#╙🖇mods-making-discussion
1 messages · Page 41 of 1
Can someone please tell me where exactly the XM4 files are so I can edit them
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.
some scripts are in rus
learn lua then
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).
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
Thank you
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).
m_stalker.ltx [stalker_immunities_devushka]
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.)"] = {},
}
is there a mod that makes the winchester a historical repair kit weapon?
cant think of one off the top of my head but making one shouldn't be too tough
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.
Definitely not any physical item near the camera, anything on the player's body is going t be a HUD animation
But yeah would be a bunch of overlays and animations
Found it. Its in the GAMMA weapons pack folder, config, items, weapons, and then the XM4 file.
@static nebula Can you help me with something animation related
im not sure how helpful I'll be since I'm out of the house right now 😅 i can try though
Oh dw i'm in no rush, you can take a look at it when you're able
I tried making a hands animation, but the gun just floats in place when i play it
Do you know what may be the cause
Oh nvm i fixed it
Would the non-mod based, in-game reticule, be considered an object or item than can have code added to it?
good to hear, I didn't see your message until now haha
Can someone help me
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
Aftermath.
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.
I can't seen to see it in the script
guys, how can I change relations between 2 factions?
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...
hey guys quick question. if i create my own weather in-game and save it. will it automatically be in my weather cycle now?
That’s interesting, I did search and got nothing back bar the threads he’s created but nothing in them
Just asking if Thermal Scopes are possible in the engine
yes they are
anyone found a way to use UI rework by sota with new update?
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?
Ah, I think I figured it out. Had to make a new folder in the mod directory with the files copied over.
any mods that make fireplaces last forever?
bump textures near a campfire
Ive been thinking recently: would it be possible to make bullets ricochet under certain circumstances in the XRay engine? 
bullets can ricochet in certain materials
mostly in asphalt
there are a lot of material types in xray
its not like 10
more like 35 types
Oh interesting! I didnt know that they already did. Neat.
ever since the original games...
You learn something every day i guess!
my map
also ricochets depend on what angle you are shooting from
ricochets in a metallic material are harder to pull off
but still possible
Shouldnt ricochets be more likely on metallic surfaces? Also i wonder if different calibers are more likely to bounce than others.
there are different types of metallic materials in xray
and about the calibers i think they do
also bullet penetration exists
but its primitive
and really not the most realistic
bullet penetration is affected by different types of caliber
pistol calibers after ricocheting wont be able to penetrate through wood
but rifle calibers can
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
A 308 round takes an unexpected change in direction.
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.
xray uses lua for ingame scripts
some of the ingame scripts existed since early 2000s
not sure if they are modified tho
I believe grok has changed quite a bit with the bullet logic
vanilla anomaly and original games still have those factors

since im not very good at lua
im just a mapper for xray
i do understand what these scripts do
some people say mapping in xray is a misery
what proggram or what do you guys use to code
VS Code
is that the program?
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?
thxs
and for game scripts too
as you can see from the original game
bullets ricochet more often in the original games
I dont know how I havent noticed that before
i was shooting at a metal surface
they will never ricochet unless at a certain angle
anyone?
Type it in google
thats what i said.
i dont use vs cause its like 40 gb of unnecessary shit in my opinion
i said for engine and game code
It isnt visual studio
Which one of the .sdk version works with anomaly is it the 0.4 same as SoC or is it 0.5 and up ?
hello sir what were you referring to as your own version? could u link it?
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
thx, will this work in an already existing save?
also this is deadly 
sir is this going to be ever made or its just a concept for now?
but true
Is there a way to change the NVG color?
I got a friend of mine who has deuteranopia, which is red-green color blindness.
The last upgrade for NVG isn't green I noticed, but he still doesn't have expert tools
just a concept
alright appreciate the work, the concept sounds great honestly
Maybe after 0.9.2 release as an alternative
which is summer 2024

