#╙🖇mods-making-discussion

1 messages · Page 44 of 1

naive snow
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Just ask chatgpt kekw

open oasis
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but i'm one of the few who want this feature so i have to get my hands dirty that's alright

naive snow
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You'd be surprised what chatgpt with the right prompts in python can do. I did a bunch of automation stuff with it.

open oasis
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why can i not open the virtualized thingie in explorer?

naive snow
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Plus your case is pretty simple

open oasis
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i want to see where the file is and where the ui folder is that it's pointing to

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but i can't open it

naive snow
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Cause window's explorer can't see virtualized paths. That's why initially MO2 comes with a file explorer

open oasis
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some of these are the actual weapon icon right

naive snow
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I believe some of these are used for the upgrade screen of weapons

open oasis
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yeah i know

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but the upper right and upper left

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are those the actual icon?

naive snow
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Could be. What's the weapon ltx say?

open oasis
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i found the mags for it

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but this will have to be changed at one point

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like the weapon itself

naive snow
open oasis
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btw i want you to know i really appreciate you helping me this is not a trivial task lmao

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i just edited the ASh-12.7 and Kriss Vector to have no mags

naive snow
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It should give you the following
The right icon texture
The icon grid position x and y
The icon grid size (3x1)

open oasis
naive snow
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Either find it in the file inspector of Mo2 or through another notepad search

open oasis
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oh i think i found it

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ui_tommy is that .dds i showed you

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so that must be it

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it uses both

naive snow
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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

open oasis
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i am just making magless versions for the time being

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it's more simple and organized

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i'll go over everything and do just the mags after i've found all the weapons

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i just need to confirm everything works in-game

naive snow
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Wouldn't it be more efficient while you have the atlas open to create the mag atlas too?

open oasis
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i mean i guess

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it's an extra atlas per weapon i find

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i can't really find the weapons that are not part of Large Files right now

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which is the majority of weapons lol

naive snow
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It should be an extra atlas per atlas, not per weapon really

open oasis
naive snow
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Yeah but you're not going to be making a copy of every atlas for every gun

open oasis
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i might have to depending on the structure of the weapons i find lol

naive snow
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Moreso for atlases that contain multiple gun.

open oasis
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like i said i'm not really able to find the majority of guns atm

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i'm focusing on the weapons in Large Files

naive snow
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A good chunk of large file weapons are actually small overrides to the the unpacked archives weapons

open oasis
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yeah but in unpacked i was only able to find the sheet i showed you

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with the rusted weapons

steady apex
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works for me (vanilla naomaly)

lavish dune
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Anybody know what governs the spawn rate of the recipe for exosuit repair kits?

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Trying to tweak some stuff

lavish dune
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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

wicked latch
# steady apex works for me (vanilla naomaly)

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

steady apex
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dltx mods are applied alphabetically, so you have to rename the file to something like mod_system_zz_vintorez.ltx

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add more z until it works

wicked latch
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what I can probably look is "dots and reticles extravaganza", but they just put different dds

wicked latch
soft burrow
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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

random fulcrum
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because the script looks for 100% condition artefacts to reroll them

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simple as that

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that's why it's capped to less than 100%

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the game decides on what number to show you but they cap at the same value

slow bolt
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that is so... blunt

wicked latch
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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

obsidian void
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like by increasing the resolution you are effectively increasing the size of the screenspace compared to the reticle texture. Does that make sense?

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Pretty sure the bas scopes extravaganza has alternate reticle texture sizes when you install it for this reason

celest forge
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The extravaganza thing only does 16:9 scaling

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It's in gamedata>configs>ui>scopes_16

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That's the xml file that handles the reticle textures

wicked latch
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alr, tyvm guys. Looks like texture itself is made bigger for one reticle and smaller for another

forest sluice
surreal gust
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Gotta paint this mask file carefully

warm breach
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Does anyone know which mod controls the npc interaction with anomalies?

regal bolt
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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

fair canopy
regal bolt
lavish dune
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Have fun coding the entire a life system from scratch

regal bolt
lavish dune
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If you recode the entire a life system from scratch you own the code and can't get sued for it..

