#╙🖇mods-making-discussion

1 messages · Page 41 of 1

gloomy phoenix
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I dont understand how to do it. Can you explain to me like iam a 9 years old 😆

ember chasm
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make a H.E.V suit mod, NOW

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perfect idea

pastel basalt
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Can someone please tell me where exactly the XM4 files are so I can edit them

paper burrow
# gloomy phoenix I dont understand how to do it. Can you explain to me like iam a 9 years old 😆

This picture is showing an error message from a computer program. It's like when you're playing with building blocks and try to put a block where there's already one. The computer is saying, "Hey, I have two pieces that are the same and I don't know which one to use!"

To fix it, the computer needs us to make each piece unique. We can do that by renaming one of the pieces, so the computer knows they are different. It's like if you had two toy cars that are exactly the same, you might put a sticker on one so you can tell them apart.

So, if this was our computer program, we'd either give a new name to one of the duplicate pieces or tell the computer that it's okay and we meant to have two pieces the same by using a special mark, like an exclamation mark (!) before the name. This is like saying, "I know these two cars look the same, but this one is special because it has a sticker on it!" That way, the computer can continue building without getting confused.

surreal gust
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some scripts are in rus

surreal gust
thorn stratus
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I managed to make it work by removing some files from the list. I guess generating is not enough as it can pick any sort of files from the VFS that mods introduce. SO you have to curate the list after it's generated but I have automated also this aspect (filters and blacklists).

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Also I do not see any difference when I launch the game with the prefetcher, instead I get freeze when I open the inventory (time depends on its content) and the main menu, the latter it freeze for 3/4 seconds before it loads the menu. quite strange

solemn ingot
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Does anyone know what function the debug menu uses to populate the item spawner list? It picks up everything, including modded items, so it would be extremely helpful in the addon I'm trying to monkey with (PDA Interactive).

simple scaffold
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m_stalker.ltx [stalker_immunities_devushka]

simple scaffold
# solemn ingot Does anyone know what function the debug menu uses to populate the item spawner ...

ui_debug_launcher.get_spawn_table(name) where name is one of:

    spawn_itm_table_list = {
        ["Artefacts"]                     = {},
        ["Artefacts (Container)"]           = {},
        ["Items (Food)"]                  = {},
        ["Items (Drink)"]                 = {},
        ["Items (Medical)"]               = {},
        ["Items (Device)"]                = {},
        ["Items (Tool)"]                  = {},
        ["Items (Repair)"]                = {},
        ["Items (Parts)"]                 = {},
        ["Items (Misc.)"]                 = {},
        ["Items (Note)"]                  = {},
        ["Items (Quest)"]                 = {},
        ["Items (Upgrades)"]              = {},
        ["Helmets"]                       = {},    
        ["Outfits (Attachments)"]           = {},
        ["Outfits (Light)"]               = {},    
        ["Outfits (Medium)"]              = {},    
        ["Outfits (Heavy)"]               = {},    
        ["Weapons (Ammo)"]                = {},
        ["Weapons (Melee)"]               = {},
        ["Weapons (Pistol)"]              = {},
        ["Weapons (Shotgun)"]             = {},
        ["Weapons (SMG)"]                    = {},
        ["Weapons (Rifle)"]               = {},
        ["Weapons (Sniper)"]              = {},
        ["Weapons (Explosive)"]           = {},
        ["Weapons (Misc.)"]               = {},
    }    
analog wraith
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is there a mod that makes the winchester a historical repair kit weapon?

static nebula
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cant think of one off the top of my head but making one shouldn't be too tough

gaunt glen
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I have an idea, idk if it's possible with the monolith x-ray engine... Dynamic mask overlays that bop up and down as you move and zoom in to the right when you ADS like in the A.R.E.A mod. How would one even start, maybe making the mask a physical item infront of the player camera? Or making masks overlay animated and the animation would trigger on script?
Just an idea, I have zero knowledge on how to make anything like that.

paper burrow
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Definitely not any physical item near the camera, anything on the player's body is going t be a HUD animation

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But yeah would be a bunch of overlays and animations

pastel basalt
celest forge
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@static nebula Can you help me with something animation related

static nebula
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im not sure how helpful I'll be since I'm out of the house right now 😅 i can try though

celest forge
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Oh dw i'm in no rush, you can take a look at it when you're able

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I tried making a hands animation, but the gun just floats in place when i play it

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Do you know what may be the cause

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Oh nvm i fixed it

jagged island
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Would the non-mod based, in-game reticule, be considered an object or item than can have code added to it?

static nebula
regal bolt
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Can someone help me

surreal gust
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time to get working on the map

swift copper
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Is someone working on getting burers their own, unique sound? It's odd that they sound exactly like pseudos and also create that trembling effect when they're so small XD

surreal gust
night stream
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can anyone help me change a script that shows weight of the itmes on top of them, I just want to change the font size.

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I can't seen to see it in the script

green osprey
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guys, how can I change relations between 2 factions?

analog blade
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Does anyone know if iTheon is still around?

Ive updated the auto looter, made it so that "Junk" is also an option for the ammo dismantle as before it was all, none fave and nothing... But i dont want to post it without permission as i did none of the original work...

slow bolt
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You could have just searched

unique musk
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hey guys quick question. if i create my own weather in-game and save it. will it automatically be in my weather cycle now?

analog blade
shell grail
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Just asking if Thermal Scopes are possible in the engine

tepid scarab
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anyone found a way to use UI rework by sota with new update?

warm egret
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Hi. I'm back from a break long enough to have forgotten basically everything of MO2. Say I wanted to mod a file and I know to search for it in MO2, but how do I go around to making a separate mod so that I don't edit that file in whichever already existing mod it was in?

warm egret
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Ah, I think I figured it out. Had to make a new folder in the mod directory with the files copied over.

storm basin
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any mods that make fireplaces last forever?

surreal gust
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bump textures near a campfire

glass monolith
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Ive been thinking recently: would it be possible to make bullets ricochet under certain circumstances in the XRay engine? think

surreal gust
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mostly in asphalt

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there are a lot of material types in xray

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its not like 10

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more like 35 types

glass monolith
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Oh interesting! I didnt know that they already did. Neat.

surreal gust
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ever since the original games...

glass monolith
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You learn something every day i guess!

surreal gust
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my map

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also ricochets depend on what angle you are shooting from

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ricochets in a metallic material are harder to pull off

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but still possible

glass monolith
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Shouldnt ricochets be more likely on metallic surfaces? Also i wonder if different calibers are more likely to bounce than others.

surreal gust
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and about the calibers i think they do

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also bullet penetration exists

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but its primitive

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and really not the most realistic

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bullet penetration is affected by different types of caliber

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pistol calibers after ricocheting wont be able to penetrate through wood
but rifle calibers can

glass monolith
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Huh. Ive never really toyed around with modding but i was interested in making it so that heavier calibers such as 12.7 and .308 ricochet quite prominently

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This is the level of bullet chaos i desire. Dunno if its possible but i might tinker with it. I know about the material penetration but I'd like to take a swing at making that better as well. It would be so satisfying just absolutely slotting a bandit through a shitty crate he used as cover.

surreal gust
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some of the ingame scripts existed since early 2000s

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not sure if they are modified tho

glass monolith
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I believe grok has changed quite a bit with the bullet logic

surreal gust
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vanilla anomaly and original games still have those factors

glass monolith
surreal gust
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since im not very good at lua

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im just a mapper for xray

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i do understand what these scripts do

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some people say mapping in xray is a misery

acoustic crow
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what proggram or what do you guys use to code

slow bolt
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VS Code

acoustic crow
trail bear
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npcs in my game seems to be bit inaccurate as they most of the time land their shots closer to me but not hit like in other modpacks in anomaly. I have this problem with hardcore ai aim btw. Is there a way to fix this issue with addon or anything?

surreal gust
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usually for editing the engine

acoustic crow
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thxs

surreal gust
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and for game scripts too

surreal gust
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bullets ricochet more often in the original games

glass monolith
surreal gust
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i was shooting at a metal surface

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they will never ricochet unless at a certain angle

slow bolt
acoustic crow
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i did lol

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i saw it and first thing i did just had to make sure

slow bolt
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And it aint for engine. Its for anything. Its a good editor

acoustic crow
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ok : D

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i shall try to ;earn

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so i can make funny mod

surreal gust
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i dont use vs cause its like 40 gb of unnecessary shit in my opinion

slow bolt
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Because vs code is one gig

surreal gust
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i said for engine and game code

slow bolt
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It isnt visual studio

naive snow
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Which one of the .sdk version works with anomaly is it the 0.4 same as SoC or is it 0.5 and up ?

storm basin
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hello sir what were you referring to as your own version? could u link it?

regal bolt
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i wanna change the UI scale Factor for the Starter screen, any solutions for it? the reason why: i wanna display a gun that has 6width and the starter screen loadout ui shows only up to 5width. changing every gun values also fucks the icon

storm basin
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also this is deadly kekl

storm basin
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sir is this going to be ever made or its just a concept for now?

lilac lantern
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Is there a way to change the NVG color?
I got a friend of mine who has deuteranopia, which is red-green color blindness.

