#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 40 of 1

severe coyote
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is it something to do with interaction with db.actor?

thorn stratus
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in my mod I used to check actor weapon status with game.actor_weapon_lowered() where game is global

#

I also made this function

function isActorSprinting() 
    return IsMoveState("mcSprint")
end

to check if player is running

I found these things digging in the Anomaly basecode

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maybe if you look there too you'll find what you need

severe coyote
#

thx very much

thorn stratus
#

IsMoveState seems to be some kind of global too, so I would start by searching the mcSprint state in the anomaly code and see where it comes from and if there are other states you can read from

severe coyote
#

ok thx

thorn stratus
#

you must extract all the anomaly xrbd archives. there is a script for that in Anomaly/tools

severe coyote
#

that?

thorn stratus
#

just run it db_unpacker_all.bat

#

yes

thorn stratus
severe coyote
#

thanks you

#

this will save a lot of my time

thorn stratus
#

text search with some editor like vscode is your real friend. Sometime I do a text search from the MO2/mods folder to see if I can "borrow" stuff from the hundred of mods contained in GAMMA or any modpack

fiery cedar
#

guys i have a mod not working becaause it states that the animation / HUD files arent present, even though they are in their folders, what can I do?

severe coyote
#

so if there is no sprint callback, then I need to put isActorSprinting() in the actor_on_update callback? Will this eat up FPS?

#

I need to perform certain actions if the actor starts running

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for example, send an http request to the shocker device if the player tries to run with bad legs

thorn stratus
#

It's somethim I would like to know as well. I do have many of these calls in my Dynahud mod and I did NOT tanked fps maybe chipped them

grizzled gorge
slow bolt
iron drum
#

Is there any way to hijack and modify an options table in an *_mcm.script before it gets returned to gather_options()? This is what I have now:

base_zzz_player_injuries_mcm = zzz_player_injuries_mcm.on_mcm_load options = zzz_player_injuries_mcm.op printf("options outside of mcm load: %s", options) function zzz_player_injuries_mcm.on_mcm_load() printf("ENTERED HIJACK FUNCTION") options = zzz_player_injuries_mcm.op printf("options inside of mcm load: %s", options) -- local t = options -- inject_options_to_table(t) -- sh_options = { id= "body_health_system" ,sh=true ,gr=t} -- return sh_options end

If script name is after the script it's trying to modify then it always pulls a nil on the op table, but if it's before then it never enters the hijack function. Am I missing something or is it just impossible to modify that table without overwriting the base _mcm.script?

meager steppe
#

How can I edit my own stats like endurance and stuff?

marsh oracle
#

Could someone tell me where are the icons that GAMMA uses? I'm digging into the GAMMA folder files but cannot find the proper icons. Looking for artefacts

slow solar
slow solar
marsh oracle
slow solar
surreal gust
#

since im making an addon can someone explain how does dxml and dltx work

marsh oracle
surreal gust
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so that i can make it exclusive to those

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i heard you can modify existing files without overwriting the whole file itself expect for the values i changed or added

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is that true?

severe coyote
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is actor_on_footstep better in performance than actor_on_update if i need to check IsMoveState("mcSprint") when actor moving

random fulcrum
#

the callback's name should give it away

random fulcrum
#

dxml needs some voodoo to pull off tho

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dltx is child's play

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check the modding book

celest forge
#

I've been able to do dxml a couple of items despite not understanding a single line of scripting

surreal gust
severe coyote
#

is it normal when actor has radiation the actor_on_hit_callback calling every frame?

slow bolt
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radiation is damage too

severe coyote
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how to get the name of game_object?

acoustic drum
#

Somebody please create a cigar smoking animation

slow bolt
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A retexture of cigarettes

#

Unless you want a new model and animation, in which case the default answer is: Do it yourself

steel rain
#

does anyone know the path of the vanilla detector beeping sound?

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i can't find it anywhere

severe coyote
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how to get the name of game_object?

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pls help

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i need to compare name of "who" object to string

fair inlet
tepid fractal
#

Does anyone play with Toxic Air? After the last gamma update you can't get it repaired by a technician anymore, and you also can't repair them by yourself, because it's not an armor PepeHands
Maybe there is a way to fix this?

limpid drum
random fulcrum
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respirators or air tanks

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i've been using that mod since fucking forever and i didn't know you could repair them

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i always ran my stuff via loot

tepid fractal
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yep you can

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well, not anymore huh

limpid drum
regal bolt
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how do i replace or remove npc models

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or at the very least make it doesnt spawn

acoustic drum
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Does fdda mod have a CIGAR animation

slow bolt
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Specifically cigars? no

acoustic drum
#

@slow bolt this needs to be fixed. Unfortunately I have 0 modding skills

pale falcon
#

whats the setting in mcm to see the little icons and colored dots for weapon condition?

grave trail
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Anyone know if Absolute Structures works with Gamma?

coral gazelle
#

does anyone know of a tutorial of how to add a scope to a weapon model, im using the De Lisle carbine from the ultimate gun pack and i want to put a scope on it?

regal bolt
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how did i not know this

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i just thought they were disposable and you just chuck them away cause of how easy it is to find filters on dead stalkers

vestal scarab
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Is it possible to dltx an ltx file with an underscore in the original ltx filename? I’ve been foiled twice now and I don’t think it’s a syntax issue; I hand wrote the dltx first and when that didn’t work I used ltxdiff to generate the patch. Neither way worked and in both cases the filenames have an underscore in them. I’m assuming it’s thinking the first part of the original filename is the filename and the second part is the mod name instead of a continuation of the original filename.

random fulcrum
#

the original ltx name doesn't matter

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you can call it mod_system_poopoo_peepee and it'd work

regal bolt
random fulcrum
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a lot of the sample or extremely low effort needed "mods" i've posted in this channel have ltx names like that

formal kelp
#

Hey so in regards to the mutant skins and their durability like artifacts i do not know if there are any existing plans to expand on this and would like to offer an idea. As a temporary fix to be able to repair/combine mutant skins i have added the "fabrics" tag to them so sewing thread can be used. It would be nice if someone made a new tag on the heavy sewing kit or similar and then used it for the hides and made it so the recipe to repair required parts so you had to upgrade/repair a hide with existing hide not just spam thread or repair kits.

simple scaffold
#

honestly i don't know, i forget its been a while.

the problem is where it loads an xml file inside of a loop. forcing the file to be read from disc, and with dxml forcing every dxml script to check the file name to see if it is the target.
And when the UI was hidden that loop ran really really fast, loading that xml basicly every frame.

if you move all the xml file loads to script global variables it will stop the lag.

#

that snippet might not be the best fix. i think i tried something more coplicated before realizing it was just the XML file load being in the loop. again it's been a while

slow nexus
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yeah lets just write every 100ms to an xml file to change values on a hud instead of loading it into ram

steady apex
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Welcome to bhs

slow nexus
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is that a hard limitation?

steady apex
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No

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It's a shit code

slow nexus
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oh okay

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thank fuck

ashen sierra
slow nexus
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love opening the workbench

river forge
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Hey 100 uniformity looks nice clueless

wary kiln
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any modders wanna figure out how to make the mosin remodel work so pressing v actually aims down the ironsights when it has a scopr

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thats probably something i shouldve done a quick search for before asking hold on

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yeah idk

paper burrow
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Im busy on my own project but I'd start investigating the code of the guns that already do this

severe coyote
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guys how to get name of object?

paper burrow
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What kind of object?

severe coyote
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function actor_on_hit_callback(obj, amount, local_direction, who, bone_id)
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i need to know is this function called by radiation

paper burrow
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obj:name()

severe coyote
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ok thx

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is it string?

paper burrow
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Unpack the scripts of anomaly from their db format so you can read all the code to find stuff like this, it's really helpful

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Yeah should be string

severe coyote
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ok thx

thorn stratus
thorn stratus
slow nexus
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making a little thing to grab active mods and append / overwrite entries to the prefetch ltx file

thorn stratus
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I did not feel a target to be honest πŸ˜„

slow nexus
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you do a csv export of your active modlist and feed it to the script

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im not very good at coding or anything but i thought it would be a nice tool

thorn stratus
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I see, it's for the prefetcher? does it really helps with performances?

slow nexus
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i am genuinely not sure as i dont run it myself but i always see people releasing mods and they arent compatible with it

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like kvmas

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its alot of monkey work to add all the new files manually

thorn stratus
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the problem I see with this is that you do generate the report from scanning the mod folder. Not everything is there belongs to a profile modlist though, like for instance many gamma mods are disabled not to count all the dead mods that GAMMA updater leaves behind and you other custom mods that belongs to another profile etc.

