lighting that makes the image look flat
ah much better yeah seems nice
Also these are 50% less in the Z axis size
If they were to their original values
it would be rocky as fuck
The terrain is 875 meters in X and Y
and 437.5 in Z
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
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?
@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
i feel like it would need modding execs, thus pinging you, you seem to know this stuff
There is no chance in near future
it does not if you get that message, its pretty straight forwards.
hide the groups one by one and see whats left over
ah awesome, at least its a me skill issue and not a blender issue
guys is there a way to check if something is being overwritten by dltx
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
I'am using agent ransack when i'am looking for something like this, right click on the mods folder in gamma then > agent ransack
oh sweet, I'll have to give that a shot when i get home
I get this shit all the time, sometimes it is actually an unassigned object but most of the time is the plugin being queer, I just save the project, close blender, open blender and export and it works
Write a script to print out that section of the ltx.
Do a file contents search for the section name in the mo2 mods folder using notepad++
I use astrogrep, it looks like it works similarly to that program if you want another potential option.
I would, but I have zero scripting/coding knowledge lol
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
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
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
edit the other hitboxes
proportions are still the exact same as always but every hitbox takes 10% less damage
also proportionally
ok, thanks!
didnt know about bullet hit power
You seem to know a lot about damage π
then it is related to armor model right?
nah gboobs just doesn't allow it to happen
since gbo hijacks the entire damage process from the engine
if something isn't manually patched into gbo regarding damage it will just be ignored outright
Option 2 involves typing a word in a search box and reading the same kind of file you are editing
ok, so what exactly makes higher armored/higher ranked stalkers feel much more tanky?
their armor profile
i read your previous post wrong lmao
gbo points to the file where the profiles are somewhere in the middle of the human mob block of the code
thing is easy to understand when you start doing references
thanks! just can't stand that I need to hit several headshots with 7.62x51 AP to better armoured stalkers, feels really off
that's really weird x51ap should have enough ap to go through anything except exo+
on hard
yeah i know π
also I use hardcore ai aim so it is not like I can just stand and spray them down
ah nah it makes sense that it doesn't go through i forgot about the 0.7x thing on ap
like a richoet chance or something?
no ap just gets reduced by 30%
besides all the other factors like the model's innate ap resistance, difficulty scaling and the faction's ap resistance
sounds like a really delicous spaghetti
so difficulty scaling
where can i find that (ingame and in mods)?
at the top of the gbo script
ok, thanks now i get it
case solved, no modding needed it was all because of an old mod that added more types of 9x21
still many thanks for pointing me in the right direction
30 rounds of AP? This really sounds like an old mod problem. Saw that happen multiple times
welp, i am too late
thanks anyway π i think 20 hours of ironman, hardcore ai aim gameplay and finally made it to warehouses when realized something is off π
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!
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 π
that's great, thank you so much!
may i ask how you added the background ? when i preview "ui_body_health_system3.dds" it tells me to pick a background but it doesn't stay in game :/
Preview in what? I edited the .dds files in GIMP and added a 40% transparent layer under the UI (and some other small edits)
ohhh, yeah that makes total sence my bad π
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.
that is totally fine, thanks so much for the help!
Is there a attachments mod for weapons for gamma?
Weapons already get the attachments
maybe he meant the grips and others
also someone posted a laugo alien mod somewhere, couldnt find it tho
Anyone here tried to dip their hands in repositioning weapons and knows how it works?
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)
What about the other guns? I repositioned Toz-106 for example and now the sawn off looks like shit
And knife is out of the screen
And when I come back to the hud reposition mode it goes back to the repositioned state I edited it
Video for reference
Any idea why or how do I change that?
And how do I save the values into a dltx?
I've made a video that goes over how to reposition weapons and properly set up the files
Simple tutorial for editing weapon positions in STALKER Anomaly
Okay. I'll be back with questions if I have any after I watch it. Thank you
You need to exit the reposition mode
Okay. Looks good. What about the other weapons using the repositioned gun reposition though?
