#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 43 of 1

naive snow
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Ohh ids

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Hmmm you could maybe print out the id list of every single thing the debug can spawn

void obsidian
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unless there's actually a thing that prints out all the item ids, in which case would make this a lot easier hahaha

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actually, i just noticed something:
So the prefetch builder is working, but i cant help but notice it's also made changes to the actual Anomaly prefetch config

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anomaly as in, the directory we're not supposed to touch because MO2's supposed to handle that

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think it's getting the error because of this?
i thought running the application through MO2 would only let it write the virtual one, but it's also writing to the actual anomaly (dir) one.

naive snow
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You still need the actual anomaly files ones, or is your Prefetcher only meant to be added on top?

void obsidian
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made some progress, got to the main menu, so i must be doing something right..

naive snow
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Now check the memory your exe takes when you run a game in your task manager

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We're at 14 gigs or something atm

shell grail
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I have OCD and I need fps counter pls PepeHands

static nebula
slow bolt
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Riva tuner mandatory app

random fulcrum
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rs_stats 1

shell grail
slow bolt
shell grail
random fulcrum
open oasis
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@naive snow let's say that in theory i would be willing to modify every weapon sprite to have a magless variant to be used in conjunction with Mags Redux, what would actually be required of me to apply the magless sprite version to a magless gun?

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if that's even possible?

naive snow
open oasis
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i'm not trying to make distinctions between empty mags or filled mags

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but between whether there's a mag in a gun or not or not at all

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like the current sprite becomes the mag version and the non-mag version that i add becomes a copy of the weapon like it happens with scopes

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i think

naive snow
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Yeah but what I'm saying is the game doesn't know either if you don't have a mag or if you have a mat but zero bullets in it. It's the same to the engine

open oasis
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why would it need to make that distinction

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if i right click a gun and there's no "eject mag" option then there is no mag

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if that is possible then surely making that sprite distinction would be possible?

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if no eject option then display the magless version

naive snow
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Hmm I guess the gun does know if you have one or not

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Yeah it would be possible I guess. Just a hecking lot of work with all the different icons

open oasis
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if i make the icons would you be able to help me with this?

naive snow
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I don't know how to properly code for shit, sorry

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You could ask the guys from mags redux if they have a discord

open oasis
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like the way i imagine it going is another atlas is created for empty guns, and then a script checks for whether the gun is empty or not through that context menu with "eject magazine", and then if it's empty it's converted to the magless copy of the sprite

naive snow
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Dunno either about doubling the memory footprint of all icons tho

open oasis
open oasis
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like so many mods provide one already

naive snow
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Don't forget that not all guns are in the primary atlas, you have multiple atlas

open oasis
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i can start with the primary one to see how it works

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i just need reassurance that it's possible and someone would help me with the syntax part since i also don't know how to code lol

open oasis
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cant load this unfortunately

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what are they saying @fringe frigate

fringe frigate
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wym, you cant join EFP discord?

open oasis
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the preview doesn't display any messages

slow bolt
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because arti lives in EFP discord

open oasis
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i'm not joining an entire discord just for that lol

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wait arti?

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didnt ravenascendant make the mod

fringe frigate
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join and find out

open oasis
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i don't play EFP

fringe frigate
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ok

naive snow
open oasis
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not high priority as i have other projects going on atm just thought it'd be a fun idea to toy around with here, also i recall someone else asking

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if there's interest they can reply to me in here

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i pinged ravenascendant who i assumed to be the author of the mod

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i'm not joining a discord of a game i don't play to ask a single question

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if they "live" there that's on them as far as i'm concerned lol

void obsidian
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Need a bit of help understanding MO2's virtualization. I'm trying to build a prefetcher builder that you're supposed to run using MO2 (hopefully giving it access to the virtual version of the anomaly folder) to compile all the model paths that addons.. add onto the game for prefetching.

It's currently working and writes a prefetcher file, but i have the assumption that it's compiling paths from the untouched anomaly folder instead of the virtualized one. Any help?

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I'm running the damn thing with MO2 but i think im missing something?

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I narrowed down the prefetchbuilder to only include paths for actors, monsters, and dynamics
I couldnt launch the game but with this i made it to the main menu, but crashes on load of a save file/game

slow bolt
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We already have that

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PFGen

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It does exactly that

regal bolt
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Please add try catch to your mods

slow bolt
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No

grave notch
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is there a reason why none of the gamma gun models have flashlight attachments? (or am i just wrong about that?)

slow bolt
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Flashlight attachments dont exist

grave notch
# slow bolt Flashlight attachments dont exist

"But someone did make working flashlights on weapons with the Gunslinger mod on Call of Pripyat"
https://youtu.be/sqlgPiQBx6I
someone mentioned this? maybe its too different but?

P90 flashlight model/texture: RedRogueXIII
FN Five_seveN lam model/texture: Crash
GLOCK 18 lam model/texture: Will / Wannabe
Weapon Flashlight angle texture: SAM61

Moddb.com: http://www.moddb.com/mods/gunslinger-mod
Ap-pro.ru: http://ap-pro.ru/forum/59-3622-1
Vk.com: https://vk.com/gunslinger_mod

โ–ถ Play video
slow bolt
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Bruh

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Anomaly has no working flashlights

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Show me other modpack that has them that isn't gunslinger

surreal gust
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Most gunslinger mods for Anomaly are just animation ports

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And never the features themselves

grave notch
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okay thanks for the explanation salute was just wondering

void obsidian
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Where can i find PFGen?

slow bolt
void obsidian
regal bolt
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I wonder if programming a better AI for Anomaly would be hard on a scale of 1 to 10 (By better I mean not taking position where you are and actively circling around you while running instead of running through you, taking actual defensive positions, being able to freely move around the maps based on the terrain avaliable to the player and writing a few scripts like artifact hunting if passing by an anomaly field or sneaking up on a mutants lair. Squads of stalkers wandering the zone at random on not preset paths, nighttime adventurers would sneak around instead of just blowing their flashlights in the open (even most rookies know not to do that) and making them basically more terrain friendly)

regal bolt
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And making the entirety of the flat and slightly curved terrain accesible for their movement instead of a few set spots that show up when you press num3

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And maybe scripting a more active Alife to not make the zone feel as desolated as it is now. Literally pulling a list of lines of code to basically mimic some scripted events from the base games like the defense of the loners from a bandit attack at the car park all the way to proper full bliwn assaults of Pripyat like in CoP

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Make loners and other factions move up north more and actually message for backup also when you're in vincinity and make these fights last instead of killing everyone before you even get there by literally putting NPCs in scripted positions like CS CNPP assault where they just shot into the void or by making the NPCs unkillable unless you enter a certain distance from them (taking active action), or some time passes (leaving them to their fate)

vale knot
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love this addon

random fulcrum
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also why not just look into it yourself

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like

vale knot
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the getting paid to help people out its nice

random fulcrum
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you have all these great ideas

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why not bring them to life yourself

regal bolt
random fulcrum
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how the fuck does helping a guy that sends a sos signal on the pda makes you feel like the main character

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whatever

regal bolt
random fulcrum
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jesus what a mindset

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it's not like

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everyone

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that mods the game learned to do so because they wanted stuff changed

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everyone

regal bolt
random fulcrum
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then tune your zcp numbers

regal bolt
regal bolt
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I wouldn't even know where to begin

regal bolt
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don't die Seeing this as the end of the first page doesn't spark up optimism

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But I'll see what I'll get out of it

wet grail
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lua is legit straight forward to learn

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you have to be legit a smooth brain if you cant learn it by yourself and some youtube videos

vale knot
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you can prolly get a pretty cheap course

wet grail
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all i see are excuses

vale knot
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i got a course for python ive been sitting on for over a year

wet grail
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me with my modeling course back from 2020 Clueless

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watched 2 classes and never opened it again

vale knot
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i dont want programming to be my job so i never bothered

regal bolt
vale knot
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it was free doe

wet grail
naive snow
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I did full thousand line python script with chatpgt's help. Learning to code is easier than ever. It's wonky and hard coded to hell, but it does what I want it to do

vale knot
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my roomate is a python tutor

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i always got help if i need it

ebon ginkgo
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Anyone happen to know which script controls music playback?

stuck merlin
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anybody knows if the black market mod is save to deactivate ?

obsidian void
stuck merlin
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ahhh alrifght thank you .)

coral mulch
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Hey so does anyone know what would be changing the mouse sensitivity between weapons in a Stalker Mod? I'm trying to play the new True Stalker mod but this is really bothering me. Not sure where to go for answers so I'm hoping someone here might know. Sorry if its off topic.

steady apex
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It's a feature of og games

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Handling of the guns affect sensitivity

open oasis
# random fulcrum jesus what a mindset

i don't think you can fault someone for saying they might not have the time or capabilities to learn programming themselves, but the way i interpret this channel's function is also to talk about making mods rather than suggesting them so it has to be either making the mod yourself or not asking here

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just my 2 cents, i also don't wish to learn syntax yet i read the scripts and change values sometimes, it's not black and white like that

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you can have an interesting idea and not be able to fully realize it yourself, this is a thing that happened all across history lol

fair flax
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can someone help with this mod?

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its a mod that adds a new faction into the game

coral mulch
steady apex
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Yes

soft burrow
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Is there any list I can copy or reference of NPCs whose bodies don't despawn?

