#╙🖇mods-making-discussion
1 messages · Page 44 of 1
but i'm one of the few who want this feature so i have to get my hands dirty that's alright
You'd be surprised what chatgpt with the right prompts in python can do. I did a bunch of automation stuff with it.
why can i not open the virtualized thingie in explorer?
Plus your case is pretty simple
i want to see where the file is and where the ui folder is that it's pointing to
but i can't open it
Cause window's explorer can't see virtualized paths. That's why initially MO2 comes with a file explorer
some of these are the actual weapon icon right
I believe some of these are used for the upgrade screen of weapons
Could be. What's the weapon ltx say?
i found the mags for it
but this will have to be changed at one point
like the weapon itself
Yeah what does the (that's a Thompson right?) wpn_.ltx file say?
btw i want you to know i really appreciate you helping me this is not a trivial task lmao
i just edited the ASh-12.7 and Kriss Vector to have no mags
It should give you the following
The right icon texture
The icon grid position x and y
The icon grid size (3x1)
i don't know how to find it
Either find it in the file inspector of Mo2 or through another notepad search
oh i think i found it
ui_tommy is that .dds i showed you
so that must be it
it uses both
Right so the texture is ui\ui_icon_tommy
The first position is the first upper left gun icon you showed 0,0 and the size is 2 by 4 (100pixel x 200pixel). If you supply the same info, albeit changing the texture it points to for you mag icon layer you should have something that lines up perfectly on top
i am just making magless versions for the time being
it's more simple and organized
i'll go over everything and do just the mags after i've found all the weapons
i just need to confirm everything works in-game
Wouldn't it be more efficient while you have the atlas open to create the mag atlas too?
i mean i guess
it's an extra atlas per weapon i find
i can't really find the weapons that are not part of Large Files right now
which is the majority of weapons lol
It should be an extra atlas per atlas, not per weapon really
well some of these like the vector or bizon are just one gun
Yeah but you're not going to be making a copy of every atlas for every gun
i might have to depending on the structure of the weapons i find lol
Moreso for atlases that contain multiple gun.
like i said i'm not really able to find the majority of guns atm
i'm focusing on the weapons in Large Files
A good chunk of large file weapons are actually small overrides to the the unpacked archives weapons
yeah but in unpacked i was only able to find the sheet i showed you
with the rusted weapons
works for me (vanilla naomaly)
Anybody know what governs the spawn rate of the recipe for exosuit repair kits?
Trying to tweak some stuff
So, holy shit, I've been staring at the treasure manager config and code for a hot minute now and I am seeing into the matrix. The granularity of the loot tables and tier system is really, really fkn clever and really gives a ton of control over balance and RNG
looks like gamma adds something on top. Not working in gamma, not sure how to debug what overrides it. I have added mod a the very bottom, so it has top priority after all other gamma mods
dltx mods are applied alphabetically, so you have to rename the file to something like mod_system_zz_vintorez.ltx
add more z until it works
what I can probably look is "dots and reticles extravaganza", but they just put different dds
thanks, I will try it. Much appreciated!
so what's the whole story about not being able to recharge artifacts to true 100%?
you guys think it would be hard to make a complete set of alternate artifacts with their charge level untouched by GAMMA's charge system? maybe add a right click option to turn normal artifacts at 98%+ charge into their 100% variants
because the script looks for 100% condition artefacts to reroll them
simple as that
that's why it's capped to less than 100%
the game decides on what number to show you but they cap at the same value
that is so... blunt
guys, which parameter is responsible for reticle texture scaling for weapons? The one in the center is pso2 and it is displyed correctly on high resolution. Left and right ones are on the contrary huge
My immediate gut reaction is that it's not being scaled at all. By changing the resolution it is changing the size it's displayed at because it can only be x number of pixels high and wide. So you need to modify the texture itself probably
like by increasing the resolution you are effectively increasing the size of the screenspace compared to the reticle texture. Does that make sense?
Pretty sure the bas scopes extravaganza has alternate reticle texture sizes when you install it for this reason
The extravaganza thing only does 16:9 scaling
It's in gamedata>configs>ui>scopes_16
That's the xml file that handles the reticle textures
alr, tyvm guys. Looks like texture itself is made bigger for one reticle and smaller for another
it gave me options for 16:10 and other aspect ratios when i reinstalled it
Gotta paint this mask file carefully
Does anyone know which mod controls the npc interaction with anomalies?
Has someone ever made a mod that somehow makes the game run on the source engine? I know its a stupid question but its worth asking
That would require someone to completely rebuild the game in source
If stalker 2 gets delayed again i might do it lol
Good luck
Have fun coding the entire a life system from scratch
Just for it to get sued by valve...
If you recode the entire a life system from scratch you own the code and can't get sued for it..
Valve: this guy coded this entire AI system and wrote his own code!!!! Quick!!!! Sue him!!!!!
real
Except not at all real
Hi! i got a quick question, is there a way to port some of the animations from gunslinger to the rest of guns in gamma ? i never saw a shotgun with the winchester animation wich is awesome, and i never saw the other models of vss, as val etc with the gunslinger one. Thanks a lot!
By "the rest of the guns" do you mean literally all gamma guns?
Anybody managed to figure out how to do custom combat music via NeboStrelok's mod (Combat Music Restored)? I've been trying to replace the tracks in that mod with my own. Ogg formatted and with track comments via that SAVandT program, but when I engage in combat, the ambient music just disappears and I only get silence. Any clue what I might be doing wrong?
Does anyone know some way to impede the game from carrying out an input like crouching or leaning?
Not all, but i mean, the ones that dont have good animations directly.
Ported gunslinger anims are AEK, Groza, MP5, P90, some pistols, PM, APS, Sig 550 and the over under toz
So whatever gun you want changed, it'd have to be with one of those
Which is def possible
Yeah i mean, pistols gunslinger animations are freaking amazing. But the other day i was playing with debug mode, and there is too many guns wich dont have any custom animations.
sadly that is just life
maybe one day someone will come around and do them all, (aka firebreathe)
And it would be awesome to import the winchester animations and also models to gamma, those are great shotgun animations wich can be applied to many pump action shotguns
ooooh, so he was the one doing the porting ?
no but he does the PRP and has done most of the good pistol animations in gamma
im sure it does take quite a lot of coding and stuff. i wish i knew
no one ports gunslinger anymore
That is very freaking sad
last I know of was Teivaz but he has removed it all entirely to go to his own creations
Talking about gunslinger, is that mod still alive ?
no
It has been a year since they stopped posting
last update was 2020
their is some ports but not many, they mostly always get removed due to it being gunslinger
these are good
https://www.moddb.com/mods/stalker-anomaly/addons/152gunslinger-but-anomaly these might be what you're after
I also have my hands on some
Yeah, came across that post today
tbh most of the gunslinger guns now fall very flat with the new sss19
most look very toy like now
Yeah but, i mean, they are pretty decent
But there are some guns that could perfectly use some of those animations
intead of the default ones that look awfull or even bugged
Most I can think is the svd which isn't too bad
As a matter of fact Teivaz (I guess) ported all remaining Gunslinger weapons and more, like devices and even made custom weapons use Gunslinger anims
But these works weren't posted publicly
Trust me, use the debug mode and spawn on inventory all the vss and as val variants
Probably something could be done to change the default shader model for the guns. They most likely use the default orennayar
there are some awesome ones, from blindside and this other guy
this is freaking great
yea this is the one we are using
Of course, but i wish it would be used for the other variants of vss or as val, at leat the ones that are not good, wich you can perfectly notice
Yeah vss
he might make some more who knows
Really ? why ¡
shit got caught in a massive crossfire flamewar between this server and another project's server
and he just moved onto making his own animations
and now he just got tired of anomaly because the hands rig is bad or something
the animations were in that project
and moved onto another games
then the project got shafted due to witch hunts
shit became lost media
teivaz got into cwwp
Yeah maybe not all but almost all from what I've seen
that's the situation
Not really, he made everything public when TCO went down
it's not lost media at all
But TCO is literally a bunch of incomplete half assed ports
color me surprised
most of them were literally 1/4 what a gun needs to be operational in game
We have all this great modders, animators
but they are so desorganized at the same time(my opinion of course)
Hahahaha
👍
tco wouldn't have gone down in flames if the lodge didn't plan a witch hunt
i thought that we had a healthy competition
Fuuuck
okay yeah he was
He had more coming onto him, but he just cried his way out on his own
Literally no one cared about him, he left on his own accord
but what the lodge did is still more than fucked up
You men "The chernobyl Ordinance Mod" or wich one ?