Manually by typing
I saw the video. Thank you for that
Tells you this btw that it is still active
Okay. Thanks. I'mma try to reposition the AK a bit. Brb
Oh and one more thing
If I fuck up can I revert do default without any issues?
if you delete your dltx edits - yes
Okay. Thank you ^^
good guide btw
Firepoint and below i never touched, but i bet it is various points relative to the model. Aka where the bullets/fire comes from, etc.
Yep. It does just that
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
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
Quick question (i hope): does anyone know any major mods that are overwriting the dynamic_news_manager.script?
maybe ask on ugp post?
oh my bad man wrong chat
how do i reposition a handgun to be compatiable with BaS detector reposition
where it doesnt make the detector go near your screen
!mo2search just use the file searcher and check it for yourself
Try the MO2 mod name searchbar to find a mod, and the mod files search bar to find which mod provides which files. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
thanks, i was not aware of that yet!
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
yo what BHS Hud u using?
It is from 'Aydin's HUD and UI Tweaks' and then I customized it a little.
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 idea: Item Checklist
Basically, if you know of an items existence, like, say, a weapon part. You can add it to your βchecklistβ and itβll be added as an objective. When you get that item, the objective is complete
full xray log. and the logs/mcm/magazines.log, I print out a message before that crash can happen
someone broke something but i can't tell you who without the logs
Ok Iβll get you them tomorrow morning after Iβm off work
It's up to each animator animating a gun to add a mag check animation
Making a mod that adds an ammo check anim for each gun would be a great task
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 π€
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.
most of the big game animators add ammo check to their guns
think, recent firebreath's work
iirc all of barry's guns
is there any mod that changes weather? as in better looking/more realistic rain?
Whatβre 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
hmmm. there is a branch on ammo check that might work this wasy. https://github.com/RAX-Anomaly/AmmoCheck/blob/Utjan's-ammo-check-animations/gamedata/scripts/ammo_check_mcm.script
someone with these new guns should test it for me. i'm not sure why it hasn't been merged in.
you could test 
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
do you know if his brantch of ammo check works well? i am not sure if i simply for got to merge it in like an ass or what the reason it isn't merged is.
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 
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
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
i rmeber now, when ishy was activly working on it i was letting him control it.
but it's my repo. i can merge it in. can't make Ishy update the standalone ammo check. but i can pull it into mags redux. or put up my own standalone.
merging into mags so people using mags wouldnt need the extra github stuff from utjan would help a lot I think 
no, but you can make your own anomaly modpack with just graphics mods
yes, just follow stalker mo2 guide (type !mo2 in https://discord.com/channels/912320241713958912/1012510897136222293)
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
yes, but only if the script dispalying the code is setup to suport that. surly you have seen this one: ``` <text>I found %s PDAs. Some of them might have useful information.</text>
Does anyone know will compressing the lightmaps decrease the quality?
this is an uncompressed lightmap
compressed lightmap
8096x8096 lightmap uncompressed
ty for the tip but i kinda got stuck again xD. so what i'm trying to do is for a menu description/wall of text in mcm to account for keybind changes. the problem is that the menu gets loaded on_mcm_load() and i cant't ui_mcm.get("body_health_system/bhs_hud_bind") to get the keybind. do u have any ideas?
Is there a mod that adds an NPC or function where you can repair your equipment for rubels?
Or other stuff
Gamma has that disabled. Think you can only repair gun's main condition, but that is it
It's because, I don't find kits for the workbeanch
..what kits? the repair kits?
They are mostly crafted iirc
Oh, that? yeah, i saw it in #π€new-anomaly-mods-on-moddb i think.
Yeah I need It for the workbench to craft
Or can I maybe disable this mod?
Gamma disables gun and armor repair at mechanics
Not the toolkit stuff you are talking about
Can anyone point me in the right direction / location of where i would find the recipe values for ammo making?