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you must run this script from within a MO2 VFS space

slow nexus
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No no

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You only export your active modlist

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it doesnt add all directories to the prefetch xml

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only what you have enabled

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atleast thats the goal

thorn stratus
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holy crap you done even ui. allright

slow nexus
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wuh

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no thats a part of MO2

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you can export your active modlist in MO2

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then i feed that to my script and it only looks in those directories

thorn stratus
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ok

slow nexus
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I will have to make a janky UI so that the end user can tell the script where its MO2 folder is and its anomaly folder

thorn stratus
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I think these intermediary steps are unecessary honestly

slow nexus
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well the prefetcher crashes if it cant find a file or a file is different to the one it has in its list , it just ctd you

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so people running mods over gamma cant use it at all

thorn stratus
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your script instead should just scan the gamedata folder of the VFS. You do this by running the script from within the MO2 Executables

slow nexus
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Ohh

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interesting

thorn stratus
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yes

slow nexus
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i mean its all autohotkey lmao

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that saves alot of effort though

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i can just go delete that entire part of my code

thorn stratus
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here you see the VFS workspace of the modlist, and you only need to scan the gamedata folder. But you run your script from the autoexec

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in my case I run a make profile function that copies the whole gamma modlist into a single mod folder. I use this to make comparisons (winmerge diffs) between gamma versions

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you could do the sam, no need to export to cvs the list of mods enabled then feed that list etc. You use the MO2 VSF space and just scan the gamedata folder

slow nexus
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okay

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makes it alot easier

thorn stratus
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you can see this with the VFS explorer to have an idea

slow nexus
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can i debug from within the vfs?

thorn stratus
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I don't remember to be honest

slow nexus
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like if i slap the script in

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explore vfs

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open script in vscode

thorn stratus
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I don't think you can hook the vscode debugger but you can try

slow nexus
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mm

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if i knew powershell gooderer id write it in that

thorn stratus
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you have to experiment with your code.
if you put your script in the anomaly root folder it will be there when VFS is created by MO2

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this is the window when you launch the VFS explorer from MO2, the gamedata folder will be the "sum" of all mods in the current modlist/profile

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you replace the VFS explorer with a call to your script in the MO2 executables, so your script run within the VFS and can see the same gamedata

slow nexus
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yea

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ill fk with it

regal bolt
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not sure why non of them fought back

slow nexus
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lets see if i can vscode debug it while its active in the vfs

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nah it sharts

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hahaha

thorn stratus
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well do you really need to debug in the runtime environment?

slow nexus
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not really

grizzled gorge
regal bolt
grizzled gorge
regal bolt
grizzled gorge
#

AI behavior is tied to your goodwill

regal bolt
#

My game is kinda fucked that's why I'm gonna make a new playthrough

simple scaffold
vestal scarab
# random fulcrum you can call it `mod_system_poopoo_peepee` and it'd work

This doesn't work either. The DLTX part on the anomaly modding book references finding the base file and that being part of the name. But the file doesn't have any includes so it should be the base file right? The backpack_stash.ltx is the full file with my changes and it works, when I use quick release it no longer drops my patches, but the mod_system_quickreleasepatch.ltx which has the generated DLTX doesn't work. It was originally named mod_backpack_stash_quickreleasepatch.ltx and that didn't work either. I also tried in both cases adding a shit ton of z's after system_ or backpack_stash_ and that didn't help either

steady apex
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what is the path for backpack_stash.ltx

paper burrow
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Would tell you if I knew

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How best to determine if the player has killed an NPC that was hostile to him?

vale knot
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I think voiced actor script has this in it

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I don't think it checks if they were hostile but it checks when player kills enemy, and differentiates if enemy was stalker or mutant

vestal scarab
steady apex
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try to create mod_backpack_stash_quickreleasepatch.ltx in this folder

paper burrow
vestal scarab
nocturne jasper
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does anyone know how to properly disable some dynamic tasks?

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if i want to disable "repair" tasks section, for example

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fetch_list.ltx includes even unused (disabled) ones, so where should i look then

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in configs/misc/task/tm_dynamic.ltx disabled tasks looks same to me like an active ones

steady apex
# vestal scarab That was how I originally had it setup and it didn't work

! [21:38:17.020] !!DLTX ERROR Attemped to override section 'hui', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: c:/games/s.t.a.l.k.e.r. anomaly\gamedata\configs\items\settings\backpack_stash.ltx, mod file mod_backpack_stash_test.ltx

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it definitely does work

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i tried to override non existing section just to see if dltx works

grizzled gorge
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@vestal scarab if you want to add the patches to the section you need to delete all the ! you wrote. only keep the one for the section name

nocturne jasper
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... or does it

vestal scarab
vestal scarab
narrow coyote
grizzled gorge
formal kelp
#

Hey so in regards to the mutant skins and their durability like artifacts i do not know if there are any existing plans to expand on this and would like to offer an idea. As a temporary fix to be able to repair/combine mutant skins i have added the "fabrics" tag to them so sewing thread can be used. It would be nice if someone made a new tag on the heavy sewing kit or similar and then used it for the hides and made it so the recipe to repair required parts so you had to upgrade/repair a hide with existing hide not just spam thread or repair kits.

paper burrow
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It's doable but mutant skins are in a weird balance place to begin with.

formal kelp
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brother balance is literally jsut tiny numbers thats not a problem

young bone
#

Hi, I have dabbled a bit with Blender and wanted to try my hand at making a weapon mod. Does anyone know a good tutorial for making weapons (scripting, importing/exporting files) for STALKER? I am not sure how to go about editing OMF files in Blender.

formal kelp
paper burrow
# young bone Hi, I have dabbled a bit with Blender and wanted to try my hand at making a weap...

Not my field but this video may or may not help https://www.youtube.com/watch?v=HwTYYH5zLjo

We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:

00:27 intro
01:36 tools of the trade
03:30 content overview

Part 1: having a plan
04:01 intro to planning

Part 2: editing textures
06:57 intro to textures
29:27 thm files

Part 3: working on mesh...

β–Ά Play video
young bone
neon flower
#

ay, idk where to turn but- Are there any mods compatible with gamma that muffle the characters voice and adds mask POV boarders? i remember seeing that in misery but idk anything about modding.

paper burrow
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Unlikely without some finicking. GAMMA already has POV borders and voice muffling would likely require a new set of sound files

neon flower
paper burrow
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Yeah sounds doable. There are already some gask mask mods out there. Not sure if any are officially gamma compatible. Only one way to find out

vestal scarab
slow bolt
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The mods already have that

neon flower
slow bolt
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Yes, the message still holds

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Original mod had that. Gamma has it disabled

jagged island
#

I'm working to learn how to mod SA currently. As such, would it be possible to add the Binoc's Identify Friend/Foe to the first-person's vision or the FP's crosshair(s)?

vale knot
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Muffle from voiced actor barely works, wouldn't reccomend

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I dabbled with it

young bone
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donger aks?

regal bolt
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in blender how do you make the edges have shadows or wtv ion know what its called im a noob at blender

young bone
regal bolt
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idk it seems too flat no shadows on the crevices idk how ppl do it lol

acoustic drum
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@young bone YES YES YES

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Somebody please create a CIGAR animation

young bone
static nebula
#

cavity off vs on for reference

vale knot
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On looks so much nicer

static nebula
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should be in the shading tab at the top right of the viewport

regal bolt
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i think i did it

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pretty cooooool

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Who in here was coding NPCs

paper burrow
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I kind of was but it was dialogue, not actions

regal bolt
paper burrow
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Cant promise I can help but for sure

chrome elm
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@regal bolt what this for m8

regal bolt
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attempting to make a pda mod lel

celest forge
#

What the fuck

ember adder
#

Hoping to see if anyone is willing to look into this CTD occurs after recent GAMMA update, seems like the mod is obsolete, hence asking here. CTD occurs when you are trying to trade with a few misc items in your inventory. #1136422729747271783 message

paper burrow
#

How to add messages to the player from NPCs that shows the name of the NPC instead if 'message'. Like the ones you get from your quest giver at game start

scarlet hedge
#

i wonder if anyone is willing to update the old pistol lasers mod its a shame theres so many pistols with rails and no lasers for em

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i have the file if anyone is interested in updating it im to unskilled to do it myself

real marsh
#

Which file dictates artifact charge consumption?

formal kelp
still condor
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where can i find the script for freelook

formal kelp
real marsh
still condor
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mo2 only has freezoom

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i would like the freelook where you can move your camera away from the point of aim

formal kelp
# real marsh Yes

you can search perk in mo2 but there is a slider in the otions in game to turn it off

still condor
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how do i change repair kits for weapons

formal kelp
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you may also want the repair prts kit folder

still condor
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Can't i just create a new .ltx to modify what repair kit a weapon uses to overwrite it?

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That way I'll easily be able to update

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I see there's "pistol" "rifle_5" "rifle_7" in their files?

