#βπmods-making-discussion
1 messages Β· Page 40 of 1
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
maybe if you look there too you'll find what you need
thx very much
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
ok thx
you must extract all the anomaly xrbd archives. there is a script for that in Anomaly/tools
yes
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
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?
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
for example, send an http request to the shocker device if the player tries to run with bad legs
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
Send your question with the crashlog there https://discord.com/channels/912320241713958912/928715640968212582 or/and ctrl+F the error in that channel
Thre is actor_on_footstep or smth similar
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?
How can I edit my own stats like endurance and stuff?
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
edit GAMMA Skill rebalance gamedata/configs/plugins/skills/skill_haruka.ltx (you can base yourself on the file in haruka mod) to whatever you'd like
in G.A.M.M.A Icons mod folder > gamedata/textures/ui/ui_icon_equipment.dds
thanks
theres no way to get the icons 1 by 1 right? I want to get a picture of each artefact
you can, but you'll have to redifine the icons params in the item file
since im making an addon can someone explain how does dxml and dltx work
How difficult is that and how can I do it? I'm very noob as you can see π
so that i can make it exclusive to those
i heard you can modify existing files without overwriting the whole file itself expect for the values i changed or added
is that true?
is actor_on_footstep better in performance than actor_on_update if i need to check IsMoveState("mcSprint") when actor moving
the callback's name should give it away
thanks it's working 
yeah it is in fact true
dxml needs some voodoo to pull off tho
dltx is child's play
check the modding book
I've been able to do dxml a couple of items despite not understanding a single line of scripting
thanks i will include that to my mod
is it normal when actor has radiation the actor_on_hit_callback calling every frame?
radiation is damage too
how to get the name of game_object?
Somebody please create a cigar smoking animation
It already exists in #1150520636406513785
A retexture of cigarettes
Unless you want a new model and animation, in which case the default answer is: Do it yourself
does anyone know the path of the vanilla detector beeping sound?
i can't find it anywhere
how to get the name of game_object?
pls help
i need to compare name of "who" object to string
it's detectors\detector_8 if I recall vanilla sound correctly
thanks
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 
Maybe there is a way to fix this?
any of you nerds think you could port this into GAMMA? https://www.turbosquid.com/3d-models/3d-submachine-mp9-gun-1543998
wait what the fuck you can repair what
respirators or air tanks
i've been using that mod since fucking forever and i didn't know you could repair them
i always ran my stuff via loot
Does fdda mod have a CIGAR animation
Specifically cigars? no
@slow bolt this needs to be fixed. Unfortunately I have 0 modding skills
whats the setting in mcm to see the little icons and colored dots for weapon condition?
Anyone know if Absolute Structures works with Gamma?
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?
wait what the fuck you can repair the filters?
how did i not know this
i just thought they were disposable and you just chuck them away cause of how easy it is to find filters on dead stalkers
Is it possible to dltx an ltx file with an underscore in the original ltx filename? Iβve been foiled twice now and I donβt think itβs a syntax issue; I hand wrote the dltx first and when that didnβt work I used ltxdiff to generate the patch. Neither way worked and in both cases the filenames have an underscore in them. Iβm assuming itβs 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.
the original ltx name doesn't matter
you can call it mod_system_poopoo_peepee and it'd work
godamnit now i wanna make a mod that has that filename somewhere in it
a lot of the sample or extremely low effort needed "mods" i've posted in this channel have ltx names like that
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.
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
yeah lets just write every 100ms to an xml file to change values on a hud instead of loading it into ram

Welcome to bhs
is that a hard limitation?

Hey 100 uniformity looks nice 
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
thats probably something i shouldve done a quick search for before asking hold on
yeah idk
Im busy on my own project but I'd start investigating the code of the guns that already do this
guys how to get name of object?
What kind of object?
function actor_on_hit_callback(obj, amount, local_direction, who, bone_id)
i need to know is this function called by radiation
obj:name()
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
Yeah should be string
ok thx
this is the version of zzz_player_injuries that comes with GAMMA. I already fixed that ages ago in Dynahud Can you check if this happens the same when using Dynahud?