MCM_DEBUG = axr_main.config:r_value("mcm", "mcm/mcm_log/debug_logging2", 1, false)
Where the second quoted string is the path name to your keybind, same path you would give ui_mcm.get
Only place you can format text the way you want is in the "text" field for a "description" element.
All other MCM text has to be static at this time.
I donβt know the exact file, but if you download the revised ammo maker mod it should seriously limit the number of files to check
I was looking into the revised ammo maker but i was a bit sus on wether it was current save game friendly
I will give it a shot to save everyone a headache ;)
Yeah, I believe it is. I added it partway through my last run and never got any errors.
Can I aktived it again?
Would be very hard to without disabling most of gamma economy
i never did it
I play with blackmarket so π€·ββοΈ but how can I repair my weapons?
By looking in guides
Nice π
Its all in there, you should read it.
#βπmanual message
Your pda contains GAMMA guide on how to repair your gear
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) 
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
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)
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
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)
check gameplay options. I remember seeing something about the geiger sound
I know about this, but clearly the vanilla anomaly code has been overwritten because no matter what the option is the geiger sounds just don't get played, my question is what mod is overwritting this
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
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%.
Nvm. I found an updated version that has been tested.
Thanks though
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
try up_gr_firstab_sks / up_gr_seconab_sks / up_gr_thirdab_sks
those phrases exist, they're part of the sks definition files
this appears in each of the four SKS variants
w_sks_up.ltx is in your unpacked anomaly folder (tools/db_unpacker.bat), not in gamma mods
I gotta have some space to discombulate Anomaly, don't I?
db_unpacker.bat unpacks data files like ltx/script/xml, db_unpacker_all.bat will unpack also assets
Just go to fdda anims_list.ltx and remove the ones you don't want
Is there a way to make a mod that makes monolith respawn in the sarcophagus?
yes
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
Oh thanks a lot dude
It always bothered how the sarcophagus was the perfect loot farm if monos respawned
you could just change simulation_tushkano out for a simulation monolith aquad. and just set the number to a simple 3.
It has exclusive monolith squads for that area?
Huh
I do remember getting like, ghost stalkers once
And only there in the sarcophagus
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.
So change this line for sar_monolith_general_squad
yeah and make the line below it a simple number. IDK exatly what value. you may have to experiment.
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
how to go about making a custom weapon upgrade
i want to change the RD-74's caliber change to a hyperburst fire mode
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%.
This is someting to bring up in #1161433800803360808
That mod works with that
and momo is the "expert" in that field by now
Thank you @slow bolt !
May I know what the file for faction goodwill? or is there any other way to change it
!goodwill
@fiery cedar trying to change your goodwill with a faction: #βπfaq message
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.
no you can't know from where it came, the file is the one mo2 put there so it come from the mod winning conflicts on this file
Oh duh right good point. Thanks!

guys, can someone mod me to edit quuest BS time to 1 hour ?
10 minutes is too hard for me (hard dif)
at that point why not just go godmode and clear it out?
search x10_timer_restrictor.ltx and change the start value
How can I make animations for weapons and put them into the game without errors?
that's a bit of a loaded question lol
you can say that again
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 π
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
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
not really sure where to post this but heres a stalker inspired "menu theme" i made in FLStudio because bored lol
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?