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The last upgrade for NVG isn't green I noticed, but he still doesn't have expert tools

storm basin
undone lily
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which is summer 2024

storm basin
storm basin
# undone lily <:wheeze:676659677534093341>

sir on another topic, could you take a look at this issue I'm having with bhs, I'm trying to remove the texture here, because the option in the bhs install still leaves that area with a blank grey texture, when I specifically chose the option without it
can it be removed by deleting some value/file?

hexed ember
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Does anyone know why a custom weapon resposition wouldn't work for a specific weapon? It just won't apply the custom settings

surreal gust
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We need more mappers

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Not coders

surreal gust
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Its still unfinished and there are a lot more objects to place

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But what do you think about the terrain?

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What do you think about my map @undone lily

undone lily
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too flat imo

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what stalker needs is busy maps with tons of stuff

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like Lost Alpha levels

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but that's already impressive to make new maps so congratz

surreal gust
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Still havent showed the full map yet but oka7

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People say chernobyl irl is flat.

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I will focus on making more bumpy fields but some of these are flat because i want to place objects

storm basin
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guys wasnt a mod called devices of anomaly redone posted in the mods posting channel?

surreal gust
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The terrain is like 80 or 90% finished

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The more i test the better the terrain gets.

surreal gust
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but i believe its because lack of hemisphere quality

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really i dont want to wait another 30 mins extra of compile time

surreal gust
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they are not pitch black

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they are just very dark that can be lighten by other light sources but not 100% of their brightness

arctic ibex
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Anyone has an idea where are files regarding cap on resistances (like 85% for bullets) for GAMMA? Or should i just keep digging around Anomaly files?

random fulcrum
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grok_actor_damage_balancer.script

naive snow
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Does anyone know if weapon LODs are supported in game and how they're packaged?

storm basin
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anyone know a mod/a way disabling keybind ui on the item slots in the inventory?

hybrid forum
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Shit type

open oasis
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yeah i've seen this yesterday lol i believe it's meant to be like sHit Type

storm basin
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finding it may have been the most autistic journey I've been through

craggy cargo
grizzled gorge
# storm basin <:PepeKMS:919973012403548280>

Find ui_inventory_16.xml in G.A.M.M.A. UI then ctrl+f quick_use_str_1, 2, 3, 4 Change the y value for something like 100 or 1000 or whatever you need to move them out of the cell/screen

storm basin
grizzled gorge
storm basin
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I'm assuming it does that because it has a script file like that, which fucks with fddas backpack opening animation

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whenever you right click in the inventory (anywhere) it janks up the model of the backpack to the right slightly

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like literally only this one issue is happening while the mod is on

naive snow
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Otherwise you'll have to create a janky merge of the files yourself

orchid sentinel
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hey im currently getting this file error and never had a problem before any ideas? i cant find it in game files or mo2

storm basin
fair inlet
orchid sentinel
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my bad didn't know which channel @fair inlet thanks for telling me that im new to this channel

fair inlet
naive snow
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While I have you here, you've played around weapon's ogf properties yeah?

fair inlet
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no you're confusing me with someone, I just did sounds

naive snow
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Darn alright, worth a try. Thanks all the same

fair inlet
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You mean the timing fix guy I guess

naive snow
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Why are there so many oleh?!

fair inlet
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Because it's a common slavic name. Yes I'm original with my profile names

naive snow
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Ohhh that'd explain it yeah!

storm basin
naive snow
naive snow
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Have a look then on the right view port if these files are getting overwritten by something else

storm basin
naive snow
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You can filter with a search at the bottom. Enter the name of the files and check from which mod all of them come from. If it's all from your faction and rank mod you should be good (might be breaking other stuff tho)

storm basin
naive snow
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Look up the ones that are written on the actual mod page. If they get overwritten that means they won't function properly for your mod. Other mods might also be writing to those files for other mods, so pick and chose which mod has the file priority and/or merge the code yourself for the problematic file

storm basin
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I'll see some other files for backpacks maybe

long ridge
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Can someone help me make reload sounds for weapons?PepeHands

unborn agate
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is the pp19 working for you guys with the new update?

surreal gust
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finally we are getting improved implicit lighting for sss 19

regal bolt
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Im looking for a buliding mod

arctic ibex
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Where can i edit ammo recipes? It seems that required files in Arti´s mod are completely missing, like configs/items/settings/craft.ltx

Anyone please?

onyx crypt
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Hey, Is there a way to remove temporary healing? Replaced false with true in the script but it still doesnt work

hybrid forum
coral gulch
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Does anybody know that mod to where when you complete the objective the money is wired to you?

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Or was that deleted and/or it isnt compatible with Gamma

slow bolt
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Task autocomplete

storm basin
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how would one go about preventing the action of aiming in while in the inventory?

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simply blocking that from happening while inv is open nothing else

naive snow
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Does anyone know when using the Xray blender addon if there's a way to point to the Anomaly virtual moded folders? As in the folders with all the mods added and in proper order? Instead of pointing it to the SDK folder

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Or is there a way to configure directly a "compiled" Anomaly folder with all the proper mods applied as if you'd launched the actual game

naive snow
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Actually where do you even grab your copy of Shaders.xr and shaders_xrlc.xr from?

vale knot
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honestly these might be better questions for anomaly discord if you arent in there

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if theyre general anomaly\not gamma specific

faint forge
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folks, is there a standalone mod that allows the short variant of the KS-23 to be equipped in the sidearm slot? UGP allows that out of the box, but I find the pack overloading the game somewhat and prefer to play without it

craggy cargo
naive snow
craggy cargo
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Something like that. I have essentially no Blender experience, but I just tried it with the windows console (C:\Windows\System32\cmd.exe), and I can navigate around the MO2 virtual filesystem (I think, I didn't look very carefully).

naive snow
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I'll finish my current batch processing and I'll give it a go

craggy cargo
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By the way, this doesn't make the KS23 one-handed (i.e. both hands are still on the 3D model when you equip it) (actually it does, see below), but it fits in the Melee slot (which I guess is what was intended, since it already fits in the "Secondary" slot by default).

naive snow
craggy cargo
random fulcrum
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making a weapon slot 1 will always make it one handed

soft burrow
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I need a course on npc to npc damage

naive snow
soft burrow
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Thanks to you guys' suggestions I can accurately count player to npc damage. But I'm having trouble with npc to npc damage

craggy cargo
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Nevermind, I see that if I take out a detector, the gun is only held in one hand.

random fulcrum
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yeah that's one handedness

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like if you see it like that there's no one handed weapon besides knives

craggy cargo
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Nice. Definitely seems more reasonable for a 3.7 kg gun.

random fulcrum
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you can also expand on that script and make other weapons slot 1 but restrict detector usage

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like for example make all smgs fit small slots

craggy cargo
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Yeah. I don't plan on using this mod myself. I tend to prefer mods that make the player less capable, or at least more realistic (whatever that means). It would be kind of interesting to change the script to make it so that you can one-hand more guns while using a detector, but the accuracy is a lot worse, and you can't do anything but pull the trigger (for example to prevent pump shotguns from pumping themselves, which is currently what happens). I might think about that (later).

random fulcrum
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not being able to pump the shotgun should be impossible

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but making the gun inaccurate when one handed is doable

craggy cargo
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That's sort of what I figured.

fiery cedar
craggy cargo
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Step 2: also increase recoil.