I know what you mean then but it's a different part of code that was doing that (was because I fixed this a while ago in the Dynahud embedded bhs scripts)
local xml = CScriptXmlInit()
xml:ParseFile("ui_body_health.xml")
this was inside a loop
Sure i can look into it, sorry for the roast
making a little thing to grab active mods and append / overwrite entries to the prefetch ltx file
I did not feel a target to be honest π
you do a csv export of your active modlist and feed it to the script
im not very good at coding or anything but i thought it would be a nice tool
I see, it's for the prefetcher? does it really helps with performances?
i am genuinely not sure as i dont run it myself but i always see people releasing mods and they arent compatible with it
like kvmas
its alot of monkey work to add all the new files manually
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.
you must run this script from within a MO2 VFS space
No no
You only export your active modlist
it doesnt add all directories to the prefetch xml
only what you have enabled
atleast thats the goal
holy crap you done even ui. allright
wuh
no thats a part of MO2
you can export your active modlist in MO2
then i feed that to my script and it only looks in those directories
ok
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
I think these intermediary steps are unecessary honestly
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
so people running mods over gamma cant use it at all
your script instead should just scan the gamedata folder of the VFS. You do this by running the script from within the MO2 Executables
yes
i mean its all autohotkey lmao
that saves alot of effort though
i can just go delete that entire part of my code
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
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
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
you can see this with the VFS explorer to have an idea
can i debug from within the vfs?
I don't remember to be honest
I don't think you can hook the vscode debugger but you can try
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
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
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
not sure why non of them fought back
I just added a mod folder called prefetcherprefetcher and put my script inside the base folder so now it shows in vfs
lets see if i can vscode debug it while its active in the vfs
nah it sharts
hahaha
well do you really need to debug in the runtime environment?
not really
Are you loner ?
Duty
What was your goodwill before the bloodshed ?
Idk, one of em had an exo suit and idc abt loners so I murdered them
AI behavior is tied to your goodwill
Bro my goodwill with monolith is 2700 for some reason π
My game is kinda fucked that's why I'm gonna make a new playthrough
Yeah, that was the bigger issue. The fact that the hud update loop short circuits when hidden made it worse, but isn't that big of an issue on its own. My attempt to remove the short circuit is not needed
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
what is the path for backpack_stash.ltx
Would tell you if I knew
How best to determine if the player has killed an NPC that was hostile to him?
I think voiced actor script has this in it
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
gamedata\configs\items\settings
try to create mod_backpack_stash_quickreleasepatch.ltx in this folder
It was victim:relation(killer) < game_object.enemy
That was how I originally had it setup and it didn't work
does anyone know how to properly disable some dynamic tasks?
if i want to disable "repair" tasks section, for example
fetch_list.ltx includes even unused (disabled) ones, so where should i look then
in configs/misc/task/tm_dynamic.ltx disabled tasks looks same to me like an active ones
! [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
it definitely does work
i tried to override non existing section just to see if dltx works
@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
as soon as i asked, noticed how i should do this (always works!) 
... or does it
Weird, I donβt know why ltxdiff added those, I see it says thatβs for deleting a field. Iβll try it when I get home
Thanks, I figured it was an issue on my end but itβs good to have confirmation. Iβll try some more when I get home
can someone tell how can I lower down the radius of logic, that makes NPC to ignite nearby campfires. Because right now - NPC come from nearest smarterrains, to ignite them
https://youtu.be/8AfJuNKPdvk
Scanned "turn_on_campfire" and it looks like it's linked to every smart file and axr_turn_on_campfire.script, maybe that's a good question to ask @xcvb on anomaly discord. oh you already did it xD
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.
It's doable but mutant skins are in a weird balance place to begin with.
brother balance is literally jsut tiny numbers thats not a problem
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.
i heard EFT has some great assets xD
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...
that should help me get into it; thanks man
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.
Unlikely without some finicking. GAMMA already has POV borders and voice muffling would likely require a new set of sound files
but theres a way to do it? ill settle for mask boarders if the voice part is not doable
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
If you go into #1035807043933720576 thereβs two mods for Navβs masks, 1k and 4k. Iβve not used them but those seem to be the ones most people are using.
Muffle is disabled in gamma
The mods already have that
i mean muffle my own characters voice
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)?
donger aks?
in blender how do you make the edges have shadows or wtv ion know what its called im a noob at blender
I believe it is just whatever render settings you have in the top right
idk it seems too flat no shadows on the crevices idk how ppl do it lol
It is probably just the viewport render messing with how you see it, I am also new to blender so I am not 100% on how it works
im not sure quite what you mean but you could try turning on cavity or using a different matcap
cavity off vs on for reference
where u do that
should be in the shading tab at the top right of the viewport
I kind of was but it was dialogue, not actions
Can I ask you something in the DMs then?
Cant promise I can help but for sure
@regal bolt what this for m8
attempting to make a pda mod lel
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
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
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
i have the file if anyone is interested in updating it im to unskilled to do it myself
Which file dictates artifact charge consumption?
you mean for perk artifacts?
where can i find the script for freelook
if you search free in mo2 left side search
Yes
mo2 only has freezoom
i would like the freelook where you can move your camera away from the point of aim
you can search perk in mo2 but there is a slider in the otions in game to turn it off
how do i change repair kits for weapons
look in the right side of files and it will be in configs, items, items, items_repair.ltx
you may also want the repair prts kit folder
Can't i just create a new .ltx to modify what repair kit a weapon uses to overwrite it?