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Fuck it. Is there any resource for stalker modding?

paper burrow
paper burrow
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Anyone know how to make the name appear as he message title?

random fulcrum
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the other kit is shotgun

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which is historic

formal kelp
# still condor I see there's "pistol" "rifle_5" "rifle_7" in their files?

there is 4 names you missed one also dont forget knives fabrics etc depending where your going with it, idk about any resources i just looked around its pretty intuitive and you can make your own file and use ! before the item reference to make it a overwrite but be careful because it itself could overwrite a lot of other mods you can see that when you double click a mod and check conflicts

random fulcrum
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but more importantly just read other people's work

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figure out how they do stuff

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extrapolate to what you need to do

formal kelp
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big brain

acoustic drum
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@still condor if ur going to create a mod please create a better cigar smoking animation like the ones from modern warfare

vestal scarab
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@grizzled gorge @steady apex thank you both for your help, I was finally able to get the dltx working!

slow nexus
#

The bone anim system is really weird to look at in blender

slow nexus
blissful lake
#

does anyone know who posted some wips of detector animations a while ago? I wanted to look and appreciate them again but I don't remember where I saw them, don't even know if it was here or in the anomaly discord. IIRC it had an anomaly detector clip and an animation of the bear detector's screen "cage" being flipped

blissful lake
celest forge
#

I got fucking tired of the pu scope being shite

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Allows you to have a dedicated hud position
Allows you to have a different icon
Allows you to have alt aim

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No more doing that awkward motion where you aim and it goes to the irons

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All of that and you can still take it off, it won't bug and be permanently on

nocturne jetty
# celest forge

Nice! Reticle needs a bit of a rework, but otherwise, it looks good, and functions much better.

celest forge
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Oh reticle is probably changed by a million mods

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This is just vanilla+ PU fix + the gun I'm using for the demo, as I like to test my stuff on a setup as vanilla as possible

mellow cedar
surreal gust
#

fixed the shitty terrain texture

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now my mod is close to being released

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the only thing thats left is to texture the terrain a lil bit more

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and open up the level editor and add the necessary objects

paper burrow
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You mean I don’t have to hide the ugly ground with fps eating grass anymore? You legend

severe coyote
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hi all

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guys can you help?

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all of my callbacks working except actor_on_hit_callback

#
local function actor_on_hit_callback(obj, amount, local_direction, who, bone_id)
    printf("[shocker] before amount")
    amount = math.floor(amount*100)
    news_manager.send_tip(db.actor, "damage:" .. tostring(amount), nil, nil, 1000)
    printf("[shocker] hit callback, damage:" .. tostring(amount))
    if amount > 0 then
        printf("[shocker] hit callback")
        local url = addr
        if amount > 20 then
            url = url .. "NORMALDAMAGE"
            pollnet.http_get(url)
        else
            url = url .. "FASTDAMAGE"
            pollnet.http_get(url)
        end
    end
end

function actor_on_item_use(obj, item)
    printf("[shocker] damage on item use: " .. item)
    local url = addr
    if has_hurt_item(hurt_item_array, item) then
        url = url .. "FASTDAMAGE"
        pollnet.http_get(url)
    end
end

function actor_on_before_death()
    printf("[shocker] death event ࢞, rip bozo")
    news_manager.send_tip(db.actor, " rip bozo ", nil, nil, 0000)
    local url = addr
    url = url .. "DEATH"
    pollnet.http_get(url)
end

function actor_on_first_update()
    printf("[shocker] on actor update callback")
    news_manager.send_tip(db.actor, "peepo", nil, nil, 30000)
end

function has_hurt_item(tab, val)
    for index, value in ipairs(tab) do
        if value == val then
            return true
        end
    end

    return false
end

function on_game_start()
    -- Required callbacks
    RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
    RegisterScriptCallback("actor_on_update", actor_on_update)
    RegisterScriptCallback("actor_on_hit_callback", actor_on_hit_callback)
    RegisterScriptCallback("actor_on_item_use", actor_on_item_use)
    RegisterScriptCallback("actor_on_before_death", actor_on_before_death)
    RegisterScriptCallback("actor_on_footstep", actor_on_footstep)
    RegisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in)
    printf("[shocker] callbacks registered")
end
#

actor_on_hit_callback just doesn't want to register

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always "![axr_main callback_set] trying to set callback actor_on_hit_callback to nil function!"

still condor
#

how do i make a weapon have automatic with a new script

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i tried this but it doesn't seem to work.

slow bolt
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it prevents that callback from firing

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its great, i know

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You have to edit it to make it work again

paper burrow
#

You can also use actor_on_before_hit it seeems

weary ledge
slow bolt
paper burrow
slow bolt
paper burrow
#

I see, indeed an important distinction for a few reasons

#

But Im guessing no mod would be GAMMA compatible if they changed the actor damage balancer?

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If you are a madman you could trigger before_hit, save player health, use a nextTick(), compare player health and you'd know how much the real hit was

slow bolt
#

editing ADB does not make your mod incompatible

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It is that mods editing ADB wont be compatible between each other without a patch

paper burrow
#

Right, but that sort of compatibility is pretty precious

weary ledge
vale knot
slow bolt
#

Because you can instead fix mods that have an issue

weary ledge
#

mainly artefact damaged related, and 2 monekyscripts for bhs im using, one of them just would not proc ever wich was utjans bhs changes,
making mutants damage arms and torso aswell
(what would i need to change to patch these so they work with the da ADB?)

#

just adjust the callbacks for each of them?

#

Im not running vanilla/gamma tho Im on 605 mods with many gamma mods disabled, just fyi
incase you were wondering if its a modpack issue

slow bolt
weary ledge
#

πŸ˜‚ because ehm i dunno as long as i dont crash and get deserved results its fixed its my eyes xD

slow bolt
weary ledge
slow bolt
#

so any monkeypatch will work fine

glad quiver
#

Guys is the command β€œcfg_load atmos” the default to put the game back into standard to use ingame AA etc?

weary ledge
tardy iron
#

The meshes is EFP 416 that I scaled up w/ Blender, as some parts is out of place, anyway to fix this?

still condor
#

Yes it's an .ltx

weary ledge
# slow bolt What would?

nvm. I checked and it seems to proc normally,
I was thinking that this might make the adjustments obsolete, but it seems good πŸ™‚
boars ate my arms and thorax I'm happy.

slow bolt
weary ledge
vale knot
still condor
#

i suppose so. i tried the in game editor but i don't think it works like that

celest forge
#

Sad indeed

surreal gate
#

Hi, I'm learning how to create a black weapon texture pack. Started with sig550 and edited the .dds files for it. I created a mod for it as well, but the textures remain the same for some reason. The mod is placed last in the load order and this is what the mod folder looks like: Modname\gamedata\textures\wpn\wpn_addons\wpn_sig55x - What am I missing?

celest forge
#

Iirc the wpn_addons folder is for the scopes and suppressors

vale knot
#

Isnt the sig already black

still condor
#

no its green

#

unless you think of the tacticool one

celest forge
#

You have to overwrite the textures

surreal gate
vale knot
#

Thank god it isnt a bas weapon

surreal gate
vale knot
#

That sounds awesome no offense

#

There is a black sig550 tho

surreal gate
still condor
#

i think that refers to your partner preference

surreal gate
still condor
#

BBC big black colt 1911

surreal gate
#

And I checked the other w_sig550.ltx-files as there were multiple in the mods folder. The ones that edit the weapons, they points to the .ogf files which I used.

surreal gate
#

Nvm, fixed it. Now it is fully black πŸ–€

still condor
#

Are those artifacts on the texture?

paper burrow
#

npc:character_name(), totally fine.
npc:health(). Instant crash to desktop, you moron, you fool, you absolutely nitwit, how could you possibly think this would not be npc.health instead?

surreal gate
#

312 - Gunslinger edits the base game weapon textures. The .ogf files point to texture .dds-files which are different than the base .dds files. Maybe this helps someone.

slow bolt
paper burrow
#

Yes, I know that now. It's just not great consistency. I am building a custom error handler at this point.

full dock
#

idk if i should be using this chat for it, but can someone pls do a mod to keep the attachments to the armor when unequiped KekSkew

celest forge
#

Is there any way to delete a line from a section with DLTX?