pretty close 
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?
Does anyone know why a custom weapon resposition wouldn't work for a specific weapon? It just won't apply the custom settings
I don't do custom mod support
Its still unfinished and there are a lot more objects to place
But what do you think about the terrain?
What do you think about my map @undone lily
too flat imo
what stalker needs is busy maps with tons of stuff
like Lost Alpha levels
but that's already impressive to make new maps so congratz
Still havent showed the full map yet but oka7
People say chernobyl irl is flat.
I will focus on making more bumpy fields but some of these are flat because i want to place objects
guys wasnt a mod called devices of anomaly redone posted in the mods posting channel?
The terrain is like 80 or 90% finished
The more i test the better the terrain gets.
oh yeah and theres this
but i believe its because lack of hemisphere quality
really i dont want to wait another 30 mins extra of compile time
they are not pitch black
they are just very dark that can be lighten by other light sources but not 100% of their brightness
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?
grok_actor_damage_balancer.script
Does anyone know if weapon LODs are supported in game and how they're packaged?
anyone know a mod/a way disabling keybind ui on the item slots in the inventory?
Shit type
yeah i've seen this yesterday lol i believe it's meant to be like sHit Type
if anyone needs it, I found the answer
finding it may have been the most autistic journey I've been through
If you remove the labels on your keyboard with sandpaper it removes them in the game UI right?