That way I'll easily be able to update
I see there's "pistol" "rifle_5" "rifle_7" in their files?
Fuck it. Is there any resource for stalker modding?
Anyone know how to make the name appear as he message title?
that's pistol, army, advanced
the other kit is shotgun
which is historic
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
but more importantly just read other people's work
figure out how they do stuff
extrapolate to what you need to do
big brain
@still condor if ur going to create a mod please create a better cigar smoking animation like the ones from modern warfare
@grizzled gorge @steady apex thank you both for your help, I was finally able to get the dltx working!
The bone anim system is really weird to look at in blender
can you turn on autosmooth pls xD
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
probably barrybogs
It wasn't this one particularly but this showcase, thanks! #βπmods-making-discussion message
I got fucking tired of the pu scope being shite
Allows you to have a dedicated hud position
Allows you to have a different icon
Allows you to have alt aim
No more doing that awkward motion where you aim and it goes to the irons
All of that and you can still take it off, it won't bug and be permanently on
Nice! Reticle needs a bit of a rework, but otherwise, it looks good, and functions much better.
Oh reticle is probably changed by a million mods
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
holy shit thats clean
fixed the shitty terrain texture
now my mod is close to being released
the only thing thats left is to texture the terrain a lil bit more
and open up the level editor and add the necessary objects
You mean I donβt have to hide the ugly ground with fps eating grass anymore? You legend
hi all
guys can you help?
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 ΰΆ, 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
always "![axr_main callback_set] trying to set callback actor_on_hit_callback to nil function!"
how do i make a weapon have automatic with a new script
i tried this but it doesn't seem to work.
Say hello to grok's actor damage balancer
it prevents that callback from firing
its great, i know
You have to edit it to make it work again
You can also use actor_on_before_hit it seeems
and i was confused why i kept getting this on my gamma install π
Those serve different purposes
Well, on is before and one is after, how else do they differ?
Oh hit works after the damage reduction, for example
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?
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
..huh?
editing ADB does not make your mod incompatible
It is that mods editing ADB wont be compatible between each other without a patch
Right, but that sort of compatibility is pretty precious
i just made a 2nd mod with the edited script so if grok updates his adb just compare and adjust ezpz thx for everything β€οΈ
this change fixed 6 mods that had issues due to this lol
Have you tried renaming the file to include a .ltx extension
what mods had an issue due to this?
Because you can instead fix mods that have an issue
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
2 monkeypatches for BHS? just why
What even is utjans BHS changes
π because ehm i dunno as long as i dont crash and get deserved results its fixed its my eyes xD
You ever noticed how BHS uses on_hit_callback? You could just use that same callback, since ADB already sends it to a bhs script
yeah thats what i thought about π― ππ½
so any monkeypatch will work fine
Guys is the command βcfg_load atmosβ the default to put the game back into standard to use ingame AA etc?
this would make the other mods be affected by abd aswell correct?
The meshes is EFP 416 that I scaled up w/ Blender, as some parts is out of place, anyway to fix this?
The rpm change works fine
Yes it's an .ltx
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 π
boars ate my arms and thorax I'm happy.
can you share the mutants attacking other bodyparts thing?
#1174338030207774730 message
i hope this isnt an issue but its on EFP discord
and I just got rid of the extra medical items, and sleep healing for now.
but with this version it doesn't seem to have any issues
Then it must be something wrong with fire modes override if the rpm one works
i suppose so. i tried the in game editor but i don't think it works like that
Utjan is a EFP loyalist? sad
Sad indeed
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?
Iirc the wpn_addons folder is for the scopes and suppressors
Isnt the sig already black
You have to overwrite the textures
I sent the wrong location in the message, the one I'm using is: \gamedata\textures\wpn\wpn_sig55x
Thank god it isnt a bas weapon
No, unfortunately. It has green hilts, handguards and some have redish mags
Not for me. I love black like as the saying goes. Once you go black, you never go back
i think that refers to your partner preference
In military, my gun is my partner
BBC big black colt 1911
I also followed the correct file, which points from the w_sig550.ltx -> wpn_sig550.ogf -> .dds files.
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.
Nvm, fixed it. Now it is fully black π€
Are those artifacts on the texture?
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?
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.
npc.health is a variable, while npc:character_name() is a function that takes no arguments and returns their name
Yes, I know that now. It's just not great consistency. I am building a custom error handler at this point.
