#โ๐mods-making-discussion
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The latest release of GMTOP has a lot of mistakes yeah
I've noticed. Also there are some weapons i cannot find descriptions in whole GAMMA. Also love practice of hiding ENG subtitles in RU folder (Ithaca case) ;x
That's what you get with cooperation projects, different levels of standards
Yea, that's why i am not gonna even try to automate scrapping those files. Will just do Excels and my job is done
I'm also thinking about such button but even can't find any info about how to get current active task(s). Any info related to this functionality would be helpful. Just want to figure it out. I'm not a mod maker, just front-end developer that can read code lines sometime 
gamedata\configs\ui\pda_tasks_16.xml contains focus button in the list of tasks. I want to add "Cancel task" button to the left of it. Can anyone help me to find the definition of focus button function that executes the logic to center map on selected task? I think focus button definition could be helpful and maybe contains current TASK_ID that can be used to cancel task.
@naive snow hell yeah, I finally did it. It was kinda harder than you explained but anyways

Well done! What was harder? The unpacking of anomaly files?
Finding the correct way to link blender addon to modded gamma, because everyone in tutorials was using stock game. So I tried to look in MO2 where those models located, and I copied the patch. I didn't know that each mod got own game data.
Oh you could have simply launched Blender through MO2 so it assembles everything in your anomaly folder.
Like so, here's mine
LoL, I just spent 2 hours trying to figure this out, and it actually was so easy 
Should have asked 
Yeah
You still managed in the end, well done,
Monolith showed me right path
๐๐๐
We thank You for revealing to Your servants the machinations of our enemies! Illuminate with Your radiance the souls of those who gave their lives to fulfill Your will! Into battle, defenders of the Monolith! To battle! Let us avenge our fallen brothers, may their eternal unity with the Monolith be blessed! Death... cruel death to those who reject His sacred power!..

@naive snow
Just hit the folder icon next to the right of the red fields and select the folders yourself
The object folder is under Meshes
Yeah do every folder yourself
Wonder who named it like that 
That's what you get from 400+ mods
The shader and engine files might be slightly more complicated to setup but if you're not re-exporting files it shouldn't matter
So if I want export this model to .fbx I gonna have problems?
Nah not really. You dont need to carry any information like the shader type in an fbx
Why I can't see all those folders in explorer?
Oops wrong photo
This one is gamedata
Because windows can't see virtualized folders. when you launch an application through MO2 it fakes the file paths for that application. Exemple it links any gamedata folders in your GAMMA/mods/ to your gamedata folder in the Anomaly Folder
That's why one of the programs in the list you can launch is a file explorer in MO2, so see and explore the assembled files in your Anomaly folder
Damn, that's cool
If you launch Blender through MO2, blender will see your Anomaly folder the same as the file explorer in MO2, like a fully assembled GAMMA version
So I can do it like that?
Nah

You need to go through the xray addon import menu to properly open the ogf files
If you want to also have the normal map and specular map you have to import it manually and plug it in yourself with the right nodes. Fanatic Lunatic has a great video about it
https://youtu.be/HwTYYH5zLjo?si=zieQ5s7jmol3cAeJ
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...
๐
The point of setting up your blender through MO2 and setting up the proper paths is that the xray addon will automatically pick up the right paths and import the basic base color texture automatically for you.
Since all paths in the ogf files are relative to the gamedata folder
Well, this video gonna take some time 
Whoops 
Just skip to the part he does the shader nodes
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Anyone knows of a tool that shows me the bones of an OMF motion?
Couldn't you check the dope sheet in blender with the loaded omf?
You should see the baked keys with the bone name
How did you do it?
Am I crazy or was there a mod that allowed you to give exoskeletons to companions for them to use it
There's a mod to give companions armor yeah. Just search for armor in your mo2 list
I was having an issue with the animations of a gun, so I wanted to see the bones of the animation I was exporting
But I resolved the issue without needing to do that
has anyone ever tried making a multi caliber weapon like the Baikal IZH 94 for example? that the regular fire mode is firing regular shotgun shells and toggling the "grenade launcher" would fire a regular rifle round? i heard there is some limitations to wich ammo can get used in the games nade launcher system, anyone got any ideas?
as i have tried adding "grenade_ammo = true" to 23x75 shrapnel and edited the siber m4s weapon config, adding the ammo to the grenade launcher list, what other stuff does an ammo type need to be recognized as a "grenade" ingame?
need some help with batch-converting 1000 pngs to dds for a custom tv screen replacer
what software would you guys use to do that?
RTX trees betrayed me
Tree LOD's resolution is 8192x4096
anyone know how i could edit a weapon to accept diff scopes? want the SVU to be able to take the PSO without the eyecup
Model a mew hud file with the scope. Add an entry in the ltx for it. Set values like the aim pos and rot, and the rest.
Trying make some love for SIN players, SIN exo suit
You know what would be awesome
If sin overcoat sleeves actually matched the icon
I think it just uses the mono coat sleeves model
Yep, i would like to make some textures by myself, but im not familiar with that
Ok ty
Shouldn't be that difficult as I could just copy the values of the eyecup version
Probably
Cannot believe that this atrocity is motivating me enough to learn how to mod
Legacy mod