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Step 3: Cause right arm damage every time you shoot, depending on the caliber of the gun.

vale knot
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@steady apex quick question, how would i query to change the attributes with DXML if theyre laid out like this?

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my current attempt tried local res = xml_obj:query("ui_inGame2_Patroni_HUD_gold_bar")

craggy cargo
vale knot
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lemme give it a try

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mm no dice, lemme see if manually changing the values will even give me what i want

craggy cargo
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Well, that was 100% of my DXML knowledge. Good luck.

vale knot
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yeah that didnt change it either so its something to do with my way of going about it

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thank u

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-oh wait might be dumb

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okay so changing the values manually did fix it but dxml still didnt work

craggy cargo
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In case it's useful, this is how I removed the flashing radiation indicator in the inventory screen (by moving it off the screen). I guess this is somewhat similar to whatever you're trying to do.

summer burrow
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@undone lily LETS GET SOME SCOPES FOR CHIMERA HUNTER PLZ RAHHHHHHHHH

vale knot
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wait i got a much easier way of going about this

vale knot
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i guess stretch and height values just dont work on this particular texture?

twin mesa
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I'm trying to change the menu music but it doesn't work, no music is played and whenever I go into setting and go back to the main menu, there will be clicking sounds rapidly playing. If I go into any other menu, it stops

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oh nevermind it works now, I just have to download it as mp3 first then convert to ogg. not directly to ogg

lethal garden
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Can anyone guide me on creating a custom Actor Visual? Or more specifically, I want my clear sky outfit to adopt the visual of a certian Duty outfit, how could I do this?

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I mainly want to get rid of the gloveless hands while using the same outfit.

steady apex
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@vale knot the script the other guy gave is correct, you can use it as a base for your mod

misty monolith
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Anyone can tell me where I can find item tags, like w_melee or w_rifle?

vale knot
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thank u

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for some reason this one specific texture doesnt react to height or stretch values like other textures do

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well it does but not in the way i want it

surreal gust
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When i finish the bare things with my map I will release it as an alpha or beta version

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and those things are

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smart terrains

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waypoints

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surge covers

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bla bla bla and more

analog blade
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Afternoon all, so ive been looking around and i cant seem to find much on it but what im wanting to do is try and make a script which would save a list of "fave" items so that you dont have to refave items through playthroughs. However im not understanding how that can be done pretty much at all... wondering if anyone wouldnt mind attempting to explain this to an idiot

surreal gust
median flax
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ay, i want to make addon, which adds npc for trade items (like Spirit option for nemirof). Have zero experience, soo what i should do?

fiery cedar
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Any idea how to fix this? Im not sure what i changed

surreal gust
faint forge
craggy cargo
faint forge
runic ether
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Hey uh i have a quick question. Could i make my own mod thread for a mod that wasnt originally mine but was revived to a way better state? I revived the lootboxes mod. Im just wondering since i dont know if there was a rule against this.

random fulcrum
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but lootboxes is actively receiving updates

runic ether
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I mean for gamma lootboxes

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Not THE lootbox mod

random fulcrum
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ah i see

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idk maybe talk to the op

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or just go crazy and post it

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i'd do that

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write something like "the original mod is long dead so i figured creating a new thread"

runic ether
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I might do that since he hasnt been on for a good while

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Like mabye more than 7 months i think

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Ok well thanks for the help as soon as i get home im going to update my mod and make it its own thread. Thanks again

nova prawn
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Does anyone know of a stalker model pack that applies to every model in GAMMA? PS: when I use model packs such as HD models lite items in my inventory seem to glitch out and either revert to anomaly or completely break.

celest forge
naive snow
celest forge
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I did it for BaS

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60mbs aint bad

naive snow
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All of BaS?

celest forge
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For like ALL of the BaS world models

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Yeah

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brought most of them from like 50-60k tris to sub 15k tris

naive snow
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Wow! How did you do the optims?

random fulcrum
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jesus christ that's a lot

naive snow
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Don't know if you've followed #1180329195600105555 I've also been coming up with a workflow and optimization work of problematic models. Don't want to redo those you already did tho. Is it only a model fix or also a texture fix up too?

celest forge
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Decimated geometry in Blender

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They're def ugly looking up close and without a texture

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But like

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World models are not meant to be looked up close

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Or without a texture

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So if you can forgive some texture glitching from afar, it improves performance if all of your enemies have BaS guns

naive snow
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Do you plan on doing the rest of the guns too or are you stopping at BaS?

celest forge
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Like, all vanilla guns?

naive snow
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Well probably not all vanilla guns cause they're pretty good on their own and even with Lods, but the rest of the guns found in the weapons folder

celest forge
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Ah you mean all gamma guns

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I don't use gamma

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I don't have it installed anymore

naive snow
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Ah alright all good. Guess I'll do the rest of them then. Thanks for the work tho!

celest forge
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What other guns do gamma use

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I think the gunslinger and some of Retrogue's

regal bolt
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How can I remove the Gamma main menu background for a mod that I installed?

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I can hear the music of the main menu mod but not dont see the thing itself

naive snow
celest forge
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If you could send me a list

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I'll try and do em

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I have a fuck ton of gun mods, probably I have the ones you reference

naive snow
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Like I said I don't mind doing the rest, I'm using simplygon to reduce the number of triangles and bake down a single basemap and _bump map for the guns. So it fixes the issue of crazy flickering textures and the gun models stay high quality ish for those gun racks enjoyers

celest forge
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Most models don't even looks that different with the texture on

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I've used that same technique for my guns for a while

naive snow
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Yeah a lot of the details are in the geometry. I'm pretty happy with the results.
A 7k triangle AK12-isg for exemple

celest forge
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Honestly BaS devs are kinda

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Lazy

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Lmao

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For doing that

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Considering some of the world models were nearly 100k tris

naive snow
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Yeah there's some crazy ones for sure. Plenty of those also have internals fully modeled like springs

static nebula
celest forge
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And they also left the laser beams in most guns that had the modules

misty monolith
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Are changes to scripts live? Can I, for example, change something in script and, if work, it will be in game without needing to restart?

naive snow
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You can just refresh the game: F7, numpad 0 and F5 for a refresh

rotund lotus
#

anyone around here knows a weapon mod that has drum magazine? im a sucker for that thing

runic ether
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how do i pin stuff on my thread?

slow solar
runic ether
slow solar
runic ether
vital dock
#

what dds format is interface textures?

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im planning to turn the loading screens into reels of negatives

slow solar
vernal radish
#

Anyone know how to set npc StoryID?

low fog
#

would there be any interest in a mod that adds description on how to find a stash a bit easier, or is that just skillissue
decided to start modding with something easy, returned lore description to stashes that had a name, and for the one that just had "Stash" added custom description lines on how to find it. right now a proof of concept mainly with only Rostok stashes added

river fjord
low fog
slow nexus
#

egggh

surreal gust
#

exotic butters

warm egret
#

Yo. Asking here since it's more code dependant that I think general would fit.
I noticed that you get thirstiness warnings ingame way earlier than hunger. From the first two pics I can only assume the debuffs start at 71% of the thirstiness bar while for hunger it only starts at 20%. At 71% thirst, the warning bar for thirst goes from yellow to orange.

I'm having the hunch that thirstiness debuffs starting that high might not be intended or in line with thirst reduction items since the water flask replenishes around 30% while the mineral water bottle replenishes 42%. Given you'd want to start drinking as debuffs kick in, flask would fill up the bar whereas mineral water would end up mostly wasted and needing the warning icon to be orange, let alone tank the damage from the yellow warning all the way there, to not have part of its thirstiness reduction wasted. On the fourth pic, both give white warning icons despite so wildly different a value.