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Valve: this guy coded this entire AI system and wrote his own code!!!! Quick!!!! Sue him!!!!!

regal bolt
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real

lavish dune
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Except not at all real

true widget
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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!

regal bolt
celest forge
upbeat talon
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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?

soft burrow
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Does anyone know some way to impede the game from carrying out an input like crouching or leaning?

true widget
faint sable
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so far the ported guns is this

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if you do not count the galils

celest forge
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Ported gunslinger anims are AEK, Groza, MP5, P90, some pistols, PM, APS, Sig 550 and the over under toz

faint sable
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yee those too

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those are in uhh gamma

celest forge
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So whatever gun you want changed, it'd have to be with one of those

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Which is def possible

true widget
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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.

faint sable
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sadly that is just life

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maybe one day someone will come around and do them all, (aka firebreathe)

true widget
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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

true widget
faint sable
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no but he does the PRP and has done most of the good pistol animations in gamma

true widget
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im sure it does take quite a lot of coding and stuff. i wish i knew

faint sable
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no one ports gunslinger anymore

true widget
faint sable
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last I know of was Teivaz but he has removed it all entirely to go to his own creations

true widget
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Talking about gunslinger, is that mod still alive ?

faint sable
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no

true widget
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It has been a year since they stopped posting

faint sable
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last update was 2020

true widget
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damn

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i lost count then

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T_T

faint sable
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their is some ports but not many, they mostly always get removed due to it being gunslinger

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these are good

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I also have my hands on some

true widget
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Yeah, came across that post today

faint sable
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tbh most of the gunslinger guns now fall very flat with the new sss19

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most look very toy like now

true widget
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Yeah but, i mean, they are pretty decent

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But there are some guns that could perfectly use some of those animations

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intead of the default ones that look awfull or even bugged

faint sable
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Most I can think is the svd which isn't too bad

fair inlet
faint sable
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this is all I got

true widget
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Trust me, use the debug mode and spawn on inventory all the vss and as val variants

faint sable
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as val already has really good animations from Sed

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most I can think of is the vss

naive snow
true widget
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there are some awesome ones, from blindside and this other guy

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this is freaking great

faint sable
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yea this is the one we are using

true widget
true widget
faint sable
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he might make some more who knows

celest forge
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I don't recall Teivaz saying he ported every GS gun

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Just, a lot of them

random fulcrum
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shit got caught in a massive crossfire flamewar between this server and another project's server

celest forge
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and he just moved onto making his own animations

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and now he just got tired of anomaly because the hands rig is bad or something

random fulcrum
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the animations were in that project

celest forge
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and moved onto another games

random fulcrum
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then the project got shafted due to witch hunts

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shit became lost media

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teivaz got into cwwp

fair inlet
random fulcrum
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that's the situation

celest forge
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Not really, he made everything public when TCO went down

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it's not lost media at all

true widget
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Shiiiiish

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Evereything is so....everywhere

random fulcrum
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ah didn't know that part

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so there you have it

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google the anims

celest forge
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But TCO is literally a bunch of incomplete half assed ports

random fulcrum
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color me surprised

celest forge
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most of them were literally 1/4 what a gun needs to be operational in game

true widget
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We have all this great modders, animators

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but they are so desorganized at the same time(my opinion of course)

celest forge
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and they all want to kill each other

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so there's that too

true widget
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Hahahaha

celest forge
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👍

true widget
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Didnt knew that one

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Why is that ¡

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?

celest forge
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idk

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people in this game's community are fucking rabid

random fulcrum
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tco wouldn't have gone down in flames if the lodge didn't plan a witch hunt

true widget
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i thought that we had a healthy competition

celest forge
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not at all

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the TCO "lead" guy is a scammer, thief and overall horrible person

true widget
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Fuuuck

random fulcrum
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okay yeah he was

celest forge
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He had more coming onto him, but he just cried his way out on his own

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Literally no one cared about him, he left on his own accord

random fulcrum
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but what the lodge did is still more than fucked up

true widget
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Sorry if i am a bit lost

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I am literally hearing this for the first time

celest forge
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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

random fulcrum
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nah you didn't lurk enough

celest forge
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I was in the TCO server, I was suppossed to help with the project

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and left the server when I saw who Synth was

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And how he was

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The stuff I know, I know directly from people that were "friends" with him during that exact time

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I was literally @'d by him in his server when it went down

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So yeah

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TCO deserved to go down into the gutter

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shit was mid anyways

true widget
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Jeez

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So that is the reason why so many project never see the light

celest forge
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Yeah

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A lot of fighting in this community

true widget
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Yeah, you bet

celest forge
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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)

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Some literally just piss ego fights

true widget
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You enter reddit and is always the same discussion

random fulcrum
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whatever soup would be started it would be swallowed by gamma

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efp is already over

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at least gamma is on a super hard crash course