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
yep I've done exactly that, thank you 
didn't see this one, gg 
guys im trying to make this mod work without it simulating the inventory on its own, is that even possible? https://www.moddb.com/mods/stalker-anomaly/addons/faction-rank-inventory
I'm assuming it does that because it has a script file like that, which fucks with fddas backpack opening animation
whenever you right click in the inventory (anywhere) it janks up the model of the backpack to the right slightly
like literally only this one issue is happening while the mod is on
Have you checked if FDDAs backpack use any of the following?
Incompatible with everything that uses
configs\ui\actor_menu_item_16.xml
configs\ui\buy_menu_item_16.xml
configs\ui\ui_inventory_16.xml
configs\ui\texture_descr\ui_actor_menu.xml
scripts\ui_inventory.script
textures\ui\ui_actor_menu.dds
Otherwise you'll have to create a janky merge of the files yourself
hey im currently getting this file error and never had a problem before any ideas? i cant find it in game files or mo2
I don't think so, I didn't find any of those files
Vanilla bug, load a save before starting the dialog and try again choosing different options I guess.
And don't use this channel for support
my bad didn't know which channel @fair inlet thanks for telling me that im new to this channel
bold to assume they are on default 
I live dangerously and want to ensure helpers wrath
While I have you here, you've played around weapon's ogf properties yeah?
no you're confusing me with someone, I just did sounds
Darn alright, worth a try. Thanks all the same
You mean the timing fix guy I guess
Why are there so many oleh?!
Because it's a common slavic name. Yes I'm original with my profile names
Ohhh that'd explain it yeah!
so do u have an idea on what to do for the case of there not being such files 
Do you mean in your MO2 file directory or in the FDDAs back pack stuff?
fddas backpack stuff
Have a look then on the right view port if these files are getting overwritten by something else
Or try your luck in #🔨modded-gamma-support
I haven't slept much what does right view port mean exactly
The mo2 window on the right that combines all the files and shows you the Anomaly folder modded
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)
so the files that impact the backpack from the faction mod are the ones I need to look up
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
well the only file this particular mod has is a single script file which doesn't exist in any other mod as far as I can see
I'll see some other files for backpacks maybe
Can someone help me make reload sounds for weapons?
is the pp19 working for you guys with the new update?
finally we are getting improved implicit lighting for sss 19
Im looking for a buliding mod
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?
Hey, Is there a way to remove temporary healing? Replaced false with true in the script but it still doesnt work
#1037521838202433616 message use this mod as a guide. It looks like you need to create files that are compatible with the ammo maker and named correctly. That said, my understanding is very limited and someone else can help you better
Does anybody know that mod to where when you complete the objective the money is wired to you?
Or was that deleted and/or it isnt compatible with Gamma
Task autocomplete
how would one go about preventing the action of aiming in while in the inventory?
simply blocking that from happening while inv is open nothing else
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
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
Actually where do you even grab your copy of Shaders.xr and shaders_xrlc.xr from?
honestly these might be better questions for anomaly discord if you arent in there
if theyre general anomaly\not gamma specific
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
I've been thinking about something similar but haven't actually tried it, so I don't know if it would work: Can you use MO2 to launch the Xray blender addon (whatever that is)? I.e. use the "Modify Executables" menu in MO2 to run an arbitrary program. (Something like the picture below)
Hmmm I guess if you ran Blender actually through this?
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).
I'll finish my current batch processing and I'll give it a go
I assume something like this exists somewhere, but in the spirit of learning something, I made this, which should do what you want. I tested that you can put the gun in the slot, but I didn't test anything else, so don't blame me if it destroys the universe or anything like that.
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).
So I've tested the idea and it works. You can add your version of Blender to MO2 and any other tools you might use for modding (TMF viewer, OGF tool, etc) Once you have one launched, the folders are properly virtualized. So you can browse them as you want.
Cool. A while ago it occured to me that MO2 is a virtual filesystem manager that happens to be useful for organizing game mods, and I've been curious about what else it might be useful for.
making a weapon slot 1 will always make it one handed
I need a course on npc to npc damage
It's certainly a pain saver from having to find the proper weapon files, which mod has the last priority, pool all of those together into a folder, change your paths, etc.
Also not breaking TMF files is amazing
An import will give you the proper textures and everything now
Thanks to you guys' suggestions I can accurately count player to npc damage. But I'm having trouble with npc to npc damage
Perhaps we're talking about different things. When I use the mod I posted (which sets slot = 1), and put the gun in my Melee slot, the character still holds the gun with both hands:
Nevermind, I see that if I take out a detector, the gun is only held in one hand.
yeah that's one handedness
like if you see it like that there's no one handed weapon besides knives
anyways peep this @craggy cargo #╙🖇mods-making-discussion message
Nice. Definitely seems more reasonable for a 3.7 kg gun.
you can also expand on that script and make other weapons slot 1 but restrict detector usage
like for example make all smgs fit small slots
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).
not being able to pump the shotgun should be impossible
but making the gun inaccurate when one handed is doable
That's sort of what I figured.
Thats a pretty good idea
Step 2: also increase recoil.
Step 3: Cause right arm damage every time you shoot, depending on the caliber of the gun.
@steady apex quick question, how would i query to change the attributes with DXML if theyre laid out like this?
my current attempt tried local res = xml_obj:query("ui_inGame2_Patroni_HUD_gold_bar")
I'm not sure if this is right (or relevant), but I have something similar in one of my mods that would translate in your case to:
xml_obj:query("texture[id=ui_inGame2_Patroni_HUD_gold_bar]")
But I'm definitely not an expert in this stuff.
lemme give it a try
mm no dice, lemme see if manually changing the values will even give me what i want
Well, that was 100% of my DXML knowledge. Good luck.
yeah that didnt change it either so its something to do with my way of going about it
thank u
-oh wait might be dumb
okay so changing the values manually did fix it but dxml still didnt work
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.
@undone lily LETS GET SOME SCOPES FOR CHIMERA HUNTER PLZ RAHHHHHHHHH
wait i got a much easier way of going about this
i guess stretch and height values just dont work on this particular texture?
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
oh nevermind it works now, I just have to download it as mp3 first then convert to ogg. not directly to ogg
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?
I mainly want to get rid of the gloveless hands while using the same outfit.
@vale knot the script the other guy gave is correct, you can use it as a base for your mod
Anyone can tell me where I can find item tags, like w_melee or w_rifle?
yeah, im running into seperate issues not related to dxml now, leaving it for tomorrow me
thank u
for some reason this one specific texture doesnt react to height or stretch values like other textures do