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 
Is there any way to delete a line from a section with DLTX?
Or can DLTX just add/modify
definitely was a thing for that ,but i dont remember what it was. Check dltx guide on demonized's github
This is not really the mod chat request but that is a great idea, I will write it down in my QOL idea list
Configurable loudouts would be cool but obviously a much bigger challenge
Demonized has a list of the changes he added, but not a list of all the functions DLTX has
I'm seeing a guide in the anomaly modding book but nothing seems to work
YEah that's the guide i'm looking at
Doesn't seem to work or i'm doing it wrong
Probably the latter
Weird, aren't there any other dltx in your pack that add the same field and win the priority (alphabetical sorting) ?
Is there any mod that makes the anomalies look better? Im using Stalker Gamma with Zone Reality 0.3
I'm using this part of the guide, but it doesn't seem to delete the line
because that should overwrite it
sec, i'll look
Come on, i found it instantly
It's not a DLTX issue
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
oof then
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)
ah ok fair enough π
Yeah this shit aint workin
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
rewrite stalker engine
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
that still exists but the thing with the sdk is
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
No more CTDs ever, probably
Yes
Is there any way to check that my DLTX file is actually doing what I want it to
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
would it be possible to edit some file so I could make Vector go into vision/melee slot like the mp7 and p90 can?
change slot to 1
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
something akin to #βπmods-making-discussion message
but you just change ks23 to the vector's internal name
Oh okay, I'll try that thanks!
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
@steady apex have you got the repository for the latest anomaly source being used for gamma?
im not responsible for what is used in gamma
https://github.com/themrdemonized/xray-monolith is this the latest?
it is the sources for modded exes yes
cheers
Quick newbie question, after I have unpacked files and changed them, how do I repack them again?
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?
just remove them from loot/drop/trade lists so that the only way of getting them is through debug
Is it possible to add color to the headline of a message?
you dont afaik, you place your modified files in their respective folders in anomaly's gamedata
so if you edit outfits.ltx in configs folder
you will place that in anomaly's folders in gamedata/configs/
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
does anyone know were folders are for (AK 105 Shakal, AK12 Monolith 2.0 , RD 47 , Ak 105 specialist - Ak 5C iSG)
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
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 β€οΈ
go in game with the debug on and press F7 then 1 for item spawner. you might find them having different names
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
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"
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
IDK the name but ye there is one that makes it to where all parts are dropped.
yeah i know that exact one too i just don't know if it will break something
unlikely, when you install it, see what it overwrites, worst case make a backup and just test it out.
think it was this one
ye thats it
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
If it breaks anything it will just be the balance of gamma making skins easier to get. They are really really good in gamma.
Anyone knows where .ltx for outfits (without Trader Overhaul on) are?
Is it bad practice to use globals to share values between scripts?
no
anyone knows where i can find multitool in anomaly files? i just cant find it
search leatherman
i did, but only found a rectangle
oh it's inside some ltx file with the definitions of many other items
items normally don't have their own single file
is there a way to access that?
you gotta do a multi-file search with a text editor
still you might find many files that define various properties of the item
multi-file search?
like a ctrl+f on all gamma files at the same time
read the anomaly modding book entry on dltx
@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
fair enough, seems i was mistaken, that the actual multitool looks like its icon, but it seems its ingame model is multitool holstered, while only the icon shows "open" multitool
Iβll test
Was UGP updated?
ask in UGP thread
Lmk how it goes. I'm at work and can't do anything for awhile
Ill do it when I can test
https://www.moddb.com/mods/stalker-anomaly/addons/classes-and-talents-01
Holy shit this looks amazing. But anyone knows what GBO means? Its said its not compatible with it.
GBOOBS
Anyone experienced with this kind of script file, can u check it out? for some reason, the items isnt spawning in any traders.
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.
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
no, it means you have to patch the functions into gbo for them to work
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 π¦ Could someone help me? thanks π
learn
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"
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 π¦
You misunderstood. I know that the offensive stats of the RPG class mod dont work. But I prefer having GBOOBS balance overriting the RPG stats instead of the other way around.
Its just slider change
You need to edit one file. One value in that file
I see you probably mean this line here?
yep
That is all you need to adjust the carryweight slider
@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 π
@slow bolt It works perfectly thx now, drinking and sleeping are going down now thanks again π
bruh
10000kg of items. Isn't that going to cause a crash?
How much does then
A lot. You are not gonna carry enough to crash. Your fps will go too low for you to continue hoarding
Is there a way to reload a weapon's config while in game for UI adjustment of values?
i think it's "refresh game" in the debug menu
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
how do i upload folders to discord? i edited a mod that wasnt fully compatible with gamma, and need to know how
zip it?