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so the market will be free again

celest forge
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Ah yes, the "true OG chad alpha old stalker gammer" vs the "tourist tacticool drewski cringe tarkov anomaly shit baby poopoodoodoo person" debate

true widget
celest forge
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Not boring and stale to see the same 10 posts every single day

true widget
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and surely the update of anomaly will never come out

celest forge
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EFP is not over

random fulcrum
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nah it's being worked on

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it's like a completely new game

celest forge
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Like a phoenix it rises from the ashes

random fulcrum
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so that's why it's slow

celest forge
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1.6 release Q3 2063

true widget
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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

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but, shiish

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i dont want to be dead when the update comes hahaha

celest forge
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We'll all be

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1.6 development will transcend generations

true widget
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But they didnt post any updates on the discord server since..

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i dont know

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Yeh, maybe 2 years now

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Wait, you talking about efp or anomaly ?

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Im sorry if my english is too bad, im good at talking it, not writing it

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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

random fulcrum
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why

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like really

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the vanilla scars aren't meant to be usable in gamma either

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inb4 buh i got one in my game!!!!

true widget
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yeah i mean, but arent they in the gun pool of the game ?

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It shouldnt even be in the gunpool on the first place

random fulcrum
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they aren't

true widget
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ma bad

vast valley
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where and how can i edit hands \ fingers \ bones coordination for left hand while holding detector?

civic finch
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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?

lethal garden
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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?

surreal gust
true widget
surreal gust
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His team is still active

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Thats why oxr gunslinger had permission to make gunslinger mod work on openxray

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In gunslinger mods moddb page it is said that every existing gunsl animation will be reworked

true widget
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but the didint even finished all the base game guns, its a lot of work

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the modelling, attachments etc

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The thing that "bothers me" is the lack of communication with their own communities

surreal gust
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Don't care honestly

true widget
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maybe its becaues i cant speak other language than spanish and english

surreal gust
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Most shit packs in anomaly barely have any details

true widget
surreal gust
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Like dynamic bullets in the mag for anomaly when?

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I'm so fucking tired of these animation ports

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Every mf can do that

true widget
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You need to know a bit of coding right ?

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i surely dont know how to do that

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i am a baker, imagine hahaha

surreal gust
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A lot of these mods that come out suck

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Have shit code and all

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Some are good

true widget
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Last year i was trying to understand how to animate, it was fun but hard as fuck

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Tried to make a rig and animate it, ended up animating only hands

surreal gust
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Meh im a map maker for anomaly

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Which is wayyyyy harder

true widget
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I would love to return to it some day, and maybe do some item animations

true widget
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engine ?

surreal gust
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Its because most anomaly maps have unknown sources

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You need to merge the spawns together using a tool

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And if you want for level changers to work on other maps

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You need to handwrite spawn sections

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The SDK itself is a pain to use

true widget
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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

surreal gust
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Not really

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Thats what happens when a mf tries to run 400 mods without crashes

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Xray engine was praised during its time

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Especially in old stalker builds

true widget
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Yeah, i guess that is what happens with a game engine that is almost two decades old

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and you guys dont get paid any money for all that work ? like, not even donations ?

surreal gust
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Cant really answer that because im an upcoming modder

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I do it because it's "fun"

true widget
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Shish

surreal gust
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No really

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Its kinda fun for me

true widget
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Yeah, i love baking but sometimes i get really tired of it

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and i get paid from it

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How much of your time you dedicate to it ?

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and how is anomaly development going ?

surreal gust
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It depends how motivated I am

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I don't work on the map 24/7

true widget
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I see i see, but the idea of the anomaly map update is to add new zones, new item spawns or what exactly ?

surreal gust
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Sdk is used for compiling the map

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And to generate ai map

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Placing objects

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Graph points

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Smart terrains

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Stashes

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Waypoints

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Level changers

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Anomaly zones

true widget
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I see i see, so all of the above and more heh

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Well, thanks for the hardwork, i mean it

surreal gust
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And more that i forgot to say

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It is not required to have all of these

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To compile a map you only need 1 light entity and 1 glow entity

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And an ai map

true widget
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Yeah, you clearly have things to say that i would not understand hehehe

dusky magnet
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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

sacred token
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You wish there was something. I wish that sometimes too. Best we have for documentation is probably the anomaly modding book sadge

regal bolt
sacred token
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I think there was also lua_help_ex.script or something for the Modded Exes functions

unreal turtle
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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

random fulcrum
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you mean the modding book?