Sorry if i am a bit lost
I am literally hearing this for the first time
Barely a """"""""witch hunt""""""""" when he was the one to join gamma discord with his buddies, saying slurs every 4 words, calling Grok every name under the sun, mention GAMMA and Grok on every single livestream he made on his channel and literally stole assets left and right
nah you didn't lurk enough
I was in the TCO server, I was suppossed to help with the project
and left the server when I saw who Synth was
And how he was
The stuff I know, I know directly from people that were "friends" with him during that exact time
I was literally @'d by him in his server when it went down
So yeah
TCO deserved to go down into the gutter
shit was mid anyways
Yeah, you bet
Some very justified like the TCO """""beef"""" (Which was more an ex-convict rambling about a man that didn't even know he existed for months)
Some literally just piss ego fights
You enter reddit and is always the same discussion
whatever soup would be started it would be swallowed by gamma
efp is already over
at least gamma is on a super hard crash course
so the market will be free again
Ah yes, the "true OG chad alpha old stalker gammer" vs the "tourist tacticool drewski cringe tarkov anomaly shit baby poopoodoodoo person" debate
Hahahahaha exxxactly
Really ?
Not boring and stale to see the same 10 posts every single day
and surely the update of anomaly will never come out
EFP is not over
Like a phoenix it rises from the ashes
so that's why it's slow
1.6 release Q3 2063
I know it takes time, mosly because there is people working on something that are not getting paid, and not with the structure of a big company
but, shiish
i dont want to be dead when the update comes hahaha
I see i see
But they didnt post any updates on the discord server since..
i dont know
Yeh, maybe 2 years now
Wait, you talking about efp or anomaly ?
Im sorry if my english is too bad, im good at talking it, not writing it
Agradecimiento a BlackJeison por ayudarme con toda la adaptación de la animación de -Firebreath-
Añadido -Acog-Eotech-Barska-
Prox. Actualización de BaS.
I was talking today about something like this, there are some awesome scars in the game, with the bas animations. But the ones that are not from bas have some horrible anims. So porting and adapting existing animations to this "old" guns seems like a good idea to me. Its not perfect, but is better than the default ones
why
like really
the vanilla scars aren't meant to be usable in gamma either
inb4 buh i got one in my game!!!!
yeah i mean, but arent they in the gun pool of the game ?
It shouldnt even be in the gunpool on the first place
they aren't
ma bad
where and how can i edit hands \ fingers \ bones coordination for left hand while holding detector?
Guys, excuseme, I need help with .DDS format, I get weird colors from compression in paint.NET, I tried other formats and most of them look nice, but they also make the file size go from 2.33 MBs to a whopping 12 or 16 MBs. Can you help me?
Ive been attempting to change the repair type of the SVT40 to type B instead of D, but it remains the same, even after editing every LTX file for the SVT40. Anyone got advice?
2022*
That is sad man, loved the animations and guns attachments
I wouldnt call it dead
His team is still active
Thats why oxr gunslinger had permission to make gunslinger mod work on openxray
In gunslinger mods moddb page it is said that every existing gunsl animation will be reworked
damn
but the didint even finished all the base game guns, its a lot of work
the modelling, attachments etc
The thing that "bothers me" is the lack of communication with their own communities
Don't care honestly
maybe its becaues i cant speak other language than spanish and english
Most shit packs in anomaly barely have any details
i have a lot of anxiety hahaha
Like dynamic bullets in the mag for anomaly when?
I'm so fucking tired of these animation ports
Every mf can do that
You need to know a bit of coding right ?
i surely dont know how to do that
i am a baker, imagine hahaha
Last year i was trying to understand how to animate, it was fun but hard as fuck
Tried to make a rig and animate it, ended up animating only hands
I would love to return to it some day, and maybe do some item animations
Nope
Its because most anomaly maps have unknown sources
You need to merge the spawns together using a tool
And if you want for level changers to work on other maps
You need to handwrite spawn sections
The SDK itself is a pain to use
Everything i hear about modding is....so much work, like the game clearly wasnt prepared for modding. Wich is sad because its what´s currently mantaining these games alive
Not really
Thats what happens when a mf tries to run 400 mods without crashes
Xray engine was praised during its time
Especially in old stalker builds
Yeah, i guess that is what happens with a game engine that is almost two decades old
and you guys dont get paid any money for all that work ? like, not even donations ?
Yeah, i love baking but sometimes i get really tired of it
and i get paid from it
How much of your time you dedicate to it ?
and how is anomaly development going ?
I see i see, but the idea of the anomaly map update is to add new zones, new item spawns or what exactly ?
Sdk is used for compiling the map
And to generate ai map
Placing objects
Graph points
Smart terrains
Stashes
Waypoints
Level changers
Anomaly zones
I see i see, so all of the above and more heh
Well, thanks for the hardwork, i mean it
And more that i forgot to say
It is not required to have all of these
To compile a map you only need 1 light entity and 1 glow entity
And an ai map
Yeah, you clearly have things to say that i would not understand hehehe
I know that I can run through all of the unpacked scripts and configs to try to piece together the anomaly codebase, but is there a document that lists the functions and their inputs/outputs? I get the feeling it's just the former but hey here's hoping
You wish there was something. I wish that sometimes too. Best we have for documentation is probably the anomaly modding book 
\gamedata\scripts\lua_help.script has a function list
I think there was also lua_help_ex.script or something for the Modded Exes functions
Any idea where i can get modding resources for Anomaly that isnt just the github location. I cant seem to find any info on how to mod items into the game
yes, besides the modding book, i've been looking around on how to mod items and i couldnt find much
maybe im blind
there are "tutorial" videos on youtube but they drag on and on and never explain anything
The book just tells you what things are
but not exactly how to use them
or how to apply them
Best way (or atleast how I did it for the first time) was to take an addon that's similar than what you want to add, and base your mod on that
alright, well i shall have to do that then. does the book tell me how to decompile a mod to understand how it works?
No need to decompile, anomaly uses a loose file type system, you don't have to repack anything
oh, well alright then, thanks!
Does anyone have a list of callbacks and what they do? Or a call back that can identify an npc and constantly apply updates to it? I'm trying to figure out how I can put a specific npc I attack in a wounded loop where they can't heal. Problem I have is, if I use the npc_on_before_hit, the loop I created doesn't work, and if I use npc_on_update callback, the loop works but it applies to every listed npc instead of just the one I attack, so if I attack one and he becomes wounded then all listed npcs in the area become wounded without being touched. I thought on_enemy_eval would allow me to only wound enemy npcs, however it's just the same result as npc_on_update. Any ideas? Thank you.
old ammo convert to new ammo is ok or not ?
save npc id when you attack them and only apply the effect to that npc?
all callbacks can be found in axr_main
Ah, I tried doing that too, applying the loop to only a specific npc rather than a table of important npcs I listed, using an if statement and their id. Problem is, if I were to use the npc_on_update callback or on_enemy_eval it still applies to ever listed npc instead of just the important npc if I attack one and he becomes wounded then all listed npcs in the area become wounded without being touched
Thank you, I'll take a look at it
how would an NPC not matching the ID become wounded?
Ah, no NPCs that aren't listed don't become wounded. Let's say I say, if npc = (npc id) then put the loop, then do elseif, or end, and start a new if statement, then do another if npc = (npc id), all of the listed npcs are still affected the way I said
For now, though I'll try using a different callback than npc_on_update
maybe I can use npc_on_use to make he npc wounded every time they use a medkit
i dont.. so you cant put them in a wounded state while on_before_hit?