well it does but not in the way i want it
When i finish the bare things with my map I will release it as an alpha or beta version
and those things are
smart terrains
waypoints
surge covers
bla bla bla and more
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
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?
Any idea how to fix this? Im not sure what i changed
my map better edition
you have got to be the MVP of the century my man. OMG thank you so much!
No problem. DLTX makes it pretty easy once you know how to use it.
you have made my day, thank you man, truly.
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.
but lootboxes is actively receiving updates
ah i see
idk maybe talk to the op
or just go crazy and post it
i'd do that
write something like "the original mod is long dead so i figured creating a new thread"
I might do that since he hasnt been on for a good while
Like mabye more than 7 months i think
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
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.
Famous last words
Yo Juan are you the one that was working on optimizing the world models for different weapons?
All of BaS?
For like ALL of the BaS world models
Yeah
brought most of them from like 50-60k tris to sub 15k tris
Wow! How did you do the optims?
jesus christ that's a lot
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?
Decimated geometry in Blender
They're def ugly looking up close and without a texture
But like
World models are not meant to be looked up close
Or without a texture
So if you can forgive some texture glitching from afar, it improves performance if all of your enemies have BaS guns
Do you plan on doing the rest of the guns too or are you stopping at BaS?
Like, all vanilla guns?
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
Ah alright all good. Guess I'll do the rest of them then. Thanks for the work tho!
How can I remove the Gamma main menu background for a mod that I installed?
I can hear the music of the main menu mod but not dont see the thing itself
Yeah Gamma has its own weapon pack that grok manages, but there's weapons from AUGmented too and a couple of single gun mods
If you could send me a list
I'll try and do em
I have a fuck ton of gun mods, probably I have the ones you reference
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
Most models don't even looks that different with the texture on
I've used that same technique for my guns for a while
Yeah a lot of the details are in the geometry. I'm pretty happy with the results.
A 7k triangle AK12-isg for exemple
Honestly BaS devs are kinda
Lazy
Lmao
For doing that
Considering some of the world models were nearly 100k tris
Yeah there's some crazy ones for sure. Plenty of those also have internals fully modeled like springs
the laser box alone on the sr2 m1 was like 10k tris 
And they also left the laser beams in most guns that had the modules
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?
You can just refresh the game: F7, numpad 0 and F5 for a refresh
anyone around here knows a weapon mod that has drum magazine? im a sucker for that thing
how do i pin stuff on my thread?
you can't do it yourself, what thread is it?
br33no's lootboxes
ok, do I also pin how to install message?
please
what dds format is interface textures?
im planning to turn the loading screens into reels of negatives
you can see the format in mo2, just double click the texture in the information tab of the corresponding mod
Anyone know how to set npc StoryID?
would there be any interest in a mod that adds description on how to find a stash a bit easier, or is that just 
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
Aoldri already did that like a year ago
https://www.moddb.com/mods/stalker-anomaly/addons/descriptive-stash-coordinates
yeah but that's already in game and only when you receive a stash, people usually ignore the location or use the PDA map anyway
and then ask in #╟🔰☢newbies-chat ohhh where is this stash im right on it
when it is underground/on a roof
egggh
exotic butters
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.
anyone knows why it could do that when I import stalker mesh into substance painter?
did not had such problem before
Downloaded straight from github, still in .rar file, as you can see
..its in the pins

Hm
is it possible to change the death sound of enemies?
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.
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
Not the worst idea
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.