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that's the most complete thing you can read on

unreal turtle
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yes, besides the modding book, i've been looking around on how to mod items and i couldnt find much

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maybe im blind

random fulcrum
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there are "tutorial" videos on youtube but they drag on and on and never explain anything

celest forge
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The book just tells you what things are

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but not exactly how to use them

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or how to apply them

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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

unreal turtle
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alright, well i shall have to do that then. does the book tell me how to decompile a mod to understand how it works?

celest forge
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No need to decompile, anomaly uses a loose file type system, you don't have to repack anything

unreal turtle
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oh, well alright then, thanks!

atomic haven
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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.

final ledge
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old ammo convert to new ammo is ok or not ?

slow bolt
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all callbacks can be found in axr_main

atomic haven
# slow bolt save npc id when you attack them and only apply the effect to that npc?

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

atomic haven
slow bolt
atomic haven
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For now, though I'll try using a different callback than npc_on_update

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maybe I can use npc_on_use to make he npc wounded every time they use a medkit

slow bolt
atomic haven
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I want to put them in a loop though wherein they can't heal and just stay wounded on the floor

slow bolt
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which is normal. NPCs always pick themselves up from wounded state

atomic haven
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So that I don't accidentally kill important NPCs

slow bolt
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all you need to do is record the npc id and every lets say 50 seconds renew the wounded state

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i dont get your "all npcs in the area" problem

atomic haven
atomic haven
# slow bolt i dont get your "all npcs in the area" problem

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.

slow bolt
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both lists need to have that npc id for the loop to work

atomic haven
slow bolt
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assuming you want that to work just for you. i am not sure if on_before_hit applies to npc on npc violence

random fulcrum
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it does

slow bolt
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well. then use that and create a list of npcs shot

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if they are shot low enough(hp-wise) - have that funny loop you have apply

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basically, you can make them immune in scripts already by negating the damage they take if that damage would put them below certain threshold

random fulcrum
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it ain't that simple

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like for npc on npc combat yeah

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doable

atomic haven
random fulcrum
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but if you want your damage to work with that you're going to need to move stuff around in gbo

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and gahdaym

atomic haven
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I just have to put it after everything and it seems to work

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On that note, the tough important npcs, and companions mod didn't work until I put it into the gbo script

slow bolt
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i can kill them but nobody else does any damage to them

slow bolt
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point is you dont need to do the cycle on the NPC that wasnt shot low enough

atomic haven
# slow bolt works jsut fine for me

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

slow bolt
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do main logic in on_before_hit, or anywhere else relating to hits, instead of on_update

random fulcrum
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there's also on_before_hit_after_calcs

slow bolt
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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

atomic haven
slow bolt
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so why are you looping through the list and checking their HP levels on_update?

atomic haven
bleak forum
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my game closing without show error msg help

soft burrow
twilit abyss
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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".

orchid valley
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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

celest forge
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You kinda answered yourself

orchid valley
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cant they not be seperated?

celest forge
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I think the single_handed line affects the detector thing

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But i'm not sure

orchid valley
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yeah ive tried that it doesnt seem to do anything

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is there a list somewhere that says exactly what each line the the weaponc onfigs does

strong crystal
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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?

slow bolt
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It is a lot more complicated

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You wont be able to do that with text editing. I assume you meant BaS and non BaS weapons. They have different animations

strong crystal
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tbh I dont know which ones are which anymore. whichever ones have the first person animation holding the magazine instead of the handguard

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I will just use something else then

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the one with the bake mag, it has the animations I like, but the recoil pattern is noticably different

slow bolt
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TLDR: no. You cant switch anims

fair inlet
vale knot
#

If only blindsides didnt use weird mag grip for their ak74m

#

😔

fair inlet
#

and safety draw/holster

slow bolt
#

all weapons better have that

fair inlet
#

luckily you're not a weapon modder trolltiny

celest forge
#

but even knowing how to

#

it would take weeks

#

because you would also have to reposition the guns and all the scopes

obsidian void
#

Changing other animations however, is certainly more complicated.

fair inlet
obsidian void
#

makes sense

fair inlet
ionic charm
#

guys im trying to install The zone remorn mod and i cant figureit out

obsidian void
#

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 PepeKMS

neat dust
#

Does anyone know if it is possible to enable the repair of items with complete wear? (1%)

ionic charm
#

NOPE

unreal turtle
#

im actually curious on why

quiet urchin
#

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

fair canopy
#

probably. take a look at the arti special ballistics mod in mod posting

quiet urchin
#

oh wow I didn't realize you could actually swap ammo for underbarrels

#

so that question is no longer needing an answer at least

naive dew
#

would anyone know if alt aim was added with BAS or was it always part of base Anomaly?