#

Or can DLTX just add/modify

slow bolt
paper burrow
#

Configurable loudouts would be cool but obviously a much bigger challenge

celest forge
#

I'm seeing a guide in the anomaly modding book but nothing seems to work

celest forge
#

YEah that's the guide i'm looking at

#

Doesn't seem to work or i'm doing it wrong

#

Probably the latter

grizzled gorge
#

Weird, aren't there any other dltx in your pack that add the same field and win the priority (alphabetical sorting) ?

celest forge
#

Hmmmmmm

#

I think i'm approaching this in the wrong way

rose glacier
#

Is there any mod that makes the anomalies look better? Im using Stalker Gamma with Zone Reality 0.3

celest forge
#

I'm using this part of the guide, but it doesn't seem to delete the line

slow bolt
#

sec, i'll look

#

Come on, i found it instantly

celest forge
#

It's not a DLTX issue

slow bolt
celest forge
#

I replaced the whole file i'm trying to make the change to, and the change doesn't do what I want

#

So it's not a DLTX issue

celest forge
#

Ughhhhhhhh why is the mosin so fucking weird

weary ledge
# celest forge Ughhhhhhhh why is the mosin so fucking weird

hi so 1 thing ive noticed with dltx is if there is another mod in the load order that gets loaded after it will bring back said deleted section,
so try adding a zzzz prefix to your mod (you dont have to use as many Zs) basicly mod_system_zz_yournamewhatever it is

and the correct process for deleting an entry in a section is correct on the page wich is just
![section]
!sectionitemtodelete

(overwriting actually is the same but you don't need to use the !prefix on the sectionitem)

celest forge
#

Yeah I think I got it working

#

But my issue is apparently not a DLTX conflict

weary ledge
celest forge
#

Yeah this shit aint workin

still condor
#

I want to create an unrecord style free floating aim but i think that's beyond my level

#

The closest i got is trying to find the "freelook" script but it's buried somewhere

still condor
#

See you in 40 years

#

Thing is it's already there in freelook. I just would want to set a deadzone for turning the camera and moving the character instead of the camera itself

celest forge
#

Well, the PU fix mod is ded

#

sad

surreal gust
#

i can control how much each type of grass has density

#

so basically i make certain grass types more or less dense

#

and i can also make different zones to control what grass should be there

paper burrow
#

No more CTDs ever, probably

celest forge
#

Does your reputation worsen everytime you get a crash

paper burrow
#

Yes

celest forge
#

Is there any way to check that my DLTX file is actually doing what I want it to

opal nest
#

Hi can anyone provide me a list of armors item kinds
I try to modify "The Collector" mod to show also armors not only weapons which we have and almost everythings work except some medium armor like scientific_outfits ecolog_outfits

oblique trail
#

would it be possible to edit some file so I could make Vector go into vision/melee slot like the mp7 and p90 can?

random fulcrum
#

that's it

#

if you want to restrict one handedness but still be able to use the weapon in the small slot you'll need a script

#

but you just change ks23 to the vector's internal name

oblique trail
#

Oh okay, I'll try that thanks!

lethal finch
#

how do you add weapons to the prefetcher? cant seem to find a correlation between whats in meatchunk's prefetcher.ltx and whats in the files, if i do the same with a weapon addon it just crashes when loading a save

slow nexus
#

@steady apex have you got the repository for the latest anomaly source being used for gamma?

steady apex
#

im not responsible for what is used in gamma

slow nexus
steady apex
#

it is the sources for modded exes yes

slow nexus
#

cheers

oblique trail
#

Quick newbie question, after I have unpacked files and changed them, how do I repack them again?

wispy burrow
#

I installed a weapon pack with multiple weapons
is there a quick way to edit the configs so that certain weapons in the pack won't be loaded into the game or am I just gonna have to find all files related and delete them?

slow solar
paper burrow
#

Is it possible to add color to the headline of a message?

vale knot
#

so if you edit outfits.ltx in configs folder

#

you will place that in anomaly's folders in gamedata/configs/

daring sand
#

does anyone know how to edit balistic procetion of the suit?
I've done a "mod" to change other values, but in therms of balistic, it stays on the same lvl, yet I can change BR level of the suit

hexed cosmos
#

does anyone know were folders are for (AK 105 Shakal, AK12 Monolith 2.0 , RD 47 , Ak 105 specialist - Ak 5C iSG)

still condor
#

what do you want to do maybe there's another way to do so

#

otherwise i think it's your drive:\Gamma\GAMMA RC3\mods\76- Boomsticks and Sharpsticks - Mich\gamedata\configs\items\weapons

#

if you want to modify them someone taught me trick to overwrite specific stats

hexed cosmos
#

im just trying to add them to interactive pda. but im having trouble finding ak12 monolith and specialist

#

so far ive found wpn_ak12_m1

#

foudn the 105 shakal

#

ahh yea that file directory helped thanks Quhark ❀️

still condor
#

go in game with the debug on and press F7 then 1 for item spawner. you might find them having different names

hexed cosmos
#

ahh i never though of goin in as debug -_-

#

that would make to much sense lol

nimble trail
#

Does anyone know of a mod that adds additional ammo types to GAMMA, or how difficult one would be to make? I'd love to have a mod that adds .357 AP ammo for example so that the MP-412 can scale further into endgame

glacial seal
#

Ye there is one, its something like Artis custom ammo, its in the gamma mod posting channel

#

it addsd tons of shit like +p ammo etc

#

"Arti's Special Ammo"

worthy fox
#

Is there a GAMMA compatible mod that increases mutant part drops. The current rates are far too low, and I am talking with the hunter backpack equipped

#

Killing 20 boars getting 4 boar chops and no hides is ridiculous

glacial seal
#

IDK the name but ye there is one that makes it to where all parts are dropped.

worthy fox
#

yeah i know that exact one too i just don't know if it will break something

glacial seal
#

unlikely, when you install it, see what it overwrites, worst case make a backup and just test it out.

worthy fox
#

think it was this one

glacial seal
#

ye thats it

crude herald
#

hey so because it makes me mad that you cant repair pelts or skins from mutants is there any modder willing to help me make a mod to do just that I know how to code just not in something like stalker more Python,Vim, and other such

glacial seal
daring sand
#

Anyone knows where .ltx for outfits (without Trader Overhaul on) are?

final fjord
#

Is it bad practice to use globals to share values between scripts?

random fulcrum
#

no

steady venture
#

anyone knows where i can find multitool in anomaly files? i just cant find it

steady venture
#

i did, but only found a rectangle

soft burrow
#

oh it's inside some ltx file with the definitions of many other items

#

items normally don't have their own single file

steady venture
#

is there a way to access that?

soft burrow
#

you gotta do a multi-file search with a text editor

#

still you might find many files that define various properties of the item

steady venture
#

barman multi-file search?

soft burrow
#

like a ctrl+f on all gamma files at the same time

#

read the anomaly modding book entry on dltx

vague sphinx
#

@faint sable @grave zenith No wonder there's no bip01_head, the bone has a different name in the mod file, so I believe the fix has to do with renaming, can't test it though at the moment

steady venture
dim tiger
#

Was UGP updated?

slow bolt
#

ask in UGP thread

grave zenith
faint sable
#

Ill do it when I can test

worldly timber
fiery cedar
worldly timber
#

Ah nice good to know!

#

Is GOOBS and balistic addons on GAMMA though?

#

Ah I found it. I assume in order to have GBOOBS still working properly ... I have to put the RPG class system above GROOBS so that it will overrite it.

#

I was oneshotted by a monolith in a fully upgrade exostui with the skillsystem and I wondered why that was happening.

final fjord
#

Does anyone know what the parent element, the container, for the elements in maingame_pda_msg.xml is? These hold the messages/news on the left side of the screen and i want to adjust placement, but I think something is calculating messages placement (since some messages are longer than others) based on the parent container and not these elements inside of this xml. I am starting to think the placement of the parent container is hardcoded in the engine

random fulcrum
regal bolt
#

Hi guys, I have a question. Before the big gamma update I had installed the mod here (https://www.moddb.com/mods/stalker-anomaly/addons/carry-weight-slider-up-to-10000kg-take-all-x-button-152) to be able to loot more easily. Since the Gamma update, the mod no longer works as it should. I can adjust the weight, but with the mod I don't get thirsty or tired anymore. I would like to rewrite this, but I don't know how 😦 Could someone help me? thanks πŸ˜„

ModDB

Now you can take with you everything you want + take all button is X without Shift! Upd.1: Take all from mutants with X button too!

random fulcrum
#

learn

final fjord
#

I think people will be more willing to help if you have a targeted question about the code you are writing, and not one that is essentially "someone fix this for me"

regal bolt
#

lul

#

Okay, you've got it wrong. I didn't say "fix that for me" with one thing. I may have expressed myself very stupidly. My problem is that I have looked at the things and unfortunately I have no knowledge of the matter at all and I would like to fix it myself. @random fulcrum could you maybe give me some tips or a guide where I can read the basics. I just wanted help 😦

worldly timber
slow bolt
#

You need to edit one file. One value in that file

regal bolt
#

I see you probably mean this line here?

slow bolt
#

that is it

slow bolt
#

That is all you need to adjust the carryweight slider

regal bolt
#

@slow bolt Thank you very much for your help. I was very overwhelmed because this mod included two more files "ui_inventory.script" and "ui_mutant_loot.script". I assume that these files were included for the quick collection with "x", which made me very insecure and because I did not find the "ui_options.script" in the original game directory. Thank you πŸ™‚

#

@slow bolt It works perfectly thx now, drinking and sleeping are going down now thanks again πŸ™‚

still condor
#

10000kg of items. Isn't that going to cause a crash?

still condor
#

How much does then

slow bolt
#

A lot. You are not gonna carry enough to crash. Your fps will go too low for you to continue hoarding

naive snow
#

Is there a way to reload a weapon's config while in game for UI adjustment of values?

static nebula
#

i think it's "refresh game" in the debug menu

final fjord
#

I use F7 -> Num 0 -> F5 to reload script changes. I dont know if that will work for your use case but worth at try

runic ether
#

how do i upload folders to discord? i edited a mod that wasnt fully compatible with gamma, and need to know how

final fjord
#

zip it?

runic ether
#

thanks

#

my first time uploading files lol

hybrid forum
queen pineBOT
#

@still condor Anomaly has a limit of a total of 65535 objects (IDs) in the game. Whenever the game engine generates a new enemy with items, it tags the object ID number to the enemy unit and its items.
The same goes for traders & their items, every time you interact with the trader and visit a new place and kill an enemy and check their loot, you make the game engine generate ID numbers. If that ID number reaches 65535, the game crashes, and you won't be able to play anymore on that same game file, unless you "free" some IDs.
You can lower the amount of used IDs by letting items despawn or by selling/donating them at any trader.

naive snow
#

Every weapon has its own ltx file right? Variants are contained within said file. Is there a possibility of the entry of a files to be overwritten by another weapon file?

naive snow
#

Is there more info on
identity_immunities
weapon_probability
default_weapon_params

naive snow
#

The normal SIG550 and the lucky version have those parameters, but not the camo and Custom version. Somehow only the Camo version will take the modified scope position values, not the other 3, when it's pretty much a copy past of these values for all the other 3

simple scaffold
#

Read the files.