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I want to automatically leave trash in dead bodies but exclude the ones that don't despawn

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Or even better than a list, if I can check if a body is set to eventually despawn?

random fulcrum
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story ids

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or important npcs

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both are the same thing really

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mobs that spawn during certain quests are also story related

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think cnpp and scorcher

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but not the entirety of mortal sin

dusky magnet
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I'm kinda losing my mind, the latest update broke something with how my mod is having its mod_system ltx file loaded and now it won't load the dialog IDs for Grok and Darkasleif's armor exchange, so you just get a fatal error when talking to faction leaders.

dusky magnet
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Nvm I finally figured it out, I needed to change how I wrote my DLTX file to add my dialog to the list of dialog files rather than try to overwrite it again. It's weird how that didn't break until the update

simple scaffold
open oasis
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like i genuinely don't know how difficult it would be since i don't really know syntax so if it's too much hassle do let me know

soft burrow
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@undone lily hey I updated/fixed my mods that are included in gamma
#1138977050556895364 message
#1134322406199140483 message
GTF now has an easily expandable list of npc section names for whenever someone finds an npc without task completion dialogue.
IPF wasn't working on guns with scopes/modkits attached, fixed that too.
wish you happy christmas

undone lily
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Thanks will update shortly, I did another mistake for sss19.0 and atmospherics

steady venture
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how is bloodsucker transparency/invisibility handled, it is extra texture, or how? because afaik it is not fully transparent, more like transparent and refracting light differently

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oh nvm, seems like it is particles

soft burrow
steady venture
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Yeah, I was looking for the particles, so now I am trying to get familiar with Particle editor in SDK 0.7 and it is somewhat frustrating KEKW

steady venture
slow bolt
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.xr aint a model

celest forge
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Ain't .xr files particles

shadow cave
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42

steady venture
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Yeah, particles

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Particle.xr

summer burrow
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We need scopes for the chimera hunter, I NEED to be sniping mfs again like when the toz sniper was around with barrikada

obsidian void
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@steady apex I made a couple edits to your keep crafting window open script and now crafting correctly uses the tool's "degradation_factor" parameter as defined in the .ltx. (before it would simply remove 20% durability) You can just have this. It also correctly uses this value for disassembly. It still returns a default 0.2 value if it does not find the parameter, to prevent a crash.

This also means there is no reason whatsoever to grab the "degrade_value" from the item_repair.script

opal pilot
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Hello. Is there a way to customize inventory weapon context menu? I want to get rid of favorite, and other shit and just keep disassemble, field strip, etc. to reduce clutter and prevent accidentally clicking the wrong thing. Much thanks.

soft burrow
opal pilot
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thanks! will have a look, i had previously searched all files related to WPO but couldn't find the associated lines of code. is there a way to add "field strip all" above field strip dropdown menu itself, bypassing the dropdown menu essentially, when you just want to take everything?

soft burrow
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yes it's possible, custom_functor_autoinject.script has instructions for that too

opal pilot
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i looked at the file, can't see any lines with field strip , favorites, etc. just general code that i don't understand.

forest sluice
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Is it possible to print to a log file? The console gets written into so much, i have trouble seeing my log prints.

wary forge
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does anyone have a mod to repostition weapons?

dark leaf
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Does anyone know if there is a working mod to have mouse5 toggle the free zoom, and not require a hold? There was a mod for this in the past, but changes that Grok has made to this update cause it to not function anymore. #1158305681644998716 message I don't know very much at all about modding and scripts. I tried to look into the files but I really don't know what I am doing. Any help would be appreciated.

worn fiber
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I noticed that some weapons have additional recoil effects besides the recoil from weapon file and Enhanced Recoil. Does anybody knows where these extra recoil effects come from? Good example would be the w_scar_siber.ltx.

fair inlet
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.anm and .omf respectively

worn fiber
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In case if w_scar_siber.ltx it's like a 2 frame crosshair jump.

fair inlet
worn fiber
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Is it referenced in w_scar_siber.ltx?

fair inlet
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or anm_shoot ๐Ÿค”

worn fiber
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Found it.
anm_shots = scar_hand_shoot, scar_shoot
Something inside "scar_hand_shoot" causes the crosshair to jump up and down. Now I need to figure out what to do with this becasue I can't just delete it.

fair inlet
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though that would affect all weapons using this anim obviously

worn fiber
fair inlet
worn fiber
tight osprey
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Has anyone already made an addon that restores, fixes or balances removed weapons? Like the SVT, Hera, L96, etc.

open oasis
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although despite playing for about 10 hours with this mod on i was still not able to find the guns added back, probably because there are so many weapons in the game already (i have some additional weapon mods)

reef dove
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Will simply deleting reaction_joke_8.ogg from Better Merc Voices cause any issues? Never did any audio modding and the configs only reference the folders, so unsure how it is all handled. Or would I need to renumber all the voicelines?

sacred token
reef dove
sacred token
reef dove
pale rivet
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Hi, what git clone is the new launcher using?

sacred token
reef dove
naive snow
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I need to test something with foliage, is there a way to start in a map like Fake Start (with F2) but other maps?

slow bolt
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You can go to swamps from the fake start

naive snow
slow bolt
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Honestly, i keep stumbling into there by accident

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Its behind one of the pillars. You just get instant level transition there

naive dew
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I want to override a function, namely IsSpecialNPC in dynamic_news_manager script. However, the function is within the class DynamicNewsManager. Do I override using dynamic_news_manager.IsSpecialNPC or DynamicNewsManager.IsSpecialNPC ?

steady apex
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dynamic_news_manager.DynamicNewsManager.IsSpecialNPC

naive dew
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ah gotcha, thanks!

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also what's the difference with directly monkey patching the function vs putting it in on_game_start? I see both being used

steady apex
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The order of patching, on game start is later

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If you really need the patch to be later then use on game start

naive dew
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I see, thank you demonized sensei

naive dew
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oh looks like I have to add self as the first param too

tight osprey
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Wasn't there an add-on that replaced the crappy Misery knife models with higher quality ones?

topaz stirrup
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Hello, I would like to modify the pka scope so that it is no longer pip, as it is the only attractive alternative to the acog on the ak guns. Which file should I update to make this happen?

vale knot
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this one maybe?

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ah it replaces the configs

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and will go back to vanilla animations

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as usual in stalker modding its never that simple

random fulcrum
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simply dltx it to only replace the visual

lost jay
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stlaker stories

vale knot
random fulcrum
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maybe then rerig

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rerigging a model to work with other anims is braindead easy

vale knot
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i never tried it but im sure i can

mighty apex
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Hi everyone! I need some help. I'm trying to make a custom npc, at least spawn him for now, without any quests or dialogs. I followed anomaly modding book and used duty expansion mod as a reference. The game crashes every time i'm trying to spawn him. I don't know what i'm doing wrong, i don't use any custom assets.

mighty apex
hexed cosmos
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quick question does a Lee-Enfield rifle mod exist for gamma?

sacred token
simple scaffold
open oasis
surreal gust
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thats if one already exists for abobali

open oasis
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man was looking for an excuse to butcher the name of the game twice ๐Ÿ’€

stone ingot
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really minor question but wondering if there's a simple way to remove the yellow/white objective arrow on the minimap by replacing with a blank texture

spare gale
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Is there a simple way to remove the fuel requirments for lamps in the hideout furniture mod? Im sick of having to fill up all the lamps i have and just want them on perminently

reef dove
naive dew
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anyone know where item usage or crafting sound effects are configured?

naive dew
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ok, I kinda sorta found it

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now I'm stumped on actor_effects settings, what do the numbers correspond to? For example: [container_tool_af_aam_dummy] 0 = actor_effects.use_weapon(0) ; 1 = xr_effects.disable_ui_inventory(db.actor, nil) 2 = xr_effects.disable_ui_lite_with_imput(db.actor, nil) ; 378 = actor_effects.use_helmet(0) ; 379 = xr_effects.disable_nv(db.actor, nil) 550 = level.add_cam_effector('camera_effects\\item_use.anm', 8053, false,'') 1460 = xr_effects.play_inv_aam_close() 2351 = xr_effects.enable_ui_lite(db.actor, nil) ; 5150 = actor_effects.use_helmet(1) 2750 = xr_effects.enable_imput(db.actor, nil) 2751 = actor_effects.use_weapon(1)

spare gale
reef dove
spare gale
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Looks like they have a power consumption and a fuel duration setting so i'll have a look

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ah ๐Ÿ˜„ we looked at the same time.