!65k
@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.
Yeah that worked, I was able to edit the SIG550 file and see my changes. Tho now I'm puzzled why only the SIG550 camo was changing, the normal sig, the lucky version and modified are unnaffected by the changes which is odd
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?
Is there more info on
identity_immunities
weapon_probability
default_weapon_params
Yeah it's from there that I got those names, the anomaly book doesn't have more about them
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
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
Same value on the Camo X and Y as on the regular 550
Where could I find these base values? I've searched in the book and this is the only mention of default_weapon_params
The unpacked anomaly game files.
Defines.ltx has at least on of those
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?
They inherit off of the base version of the gun that includes those sections I suspect
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?
Idk what is going on there. I'd guess the gun icons are aligned differently vertically.
I've checked with all the scopes I had modified on the Camo version and all scopes seem to be obey a set default. They all have the same position regardless of the values set
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 ?
do you use notepad++
Yeah I do
then find in files
search for installed_upgrades
in *.ltx files
inside the unpacked anomaly folder
Oh you can search in files! That's smart, thanks
yeah shit is uber powerful for doing deep dives
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
Set them to 0,0
The scope will either obviously move or it won't.
The you know if the values you are entering are being ignored or not.
They won't
I hate upgrades, such a horrible multi cross referencing set of files
Yeah even setting them to 0,0 remains the same
both for the silencer and the ac10632 or any other scope
Next thing, duplicate the entry for the gun. Like copy the section and paste it in under itself with no changes.
Only for one. And one of the ones where the changes are not sticking.
Including the scope sections?
Just the lines 602 to 608 in this pic. Or equivalent for the gun in question if this isn't one of the breaking ones
Tbh you could just duplicate the section header, line 602.
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
Yeah that crashes it, it's certainly not liking a duplicate entry
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
Yeah I can see that happening
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
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
I could do it in notepad if I had to.
So I can use notepad? SIck should be easy enough then just need to know how to ad a menu to mcm and a button to click that resets a variable. I got this.
what is the scripting language used?
MCM has a manual in its script. It assumes a level of familiarity with Lua.
welp ive never scripted in Lua but I know how to code so fuck it lets go we got this
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
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
Do a file contents search using notepad++ in your mo2 mods folder for the section name. So just the part in the [brackets]
Maybe a dltx file is making changes
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
MCM buttons are non compliant and therefore not documented in the manual.
Better to make a number box that will show your current death/lives count value and let you change it to anything.
And not that hard. Particularly if you know C++, java or even JavaScript already.
Dltx a marvel and a curse
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?
i only really have experience with vim, python, and a few others that i... can't mention for legal reasons
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
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
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)
couldnt I just make a check box inside the MCM that when checked sets the variable then unchecks the box? just to make this quick and easy?
That works too.
There are many ways to accomplish the same goal. Depends on how pretty you want it in the end.
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
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
you are dead on I am looding at the script now it is litterally called deaths and the variable it is scored in is MDATA.death_count I love easy to read code
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
no problem man thank you for the help so far honestly I think I am almost done I just need to check a few things throw the file in and see what the fuck happens
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
fuck yes thank you so much
honestly the hard part is figuring out how to call the right function
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
Scriptname.variblename assuming it is a script global
dope so it would be gamemode_ironman.MDATA,death_count?
If it has mdata as a global. Typically that variable name is used inside function scopes only
check life granter mod for examples
local ironman = gamemode_ironman.get_ironman_details()
if ironman and ironman.death_limit and ironman.death_count then
local lives = ironman.death_limit - ironman.death_count
local deaths = ironman.granted_lives + ironman.death_count```
oh shit I am over complicating in my brian it would liiterally be
set gamemode_ironman.Ironman.death_count = 0
and I dont even need for the game to reset the check box because we do things quick and dirty here
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?
ah, figured it out. Filename shouldn't be the same as the original
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

Is there a way to change the color of anomaly markers on Svarog's display, from blue to something more vivid? https://i.imgur.com/15e9QkQ.png
You using the Taz new devices mod?
pretty sure there was that issue there
No, don't believe I do (don't see anything like that in MO2).
I mean, it's the default color I believe, I want to change it
Ok, found a mod posting by @regal bolt that does what I needed π
Huh?
Oh!
This?
I can link you the mod if you want it from moddb
I think I got it π this one, right? https://www.moddb.com/mods/stalker-anomaly/addons/the-updated-svarog-detector
Yup! Have fun with it ^^
Thanks for finding it, saves my eyes :>
Am I crazy or does the game consider bandits to be monsters?
hey guys is there a mod removing yellow hp mechanic?