Anyone else feel it might be unintended? Figured I'd ask here first before making a proper bug report for it.

slow bolt
#

Then delete your antivirus, cause it is all there

brave tartan
#

anyone knows why it could do that when I import stalker mesh into substance painter?

#

did not had such problem before

slow bolt
#

Downloaded straight from github, still in .rar file, as you can see

#

..its in the pins

long ridge
#

Hm

hybrid whale
#

is it possible to change the death sound of enemies?

naive snow
#

Anyone here knowledgeable about python and more specifically blender python scripts?
I've managed to get a working solution that allows me to create a _world.ofg of weapons at a much lower resolution than current in game. A lot of the models whenever they use a scope attachment simply display the _HUD version of the model when out in the world (ground or in npcs hands)(really heavy). Depending on the weapon, they might have up to 18 different scopes. That's a lot of processing that I'd like to automate somewhat with a blender script.

celest forge
#

It's a nice touch to have a model for each scope in the game, but after doing that with a couple of my first guns, I figured out it was just unnecessary bloat

#

I just make 3 models, small scope, medium scope and big scope

naive snow
naive snow
# celest forge It's a nice touch to have a model for each scope in the game, but after doing th...

If I was in any way python savvy I'd automate the thing.
The pseudo code goes like this:
-Check the scene outliner for any mention of .ogf files
-Select the mesh and it's bone hierarchy.
-Run the Simplygon processing button
-Extract the armature of the initial object.
-Delete armature of the post-processed object.
-Join the old armature to the new mesh.
-Run the button from the Xray addon to set the Object Type on the right object
Export back a .ogf using the same import path

So we could mass batch any_Hud file, creating a _hud_world.

celest forge
#

I did that manually for a couple of guns

#

But after like 5 i was like

#

If I do this again i'm going to blow my fucking brains out

naive snow
#

I did tha AK5C and AK12 as tests, while also running a texture merger pipeline, but handling the creation of .thm and the proper compression of _bump maps is tedious

celest forge
#

Tooooooooootally

#

The suckiest part about dealing with textures

#

Specially since the tool I use for THM files isn't the slickest

celest forge
#

Yeah

naive snow
#

Yeah it's a chore. Now I'm just copy pasting the .thm I've already made and just renaming/fixing the bump path

naive snow
celest forge
#

I wish there was a tool that made the thms automatically based on the name

naive snow
celest forge
#

I like modding for this game but like half of it is lines of text of pure tedium

slow bolt
#

Assuming it will know enough about blender scripts

#

but it should

naive snow
#

Ahhh true. I just don't know how to tell it about the buttons of simplygon the xray part. I'll give it a go tho. Do you know of a good one for this?

celest forge
#

Now that i see your name

#

A tool for aligning attachment icons would be sick as fuck

#

Y'know, without having to reload everything you change a value

naive snow
#

Yeah it's painful doing all of those x y tweaks and reloading every time

#

A solution I'm tempted is extracting the revelant icon, check the x and y of the icons 400x200 most of the time and with the dds of the attachment just placing them on a grid in Photoshop. Punch in the x and y value of the attachment directly in afterwards

celest forge
#

Is there a way to figure out the x and y values in photoshop if you have a grid?

naive snow
#

Should be, you have your transform x and y info

slow bolt
naive snow
slow bolt
#

Well, you can ask it how to call and stuff. But yeah, i very well expect it to not know the stalker addon parts and make shit up

naive snow
#

Yeah that's where I'm expecting it to fail...

celest forge
#

I made an icon mod for all vanilla weapons

#

And the only reason i haven't completed it is the fucking

#

attachment icons

naive snow
#

Utjan also made a weapon icon rescale mod, dunno how it handles scopes and silencers

#

But hey if your icons are all singular .dds files, you could pop them in Photoshop. Load the attachments if they are in singular files too and CTRL + T to get your transform. You should get a X and Y value based on the center pivot of the attachment icon. Dunno if the icons are anchored top left or something tho (just move the center pivot point). Do all of your icons placement and just grab those values directly. For riffles that share the same scopes I'll copy over all of the !wpn and licon x and y, move a single scope until I find the proper position and just do the simple math to find what the difference was. Like -22x +2y and do the math for the other icons with the same "offset" worked pretty good for all the nato scopes so far

#

I wish icons had bones or sockets. You could simply place the socket at the right spot, parent the icon to it, voila. As long as the icons were all moved to line up with said socket

celest forge
#

They aren't single files

#

I made them by type

#

All pistols in one file, then one for shotguns, etc

naive snow
#

Well, as long as you keep your canvas the right size and (same as icon in the weapon.ltx file) and you line up properly the atlas you have, it should be the same thing

celest forge
#

Also doesn't help that all attachments aren't in the same place in their little grid

naive snow
#

Yeah that's painful

celest forge
#

So the 0kp2 for example is way up compared to something like the ac10632

#

same with the suppressors

#

Some are more forward than others

#

It's bullshit honestly

naive snow
#

The eotech and the eto2 don't even have the same y being nearly identical keksad

naive snow
#

Are scopes and silencers singular files or all atlases?

#

Cause if they were all lined up you'd only have to fix x and y once per weapon instead of 20 times

celest forge
#

I mean I'm going to remake the vanilla attachment icons too

real nacelle
#

Hey, new here, but I just saw the comment in announcement about how Grok wished there was more than blackjack in the game. I was curious why blackjack is the only minigame? A quick poke around google and I wasn't able to find source for the blackjack mod. But just skimming the mod doc's about dialog trees and tasks; it seems like there's enough there to make a mini game through that system... it just would have an awful UI... Blackjack has a full screen interface with buttons, but I don't see a reference on how that was done? That feels sort of like the last bit to needed to have the potential to make a fun mini game.

simple scaffold
real nacelle
vale knot
#

interactive pda mod

real nacelle
#

Thanks! I'm done for the day, but I'll see if I can find the source for that tomorrow

balmy goblet
#

Please tell me, can I remove the monolith (the object itself) from the game? If I can, where can I look for it?

vale knot
#

why

balmy goblet
#

mm, translated as “delete”, apparently. I need a model of a monolith (wish granter). Is there a way to get it from the game files?

naive dew
#

new to modding, can someone explain info portions? Is it just another name for global flags?

simple scaffold
simple scaffold
balmy goblet
simple scaffold
# balmy goblet look in the levels folder?

No like open the level in itself in blender.

There is a chance it has a district mesh in the meshes folder. But monolith is an over used keyword and the meshes folder is a nightmare. Sub folders that are a single letter, others that are avreviations for Russian phrases.

#

Finding it will suck.

naive snow
#

Probably need to unpack the level into something editable. Use the Anomaly/Tools/Unpacker all
Once that's done you'll have a _unpacked folder in there. Open the .level using the blender addon. Navigate to the monolith

balmy goblet
#

Thank you, guys. I'll go digging

naive dew
simple scaffold
pliant sinew
#

what does "!" mean in some ltx files?

slow bolt
#

Section/parameter Overwrite

wispy burrow
#

is there a fast way to quickly reload the game so I can test if my small edits to the ltx files work?

wispy burrow
paper burrow
surreal gust
#

i swear someone will use the death sounds from csgo and put them in stalker for mercs

paper burrow
#

Can I detect guitar playing without needing to monkey patch it?

simple scaffold
paper burrow
#

I was considering running sound detection and matching it with the player's location but that is probably insane

paper burrow
#

If the player picks up an item, can I detect whether they dropped it first?

simple scaffold
paper burrow
#

I could implement it for sure, do items have unique IDs? Or is that what bind_item.bind does?