Yeah i'll try changing the duration and see what happens. Thanks!

spare gale
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Yep that did it! thanks a lot

vale knot
elfin mason
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Has anyone made a mod to make sawn of shotguns work in the melee slot?

random fulcrum
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almost all orange people has done so once before

elfin mason
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Would love a link if one exists

random fulcrum
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man lives in an alternate timeline where search bars weren't invented

lethal garden
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Could anyone give me advice on how to edit and save weapon stats? I can imagine its somewhat similar to editting hud values of weapons using Draggable Hud Editor. Im editing some helmet icons, and wanted to add ballistic resistance since I added a helmet to its icon.

rose glacier
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This might be a bit far fetched but il try, Does anyone know if there is a mod for GAMMA that lets me adjust walking speed like in tarkov? (Using mouse wheel up and down to change movement speed)

slow bolt
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No

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That is incredibly specific and also useless

rose glacier
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aight thanks

hearty yarrow
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grokks gotta go fast in changeable in the mod confing menu

tacit ginkgo
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Hi, anyone knows what do?

frank flicker
tacit ginkgo
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UGP?

frank flicker
tacit ginkgo
#

No

frank flicker
tacit ginkgo
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Yes

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Sorry, I missed the "and" in your question

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All works if Black Marked off but I like it

frank flicker
# tacit ginkgo Yes

hmm, if i see correctly you are using mags (weapon mgazines) mod? Try look via GAMMA launcher for those files you will even see in what mod they are, you can use a filter in right corner

tacit ginkgo
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I'm not that's the thing

frank flicker
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but it seems that you have, mags folder in your game, try find it (blackmarket_mags.ltx) via launcher and delete it (just make backup for it, for sure)

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and are you sure that you dont have any of these mods ?

tacit ginkgo
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Oh, I have the ones you have enabled, not the other two

tacit ginkgo
frank flicker
tacit ginkgo
#

Yeah nah, I'll play the gamma economy then, but thank you

grizzled gorge
tacit ginkgo
grizzled gorge
# tacit ginkgo Yes

Bm is not compatible with traders overhaul and works on top of gamma economy

simple scaffold
# open oasis understood, thank you for your time

start like this: edit the gun icons to have no mags attached. make a new icon file with the magazines in: textures/ui/ui_icon_klip_mag_icons.dds. (i'd try and do this so that one magazine icon can be used for several guns, but you don't have to.)

make a new item ltx named w__mag_icons.ltx

in that make a bunch of sections that look like.:

[tch_mag_abakan]; all must start with tch_ or things will break.
icons_texture    = ui/ui_icon_klip_mag_icons.dds
inv_grid_x                                                = 0 ;based on the icon texture grid 
inv_grid_y                                              = 3 ;

then for testing add the mag icon to the weapon icon like scopes are by adding to the weapons actual section lines like this:

        1icon_layer                 = tch_mag_abakan
        1icon_layer_x               = 57
        1icon_layer_y               = 20

adjusting the x and y to get the mags in the correct location.

the new ltx file and the icon file would be used by the final addon.

the values 1icon_layer lines will be used by the script in another way but will be the same values.

the script would be fairly simple to set up. if you havn't found someone else to do it once you have all the art ask me again.

open oasis
obsidian void
#

Can anyone clue me in to how I can modify or set an .ltx value with an MCM menu? For example, I want to make the repair_min_condition parameter on tools configurable with a menu.

So far I haven't found a single mod example which can do this directly. For example, in the Configurable Item Cost Modifiers mod, demonized had to monkeypatch the on_get_item_cost function in order to inject the new costs:

function on_get_item_cost(kind, obj, profile, calculated_cost, ret) local obj_kind = get_kind_override(obj:section()) or SYS_GetParam(0, obj:section(), "kind", "") local old_cost = ret.new_cost or calculated_cost ret.new_cost = round(old_cost * (settings[obj_kind] or 1)) if settings.debug_mode then printf("item %s, kind %s, old cost %s, new cost %s", obj:section(), obj_kind, old_cost, ret.new_cost) end end

Can anyone shed some light on how I can do this for the repair condition minumums?

obsidian void
#

Okay. I figured out that the ltx parameter is retrieved in the function UIRepair:Reset in item_repair script. I have the function behaving as I want, but I need help to turn this into a monkeypatch. here is the code:

`function UIRepair:Reset(obj,section)
local ltxMinCond = ini_sys:r_float_ex(section,"repair_min_condition") or 0
local green_threshold = (tonumber(ui_mcm.get('dynamicrepairicons/green')) / 100)
local yellow_threshold = (tonumber(ui_mcm.get('dynamicrepairicons/yellow')) / 100)
local orange_threshold = (tonumber(ui_mcm.get('dynamicrepairicons/orange')) / 100)

local minRepairCond = ltxMinCond
if ltxMinCond >= 0.75 then
    minRepairCond = green_threshold
elseif ltxMinCond >= 0.50 then
    minRepairCond = yellow_threshold
elseif ltxMinCond >= 0.25 then
    minRepairCond = orange_threshold
end

self.section = section
self.obj = obj

-- Settings
self.repair_frame      = ini_sys:r_string_ex(section,"repair_ui") or "ui_itm_repair_1"
self.use_condition     = ini_sys:r_bool_ex(section,"use_condition") or false
self.min_condition     = minRepairCond`

How can I do this without overwriting the items_repair script? I'm no good with monkeypatching

edgy tendon
#

This might be a long shot: I tried to edit this in the config files of True Stalker (openxray), but it doens't work. I also tried applying it to the texture node, but no luck. The hud texture has a different name than usual I think (ui_actor_hud_wnd_ts.dds). Do you perhaps know where to look?

naive dew
#

where does printf print to? Console or logs? Trying to pinpoint something but can't see any print statements

random fulcrum
#

both

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log is just a log of the console

past barn
ebon ginkgo
#

So I just tested it, and it looks like the max length for custom music tracks is 10 minutes. Anyone else find that out?

simple scaffold
# obsidian void Okay. I figured out that the ltx parameter is retrieved in the function UIRepair...

The lowest effort monkey patch, only slightly more compatible than a direct script edit, but also sometimes the only option, is to replace the entire function from another script.

Copy your modified function into another script and add script_name. to the front of the function name.

In this case the line would look like function item_repair.UIRepair:Reset(obj, section)

This can break other monkey patches that may be on the same function. Adjusting script names can sometimes resolve this. Would need to test to find out.

#

You need your entire modified function in the new script. Not just that one line, that's just the only difference between it and the direct edit version of the function

open oasis
#

hey Raven since you're already online, work on the atlas is coming along nicely, if i understood correctly you'd want one atlas with no mags at all and one atlas with just the mags so that they can be layered on top of the magless gun kind of like an attachment? @simple scaffold

#

where will the existing with-mag weapons will be used?

obsidian void
simple scaffold
obsidian void
#

I'm pretty sure that "keep crafting window open" monkeypatches this function.

simple scaffold
obsidian void
#

local ResetSuper = item_repair.UIRepair.Reset item_repair.UIRepair.Reset = function(self, obj, section) ResetSuper(self, obj, section) -- Set repair kit name, uses and icon, store uses -- Delay because of alife shenanigans when using multiuse items with -- heavy scripting like this CreateTimeEvent("totally_not_random_event" .. random_number(1, 1000000), "update_ui_delay" .. random_number(1, 1000000), 0.1, self.CollectValidItems, self, obj, section) --self:CollectValidItems(obj, section) -- printf("Calling override Reset") return true end

#

this is from keep crafting window open

simple scaffold
obsidian void
#

so something like this? `function on_game_start()
item_repair.UIRepair.Reset = UiRepair_Reset_Monkey
end

function UiRepair_Reset_Monkey(obj,section)`

simple scaffold
#

They are "wrapping" the function or doing a daisy chain patch.

They make a copy of the function that they call from their version after doing additional stuff.

As long as you replace the function first they will be copying yours not the orginal

obsidian void
#

and then of course the rest of the function after

simple scaffold
# obsidian void so something like this? `function on_game_start() item_repair.UIRepair.Reset =...

That might work, if you add self to the first spot in the parameters list.

It might not work depending on how other patches are written.

Patching in the ongamesrart function is delayed. Good of you need to let other patches happen first. Not good in your case.

Copy your function to a new empty script. Make the one change I described. That's all you need. No ongamestart or = some odd name.

I personally don't like using = assignment for monkey patches unless it is strictly necessary, I think it looks messy.

obsidian void
#

oh okay so I can just put the entire function UIRepair:Reset(obj,section) in a script and it will run. cool. I was just copying what someone else did kekl

obsidian void
#

function UIRepair:Reset(self,obj,section)

#

but like this right

simple scaffold
simple scaffold
obsidian void
#

ah of course function item_repair.UIRepair:Reset(self,obj,section)

simple scaffold
#

Yeah. Adding the script name there tells the game to modify that this function is being defined into the other script not yours. Replacing what is in the other script

#

So just make sure your script is alphabetical before the crafting window one and you should be set

obsidian void
#

uh oh, _g.script didn't like that

#

I know the function works when I overwrite item_repair.script

simple scaffold
obsidian void
#

it was the self parameter. I removed it and it seems to be working

#

yep works like a charm now

simple scaffold
#

The guide tries to cover that. At least the version I linked above. The one in the modding book is out of date

obsidian void
#

hell yeah now I need to apply this to other scripts I'm overwriting lol

simple scaffold
obsidian void
#

lolll

simple scaffold
#

Monkey patching was basically unheard of in add-ons before then (2021)

#

Monkey patching guide and MCM are a toss up for being the most influential things I have done. Probably MCM has had a bigger impact.

#

But not by as much as one might think.

You can actually monkey patch the base game options UI and get 90% of MCMs functionality (mostly because MCM is 90% a copy of the base game options script)

On the other hand without monkey patching and DLTX gamma would be impossible, maintaining the compatibility between all those add-ons would be a Herculean task.

obsidian void
#

yeah no kidding

#

hmm. trying to patch utjans item ui improvements:

` 1 : [Lua] ...y/bin/..\gamedata\scripts\z_item_icon_info_monkey.script(134) : Add_Parts_Bars

LUA error: ...y/bin/..\gamedata\scripts\z_item_icon_info_monkey.script:134: attempt to index global 'settings' (a nil value)

Check log for details

stack trace:`

#

I didn't change anything about the function so I must be missing something in the monkey script. It works in the overwrite

#

an now I got a global variable crash on the other script too.

`FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : E:\Github\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] d:/anomaly/bin/..\gamedata\scripts\ui_item_monkey.script(7) : base_build_desc_footer

LUA error: d:/anomaly/bin/..\gamedata\scripts\ui_item_monkey.script:7: attempt to call global 'refresh_strings' (a nil value)

Check log for details

stack trace:`

edgy tendon
simple scaffold
past barn
edgy tendon
past barn
#

Looks cool poggies

open oasis
#

wow that looks fucking dope

edgy tendon
#

thanks PepeHappy

reef dove
#

What handles the animation for using medkits with exosuits?

slow bolt
#

FDDA with gunslinger addon

bronze abyss
#

Hi everyone!

I have a question.
How can I start making textures and models?
So do you guys have any really useful tutorials for this ?

lean dagger
# bronze abyss Hi everyone! I have a question. How can I start making textures and models? So ...

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

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

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

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

Part 3: working on mesh...

โ–ถ Play video
naive snow
vital dock
#

is there a way to do something like nifbashing in bethesdas games, but for anomaly?

simple scaffold
wooden thistle
#

Hello guys!

So, I downloaded a ready-made mod that changes the NO DATA portrait to Niko Belik. I went to the folder with textures, replaced Niko Belik in Photoshop with the DDS plugin with my own photo.
Saved, replaced, installed the mod.
When starting a new game, it gives an error that there is a discrepancy in the 426 line D:\x-raymonolith and so on.
I also noticed that when I try to save a photo in Photoshop in DDS format (with its own icon), Photoshop shifts the photo by several pixels.

How to solve this problem

fringe mango
#

@mystic solstice you're the beef from beef's nvg right? i saw your comment on the moddb page saying you're working on an update but won't do all the goals on the roadmap you listed in the nov 2021 update. is the dynamic tube control one of the goals you're working on?

mystic solstice
fringe mango
mystic solstice
#

yeah, that is "easy" in a sense other than figuring out what to keybind it to - the functionality already exists to a degree as it can be adjusted in MCM settings (e.g. instead of dual dubes, you use say single right)]

magic timber
#

How did the text that determined a specific weapon_fov looked on the .txt ?? wasnt it "wpn_fov = 0.9 " or wpn_fov = 9.0 ?? (i used to change them values all the time before but now i cant remember)

fringe mango
mystic solstice
#

making it a keybind is mostly just writing the script side to choose what goes where ... but then i'd like that to be configurable in MCM so people can choose what representation they want

mostly i just have no time to write shaders atm, although i've got some progress here and there for condition/procedurally generated cracks in the lenses and some improved autogating effect and so on (i don't have a ton of history on this gamma discord so if you look at it you'll see)

mystic solstice
fringe mango
mystic solstice
#

Raven is the god of LUA lol

fringe mango
#

anyways, very excited for the update! been wanting a way to use devices with night vision for so long

#

thanks for your work!

steel willow
#

I have a really simple question but it's stumping me, I'm literally just making my own loading screen text, I know where GAMMA keeps it, it's part of Gamma UI. I was modifying that just to see how it looked but notice in game it still loads the default Zone tips, which is odd.

#

Anyone got any idea? the file with them in it is entirely modified, not a single original bit of that text exists, so it must be getting called somwhere else.

slow bolt
#

Original anomaly files are still in there. You are modifying the mod files

steel willow
#

I would have assumed it would just overwrite them, is the thing, and it's specifcially the Gamma ones from GAMMA UI that are still loading

slow bolt
steel willow
#

That's just it, I have

slow bolt
#

It cant load something that doesnt exist

#

so you missed something

steel willow
#

I just cant find where else these would be, the GAMMA loading screen pulls from ui_st_loadscreen.xml in GAMMA UI, that files been entirely edited, yet they still show up, which is odd

fringe mango
steel willow
#

Well, right now all I did was edit the direct xml in Gamma UI>Configs>Text>Eng>ui_st_loadscreen.xml

#

the plan was to eventually make my own mod to overwrite it, but that's where the text is, so I thought, might as well see if this works, can't see anywhere else those files would be, kept the original as a copy in case I broke anything.

#

Weird, even making my own mod, overwriting over GAMMA UI it resorts to the original file and textstring, it must be saved somewhere else as well, I just can't figure out where

#

oh might have found it, the "Gamma Massive Text Overhaul Project" also seems to have a loadscreen.xml

#

but its odd I'm overwriting that too, idk, I'll keep at it this shouldn't be so difficult

slow bolt
steel willow
#

loads before both of them

slow bolt
#

well, uh, there is your answer

#

Load your mod after both of them to overwrite

steel willow
#

I did that before and it crashed is the other thing, I'll get it, at least I know which two files it's interacting with now

slow bolt
steel willow
#

god of course it was me missing a </string> in the xml file

#

Ok, it loads but somewhere the game thinks they're are more text strings than I have, must be getting told somewhere else how many there is, worried that might be a base Anomaly thing and not so easy to fix

#

well it works, but the game is definitely being told to expect the normal 109 string ids, and if it doesnt get on of the ids I've made it blanks

#

so the solution is find where that's called, or write 109 of my own goddamn loading screen tips

steel willow
#

I mean I figured it was a script I just can't find it so I can replicate it, where is this normally?

obsidian void
steel willow
#

Damn, I thought that, went looking for ages could not find anything that seemed to call to it

#

I'm assuming it's in one of the games db0 files so I'll just work with that Raven dropped

simple scaffold
steel willow
#

This is my first time really looking at any Stalker files. So I was just dipping my toe, good to know, I can work from there.

#

It is very much appreciated

#

and there it is, sick, I'm assuming I could add to the number of these I have for a while. My friend group want to add a ton and it's a fun little gag to add to their own games.

#

I don't see it being useful for anyone publicly, mind, it's all very meta

simple scaffold
steel willow
#

Oh see that's a really fun idea

#

Might work on that

#

I'd need to figure out how but now I know how to see these scripts I'm sure I can work it out

#

Right now the xml is just a series of strings in a table, so I'd probably need to do more than that, I can see it checks the level name but it's pretty late, I dont know if I have the energy to work that out just yet

obsidian void
#

Hey guys, I'm working on the problem of drag-n-drop crafting with multi-use items. the functions that handle drag-n-drop are in itms_manager.script. Here is my updated function so far.

At the moment, it actually works - multi-use items are now reduced by a single use when drag-dropped. The problem is the output item. If the output item is multi-use, it always spawns with ALL of it's uses. Obviously that's a problem because it can allow you to get more output than input.

I'm trying to set the uses of the output item but so far my attempts to call the set_remaining_uses function on it result in a crash due to returning a nil value

#

Here's an example of my last attempt to set the uses of the crafting product:

-- Combine basic items as usual for non-multi-use items or depleted multi-use items actor_effects.play_item_fx("item_combination") alife_create_item(sec_new, db.actor) local new_item = alife_create_item(sec_new, db.actor) if IsItem("multiuse", sec_new) then new_item:set_remaining_uses(1) -- Set the remaining uses to 1 for the new multi-use item end alife_release(obj_1) alife_release(obj_2) end end

But as I stated, this results in a crash which reports that the method set_remaining_uses is a nil value. I'm sure I'm missing something crucial to grabbing the object that is being created.

I suspect I need to grab something or change something in the item_combine function

item_combine = {} n = ini_craft:line_count("item_combination") for i=0,n-1 do result, id, value = ini_craft:r_line_ex("item_combination",i,"","") if id and value then local str = str_explode(id,":") if str[1] and str[2] and ini_sys:section_exist(str[1]) and ini_sys:section_exist(str[2]) and ini_sys:section_exist(value) then if (not item_combine[str[1]]) then item_combine[str[1]] = {} end item_combine[str[1]][str[2]] = value else printe("!ERROR item_combination | wrong section names") end end end

But I am at a loss. I think this is the last piece of the puzzle to make drag-n-drop crafting actually viable.

steady apex
#

Set remaining uses expects game object but you use it on server object

#

You need to create time event in which you get game object by id and then use your uses method

open oasis
#

@simple scaffold took me a few hours but the magless icons are more or less finished - from what i understood you now want an atlas of just the mags without the weapons, so that they can be pointed to as if they were attachments, however i don't really know how i'd get their position once i'd be done

#

oh this is not all of them there are custom mods that introduce their own atlases but this is just for experimentation, i'll do everything once i know this works

simple scaffold
# open oasis <@155830872027693057> took me a few hours but the magless icons are more or less...

Trial and error.

In theory you can take the relative cords of a point on the gun. (Meaning the 0,0 is the corner of the icon not the file) and subtract the relative cords of a point on the magazine that should line up with the point on the gun. The result should be the correct cords in the gun icon to place the corner of the mag icon to get an alignment.