I see it's been noted on the github and I was looking at the files myself and can't see why this would happen, it has to be something to do with the mag itself
https://github.com/RAX-Anomaly/MagsRedux/issues/281
thank you !!
where to get list of all callbacks?
i need one which called when player is getting damage
axr_main
Did you unpack the game
idk how
its just regular Anomaly with GAMMA installed
sorry if I'm dumb, this is my first time modifying stalker
does anyone know if this would work for gamma 0.91
it works
how would i set it up
i dunno, try it 
i know tha tits not compatible with Enhanced Shaders
so i'll turn that off
ok lets see what happens
fresh install
nothing changed
just insrall it
i use raw all the time since it look gorgeous
but the reshade fucking blows
(i'm colorblind)
what
so
just the core?
or the optionals too???
i was getting shader comp fails because I turne doff enhanced shaders
Raw is wonderful itβs just confusing
oh
no crashes
soo i guess you just wanna install it
lmao
now to install the reshade
how to run scripts from console?
idk then
run_script scriptname
aw man
the raw reshade doesnt wokr
OH WAIT
i fuckin did it wrong
nervermidn
it doenst work
ok it works
but only in debug mode π
so how to add new lua library to stalker?
idk
ok I figured it out
what is the version of Lua in stalker?
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?
that's thelibrary crashing not your code
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
IDK. i know that pollnet can be used with anomaly. https://github.com/probable-basilisk/pollnet
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
i found the example for me
its very funny π
i rememebr heating about that
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
found other solution
will try out now
Yo, question to mod devs and especially to BaS, is there gonna be a change so the Weapon Flashlight will work ? π
anyone know of any good MP7A2 mods? Like a port from Tarkov?
but it's already in the game?
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
hit_power
each number there is for each difficulty level
easy -> master
f7 > numpad 0 > f5
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 π₯²
I assume that if what I'd like to do is possible it'd have to be attached to specific save files yeah?
they will rank up
they just need to kill fools
maybe someday, eventually
whats the name of the artifact melter so i can add it to a trade ltx?
Made it work with cheat engine, don't know why I didn't think of it before hand
Trying to add mods to my G.A.M.M.A
Anyone know how I'm supposed to organize this?
its a fomod installer. it should be installed as fomod
idk why your mo2 doesnt treat it as such
is it a file within a file? like GUI.7zip>GUI>00-media etc
Is there something wrong with the game radio? always plays the same half a dozen songs
Its not really a radio it plays a selection of songs stored in the game files
it's called 'radios of the zone', some mods installed in mo2 add custom playlist to every radio in the zone (sidorovich, bandit trader, etc...)
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 ?
don't send news on first update. that is before the press any key to start happens.
@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
mags redux has zero animations. we block or allow the regular reload process and that process plays the animation or if available and aplicable the unjam animations.
not my monkey not my problem
this is why i'm really having trouble figuring this out because it ONLY happens with mags redux enabled
idk. gamma modifies mags redux which makes it very hard for me to get into details
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
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
There is the M249
w_sr1m.ltx in BaS, it's probably overwritten by a bunch of stuff in gamma though so you might have to find whichever has the highest priority
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
ah alright thanks ill go fucking around with the file and see if it works
This also happens to all gun mods with a ring loop like that btw
Our fix for the rpd and m24 was removing certain overlap in mags redux on it but am not deeply informed on what
yep i knew it had something to do with the belt
Yea there's a whole repair redirect ltx lol
they might have extra scripts attached to the gun to handel the belt feed animations and those don't like the way mags redux inserts itself into the process. I still feel that that is on them for being non standard. Mags redux has 0 gun psecific code and i don't plan on starting
yea i 100% respect that and thats why I was trying to fix it myself. i'll look at their animations and scripts and see if i can't figure something out
@hushed stone sorry on ping but how did you fix our rpd and m24 loop ring issues?
talking about UGP?
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
hmmm, what would i need to download to check this out and see if i can reverse engineer something? and yes hopefully. the invisible bullets became more and more of a bummer as i played 
the UGP mags redux set up?