#

I suppose I could not make it too hard for myself and just put a general cooldown on dropped items by their type rather than unique instance, my cooldown manager would do that without adjustment

steady apex
#

Every entity has an unique id

paper burrow
#

👀

#

Is that just the :id() on items?

steady apex
#

This for game objects

#

.id for server objects

paper burrow
#

Server objects, online stalkers, surprising it's a single player game

#

Better than fallout 4 activating scripts via 'spells' 🤮

steady apex
#

It is a client server arch, both client and server is your app

#

And there was a deathmatch mp in og games

long yacht
#

I've always wondered, server vs client seems like a good way to multithread. Is one side such the majority of processing that breaking them apart not worthwhile?

icy crystal
#

Has there been a patch made for interactive pda that adds all of the new items in gamma for sale?

naive snow
#

So maybe someone can help me debug this. I'm looking for the stupid adar2-15 textures. I've looked in the wpn folder they're meant to be in, the _unpacked too, but nothing

#

I'm looking for these

slow bolt
#

unpacked? Adar is a bas weapon

naive snow
#

Exactly, I was expecting it to be in my MO2 virtual folders, but it's not, so I checked in the .db files and it's not there either

slow bolt
#

I assume you dont have bas 2022

naive snow
#

Nay, I'm checking with a vanilla profile

slow bolt
#

is adar now in vanilla gamma?

thick loom
#

Hello there everyone, i would like to know what "Virtual height" controls in textures? Increasing it makes it more bumpy?

naive snow
#

Guess not, I was doing the list of guns for reduction from Grok, guess he's running 2022 on whatever list he sent me

slow bolt
#

Well i saw grok wants to include bas 2022 finally in gamma

naive snow
slow bolt
#

Well they are all in there. Idk if they are in previous version too though

naive snow
#

Doesnt seem so, okay thanks. I'll ignore these for now

obsidian void
#

Guys, I need some help. I'm trying to get the breakable physics boxes to drop parts, like wood, scrap, fasteners, etc. I created a dltx file:

mod_ph_box_generic_zzz_boxes_drop.ltx

`![item_count_0]
prt_i_wood = 1, 4
prt_i_scrap = 1, 3
prt_i_fasteners = 1, 4
prt_i_plastic = 1, 2

![def_box]
prt_i_wood = 1
prt_i_scrap = 1
prt_i_fasteners = 1
prt_i_plastic = 1

![med_box_low]
prt_i_wood = 1
prt_i_scrap = 1
prt_i_fasteners = 1
prt_i_plastic = 1

![med_box_high]
prt_i_wood = 1
prt_i_scrap = 1
prt_i_fasteners = 1
prt_i_plastic = 1

![small_box_full]
prt_i_wood = 1
prt_i_scrap = 1
prt_i_fasteners = 1
prt_i_plastic = 1

![big_box_generic]
prt_i_wood = 1
prt_i_scrap = 1
prt_i_fasteners = 1
prt_i_plastic = 1

![small_box_generic]
prt_i_wood = 1
prt_i_scrap = 1
prt_i_fasteners = 1`

but it still doesn't work. By my reasoning the boxes should have a 100% chance to drop these items but no luck. What am I missing?

naive dew
#

hey all, I'm trying to create a camp assault task that can target Sin and UNISG. However, it appears to not be working specifically for these two factions. Does anyone know where the disconnect is?

#

and this is the ltx of the new task:

[zat_a2_stalker_barmen_task_4]

icon = ui_inGame2_Issledovanie_anomaliy
storyline = false
prior = 85
repeat_timeout = 16200
precondition = validate_assault_task(zat_a2_stalker_barmen_task_4:2:1:nil:false:true:nil)

title = zat_a2_stalker_barmen_task_4_name
descr = zat_a2_stalker_barmen_task_4_text
job_descr = zat_a2_stalker_barmen_task_4_about
task_complete_descr = zat_a2_stalker_barmen_task_4_finish

stage_complete = 1
target_functor = assault_task_target_functor
status_functor = assault_task_status_functor
status_functor_params = greh, isg
condlist_0 = {!task_giver_alive(zat_a2_stalker_barmen_task_4)} fail

on_job_descr = %=setup_assault_task(zat_a2_stalker_barmen_task_4)%
on_complete = %=reward_random_money(8000:9500) =reward_item(tea) =reward_stash(true) =complete_task_inc_goodwill(50:stalker) =inc_task_stage(zat_a2_stalker_barmen_task_4) =drx_sl_unregister_task_giver(zat_a2_stalker_barmen_task_4) =drx_sl_reset_stored_task(zat_a2_stalker_barmen_task_4)%
on_fail = %=fail_task_dec_goodwill(25:stalker) =drx_sl_unregister_task_giver(zat_a2_stalker_barmen_task_4) =drx_sl_reset_stored_task(zat_a2_stalker_barmen_task_4)%```
strong edge
#

been trying to make Merc to hostile towards Bandits and Freedom simple mod. I think I missed something that cause Reputation worsen. Any thought?

simple scaffold
strong edge
simple scaffold
mossy vector
#

sup lads ... does anyone know if there's a weapon repositioning mod similar to FO4's 'Lowered Weapons'?

slow bolt
#

yes, its called lower weapon sprint or smth like that

#

it uses the holster anim, which all weapons have

#

pretty sure you can toggle it without the mod, i just never did

open oasis
#

in MO2 it's misspelled as "LowerSprintAnimaiton" if you want to find it

#

it's also enabled by default

slow bolt
#

that is for sprinting, yeah. you can also just lower. its a vanilla feature

celest forge
#

I was gonna say

#

Just like

#

Press B

celest forge
#

@vale knot

vale knot
celest forge
#

Sadly the model and textures are shite

vale knot
#

the only 3d model i saw was 50 bucks and idek if itll look good

#

looks a bit.. flat

#

but maybe thats just textures being butt

#

that looks insanely high poly

#

236K

celest forge
#

I was about to say

#

That handle alone

#

The model I got seems to be a uh

#

Rip from the mod lol

vale knot
#

it def is

celest forge
#

Talk about authentic

#

It's such an obscure pistol

#

I wonder why the dev chose that over something more generic like a Beretta or a 1911

vale knot
#

ive literally only seen it in cry of fear

celest forge
#

Yeah I can't find a 3D model for it anywhere

vale knot
#

and you can only get it if you do bad ending

celest forge
#

I mean it looks ok in the hands

#

No worse than a vanilla pistol

#

But when you look at it upclose

#

That's when it falls apart

vale knot
#

i was gonna say looks fine for vanilla aboobaly

celest forge
#

But I'm guessing that wouldn't bother you taking into account you're a fan of the og thing

vale knot
#

if you really wanna, id like a high quality model of it but i cant find one either

#

is downscaling an insanely high vertices model hard?

celest forge
#

I'm just fascinated by this rare pistol being the weapon of choice for an obscure mod of an old game

vale knot
#

the glock is really

#

in that game

#

the p345 is also rare and unless you do the bad ending you only get to use it for like... an hour max

#

literally only remember 1 spot that ammo drops for it

celest forge
#

Its just rare to see a model of such a specific gun

#

I don't mind the shitty model just for your personal use if you want

vale knot
#

If i bought the model would it even be useable or is the vert count just dumb high

#

Even if its just for the hud model

celest forge
#

That's extremely high yeah

#

Specially for a pistol

#

The highest of BaS is like 100k with a bunch of attachments on

#

250k just for a base pistol is nuts

vale knot
#

Id like a higher quality one tbh im spoiled, so nah you don't need to

#

Unless a better model crops up then ill pay you

celest forge
#

Such is the life in the zone

hollow goblet
# vale knot

Damn this is like the unholy opposite of what Burn is doing right now lol.

celest forge
#

Make every world model 300k tris

paper burrow
mossy vector
slow nexus
# vale knot

If you want to add this to the game it's going to need an insane retopo

vale knot
#

I was gonna say have the og model used as the world model and the 200k one only for first person view

slow nexus
#

its not hard to bake all of that to a low poly model though'