Reality probably won't be that clean and some adjustments will be needed.

open oasis
#

so it'll have to be trial and error for literally hundreds of guns?

vale knot
#

Not to mention you'd have to add this new system for every new gun added

obsidian void
open oasis
#

it is literally hundreds of guns lmfao

#

i thought there was a way to use a script to fit them kind of like what Burn did with his attachment fix, some mathematical equation

#

like i thought if i just left them in their original position they could be layered on top of the gun as if the mag was always there

obsidian void
open oasis
#

that's what i intended to do but i didn't think i'd also have to manually place them on the grid

#

making a mag for each gun would be the same amount of work as making them all magless

#

which is about 3-4 hours of tinkering

obsidian void
#

Well assuming each gun has it's own mag sheet and the icons are the same size you should be able to align them the way RavenAscendant was saying

open oasis
#

i wouldn't know how to after physically creating the sheet

obsidian void
#

Right that involves script

open oasis
#

like okay now that i have a .dds file of all the mags how do i convert that to uhh

#

1icon_layer_x=1 1icon_layer_y=1 type of deal

obsidian void
#

Yeah dunno I've never messed with the attachment layers sorry lol

open oasis
#

and i'm not saying i do but i just want to figure this out beforehand so i don't waste my time

#

Burn is saying i should be able to keep the mags in place and then use the same coordinates as on that weapon

#

the plan was to have this be on one sheet:

#

then this on the other:

#

and like align them, but for each gun

obsidian void
#

Yeah makes sense

open oasis
#

i'm hoping that is possible, Burn is telling me it is

obsidian void
#

Is this for mags redux?

open oasis
#

and the script where that is actually made an attachment will be made by Raven hopefully (if he's satisfied with my work lol)

open oasis
obsidian void
#

The reasoning is sensible, this would be handled differently from other attachments since those use the single icon and then get placed on the weapon with script

#

Of course as we said earlier each weapon will need it's own set of mags icons

open oasis
#

from what i understood the current mag weapons will be replaced with the magless version completely, the one i finished making, and then with Mags Redux equipping one with a mag will change it to the mag version with the mag "attachment" on top

open oasis
#

i'm just going to go over each gun again and remove the body

#

like i did with removing the mags previously

#

this is just for the base weapons so far i have not worked on the extras like the SR-25 or ASh-12

#

i just want to know it works before i continue working on the stray sheets

#

gonna look something like this

#

hopefully i don't mess up too bad with the spacing and whatnot

steady apex
obsidian void
simple scaffold
#

The icon editor tool helps

reef dove
#

So unless my brain is totally melted; timers are defined in milliseconds, correct?

open oasis
simple scaffold
open oasis
#

thought i'd make this simple so as to not be so dependent on you

simple scaffold
open oasis
#

didn't quite catch that, is it okay to continue working on the sheet with the current spacing? english is not my first language

#

i could bunch them up to save memory and space but then i'd have to point each weapon to its new mag location

#

which is a massive hassle

#

from what i gather currently there's no need to do that

#

since the mags are in their old weapon space

reef dove
simple scaffold
open oasis
#

ah okay great

simple scaffold
#

Make one a bass and one a xylophone and fight a controller?

regal bolt
#

@fathom wagon Hey! Got a quick question. Do you think it would be possible to make a mod like your "artifacts heal limbs" for BHS, but with Suit life support systems?

simple scaffold
#

That would depend entirely on if the suit thing is setup to let other mods adjust it's values.

It would be possible to force it even if it wasn't set up to make it easy.

It possible to make a mod that changes almost anything about another mod.

regal bolt
#

Okay. Thank you

fathom wagon
# regal bolt <@200112412920119296> Hey! Got a quick question. Do you think it would be possib...

Those are the upgrades to the suits, correct?

You could add it if you can find the value on the suit and try to convert it to a value. Could make a value in the table in my mod that is just made for armor values. Set to 0, and actively check your armor as you equip items to then set the value accordingly.

I won't be able to work on any coding for a week, so I can't work on it just yet.

I thought of doing it back when I finished the final version, but went against it as I only wanted artefacts to do it as they are anomalous. Gives you more freedom in how they can act within the game's story limits.

obsidian void
#

The cigarette and vodka recipe is simply to test 2 multi-use items

#

The system now handles multiuse items correctly. Theoretically we could also expand the item_combine code so that recipes can require a certain number of uses, or perhaps even require tools. This will open the door for way more use of the drag-n-drop crafting system!

regal bolt
slow bolt
#

now that is something

slow bolt
#

it pulls from the crafting recipes file?

obsidian void
slow bolt
#

okay this is epic

obsidian void
#

The code balooned from this:

`function dropdrop_ArtyContainer(obj_1, obj_2, sec_1, sec_2) -- Put artefact in container
local cont = sec_2
local arty = sec_1
if ini_sys:section_exist(arty .. "_" .. cont) then
local cond = obj_1 and obj_1:condition()

    actor_effects.play_item_fx("container_tool_" .. cont .. "_dummy")
    
    alife_create_item(arty .. "_" .. cont, db.actor, { cond = cond } )
    alife_release(obj_1)
    alife_release(obj_2)
end

end`

to this:

slow bolt
#

I assume this would work for every craft(with 2 items at most)?

obsidian void
#

as you saw I was also able to combine a splint with aluminized fabric to make a single use of the ALU splint

#

splint:prt_o_fabric(4 or whatever) = alu_splint

slow bolt
#

this can be a mod of its own

obsidian void
#

really it's just a bugfix

#

the drag-n-drop crafting was there already but it never accounted for multiuse items

slow bolt
#

huh

obsidian void
#

item_combine = {} n = ini_craft:line_count("item_combination") for i=0,n-1 do result, id, value = ini_craft:r_line_ex("item_combination",i,"","") if id and value then local str = str_explode(id,":") if str[1] and str[2] and ini_sys:section_exist(str[1]) and ini_sys:section_exist(str[2]) and ini_sys:section_exist(value) then if (not item_combine[str[1]]) then item_combine[str[1]] = {} end item_combine[str[1]][str[2]] = value else printe("!ERROR item_combination | wrong section names") end end end

I believe this is the function responsible for creating the parameters for the [item_combination] section

This is where it could theoretically be expanded to accept new definitions in the ltx, for example, a number of uses perhaps, or a tool.

I'm picturing something like

vodka,2:cloth,1 = bandage

#

Not that I really feel like working on this any more. At least it's in a functional state

slow bolt
#

the tool thing could work by simply iterating every item you have and comparing the section name to the tool section name

obsidian void
#

yep exactly

#

which are also cool but of course that bloats the right click menu

#

I was able to modify the lockpick crafting script so it requires a rasp and a multitool, uses 2 scrap, and then chips durability off both the tools

slow bolt
#

okay, that one i was looking for. Wanted to add right click menu to heal specific limbs and stuff

obsidian void
#

mmm this might help. At least it can show you how to add a new functor

#

would be really cool with that knife surgery mechanic we talked about

slow bolt
#

yep

#

exactly the thing it would use too

#

since all it needs is to run a script on clicking the option

obsidian void
#

now to see if I can monkey-patch-ize this lol

#

annnd it crashed. Go figure

#

yay it works

slow bolt
#

At this point might as well co-develop the mod lmao

#

you got ahead of me in scripting the FUN features

obsidian void
#

I also made field cutlery do sugery LOL

slow bolt
#

yep, see

obsidian void
#

weirdest thing is how the tool requirement doesn't work on the swiss knife

#

I still can't quite wrap my head around that. Maybe I need to use a different dltx syntax

#

or maybe the item class is an issue? idk

slow bolt
#

well it should be used with the right-click. i assume that would get passed the ID or the object itself that you can manipulate in the script

obsidian void
#

yes that would be better

slow bolt
#

and the durability decrease can be lifted from ADB since it does that

obsidian void
#

double clicking the knife and accidentally doing surgery is no bueno

forest sluice
#

Is the artifact crafting icon grid also considered a "bag"? What is it's name?

magic timber
#

Out of curiosity, from 1 to 10 how complicated is it to make guns compatible with "BaS sights n scopes" ?

zenith fjord
#

Hey guys I was wondering if anyone would know if there's something I can do about excessive spawn in the red forest. The first time I went through I had to fight the entire Sin faction to get passage, then the next time it was about 15 sin+monolith

obsidian void
# steady apex ```local s = alife_create_item(sec) CreateTimeEvent('newitemevent', time_global(...

Hey you! Not saying I don't appreciate your help (your code DID work) but...

local box_size = IsItem("ammo",item_reward) local max_uses = IsItem("multiuse",item_reward) local uses = max_uses and (max_uses >= 2) and 2 or 1 if uses then amount = math.random(1,uses) end alife_create_item(item_reward, db.actor, {uses = amount , ammo = box_size})

It does appear that alife_create_item can use an argument to create an item with a certain number of uses.

Silly goose

#

Though that is my fault for not investingating other instances of the function to make sure first kekcry

obsidian void
#

`function alife_create_item(section, obj, t)
--[[
section: [string] (required)
item section

obj: [object/table] (required)
    owner of the item we want to spawn. can be a game or server object
    it can be a table {pos,lvl_id,game_id,id} for custom spawn in the Zone

t: [table] (optional)
    item property table, can be used to process spawned item, like spawning multiuse item with specific uses for example.`

kekfacepalm

naive snow
naive snow
magic timber
naive snow
# magic timber <:dread:1031213103775485982> so blender + hud reposition, ok thank you boss

To my knowledge yeah. You can easily rip the scopes from other guns and just transfer them to the right bone in the weapon you want. Just make sure that textures and materials are all properly set up in your xray:material custom properties. Afterward it's the HUD positionning to line up the scope sight with the ADS aiming (the debug menu is really useful for editing HUD stuff)

naive snow
obsidian void
#

can anyone tell me the correct method to check the player's inventory for an item (a specific amount of an item)

#

well get_inventory would just make too much sense

obsidian void
#

So I said I wasn't gonna but I just successfully expanded the capabilites of drag-n-drop crafting.

Not only are multi-use items correctly used, the recipe format has been expanded to look for a count, so not only will any old [item_combination] recipes work (count defaults to 1), but now the number of items used AND produced can be specified in the recipe configuration. With multi-use items, uses will be degraded or created. With non-multiuse items, the appropriate number of items will be required and will be produced.