atomic haven
#

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?

random fulcrum
#

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

naive dew
fair canopy
#

probably because none of the weapons bothered using it before bas

naive dew
#

even if that's the case there should still be script somewhere that reads the value

#

unless it's baked into the engine itself?

random fulcrum
#

it's just not used in vanilla anomaly

#

but it's a thing there

#

src\xrGame\Weapon.cpp @ line 521

naive dew
#

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

random fulcrum
#

m_altAimPos = READ_IF_EXISTS(pSettings, r_bool, section, "use_alt_aim_hud", false);

naive dew
#

ah shit ok

random fulcrum
#

it's there, set default to false in the engine

#

which explain why it's missing in defines.ltx

naive dew
#

looks like alt aim cycling is built into the engine and reconfiguring the controls would require a new exe, that's a bummer

quiet urchin
#

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!!!!!

smoky plover
#

whats up with people spending tens of hours making a mod only to delete them 2 weeks after release?

soft burrow
quiet shard
#

looking to change how medkits behave, someone point me to the right direction to change them? just need a file location, within gamma

slow bolt
#

Depends on what behaviour you are looking to change

quiet shard
slow bolt
#

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\

celest forge
#

Did you check the gun's LTX file

celest forge
#

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

naive snow
#

Check in blender if the material is assigned to anything. Also check what shader/model in the xray properties are set as

fair canopy
#

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

slow bolt
#

you mean total number of charges?

fair canopy
#

Yeah

slow bolt
#

Utjan's stuff had that option

fair canopy
#

I just took a look. That's close but that's already in gamma. Though I did find some stuff not in gamma

slow bolt
#

Well i know of only one mod that shows number of charges instead of number of items

#

it is that

fair canopy
#

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

fair canopy
#

oh found the mod!

#

it's called quick slots plus

fair canopy
#

now if only i could find a mod that drains stamina while in free zoom

sacred token
fair canopy
#

Hmm maybe that was it

dusk pumice
#

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.

naive snow
#

What model are you doing? I can take a quick look

soft burrow
#

the God-mode console command only works if you launch the game in debug mode, right?

naive snow
vale knot
#

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

celest forge
#

Just delete that lens mesh all together

astral stratus
#

Is it possible to change a weapons values, like reliability for instance?

naive snow
#

Can you drop here the modified .ogf you did?

quiet urchin
#

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

fair canopy
#

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

quiet urchin
#

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

random fulcrum
#

thing is you don't have any real way to generalize bolt/pump actions other than, say, rate of fire

quiet urchin
#

that would indeed be problematic

random fulcrum
#

but then you have things like the trenchgun ithaca that can go as fast as like 120rpm

#

other than that everything else is doable

quiet urchin
#

are cycling animations part of the firing animation?

feral umbra
#

i dont know if this is the right place to ask this, but how do i edit my guns upgrades ?

random fulcrum
#

yeah

quiet urchin
#

fuck

random fulcrum
#

but you can just cook up a list of names

#

that's an alternative

#

make it maybe an ltx plugin

quiet urchin
random fulcrum
#

where modders then can use dltx to add to them

young bone
#

thought I was making good progress on weapon repositions clueless

#

realized I had to do it with all of the scopes and attachments too stalkerpeeposad

quiet urchin
#

if you're using that mod im sad to say it doesn't play nicely with gamma

quiet urchin
#

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

quiet urchin
#

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)

young bone
quiet urchin
#

ok good

young bone
#

I tried doing it w/o crosshair and was losing my mind

quiet urchin
#

I wanted to take a bat to my pc the other day

naive snow
#

@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

celest forge
#

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

naive snow
#

Yeah I noticed with the eot, wondering where this is assigned. Trying to fix some collimators not having the effect

celest forge
#

I think it's just how the shader is

#

I actually prefer it that way a lot more

#

Makes repositioning the scopes MUCH easier

naive snow
#

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

analog blade
#

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)

naive snow
#

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

naive dew
#

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?

naive snow
#

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

astral stratus
#

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.

naive snow
astral stratus
#

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.

naive snow
astral stratus
#

Yeah, found it! Thanks mate!

astral stratus
#

Which are the values for accuracy, reliability and recoil?

naive snow
#

The same you'd find in the weapon stats editor

naive snow
astral stratus
#

Will try! Thanks again mate!

jovial kelp
#

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?

surreal gust
#

Terrain upgrade

fair canopy
naive snow
stone ingot
#

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?