I assume you mean BHS, in which case:#1137162280816099450
no I mean removing temporary hp entirely
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
making it like a normal stalker game does it
That is what that mod does and more
You can just disable BHS entirely
So disable BHS then
yeah disable bhs and medications balance since it has a duplicate script
!bhs @storm basin
@storm basin In order to safely disable BHS, you'll need to do this inside your mod list:
- disable
Body Health SystemandG.A.M.M.A. Minimalist HUD - Move
Alternative iconsto the bottom of the mod list
why does the command not mention medications balance
when there's the bhs script that actually gets used
what is unsig called in game files? like clear sky is CS and duty is dolg
why move alt icons? what does that acomplish?
isg
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.
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

Only thing i can think of is post heal+tempheal icons on the item icons (the smaller icons on the bottom right of items) are from an overwrite further down the list
Alt icons is a reskin for the actor status hud.
I wrote the script in it. I just can't see what moving it could do.
I can say with 100% certainy that a .is_monster check on a bandit object returns true. You have to check them by faction
This is probably not a great way but you can run an exact copy of GROK's damage calculation at the same time
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
Hijack GBOOBS/look how its done there?
heh... boobs
pretty sure GBOOBS reports their previous health and current health after hit
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
well, it should still work fine and grab health and damage
just need to patch GBO in gamma so it wont fuck it up
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
Is it possible to edit existing NPCs' looks (armor) or names? Via debug or console?
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?
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
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
weird, maybe the mod_system is from a disabled mod then
please don't stack z
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.
it certainly is not, the dltx'd changes just arent covering the lines youre editing
yeah you're right, I figured out what was happening. Sprint anims are affected by lowered hud offset values which aren't specified in the mod file
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.
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
yes theyre alphabetical, they let you edit a single line in a config instead of overwriting the whole file
you would need to do it in the dltx file, you can add a ! before the line to remove it
!scopes```
this for example would remove the scopes line from the wpn_k98 section
excellent, thanks!
I managed to make the Vector sprint like the P90 so it wouldn't look so janky while holding a detector
all the detector sprints are changing in less then a week anyway
oh damn 
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
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
Looks good to me as an alt ads mode π
did you manage to finish your little prefetcher script mod?
We ended up looking into xray monolith source to see if we could A log all uncached files or B dynamically cache all items in the mesh folder on boot
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
I was thinking yesterday something like this, but not this crazy. Probably a script that you launch in MO2
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
I need now something like this for two of my custom modlists #1037753021322506240 , people have been asking. would you share it in #1035807043933720576 ?
but I guess I better wait for the proper version
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
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
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?
It's like a single loop autohotkey script
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
I havent been able to set up profiling to test this case
I guess I'll wait when this things is done properly. I don't really play the game and I was only going to do for the peeps that use my custom modlist with new bas and the HD models
they can wait lol
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
default anomaly item names will do!
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
I guess I wait or I will have my afternoon wasted on helping people with crashlogs
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
Wait.. Is this implemented or waiting for approval?
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?
ah, so if I understand correctly, I need to override a preset, for example override in configs/items/trade/presets/gamma_nato_preset.ltx, as well as then finally adding it to configs/items/trade/trade_mercenary_basic.ltx as I did above
bump# is xrays way of bump
its necessary to have those
i think they are generated automatically through the actor editor
and normal bumps are also necessary
I got help in Anomaly chat for those, but now have a diff problem with mesh itself
that bus mesh has wheels and main part separated into 2 and using different dds files for textures. with different positioning inside texture
cant really help you on models tho
so now Im trying to see how do I combine them or force wheels to use same texture
im just a mapper
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
most likly? you are too close to the body. there is an option in settning that stops npcs from looting bodies within X range of the player.
not sure this is the reason, I've seen NPCs kill from very far away and just ignore their kills, meanwhile Dutyers at the north Rostok checkpoint will start looting immediately even when I'm fairly close
or the npc is over weight, wounded, in combat,
or the npc's logic has looting disabled
alright I'll try to dig a little and see what I find, thanks
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.
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
When a trader file says "povar" what trader is referencing that
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.
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```
Thx
the one in Wildkins's DAO Svarog Patch is winning the priority
I'll try that, thanks!
That did it, thanks!
got it to work, cheers for the info
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?
The black market mod does that include magazines as well?
Does anybody know the spawn ID for Hip?
devushka
Thank you so much β€οΈ
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
Just set a check cooldown if your script can afford not doing constant checks
I am, though is there a best way to do this? Currently I use disabling variables and timed events to renable, which feels janky
that would be so sick
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
Can anyone help me? How do I edit the ballistic protection of armors? I'm new to stalker GAMMA modding.