It's pretty robust. The in-inventory crafting is now quite useful.

muted mortar
#

I got directed here for this - anybody know of a way to reduce or eliminate the stagger NPCs do when you shoot them in gunfights? Shoot anybody enough and they get stuck in that animation then you just line up their head. Pretty boring after a while. I think gunfights would play out better without it so if anybody knows of a way and could tell me, that would be appreciated

naive snow
slow bolt
#

They stagger when they take a lot of damage

steel willow
#

Just want to show appreciation for people who helped me get this stupid idea to work

#

Me and my friends have been adding to this for a bit now

#

it just keeps getting bigger

fallow ingot
#

is it possible to port npc models?

subtle scroll
#

Hey anyone know of how to fix this issue? Expression: <no expression> Function: CInifile::r_string File: D:\a\xray-monolith\src\xrCore\Xr_ini.cpp Line: 1171 Description: Fatal Error Arguments: Cant find veriable class in [wpn_adar2_15]

queen pineBOT
#

@subtle scroll Update your GAMMA Launcher:

  1. Add your GAMMA and Anomaly folders to the Windows Defender exclusions and disable real-time protection temporarily, before downloading the file.
    You can find these settings here:

Windows Security > Virus & threat protection > Manage settings

  1. Grab the latest launcher: #๐Ÿ“ขannouncements message
  2. Go to [YOUR GAMMA FOLDER]\.Grok's Modpack Installer folder and extract the G.A.M.M.A. Launcher.exe and the resources folder there (picture for reference below)
  3. Launch the G.A.M.M.A. Launcher.exe with Admin Rights and either:

Follow the instructions from a Helper that is helping you.
OR
Press Install/Update G.A.M.M.A without disabling anything.
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https://cdn.discordapp.com/attachments/1098945649929617478/1187720614098776104/image.png

slow bolt
#

Make sure your gamma launcher is version 6

#

expected a different paste, unfortunately

vital dock
#

say i'm editing a character model, saving and replacing the old one
do I need to start a new playthrough (like for those hd model mods), or can I just continue with my old saves?

wicked latch
#

hi folks, I want to remove LMGs from elite monolith loadouts. I have cleared whole Pripyat and Outskirts, got 4-5 PKPs instead of any good 9x39 gun.
What is the best way to do it? Is it in .Grok's Modpack Installer\resources\Stalker_GAMMA\G.A.M.M.A\modpack_patches\gamedata ?

#

or maybe there is some \modpack_addons responsible for NPC loadouts?

simple scaffold
wicked latch
#

I know how to add stuff into loadouts using DLTX approach, but how to remove?

soft burrow
#

I really want to disable the camera roll when leaning left or right.
Anyone got a clue?
I already checked the INERTIA mod's leaning .amn files with blender, hoping to find a clue, but it looks like they're just a little wiggle that's added on top of the normal camera roll.

slow bolt
#

Pretty sure some leaning mod did exactly that

steady apex
#

how do you lean without camera roll

slow bolt
#

Moves the camera since you dont exactly "lean" irl, but peek

#

Q would be a bit down, then left

steady apex
#

so you have no way

#

since leaning is rolling in stalker

slow bolt
#

i dont remeber how it worked in there sadly. Dont even remember the name of that mod

steady apex
#

to disable camera roll while leaning, do db.actor:set_actor_lookout_coef(0)

#

its a modded exes feature only

#

but you might have no leaning at all with that

slow bolt
#

I tried to find that mod, but sadly i failed

#

I remember that the mod used a gif for a picture

#

It was a dude leaning and showcasing the animation change

random fulcrum
#

maybe add a camera anim that tilts to the opposite direction

soft burrow
steady apex
#

try in actor on first update

soft burrow
#

oh okay

soft burrow
soft burrow
#

lol lookout_coef(2) is wild
can almost stick my whole body out the window

steady apex
#

there are no limits on values, negative value will swap directions

#

and 2pi will make a full circle

slow bolt
#

Best bet is to find that mod

#

It exists

soft burrow
wild sphinx
#

LTX noob here
Trying to make a patch for Nav's Masks for a mod that adds more helmets, I already have a modified actor_effects.ltxthat would work, but what would be the better option of adding into the original one isntead of overwritting? I know DLTX can do this but am noob.
Mainly trying to set it up so if someone has another patch for such, it doesn't conflict, and be more easy to jsut add

obsidian void
#

Hey @steady apex, would you be willing to update "Parts in tooltip" to include an option to display the weapon parts in the second slot of the details window, instead of at the bottom? Is that even possible?

I have disabled WPO's parts condition at the top because to me it didn't make sense to have two redundant sections of information in the window, and I prefer the way your mod does it over how WPO does it.

steady apex
#

You can make the edit yourself

obsidian void
# steady apex You can make the edit yourself

I did look at the code but I got a little lost. I'm sure if I took enough time with it I would figure it out. Could you clue me in to how to change the position in the details window?

steady apex
#

I have no idea how details window is build up

obsidian void
#

haha!

steady apex
#

If you meant the actual tooltip, I think it patches some ui function so it always draws vanilla stuff first and then the parts

obsidian void
#

I was worried that might be the case

#

So basically I would have to patch the utils_ui script in some way to place your section at the top.

obsidian void
# steady apex If you meant the actual tooltip, I think it patches some ui function so it alway...

I assume that is what WPO is doing here in the utils_ui_custom.script:
`
class "UICellPropertiesCustom" (utils_ui.UICellProperties)

function UICellPropertiesCustom:__init(functor) super()
self.functor = functor
end

function UICellPropertiesCustom:OnListItemDbClicked()
if self.list_box:GetSize()==0 then return end
local item = self.list_box:GetSelectedItem()
if not (item) then
return
end

if item.func then 
    if item.params then
        pcall(self.functor, unpack(item.params))
    else
        pcall(self.functor)
    end
    
    self.action_moment = time_continual()
end

if (self:IsShown()) then
    self:OnHide()
end

end`

slow bolt
#

UICellPropertiesCustom:OnListItemDbClicked
implies the item was double clicked

obsidian void
fair inlet
#

I mean this is how it would look like if the irons were aligned

slow bolt
#

TLDR model error

fair inlet
#

different weapon but you get it

steady apex
#

have to add that

slow bolt
#

those irons are raised

fair inlet
#

nah just ak74, 74u is even worse

slow bolt
#

Model error then

#

They supposed to line up, but cant

lethal garden
#

This is the CBJ from the Misc. Weapons Pack. Now, this thing has SEVERE weapon sway when ADS, does anyone know a way to reduce the sway when aiming? In the LTX file maybe?

rotund lotus
#

If u dont know pm me and ill send u mine overall config on the misc weapons

atomic haven
#

Hi ya'll would anyone happen to know the code/script in the game files that determines how long a stalker stays wounded before getting back up? I modified a script file so that important NPCs can't die and only get injured but my problem now is that they don't stay injured for long enough.

tawny yoke
#

Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 262
Description : fatal error
Arguments :
1 : [Lua] ...ma/anomaly\gamedata\scripts\grok_artefacts_melter.script(419) :

LUA error: ...ma/anomaly\gamedata\scripts\grok_artefacts_melter.script:419: attempt to index field 'cond_t' (a nil value

#

any idea how to fix this?

#

this is the 419 line = zz_item_artefact.cond_t[obj_1:id()] = self.con_val[4] / 100

atomic haven
obsidian void
# slow bolt UICellPropertiesCustom:OnListItemDbClicked implies the item was double clicked

I think this must be the patch that adds the wpo text at the top of the tooltip

`original_build_desc_header = ui_item.build_desc_header
function ui_item.build_desc_header(obj, sec, str)
local _str = ""
local _str2 = original_build_desc_header(obj, sec, str)

if obj and IsWeapon(obj) and not IsAmmo(obj) and arti_jamming.has_parts(obj) then
    local parts = item_parts.get_parts_con(obj, nil, true)
    local display_str = ""
    for k,v in pairs(parts) do
        display_str = display_str .. process_part(k, v)
    end
    if display_str ~= "" then
        display_str =  " " .. clr_p .. gc("st_name_issues") .. "\\n" .. display_str
        _str = _str .. display_str
    end
end
_str = _str .. _str2

return _str

end`

Looks like it monkeypatches ui_item maybe?

slow bolt
#

It does

raw badger
#

hello guys is the lever action rifle include in default mod pack or where can i find one

surreal cipher
#

btw, quick question: does anyone knows if is it possible to code a script that would add some kind o "trembling" to the weapon being hold, like actor is shaking or something?

raw badger
surreal cipher
#

I'm interested in trying to make a effect were, if your psy health gets low enough, your aim start shaking a little, maybe it gets worse the further psy health deteriorates

obsidian void
wicked latch
#

guys, there is file called "w_vintorez.ltx". I want to override scope texture. What is proper way to do it using dltx?

Original:

[wpn_vintorez_1p29]:wpn_vintorez
scope_texture                            = wpn_crosshair_1p29

I want

[wpn_vintorez_1p29]:wpn_vintorez
scope_texture                            = wpn_crosshair_vss
surreal cipher
steady apex
open oasis
#

@simple scaffold hey, step #2 of the mod is complete, i have made a separate sheet for just the mags, moving onto step #3 - how would i go about making a list of all the weapons and their associated mags in one file? where do i obtain the positions for all the guns in accordance with their atlas?