To add more tasks?
It does nothing, all the files are overwritten
Ask glock idk
chat does someone here know how to dxml an outfit portrait
i'm missing this very small bit of info
No i'm a map maker for analmeme
ah wait it's on the book
The book is very useful for me
shit i don't even need to use dxml
any ideas where to find the hotkey for bhs to change it from H ?
Its script
u know which script ? i can dig thru it to find the windows key
checked thru couple but couldn't find any script that binds it to a key
there's a mod to change it iirc
oh thanks man i really gotta look thru mod posting
no worries
this new repo mod for gamma guns look really nice i gotta get that
is possible somehow to move minimap from right down corner to left top corner like basic game ? ๐ค
!minimap
Change your minimap style and/or position: #โญ๐faq message
can I request a mod to be made?
to loot all bodies within radius, instead of having to loot them one by one
Does anyone know if you can pass arguments to script functions in the <precondition> tags for dialog trees?
Anyone knows how to make new parts compatible with Arti's WPO?
I assumed that remote loot would open up an inventory screen with all the loot from all the bodies, but it doesn't show me what it loots
like, if I loot one body, I'd like all the items from all the nearby bodies to move to its inventory, so I can loot them all from one place
This is my rough approximation of how to get my idea working (export the custom set ADS FOV so that it saves through different characters).... untested atm
New parts?
YEah
I'm having an issue with one of my guns
I made new parts for it because it uses a special caliber
and some people with artis WPO say they're crashing with it
because the jamming script that uses
someone told me it may be related to my gun using new parts that aren't in vanilla
where is meatchunk's prefetcher ?
In the mod list? You can just enable it for gamma
oh like inside ok lmao thanks
should i use prefetch thats already in modlist or grok's on mods posting
Meatchunk's covers a lot of stuff already. Grok's is a little more complete for base gamma. To have absolutely everything you need to generate a clean list with something like pfgen. Check for it in the mod-posting thread
aight thanks
hi guys, what are recommended zcp settings to disable 5 chimeras or 5 controllers spawning at once? I'm not an average quake 3 or doom player unfortunately
I have asked in #โโขstalker-chat but there is some "code for the spawnable squads"
HELP!!! will this code work and fix the problem? UGP Mod with Device Anomaly Redone? Or is there really no conflict between them?
because I have problems I can't open Inventory, I can't open PDA and when using weapons I can't AIM, shoot.. and a lot. like some or all of the buttons I tried didn't work.
previously I used MCM keywrapper to attach the PDA button "Shift+G" and everything was fine, but after I got the grenade I tried to open the PDA, it just threw the grenade and after that everything was messed up, some of the buttons didn't work as I said previously. and yeah, the grenades that should have been used up are still there if I scroll or press the button for grenades. because I only have 1 grenade. its like infinite but i cant use it.
I really believe this is because of a grenade, I've tried loading several save files and yes this is because of a grenade.
I've tried unbind everything and the problem still occurs. I don't want to start a new game.. shitt
even if I start a new game, this problem will still occur
what is the error?
interesting that it is crashing on line 154, considering in the script that line doesn't seem to conain the "missing_parts" function
Is anyone else having the same issue or is it one specific user?
A lot of people apparently
can you replicate the crash?
I don't use GAMMA
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 257
Description : fatal error
Arguments :
1 : [Lua] ...nomaly-1.5.1/bin/..\gamedata\scripts\arti_jamming.script(154) : missing_parts
LUA error: ...nomaly-1.5.1/bin/..\gamedata\scripts\arti_jamming.script:154: attempt to compare nil with number
Check log for details
stack trace:
Sure enough
better ask arti in anomaly discord
I'm banned from there
So ig people with WPO can't use the gun
Which is weird, because people here say the gun works alright, so it works with GAMMA's wpo?
Idk
theres another arti channel in efp discord
Why are you banned from anomaly
I don't remember the actual thing the mod said
something regarding copy right laws or something
Pretty much for taking commissions basically
tht's why
the script I showed you is contained within GAMMA. as you can see, the line 154 doesn't line up to the error
here is the script included with GAMMA reload unjam on the same key so you can compare them
my very first thought would be this: check your naming conventions on the parts compared to the other parts within WPO
Models.
Automag I think?
Yep.
@pearl sparrow Here's what you wanted, the ak74m beard with the same UBGL as the _n variant. I did all 27 scopes that come with it too. Should work, but I'm not sure I might have messed up the mod_system file for it. Let me know if that's the case.
One gun out of like 80
but aight fair enough

I wonder if Domi ever emailed BSG and Activision and Dice like they said they would

@undone lily Can the feature of changing weapon's hit_power with weapon upgrades be restored in GAMMA or is it gone for good?
imagine if they found out about the raptr being in gamma

it's easier to cancel one literal who than to cancel a guy with a 400k people cult
I don't think the RAPTR was a commission tho
how hard would it be to make epinephrine administered through gunslingers exo hud animation?
very easy
Can someone tell me the method to show a message on screen? Not a PDA message, but the floating text that just appears on top of the ui
Uhhh try looking into raven's death message mod maybe?
Man thatโs prettyโฆ.
You're a legend, thank you! I'll poke around and see if something isn't right. Was it as simple as copying the values for the UBGL model from the regular AK74M? They're pretty much identical after all
That's what I did for the ltx, but it's the fact the bone structure and placement is the same as the Ak74m-n so the grenade launcher animations can be used directly without too much issues. After that it's simply adding the actual grenade launcher model to the 27 models...
Yee
a while ago I tried making this mod that gives you immunity to pseudogiant stomps while you are jumping but the on_before_hit processing was just too hard for me
so I'll just leave this here in case someone smarter and more proactive wants to give it a try
but you do dodge giant stomps if you jump
it's already a feature
it's super hard to do because you have to be ascending when the stomp hits
WHAT
I even forgot when I started to do that, honestly 
Yep, it's a bit misleading, game only counts if you have started a jump as it hits
If you're already airborne it'll hit you, so you have to delay the jump more than you think
I just want to make a little PSA here that this mod adds a transition from north wild territory to grimwood and works on existing saves:
https://www.moddb.com/mods/stalker-anomaly/addons/extra-transitions
JFC, thank you for the effort
Absolutely cursed x-ray jank, the fact that every variation of a model is entirely unique
You could probably do something proper since there's a wpn_scope bone as part of every weapon. Parent and skin a scope model for every possible scope variant to a bone underneath that one and then hide everything except the right according to the attached piece. But custom bones hiding would probably require a exe modification. The initial implementation works fine when weapons had just 4 or 5 max optics. Stuff like the ak's having collimators and scopes just sends the whole scope of work out of the window.
Someone pls add canned pineapples to the game) I can provide 3D model)))
๐๐๐
Very weird, specific thing to ask for lol
Into the Radius fan no doubt
Easily done, if you got the model with textures
Burn, could I make a request? Would you be willing to make like 10-20 copies of the poster model from Hideout Furniture Expansion so we may have a variety of poster textures? You can just leave the textures blank. I can add the items if you don't want to mess with that part
https://www.moddb.com/mods/stalker-anomaly/addons/hideout-furniture-expansion
What do you mean make copies?
Like, duplicate the model, rename it, give each model a unique texture name (they can just be copies of the original blank texture)
That way it is possible to make several different posters
unless i'm missing something, doesn't appear to work as is, probably mod_system file
the ogf files are correctly overwriting bas
I'll see if I can find some time in the coming days
Here use this, drop it in the same mod folder at the same spot as the mod system
oh thanks, was wondering if this file had anything to do with it
works a treat, thanks again
Can you do me a favor? Can you delete the file I just gave you and instead move the mod_system_w_ak74M_beard_UBGL.ltx to be in the folder gamedata\configs instead of in gamedata\configs\items\weapons?
I wanna test if it was only an issue of path
can do
yep, seems to just be a path problem - it works fine
Awesome, I'll correct the archive and reupload it here