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
I'm doing it as we speak. I'd love to keep using Mags
idk it might work
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
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?
look for something in the ltx like βbullet_bonesβ and delete that line
wish I could explain a lil better but Iβm not at my computer rn
ah cool didnβt see
yup this works. now i'm trying to figure out to fix it without compromise
i think all most people can offer here is a "good luck" lol. the few who have tried making a multiplayer mod never got anywhere with it afaik
there is some footage of working multiplayer i just need to figure out wtf and how i guess xD thanks anyway i hope to bring good news one day
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
I did it, my mod is working now
idea of my mod is shock player with electricity when getting damage ingame
All that remains is to assemble a shocker device that works via Wi-Fi
So you are into sadomasochism
Update
It worked
However
I made the number too high
I forgot to turn my zcp population to 1
and made the ltx value 4
I think its more like a vr suit with feedback
A veeeeery cheap equivalent
is there any way of removing the music in the Atmosferic Main menu on the menu when you press ESC mid game?
cool. nice to see something i only knew as theory put to use.
Is it actually possible at all in xray to have different gunshot sounds depending if actor is indoors/outdoors?
Hey, anyone know of a mod that gives CS a nosrog
mod makes air toxic, the more north the more toxic it gets.
Thank You Ben Shapiro
wtf is that toxic air for
if its on outside boundaries of the fuckin' map
It outlines around the areas that are toxic
say no more
It's an amazing mod
any way to change faction relations?
thanks
Wait really??
yes a new level
im not done yet but i shared terrain pictures
in the server
ok fine let me just find them

here are the 2 pictures from last build
this is pre compiled terrain
terrain texture is a placeholder
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 π
too demanding would probably be the case since the terrain itself is 130k polygons
tho i didnt run into any performance issues when i tested this map in anomaly with only terrain
not other objects
support for new levels can be made but it will be time consuming
Not sure what polygons mean but ik 130k is alot
average stalker maps have like 600k or more
polygons are basically smaller objects inside a mesh
Nvm then, shouldn't be too demanding mabey when u add objects
the more you have polygons the more detailed it is but takes longer to render
Very interesting
army warehouses has 1.7m polygons i think lol
Godamn
so the terrain being 130k shouldn't be a problem
True
my hardware is shit anyway but i do get a smooth experience in anomaly
with some shaders on
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
Cool
grass density doesnt kill fps unless your gpu cant handle it anymore
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 π
also detail radius and height does affect performance a lot
Good to know
I will do that
keep in mind that grass density is measured in objects per square
bye
I wonder how hard it would be to create a map editor
Very hard, since you would need to justify to yourself the reason to create a map editor when SDK already exists
The same reason websites to perform X task exist when that task is clearly described in an API documentation somewhere. To make it easier
The same reason the Creation Kit exists when Bethesda devs could just code everything directly into the program. Etc etc.
Well, we already do have a creation kit in the form of the SDK
ok
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
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
e.g.
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
π
I do that with the OGF editor
can you elaborate on ur process pls
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 itβs hard but I want to know why it is
Download the tool
there you can see each mesh and the texture route
you modify the texture route and save
It's a normal exe
Anybody know the game's true name for the AKS-74U? Trying to edit a config and it's name isn't working
you can see the names in debug, in the debug item list when you hover over an item it shows it's id
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.?
I donβt suppose I can connect to an API via the stalker script
what tool to you yall use to preview repos, alt aim, attaching scopes? Editing value and restarting the game every time is killing me.
You can
Stalker has a twitch intergration mod
Nice
Do you know if it works through direct api calls from lua or through a middleman text file
Itβs a middleman text file sadly, so no direct api calls.
Middleman text file it is. GPT mod for stalker is a go.
https://github.com/abbihors/buttplug-anomaly here is some guy added api calls from lua via pollnet plugin
GitHub
Contribute to abbihors/buttplug-anomaly development by creating an account on GitHub.
we dont talk about his usecase 
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
This is some nice netcode
Sadly this is a websocket connection and thus not fit for a HTTP rest api
What would alter the price of sewing kits from mechanics outside of the cost line in items_repair.ltx?
i believe it should do simple get post requests as well
Sweet, I may not have to rewrite it, thanks again
Sadly this means that I can now no longer reasonably add credits to the buttplug mod if I end up finishing the mod
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?