#

sorry i know i'm getting into this with like zero knowledge lol

open oasis
#

so far looking for ui\ui_icon_bas.dds in the files didn't net any results

slow bolt
#

simplest way is to search for weapons section name to find a file

open oasis
#

how do you mean? i am not able to associate the weapon image with its name

#

i'm not that experienced in the game

slow bolt
#

each weapon is pointed individually

open oasis
#

so uhh how do i go about pointing to a mag for each weapon in one file

#

how do i even find a comprehensive list of all the weapons in this atlas

slow bolt
#

what did you do exactly then?

open oasis
#

so far nothing, just made two versions of the atlas

slow bolt
open oasis
#

it doesn't include weapons that are not in the atlas yet

slow bolt
#

i would do that to find where it is referenced

open oasis
#

it should be like 4 weapons that are missing

#

off the top of my head the SR-25, G36, P90, and something else

#

oh the Vector i think

open oasis
#

the mods section is where i got the .dds in the first place

slow bolt
#

what did you seatch and where?

#

what is the file name for example

open oasis
slow bolt
#

remove .dds

open oasis
#

okay running the search again, this will take a few minutes

slow bolt
#

its also the wrong slash

open oasis
#

i'm not looking for a file

#

i'm looking for references to this file in the .ltx's

#

it was the correct slash here

slow bolt
#

it isnt actually the wrong slash, nvm

#

the example has the wrong slash

open oasis
#

finally getting hits

slow bolt
#

you get a lot of them

open oasis
#

not as many as i think there should be

#

so far it's 101 weapons

#

should i cancel and take a look at the results

slow bolt
open oasis
#

oh per weapon but not the scoped variants right

#

or actually no that would be wrong

#

it'd have to point to multiple places in the file for different scoped versions

slow bolt
#

but same file

#

you dont need to define the same file twice

open oasis
#

hm okay

slow bolt
#

either way use AnyTXT search

#

since it indexes - its instant

open oasis
#

ah shit all the hits are from attachments

#

now if i search in the BaS folder i get weapon matches

#

@slow bolt did i reach the right place?

#

that's only 42 hits though

slow bolt
naive snow
#

Launch your notepad++ through MO2 and search your c:/anomaly folder instead you'll get every mod assembled and virtualized in your anomaly folder

slow bolt
#

could do that, yeah. will be helluva lot less hits but they would all be the ones you want

open oasis
#

these are all weapons that i want i think

#

i'm just worried there are so few of them

#

how could it just be 42 guns

#

@naive snow like so?

#

i don't really know what you meant by that

#

i get more hits just searching the entire GAMMA folder but it's going to take ages

naive snow
open oasis
#

it was already checked

naive snow
#

And then search your c:/ anomaly
You'll essentially get the same path/virtualisation as when you launch your game

open oasis
#

that never happened before

naive snow
#

What are your filters?

open oasis
#

i'm softlocked into that error message lol

naive snow
#

Use *.ltx instead

#

And make sure you have your anomaly .db archives extracted too beforehand

open oasis
#

i did not make sure of that lol i got 201 hits now

#

does that sound right

#

why am i not searching in the GAMMA folder though

#

like what's the logic behind that

slow bolt
#

because this makes sure you search the latest file loaded, instead of all of them

open oasis
#

ohh gotcha

slow bolt
#

less hits overall while also they are more useful

open oasis
#

does this look right

#

original:

#

(that's where i take the values from)

slow bolt
#

again, no .dds needed

open oasis
#

ah god fucking damnit

#

fixed

naive snow
open oasis
#

i'll be going through these

slow bolt
#

are you doing a DLTX edit? you are

#

then if the x and y are the same - dont need to repeat them

#

ah,wait. those are mags

open oasis
#

no these are for the weapons

#

the mags will have the same position

#

since that's how i edited the atlas

slow bolt
#

if it is for the weapons, then why the section names are mags?

simple scaffold
# open oasis does this look right

Sorry I have COVID can't think.

The guns will replace the normal gun icons.

Only need special sections for the mags.

The stalker icon editor can help you get the grid numbers

slow bolt
open oasis
#

shit i'm sorry to hear that man get well soon

open oasis
#

hi

#

that is not me lol

slow bolt
#

well he deserved the ping

open oasis
#

true i am the real klip

#

anyway uhh that's what i was told to do in the OP

slow bolt
#

that is for the mags

open oasis
#

okay but the mags are in that same position as the gun

#

in the atlas

#

that should be fine no?

slow bolt
#

if you want to replace icons for the weapons - section name should be the name of the gun, not mag

simple scaffold
open oasis
#

yeah the normal atlas will not be used

#

it will be replaced with the magless version i made

slow bolt
#

for weapons i can help

open oasis
#

i am meant to layer the mags like attachments on top of the gun but i deliberately made them have the same position

#

so i don't have to do these one by one

slow bolt
#

but the layer stuff i dont know

#

@open oasis Replace the icons for weapons first

open oasis
#

okay, how do i do that

#

remove the "mag"?

slow bolt
#

change these to the respective weapon's section name

#

so, wherever you copied that from and put a ! before the name in []

open oasis
#

like so?

slow bolt
#

so like
[wpn_abakan]
bla-bla
bla-bla

in your file
![wpn_abakan]
bla-bla
bla-bla

#

yes

#

assuming that is the section name in the file

open oasis
#

it should be

slow bolt
#

do x and y coordinates even change?

#

if they dont - no need to specify them again

open oasis
#

i have literally not moved a single thing around

#

it's just the same position with no mag

slow bolt
#

then you only need one line there

#

x and y dont change, so you dont need to add them again

open oasis
#

keep this ok

slow bolt
#

and do that for every weapon bas has

open oasis
#

do i have a way of testing this in-game to see if it worked

slow bolt
#

create a new mod and put that file with a mod_system prefix

#

into gamedata\configs\items\weapons

#

Example: gamedata\configs\items\weapons\mod_system_whatever.ltx

open oasis
#

and i need to put the custom atlas inside textures\ui right

slow bolt
#

yeah

open oasis
#

testing now, fingers crossed ๐Ÿคž

#

okay it didn't work

#

this is the .ltx directory

random fulcrum
#

gamedata\configs

#

not deeper

open oasis
#

this is the atlas directory

open oasis
#

so it's just like the repositions

random fulcrum
#

you also have gamedata\gamedata\

open oasis
#

i'm so stupid

slow bolt
open oasis
#

oh no hang on that is just the name of the mod

#

i didn't change it

#

does that matter

random fulcrum
#

ah well then yeah it's fine

slow bolt
random fulcrum
#

just move the dltx to the root configs folder

slow bolt
#

gamedata modbigbrain

random fulcrum
#

provak powerlevel

open oasis
#

oh SHIT

#

let's GO

#

ok so first things first i do this for all weapons in the list yeah

#

then we can continue

slow bolt
#

yep

#

ngl i would have just gave this task to LLM. too much mundane work

open oasis
#

we gotta start somewhere

#

i'm getting fired irl either today or tomorrow

#

i don't mind the extra work

#

i'm just not willing to layer each mag manually, i need to have this work with the current positions

#

i specifically made the atlas that way

simple scaffold
# open oasis

For the circled part you will need the grid x,y width and height from the original gun. Copy paste to here. The dds will be the mag one though.

open oasis
#

got it so for the mags variant i'll have to include the x,y coordinates

#

it's just the same listing process right

simple scaffold
#

And width and height. All to match to ones in the gun

#

Yeah. But no ! This is not DLTX, just a new ltx with a ton of icon sections.

simple scaffold
open oasis
#

gotcha so for the [tch_mag_abakan_n] stuff i use all 5 lines

#

no ".dds" and exact same positions as from the original file

#

it's the list i'm making right now and another for the mags

#

ok, the good news is that the changes i made specifically to the BaS weapons work

#

the bad news is that there is a shitton of fucking guns that aren't BaS lmao

#

but i won't let that stop me

#

it's 01.30am i'm gonna take a break for now and return to the mags later

atomic haven
#

Hi, would anyone know how to lock a specific npc into a current state? I'm trying to make it so unique NPCs never die and are only wounded but when wounded are locked in the wounded state until you leave the area for example

random fulcrum
#

try locking the guy to a certain hp amount?

#

idk how would you do that without recurring to something like npc_on_update

#

and that's extremely expensive if you don't control it

atomic haven
# random fulcrum try locking the guy to a certain hp amount?

Hmm, this is the code I have now which is like a mix between the Tougher Companions mod and the Immortal Important npcs mod. I think there's already a code which puts them at, in this case, 4 percent of their health.

Problem is, they still stand up after around a minute with full health.

Would you know where in the code I can put in the npc_on_update line or a different line that locks them to a certain hp?

atomic haven
fair canopy
uncut adder
obsidian void
fair canopy
#

ah that's awesome. IMO last thing missing from Mags before getting into desolation territory

atomic haven
#

How do I make a script work only if another script is triggered?

atomic haven
#

Okay, I was able to make it so certain NPCs stay in a wounded loop using the npc_on_update function but now the problem is that, they are injured even when just loading into the level or loading a save. I was wondering, is there a way to make it so the npc_on_update function, which contains the loop to keep them wounded, only fires after the npc_on_before_hit function, which contains the script for me shooting them putting them into a wounded state without killing them? Basically can I make it so the function only works after another function is triggered, if so, how?

open oasis
#

i'll be working on the mag layer next

fair canopy
#

ah cool. will it show which mag type or will it just be based on the base icons for each gun?

open oasis
#

and after i confirm this all works i will add the missing weapons

open oasis
#

making special mags for each gun is too much work

#

i am satisfied with just the one mag showing or not

fair canopy
#

yeah that would definitely be a hell of a task

open oasis
#

i want to be able to tell which gun is usable immediately or not

open oasis
#

i have no idea how to automate this so everything is cut and moved manually

#

how naive of me to think it was only 4 weapons missing from the BaS sheet lol when i checked the debug menu only around 10% of all guns were magless after doing those ~180 BaS entries

fair canopy
#

are you going to do all vanilla anomaly guns too?