naive snow
stone ingot
#

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

naive snow
#

That's if they have a non rmr version of the HUD

celest forge
#

Check the LTX file and make sure the models are correctly referenced

stone ingot
#

i think the models are correctly referenced and need to be edited but i'm not 100% sure

naive snow
#

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

stone ingot
#

yeah, it doesn't take kits

naive snow
#

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 kekl

stone ingot
#

well time to get to work...

naive snow
celest forge
#

BaS has a single world model per gun

#

so

naive snow
#

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

celest forge
#

tf

#

that's not "vanilla" bas

naive snow
#

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

celest forge
#

That's literally all BaS guns

naive snow
celest forge
#

Indeed

celest forge
#

Anyone knows if there's a way for a scripted sound via the aoldri scripts to have a suppressed variant

fair canopy
#

anyone know what fonts are supported in gamma xmls?

young solstice
#

Hi guys. I remember there was a mod helping to edit weapons hud in debug, could anyone share the link on it?

young solstice
astral stratus
#

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.

young solstice
#

Guys, where I can change this running position? didn't find in HUD editor. There is only "lowered"

vale knot
#

Its the animation itself

random otter
#

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

random otter
naive snow
random otter
soft burrow
#

what's the function for picking up an item?

#

actor:take_item(obj)?

surreal gust
#

recompiled level

simple scaffold
# analog blade Afternoon wise men I’m coming back to a project I paused because poe had a leag...

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.

analog blade
# simple scaffold sorting plus doesn't provide a way to get it's favorites list all at once, we c...

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

simple scaffold
analog blade
simple scaffold
analog blade
# simple scaffold On game load and first update would be redundant. Death is literally only death...

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...

analog blade
# simple scaffold 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

simple scaffold
simple scaffold
#

The ex functions do extra checks

analog blade
#

So "w_string" is supposed to be "w_string_ex"

simple scaffold
trim umbra
#

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?

simple scaffold
#

Check the modding book

analog blade
simple scaffold
#

I am very tired

simple scaffold
analog blade
simple scaffold
analog blade
#

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

analog blade
#

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 ""

simple scaffold
analog blade
simple scaffold
#

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.

simple scaffold
# analog blade Will do 🙂

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

analog blade
analog blade
#

Uness im not understanding the "First action" actor trigger

simple scaffold
#

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.

analog blade
#

Nope sorry, that one lost me on where its needing to go

simple scaffold
#

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.

simple scaffold
analog blade
#

Yep, it is created

simple scaffold
#

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.

analog blade
#

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

simple scaffold
simple scaffold
#

printf("venom: %s", v)

#

I will just be a number. Want to know v in that loop.

light bear
#

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 ? 😄

analog blade
#

opp yep sorry you did say v, ok changed that

simple scaffold
#

Then search your X-ray log for your name. To find the prints. Should be one line for each item

naive snow
simple scaffold
analog blade
#

Like so or in () too?

simple scaffold
analog blade
simple scaffold
#

And quit the game. X-ray log doesn't write to disk on its own very oftain..quiting game forces it to.

analog blade
#

Yep let me correct my screw up on that one sorry

simple scaffold
#

Oh. Crap. I know what it is. Sigh

set_favorite(v, true)

light bear
analog blade
naive snow
celest forge
#

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

naive snow
#

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

graceful sluice
#

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

naive snow
#

You already have everything with Gamma. Just get the xray addon and grab any of the ogf files for stalker monolith models

obsidian void
#

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?

sly whale
#

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

sacred token
obsidian void
sly whale
obsidian void
sly whale
#

ah rip, is it a stability issue or what?

random fulcrum
#

a completely different engine fork for one

sly whale
#

ah i see

random fulcrum
#

besides anomaly is removing all of the multiplayer leftover code

#

for 1.6

fast dirge
#

So which file would I need to modify to change up thow often you need to eat and drink?

surreal gust
#

Hey @undone lily what do you think about the level and terrain

#

I upgraded it a lot

#

there are still more objects to add

undone lily
surreal gust
#

i personally use 75 radius max

#

And 75% density and 0.5 detail height

open oasis
#

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

mystic fiber
#

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?

light bear
fair canopy
#

Half of ugp is AR-15s anyway

vale knot
#

Because its the only kind of gun modders want to add

fair canopy
regal bolt
#

Screw kits, all my homies waiting for the attachment system keksip

fair canopy
#

All your homies are in the desolation discord

regal bolt
#

Nah, that's not desolation clueless

fair canopy
#

Is cwwp still working on that?