Ah, I ca put them in a wounded state but for some reason they still end up healing after about a minute
I want to put them in a loop though wherein they can't heal and just stay wounded on the floor
which is normal. NPCs always pick themselves up from wounded state
Ah yeah, but I'm trying to make a script which makes certain NPCs immortal but they get injured like skyrim NPCs
So that I don't accidentally kill important NPCs
all you need to do is record the npc id and every lets say 50 seconds renew the wounded state
i dont get your "all npcs in the area" problem
hmm, how would I go about doing that
hmmm I'm testing it right now in the bandit base. Using this code, I have all unique NPCs in the Bandit Base listed in the IMPORTANT_NPC_SECTION. Using this code, when I shoot let's say Pug, or Olivius, or even Sultan and they fall to the ground injured, the loop works and keeps them there until I leave the area. The problem is, when I shoot Pug and only Pug, it seems Olivius, Sultan, and other listed Important NPCs become injured and in the wounded loop as well without me even shooting them. I'm still not sure myself but I think the reason for this is because the npc_on_update callback applies to every single listed npc since I have the line "if IMPORTANT_NPC_SECTIONS[npc:section()] then." I want to find out how to make it so it only applies to the one I attack, and then constantly applies after the attack as well. npc_on_before_hit doesn't seem to fit what I want since it only seems to apply the code when they are shot.
because you are doing it incorrectly looks like. you need to save the NPC you shot when you shoot them, then apply this loop to only those. so it would be "important npc" list and "shot npc" list
both lists need to have that npc id for the loop to work
OHHHHH, so I would need to get their info after shooting them and make a new list?
assuming you want that to work just for you. i am not sure if on_before_hit applies to npc on npc violence
it does
well. then use that and create a list of npcs shot
if they are shot low enough(hp-wise) - have that funny loop you have apply
basically, you can make them immune in scripts already by negating the damage they take if that damage would put them below certain threshold
Okay, hmmm, their ID doesn't seem to change when I shoot them, what do you mean by save the save the NPC I shot when I shoot them?
but if you want your damage to work with that you're going to need to move stuff around in gbo
and gahdaym
Ah, yeah I'm actually working on it in the gbo script
I just have to put it after everything and it seems to work
On that note, the tough important npcs, and companions mod didn't work until I put it into the gbo script
baby steps
works jsut fine for me
i can kill them but nobody else does any damage to them
what? that isnt the point
point is you dont need to do the cycle on the NPC that wasnt shot low enough
Ah well, that was before I started making changes. I did some testing before to see if putting the values to 0 would work but I could still damage them. If it works now thats gucci though
Ahhh
do main logic in on_before_hit, or anywhere else relating to hits, instead of on_update
there's also on_before_hit_after_calcs
you can even work only on one list. Compare in on_before_hit if the npc is important. if it is and it was shot low enough - add its ID to the list and do the loop only for those IDs
ah yeah I have the main logic in on_before_hit, it's what stops them from dying if they get shot but the weird loop thing is in an npc_on_update callback
so why are you looping through the list and checking their HP levels on_update?
Hmm, I'm looping through the list since I want the loop to only apply to those on the list, the same way with the main logic which stops them from dying and only keeps them wounded. As for checking their HP levels on_update, the loop only seems to work if it constantly checks their health and subsequently puts it low enough to be considered wounded
my game closing without show error msg help
@atomic haven have you checked out https://www.moddb.com/mods/stalker-anomaly/addons/companions-dont-die for reference?
same author also had this https://www.moddb.com/mods/stalker-anomaly/addons/immortal-important-npcs-151
Does anybody know from where the main menu theme of project inverno is from? There is an option when installing the mod to change the main menu into one that shows a snowy Pripyat. This also comes with a different soundtrack. In the mod files it's a 1h long mp3 named "menu".
does anyone know how to make a weapon not usable with a detector or tool out but still able to be equiped in the knife/bino slot? "slot = 1" seems to allow both at the same time
You kinda answered yourself
cant they not be seperated?
yeah ive tried that it doesnt seem to do anything
is there a list somewhere that says exactly what each line the the weaponc onfigs does
Ive got a bit of an OCD issue. I want to change the animations used by some of the AK74M models to match that of the regular AKs. would that be accomplished just by changing a single line of code, like changing a reference from one animation name to another, or is it more complicated than that?
It is a lot more complicated
You wont be able to do that with text editing. I assume you meant BaS and non BaS weapons. They have different animations
tbh I dont know which ones are which anymore. whichever ones have the first person animation holding the magazine instead of the handguard
I will just use something else then
the one with the bake mag, it has the animations I like, but the recoil pattern is noticably different
TLDR: no. You cant switch anims
recoil you can change easily in grok_bo_enhanced_recoil
and safety draw/holster
luckily you're not a weapon modder 
It's a fairly complicated thing if you've never done it
but even knowing how to
it would take weeks
because you would also have to reposition the guns and all the scopes
It's actually pretty easy to change the draw animation, I did it for the HERA because I hated that my character did a chamber check every time he drew the weapon.
Changing other animations however, is certainly more complicated.
I mean yeah it's easy when there's already a suitable anim. Not the case with blindside's aks
makes sense
btw isn't there a finger clipping though handguard with this config?
Or maybe a similar bug with SR-556 since Barry's fix was added?
guys im trying to install The zone remorn mod and i cant figureit out
I haven't noticed personally, it only changes the draw animation which is very fast. I also haven't gotten ahold of a HERA in a while lol
I'd rather take that than get shot because my dumbass character checks the chamber while receiving fire 
Does anyone know if it is possible to enable the repair of items with complete wear? (1%)
NOPE
im actually curious on why
yall I got questions as to the plausibility of certain ideas I have
whether that means allowed to be made or possible to be made
would it be possible to make special versions of munition grenades without affecting underbarrel launchers?
if there was a will to make a tactical version of the m32 made by someone else, would that be kosher or would that person get mad?
tactical meaning alt lean + laser
before anyone asks, 6 round rotary bolter
alternatively, bee gun
probably. take a look at the arti special ballistics mod in mod posting
this one?
oh wow I didn't realize you could actually swap ammo for underbarrels
so that question is no longer needing an answer at least
would anyone know if alt aim was added with BAS or was it always part of base Anomaly?
Is there a function that can identify a specific npc that is attacking me? Something like npc == enemy or obj == enemy so I can apply a function only to the one that is attacking me?
was always a thing
also have there been any mods at all that use the on_before_hit_after_calcs callback
i feel like i've never seen it used despite its clear potential
I asked because I couldn't find anywhere in base Anomaly where use_alt_aim_hud is being read
probably because none of the weapons bothered using it before bas
even if that's the case there should still be script somewhere that reads the value
unless it's baked into the engine itself?
it's just not used in vanilla anomaly
but it's a thing there
src\xrGame\Weapon.cpp @ line 521
right I'm trying to find where exactly it's being used because I want to separate out the keys for grenade launcher and canted sight
m_altAimPos = READ_IF_EXISTS(pSettings, r_bool, section, "use_alt_aim_hud", false);
ah shit ok
it's there, set default to false in the engine
which explain why it's missing in defines.ltx
looks like alt aim cycling is built into the engine and reconfiguring the controls would require a new exe, that's a bummer
idea for a mod "hold my D" that lets you hold your detector no matter what but dependent on weapon type/weight it gets more recoil and resets recoil slower
no pump/bolt action weapons allowed!!!!!
whats up with people spending tens of hours making a mod only to delete them 2 weeks after release?
either crippling perfectionism or intellectual property drama
looking to change how medkits behave, someone point me to the right direction to change them? just need a file location, within gamma
Depends on what behaviour you are looking to change
making the science and army medkits add radiation removal, like in the original game
You need to copy boost_radiation_restore value from a medkit and add it to the other two.