#

or just gamma ones?

open oasis
#

i'm going to do all guns that appear in the game and have mag attachments, obviously

#

i just need a way to find their sprites and positions

#

i'm not too familiar with the game's file strcture

#

with BaS it was easy since it's all under ui_icon_bas.dds

#

i thought the majority of guns were in there ๐Ÿ˜ญ

open oasis
#

maybe it's different to what you're trying to accomplish idk

#

worth a try

open oasis
#

@simple scaffold okay i have created the w__mag_icons.ltx file like you instructed me which should be completing step #4, i am not entirely sure how to continue with the layering of the 1icon_layers, is that even needed anymore since the mags are in the same position as the gun?

#

i can continue looking for the other guns to de-mag while you recover

naive snow
open oasis
#

it is swapping to the default icon back and forth

#

the weapons and the mags have the same positions since it's the same grid

#

it's just the weapon is transparent with the mags and with the weapon layer the mags are transparent

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i thought you could just skip that step and have it be layered with mags on top of the weapon magless

naive snow
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Then simply pointing to the new image should be enough if you override the ![wpn_xxx] section appropriately

open oasis
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then i probably didn't need the coordinates right

naive snow
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Wait you're doing mags as an attachment icon or are you simply swapping the core icon?

open oasis
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i- i don't know i'm just doing what Raven is telling me to do lol

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Mirrowel helped yesterday too

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the original weapon icon is now magless

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it remains in the same position

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the mag icon is also in that same position in a different atlas

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so that i don't need to go and place each icon separately for each weapon

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you can layer ui_icon_bas_mags on top of ui_icon_bas_magless and have the complete gun show as intended

naive snow
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You could have simply reverted to the original icon I guess instead since they have the mags

open oasis
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well Raven intended to do the mag layer as an attachment

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i don't know he's the Lua wizard

naive snow
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Either works really

open oasis
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so what is my next step here?

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do you know where i need to look to find the rest of the guns?

naive snow
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Finish the 200+ weapons kekl

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Well a bunch are in the anomaly .db archives

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You should have found the rest in your notepad++

open oasis
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i think i have

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how do i unpack the archives?

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i have 90 weapon entries

naive snow
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Go in your Anomaly folder> tools. Find the unpackall.bat or whatever and make sure you have enough space (it's 20gig of stuff)

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It will unpack everything at the same spot under a _unpacked folder.

open oasis
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and how can i get a list of all of them in N++? what do i look for?

naive snow
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You can create a mod in your Gamma/mods folder, create an empty gamedata folder and move the content of the unpacked folder in there. Refresh mo2, enable the new mod at the very bottom of your priority list. Relaunch notepad++ and redo the search

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Basically the .db archives are just a bunch of folders compressed (likes meshes, textures, scripts, configs, etc)

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So search using the same filter as before with *.ltx

open oasis
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yeah but i imagine i can't search for "ui_icon_bas" again since they're not BaS icons lol

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what do i actually search to get the list reliably

naive snow
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Just search for the line icons_texture or whatever in the config folder I guess in any .ltx file

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Tho you'll get artifacts and other items included too

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Usually weapons .ltx files can and will have multiple entries of these for each variant of the gun. Example is the wpn_sig550.ltx has an entry for the camo, the custom, the luckygun and a sniper version that doesn't exist anymore. The should all use the same atlas, but some of them might not

open oasis
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and what atlas are those referencing

naive snow
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Also, dont run the game with the unpacked new mod you just created, it fucks a bunch of stuff

open oasis
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i'll take a look into textures\ui regardless but just trying to make this easier on myself

open oasis
naive snow
open oasis
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i already got everything from the packed version

naive snow
open oasis
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wait so unpack it with the tool, search inside it, then zip it up and disable it if i want to run the game?

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i don't get the running through MO2 stuff

naive snow
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No you missed a step

open oasis
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or unpacking through MO2

naive snow
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You need to create a new mod, call it whatever you want

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Go to your gamma folder, into mods

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Create a new folder, something like Anomaly Unpacked Files

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Inside create a new folder called gamedata

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Move everything you have in _unpacked to it

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Refresh MO2 and that first folder you created should appear as a new mod at the bottom of your list

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Enable it

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Launch Notepad++ through MO2 like you usually do

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Redo the search

open oasis
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and what do i do with the old unpacked

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just delete?

naive snow
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You can delete it, you don't need two copies

open oasis
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also will i now be searching inside the mods directory and specifically that new unpacked mod

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or all of GAMMA

naive snow
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Just search your C:/Anomaly. If your Notepad++ is launched through mo2 it will see everything like if it had been moved to c:/anomaly

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When you launch an application through MO2, it tricks that application to see files the same as the window in mo2 that has your files hierarchy, the outliner on the right (by default)

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So you have all of the right files "virtualized" under your c:/Anomaly without needing to manually fix up conflicts or order of overwrites

open oasis
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so it also sees everything in GAMMA?

naive snow
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Otherwise, if you search in your Gamma folder instead you might find 5 versions of the same file in your Mods folder, figuring out which one is the right one is a pain

naive snow
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Iirc, mo2 basically connects every Gamma/mods/"insert mod name"/gamedata to your Anomaly/gamedata

open oasis
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i guess the issue now becomes just finding a reliable pattern to which atlas icons are being referenced

naive snow
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Well the only way to know is to check the icons_texture line

open oasis
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are you sure this will show me everything i need to find

naive snow
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That basically tells any [item] what the icon sheet it should use

open oasis
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even if it's got like stray results i don't mind

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i just need to make sure all the weapons are there

naive snow
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You should be getting way more results if you search properly now

open oasis
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is this normal?

naive snow
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If you miss one or two special cases you can always check in the debug item spawner what the weapon name is and search for its ltx name

naive snow
open oasis
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oh, no i missed that step

naive snow
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You need to move everything in there afterwards

open oasis
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that fixed it

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yeah

naive snow
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Gamedata folder is basically the root folder of any files for xray engine

open oasis
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919 hits for icons_texture

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here i should be able to find all the guns right?

naive snow
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Have fun kekl

naive snow
open oasis
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i'm just worried some weapons will not be included here and the majority of them i'll have to go out of my way to find

naive snow
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Weapons can only be handled in .ltx files so if you're searching through every single.ltx you should find them all really

open oasis
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okay yeah i had that *.ltx filter

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i will also be having a slightly harder time since i have a few weapon mods

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so distinguishing between which one is modded or not will be a pain lol

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i guess i'll just have inherent mod support for RWAP, LEWD, and some solitary gun mods

naive snow
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Tho like I said earlier, variants of weapons (sig550 for example) will have all it variants created in the same .ltx file. Those variants might use the same icon atlas, but not the same grid x and y

open oasis
naive snow
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The variants wont have the icons_texture line in some cases, but if they have a specified grid x and y in them they probably point to another icon in the atlas

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Have a look at the sig550 file, you'll understand. Variants are often (but not always) delimited with a


Camo version

New values blah blah

open oasis
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ah so going by separators

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i'll just have to scroll through each file i find then

naive snow
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The curse of dltx is that any mod can overwrite any of those values anywhere. Exemple my mod that switches the m4a1 tactical for my own. My change isn't in the actual wpn_m4a1.ltx file, but it overwrites the line of icons_texture of that file

naive snow
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I know some of the guns have the scopes not as an attachment icon layer but instead the scoped section of the weapon overwrites which icon it is (the atlas has the core gun icon with every possible scope drawn in)

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You can find some of these if you look in your ui/icons folder

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The smart way to go about this really would be to write a small program that could look through every .ltx file, under any "[wpn_xxxx]" any line of "icons_texture","icon_grid_x","icon_grid_y" (grid size too for x and y) and write a nice clean .ltx file with all of that info. You'd get everything scrapped automatically for every single weapon. Pipe that info directly for the creation of the mag attachment.

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Whenever you want to update for a new weapon, just launch your program and it spits out an updated .ltx file ready for use. Just create the magless edit and the mag atlas and you're done.

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Manually copy/pasting all of that info by hand is insane work otherwise really

atomic haven
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Do while loops just not work in Stalker? I've been trying to make a while loop and the game just crashes

open oasis
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that would be 1icon_layer_x and 1icon_layer_y

naive snow
open oasis
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is that not what you meant?

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otherwise it's inv_grid_x and inv_grid_y

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oh shit

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i hit the motherlode

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actually maybe not since those are all rusted to shit

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there's no way some of these items are referencing that sheet right

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fuck i have no way of knowing what's being overwritten and what isn't aaaaa

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i don't know if any of these are actually used in GAMMA

naive snow
open oasis
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ok none of the weapons are not being taken from that sheet thankfully

open oasis
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we're not doing that

naive snow
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Well it's the value you'll need, so buckle up

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Since you need to point to the same position in your mag atlas

open oasis
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i'm trying to do ui\ui_icon_ and that has 540 hits so maybe i could narrow the search down

naive snow
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See now why I said it was insanity to do it by hand?

open oasis
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icons_texture has 919 hits

open oasis
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i'm not smart i can't make programs to pull all that shit for me lol