1 and 3 are base level values that get inherited and modified by many other sections.

Idk about 2 never bothered to look that one up

naive snow
#

Same value on the Camo X and Y as on the regular 550

naive snow
simple scaffold
#

The unpacked anomaly game files.

Defines.ltx has at least on of those

naive snow
#

Alright so I at least found in that file the ''hit_power_critical'' that caused a crash when I removed the Default_Weapon_params of the Lucky version. So that explains that. Now my puzzle is why aren't the Custom and Camo version causing a crash since they don't have these params. I'd assume they'd crash too if the parameters aren't set No?

simple scaffold
naive snow
#

Hmmm so instead of defining their own [wpn_sign550_custom] they take the values of wpn_sig550 instead, so since the base version of the gun has it they don't crash

#

I'm still hella puzzled why the ac10632 licon_layer is respected on the Camo and not on the other versions... Is there something to define for the weapon profiles to use their scope values?

simple scaffold
naive snow
#

Same thing with the silencer, I have the values x and y inputed by they seem to use the default ak-47 values instead

#

Do you know where I could find the installed_upgrades ?

random fulcrum
#

do you use notepad++

naive snow
#

Yeah I do

random fulcrum
#

then find in files

#

search for installed_upgrades

#

in *.ltx files

#

inside the unpacked anomaly folder

naive snow
#

Oh you can search in files! That's smart, thanks

random fulcrum
#

yeah shit is uber powerful for doing deep dives

naive snow
#

Yeah I can't find for the life of me where the upgrade schemes are

#

Most defaults seem to point to a upgrade_scheme_ak74. Can't however find where that is being set

#

But I don't think those would impact scope placement anyway

simple scaffold
simple scaffold
#

I hate upgrades, such a horrible multi cross referencing set of files

naive snow
#

both for the silencer and the ac10632 or any other scope

simple scaffold
naive snow
#

Including the scope sections?

simple scaffold
#

Tbh you could just duplicate the section header, line 602.

naive snow
simple scaffold
#

Yeah.

Expected results of the files you are editing are being read by the game is that this change will make it crash. If it doesn't crash your files are not active

naive snow
#

Yeah that crashes it, it's certainly not liking a duplicate entry

simple scaffold
#

Ok. That was the quickest way to check that .

#

The number of times someone has been editing a copy of the file and not the one being read by the game.... SMH

naive snow
#

Yeah I can see that happening

crude herald
#

hey what tools do you need for making a mod and adding an MCM menu?

#

I want to just make a mod that lets you reset your death count in ironman if you died because of a bug

naive snow
#

I knew the file was being read because modifications to the Camo variant will update on the game refresh. It's only the other 2 variants and the base one that won't update

simple scaffold
crude herald
#

what is the scripting language used?

simple scaffold
crude herald
#

welp ive never scripted in Lua but I know how to code so fuck it lets go we got this

naive snow
#

Maybe I've been starting at these for too long but I can't find anything that would be revelant to why the Custom one isn't fetching the right values
I even added the "scopes = " to the Camo variant to ensure it wasn't that. Removing the scopes= from the Custom variant however will remove the possibility of adding a scope to the weapon. I'd assume the variant would pull the same scopes value from the parent like the Camo version does

crude herald
#

honestly I feel like learning Lua will be the hardest point of this how hard can making a button that sets a variable to 0 be

simple scaffold
naive snow
#

Ah bloody fuck that was it. The mod_system_tiskar_attachment_alignment.ltx changes the positions and overrides the values, but not of the Camo variant

simple scaffold
simple scaffold
naive snow
#

Am I better off removing the entries in that mod or simply adding an entry for the Camo variant and fixing the values in there instead?

crude herald
simple scaffold
#

If you have no idea how to code at all it would be harder.

Lua is more c like in some of its symbols and syntax. But that can be muddled thru. Particularly with the modding book and the references it links

crude herald
#

oh shit this is even easier then I expected all i hva eto do is make a menu in MCM that calls the death count variable and let it be changed how ever someone wants to easy

simple scaffold
#

MCM is a set of nested tables pretending to be a markup language.

You probably want to use the "functor" features where you give MCM functions to read/set the lives value directly when changed.

There are fewer examples of that in the wild but I should be able to dig one up.

Most add-ons are using MCM to store the value as a persistent setting.

You aren't you want MCM to read/set a value that already exists. Less common but MCM can do itike I said using "functors" (I inherited that terminology I didn't pick it so don't ask)

crude herald
simple scaffold
crude herald
#

yeah so just to write out what I want the code to accomplish,

Check the box sex value to 0

Uncheck box.

if it was python I would have already finished wriitng this it honestly seems really easy just a hard time finding the variables neeeded

#

also I dont super care about prety code as long as it works it works

simple scaffold
#

Find an addon that has a check box.

It should have a bit of code called "on_options_change"

That function is where you read the check box and then reset the box and the variable in the iron man scripts name space that tracks the lives.

Probably gamemode_ironman or something. I haven't looked at that script in years

crude herald
simple scaffold
#

I am probably not going to be awake much longer.

Many other ppl here have made MCM menus even if none of them made MCM, they should be able to help you as much as I

crude herald
empty wyvern
# crude herald yeah so just to write out what I want the code to accomplish, Check the box sex...

I just made a tiny mcm config for a sound patch if you want a very simple example. Was very simple to implement https://github.com/Grokitach/Stalker_GAMMA/pull/218/commits/cf54206477648b61fe4099f7061cf32a76b32f13

GitHub

Hits on NPCs are not triggering the Wepl On Hit Effects. It looks like the "npc_on_before_hit" prototype changed recently and now passes different arguments.
Keep up the great wor...

crude herald
#

fuck yes thank you so much

crude herald
#

shit anyone know how to call a specific variable, I know what variable i need to call and what I need to do once I call it i just dont know how to call that damn thing

simple scaffold
#

Scriptname.variblename assuming it is a script global

crude herald
#

dope so it would be gamemode_ironman.MDATA,death_count?

simple scaffold
#

If it has mdata as a global. Typically that variable name is used inside function scopes only

empty wyvern
crude herald
#

and I dont even need for the game to reset the check box because we do things quick and dirty here

cosmic beacon
#

Quite new to this, so apologies for the noob question. I'm creating a new mod with gamedata/configs/items/weapons/w_k98.ltx with the following content:

![wpn_k98]
scopes = wpn_addon_scope_zf4, mauser_kit
#

This should override just the scopes field to allow the mauser_kit again. If I make this change in the base game files it works, but as a mod it does not. Anyone know what mistake I'm making here?

cosmic beacon
#

ah, figured it out. Filename shouldn't be the same as the original

vale knot
#

The file should be named "mod_system_w_k98.ltx" if you're trying to make a dltx override

#

I didnt even notice you figured it out

real marsh
slow bolt
#

pretty sure there was that issue there

real marsh
#

I mean, it's the default color I believe, I want to change it

real marsh
#

Ok, found a mod posting by @regal bolt that does what I needed πŸ™‚

regal bolt
#

This?

#

I can link you the mod if you want it from moddb

real marsh
real marsh
#

Thanks for finding it, saves my eyes :>

paper burrow
#

Am I crazy or does the game consider bandits to be monsters?

slow bolt
#

no

#

it doesnt

storm basin
#

hey guys is there a mod removing yellow hp mechanic?

slow bolt
storm basin
topaz skiff
#

hey do any of you know what is the exoskeleton called in the mod folders? is it exo_outfit? wanna mess with some of the stats

storm basin
#

making it like a normal stalker game does it

slow bolt
random fulcrum
#

like having traditional health bars?