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
Yeah, i know this much, thing is i dont know where to start. I tried to edit axr files but it did nothing
Wish I could help you more but I'm just learning too
Try to check the code of any mod that changes the start such as https://www.moddb.com/mods/stalker-anomaly/addons/starting-loadout-rebalanced-multiple-mods-support
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΅ΡΠ²ΠΎΠ½Π°ΡΠ°Π»ΡΠ½ΠΎ ΡΠΎΠ·Π΄Π°Π½Π½ΡΠΉ Π‘Π°Ρ Π°ΡΠΎΠ²ΡΠΌ Ρ ΠΏΠΎΠΌΠΎΡΡΡ Π°ΡΡΠ΅ΡΠ°ΠΊΡΠ° Π»ΡΠ½Π½ΠΎΠ³ΠΎ ΡΠ²Π΅ΡΠ°. ΠΡΠΎ ΠΈΡΡΠΎΡΠ½ΠΈΠΊ ΠΏΠΎΡΡΠΈ Π±Π΅Π·Π³ΡΠ°Π½ΠΈΡΠ½ΠΎΠ³ΠΎ ΡΠ²Π΅ΡΠ°."
Seems fine, aside from over-use of the word "Π‘Π²Π΅Ρ"
I'm realizing now that the "moonlight" artefact might be called something entirely different in russian
No, it is called "ΠΡΠ½Π½ΡΠΉ Π‘Π²Π΅Ρ"
okay cool
Although, depending on what item is that, it might be better to use "ΠΡΡΠΎΡΠ½ΠΈΠΊ ΡΠ²Π΅ΡΠ°, ΠΏΠ΅ΡΠ²ΠΎΠ½Π°ΡΠ°Π»ΡΠ½ΠΎ ΡΠΎΠ·Π΄Π°Π½Π½ΡΠΉ Π‘Π°Ρ Π°ΡΠΎΠ²ΡΠΌ Ρ ΠΏΠΎΠΌΠΎΡΡΡ Π°ΡΡΠ΅ΡΠ°ΠΊΡΠ° Π»ΡΠ½Π½ΡΠΉ ΡΠ²Π΅Ρ".
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
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
there are MCM settings for that mod
Posting here to report and because probably in the modded support channel no one will notice it and don't resolve the issue
Then yes. "ΠΡΡΠΎΡΠ½ΠΈΠΊ ΡΠ²Π΅ΡΠ°" would be more appropriate in russian.
For UI Improvement? Yeah, no one change that about the artefact condition
thanks I'll use yours then
I don't understand... the condition percentages were present in the previous version of that mod also, it's not new
OH
the thing I want to change it's the percentages stuck on AAM or similar artefact containers. I want the condition on the artefact itself, but not on the containers
nevermind I just re-read your original message
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
I think you should report the issue to utjan
I don't know if editing some file could change that
is him here?
IDK I don't think so. Might want to comment on his moddb page
don't have account there π¦
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
I think I can edit his script to fix the issue. This may take some time
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
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
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%
Yeah the condition gets updated when the item is changed, just a weird bug
very weird
ooookay well the thing I thought would fix it caused a crash...
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
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
it appears that the condition of the empty container gets applied randomly, I don't know how though lol
@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.
Don't worry mate. Thanks for the help. It don't bother me that much
Time will solve it
yeah it's pretty minor lol
im more annoyed about the other issue I had to be honest
I actually don't have that issue with the details box. I also use "tooltip in corner" so maybe that's why
Could you do this but with animations and triggered by a keybind?
Kind of like Metro did it's gasmask mechanism?
Based on my limited experience, in theory yes
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
Sir this is mod making discussion, not mod discussion
what you want me to just say "yes, been done"? ah you were talking to the other guy
Thank you ^^
What sort of temporal powers of prediction do you suppose I have, responding to you before your comment
Looks like tarkov netcode 
Speaking of netcode I am studying the buttplug mod in orer to better understand how to call APIs from STALKER lua
better test it to make sure it works
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?