#

there is so much detail on the high poly that it would bake down really nice

#

if it was anything other than xray engine lmao

vale knot
#

The lack of any other model of it means my only real option is to hire an artist to make a new one

slow nexus
#

That website has some insane models on it though

#

respect to that company

#

thats mad

vale knot
#

I wonder what its actual use would be

#

Probably could be just a portfolio piece

slow nexus
#

film

#

$50 is a fair price for it but not something im willing to pay

#

haha

#

the website offers a retopo / low poly option though

vale knot
slow nexus
#

costs $$$

#

mega dolar

#

I'm not good enough of a 3d artist to make an accurate copy of the gun without having it infront of me haha

vale knot
#

Im a 2d artist not a 3d one

slow nexus
#

I dont even think i have anything from my portfolio lying around

vale knot
#

Wow yeah

#

30 to 40k poly is 150 dollars extra

slow nexus
#

imagine just using a decimate on it in blender to drop it by 100k for free

#

throw it in to zbrush and use zremesher to get it lower

#

real lazy shit

celest forge
slow nexus
vale knot
slow nexus
#

hers my website

#
#

im lazy tho

slow nexus
# slow nexus

idk why i didnt tae a wireframe screenshot of that

#

i think its less than 5k poly id have to look at the blend file

celest forge
#

Upscaled the textures, doesn't look that bad now

vale knot
#

got some color issues

#

but it do look good

#

on par with vanilla anomaly

celest forge
#

Yeah it looks way better

celest forge
vale knot
#

we checked the site for that model they do offer lower poly services

#

but its 150 dollars for a 30k model

celest forge
#

150 or 150 extra

surreal gust
celest forge
#

My pc is bad

#

That's what happened

vale knot
#

i think

celest forge
#

So $200 for a model of a pistol?

vale knot
#

around dat

#

another 50 dollars if you want rigging

#

but i assume modders do that themselves?

static nebula
#

yeah, whatever rig it comes with might not even be compatible with xray anyways

#

also 50 bucks for a weapon rig wtf that's like 10 minutes of work, max keksad

vale knot
#

is lowering the poly count actually that hard to warrant 150 dollars

#

guy with no experience 3d modeling asking

static nebula
#

I think there might be an actual process to creating a low poly from high poly, but I'm not experienced enough to know lol. But there's also just the good old limited dissolve/decimate options shrug

vale knot
#

one day ill have this pistol

surreal gust
#

good zemlja?

#

if its too rocky on the sides just tell me that and i will fix it

#

these sides should be tall as the cordon mountains

#

it may look small but its actually very big

coral crystal
#

if db.actor.bleeding > 0.2 then
This is saying if the actor is bleeding more than 20% the X? Or is it a value of something like 0.2 units?

strange wind
celest forge
#

But it's not a big deal for most guns

obsidian void
#

Does anyone know of a resource (like an xml document) where I can see all the items and their parts? Specifically I'm trying to examine the armor parts and how they are used.

Or at least an armors list that contains the item names (as defined in the ltx)

celest forge
vale knot
#

it looks almost like, artsy with the old textures that have their own shadows and highlights on them

celest forge
#

Def has some charm

simple scaffold
open oasis
obsidian void
#

Ah. I found the issue. Gamma has a DLTX file that changes many armor parts. Hence the parts.ltx does not correlate to what is in game.

#

modpack needs to be consolidated

shy junco
#

Anyone know how to fix this when trying to eddit mask reflections

icy crystal
#

Does anyone know where I can find a list of all the item ids in my game?

shell dragon
#

Is there a mod to add the Norinco Type 80 pistol to the game? Or maybe an option to the APS to convert it to 7.62 Tokarev?

wet grail
#

actual scam

hybrid forum
#

Is it possible to move fast travel points?

slow solar
hybrid forum
vale knot
#

Other than that one and the og cry of fear one

surreal gust
#

lil bits of height variation

grave trail
#

Is there a higher resolution sky texture mod somewhere?

open oasis
grave trail
open oasis
summer hornet
#

want to try making mods for gamma i want to start simple with adding back the removed guns to the spawn pools any advice to point me in the right direction?

misty mulch
#

ideally check pins, read up on DLTX, use that to non-destructively overwrite that mod's sections with your changes

#

you will also probably want to unpack the original game's config + script files so you can read up on the syntax for loadouts, by running Anomaly/tools/db_unpacker.bat

#

anyway I came here to ask, is there a convenient way to spawn a shitload of marked stashes in the north (i.e. no stash vendor) or am I doomed to trying to complete randomly generated tasks via debug

slow nexus
celest forge
#

Also I'm pretty sure my PC doesn't run substance painter

slow nexus
#

fair

#

inb4 this dude just links turbo squid and thinks its a good excuse to make his point

celest forge
#

Wha

naive snow
#

Yo @celest forge I made a lot of progress and actualy got a working python script that runs a mesh through the simplygon process, spits out a mesh at 10k triangles, either with a baked 2k BC3 texture for both Base and _bump map, or with the original material IDs, exports if present the textures and the mesh to a folder automatically. ChatGPT actually fucking delivered with a bit of monkey scripting. It takes me less than 10 clicks and 2 minutes per mesh. I'm pretty fucking happy with the results

#

So I can run the stupid XM4 with 47 material ids and bake them all down to a single one with the right stuff exported in the .OGF. It feels like fucking magic. Might actually try to automate .THM creation too next

celest forge
#

47 material IDs?

#

So like 20 something textures?

slow nexus
#

Can you just use the uvmap entry instead

zenith linden
#

does anyone have the arrival anomalies mod downloaded?

surreal gust
#

Aftermath

vale knot
#

Lookin good

surreal gust
#

Thanks I have been working on the terrain for a couple of weeks now

#

Still didn't finish yet but i'm trying to make it look good.

surreal gust
#

will likely increasing the map size a bit to increase the length of outside boundaries

surreal gust
#

it looks really cool not gonna lie

#

its basically used for hemisphere which is light baking

#

the darker the spot means less lighting

naive snow
celest forge
#

Jesus fucking christ

#

I mean ngl

#

My Wages of Sin M4 is like that

#

Just modern CoD assets

#

0 optimization

naive snow
# celest forge Jesus fucking christ

Yeah it's some crazy shit. I'll do the rest of the world model. All in all, we're looking at 8.78 mb per mesh (2.66mb BC1 Base + 5.33mb BC3 _bump + 0.784mb for the mesh)

tropic thunder
#

Is there a mod to replace the effect of coals/wood in campfires? Flickering (simulating smoldering) with a clock cycle of 0.2 seconds looks terrible. Although the fire sprite itself is beautiful

celest forge
#

Probably not that big of a reduction right

naive snow
regal bolt
#

Anyone knows what script is responsible for stashes weight limit?

severe vector
regal bolt
severe vector
regal bolt
#

I didn't touch the file tho. I realized I had hideout furniture patch disabled xD

regal bolt
#

Okay. What mod in GAMMA is overwriting the story NPC spawns?

celest forge
#

How's the geometry looking

torpid trail
#

Is anyone really versed with the snow particle system? There is an issue with enabling heavy snow when you begin to run the entire particle effect system disappears and then when you stop running it begins to fall again. Its extremely immersion breaking, im trying to create some blizzard/heavy snow weathers.

rotund quail
#

Anyone has the file/mod that let you put a PP2000 in knife slot please? hmmtakenote

naive snow
# celest forge How's the geometry looking

So far, pretty darn clean. I've made the silhouette the biggest influencer so it tries at a maximum to keep the exterior good looking, while culling triangles on the interior with a visibility brute force test

soft burrow
#

I need to check if a mutant is a pseudogiant. Do you guys think checking if "giant" is contained in the section string is good enough?

open oasis
#

pseudogiants are called "gigant"s in the original STALKER files, i don't know if things have been changed in Anomaly since the baseline for the engine is still the same

#

make sure they're actually called "pseudogiants" now

random fulcrum
#

would be better to check for class ids

#

since relying on unenforced naming conventions will eventually be problematic

open oasis
#

yeah this is from CoP

#

so make sure they changed that

#

the rest were pretty straightforward (minus Zombified being called "zombied")

open oasis
deft sable
#

Hi guys, how can i get my lvid and gvid values?