The original values are all packed .db in the anomaly folder, so to reach those you will need to unpack them using the unpacker in tools
Or you can make it yourself without unpacking by adding values you see fit
boost_radiation_restore = 0.0010
![medkit_scientic]
boost_radiation_restore = 0.0020```
something like this, in a dltx file
mod_system_z_medkits.ltx
placed in gamedata\configs\
thanks man super helpful!!
Did you check the gun's LTX file
I remember removing the pip shaders from a scope I worked on, but it was so long, I don't remember how I did it
But I'm almost sure I just deleted the lense meshes
Check in blender if the material is assigned to anything. Also check what shader/model in the xray properties are set as
Anyone know of a mod that shows the total number of items in the quick slot instead of just the stack amount?
I feel like there was a ui that showed the total number but it's been so long I've forgotten about it
you mean total number of charges?
Yeah
Utjan's stuff had that option
I just took a look. That's close but that's already in gamma. Though I did find some stuff not in gamma
Well i know of only one mod that shows number of charges instead of number of items
it is that
I mean specifically for hud quickslot items. I feel like it showed total charges a year back
Or I found a mod that did anyway
now if only i could find a mod that drains stamina while in free zoom

Hmm maybe that was it
Hello there
Is there any way to install an earlier version of the hideout furniture extension?
This may be unrelated, but since the addition of a limited distance to place objects, I can no longer use the advanced mod.
the God-mode console command only works if you launch the game in debug mode, right?
It should, I don't think you can toggle demo record mode via console in a non-debug
you can use demo_record just cant use the actual noclip feature of it
its just a freecam
i use it to find stashes sometimes
Is it possible to change a weapons values, like reliability for instance?
Can you drop here the modified .ogf you did?
yall how hard would it be to make this mod as a total modding virgin?
"Hold my D" is a mod specifically centered around allowing detector with all weapons besides pump action shotguns and bolt action rifles
it would be nice to (but only optionally) add a recoil/accuracy/handling debuff for doing this
I say only optionally because I can only imagine the conflicts with gamma if it were not optional
you just have to swtich every weapon to be one handable in the ltx. its a simple switch. The second part would be harder
search for this line in any weapon ltx and switch to to 1 for yes or 0 for no
this is the full concept
and I was hoping to have an if/then check on weapon length or if its a bullpup
ease of access for those not in the anomaly discord
thing is you don't have any real way to generalize bolt/pump actions other than, say, rate of fire
that would indeed be problematic
but then you have things like the trenchgun ithaca that can go as fast as like 120rpm
other than that everything else is doable
are cycling animations part of the firing animation?
i dont know if this is the right place to ask this, but how do i edit my guns upgrades ?
yeah
fuck
but you can just cook up a list of names
that's an alternative
make it maybe an ltx plugin
let me get back to you, I had to fix a mod the other day that had the wrong attachments
where modders then can use dltx to add to them
thought I was making good progress on weapon repositions
realized I had to do it with all of the scopes and attachments too
this is from the moddb page of a different mod
if you're using that mod im sad to say it doesn't play nicely with gamma
are you using draggable hud editor or are you in the midst of making a mod or smth?
btw yall idk what yall think of editing your hud but imo its a terrible evil action that can break your game faster than it can fix it
draggable HUD editor
make sure you have toggle aim on
that way it is possible to edit the hud without feeling like you have to do a million things just to make it look right
(saving you from PTSD)
oh yeah I have that and crosshair on
ok good
I tried doing it w/o crosshair and was losing my mind
I wanted to take a bat to my pc the other day
@celest forge You've played around with scopes a bunch no? How do the BaS scopes work? Does it draw a crosshair that is only visible inside of the lightplane paralax shader or something?
The crosshair seems to always be aiming at the center screen, so it gives that paralax effect, but the actual light plane inside of the HUD model itself is rigged the same
I'm not entire sure how the BaS red dot shader works, but it seems to be always rendered at the perfect center, it doesn't actually move with the mesh
if you aim down in slow mo, you can see how as the gun aims in, the reticle is already there, rendered at dead center
Yeah I noticed with the eot, wondering where this is assigned. Trying to fix some collimators not having the effect
I think it's just how the shader is
I actually prefer it that way a lot more
Makes repositioning the scopes MUCH easier
Yeah I want to fix the K0BRA, EKP 8-18 and the RMR of the ASH12 to work the same way as the other scopes for it
Afternoon wise men
I’m coming back to a project I paused because poe had a league launch, but I’m wanting to create a mod which outputs the favourited items to a file/memory so that when creating new games you don’t have to favourite all the items again
However, I can not work out in this engine how it exports the data (after looking at other mods which export data it’s… confusing)… (I do have my current stuff saved on GitHub if you want to cry)
I've assigned the same e-parallax shader (which is just a models\lightplanes) to the front lens, made a back to it, the reticle is also a lightplane. It's pretty much a 1 to 1 copy of the eot at this point but it still won't work correctly
hey all, is it possible to access xray engine classes through script files? For example I want to set a var in Weapon.cpp through a script, is that possible?
I'm thinking the BaS might have something that looks at the assigned texture for the collimator red dot, if it's the same as one in a descriptor file, run the logic to transform that lightplane shader into a screenspace crosshair
Can someoe tell me the name of the ltx file for the Remington 700 Deer Hunter and the L96A1 AWSM. I can only find their base model Remington 700 and L96A1 respectively.
Just look in those files, variants are in the base weapon files
I thought so myself and searched for .338 lapua magnum within the file, but couldn't find it.
Found it. It's called magnum_300 for some reason.
Yeah, found it! Thanks mate!
Which are the values for accuracy, reliability and recoil?
The same you'd find in the weapon stats editor
You're better off tweaking values through the weapon stats editor and then copy/pasting said values to the .ltx
Will try! Thanks again mate!
Guys, I've started working on a small backpack mod that (beyond other features) introduces a "scientific backpack" that improves artefact condition when picked up (or duplicates it, I didn't decide yet). What can I look on to grasp the idea on how to make it work? Can the Artefact Melter ltx provide some helpful info? Any tips?
Terrain upgrade
just steal the mesh from bas guns and make sure you get all the planes they have. thats how i used to do it an never had a problem with them not appearing
Hmmm I had to change the shader model to the lfo_light_dot_weapons and create a good 512x512 kobra crosshair dot instead. The odd thing is that the rest of the ASH 12 HUD models have the same parallax effect, but use the legacy lightplane shader
noticed that a couple of weapons (thales F88, G36K) incorrectly mount a canted sight when you attach a scope e.g. like if you put the acog on the G36K or the march 8 on the thales. any idea how to go about fixing this?
I'm not sure I follow, what do you mean by incorrectly?
if you put the march 8 scope on the thales you also get a canted rmr sight
or the Leupold for example, the normal one not the Leupold/rmr kit
It's probably the ltx file pointing to the rmr version of the rifle
That's if they have a non rmr version of the HUD
Check the LTX file and make sure the models are correctly referenced
i think the models are correctly referenced and need to be edited but i'm not 100% sure
The leupold hud does indeed have a RMR to it. Probably because when you put a Leupold on it, it gives you the RMR version of it since it's the same model. Does the Thales take kits?
You could remove the RMR model from it and edit the .ltx to have use_alt_aim_hud = false
yeah, it doesn't take kits
Well there you have it, you'll have to edit all of those hud models and remove the rmr from them, edit the ltx and face the brunt of the community when you tell them you've removed their tacticool canted sight 
well time to get to work...
Ah and don't forget to do the world models too so they fit
the aug merc actually uses the anomaly model as HUD model in this case and the BaS hud model as world. It's kind of messed up
Yeah it smells like Grok's work
I've also seen a bunch of BaS models uses straight up their HUD models as world models too
That's literally all BaS guns
That's a disgusting practice 
Indeed
Anyone knows if there's a way for a scripted sound via the aoldri scripts to have a suppressed variant
anyone know what fonts are supported in gamma xmls?
Hi guys. I remember there was a mod helping to edit weapons hud in debug, could anyone share the link on it?