vale knot
#

I think they are referring to 1.6

#

With the bone hiding system

fair canopy
#

Or was that someone else? I remember seeing a video about it but that was from a year ago

regal bolt
#

All I've heard about 1.6 is that there will be more convenience for addon makers.

vale knot
#

Yeah probably in the way of more callbacks and making less things engine based

fair canopy
#

Oh shit OK I haven't checked the anomaly discord in a while. I just took a look at that

vale knot
#

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

regal bolt
#

That's cool. I was referring to the new BaS, btw KekSkew

fair canopy
#

This is what I was thinking of

regal bolt
#

Man, you reminded me about one Lvtuner's video ohno

vale knot
#

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

fair canopy
regal bolt
#

Some of my friends told me that Firebreath's animations just don't fit for stalker shrug

fair canopy
#

Oh is cwwp out?

regal bolt
#

Nope.

vale knot
#

No but from wip shots i seen im basing my opinion off of

#

Which i know i shouldnt

fair canopy
#

What even is a stalker animation

sacred token
#

old and janky KekSkew

vale knot
#

Yeah like

fair canopy
#

Gotta fight some cheeki breekis with a missing dust cover ak

vale knot
#

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???

fair canopy
#

Isn't that what the old world pack is for?

vale knot
#

That too

#

Just play old world

#

I should play old world too

fair canopy
#

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?

regal bolt
celest forge
#

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

rotund lotus
#

Is ccwp discontinued?

vale knot
#

i love og stalkers roster of guns

#

i love how the l85 even at 100% still had like a 10% chance to jam

celest forge
vale knot
#

just development is really slow i think

rotund lotus
celest forge
#

But only the people working on it know

vale knot
#

yeh and no updates either

#

they just be doing their own thing

rotund lotus
#

Shame that mg36 looking really juicy in their previews

open oasis
#

who said this

#

😤 ✊

tacit osprey
#

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

vale knot
#

You mean how fast npcs move?

random fulcrum
#

movespeeds are tweaked in the ltx

vale knot
#

Yeah you could just disable the addon grok made for NPCs movement

analog blade
#

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)

celest forge
#

The what

analog blade
# celest forge The what

The "distance" away from you that the character hold the weapon in ADS, thats probably the better way to say it

frank flicker
#

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

young bone
#

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?

naive snow
analog blade
naive snow
#

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

analog blade
naive snow
analog blade
#

And cant see anything obvious in user.ltx either... hmm

naive snow
#

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

analog blade
#

Yeah i just found that too 😄

naive snow
#

Seems pretty straight forward to add a .ltx for the weapons you want to keep and just note the FOV you have

analog blade
naive snow
#

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

analog blade
#

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

naive snow
#

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

glass knot
#

Gonna release remastered texture of the military soldiers with Berill-5M. In 2 versions.

analog blade
naive snow
analog blade
naive snow
#

But it already accepts custom ltx values, you don't need to edit any part of the script lol

analog blade
#

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?

naive snow
#

No, the default FOV is already in the MCM section of the mod. The mod should already write to an exported fov data file

analog blade
#

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

naive snow
#

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_

analog blade
naive snow
#

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

analog blade
naive snow
#

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

analog blade
#

Hell of a lot easier than the convoluted ass way I was trying

naive snow
#

Ravenascendant worked on it somewhat so he might know

analog blade
#

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

graceful sluice
#

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.

regal bolt
#

Seems too much work.

graceful sluice
#

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?

fair canopy
naive snow
#

And add back in animations for the grenade launcher in the weapon's ltx file if you can find some

naive snow
#

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

celest forge
#

Busy hands

naive snow
#

Ah christ

#

Would the lack of entry in grok's enhanced recoil also have an impact on this?

celest forge
#

nope, it's an animations issue

#

either the hud animations are missing or are just not specified correctly

naive snow
#

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

celest forge
#

Should be this file

#

just put it in the hands anims folder

naive snow
#

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

celest forge
#

I've gotten this crash before but for the life of me I can't remember what causes it

#

Someone knows?

naive snow
#

Do you have a log or some context for this?

fair canopy
naive snow
fair canopy
#

i had pulled them out of bas a few days ago

naive snow
# celest forge Someone knows?