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
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
Tooooooooootally
The suckiest part about dealing with textures
Specially since the tool I use for THM files isn't the slickest
AXR toolset?
Yeah
Yeah it's a chore. Now I'm just copy pasting the .thm I've already made and just renaming/fixing the bump path
LLMs do make good python code
Who/what?
I wish there was a tool that made the thms automatically based on the name
The THM validator kind of does that? But your .dds needs to have the proper meta data already and it's necessary flags
AI, chatGPT and the like
Assuming it will know enough about blender scripts
but it should
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?
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
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
Is there a way to figure out the x and y values in photoshop if you have a grid?
Should be, you have your transform x and y info
...buttons? would the script need to press buttons?
Well, its more about calling the function of a loaded addon really
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
Yeah that's where I'm expecting it to fail...
I made an icon mod for all vanilla weapons
And the only reason i haven't completed it is the fucking
attachment icons
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
They aren't single files
I made them by type
All pistols in one file, then one for shotguns, etc
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
Also doesn't help that all attachments aren't in the same place in their little grid
Yeah that's painful
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
The eotech and the eto2 don't even have the same y being nearly identical 
Do a huge mod and line them all up. Might be tempted honestly to do it at one point
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
I mean I'm going to remake the vanilla attachment icons too
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.
Black jack is the easiest card game to implement because it can be one player and the house follows mechanical rules. No need to make a bot to play against.
UI is all coded in scripts.
XCVB implemented suduko and a snake game I think. Also slott machine I think.
Do you happen to know where I could find the source for the snake or slot machine? I'd be curious to see what the implementation looks like
interactive pda mod
Thanks! I'm done for the day, but I'll see if I can find the source for that tomorrow
Please tell me, can I remove the monolith (the object itself) from the game? If I can, where can I look for it?
why
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?
new to modding, can someone explain info portions? Is it just another name for global flags?
Yes. The way they are used by tasks and dialogue that is close enough. Technically they are actor info_portions not global. NPCs can be assigned info as well but it is used less.
Its probably baked into the level geometry.
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.
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
Thank you, guys. I'll go digging
follow up question: info portions don't need to be defined in info_portions.ltx and can just be read/written in scripts, correct?
not anymore. that file is legacy. you can give and check for any string you want as an infoportion. I recomend coming up with an abreviated mod/username to tack to the front of all your infoportions to insure uniquness.
what does "!" mean in some ltx files?
Section/parameter Overwrite
is there a fast way to quickly reload the game so I can test if my small edits to the ltx files work?
F7 > numpad 0 > F5
ah thanks
I was wondering why Reloading system_ini alone then going into the test map didn't work
yes it is
i swear someone will use the death sounds from csgo and put them in stalker for mercs
Can I detect guitar playing without needing to monkey patch it?
npc on update callback read the npc's statemanager looking for the guitar animation state(s). should work. would take a bunch of reserch into the state manager to beable to pull the info out. my recollections are very fuzzy.
I was considering running sound detection and matching it with the player's location but that is probably insane
If the player picks up an item, can I detect whether they dropped it first?
if it is a weapon.
if IsWeapon(obj) and se_load_var(id, nil, "strapped_item") then
this flag is set/cleared by itms_manager in a callback(s). you could do something similar for all items.
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
Every entity has an unique id
Server objects, online stalkers, surprising it's a single player game
Better than fallout 4 activating scripts via 'spells' 🤮
It is a client server arch, both client and server is your app
And there was a deathmatch mp in og games
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?
Has there been a patch made for interactive pda that adds all of the new items in gamma for sale?
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
unpacked? Adar is a bas weapon
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
Nay, I'm checking with a vanilla profile
is adar now in vanilla gamma?
Hello there everyone, i would like to know what "Virtual height" controls in textures? Increasing it makes it more bumpy?
Guess not, I was doing the list of guns for reduction from Grok, guess he's running 2022 on whatever list he sent me
Well i saw grok wants to include bas 2022 finally in gamma
Can you check real quick if wpn_ak74_pmc_world, wpn_ak104_alfa_bravo_world, wpn_akm_alfa_world are in BaS 2022?
Well they are all in there. Idk if they are in previous version too though
Doesnt seem so, okay thanks. I'll ignore these for now
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?
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)%```
been trying to make Merc to hostile towards Bandits and Freedom simple mod. I think I missed something that cause Reputation worsen. Any thought?
Did you change the actor factions relation to the npc factions as well?
Guess I did miss that one. Thanks
i missed it in one of my addons once.
sup lads ... does anyone know if there's a weapon repositioning mod similar to FO4's 'Lowered Weapons'?
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
Lower Weapon Sprint Animation:
https://www.moddb.com/mods/stalker-anomaly/addons/lowered-weapon-sprint-animation
in MO2 it's misspelled as "LowerSprintAnimaiton" if you want to find it
it's also enabled by default
that is for sprinting, yeah. you can also just lower. its a vanilla feature
@vale knot

Sadly the model and textures are shite
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
I was about to say
That handle alone
The model I got seems to be a uh
Rip from the mod lol
it def is
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
ive literally only seen it in cry of fear
Yeah I can't find a 3D model for it anywhere
and you can only get it if you do bad ending
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
i was gonna say looks fine for vanilla aboobaly
But I'm guessing that wouldn't bother you taking into account you're a fan of the og thing
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?
I'm just fascinated by this rare pistol being the weapon of choice for an obscure mod of an old game
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
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
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
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

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

Damn this is like the unholy opposite of what Burn is doing right now lol.
Make every world model 300k tris
txs for that 😉
I was gonna say have the og model used as the world model and the 200k one only for first person view
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
The lack of any other model of it means my only real option is to hire an artist to make a new one
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