Look up draggable hud editor
found, thanks a lot
So i looked up the rl weight of some of the weapons because they seemed just a little heavy in game. Obviously i compared empty weapons and yeah, most of them are roughly 1.3x heavier in game. Then i checked the weight in their files and those were correct. Is there some weird multiplier hidden somewhere?
I guess it's the upgrades that add weight. Although upgrades adding 30% weight is pretty fucked up.
Guys, where I can change this running position? didn't find in HUD editor. There is only "lowered"
Its the animation itself
is there a way to refresh changes made to weapon hud / positioning made in a file without restarting the game? using F7 > F5 doesn't seem to reload it
F7 > numpad 0 > F5
ah sweet, thanks
Why not use the HUD position editor directly instead?
Oh I was, was just tinkering and trying to learn how it all works and had the changes I made load only when I reset the game fully but now I know.
Doesn't the Apply button work?
recompiled level
sorting plus doesn't provide a way to get it's favorites list all at once, we could go thru every section in the game and check if it is a favorite with the function SP provides to do that, this is guaranteed not to break but is also slow, accepting that this code might break when SP updates (unlikely but possible) we can observe that SP stores it's favorites list as a truth table in mdata. we can ask teh storage manager to give us that table at anytime(requires game to have been at least quick saved once).
you should probably use your own ltx. but there is nothing wrong persay with using axr_options.ltx and it saves me typing a few extra lines into discord so lets do that.
SP provides a function for setting a section as a favorite we will use that in favor of more mdata manipulation.
function export_favs()
local mdata = alife_storage_manager.get_state()
if not mdata.rax_favorite_itms then return end
local fav_string = ""
for k, v in pairs(mdata.rax_favorite_itms) do
fav_string = fav_string .. k .. ", "
end
axr_main.config:w_string("venoms_exported_data", "sp_favs", fav_string)
axr_main.config:save()
end
function import_favs()
local fav_string = axr_main.config:r_string("venoms_exported_data", "sp_favs") or ""
local fav_list = str_explode(fav_string, ",") or {}
for i, v in ipairs(fav_list) do
if v ~= "" and not zzz_rax_sortingplus_mcm.is_junk(v) then --setting as fav unsets junk, this check prioritizing preserving existing junk list entries in curent save over importing favorotes from exported list, omit if you want the export list favorites to win
zzz_rax_sortingplus_mcm.set_favorite(v)
end
end
end
junk would work the same way.
there is probably a few typos, i am recovering from covid and didn't test this. core ideas solid.
sorry i didn't look at your code. it was simpler to just start at 0, knowing SP the way i do.
I’m going to admit I’ve been looking and thinking about this for the last 20 mins and I’ve been completely lost the entire time 🤣
Thank you for responding and I hope the recovery is quick from covid
My code is probably completely rubbish and wrong regardless so let’s not worry about that and take it from this. My main question being what/where or even how this script would end up getting called for the game to trigger it, be that done as and when you mark something as fave or on save?
This more looking like it could/should be more of an addition to SP rather than it being a standalone mod seen as it hard piggybacks off SP’s sorting/config
Yeah, but who knows when SP will get updated.
You could just run it every load and save using the load state and save state callbacks.
You could run the functions directly from the debug Lua console since you won't need to do it alot.
MCM has buttons but they aren't covered by the MCM guide, for an example: quick slots plus uses them for something very similar to this actually.
I was actually thinking on actor death and then on new game load....(?)
On game load and first update would be redundant.
Death is literally only death. So nothing would be saved until you died
The main idea for this was for it to persist fave items through gamesaves on ironman runs (As im bad at the game and ended up dying like 5 times yesterday on new runs needing to fave items each time)
So the snapshot of the faved items is saved when the character is about to die and then that snapshot is loaded to the next character making it so that items are not needed to be remarked as fave items...
Then death is fine.
1st problems are trying to load a game its throw a "null" error, i take it because its trying to load an empty table on game load/actor first update without previously having anything exported
Null should be accounted for. That's what all the or empty strings and empty lists are for
Nah. Problem is a typo supposed to be r_string_ex
Same with w_string_ex
The ex functions do extra checks
So "w_string" is supposed to be "w_string_ex"
Yeah, both w and r need to be the ex version
Hi guys, does anyone here know if it’s possible to change armor models in some simple way (for example, Nosorog to Exoseva)?
Maybe there is some kind of general config where specific armors are linked to the path of the corresponding OGF files?
Each armor is described in a "section" of an ltx file. That section has file paths for the assorted models. Except for the 1st prrson arms, the armor section has a name for another section that has a path to the arms modeles
Check the modding book
Load game, when scripts called, fails with the null value (Went into a new character > Faved an item > Saved at a campfire > Got shot in the face by Clear Sky
Shit. COVID brain. Yeah so only r_string_ex
w_string was right.
I am very tired
What is the load ing game error?
Nah the change to the r_string and w_string fixed that on game load crash
Ok. Yeah using the right function names helps
So im going to jump in and get shot again after saving to see if the export is now fixed swapping that back to w_string instead of w_string_ex
Nah still crash on death
Does "axr_main.config:w_string("venoms_exported_data", "sp_favs", fav_string)" need to match the other with axr_main.config:w_string("venoms_exported_data", "sp_favs", fav_string) or ""
Replace with w_value
Will do 🙂
Hmmm.
Ok r is read and w wis write. It should be r_string_ex when you are importing from the ltx
And w_value when writing to the ltx, exporting.
Writing you give a third value, the value to be written.
Read you just give it section and key
We are only using one section and key here. If you do junk it would use the same section but a diff key.
Doing this from memory. And there are two ini classesnthatbdont work exactly the same, but similar. So I am mixing up function names a bit
Mate I appreciate the help overall as I’ve not touched this before at all, so I’m just trying to learn at the moment 😁
Hmm seems to have not worked.
Loaded game > Faved an item > Saved at a campfire > reloaded save > Died
New game started > Fave item status not carried over (I marked the Loner faction patches as fave for example and thats not marked as fave on the new character after dying (Good news is no crash on death though)
Uness im not understanding the "First action" actor trigger
printf("venom: %s", k)
Add that to the loop in the export and the same but with v not k in the loop in the import.
Right after the line with for in both functions.
Nope sorry, that one lost me on where its needing to go
You can also go open up your axr_options.ltx in game data/configs and see if the venoms_exported_data section is being made.
Ok let me double check this
Two lines start with for
The print goes after each.
You want to print k in the for loop that has a k
And v in the loop that doesn't have a k
Yep, it is created
Ok..so the export seems to be working. Or it worked at least once. Is that the list of things you had favorite when. You died last?
Either way those items should have ended up being favorites in new games.
Yep they indeed were the items that was selected as fave so export for sure is working
I admit im spitballing here and could be wrong but this is where ive thrown the print for the import
I am sorry if this is wrong, i am an idiot, and trying to wrap my head around it as best as
Nope.
Next line. Make a new line between the for and if lines and put the print on that line
Cool got ya
Ngl wish there was a bit more flexibility over weapons, like instead of prefabricated weapons, there could be more weapon kits.. and since it's a BaS related suggestion(i believe but might be wrong) im writing it here :v any chance for that ? 😄
opp yep sorry you did say v, ok changed that
Then search your X-ray log for your name. To find the prints. Should be one line for each item
There isn’t one at all
Adding weapon kits isn't all that hard, but you need actual weapons that can have kits plus someone to model said weapon.
Above the line with for
Addanother printf line with fav_string
Like so or in () too?
With the printf and parens
Oh god i just realised i missed the printf out of this as well... fml let me add it, and rerun
And quit the game. X-ray log doesn't write to disk on its own very oftain..quiting game forces it to.
Yep let me correct my screw up on that one sorry
Oh. Crap. I know what it is. Sigh
set_favorite(v, true)
Well what i meant is that the variants of weapons i.e. scar-h operator could be a weapon kit etc... because right now in vanilla gamma there's no good DMR up until 7.62x51 SR-25 in lategame, there's no DMR at all until D-Kit so ye.. that's why im asking if that could be possible. I'd like to make myself a SCAR-H as a DMR instead of Assault but ye..