the mod is glorious
jokes aside, this is unironically a good change as 5.45 is pretty lacking in utility, afaik this is the only weapon now that can take a ubgl, a laser, and both types of optics
There you go
the worse stats compared to something like ak-12 variants gives it a nice niche
Unless you mean specifically 5.45, the rd 939 has all of those too (I can't recall if it has a laser but I'm pretty sure)
Which would likely mean the rd 74 also would but I'd have to check
i said specifically 5.45 yes
the RD-74 only has access to picatinny sights, it doesn't have a dovetail mount
which is fine, it doesnt need one
but only a handful of guns in the game have access to optics from both factions
Hm, weird that the 939 has both but the 74 doesn't, ohwell
i'm not sure why it keeps the dovetail mount from the as val either
def doesnt need one
And excuse my confusion, the way the sentence was worded came acrossed as "545 needs more utility" "also this is the only weapon that has all of this"
Ack why was that a reply to my own
Mobile discord is ass
yeah i meant it was the only weapon in that calibre with all of those things
i dont think any in stock gamma do
There's probably something obscure somewhere
I can check the 545s rn
I only this playthrough found out that the amb17 existed
Also are you only counting natively 545 or convertable because that opens up more sillyness
only native, i dont count 556 guns that have been converted, because its irrelevant
just checked its the only one, ak-74 pmc is close but doesnt have ubgl since it has a foregrip instead
Some of the 101s take both optics, if those can be caliber converted they might fit your bill lol
But that's enough clogging up this channel with nonsense
Figured this might be the best place to ask this, but if not my bad. Anyway, does anyone know if the animations for the epipen and fentanyl are able to be overwritten with another animation in files?
Idk what is radius, I just love canned pineapples)))
I am making a improvement weapon mod for the vanilla games weapons basically I am improving the weapons like the recoil should be much lower so it doesnโt point to the sky and be a bit more realistic, changing the fire rates for pistols and semi autos to be much faster, adding fire modes like full auto and burst to pistols and semi auto rifles
The process of testing the weapon changes and changing them is a bit tedious so itโs going to take a while
because anomaly doesnโt have a functional weapons stats modifier that actually work at all seriously they need to fix this
something similar has been posted some time back, may be what you want
https://www.moddb.com/mods/stalker-anomaly/addons/alternative-weapon-balance-reworked-silencers-scopes
Galogen light test
This is interesting but I think I will continue on my own

Did you make a photo of your screen? Because it looks like it is glowing.
How many tris is that
Looks like hundreds. There is a picture above.
I'm now scratching it on low poly model
Or optimised already?
Using texture baking
Finally
Now it got 100500% smaller poly count
Some texture editing, and it done
I removed the seem 
๐๐๐
Maybe I can use can model and some animations from this mod?
Who is author?
where i can find ground/road/asphalt texture?
You mean from gamma?
@fossil birch is this your mod?
yes, from gamma or wherever.. I want to change that only. I tried to mix several textures. and that part hasn't changed.
Pls smooth shade those side normals for the love of god
Try this website:
https://rawcatalog.com/ru/library/materials/?category=30
ะะฝะพะถะตััะฒะพ 3d ะผะพะดะตะปะตะน, ัะฐะนะปะพะฒัั ัะตะบัััั, ัะตััะตะถะตะน, ัะตะบััััะฝัั ะฐัะปะฐัะพะฒ ะธ ะดะตะบะฐะปะตะน. ะะฐัะฐ ะฑะธะฑะปะธะพัะตะบะฐ ะพั ะฒะฐััะฒะฐะตั ะฒัะต ะฒะพะทะผะพะถะฝัะต ะบะฐัะตะณะพัะธะธ, ะพั ะณะพัะพะดัะบะพะน ััะตะดั ะดะพ ะฟัะธัะพะดั ะฟะพ ะฒัะตะผั ะผะธัั, ะฝะพะฒัะต ะฐััะตัั ัะพะทะดะฐัััั ะบะฐะถะดัะน ะดะตะฝั.
๐ซก
Well your engine files are messed up bud
You're missing your compile and shader file
If you want all your textures and everything you also have to launch your blender through MO2, you add it as an executable
If you want to work it properly you need to go in your Anomaly folder, insde of Tools, you'll find a Unpackall.bat run that but be aware you need some 20 gig of extra space for it to extract. Once that's done you want to go in the newly created _unpacked folder and you'll have your shader files in there and the rest of the folders like ,objects
Like that?
Don't forget to set the Start In folder patg
NO WAY, FINALLY!!!
I successfully opened model, without purple textures
My mistake was that I linked blender steam incon, instead of blender.exe
And also unpackaged folder in tools
Neat, well done!
Please can you make me customized version of this gun? Like you did with "AK-74 Beard" before.
I collected everything on one model, it's custom SVU from mod, with March F scope, RMR top sight, red PEQ-15 lazer, 20 round magazine and with possibility to put M203 on bottom rail.
In what way I can send you all this to make it possible put in stalker?
@naive snow with top sight placed like that.
Do you already have an ltx file and animations for it?
I can assemble the model for you yeah, but I'm not doing animation work or creating an ltx from scratch
You also need a can model and texture, including the insides
While preserving the bone groups
Then it can be used with the existing animation and just work
And you get a can of pineapples
No way that can take an M203 lmao
Atleast not unless someone makes those animations
Unfinished preview of new loading screen design Ive been working on...
You can put M203 on everything that have Pikatini rail)
Yes, I took this model from one mod, it already animated and working.
What files I need send to you to make it? I gonna pack my blender project with textures, and original mod on Google drive, and then gonna give you a link.
Putting the scopes on it is easy. But it uses the basic svu animations. The m203 won't work unless the base animations for the svu have grenade launcher animations which I doubt they do
You'd need to reanimate the the svu to account for the grenade launcher
Not if it doesn't have animations dude
Lmao
I mean in reality)
Why would I be talking about reality when you were asking for people to do it in game
I was talking that it got pikatini mount, so it physically compatible.
Yeah but not in stalker
But maybe we can use animation from l95 tactical?
It bullpup, and got grenade launcher
my sleepy mind reads it as 'bikini' rail, yeahhh i hope i can put them on my gun...
would anyone know of anything like that one addon that allows online chat, I was curious about tuning it to connecting a webhook for discord or even send say twitch live stream chat to that. Whats the name of that addon, if anyone wants to help work on it, i think it would be pretty cool especially for content creators and keeping up with friends here in Discord (GAMMA, Anomaly, EFP) i have extensive python experience but havent looked into anything.
chernobyl relay chat
there was a guy some moons back that also was working on the twitch integration
might also want to check the buttplug integration too
Oh yeah that was a thing 
You can still download it 
lol im gonna have to check that out.. and the... butt..pl..plug integration? what is it sending PDA vibrations to my anus?

pft
Honestly I wouldnt hate that, given how unreliable the pda radio itself is
Did anyone tinker with RTX Remix for Gamma?
I try to make it work but with little success. Replaced DX9 dlls but seems to have 0 effect. (in 3 places)
Wait does Stalker Gamma even use fixed pipeline rendering lmao?
why ask here and not in the anomaly discord lil bro
gamma is just a soup for anomaly, which is the game you're playing
That's true, will ask there
I saw discussion about this in the OpenX-Ray project but it escalated to reverting to Fixed Pipeline and such as far as I saw so I'm a bit skeptical about it. If that's even a thing tho since as I gather more and more info about this, the less this thing seems to make sense.
Anyone wanna weigh in, thoughts on how I should go about handling the color/highlights for the border section?
Which line affects bullet spread? help would be appreciated. Automatic fire with this weapon is extremely inaccurate
Dispersion base probably
Alright, should I increase or lower the values to reduce spread?
Thanks btw!!
Just test it out. You can quickly reload a file via F7> numpad 0 > f5
Lower the squad size to 0.5 and variance to 0, if you want to find more random mutants while exploring (making yourself suffer) raise the random squad chance
Also you can disable certain mutants from appearing in squads
They won't stop spawning completely, just won't appear in groups
For your specific issue, disable controllers and chimeras
Anomaly uses an old version of open xray
And they combined it with last day engine which is coc and then reforked it into monolith engine
Recent versions of open xray have dierectxtex support + bc7 and other features
extended ai map support
And those are the features that anomaly does not have
anyone that can teach me to animate a weapon?