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
Im a 2d artist not a 3d one
I dont even think i have anything from my portfolio lying around
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
Movies or shows

hers my website
im lazy tho
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
Upscaled the textures, doesn't look that bad now
Yeah it looks way better
Comparing it with this
we checked the site for that model they do offer lower poly services
but its 150 dollars for a 30k model

150 or 150 extra
wtf happened to the detail ground textures
So $200 for a model of a pistol?
around dat
another 50 dollars if you want rigging
but i assume modders do that themselves?
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 
is lowering the poly count actually that hard to warrant 150 dollars
guy with no experience 3d modeling asking
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 
one day ill have this pistol
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
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?
i got locked out from suggestions 😄 so im posting here #1182114014038331523 message
I mean it's nice when a gun has separated parts
But it's not a big deal for most guns
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)
@vale knot 
it looks almost like, artsy with the old textures that have their own shadows and highlights on them
Def has some charm
someone hid it in a file called parts.ltx of all things.
haha
does the slide not supposed to be pushed back faster when firing? or is this some mechanism unique to this weapon
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
Does anyone know where I can find a list of all the item ids in my game?
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?
you can literally get amazing models for 1/4 of that price 
actual scam
Is it possible to move fast travel points?
yeah, hold on there is a mod that does it, maybe you can check how it's done
I would like to fix my own suggestion so that it's easier to integrate https://discord.com/channels/912320241713958912/1182641202944802867
Cant find any for the ruger p345 unfortunately
Other than that one and the og cry of fear one
Is there a higher resolution sky texture mod somewhere?
if you don't intend to make one yourself i don't think this is the right channel to ask
Seems pointless to make a thread asking about it.
i'm saying you can just ask in the regular channels since this one is about making mods, not finding existing ones
#1035807043933720576 is also just for complete mods, not questions
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?
browse GAMMA NPC Loadouts mod and re-add the weapons you want to the npc loadouts
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
why dont you just paint it in substance painter
okay show us where
I have no clue how to
Also I'm pretty sure my PC doesn't run substance painter
fair
inb4 this dude just links turbo squid and thinks its a good excuse to make his point
Wha
thanks
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
Can you just use the uvmap entry instead
does anyone have the arrival anomalies mod downloaded?
Lookin good
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.
will likely increasing the map size a bit to increase the length of outside boundaries
heres the alpha map of terrain
it looks really cool not gonna lie
its basically used for hemisphere which is light baking
the darker the spot means less lighting
47 materials on the weapon (37 unique materials), meaning 74 textures for a single weapon at 137k triangles for a world model 
Jesus fucking christ
I mean ngl
My Wages of Sin M4 is like that
Just modern CoD assets
0 optimization
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)
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
And how many tris in that world model
Probably not that big of a reduction right
10k triangles, for every single models
Anyone knows what script is responsible for stashes weight limit?
should be in hideout appdata
I figures it out already, but thanks for your input
no problem, where was it located??
I didn't touch the file tho. I realized I had hideout furniture patch disabled xD
That’ll do it😂
Okay. What mod in GAMMA is overwriting the story NPC spawns?
Very nice
How's the geometry looking
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.
Anyone has the file/mod that let you put a PP2000 in knife slot please? 
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
That's pretty smart ngl
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?
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
would be better to check for class ids
since relying on unenforced naming conventions will eventually be problematic
yeah this is from CoP
so make sure they changed that
the rest were pretty straightforward (minus Zombified being called "zombied")
oh i think i misread
Hi guys, how can i get my lvid and gvid values?
you mean resolution?
!resolution // like this?
@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.
you don't have actor info? just actor inside zone info?
have you tried disabling/enabling the ovelay again?
ofc
hey guys sorry if this is a dumb ask, but is there a simple way of replacing the texture of an item?
would be dope to have the combine death sound effects, with a retexture of the combine
Its just easy
Just unpack the sounds actor.db0 file
From anomaly
And go to characters_voice folder
You will see how npc sounds are done.
alright ty
Anybody got a list of mods added between 9.0 and 9.1.2?
Yep, i use this. Its replace lightning, but not coal/firewood
Hmm. I'm not aware of any mods that change that.
the same..sad
Tbh I've never even noticed what you're talking about. Maybe you're spending too much time staring into the fire, stalger
slow but steady
Anybody got an explanation of the on_before_hit parameters? Like s_hit, direction, flags, etc.
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
Update I've got a full automation pipeline for the creation and setting up of LODs.
#1180329195600105555 message
The issue is they kick in so bloody far away
anbody know what causes global reload sounds? experiencing it rn with the mp7
Incorrect or missing ogg comments
also happens with stereo sounds regardless of proper comments
@static nebula Hey can I ask you somth
sure
Do you animate with blender
yep
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
could you show what's happening with a video maybe 🤔 i can also have a look at the .blend file real quick if you'd like
im not sure what might be happening, as everything should be baked during export
This is what it looks like
And this is how it looks like in blender
Same with the reloads with I also did with bone constraints
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
Sure thing
wait a sec
...tec-9
i know someone who will do sussy things to see that
Frosty?
anyone know's where is the ltx that edit BR class on helmets?
progress
o_helmets.ltx
or damages.ltx depending if you want to tweak one helmet or every helmet that shares a bones section.
gamma doesnt use somthing else? i notice on outfit it has its own files for BR class's
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.
we have BR class and balistic resist on helmets correct? what are the line's in that ltx, that should be changed for each of them?
and they are both in o_helmets?
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
thx for info
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
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
Well. I want to remake PSO-1 for specifically AK-74, VSS and SVD. What script would I have to rewrite and how?
The ltx file for those weapons.
The value is not a zoom factor (despite the name)
The value is an adjustment to the fov value except that it is multiplied by .75 before being applied to the fov.
Easiest is to find a gun that looks they way you want and copy the setting
Okay. I'll check these
Where can i find the High quality icon mods?
man that's some useful info
i remember reading in the source and understanding it completely wrong it seems
where can i find BHS Retexture mod?
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?
no, there is no mod that does that
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
inb4 SSS 3.0 dynamic snow update
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
dead air devs showcased a season system
which would probably be included in dead air 1.0
dead air always gets the crazy features
guys, how can I change the faction of NPC merchants?
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
weapon section : ammo type index : attachment : weighted random chance
idr how the attachment one worked exactly
anyways look at npc_loadouts.ltx
thanks
slight issue i cant find npc_loadouts.ltx i can find the faction loadout files like npc_loadouts_bandit.ltx
yeah
anomaly is just call of misery rebooted
we do a lil sculpting
you have to unpack basegame anomaly configs to see it
Anomaly/tools/db_unpacker.bat run it
the attachment flag values:
0: no attachment
1: scope
2: UGL
3: scope and UGL
4: silencer
r: random attachment
obviously if the gun can only take scopes, 2 and 3 and 4 are useless