#

and not limbs?

slow bolt
#

You can just disable BHS entirely

slow bolt
random fulcrum
#

yeah disable bhs and medications balance since it has a duplicate script

slow bolt
#

!bhs @storm basin

queen pineBOT
#

@storm basin In order to safely disable BHS, you'll need to do this inside your mod list:

  1. disable Body Health System and G.A.M.M.A. Minimalist HUD
  2. Move Alternative icons to the bottom of the mod list
random fulcrum
#

why does the command not mention medications balance

#

when there's the bhs script that actually gets used

topaz skiff
#

what is unsig called in game files? like clear sky is CS and duty is dolg

simple scaffold
#

why move alt icons? what does that acomplish?

bitter vessel
#

Hey folks, sorry if I am in the wrong channel, looking for some help adding a mod to Gamma. It's the first time modding it, so just have a few questions.

soft burrow
#

What's a reliable way to get the damage the player does to a stalker in gamma, as a percentage of the stalker's health?
I tried subtracting the health the stalker has on_hit from the on_before_hit health but it's not a reliable method. Sometimes it incorrectly says I did 0 damage.

#

I've got a whole mod hanging on this issue lmao

vale knot
simple scaffold
#

I wrote the script in it. I just can't see what moving it could do.

vale knot
#

Ooh i got no clue then

#

From rhe name alone i thought it was just new item texture

paper burrow
# slow bolt it doesnt

I can say with 100% certainy that a .is_monster check on a bandit object returns true. You have to check them by faction

paper burrow
#

Either you copy the code directly but ideally you require the files and call the functions to an extent

#

Assuming the calculations are deterministic, you'll hit the same calculation each time, you just do different stuff with it

slow bolt
paper burrow
#

heh... boobs

slow bolt
#

pretty sure GBOOBS reports their previous health and current health after hit

random fulcrum
#

gbo only reports health after hit

#

but there's no feasible way to know your damage from outside of gbo

#

since gbo happens in its entirety during on_before_hit

slow bolt
#

well, it should still work fine and grab health and damage

#

just need to patch GBO in gamma so it wont fuck it up

soft burrow
#

I guess I will have to modify the GBO script then. Make it send the damage amounts to a table in my mod.

#

Thanks guys

real marsh
#

Is it possible to edit existing NPCs' looks (armor) or names? Via debug or console?

naive dew
#

hey all, question about ltx files - I'm trying to edit animations for Vector, I see there's a w_kriss_vector.ltx as well as a mod_system_zzzz_vector.ltx. Both files have animation settings. How do I tell which file takes priority over the other?

static nebula
#

the "mod_system_zzzz" one almost 100% takes priority i think

#

the w_kriss_vector is the original config, and the "mod_system" one is the one modifying the original via DLTX

naive dew
#

hmm ok, that's what I thought made sense, but the thing is I started out by modifying w_kriss_vector.ltx and changes in that file are affecting ingame anims, so it seems like it's actually overriding zzzz

static nebula
#

weird, maybe the mod_system is from a disabled mod then

random fulcrum
#

please don't stack z

hollow goblet
#

Learning to do weapon repositions just to "fix" one of my favorite guns, lol. How does this look? Cause I'd much rather have something like that than trying to use the ironsights crammed under the PSO.

river fjord
naive dew
paper burrow
#

Should debug menu triggered emissions trigger the on_before_surge callback? It doesnt seem to do so and I have other callbacks functionally set up.

naive dew
#

so say if I were to create a new ltx file, how would I make sure it's overriding all other existing values?

#

also how do I null a config? Just put nothing past the = sign?

#

ok I'm assuming mod system files are loaded alphabetically which is why there are so many with leading z's

river fjord
#

yes theyre alphabetical, they let you edit a single line in a config instead of overwriting the whole file

river fjord
naive dew
#

I managed to make the Vector sprint like the P90 so it wouldn't look so janky while holding a detector

river fjord
#

all the detector sprints are changing in less then a week anyway

naive dew
#

oh damn kekcry

brave tartan
#

anyone here knows how from this list of images I can/must save for proper stalekr textures?

#

I tried making diffuse (that a normal color dds texture??) combining AO and base color

#

but best I could make it look is using darker color blend option though still looked bit incorrect

#

so Im confused how to do all those

#

especially when theres dds + 2 different bumps and those thm files

cosmic beacon
#

what file do I need to override to add a single item to a vendor? I want to add the K98 upgrade kit to generic Merc vendors on Supply level 3, but simply adding this to any of the config/item/trade mercenary trade files doesn't seem to work, at least it's not showing up on Dushman after setting my goodwill to 1000 and refreshing his inventory a dozen times:

![supply_3]
mauser_kit = 1,1
#

it's just a field, right? So this should work as far as I can tell

analog blade
thorn stratus
slow nexus
#

A is working somewhat

#

B is a bit of a pipedream

#

I managed to get my build of the game to run meat chunks prefetcher with additional mods on top without crashing

thorn stratus
#

I was thinking yesterday something like this, but not this crazy. Probably a script that you launch in MO2

slow nexus
#

I need to scan every ltx for each weapon attachment that the weapon supports and add those files to the precache ltx file which is cancer otherwise it throws a crash

#

Why bother making a script when you can just make the game do it for you

thorn stratus
#

but I guess I better wait for the proper version

slow nexus
#

And re write the ini parser to not crash when it returns null

#

I can send you a program that will dump all the mesh files in the gamedata folder to a text file

#

Just make it target anomaly in mo2

thorn stratus
#

but to be honest, does the prefetcher really improves? I never tried because until now I only had 16GB, but recently I have upgraded to 32GB so I could try now

old pelican
#

Ok guys. Im considering installi g the mod that makes the vector usabile in the melee slot. Not at the pc right now. But. Things i should know? How does installi g mods with gamma works?

slow nexus
#

It's like a single loop autohotkey script

uneven iron
#

hello! Is there a list of item_names so I dont have to go in game just to find the item_name of a certain item

slow nexus
thorn stratus
#

they can wait lol

slow nexus
#

Yeah the thing is right now the autohotkey script that i was working on only fetches weapons

#

and its indiscriminate it will grab every single mesh in the gamedata folder

#

the problem with that is , the prefetcher will throw a crash even if the file exists in game but is not used

uneven iron
slow nexus
#

like you try to load idk wpn_vsk_march but the game doesnt let you put a march on the vsk

#

it will crash the game on load

#

its really weird

#

What my partner is doing is have the engine itself cache all the meshes instead

thorn stratus
#

I guess I wait or I will have my afternoon wasted on helping people with crashlogs

slow nexus
#

so no matter what mods you add it caches everything

#

but then you have a memory management problem

#

so we have to figure out a way to set ram limits

#

i think the only performance boost is less stuttering from encountering stalkers with new guns etc

hallow karma
coral crystal
# cosmic beacon what file do I need to override to add a single item to a vendor? I want to add ...

You've got to give the vendor 'permission' to buy and sell and you actually need to tell them to stock it.

I don't know if you have to tell them the markup but I always do anyway. (in this case 1.5)

prt_i_fasteners            = 1, 1

![trade_generic_sell]
prt_i_fasteners                = 1.5

![supplies_1] 
prt_i_fasteners         = 4, 1.0

![supplies_2]
prt_i_fasteners         = 8, 1.0

![supplies_3]
prt_i_fasteners         = 12, 1.0

![supplies_4]
prt_i_fasteners         = 16, 1.0```

Does that make sense?
cosmic beacon
surreal gust
#

its necessary to have those

#

i think they are generated automatically through the actor editor

#

and normal bumps are also necessary

brave tartan
#

that bus mesh has wheels and main part separated into 2 and using different dds files for textures. with different positioning inside texture

surreal gust
#

cant really help you on models tho

brave tartan
#

so now Im trying to see how do I combine them or force wheels to use same texture

surreal gust
#

im just a mapper

naive dew
#

does anyone know why some NPCs loot dead bodies immediately while others just walk by? I want to see if that can be adjusted as an alternative to Loot Claim

simple scaffold
naive dew
simple scaffold
#

or the npc is over weight, wounded, in combat,

or the npc's logic has looting disabled

naive dew
#

alright I'll try to dig a little and see what I find, thanks

simple scaffold
#

xr_coprse_detection.script

#

but it is setup to read a setting from the NPCs logic that can disable looting. that can get very complex. to figure out as NPCs can change logic frequently.

coral crystal
# cosmic beacon ah, so if I understand correctly, I need to override a preset, for example overr...

Hmm I've not added weapon addons.

[trade_generic_buy] What they buy.
[trade_generic_sell] what they sell
[supplies_1] what they actually stock at supply levels.
Is what i think it is.

That'll add fasteners to Dushman. And any other traders that are classified as 'trade_mercenary'.

You don't need to overwrite any files. The name of your mod has to be mod_name_of_file_you_are_adding_to_anywordscangohere. Then the ! I think tells the engine that you're inserting stuff in if that make sense.