Blender and the xray addon
xray addon? can i get a link
i really wish to change up one gun in gamma, so I wish to learn
Buddy if you can't even google that much you are in for a world of hurt
There you go, I knew you could do it
You can search in this channel how to set it up properly

huh.
if anyone has a bit time to spare to instruct me on how to guide me a bit, would be much appreciated. have some great ideas
This is my custom map if you didn't know.
Thanks
My homie that im teaching how to make maps for anomaly compiled this
So I'm going to test this build soon
i want to make a custom weapon, like modified vityaz and i need help with animating and desing, like how to implement it
and also, dual magazines if possible, might be tricky but i just need to learn the basics so i can go further
Working on changing PSO colors! pain in the ass though
so I now there are new models for like Hip and Beard but are there any other or is anyone working on the other main npc's
You should fix that specular map, this is waaay too harsh
Anyone knows how the game handles two hud models when a detector or device is used with a weapon out? Could you have more than two hud models out at a given time?
Just a question, since the engine is now x64 is there a chance of it being able to properly handle 3D scanned trees? I'm not talking Unreal Engine 5's nanite level of performance and detail, but even a higher poly set of good trees would help this game pop big time.
anyone know what file controls the helicopter behaviour?
is there a way to add a damagae multiplier to only head eye damage?
there already is one
Ik but i want to change it so its more realistic because nobody (unless wearing a alton or face armor) should be able to live after getting head eyed especially if the head eye area is unarmored
Right now there is the same damage multiplier for head and eyes. It's x3.65.
And if the face is exposed, the damage goes through.
C:\G.A.M.M.A\mods\G.A.M.M.A. Close Quarter Combat\gamedata\scripts\grok_bo.script
I think this one.
That's only the damage dealing part.
mf boutta make it on the hundreds and a sinlge buckshot pellet will instagib the mob
Only after armor break.
What saddens me about ballistics overhaul is that weapon upgrades no longer change the weapon damage.
but it does
Nope.
bruh
it reads from weapon params
which in turns reads from a class cast
which in turn has like all the updated info on a given item
upgrades don't change hit_power
Ok. Do a Kriss Vector conversion to 9x19 and see what weapon power value is.
the reading comprehension anomaly
Yeah. You can't change the weapon damage through upgrade. You only have the ammo damage modifier.
As if it just reads the value from the weapon file and doesn't see any upgrade effects.
im at most putting it at 6
Only Counterstrike does x4 head damage. I don't know any other game where it would be higher.
Tarkov
Isn't it becasue of separate body parts?
Tarkov damage calculation formula is so convuluted
yes
NPCs have one general health value.
We have BHS but that's only for players to use more meds.
It damages random parts of your body.
How hard would it be to add different hit boxes for each body part than attatch a health bar for each body part that in total add up to the max character/npc health
then create a rule if the thorax or the head drops to 0 said entity dies
Judging by the fact that nobody did this yet. Very hard.
Also who cares about the individual body parts health when you are about to kill 40 Monolith NPCs?
Cause i want to be able to head eyes them for a instant kill
unless unless its like a singular pellet froma shotgun which in that case no
That won't happen if NPC has head protection.
ok and
And SIN faction has a magic bullet protection.
huh
You are not the only one to use ballistic protection artefacts.
i should prob start using artefacts more lol
@random fulcrum @celest forge Turns out the script is/will be unnecessary. It's already been coded. It's going to be part of anomaly 1.6 
Lua scripts don't have the ability to spawn hud files so it needs to be done via engine modification.
Soon โข๏ธ
Hey, does anyone have the base game merc texture for the exo?
Specifically the camo pattern
You can unpack the anomaly files within anomaly/tools
i think i told you
Hello. I would like to get into modding for Stalker GAMMA. How to get into it? I would like to know what is possible with modding for this game. Is there any tutorial for it online? Just how to start and what can I expect.
I would like to make myself some new areas/maps also. Is there any editor or something like this to create new areas? Thanks!
there are 3 people in the entire anomaly scene that know how maps work
one is an anomaly developer
one is banned from this server
and the third one posts in this channel regularly but is still creating his first map
Xcvb is banned?
Damn people get banned here actually?
xbcvxbcbxbcbxbbbcx
idk really if he's actually banned
might have left on his own
the entire lodge had a hard on for that poor guy
and grok burnt him bad
Sadge
so might have left
Seems like a recurring issue

ะปะปะพะป
nnon
ะดะตะปะฐะป ัะฐั ะดะฐะฒะธะด ะธ ะณะพะปะธะฐั
Perdรณn no hablo taka taka
ะฟัะตะฒะดัั ัะพะฟะฝัะป ะฝะพะณะพะน ะธ ะธะณัั ะบัะฐัะฝัะปะพ
my thoughts exactly
Do you make your own maps? I want to get into it and I can't even find anywhere an editor for stalker like yours
This is the first map im making
Most mappers for anomaly port maps from other mods
And I decided to make my own
The sdk is called hybridxray
I want to make a map too but Don't know where to start
You can find it in anomaly modding book
You should watch tutorials for the sdk
Whatever language it is
You can use the subtitles to understand better
hybridxray is already in anomaly files?
You're an angel. Just needed to be said once again.
Have you ever danced with the devil in the pale moonlight?
Dear god I didn't know monolith engine was such a Frankenstein 
What am I supposed to do when opening OGF Viewer on AXR toolset and it displays this error message? "gamedata/scripts/Config.lua:7 Syntax error: user_config.lua:3:" I was messing around to find the texture for the Fracture monster model, found some textures on one of the mods on the gamma/mods folder and set the viewer to that, it started displaying that right after
Please just install blender, then the pavelblend plugin. Then import the ogf.
Look at my video description, where I linked all the required tools and softwares.
You find my how-to video also in the modding book btw
Comprehensive tutorial? Gotcha, so the hell with AXR lol
The axrtoolset to properly work needs to be launched through MO2 and pointing to your anomaly gamedata folder with the anomaly db files unpacked into a new mod.
But yeah like lunatic said, it's easier to check textures directly on models in Blender
I see, well, my intention is to get the models and use them for short stalker films I wanna make.
Then yeah Blender is your best option, you'll be able to export then as .fbx or .obj depending on what you need
Brilliant! Thank you!
But you'll have to reverse engineer the bump maps to get the roughness and normal maps. Plus you'll have to create your own metal maps (might be irrelevant for creatures).
anyone know how to make the shot kick smaller?
anyone how to move minimap from right down corner to left ? In that guide in faq is nothing about moving from corner to corner, just make minimap squared not circle.
So I might be missing something, but I'm having trouble with setting pavelblend, and when I open any model, it just shows tiny bones
Screenshot please
Did you import ogf?
I have tried both import and viewer
Setup looks good imo. Restart blender. Some addons Need a restart
Have been doing that since last night 
Only import via the import menu will let you open ogf
I also get this when trying to import
Ah shit. We'll get there. Try something simple first. Like a wpn. Have you properly unpacked all DB files first?
Aah you are on blender 4.
Use blender 3.6.x
Pavelblend has known issues with blender 4