thank you my friend
Most guns in the gamma loadout files have 0, r or 4 for attachment flag btw
have you tested these? From my old experiments these are not true. Scope spawns for example seem to be regulated by scope_chance only
oh for fuck's sake is it another classic case of "yet another mod just overwrites the vanilla anomaly function"
i wonder if the npc_loadout.ltx weapon spawn chance line sets up the conditions which are then further affected by scope_chance. e.g. only if the npc loadout spawns a gun that would have a scope, then scope_chance kicks in with a further possibility to modify what you actually pick up
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
idk, but setting scope chance to 1.0 makes everyone have guaranteed scope (if weapon can fit any ofc)
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
testing the mod so far no crash so good start
doesn't seem to work that or i have really bad luck
can anyone help me install the mod ballance gamma for ugp?
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.
Where do I put it
Are you having crow problems?
Not only, but yes
I have a few bugs that could use help addressing 
I remembered you talking about it and pointed this lost soul at that
That file might not be the last version
Let me upload the one I have
Life saver right here❤️
Oh
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
install like any mod
Thank you ^^
Are you also having times where you can't lay down furniture or sleeping bags?
Yeah
How much ram do you have
And Alt tabbing places the items, but they're kinda buggy
8 GB 2133 MHz
8gb same as me
but can't really say this is the cause of problems
Have you ever had other spawning problems?
Yes, like spawning npcs with debug menu
Like trackers or NPCs not spawning after killing the mutant or using Debug/quick tp
I know a trick to not let it happen
Please tell me. I've been reporting this for a week straight to #🔨modded-gamma-support
I even have videos on it if you need a confirmation
(On the bugs)
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
You're serious?
Yes
wtf
that is black magic stuff
How does that work?
No idea