slow solar
slow solar
queen pineBOT
#

@deft sable
If you crash upon changing your resolution in game, you can change it before launching the game. In Anomaly/appdata/user.ltx look for the vid_mode line and change it to the resolution you like.

deft sable
#

No, i meant gvid and lvid information

#

cuz with debug now i have just this

slow solar
deft sable
#

Yes

#

And I cant figure why

slow solar
deft sable
#

ofc

amber elm
#

hey guys sorry if this is a dumb ask, but is there a simple way of replacing the texture of an item?

hybrid whale
surreal gust
#

Just unpack the sounds actor.db0 file

#

From anomaly

#

And go to characters_voice folder

#

You will see how npc sounds are done.

hybrid whale
#

alright ty

regal bolt
#

Anybody got a list of mods added between 9.0 and 9.1.2?

tropic thunder
obsidian void
tropic thunder
obsidian void
#

Tbh I've never even noticed what you're talking about. Maybe you're spending too much time staring into the fire, stalger

surreal gust
#

slow but steady

soft burrow
#

Anybody got an explanation of the on_before_hit parameters? Like s_hit, direction, flags, etc.

slow bolt
#

shit(s_hit) carries all the information about the hit. Who hit you, how much damage - that stuff

#

direction should be where , relative to you, you got hit from. Never dabbled in that i am afraid.
flags is reponsible for many thing, i dealt with this use case: flags.ret_value = false. That basically cancels out this function from returning anything voluntarily. Also how ADB blocked on_hit_callback from firing, iirc

naive snow
hushed stone
#

anbody know what causes global reload sounds? experiencing it rn with the mp7

celest forge
#

Incorrect or missing ogg comments

random fulcrum
#

also happens with stereo sounds regardless of proper comments

celest forge
#

@static nebula Hey can I ask you somth

static nebula
#

sure

celest forge
#

Do you animate with blender

static nebula
#

yep

celest forge
#

I'm making some animations and i'm using some bone constraints for stuff like the hand following the mag and what not, but when I export the animation, it looks like the bone constraints don't do shit, is there a way to like

#

"Bake" the animations before exporting them so the frames that are affected by the constraints stay like that

static nebula
#

im not sure what might be happening, as everything should be baked during export

celest forge
#

Same with the reloads with I also did with bone constraints

static nebula
#

do you mind if i look at the .blend file? you can send it through DMs if you don't want to send it here :p

celest forge
#

Sure thing

slow bolt
#

...tec-9

#

i know someone who will do sussy things to see that

celest forge
#

Frosty?

tawny yoke
#

anyone know's where is the ltx that edit BR class on helmets?

surreal gust
simple scaffold
tawny yoke
simple scaffold
#

you can put the bones koeff section anywhere you want. you could put it in the ltx with ammo if you felt like it. Considering the messy soup this modpack has become it might even be in toilet.ltx for all i know. i answered vanila assuming modmakers are sane and keep thier mods withing the base anomaly file names.

tawny yoke
#

and they are both in o_helmets?

simple scaffold
#

all resistance to bullets comes from the bones_koeff_section
maybe hitfrac and ap_frac if those are not set by the bones koefff

the BR class is a figminemt made up by the ppl that wrote the equipment descriptions. it's fake

tawny yoke
#

thx for info

regal bolt
#

Hey guys. Anyone knows how to set custom zoom value to a scope?
I want to make the PSO-1 with the eyecup have the x7 zoom level

celest forge
#

You can't do it for the scope, you have to do it for each weapon that uses the scope

#

Scopes to have a preset zoom level but all guns overwrite that in the respective scope section

regal bolt
simple scaffold
regal bolt
#

Okay. I'll check these

winged crater
#

Where can i find the High quality icon mods?

random fulcrum
#

i remember reading in the source and understanding it completely wrong it seems

winged crater
#

where can i find BHS Retexture mod?

dusty sonnet
#

is there a mod where if it snows it slowly starts building up on the ground instead of just like a blanket of snow on the ground 24/7?

slow solar
random fulcrum
#

i don't think that'd even be possible

#

like period

#

never possible

#

but i also thought adding custom waypoints and pins in the map was impossible

#

then catspaw rolled in

grizzled gorge
#

inb4 SSS 3.0 dynamic snow update

random fulcrum
#

oh shit you COULD use the puddles thing

#

now that you mention it

#

you could edit some stuff there

#

maybe ask tab himself about it

#

and change how it renders to just white

#

to test

surreal gust
#

which would probably be included in dead air 1.0

random fulcrum
#

dead air always gets the crazy features

supple quail
#

guys, how can I change the faction of NPC merchants?

summer hornet
#

quick question im about done with my first mod adding back the removed weapons to the loot pools but what does this mean? :r:0 example wpn_mp5sd:r:0

random fulcrum
#

weapon section : ammo type index : attachment : weighted random chance

#

idr how the attachment one worked exactly

#

anyways look at npc_loadouts.ltx

summer hornet
#

thanks

#

slight issue i cant find npc_loadouts.ltx i can find the faction loadout files like npc_loadouts_bandit.ltx

surreal gust
#

anomaly is just call of misery rebooted

slow nexus
misty mulch
#

Anomaly/tools/db_unpacker.bat run it

misty mulch
slow nexus
misty mulch
#

Most guns in the gamma loadout files have 0, r or 4 for attachment flag btw

fair inlet
misty mulch
misty mulch
#

b/c i think the attachment flag is a binary on/off, as in, if that npc picks the gun with a 4 flag it'll always have a silencer attached. and if it's r it's a 1-in-however-many-scopes-it-has chance of having a scope

fair inlet
misty mulch
#

in conclusion: confusion

#

then i guess the r flag is only there for UGL and silencer

fair inlet
#

It would be better if I understood the script, but from my testing I think flags are:
:2 for GL
:4 for silencer
:6 for both
and scopes are added based on scope_chance

summer hornet
#

testing the mod so far no crash so good start

summer hornet
#

doesn't seem to work that or i have really bad luck

cerulean mesa
#

can anyone help me install the mod ballance gamma for ugp?

soft burrow
#

is there some way of sending variables and values from a table from a script file A to script file B? other than writing in script file A a new function that returns those variables/table values when called from script file B.

regal bolt
#

Where do I put it

soft burrow
regal bolt
#

I have a few bugs that could use help addressing PepeHands

slow bolt
soft burrow
#

That file might not be the last version
Let me upload the one I have

regal bolt
soft burrow
#

Oh

rustic lagoon
#

Hi, is there a mod that gave player the access to items in stash from other hideout? Like stashes in wither 3 or mc enderchest xd

#

Items transportation sucks without changing player weight

soft burrow
regal bolt
soft burrow
soft burrow
#

How much ram do you have

regal bolt
#

And Alt tabbing places the items, but they're kinda buggy

regal bolt
soft burrow
#

8gb same as me
but can't really say this is the cause of problems

regal bolt
#

Have you ever had other spawning problems?

soft burrow
#

Yes, like spawning npcs with debug menu

regal bolt
#

Like trackers or NPCs not spawning after killing the mutant or using Debug/quick tp

soft burrow
#

I know a trick to not let it happen

regal bolt
#

I even have videos on it if you need a confirmation

#

(On the bugs)

soft burrow
#

When I launch gamma I spam-click the loading banner until I get the close program prompt

#

I close it, and then launch the game again.
It works fine on the second launch

soft burrow
#

Yes

regal bolt
#

How does that work?

soft burrow
#

No idea

regal bolt
soft burrow
#

Some ram-freeing ritual of some kind

#

I dunno

#

Like priming a water pump

regal bolt
#

Can't I just allocate more RAM for the game?