Hopefully that helps you puzzle through it

celest forge
#

When a trader file says "povar" what trader is referencing that

sand umbra
#

Anyone know how I can change the range of the headtorch? I've tried changing range and range_r2 for both torch_definition and flashlight_definition in F:\GAMMA\mods\34- Nicer Flashlights - shortnamesalex\gamedata\configs\items\items\items_devices.ltx and doesn't seem to make any difference.

grizzled gorge
# celest forge When a trader file says "povar" what trader is referencing that

povar is the barman dude in yantar iirc

[logic@yan_povar_army_mlr]
suitable = {=check_npc_name(yan_povar_army_mlr)} true, {=check_npc_barman} true
prior = 200
active = animpoint@day
level_spot = barman
trade = items\trade\trade_ecolog_spirit.ltx
can_select_weapon = {=is_warfare} true, false
dont_keep_items = true```
celest forge
#

Thx

grizzled gorge
sand umbra
#

I'll try that, thanks!

sand umbra
cosmic beacon
regal bolt
#

would it be possible to transfer the demon from metro to anomaly?

#

there is a flying mutant in anomaly already, if you consider the crows one

#

aswell as choppers

#

could it make room for the possibility of a flying mutant who will also attack stalkers?

lusty herald
#

The black market mod does that include magazines as well?

violet panther
#

Does anybody know the spawn ID for Hip?

simple scaffold
violet panther
paper burrow
#

How sparing should I be with scripting? I know you can pretty much choke Bethesda games to death on Papyrus but Monolith seems very performant despite it's reliant on constant checks

slow bolt
#

Just set a check cooldown if your script can afford not doing constant checks

paper burrow
#

I am, though is there a best way to do this? Currently I use disabling variables and timed events to renable, which feels janky

paper burrow
hybrid orbit
#

I have a very basic question, how do I print stuff into the debug lua console from the F7 debug menu?

#

Tryin to get a certain NPC's portrait

wooden lance
#

Can anyone help me? How do I edit the ballistic protection of armors? I'm new to stalker GAMMA modding.
I tried this:

  1. I saw stuff like "bones_koeff_protection = actor_armor_class5" in configs\items\outfits*.ltx
  2. I traced "actor_armor_class5" to configs\creatures\damages.ltx
  3. I tuned "ap_scale" under "actor_armor_xxx"
  4. I made a mod to overwrite configs\creatures\damages.ltx
    but it doesn't seem to have any effect,
    I have no idea what I'm doingKekStressed
random fulcrum
#

ap_scale isn't balls

#

take this for example, this class basically just sets up the ap_scale, which isn't relevant to gamma damage math

#

at all

#

and inherits from those damage classes

#

what you want to edit here to alter ballistic protection on suits that use actor_armor_berill as their bones protection is bip01_spine

#

the second value, specifically

#

so you could then cook up a dltx file, maybe call it mod_system_berill_30balls.ltx and write in it

![actor_armor_berill]
bip01_spine = 1, 0.3
#

that would lead to the suit having an effective 24% balls

wooden lance
random fulcrum
#

due to script side multiplier nonsense

#

nah don't do that

#

that'd mess up stuff elsewhere

#

like damaging mobs that use those sections would end up having more armor

#

for example

wooden lance
#

Dang, I have no idea how the damage mechanics work

random fulcrum
#

just do as i stated above

wooden lance
#

OK, I'll follow your instructions exactly

#

I'll keep you postedKekStressed

random fulcrum
#

no

#

that's for vanilla anomaly

#

in gamma you just need bip01_spine and bip01_head

#

second number * 0.8 is what you get as balls

wooden lance
#

gotcha, thank you, no way I'm gonna discover those hidden mechanics

random fulcrum
#

stay away from damage dude you don't want to ruin the game for yourself

#

always bigger number better

jagged island
#

I apologize if this ends up being a stupid question. If you are looking through a binoc or scope, your view is tied to those items for a modder manipulate. That said, how would one mod the default view that doesn't involve ADS of an item or weapon?

random fulcrum
#

wdym

jagged island
#

The binoc has a detector that one can call into use. Could the detector be added without needing a binoc or scope?

paper burrow
#

I feel like a bit of an idiot trying to optimize my actor_on_update calls to only check every second when I see every other mod just throw any random calculations at the game per milisecond using it

#

Is the scripting so CPU cheap? I'm used to Papyrus which just chokes the Creation Engine to death if you go overboard

random fulcrum
#

yeah it does seem to be super cheap

#

but still it's always best practice to not do shit every update tick

random fulcrum
#

do you refer to the box outline you get when looking at people through binocs?

jagged island
#

Correct.

#

Does the code for that function need to be assigned to an item I guess is what I'm asking

random fulcrum
#

ah

#

ya it needs to be on the item's definition

#
found_snd                   = none
vis_frame_color             = 0.0, 0.0, 0.0, 0.0
vis_frame_speed             = 0
vision_present              = true
jagged island
#

Figured but I thought I'd ask. TYVM for the help..appreciated!

wooden lance
static nebula
wooden lance
static nebula
#

read here for a brief explanation of dltx (in my words kek2 )

wooden lance
#

@static nebula Does my mod structure look right to you?

static nebula
#

looks good to me!

wooden lance
#

Finally, my mod is doing something! Might have some debugging to dokekw
Does the priority matter? Currently I put my mod at the end of the list

random fulcrum
#

can you post the thing

wooden lance
random fulcrum
#

okay like first thing is why did you copy the entire file over

#

also as the pop up said you missed a !

#

near the end of the fiule

wooden lance
#

you're absolutely right, I missed a ! lol.
I'll try again

wooden lance
wild sphinx
#

Question, is there a way to make/demake the Green Normal maps in batches? Like for handling hundreads of them at a time?
-As in separating them and rechanneling into the Specular/Normal map and viceversa?

slow nexus
wooden lance
#

@random fulcrum It successfully launches now, but the mod didn't do anything.
I tested on the same freedom exo NPC, still took the same 8 shots to the body to kill with 9x19 ap round

random fulcrum
#

b

#

but you wanted to change balls for the player

wooden lance
#

right, but also for the NPC I guess, I want it to apply to everyone

random fulcrum
#

hit a guy once in the torso and check console

slow nexus
#

Idk why xray has a hard breakpoint whenever you kill an npc but it's pretty funny

wooden lance
#

looks like changing "bip01_spine" didn't have much impact

random fulcrum
#

because you didn't hit that bone

wooden lance
#

Oh I see, I should change the parameter for all the other bones too

#

I only touched the ones for spine

wooden lance
#

@random fulcrum I changed the parameter for all bones, still didn't have much effect.
I noticed that the initial few shots wouldn't do any damage, but after that, the bone armor degrades quickly and shots start doing massive damage.
There's definitely some formula on AP and bone armor that I don't know about, is there a way to configure it?

random fulcrum
#

yeah because that's how armor damage works

wooden lance
#

Great, finally I feel like I'm on to somethingKekStressed

#

So how do I increase the bone armor, or the resistance to AP rounds?

#

Sorry, I have so many questions lol

random fulcrum
#

you already increased bone armor

#

open grok_bo.script

#

and find for armor_loss_increment

#

just change the multiplier next to it

wooden lance
#

greatly appreciated! Your help means a lot

little locust
#

is there a mod to turn FMJ bullet tips into AP bullet tips?

wooden lance
#

@random fulcrum I'm wondering what is the "BR class" showed in armor stats, is it related to bone armor?
How is it affecting the damage calculation and where can I edit it?

random fulcrum
#

it's the hit_fraction_actor property

#

in every armor's definition

wooden lance
#

Ah I see, so it's more related to final damage taken, not to bone armor

#

I'm trying to make heavier armor like exoskeleton much more resistant to smaller caliber rounds and only 7.62x51 ap rounds and above can be effective.
currently, I'm killing exosuit-wearing stalkers with 5.45x39 rounds easily, kinda defeat the idea of even using any higher caliber weapons

random fulcrum
#

not for how gamma uses that property

#

damn that's an incendiary take in this server

#

where people go nuts if they don't knockout someone with 1 bullet

wooden lance
#

kekw, I'm just experimenting

#

I mean, real life plates seem better than exoskeleton in game

#

just personal preference, I like exoskeleton to actually mean something, being one of the icons from STALKER series

celest forge
#

Anyone good with scripts that could lend a script-illiterate fellow a hand

wooden lance
#

@random fulcrum Massive thanks to your help, I finally did it! Now stalkers wearing exoskeleton are almost impervious to smaller caliber rounds, but 336 lapua still slaps them. I just did a variation of linear interpolation with k_ap and custom_bone_armor

strong edge
#

trying to modify Mercs relations to Bandit and Freedom as hostile, but the New Game loadout is still yellow. Any solution for this part?

wet grail
#

does anomaly support wav sounds or should i use ogg ones ?

paper burrow
#

I cant say for sure but stick to what is in the game. Ogg is game specific format and should probably be used even if you have the option, convertion is pretty easy using audacity or even online services

slow solar
#

it's best for video games (wav is not good imo)

paper burrow
#

The animation bugged out and now I can only hunt birds

#

Hope this wasnt my mod's doing but it very well could be

paper burrow
#

Anyone know if I can detect a mutant getting gibbed by an anomaly?

torn vault
strong edge
torn vault
#

@strong edge i looked through the xml files and found nothing obvious, it might be defined in a script
(2 minutes later)
i looked through the script files and found ui_mm_faction_select.script line 1548