Gotcha, you also mentioned earlier something about the bump and normals. Any pointer on that before I do a silly mistake like using the wrong blender version? lol
Get it working first. Then watch my video. Where I explain in detail how to get from normal to bump. You basically need to do the reverse. Study it and ping me if unclear. ๐
roger roger
Got it to work! This gonna take a while tho
Yes it will!
Good hunting stalker!
Just one last thing. Are all levels available to be imported? Like cordon? One of my films will take place at the military road block
Or will I need to just go sight seeing and model it myself?
I believe this should "fix" busyhands (most. It's possible I missed some stuff, busyhands is multiple bugs). I know this isn't the modposting channel, but I don't want to cause extra burden with bug reports, so I'm posting here first. I have not yet been able to trigger busyhands with this, but can easily trigger without it. Have ~1 hours playtime with no issues. This also returns the ability to enable animations to the MCM menu. See script file for explanation.
1 hours of playtime witohut busyhands means nothing
people complete playthroughs with all the animations enabled
others get busyhands within 30 minutes
Yes, this is why I posted it here
However, as stated, I can reproduce it 100% of the time without the mod, and I have not been able to reproduce it with the mod
Bit early I know, but I'd prefer to not see half the modlist removed over "busyhands"
Only solution is to fix FDDA, or remove FDDA
only some animations are removed from fdda, that is it
but if it works - it works
would be nice
Yeah, it's just that busyhands is largely impacted by stutters, and anomaly without any mods stutters ๐
So really, anything can trigger busyhands, which sucks
is monkey patching mods with mcm harder than without or what
doesn't really affect anything
can't figure out what I'm doing wrong
my monkey patch attempt doesn't work
wait, let me try adding more zzz's to the filename first
didn't work
Make a mod that capture mutants as pets. Straight up Pokemon these mind benders to fight for you.
Not hard to do
Gross, rmr
Tall can with 12 pineapple rings, or smaller one with 8?
I think there can't be enough pineapples, so bigger one.
Skip to 7:20
https://youtu.be/YD2AV9o9nSU?si=vf61zz3n9Y9I4JZb
a look into the all new Trijicon RMR hd miniature red dot sight for pistols rifles carbines sub guns and more. loaded with new technology, the open emitter lcd sight is a solid option to mount on your ccw or duty weapon handgun. not only do we talk about the new features, but we do a durability and destruction test. mud test sand water shock gla...

Good enough for the world model
But for the FDDA to work with it you gotta retexture and\or slightly remodel the cans they got
By creating your own you might as well create your own anims
One dude said that he gonna help me with that
That's not in game though
In game you can't brake anything)
But I still like the design
That's all you had to say
For the argument: all reflex sights will be more reliable than the gun itself, holos too
awful
Who placed aimpoint on glock ๐
And this with C-more 
This website is cursed

Why you hate RMR?
Should I reduce poly count?
Or it doesn't matter because it on screen only for few seconds of animation, and not gonna seriously reduce FPS?
omg that is so ass
lower is better
you are not gonna see it
Oh nice, is the animation going to be eating the pineapp with a knife?
Has ZCP in the past tied its scattered loot option to respawn ever, and has anyone attempted to tie in scattered loot generation with emissions?
My insticts say I shouldn't do any attempt to create scattered loot respawn options with the thought it will inevitable be volatile AF, but generating once just doesn't feel optimal.
Yeah, poking and swallowing 4 rings at once, then doing it again, and in the end drinking all syrup in one take)
who would be doing it?
didnt think there would be someone making an animation for a pineapple can
If only someone could make the animations for the surgery kits,survival kit
You probably can borrow them from tarkov)
Week ago someone said that he gonna do it, if I have can and pineapple model
๐๐๐
Render looks much better
animations cant simply be "borrowed"
You're welcome for the base gun 
Next I planning to make longer MLOK handguard, like on CYMA airsoft gun:
Oh it's real
Well, only in airsoft)
Real SVU is so rare, that you can't buy them anywhere, even hard to find just reference pictures for model, not saying about mods for this gun)
You made this model, or you took it from somewhere?
I just took the hand guard from bas and adjusted it as needed and modified the textures a bit
It's the base svu from anomaly
I very wanted SVU like this airsoft one, and I searched for your mod for a long time, because I only had this picture from internet:
And one dude from the server said that he know your mod name
Yup. I made that a year ago. Ita probably in some mod packs too. Haven't seen anyone else try to remodel the svu
I've done a few guns for fun
Yeah, I searched for it in many games, and no one have variant with Mlok handguard, everyone just "screwing" Pikatini rails in plastic handguard 
R6, CoD, Ghost recon
That last one looks like a smaller caliber mag even
Thats because mlok is bad
Its funny because to use mlok you gotta adapt to picantinny rail, which removes the entire point of mlok on most things
It way lighter, and It doesn't catch stuff around you, and don't rip your clothes (Picatini rails sometimes can be very sharp). Also you can use quick detachable mounts, to quickly clip handguards, bipod or flashlight.
And it easier to clean

fair
Use Bro Code: โRDB10โ for 10% off at Brownells ๐๐ฝ๐ฅ๐๐ฝ
Next I planning to add MDRX in .308
And also probably it's 556 version with extended mag:
you doing your own models or are digging through sketchfab
There is one mod with it, but it abandoned, and in not so good quality.
Something I making myself, and something I taking from internet.
In example, I 3D scanned pineapple, reduced poly count, fixed textures and added normal map, but took can model from internet and just added solidify modifier to it, and separated the lid.
jesus christ the 3 trillion polycount slice will never be not funny
I just made hollow same sized cylinder, and projected texture of high poly model on it 
Most optimised game release since 2022:
Chaotic high poly count is biggest problem of 3d scans, or their biggest plus if look from different side.
I don't know how they made it, but in cyberpunk if you zoom in photo mode, you can see skin of your character in smallest details, like it got 69k resolution texture
Also guns are extremely detailed, even on other side that you usually can't see. I can read absolutely all small letters on it.
Probably they use original, unoptimized models for super close LOD
Saddest thing, that after 5 years of production, just yesterday Desert Tech discontinued MDRX, and now they selling simplified variant without forward ejection, that also have 50 less parts.
And they called new rifle "Wolverine", bruh, CoD ahh name
They use a ton of techniques together, one is first they make props IRL that they then scan in for models, then create textures before compressing and downscaling the texture itself. It retains a similar appearance while being more performance friendly. They also have several different texture sets depending on your settings.
You can say no, but they literally state this is what they do. And I trust them to not lie quartermaster.
idk what mdrx even is
bullpup gun
MDR is a bullpup, so it looses points regardless
that goes for MDR too
the difference between mdr and mdrx
Only cool thing about the MDR is 7.62x51 caliber option
that is about it
ok
That's because they use a runtime virtual texturing pipeline, you basically only stream in the necessary texture resolution for what you see, but you have effectively infinite texture resolution over your models.
I'm playing on ultra, with high lighting settings, and my PC somehow carrying it on 40-70 fps, my RX580 is heating up to near 100ยฐC, and my one extra Hz overclocked i7-3770 fan sounds like drone, but it somehow works. I also stripped all covers from case, for better airflow, and it gave +10~20 fps