Yep, working 😄 Thank you so much!!!
You can basically turn every weapon variant into a kit if that's what you'd want. Exemple, the ak-105 kits, once the kit is applied all it does is spawn a new weapon model in your inventory. Same as when you apply a scope, it deletes the standalone scope and your weapon and spawns the model that has the scope attached. Scopes are basically kits already in a sense
It's because DMRs run larger calibers, so that makes sense that there's no DMRs till the larger caliber kits
I don't think there's anything you could call a DMR in game that's not AT LEAST 7.62
So in your case, you'd create a new variant, with the scar-h as parent, create necessary section in the .ltx. create a new item, whatever your kit name is, write a nice description in wherever all the other kits xml are. Find the logic of where kits are applied, add your entry there for your weapon. Photoshop a nice icon and voila
Can someone tell how get character models exported from game to blender?
I wanna make custom monolith suit (for cosplay), and I need get a closer look from all sides and all dimensions.
If someone can, pls send me 3D model of those suits
You already have everything with Gamma. Just get the xray addon and grab any of the ogf files for stalker monolith models
Can someone explain something about death_generic? How are possible uses on multi-use items handled?
box_matches__1 = 1, 1 box_matches__2 = 1, 1 box_matches__3 = 1, 1 box_matches__4 = 1, 1 box_matches__5 = 1, 1
Am I crazy or does it seem like the number after the double underscore is determining the uses of the item spawned?
idk if anyone has tried this but i found a software called Hamachi today and people use it to play LAN games with friends that arent on the same network, not sure if theres a mod or something to open your stalker world to LAN. I'm not nearly experienced enough in modding to to put this to reality but it might help bring us the coveted multiplayer stalker experience
You are not crazy. This is exactly how it works
Look up Stalker Belarus, Stalker Shadow of Coop, XRMPE. People are working on it. What's available is buggy but surprisingly functional.
is there a way to use these with the gamma modpack?
absolutely not
ah rip, is it a stability issue or what?
a completely different engine fork for one
ah i see
So which file would I need to modify to change up thow often you need to eat and drink?
Hey @undone lily what do you think about the level and terrain
I upgraded it a lot
there are still more objects to add
does that really do anything anyway?
It lacks grass no?
the grass is fully generated
i personally use 75 radius max
And 75% density and 0.5 detail height
hi @simple scaffold, i tried DMing you but you must have DMs off so i will be writing my message to you here; i hope it finds you and your family well after the COVID infection and that you are faring well making other mods and working on your other projects
since we last talked i have moved on to other games and have lost interest in the magless icon project. i want to post my files for you here in case interest in it is sparked again by someone else in the future, and so that over half a dozen hours of editing are not lost in vain:
thanks to everyone who helped me get this far and gave me advice on how to proceed forward from Raven's instructions
Hi guys
I want to check is it gamma or vanilla anomaly being played currently. Is there recommended way to do this, or just checking for existence of some script is enough?
Oh well.. guess all I want then is more weapons but more balances not like UGP 
Half of ugp is AR-15s anyway
Because its the only kind of gun modders want to add

Screw kits, all my homies waiting for the attachment system 
All your homies are in the desolation discord
Nah, that's not desolation 
Is cwwp still working on that?
Or was that someone else? I remember seeing a video about it but that was from a year ago

All I've heard about 1.6 is that there will be more convenience for addon makers.
Yeah probably in the way of more callbacks and making less things engine based
Oh shit OK I haven't checked the anomaly discord in a while. I just took a look at that
I seen momo talk about how ammo calculations and shit will be script sided in 1.6
Meaning we'll have a lot more access to the actual ballistics of the game
That's cool. I was referring to the new BaS, btw 
A first look on the new upcomming attachment system done by HarukaSai, that has potential for multiple silencers, compensators and flashlights attachable per single gun.
This is what I was thinking of
Man, you reminded me about one Lvtuner's video 
Nice feature of cwwp 
https://www.youtube.com/watch?v=ddTR4yNNcxY&feature=youtu.be
Still dunno how i feel about cwwp
Quality is through the roof but style wise kinda falls flat for me
Guns don't feel really.. distinct looking
Idk
In this video I'll be showing R1500 rangefinder item. Other than having the ability to tell user range to a certain point, it also has target recognition.
I decided that current binoculars don't have much use in normal gameplay as most people either run scoped rifles or use addons that let them zoom in a keybind. I also always saw the npc ident...
Some of my friends told me that Firebreath's animations just don't fit for stalker 
Oh is cwwp out?
Nope.
Theyre wrong
What even is a stalker animation
old and janky 
Yeah like
Gotta fight some cheeki breekis with a missing dust cover ak
Idk what they mean by stalker like anim
The anims we had in the trilogy are old and dated
If they want that just play vanilla???

Isn't that what the old world pack is for?
You mean you kids want a stalker game that feels old and janky and gives you those nostalgia vibes while also being fresh, innovative and full of new guns and animations that make it feel like a modern fps?
OG stalker isn't just old AKs tho
Idk where people get that
There's F2000s and G36s and LR300 in the OGs
L85 too
Is ccwp discontinued?
i love og stalkers roster of guns
i love how the l85 even at 100% still had like a 10% chance to jam
I don't think so
just development is really slow i think
They stop posting updates
But only the people working on it know
Shame that mg36 looking really juicy in their previews
You mean you kids want a stalker game that feels old and janky
no, absolutely not
who said this
😤 ✊
is there like, a mod that improves the AI? i dont know shit about how its in the vanilla game, but the way the NPCs zoom from a standstill fight and stuff feels pretty bad. just wondering if that is a difficult thing to change in this game engine
You mean how fast npcs move?
movespeeds are tweaked in the ltx
Yeah you could just disable the addon grok made for NPCs movement
Me again... here to annoy some people im sure, buuuut do we know where the config is saved for a characters reposition of a weapon using the + and - buttons are kept? It seems to be on a per character basis but id like to try and make that uni for all characters (personally everything just feels way too close)
The what
The "distance" away from you that the character hold the weapon in ADS, thats probably the better way to say it
Hi guys, does anyone know, how to add repair “parts” to suit ? I wanna add to my gamma a new suit OG SKAT10M, but dunno how add those “parts” like on wpo overhaul. Thx
Hi everyone, making some weapon repositions. I was wondering, for scopes with an overlay (PSO, ACOG, etc.) do you have to change the position for those as well?
Do you mean via HUD editor or via the adjustable weapon position mod?
When you ADS? No
Sorry not sure, I just use the + and the - keys which are moving the weapon away or towards, im not sure if thats base game (Ive never played the base game) or modded (it sounds more like the position mod)
Okay yeah that's the mod
Could be saved in your User.ltx or in the MCM settings really
Check your axr_options.ltx for it if there's stuff in there
Hmm.... if it was that would persist through characters yea? Because at the moment its not, i have to set it on every character
Some mods have per-save options
Nah not in axr_options
And cant see anything obvious in user.ltx either... hmm
Then it's probably saved in the mod folder (72-Adjustable Scope View - sneaky) or in your save file. There's a read me file in there you can check
It probably dumps stuff in here
Yeah i just found that too 😄
Seems pretty straight forward to add a .ltx for the weapons you want to keep and just note the FOV you have
Youd like to think that, but i am an idiot so im going to have to spend a good while figuring out how it works 😄
Learning is part of the process, have fun and share the knowledge once you do figure it out. I'm sure other people could use the info
The painfully obvious part that i need to be looking at is
However modifying that to save a read from the new ltx should be interesting
I think as long as you add a .ltx that has the right
![wpn_XXX]
hud_fov = X
Should be plenty
or add your values to the weapon_fov_values.ltx
Gonna release remastered texture of the military soldiers with Berill-5M. In 2 versions.
I am, completely spitballin with this 😄
Are you modifying the script?