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?

naive snow
naive snow
#

Neat I'll keep that handy

fair canopy
#

i was gonna upload them at some point

#

has the kiparis, scorpion, missing pkms, and the ak12 monolith

naive snow
#

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?

fair canopy
#

They're all together

#

Oh is it? I thought grok left it out

naive snow
#

I fixed the world models for those last two so I'm pretty sure they're in

fair canopy
#

Ah then I didn't have to part it out

naive snow
#

You get the v2 with the mono kit

#

With that guard ubgl LipBite

fair inlet
#

basically same with shorter barrel and laser

naive snow
fair inlet
naive snow
#

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

keen garden
#

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?

regal bolt
#

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.

vale knot
vale knot
#

Spawn with scope, spawn with supressor, grenade launcher or what ammo theyre using

fair canopy
blazing musk
#

How would someone go about model-swapping? I'm trying to give the Wastelander suit the look of the CS-3a Armor

keen garden
soft burrow
#

anyone got tips on playing a camera animation right after another seamlessly?

#

like getting the timing right

sacred token
soft burrow
sacred token
#

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

soft burrow
soft burrow
sacred token
#

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)
soft burrow
sacred token
#

Or hiding the hud, idk

sacred token
soft burrow
dreamy shale
#

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?

covert skiff
#

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)

celest forge
#

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

sand briar
#

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

graceful sluice
#

Is there any mod for AK with modifications like that?

dreamy shale
surreal gust
#

Artifact waypoints work

#

Anomalies work

#

And anomalies get randomized after each emission

woven terrace
pine quartz
#

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

sacred token
#

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

analog blade
analog blade
#

Hmm this didnt work either, which seems to be whats in another file bundeled in

analog blade
#

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.

naive snow
sand briar
# woven terrace Ideally you place all your icons in an at least 2048x2048 large sheet. 50x50 is ...

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

sand briar
#

Old:left New: right

celest forge
#

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

random fulcrum
#

like think how it'll look on your inventory screen

celest forge
#

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

naive snow
#

The introduced aliasing is painful to see

sand briar
sand briar
#

I'll iron it out no setting is dialed in whatsoever atm

sand briar
sand briar
#

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!🤣

woven terrace
woven terrace
# celest forge Just not enough for the icons to be 10x in file size imo

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.

celest forge
#

Like I said, it's worth for like a single gun or two

#

but EVERY icon

#

It would be gbs

woven terrace
#

Ah true true

#

Unless.... we find a way to use a compressed img format instead of dds, which is just short of raw really

pallid acorn
#

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.

woven terrace
#

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...

▶ Play video
#

I list and link every tool and software you need and explain in detail step by step the whole process

pallid acorn
#

I see I see. I'll have to chew into this and see what I can figure out.
Thank you kindly!

woven terrace
#

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

pallid acorn
#

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.

woven terrace
#

👌

naive snow
#

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

rotund lotus
woven terrace
#

depending on the mod. but making a pistol (like I did in the video) maybe 3-4hrs...

analog blade
whole inlet
#

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 PepeHands

frank flicker
#

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

vale knot
#

looks good

#

im always fond of the skat9m suits

#

i wish they were better in anomaly

frank flicker
vale knot
#

I thimk resistances are fine imo

#

Mainly lack of slots + how heavy they are

frank flicker
vale knot
#

Yeh

surreal gust
#

Does anyone have Anomaly tree models?

#

I need them

#

If not I will use AN4 trees.

naive snow
surreal gust
#

Yeah sure all of them as .object files

naive snow
surreal gust
#

You can send me through DM's

#

Though, you can send them both .object and .ogf files if you want to

surreal gust
#

The Absolute Nature 4 trees were full of shit

analog blade
young bone
#

does anyone know which of these edits bullet damage in GBOOBS?

vale knot
#

default notepad jumpscare

young bone
#

no that is Notepad++ just cropped

vale knot
#

notepad++ white mode jumpscare

young bone
vale knot
#

in vanilla its power

#

im gonna assume its

#

k_hit

#

but dont qoute me

young bone
#

that is what I figured, it looks like it is a value for multiplication

vale knot
#

impulse is how much force it imparts on ragdolls

#

ap is obvious

young bone
#

yeah the rest I understand

#

I figured it was k_hit but just wanted to double check

vale knot
#

idk how the calculation works tho for that damage so have fun

young bone
#

trying to make a 7.62x54R round hit like a 7.62x54R round instead of like a wet noodle

vale knot
#

lol

slow bolt
#

Dark mode to me looks ugly now in notepad++

vale knot
#

psychopath

#

<3

surreal gust
#

I use winmerge white mode

#

problem?

vale knot
#

not with me

#

might have one with st peter at his gates tho

regal bolt
#

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.