I only play on high because of my texture mods.
I got a lot of mods, but they just adding more features, without new textures and models.
There's a few good gameplay mods, definitely. I really like this survival one I use called...one sec, ill say its name then we should move the discussion elsewhere because its wrong topic area.
Because of my PC randomly started blacking out, and giving blue screen, I bought twice more powerful PSU, and it became way more stable.
its really good, you can configure it to whatever you want
which I like
only suffer penalties at under 70% if you want, or start immediately suffering it, decide the time
sleep in your car
immserively eat food at vendors
yeah
really good
Unless tehy optimised the game - that aint possible
The game after the 2.0 update ran like ass
i played on low with FSR upscaling(barely gave any FPS). Game was CPU bound like crazy
And my CPU is better
So i dont see how that is possible
Nah, just by swapping barrels you can change from .308 (7,62x51) to 6.5 creedmore, and by also changing to light bolt group you can shoot 556, 223 and .300 blackout.
Yes, but its a bullpup
I didn't updated yet, still playing on last pre 2.0 version.
1.83 probably
Nothing can save a bullpup
ah, well there you go
They are guns of future
There i played on med-high jsut fine
bruh
lmfao
they are not
They have too many problems for being a good all-round rifle
yeah mosd will scream at us eventually
They were the guns of the future in the late seventies
Love me a bullpup tho
how would you single out fall damage
and actually isolate it
knowing that poltergeist throws are strike damage inflicted by the actor
which is the case with fall damage
I subscribe to that question
okay so
bhs has this bit where it says that fall damage gets redirected to legs
pointing that if the bone hit was 0 it's fall damage
didn't trust that at face value tho
so i went into the source code and yeah
it's that
fall damage always goes to bone id 0
xcvb had a hand in it
so you know
it might have been him
like i really doubt it wasn't that way
Roy Earle is disgusted with you.
Anyways, I usually using legs to run faster, than stuff thrown by poltergeist)
lil bro had a stroke mid sentence
amateur
ะะฐะนั ั ะพะฒ ัะพ ะณะตั xr_effects.script ะธะปะธ ะฒะตัะต ะฐะน ะบะฐะฝ ะ ะธะด ะฐะฑะฐัั xr_effects, ะฑะตะบะพะท ะฐะน ัะธะธ ะธะฝ ะดะธะฐะปะพะณ ัะฐะนะปั ะบะพะฝััััะบัะธะพะฝ ะปะฐะนะบ <action>xr_effects.reward_stash</action>
ะะตะท ัััะพะบ, ะณะดะต xr_effects ะฟะพัะผะพััะตัั ะผะพะถะฝะพ? configs.db0 ัะฐัะฟะฐะบะพะฒะฐะป ัะฐะผ ะฝะตัั ะตะณะพ
Can somebody explain why we have a billion guns and an Ultra HD texture for a bloosuckers asscheeks, but it takes me 3 minutes to get up 6 stairs?
It can't be that hard to fix this guys, every pixel/polygon on the ground slows down your character
It's my understanding that the stairs aren't ramps, whereas other games stick with ramps that look like stairs.
Same, but why did nobody tackle this issue?
It's a fairly minor inconvenience in game, and that it is likely a huge headache to "fix".
I doubt it's harder than 80% of mods we have now, but I cannot know for sure
Because turning them into ramps would imply to manually edit every single stair in all maps and then compile them all again
Most of the mods come about due to an individual becoming so frustrated with something that it must be changed.
God throwing yet another challenge for my character development ๐
I don't know why others do it, but I know when something gets under my skin I try to change it. It's always been part of the fun of games for me. I do little to no "coding", but if I can expose images/artwork I can change them.
Did you ever notice how there are basically no mods adding new maps or overall changing the geometry of the maps
It's because the map compiler of the engine anomaly uses apparently got lost to time
So there's like 3 people in the entire community that know how to do that
I need addresses and IPs
And while maybe that'll come some day, I doubt their priority is changing the stairs
That was a damn good explanation, thanks!
This is not at all surprising to me, but is sad nonetheless. From my experience in losing a 1tb hdd years ago, I know how easily "rare" files can vanish in an instant.
Hello there everyone, anyone has any experience in changing Gunslinger meshes texture path? I commonly use AXR toolset, but Gunsliger meshes can't be loaded or edited using the tool
Honestly gunslinger shit is just weird
I tried giving the toz34 an ammo check by using the existing "unjam" animation as the ammo check but it just broke everytime
I think theyre cursed
damn using unjam anim for inspection is smart, now I want to try to use it for anm_bore at least
Try importing into blender and exporting as an ogf
Ogf editor is better for that imo
Yes they can, just load AXRtoolset via your MO2 and navigate to your Anomaly/gamedata/meshes/
Its literally perfect you just quickly open and close the action but i for the life of me couldnt get it to work

The gunslinger makarov also has a perfect inspect anim to use as an ammo check
Have you tried copying the timings and animation queue of the actual unjam?
I literally copied exactly how its used for the unjam but just pointed it at the "ammo check"
So gave it an ammo check but told it to use the unjam exactly the same
Is it a single animation or a anim, 1sec, another anim ?
I might of missed something idk i had juan check the ltx and they couldnt find anything
Could also be something to do in the actual HUD animation or something else overriding as part of the unjam inspect script?
if u wanna check it
i basically copied exactly how firebreath did it for the spas12 but just told the ltx to use the "misfire" anim
what would happen in game with this is if you pressed ammo check nothing would happen and it would lock up not letting you ammo check again
Ummm alright let me get to my rig and I'll have a look
im super unfamiliar with animations and shiet but i thought this would be simple enough to implement