A copy of it yes... i aint touching the main that comes with GAMMA... thats a sure fire way of fucking it up and needing to redownload
But it already accepts custom ltx values, you don't need to edit any part of the script lol
Yeah but youd need to know every FOV for every weapon you want to use no? this would mean that you can change it in game and itll save it automatically whenever you get a new weapon rather than needing to re edit the .ltx manually?
No, the default FOV is already in the MCM section of the mod. The mod should already write to an exported fov data file
It doesnt, ive checked the files that its come with in the config files and theres nothing in them, even though ive made changes to FOV;s in game
Unless And this is likley, ive completely missed something
Just write down FOV value once you've done your fov change and put it all in an LTX file called fov_"WHATEVER".ltx
The importer.ltx will include and import any file that starts with the prefix fov_
Soo… (and here is the stupidest question) how do I get the new fov ads value? And how does this set it per weapon?
Set your Aim to toggle, adjust the Fov value, hit esc and check the values in your Settings
or it might be printed to the console, you might want to modify the script to print the values for easier editing I guess
I did not know it just dynamically changed that…. Yikes I feel like a twat now asking that question 🤣
Yeah it seems to just be playing that with value. So it easy to add entries for gun cause you only need to declare the weapon with ![wpn_whatevergun_whateverscope] and add the value for the HUD fov value you want
At least that's how I'm thinking it works, you could ask on the ModDB page too
Hell of a lot easier than the convoluted ass way I was trying
Ravenascendant worked on it somewhat so he might know
Oh I bugged the crap out of him the other day about something else… I think he’s done talking to me for at least a week 😁🤣
I’ll have a gander at this later on, as I think it’ll be easier to do in Debug so I can get the names for the weapons too
It possible to somehow remove vertical handles from custom weapons? I want some weapon with extended magazine, but also with possibility to put grenade launcher on it.
Seems too much work.
I tried to re enable grenade launcher on SR-25 because it was possible in anomaly 1.5.1. I modified config file, and It became possible to attach it in game, but when you taking this weapon, it invisible and impossible to use.
And is there any mods for MDRX?
because the sr-25 in gamma is a different model without the ability to use the gl
best you're gonna get is https://discord.com/channels/912320241713958912/1191267366663880834
That's because you have to model in the grenade launcher to every .ogf file of the weapon, every possible scope and the world model too
And add back in animations for the grenade launcher in the weapon's ltx file if you can find some
Anyone tried importing a single gun from UGP and why the weapon draw animation stays down?
I tried porting in the Kiparis m3, but the animations wont play properly for the draw
Seems to only affect the first person model too
Busy hands
Ah christ
Would the lack of entry in grok's enhanced recoil also have an impact on this?
nope, it's an animations issue
either the hud animations are missing or are just not specified correctly
Hmmm... I'll check them all again, I should have already transfered everything proper
Ah bloody hell yeah I'm missing some animations but they're not in the actual BaS 2022 update
It's the wpn_hand_kiparis_siber_out_drum that's missing
Is there a way of getting into the BaS github, I can't understand russian on their discord
That's the odd part, I already have it
The hud animation motion ref is in place proper too
AH I think I might have goofed, I had it straight into the anomaly_weapons, but it needs to be in a hud_hands_animation inside of there
Hell yeah we good
I've gotten this crash before but for the life of me I can't remember what causes it
Someone knows?
Do you have a log or some context for this?
ive got these done already lol
What do you mean?
i had pulled them out of bas a few days ago
From the m_Motions.size() I'd assume it could have something to do with an empty entry in the referenced motion of a .ogf file or something?
Ohhh had I know whoops. Some user wanted the m3 kiparis so I did him a favor and fetched it out of the mod
Neat I'll keep that handy
i was gonna upload them at some point
has the kiparis, scorpion, missing pkms, and the ak12 monolith
Are they all separated mods or all slammed into a big mod?
Wait isn't the ak12 monolith already in game? Both the v1 and v2?
I fixed the world models for those last two so I'm pretty sure they're in
Ah then I didn't have to part it out
it's probably AK12 Preacher
basically same with shorter barrel and laser
Guess that'll have more of an effect and tradeoff when Grok implements the damage based on barrel length
I don't think this would happen, at least in full scale. Like many current top tier guns have shorter barrel than standard variants, would they all be worse then?
I honestly have no idea how the math behind it is gonna go, but it's in the #📎to-do so we'll see eventually
Does anyone know if it is possible to implement body cam visuals (shader) like it is possible with ReShade but without using ReShade? I find it kind of a workaround to re-enable reshade only to use body cam shader. I heard of SSS mod which also allows to implement shaders, would this be an addon to look into?
Hi, dunno if it is good channel for such question, but I am trying to do a BIG excel file with cummulated with npc loadout tables (via weapons). I found NPC Loadouts files, and it initially looks like this (image 1.). Does anyone maybe know what means column Param1, Param2, Param3 (or where could i find such info)? Image 2 shows the same data in .ltx files.
Im not 100% sure but those numbers mean certain things like
Spawn with scope, spawn with supressor, grenade launcher or what ammo theyre using
Sss is already in gamma and is a different thing from reshade. You need reshade to get that bodycam effect.
How would someone go about model-swapping? I'm trying to give the Wastelander suit the look of the CS-3a Armor
From my understanding Sss is able to apply shaders or filters so I though it would be also possible to add a filter that mimics the body-cam shader of reshade. But idk
anyone got tips on playing a camera animation right after another seamlessly?
like getting the timing right
What function do you use to play the camera animation?
add_cam_effector
There was a very easy way to achieve this. I am home in about 20 mins, I can tell you then
level.add_cam_effector("camera_effects\prison_1.anm", 9990, false, "") You can pass a function as a last argument (yes, as a string) which will be executed once the effect is over I think. So "my_script.my_func" would be a valid argument. You can then add the second cam effect in my_func
If the result doesn't satisfy you, you can always delay the second camera effect with CreateTimeEvent or just merge both anims in blender. Should be easy enough
thank you very much, I should be able to try that in a few hours
do you mind also explaining what the two boolean parameters are for? (you gave an example with one, but I've seen it with two in some files)
Something like this? level.add_cam_effector("camera_effects\headlamp\headlamp.anm", 7539, false, "", 0, false)
No clue tbh. The first one is if the animation should be looped, but I don't know about the second one
Nvm found it in the source code
float add_cam_effector(LPCSTR fn, int id, bool cyclic, LPCSTR cb_func, float cam_fov, bool b_hud, float power)
what could b_hud be? something to do with the first person arms and weapon?
Or hiding the hud, idk
Nah ok you are actually right. If you pass false your hands and weapon will stay in place. If you pass true your weapon and hands will move with the camera
that's very useful to know
many thanks for figuring it out
I would like to create a small mod that enable the crafting of the field cutlery item. Any pointers on where such crafting recipes are in the file tree?
craft.ltx
Do you guys think it would be possible to make a spotify integration for the pda music player? (Ik it is kinda useless since you can run spotify in the background too and listen to music. If you are even listening to music while playing stalker lol, respect if you do tho)
Expression : m_Motions.size()
Function : CKinematicsAnimated::Load
File : D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\SkeletonAnimated.cpp
Line : 871
section 'wpn_mp40_j_hud'
model 'anomaly_weapons\wpn_mp40_j\wpn_mp40_j_hud'
stack trace:
Any help from animators would be appreciated
Hey, I'm looking for some more info/ guides on icon management. If there is anywhere you can point me to besides the anomaly modding book, I would appreciate the help. Thanks!
I'm basically just trying to upscale some existing icons and correct the ratios\compatible, but I tend to either get crashes or the icon is too large for the box. I've tried using octagon/photoshop/oxr texture tool/nvidia texture tool/upscayl/paint/gimp with mixed results
Is there any mod for AK with modifications like that?
Let there be forks!