I tried this:
- I saw stuff like "bones_koeff_protection = actor_armor_class5" in configs\items\outfits*.ltx
- I traced "actor_armor_class5" to configs\creatures\damages.ltx
- I tuned "ap_scale" under "actor_armor_xxx"
- 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 doing
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
Thank you so much for the explanation, I'll edit the body_damage_xxx and head_damage_xxx stuff and see what happens
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
Dang, I have no idea how the damage mechanics work
just do as i stated above
OK, I'll follow your instructions exactly
I'll keep you posted
@random fulcrum is this still the formula for damage calculation?https://pastebin.com/raw/spv4YzaZ
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
gotcha, thank you, no way I'm gonna discover those hidden mechanics
stay away from damage dude you don't want to ruin the game for yourself
always bigger number better
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?
wdym
The binoc has a detector that one can call into use. Could the detector be added without needing a binoc or scope?
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
yeah it does seem to be super cheap
but still it's always best practice to not do shit every update tick
blud i'm at a loss i don't understand
do you refer to the box outline you get when looking at people through binocs?
Correct.
Does the code for that function need to be assigned to an item I guess is what I'm asking
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
Figured but I thought I'd ask. TYVM for the help..appreciated!
is this different from directly editing configs\creatures\damages.ltx?
Yeah, you're only overwriting specific parameters/parts of the config, as opposed to overwriting the whole thing
Thank you, so I should create a new .ltx and put it under the same directory?
read here for a brief explanation of dltx (in my words
)
Clear now, thanks for the explanation
@static nebula Does my mod structure look right to you?
looks good to me!
Finally, my mod is doing something! Might have some debugging to do
Does the priority matter? Currently I put my mod at the end of the list
can you post the thing
Absolutely, just some tuning on the body and head damage parameters you suggested
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
you're absolutely right, I missed a ! lol.
I'll try again
I saw a lot of records for NPCs, so I thought the damage tables for the main character and NPCs are listed separately?
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?

@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
right, but also for the NPC I guess, I want it to apply to everyone
hit a guy once in the torso and check console
Idk why xray has a hard breakpoint whenever you kill an npc but it's pretty funny
Thanks for the debugging tip, I didn't know sh*t before
looks like changing "bip01_spine" didn't have much impact
because you didn't hit that bone
Oh I see, I should change the parameter for all the other bones too
I only touched the ones for spine
@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?
yeah because that's how armor damage works
Great, finally I feel like I'm on to something
So how do I increase the bone armor, or the resistance to AP rounds?
Sorry, I have so many questions lol
you already increased bone armor
open grok_bo.script
and find for armor_loss_increment
just change the multiplier next to it
greatly appreciated! Your help means a lot
is there a mod to turn FMJ bullet tips into AP bullet tips?
@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?
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
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
, 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
Anyone good with scripts that could lend a script-illiterate fellow a hand
@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
trying to modify Mercs relations to Bandit and Freedom as hostile, but the New Game loadout is still yellow. Any solution for this part?
does anomaly support wav sounds or should i use ogg ones ?
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
use ogg
it's best for video games (wav is not good imo)
The animation bugged out and now I can only hunt birds
Hope this wasnt my mod's doing but it very well could be
Anyone know if I can detect a mutant getting gibbed by an anomaly?
i think you'd have to edit the xml files responsible for this text, it's static
any idea where to find this specific xml file?
@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/
that one is a dummy file for edit. I already put the finished one in that directory
i'm out of ideas, then @strong edge
Anyone used on_before_psi_storm ? Seems to do nothing for me while on_before_surge works fine
update: it is working, just the new loadout pick up that is still yellow
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?
dot and laser miss, are u fix? ty
Posts a random gun in pitch black
Laser is misaligned from red dot
Fix, thanks
hey guys could anyone recommend me some mods to make the game look more beautiful?
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
would be cool, ive had people tell me it's engine limitations but never said exactly why :p
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.
yeah i get the faction based items
but like here the vecotr would appear but sv98 wouldnt
ofc correct faction etc.
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
i also tried ehm with = false,1,0 to have spawn in the inventory but no luck
ok i will try that
is it possible to use different animations for items depending on faction ?
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
- All artifacts are visible, but they are hard to spot, there is no glow and the size can be small.
- 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.
- Artifacts have a scatter of characteristics, for example, Bengal can give +1 endurance or +2 (so with all parameters as positive and negative, random).
- 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.
- Artifacts have 100% state (there is an option in the settings to state deteriorated over time, the best artifacts do not deteriorate at all)
- 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).