#

local v = relation_registry.community_relation("actor_" .. faction, k)
looks like -

#

@strong edge hold up, your game_relations.ltx is not in the right folder

#

it's supposed to be in gamedata/configs/creatures/

strong edge
torn vault
#

i'm out of ideas, then @strong edge

paper burrow
#

Anyone used on_before_psi_storm ? Seems to do nothing for me while on_before_surge works fine

strong edge
gloomy phoenix
#

anyone how to bring back the FDDA skinning where the character pulls out a knife, skins the mutant, and puts the meat in the bag?

fluid hollow
#

dot and laser miss, are u fix? ty

still condor
#

Posts a random gun in pitch black
Laser is misaligned from red dot
Fix, thanks

storm basin
#

hey guys could anyone recommend me some mods to make the game look more beautiful?

signal coyote
#

I think there should be a optional job that connects all the maps together and eliminate the loading zones, I think that would be a cool idea, but don't know if it's possible with the 2007 engine

static nebula
#

would be cool, ive had people tell me it's engine limitations but never said exactly why :p

regal bolt
#

What is the limitation of the weapons i can add here? i tried adding Sniper rifles like wpn_sv98 or wpn_svd but they dont appear meanwhile wpn_m4a1 or the vector would appear.

faint sable
#

for stalker it is only loner

#

at least what I believe

regal bolt
#

yeah i get the faction based items

#

but like here the vecotr would appear but sv98 wouldnt

#

ofc correct faction etc.

faint sable
#

that is odd, don't think their is limits to what can be put into the loadouts but maybe their is. how it looks that should theoritically give the sv98 for 1 instance and for 1400 points

#

maybe try it on multiple other loadouts

#

see if it even pops up at all

regal bolt
#

i also tried ehm with = false,1,0 to have spawn in the inventory but no luck

#

ok i will try that

vale canyon
#

is it possible to use different animations for items depending on faction ?

ember condor
#

Most of all anomaly lacks MOD for a good artifact system like in the best mods on SoC (nls7,lost alpha,prosectors) it would make the game much more interesting.
How a cool artifact system should look like

  1. All artifacts are visible, but they are hard to spot, there is no glow and the size can be small.
  2. Artifacts can spawn in any anomalies of their type. Anomalous fields give a better chance of finding an artifact because it is easier to find the right anomaly there.
  3. Artifacts have a scatter of characteristics, for example, Bengal can give +1 endurance or +2 (so with all parameters as positive and negative, random).
  4. artifacts can be combined and craft unique versions (hypermodifications) if you have the right recipe (which can be rare) and equipment to buy from scientists.
  5. Artifacts have 100% state (there is an option in the settings to state deteriorated over time, the best artifacts do not deteriorate at all)
  6. When picking up an artifact, we get the damage of the type of artifact (for example, Bengal hits with electricity, it will require a good defense if we like artifacts).
  7. Detectors get the ability to pull artifacts from anomalies (https://www.youtube.com/watch?v=viwh0VTw3TQ) the better the detector, the better it pulls artifacts from anomalies, the artifacts themselves are passively attracted to anomalies.

With such a system of artifacts the main disadvantage of Anomali would be gone and the game would be more like a stalker, not a weapons simulator.
I hope someone can realize it

ВытягиваниС Π°Ρ€Ρ‚Π΅Ρ„Π°ΠΊΡ‚ΠΎΠ² ΠΈΠ· Π°Π½ΠΎΠΌΠ°Π»ΠΈΠΉ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ Π΄Π΅Ρ‚Π΅ΠΊΡ‚ΠΎΡ€ΠΎΠ². Π”Π΅Ρ‚Π΅ΠΊΡ‚ΠΎΡ€Ρ‹ ΠΈΠΌΠ΅ΡŽΡ‚ Ρ€Π°Π·Π»ΠΈΡ‡Π½Ρ‹ΠΉ радиус вытягивания, Π° Ρ‚Π°ΠΊΠΆΠ΅ силу ΠΈ ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ. Π£ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π³Ρ€ΡƒΠΏΠΏΡ‹ Π°Ρ€Ρ‚Π΅Ρ„Π°ΠΊΡ‚ΠΎΠ² своС ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ Ρ„ΠΈΠ·ΠΈΠΊΠΈ.
Prosectors Project WIP. Discord: https://discord.com/invite/YrW38Tc
by @Rulixc1

β–Ά Play video
celest forge
#

I'm seeing in the craft file that the game has a "combination" system, any mods that delve into this? I want to make a craft/combination for something I'm making

#

But I don't know of many mods that use those mechanics

final fjord
#

Ctrl + F helps u find mods using those mechanics

celest forge
#

I'm copying 1:1 a recipe from another mod and it still doesn't register

#

maybe the crafting system doesn't register MR's mags as valid items for crafting or something

#

Idk

#

Oh well

storm basin
#

guys is there a mod that adds a small compass to your ui?

#

just that nothing else

calm axle
simple scaffold
regal bolt
simple scaffold
#

change the scale factor in the ui to draw all the icons smaller. give the gun a smaller icon.

regal bolt
regal bolt
#

got it to work all good sry for ping

plucky cosmos
#

what lines do I need to comment out of the grok weapons inspection mod in order to not hear the cringe ass "SHIEIEIEIET" each time I grab a new gun

storm basin
#

could anyone identify the mod that would change the UI to this?

simple scaffold
vale knot
storm basin
vale knot
#

I don't, but try searching alpha lion in mods posting

coral crystal
#

Is there a way to disable the companion block that happens in lab X-16?

storm basin
#

I found this info that the UI in the screenshot is GBHSR UI

#

cant find which one that is tho lol

#

i mean it seems to be body health ui like the default one

vale knot
#

this it perhaps?

storm basin
vale knot
#

i got no clue then

storm basin
#

nvm I found it

vale knot
#

where

storm basin
#

the options are in the body health system mod when you reinstall it

vale knot
storm basin
#

imo this should be separate I had no clue these were available at all

vestal scarab
formal mountain
#

Gentlemen

#

I have some oddly specific questions in relation to the way anomalies affect npcs, and spawning behavior

formal mountain
#

But to make it short, would it be possible to create a gun that shot anomalies? Like a moving fire anomaly

formal mountain
#

And is there a way to make certain anomalies (ie ones shot from a gun) able to damage other stalkers without making all other static anomalies do the same?

storm basin
#

anyone know a mod for dead bodies on the radar in the CoP style? grey-ish dots
the one in the mod list is not good, it shows the bodies everywhere on the location

hybrid forum
#

Unless you mean to show everyone's bodies, but in the old style. I do not know if that exists.

storm basin
#

so upgraded pda gets you the grey dots correct?

wooden lance
#

Any veteran stalker know where I can edit Hip's bone_armor?

#

Apparently, She gets the same bone armor as an exoskeleton stalker

formal mountain
idle shale
#

Does HIP HD Model conflicts with anything added from Gamma?

#

yes, i want to have waifu HIP

wet grail
#

dont think so, just make sure its on the end of your modlist

acoustic crow
#

tips on how to start modding and what lauguge does this game use : D

#

no prior experince

idle shale
acoustic crow
#

coding laugue

fossil birch
paper burrow
#

You can start by dragging a new .script file into the anomaly folder itself and fucking around with it

#

Also unpack the scripts of the anomaly so you can read them as examples, as well as the other GAMMA mods or any mod in general

paper burrow
#

STALKER Anomaly modding is actually pretty easy compared to some other games

regal bolt
#

Can anyone here tell me what name is the "<- Backspace" Key that game reads as a keybind? just BACK or what?

paper burrow
#

If you are listening on the key press, you can put in a logger to tell you the names of what is being pressed

steady apex
paper burrow
#

Yup, well used and supported language, recognizes imported binaries, instant script reload on game reloads, debug mode, what more can a scripter want?

ancient sable
#

Hello, is it possible to change some of the weapon sounds in GAMMA?

thorn stratus
# slow nexus so no matter what mods you add it caches everything

I made a simple script to generate/update the prefetch ltx from custom meshes found in the VFS however I am hitting a wall

Expression    : <no expression>
Function      : FHierrarhyVisual::Load
File          : E:\Github\xray-monolith\src\Layers\xrRender\FHierrarhyVisual.cpp
Line          : 88
Description   : fatal error
Arguments     : Invalid visual

stack trace:

have you seen this error?

hybrid forum
#

Is there a list of all ammo types somewhere?

fair inlet
ancient sable
#

raptr and the saiga, because without sound mods I know they have the same silenced sound, it sounds like a twomf.

#

do they have sound files?

fair inlet
ancient sable
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where do I find these files?

fair inlet
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

ancient sable
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thank you

hybrid forum
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Modding this game is so complicated peepoGlad

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How does the game know what to do with some random file that I place in gamedata/configs if it's not referenced elsewhere?

slow nexus
gloomy phoenix
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hey guy anyone know how to fix this i try to used GUNSLINGER ITEM ANIMATIONS mod

deft skiff
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does anyone have an idea how they made the language patches i would like to make a language patch as well

slow nexus