Artifact waypoints work
Anomalies work
And anomalies get randomized after each emission
Ideally you place all your icons in an at least 2048x2048 large sheet. 50x50 is the cells size (so a 2x2 icon takes 100x100 pixels.
anyone know how one might alter the box for text in the main UI at the bottom center of the screen? the one that shows "Pick up item (F)" or "Close door (F)" etc
I think it is hardcoded
Thats what I found for the door (ph_door.script)
if self.show_tips then
if self.st.locked == true and self.st.tip_unlock then
self.object:set_tip_text(self.st.tip_unlock)
return
end
if self.st.tip_open then
self.object:set_tip_text(self.st.tip_open)
end
end
with object being the door object
thanks! 👍 👍
Hm so, not seemingly working as i thought it would... file name is fov_custom_values.ltx inside config\items\hud_fov_values... What very simple thing am i missing here (ive also tried it with ![wpn_colt1911_duty])
Its working!!!
Turns out the very basic thing i was missing is that the importer doesnt do any other searching ourside of the single directory so locked to only files which are fov_* in \config\items\fov.
so now a new game loaded up uses the above custom value for the FOV.
However something i would like to now try and get down is not having to maually add wepons/scopes to this file as thats a pain in the arse to find the value, find what internal name is given to the gun and then manually add it.
I know some of the mods actually write out export files so you'd have to create a key bind in that mod (adjustable scopes) that prints out the necessary stuff in a nice .ltx for you from whatever gun you're holding
Thanks for the response. I actually figured it out myself. With A LOT of tinkering and stumbling upon this script in my mods after I remembered seeing the Lewds howa type64 icons were huge and very hq. I used Topaz AI (just my preference). Then Paint to save, convert, and pull grid and area values to my own Ltx's from the helmets I'm working on; it works perfectly now.
--Made By Utjan
--Edited By NullMoxy
base_texture = utils_xml.get_icons_texture
function utils_xml.get_icons_texture(section)
local icon_file = SYS_GetParam(0, section, "icon_file")
if not icon_file then
return base_texture(section)
end
return icon_file
end
base_axis = utils_xml.get_item_axis
function utils_xml.get_item_axis(section, grid_size, unpacked)
if not unpacked then return base_axis(section, grid_size, unpacked) end
local hq_icon_area = SYS_GetParam(0, section, "hq_icon_area")
if not hq_icon_area then return base_axis(section, grid_size, unpacked) end
local seperate_icon_area = str_explode(hq_icon_area, ",")
local x1 = tonumber(seperate_icon_area[1])
local y1 = tonumber(seperate_icon_area[2])
local x2 = tonumber(seperate_icon_area[3])
local y2 = tonumber(seperate_icon_area[4])
return x1, y1, x2, y2
end
Old:left New: right
It gives good results, but sadly it also makes for HUGE files for icons
Which is not ideal
A mod replacing all vanilla icons using the utjan scripts would be like 10gbs
looks cool but does it improve that much without the zoom
like think how it'll look on your inventory screen
It does look better
In some cases, WAAY better
Just not enough for the icons to be 10x in file size imo
It's worth for like
Mods that introduce a single item
The introduced aliasing is painful to see
The files are around 2mb and for me personally it looks much cleaner but again the size and the couple seconds probably isn't worth it mostly just wanted to learn things
gimmie a break my first icon lol yeah it's baaaaadd
I'll iron it out no setting is dialed in whatsoever atm
agreed only wanted to see what things would look like and of course to learn
haha
Think of this way every time you open the inventory you can, I don't know, go for a walk, make dinner, sleep think of all the free time!🤣
Aaah. You wanted to make HD icons my mistake. It's even a lot easier. Hit me up on dm if you want some useful advices
I am sorry, but this is flat wrong. in the 'old' way, in order to ensue 100% compat for all DX types you ideally place your icons in a 2048x2048 file. Which will be slightly over 4MB as dds.
With HD icons you can create one dds file for your gun and save it at 800x600 for example, being just a few KBs as dds.
Like I said, it's worth for like a single gun or two
but EVERY icon
It would be gbs
Ah true true
Unless.... we find a way to use a compressed img format instead of dds, which is just short of raw really
I've been thinking about trying my hand at making some simple mod(s) for Anomaly/GAMMA.
Problem is I don't know where to start. I've toyed around with tweaking and modifying pre-existing mods to better suit my preferences, so I have a tiny bit of experience.
What I was hoping to do was add some new items to the game. They'd be really simple items with little to no use outside of being fun little collectibles or valuables to be sold off to traders. I think I can figure out how to add the items to traders both for buying and selling.
So what I need to know is how I would go about actually like, adding an item into the game files, complete with an inventory icon, model, texture, all that good shit. I already know how to 3D model and texture and all that, but just so far as it relates to actually integrating something into the game itself.
Do I need a special editor or other tools? Any advice would be thoroughly appreciated.
Here buddy, I got you covered:
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...
I list and link every tool and software you need and explain in detail step by step the whole process

I see I see. I'll have to chew into this and see what I can figure out.
Thank you kindly!
It's dummy proof. If not. Tell me. Then I improve the video
Ofc there are more aspects to stalker. But lmk if you need help with trader tables, loot tables etc etc
It may be dummy proof, but is it idiot proof?
Jokes aside, I'll be sure to let you know if I hit any sticking points, but I think I 'ought to be able to figure it out.
👌
Once you get to grips with the relative path system of the engine and working the different properties of the xray ogf models it's quite easy to work with
Pavel did an outstanding job with the blender xray addon so its way easier to export and manipulate stuff. Plus the fact that you don't need to create stuff like the bump# maps or stuff with the sdk is a godsend. You still have to mess around with a thm editor tho for textures
How many hours it take for a newbie to create a single mod from scratch using this?
depending on the mod. but making a pistol (like I did in the video) maybe 3-4hrs...
Yeah that’s the plan, I’ve got what I think could be the start of it but it’ll need quite a bit of testing to make sure it works 🙂
Hi. I have a idea but don't know where I can discuss to get some details. During the current run I collected 3 tasks that couldn't be completed. Them were bugged due to unknown reasons and now just hanging in task list and couldn't be finished. Is it possible to add one more button to the left of focus button in tasks list that will execute this command task_manager.get_task_manager():set_task_completed("TASK_ID") ? That would be a nice trick to keep tasks list more clear alike in my case. Maybe someone already implemented such mod with similar functionality that could be helpful because I don't know exactly by which command I can get a list of active tasks to complete bugged one manually via debug menu as them are annoying the perfectionist inside of me so much 
What do you think guys, how does it look ? i ported SKAT-10M (black army SKAT suit from Lost Alpha) suit to my gamma, but i have some strugless to fully implement it to the game
The easiest part is make them stronger (resist against anomalies, mutants etc)😅
Thats easy too
Yeh
I do, do you want a specific one or all of them? Ogf format is good or do you need them as objects?
Holy shit I've been looking for them since forever
Yeah sure all of them as .object files
Not at my computer atm but I'll ping you when I get home
Alright
You can send me through DM's
Though, you can send them both .object and .ogf files if you want to
The Absolute Nature 4 trees were full of shit
I can only think of a button that would show to cancel the currently active task…. But I don’t know honestly
does anyone know which of these edits bullet damage in GBOOBS?
default notepad jumpscare
no that is Notepad++ just cropped
notepad++ white mode jumpscare
until you said something I didn't realize I could change it lol
also i have no idea genuinely
in vanilla its power
im gonna assume its
k_hit
but dont qoute me
that is what I figured, it looks like it is a value for multiplication
idk how the calculation works tho for that damage so have fun
trying to make a 7.62x54R round hit like a 7.62x54R round instead of like a wet noodle
lol
I always used it in default mode, for a lot of years now. And it was always light mode
Dark mode to me looks ugly now in notepad++
Hi, got simple question, cuz i do not have an access to GAMMA right now but I am really curious. In text files I found this "anomaly" (image 1). The mod in question is called "G.A.M.M.A. Massive Text Overhaul Project" and wanted to ask if in English version tooltip really shows that PB was manufactured by FNHerstal in Belgium or is it just a silly mistake.