- 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
ΠΡΡΡΠ³ΠΈΠ²Π°Π½ΠΈΠ΅ Π°ΡΡΠ΅ΡΠ°ΠΊΡΠΎΠ² ΠΈΠ· Π°Π½ΠΎΠΌΠ°Π»ΠΈΠΉ Ρ ΠΏΠΎΠΌΠΎΡΡΡ Π΄Π΅ΡΠ΅ΠΊΡΠΎΡΠΎΠ². ΠΠ΅ΡΠ΅ΠΊΡΠΎΡΡ ΠΈΠΌΠ΅ΡΡ ΡΠ°Π·Π»ΠΈΡΠ½ΡΠΉ ΡΠ°Π΄ΠΈΡΡ Π²ΡΡΡΠ³ΠΈΠ²Π°Π½ΠΈΡ, Π° ΡΠ°ΠΊΠΆΠ΅ ΡΠΈΠ»Ρ ΠΈ ΡΠΊΠΎΡΠΎΡΡΡ. Π£ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π³ΡΡΠΏΠΏΡ Π°ΡΡΠ΅ΡΠ°ΠΊΡΠΎΠ² ΡΠ²ΠΎΠ΅ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ ΡΠΈΠ·ΠΈΠΊΠΈ.
Prosectors Project WIP. Discord: https://discord.com/invite/YrW38Tc
by @Rulixc1
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
Ctrl + F helps u find mods using those mechanics
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
check out dynahud
the new game loadout UI is too narrow to display those guns so they don't show up.
ah ok i was thinking something like that happened, is there a fix for it?
change the scale factor in the ui to draw all the icons smaller. give the gun a smaller icon.
so it should appear if i change inv grid width to a lower number without the ui scale factor change 
got it to work all good sry for ping
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
could anyone identify the mod that would change the UI to this?
that will mess up the icon a bit but will work.
Alpha lion's ui? I think
do you have a link by any chance?
I don't, but try searching alpha lion in mods posting
Is there a way to disable the companion block that happens in lab X-16?
yes I found some of his work, but it's not exactly like that one
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
yeah I have this one, but I also would like to have fire rate and mag count be on the right like on the screenshot I sent before
i got no clue then
nvm I found it

imo this should be separate I had no clue these were available at all
I havenβt been there lately but I used to just turn on the teleport mod and have my companions teleport to me at the bottom of the ladders at the beginning and then they would be fine the rest of the lab
Gentlemen
I have some oddly specific questions in relation to the way anomalies affect npcs, and spawning behavior
But to make it short, would it be possible to create a gun that shot anomalies? Like a moving fire anomaly
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?
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
Yeah, you can upgrade your PDA
Unless you mean to show everyone's bodies, but in the old style. I do not know if that exists.
no just the ones near me
so upgraded pda gets you the grey dots correct?
Any veteran stalker know where I can edit Hip's bone_armor?
Apparently, She gets the same bone armor as an exoskeleton stalker

Does HIP HD Model conflicts with anything added from Gamma?
yes, i want to have waifu HIP

dont think so, just make sure its on the end of your modlist
tips on how to start modding and what lauguge does this game use : D
no prior experince
standart language is english afaik, but there is rus as well and some others ig?
coding laugue
I believe it uses LUA mainly so that would be a place to start, you'd have to ask someone who mainly does that side of modding though as I'm more in the modelling and texture side
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
STALKER Anomaly modding is actually pretty easy compared to some other games
Can anyone here tell me what name is the "<- Backspace" Key that game reads as a keybind? just BACK or what?
If you are listening on the key press, you can put in a logger to tell you the names of what is being pressed
yea, you can say shit to engine and jank, but compared to bethesda modding its a godsend
Yup, well used and supported language, recognizes imported binaries, instant script reload on game reloads, debug mode, what more can a scripter want?
Hello, is it possible to change some of the weapon sounds in GAMMA?
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?
Is there a list of all ammo types somewhere?
yes
Which ones you want to change?
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?
you can edit these in mod_system_z_weapon_sounds_wstfg_shotgun config, look for snd_silncer_shot_actor respective lines and change their values.
Before 2nd hotfix they used wpn_saiga_snd_silenced_actor iirc
where do I find these files?
!mo2search
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
thank you
Modding this game is so complicated 
How does the game know what to do with some random file that I place in gamedata/configs if it's not referenced elsewhere?
Sounds like it's trying to render something with no data I have no idea though I haven't seen that one
hey guy anyone know how to fix this i try to used GUNSLINGER ITEM ANIMATIONS mod
does anyone have an idea how they made the language patches i would like to make a language patch as well
It literally tells you how to fix it