hey does anyone know why a modded weapon wont show up in a new game loadout screen even though i have it installed?
Because it wasnt added to new game loadouts
but i did
i see an outlier there
you gave it 2 out of 3 values needed
Make a DLTX file to make sure whatever you are doing isnt overwritten
gamedata\configs\items\settings\mod_new_game_loadouts_whatever.ltx
![stalker_loadout]
wpn_molot_101 = true, 1, 1000
Assuming you are doing it only for free stalkers ofc
THANKS
@slow bolt ok so after making that DLTX file and putting everything where i wanted it for some reason its three guns that refuse to work any idea why?
4 slot wide and above guns can't appear in new game loadouts
because they're too big
thats stupid
yeah but i mean it makes sense considering the original ui design for anomaly
its still dumb and many things about this game confuse me and i HATE it
yo you guys are smart, i have been fucking around with some mods and the console, but i have no clue what this is and if i can stop it
it seems to be my fps
but i cant find any setting or command to disable it
search for printf("0") in .script files
the ones in the gamedata i assume?
must be one of the mods i eddited and added then hmm thanks gonna look
question would there be ANY way to fix the ui problem to allow bigger guns or im i just fucked?
what ui would be the NGS
it should be 0 right?
i mean ther should be nothing at all probably
rather i'd look for scripts that use actor_on_update
and look if they print something constantly
hmm thats a good one
because that 0 can be anything
yea i pieced that togheter now hahaha
but since it is printin 0
or a value that comes back as 0
thanks
ill figure it out from here
yoooo i found it
thanks man
some mod was printing my speed hence the 0 when i was in the console
poor fella
It's every man for himself in the zone
I'd like to clarify the text of the Amass Equipment for Freedom Infiltration mission. There's several threads where people have gotten hung up on it because of the mission description
Can anyone help figure out where the quest description text is hosted or generated? Thanks in advance, just getting my bearings with this codebase
Is there any way to tell what parts of this texture map apply to which parts of a model? Trying to retexture parts of this weapon but I CANNOT figure out what the hell is what
No way to know unless you uv unwrap the model in something like blender
Without a proper uv layout image or checking in your blender where each vertex is mapped to
I was gonna say i got blender to wrap the texture for me once on accident
And if i hovered with my mouse itd show me on the model where that part was
@stone jasper can you tell me how to increase the allowed weapon size for the new game ui?
Working on recompiling the engine in vs studio 2022 to test some changes to see if I can get a cfg file working for my custom loading screens project and it keeps popping error e1696 cannot open source file "stdafx.h" any thoughts or directions? Built a functioning exe just fine before attempting to make any changes.
guess you dont have that file
@gritty raptor nope, thats a modpack specific issue, not a problem with my mod sorry.
(I cant type in the #โโขstalker-chat channel for some stupid reason)
You could ask Demonized. He's the one doing the modded exes
Had reached out to him a while ago about the project and never got a response.
Try asking in the Anomaly server for the general modding or the code modding channel
Im trying to find where stalker base game (anomaly) scripts are, there are a few files in gamedata/scripts/ but they are tiny and files that are supposed to be there (like _g.script) arent there... so... where are they?
you have to unpack the databases
if you only want scripts, run Anomaly/tools/db_unpacker.bat
they will get spat out in a folder called _unpacked
can I ask a request
.bat cannot be run on linux - is there a zip or can somebody be kind enough to send along a zip?
I will attempt to run it on wine, may or may not work
legendary, thank you
Seems its got comments in ukranian... wish I could read it, thatd make this so much easier
is there any eft styled ui ?
Use google translate
@thin kelp Hi, I'm currently using Blender to get a png visual of all stalker models in a database (based on Fixed Vanilla Models), and I was wondering how you went with your Character Kit
I'd like to be able to mix two models to create one, for exemple using the face of one model and the trenchcoat of another model to make an extra "variant"
The goal in the end is to restore a sense of faction identity to each faction, but some models are very much doing the opposite body wise so if I could somehow puy the face on another body outfit that would solve the issue
so you want to change the whole head, or just the face of a model x, and apply that face to model y?
oh face from one, body from another to a z
Pretty much just the face, say the models have two different trenchcoats and hoods and two different faces, I'm thinking of having the possibility to use the face of model x with the unique trenchcoat and hood of model y
It's mostly for 3 factions that I'm touching, Renegade, Bandits and Sin
the face is easy, because most head models share the same texture that apply to the head, there are some differences of course if the model is originally from SHOC/CS or from COP, you would just change the face texture, and make sure you are applying the correct bump map to it
i know for a fact that i re-use the same head model as much as possible so changing the head texture (faces) is easier. But there are exeptions because some unique character heads from CS/COP will have unique bumps
so it sounds like you would just need to find a suitable body and just flip the head texture to what you prefer
Hmm, well I think most of the ones from Fixed Vanilla Models are from CoP but I may be wrong
@naive snow sorry for ping you I have a question
Is it possible completely charging models without destroying ai ?
Like changing cars and apcs, or interiors
For example Imagine a kitchen in your mind. We try to add different components to it so that they don't have a physical state, a table, the table on it, a glass, a plate and a photo frame. Now, for example, we can pass through the table and items. But to make it more natural, we will build an invisible wall around the table so that no one can enter it.
It's a Stupid question I don't even know the basics for this but if it's possible I will learn it and make a small map.
Exactly that, I know which body and face I want, it's really down to how to do it
easy way to check is to look at the texture of the head of the character, and cross reference with other similarly organized/structured/appearence heads
Since my Blender experience is literally limited to display a t posing model and its textures
thats all you should need for what you want to do
So there's no really copy paste option I guess ?
You want to build a map or just add a custom furniture to the Hideout Furniture mod?
Not without having to rebind the skin to the armature no
so just
- Find model you want to change face
- Find texture name of the head
- Find similarly named head textures
- Switch texture of head to desired new one (Make sure bump map is appropriate)
- Apply either in blender, or in AXR, or in SDK (you can make a copy of the model and apply a new name to integrate it into the spawning list or not)
not really?
but it still should be relatively easy to accomplish
No I want to know is it possible to do this to every map not as hideout furniture
If it's not then is it possible for custom maps without any problem ? For example ai
As I heard ai can get broken
Making map is a crazy and complex tasks that requires lost knowledge. So no, editing existing maps is impossible at the moment
So basically give the model a texture to load for the head similar to the one it has to trick it into thinking it's his new head texture ?
Also how do I make sure bump map is good ?
just make sure the THM file has it properly referenced
-
basically yea, we are just giving it a new texture instead of the old one basically.
-
visually compare, if the bump map is visually similar in terms of texture (I.E not a bump map for a full balaklava face or not)
and the thm file yes
So can I ask you about making a map sometimes ?
my knowledge is low but I try to learn
Or do you know any map making tutorial and model making with blender?
There's another modder here that does maps, but honestly there's like 3 whole modders doing maps, so it's pretty obscure knowledge
You'd be better off asking in the Anomaly servers instead
So the THM and bump file are different right ? There's one of each for each head ?
Or does it come with the full body package ?
thm says to the game what bump belongs to what texture
its a per texture basis
so there will be 1 for head, 1 for body depending on the model ect
basically each material in blender
wait, i just remembered. When falling it wasnt always 0
bone_id == 0 or bone_id == 5 or bone_id == 6 or bone_id == 9 or bone_id == 10
I got these by dropping myself from a tower, repeatedly
could be some randomization somewhere
I have a problem where when I load a weapon model in Blender, its sight is missing a texture (it appears pink). For example, the Steppe Eagle pistol with a Deltapoint sight, file: wpn_desert_steppe_deltapoint_hud.ogf
In the texture window, its name is entered: wpn_scope_base_leupold_deltapoint_diff.dds. I've searched the entire directory of unpacked textures from Anomaly, as well as all the mods, and this file is nowhere to be found.
It seems as if the texture is missing for some reason, but when I launch the game, this pistol has a sight with texture. Does anyone know why this is happening and how I can access this texture?