Thatβs a good idea tbh ^
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
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.
The only real exception from the intrusive overlay would be the Screen helmet, which doesn't provide much ballistic protection
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.
That's the thing. You would have a reason to take the mask off sometimes for better visibility f.e. during combat/while scouting an area
Agreed
Also would give the geiger counter a reason to exist to make the area is secure before you take off the mask
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.
They would all remain as standalone helmets, with no masks to them
But they are resilient to the anomalies (chem/burn/electical damages)
Makes sense actually. Once you get Spartans and high tier helmets, you're in areas where you cannot really afford to be constantly taking the mask off when under fire.
Yup, but the masks would have to come off occasionally to make way for visibility or better hearing (no breathing sounds)
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
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.
i would think its a decent approach to make more expensive variants of masks that maybe reduce or remove the noise/visual spam and if people love it enough you could maybe go further to make early game items dirtier but a sacrifice to be made for required use in anomaly fields etc
Agreed
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
sorry i have not fully followed along, so you intend to make outfit masks an extra item to wear on top of helmets?
Yep
People already separated helmets from outfits, why not separate gasmasks from helmets?
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
fair enough but i dont know how hard it would be to apply both at the same time in the same slot like A+B=C? where A is altyn B is altyn face visor and C is altyn with face visor the finel prodict being worn,
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
No. Just separate the slots for helmet and gasmask, like it's been done with helmet and armor slots
am i going crazy was there not a helmet slot in anomaly? O.o
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?
i got lost in the gamma sauce xD fair enough then sounds great!
I know it does. I rarely have bad ideas, but sadly I have no knowledge or software to implement that
if the npc is programmed to use that type of ammo then yeah and it makes a big difference although if you want to make kills less rewarding there is already a few mods in gamma to sort that out
my bad you did say specifically monolith, well you could make it so every monolith killed just drops their badge or make it so the monolith are unlootable corpses
well you can always look into the helmet seperating mod to understand how they have displayed their UI or even bring your idea to their attention and they might do the heavy lifting
ap ammo doesn't have more damage than fmj
hp ammo does increase damage output since they have a higher multi
I mean. We are already in the right place. I just hope some skilled modder will pick up the idea and make it come to life
Your first assumption is actually correct, more or less i just want em to be less rewarding in wep loot table.
Huh interesting, hp ammo have better multiplier to player?
against everything
AP ammo has the effect of doing more damage overall because presumably your not naked so it instantly shreds you where as HP has to break your BR then does damage so AP become better damage over all for npc to use

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
hp still does more damage to the player
yes (:
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
That bit of information actually help a lot, thanks for the cookies

Someone needs to figure out how to make a coop mod or else > : (
at this point i would pray stalker 2 brings out a limited coop feature
Iβ heard it has multiplayer
I donβt wanna play stalker z π¦
i saw previously there was 2 projects attempting it but both of them are no longer active or seem kinda sketchy
If stalker 2 has it it would be insane bc eventually there will probably be a β anomaly 2β or something and coop would make stalker a 10/10 game
That was a yapping session fr^
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
True
easy best game ever anyway ill shut up fangirling now
Itβs confirmed
Multiplayer w
holyshitballyithinkijustdied
Thatβs on stalker 2 steam page btw^
Iβll cry if it is
Don't wanna be that dude, but keep calm bois, stalker og's have deathmatch
they did say a few times that stalker is meant to be a solo game
π’
but stalker didn't exist before june 2018
Who knows what GSC is cooking, might be moddable enough to make it coop. They know there is an audience for that
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
I Read a Reddit Post saying itβs made on UE5 and people were saying it would be much easier to make a coop mod with it so letβs just hope
As long it's not unity i'm fine with it 
I had to use unity for my game design class back in Highschool and I hated it
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 thatβs what someone would probably do irl
would be easier to have a dialog to beg for meds/food/water, with both a chance for sucess and failure
Yes I like this idea better
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
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
yeah
my full guide on that is pinned here
"pull back to center"?