Can't I just allocate more RAM for the game?
Okay. I'm gonna go test if it works
Brb
I really don't know if the problem is really RAM-caused
Is there a way to enable debug logging for hideout furniture, quick companion teleport or something?
hello, how could i make myself a custom photo of loved one ?
OMFG IT WORKS! Thank you! ^^
no problem
adds a bit of time to your game launch but it's better than loading a save and finding out the game is bugged
I thought I won't be able to play GAMMA anymore
Agreed. Thank you again ^^

is it good to make gamma run on dx 8 ?
im having fps drops in certain areas, thats why i asked
@slow bolt And thank you for pointing me to the person who knew the bugs.
Yeah. That works well if you use the !dx8 command
Do you have virtual memory set up?
ty
I don't know what that is
Wait. Intel optane and stuff?
yeah
otherwise the game wowuld just crash when ram is full
I do have it set to like 12 GB
I think mine doesn't have any hard maximum
yoo chinese drive names
Yeah you Currently got 16
so that isnt a problem of not enough memory
You want me to see if increasing it (Changing it from auto to 50 GB on my SSD) would fix the issue?
I set it at 8-48GB, meaning it increases if needed
I only ever need ~31 max
How do I do that then?
Well i wouldnt do 2, but might help if it uses them in parallel
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
Dont set both at 8. thats a lot
I mean. I don't use it regardless
8+8 is 16. Most of the time you dont need 16
16 extra GB of super slow RAM
Would you mind if I shared that zip to anyone else who encounters this bug? (I will ofcourse provide crediting to you)
Please feel free to do so
Thank you. I hope nobody will have it, but if they do you just saved their day, or week like in my case
Though I'm not sure if it's the file that stopped the crows or the game launch method
I will share both
But rn I'm thinking about what makes the game cease bugging that way when you launch it this way
anyone know where to find the uh
mask breahting fog scripts
and textures
or video
whatevre it is
It's in the settings
nope
you dont find textures in settings lol
i edited these files but now uh
idk what to do with them
Has anyone had luck using Key Wrapper? I can't seem to make it work.
wdym you should have a keywrapper tab in mcm on top
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
@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
either you messed up the install or something is overwriting it
yeah you got it all right
okay thanks for the pointers
now to read more russian mod scripts to reverse engineering their code 
I think I confused you. I did install it, the option was on the mcm menu, but the mod did not work. That screenshot was showing that the mod is not included in gamma by default. Unless it was added super recently I gues
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?
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
hello is there a way to make desolation work with gamma?
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
you'd be looking at quite a lot of mods to port over most of which (if not all) are made specifically by Grok or friends for GAMMA
Ah, but from that list id use some.. oh well most.. damn it
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
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
Would ya kindly zip those and upload em for me to begin my surgery? 😄
Maybe he can try what imma try? Slap gamma's economy into desolation?
And start tuning it
Can't just slap it in. All the weapon definitions need to be placed in the trade presets
It's a ton of work messing with the economy that's why I asked nox to take over black market lol
Oh..
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
Basically it would be just as difficult or easier to simply build your own custom mod pack piece by piece on Desolation, but considering they are still actively developing it your mod pack will probably get broken with updates
Still wouldn't be possible since Desolation uses their own engine
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
Exactly my point I haven't even looked at it but definitely not an easy task
Pretty much impossible in a practical sense
Desolation is cool but not worth it imo
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
Well, if I get the files, i'll use them for a vanilla anomaly with bas, and a couple more of weapon packs (misc, simple, lewd)
So it may be way more simple than desolation
I mean with the weapon definitions at least
Wdym definitions
i want coke now
Is it possible to use dynamic item spawner to spawn destroyable boxes?
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
yeah you should make it
not sure how
Just wanted to share a few thoughts concerning that marvelous GAMMA.
- 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.
- 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.
- Mutant cutting/looting and healing animations must be as short as possible.
- 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?
The notorious busyhands bug may prevent some or all of these ideas outright
!busyhands
@hybrid forum Read this: #╭📖faq message