what mod is that? I don't have it in my GAMMA
thank you
#1035807043933720576 moment 
got it, thanks
Okay, so Im attempting to change the repair type of the SVT40 to the historic weapon kit, Ive edited every SVT40 ltx I found to use the historic repair kit, yet, ingame it still remains advanced. Any advice?
How add this new scope to the game? If someone gonna explain how to do this, I gonna make it compatible for many weapons.
you could spawn static objects
iirc, anthology did some maps 'change' with spawning objects and them having no physics? i think
but they take items ids, and AI may be rare with it, like walking through it anyway or clashing
Use the existing section for one of the scope kits and swap the model. Don't make an entirely new scope
Does anyone know from which mod this texture comes from?: wpn_addon_scope_okp77_2k_diff.dds
Just search in Mo2
well it cant be the case if that texture works in game
yeah, I know. this is weird. But I don;t have this BAS 2022.
You wont on base gamma
I have a few brief questions, possibly more depending on answers. I am working toward completion of a UI reskin, and first wanted advice on where is best to upload it. If I upload the completed .7z file in the proper structure and later make an update to the files, would this trigger a update to a user that installed the mod?
Here, for the other crazy monkeys that might want this. I did for someone a small project of slapping those HUGE VSSK silencers on the ASH 12 with a Cortex sight.
Please, can you finish my gun that I sent you in DM
When I get to it maybe
Can anyone tell me how to remove this zoom that occurs when aiming with certain weapons? In this case the KAR98k. Ive got iron sight zoom disabled in the settings, and Ive tried remove the "hud_fov" value in the LTX file, but that hasnt been succesful.
Ok
I also made fancy AUG-A3
Grenade launcher initially was on model, so hopefully it have animations
Hey, does anyone know how I could make special magazines for mags redux?
I got it here
There, the OGF is done and in the folder you asked for, the blender file is uploading in there too
Thanks)
What weapons do you plan on adding first?
This modified SVU-A, because Burn already made me OGF model, then AUG-A3.
Excited for your work especially for the SVU
It not completely mine, I took SVU model from @ andtheherois mod, and added scope mount that I downloaded from internet, and changed some textures)
Same with AUG, I found this one in gamma files, but looks like this model is unused. I changed texture to black, and added Surefireยฉ 60 round mag.

The Aug may not work. The animations have been broken. That's why it isn't used
I think someone fixed the missing reload but the shooting may still be messed up
just rig it to firebreath's set
I'm surprised no one had
Well, someone is making those animations, probably I can find the one who made all animations for other weapons.
And ask him
That set won't have the gl animations though
Some nice animations and new model for the AUG!
Part of EFT Weapon Pack for Dead Air
WILL COME LATER!
Legendary anims/model from - https://www.moddb.com/mods/stalker-anomaly/addons/augmented-the-aug-pack
Alpha version 1.5 on Dead Sky discord! - https://discord.gg/Uu4TAF5fN3
Alpha Version 1.0 public - https://www.moddb.com/mods/dead-air/addons...
yes literally the one in gamma
I'm trying to figure out how add .ogf file to gamma 
Are you in blanket fort?
Fat Cry 5 trees
Black spots and bad shading are the result of low hemisphere quality
5 millions polygons with 40 fps is very impressive
Nah, I just living rent free in Prypiat, and this structure prevents ceiling plaster from falling on my keyboard)))
My room tour)
Please make your map performant, I would like to play it 
Yeah, ghillie mod called winter kust
https://www.moddb.com/mods/stalker-anomaly/addons/winter-kust-kostyum
I don't know why you deleted the message
Can someone help me with my mod?
I don't know why rifle not appearing in item spawn menu
There is link to drive with mod
You gotta zip your files
try that
Your new gun can reference the old gun to inherit most of the variables and then you can adjust what you need to. Then you need to define the parent_section of the gun as itself, otherwise it won't show up
Yeah because I was looking for it for like 15 minutes then asked you and immediately found it after lol
My gpu is a gtx 660 and ryzen 3 1300x
another image
Guys, anyone knows if there's a mod to make a difference between single cigarrettes and cigarettes boxes?
Having the late ones having 20 uses but be more expensive?
There are no cigarette boxes
It'd be a nice thing that would add a lot to immersion and radiation control from a economic point of view.
only cigarette packs
and no single cigarettes too
No one could make single cigarrettes object?
And make cigarrette packs have 20 uses.
Would be a very, very nice addition.
And would help a lot to make the radiation management easier to cope with.
Also much more immersive.
Making packs have 20 uses is easy
but would require altering all the loot drops to adjust to new uses amount
Otherwise stalkers would drop like 7 cigarettes per body
you mean 7 cigarettes pack.
How difficult is this?
Seems like it wouldn't be so difficult for a seasoned modder, but I just downloaded the game so... XD
No. Current packs have 3 uses
Stalkers can drop one out of 3 uses
IIRC the drop is based on % of the charges of the item
Starting ones I used had 1 use.
so without altering they would instead drop 33% of 20 cigarettes per pack
Packs have 3 uses each
Didn't work like that for me :S
For me starting ones had 1 use only.
Dissapeared after using them.
The ones I had in the inventory at the start of the game.
Well that aint how they work
This is probably a silly question, but I'm doing a bit of investigation into stash spawns, and running into some trouble with figuring out something, hoping that the boffins here may be able to assist. Have tried to run as far as I can without asking for help...but out of luck... ๐ฆ
Specifically, I'm looking into stash location spawns, and the idea that they should (according to patch notes) only spawn in "adjacent maps". This tracks based on treasure_manager (using function "box_in_same_map") and what that leans on (simulation_objects.script, function is_on_the_linked_level). The line in particular I am getting stuck on is the following:
[bunch of code]
*return (string.find(config:r_value(obj1_level,"target_maps",0,""),obj2_level) and true or false)*
end```
I understand that config is instantiated as config = ini_file_ex("ai_tweaks\\simulation_objects.ltx"), however for the life of me, I cannot find simulation_objects.ltx. On the idea that it may be some kind of temp file (ini_file_ex as compared with ini_file?), I cannot find the file.
So the question in essence is, where is this list of "target_maps" that seems so mythical! Thanks in advance ๐
Play a bit more and see for yourself
Yeah, I don't say you're wrong, but maybe starting ones are of one use only?
(FWIW I'm pretty sure I know what I'll find in that list, the result of this excellent spreadsheet - https://docs.google.com/spreadsheets/d/1uQxe5sVL5UHHkGYdRqtgsh5OrLX1MfwdZrMJG1IuRAs/edit#gid=715356251 - but given that what it says is in combat with the patch note...I am curious!)
Possible Stash Locations 0.9.1
This is a table showing what stash locations are possible when you turn in a quest or buy a stash in a certain map. ,Can reward you stash locations in (at given % chance for a stash in X location):
Can Only Have Basic Tools,Very Low Chance of Advanced Tools,Med - ...
That file is packed in anomaly most likely
or it was a bug?
Maybe you got one charge out of 3 on starting. But i dont remember starting with any cigarettes anyway