#

Okay. I'm gonna go test if it works

#

Brb

soft burrow
#

I really don't know if the problem is really RAM-caused

regal bolt
#

Is there a way to enable debug logging for hideout furniture, quick companion teleport or something?

onyx shadow
#

hello, how could i make myself a custom photo of loved one ?

regal bolt
soft burrow
regal bolt
#

I thought I won't be able to play GAMMA anymore

soft burrow
onyx shadow
#

im having fps drops in certain areas, thats why i asked

regal bolt
#

@slow bolt And thank you for pointing me to the person who knew the bugs.

slow bolt
#

Infinite crows is not something you forget

#

btw since you both have ram issues

regal bolt
slow bolt
#

Do you have virtual memory set up?

onyx shadow
#

ty

regal bolt
#

Wait. Intel optane and stuff?

slow bolt
#

lmao i forgot it showed my email address lmfao

#

woops

#

this

soft burrow
regal bolt
slow bolt
#

12 aint enough

#

i have variable size of 8 - 48GB

soft burrow
slow bolt
#

yoo chinese drive names

#

Yeah you Currently got 16

#

so that isnt a problem of not enough memory

regal bolt
slow bolt
#

Click change

#

and see

#

But i bet it is automatic

regal bolt
#

You want me to see if increasing it (Changing it from auto to 50 GB on my SSD) would fix the issue?

slow bolt
#

I only ever need ~31 max

regal bolt
#

How do I do that then?

slow bolt
regal bolt
#

Both of the drives are now volatile rapid access memory boosts XD

slow bolt
#

Well i wouldnt do 2, but might help if it uses them in parallel

regal bolt
#

One was supposed to be like it from the beginning, but repair shop that fixed my laptop a few years back fucked that up

#

And now I have a 13,3 GB fast af ssd

#

XD

#

Gimmie a minute. Gotta restart this old fart for the changes to take effect. Brb

slow bolt
#

Dont set both at 8. thats a lot

regal bolt
#

Okay. Applied

#

Wait. Why not?

slow bolt
#

So you dont eat up all your space

#

8 means it will always have at least 8 GB

regal bolt
#

I mean. I don't use it regardless

slow bolt
#

8+8 is 16. Most of the time you dont need 16

regal bolt
#

16 extra GB of super slow RAM

regal bolt
regal bolt
soft burrow
#

Though I'm not sure if it's the file that stopped the crows or the game launch method

regal bolt
#

I will share both

#

But rn I'm thinking about what makes the game cease bugging that way when you launch it this way

shy junco
#

anyone know where to find the uh

#

mask breahting fog scripts

#

and textures

#

or video

#

whatevre it is

steel steppe
#

It's in the settings

shy junco
#

you dont find textures in settings lol

#

i edited these files but now uh

#

idk what to do with them

obsidian void
#

Has anyone had luck using Key Wrapper? I can't seem to make it work.

old berry
obsidian void
#

I don't see the key wrapper in my MO2 or in my mcm. There is a MCM "Keybind" menu but Key Wrapper is different. I installed it but it didn't work So i disabled it. Doesn't seem to be installed by GAMMA

wispy burrow
#

@random fulcrum sorry for pinging directly but after looking further into scripting a bit, I have some questions with your script here
#╙🖇mods-making-discussion message
instead of the "ks23" I want to change it so that the logic becomes "if active item has section name in this .ltx then force_hide_detector()"
thereotically I should add a custom_ini file path to a .ltx with all the [wpn_examplenamehere] and let it callback for sections right?
or is it something that shouldn't be done?

#

I'm doing this so that I can dump the section names of weapons from extra addons into the .ltx for ease of use

old berry
#

either you messed up the install or something is overwriting it

wispy burrow
#

okay thanks for the pointers
now to read more russian mod scripts to reverse engineering their code naruhodo

obsidian void
violet tangle
#

I want to create a mod involving ringing sounds when players fire indoors, possibly adding a new layer to combat. Would be my first step into something like this. Would anyone have any knowledge on this?

nocturne berry
#

sorry if really basic questions like this aren't what this channel is for, but ive been trying to edit some damage values on some weapons and cant get it to work. i managed to edit an armor item fine but the weapon edits dont seem to do anything

gloomy pebble
#

hello is there a way to make desolation work with gamma?

thorny kettle
#

Yo! Not sure if my question is "mod making" 100% but.. i'm not sure which other channel to ask then..

I know gamma's a huge modpack and it's fine-tuned.. but is there a specific file/mod that contains the basics for gamma's economy?
I don't have enough hdd space to download gamma again, and my anomaly modlist is a cheap attempt to make escape from gamma (?) And I'd like to make use of gamma's economy and progression, and try some stuff with the black market addon..
So, which file/s should I look for?

||Anyone wants to send me said file/s to try? Please :D||

I'm after the progression and economy only, for now.. the whole grab and fix instead of buying, but also i'm not sure what to do if from 0..

It's for personal use only, won't share or upload anywhere

open oasis
thorny kettle
#

Honestly I'd be after the economy WITH bas injection, disable wpo overheat, armors repair like wpo, no integranted helmet and need armor repair kit, exo balance and npc loadout.. 7 mods of them hah

#

Ah and cooking overhaul

#

Now i'm not sure if theyll work properly without some finesm tuning on my end

obsidian void
# gloomy pebble hello is there a way to make desolation work with gamma?

That would be a huge amount of work. You would have to remove BAS and all other weapon packs from gamma as they are not compatible with desolations weapon system. You would likely have to remove several conflicting mods from gamma, probably leading to dependency issues. Also you probably would need to revise tons of loot tables, quest tables, etc. to make the systems work together.

Also Desolation is still in beta and not really ready for prime time yet so it doesn't exactly just work, it still has bugs

thorny kettle
#

Would ya kindly zip those and upload em for me to begin my surgery? 😄

thorny kettle
#

And start tuning it

obsidian void
thorny kettle
#

Ah you're right

#

Sorry for my ignorance

obsidian void
#

It's a ton of work messing with the economy that's why I asked nox to take over black market lol

thorny kettle
#

Oh..

obsidian void
#

You could probably make it work as long as you use all the same weapons. Desolation on the other hand replaces ALL the weapons in the game with their new versions. Idk what the files in desolation even look like though so I am also ignorant on that, just making educated guesses

obsidian void
celest forge
#

Unless you know how to compile your own exes and merge them with demonized ones

#

The entire attachment system is reworked

#

Iirc the hands rig is different than anomaly

#

It simply wouldn't work at all unless you're a pro dev

obsidian void
#

Exactly my point I haven't even looked at it but definitely not an easy task

celest forge
#

Pretty much impossible in a practical sense

#

Desolation is cool but not worth it imo

random fulcrum
#

1.6 will have the bones hiding thing from cumslinger so it's a matter of time until someone makes a spaghetti desolation with it

celest forge
#

Just cope seethe mald and use the normal guns

#

1.6 release Q3 2076

random fulcrum
#

yeah

#

but it's a thing

#

eventually

celest forge
#

Like the impending implosion of the sun

#

Yeah

thorny kettle
#

I mean with the weapon definitions at least

celest forge
#

Wdym definitions

soft burrow
#

i want coke now

obsidian void
#

Is it possible to use dynamic item spawner to spawn destroyable boxes?

peak quest
#

it could be pretty immersive if there were a mod that made it unable to eat/drink/smoke with headgear on paired with the mask unequip animation that was just uploaded

#

wink wink

peak quest
#

not sure how

regal bolt
#

Just wanted to share a few thoughts concerning that marvelous GAMMA.

  1. Current food, drink, heal animations have a few second delay after being played. During this delay, nothing visually happens, but you can't open inventory and perform another action. This is very confusing and annoying. I guess this animations must be fixed in such a way that the exact visual ending of animation marks the moment the effect of that animation is applied or activated (food/drink/health bars increase) and controls are are unlocked.
  2. Even better idea concerning controls locking. All eating, drinking, healing, mutant cutting/looting animations must be interruptable by player at any time. The effect of the animation is only applied when it is finished playing.
  3. Mutant cutting/looting and healing animations must be as short as possible.
  4. It would be a great idea to add a diminishing gauge untill the end of any animation.
#

When you open inventory the icons of active effects (hunger, thirst, radiation, buffs) disappear. Is it possible to make them stay all the time no matter what?

hybrid forum
#

!busyhands

queen pineBOT