@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
Ahhhh
@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
thank you!
This doesnt sound all that hard, you add a dialogue option to the generic voice lines, roll a random number and add faction relations and player reputation, give the player a reputation hit
Oh and scan player inventory for the item they're begging for, or dissalow the option if they have it
Hi, any idea which parameter must be editted to zoom out minimap? I was told zone_map.ltx but not sure which parameter dictates zoom: https://i.imgur.com/xctwvs7.png
Also how can I edit slots in which a weapon can go?
Ok, think it's m_knife.ltx... question is, can I make backups in same mod folder without it going weird..
Just fuck around with it and find out
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.
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
is there a list of usable items?
Is it possible to reload assets after edit from ingame? Or requires full game restart?
I know some assets can be dynamically reloaded, but thats just text files used to make hacky online connections. I full restart on every experiment, soneone let me know if there is a better way
right
XML changes seem to work fine by just reloading a save. For ltx/dltx I read you open debug menu (F7), hit number pad 0, then hit F5 to reload the game and it should load whatever changes were made.
Ah sweet, thanks
Does the MAG mod fuck with on_reload functions?
Everyone who is not using this to test, just go use it and save yourself hours of loading https://github.com/Thial/StalkerModdingHelper/tree/1.1.0
anyone have a good resource for gun models from other games?
Hi guys.
What software are modders using to model, animate and integrate guns in stalker ?
Blender
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
hello. have you find the solution?
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?
would anyone know how to implement a firing delay to burst weapons that have a high fire rate?
barry's svu does this
is that a kit, rare variant, or a mod outside of gamma
mod
Any mods that might use a form of async?
Do you know how he does this with the burst on the svu? Or is he in this server so I can
ask him
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
@celest forge 
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
What exactly are you trying to achieve here?
Do you need to create some kind of queue?
My problem with async stuff was to actually cause things to happen synchroniusly and I've resolved that through creating a kind of queue
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
Did you try using CreateTimeEvent?
I have not, not new to modding but new to stalker
Stalker modding is kinda special at times 
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
Meanwhile we have to make gun burst delays from scratch
So, CreateTimeEvent, Im reading examples from the code and mods I have now.
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
I dont suppose there is some nice well written formatted documentation on nextTick
Maybe it's in the backseat of my brand new ferrari
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
But this is a delay rather than an async, no?
idk
shit is that time events are quirky and if they trip the entire game falls apart
Im not sure if it's what I need. Will I need to make a summoning circle to summon Demonized?
You wouldnβt dare
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
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?
Should be fairly straightforward
all my attempts for now i just managed to implement the models but then gamma icons are all vanilla anomaly
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
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
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
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?
Would it be possible to get help undoing this change? I can see where the mechanic explanation is initialized, but I'm unsure what the code was prior to this change. Taking a hint from the medic dialogue, it appears there were dialogue lines and then an action. I'm unsure of where to look to find said action, specifically for the mechanic.
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>```
Trying to figure this out too, only gripe with the update.
How did you apply your fix, if you have?
Edited my response above with instructions
Oh, damn.
I'm completely blind, thanks
Also, you're fine. I just edited it right after you asked. Making sure to make it searchable for myself in future updates! 
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
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
You can analyze the code of the limb health mod itself for this probably, limb health is not base anomaly after all
Thanks for the tip, I also found out the db unpacking tools are included with anomaly and I managed to get the files out
Does anyone know if I can change NPC dialogue during runtime? I mean direct dialogue not comms chatter
Tiering nato weapon are so tiring, the sheer amount number with different parameter 
100% blenderized terrain
used a generator for the terrain
then i heavily modified it
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 [#βπmods-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
how to get the state of an actor? for example, running or walking, aiming or not


