#╙🖇mods-making-discussion
1 messages · Page 46 of 1
yep, its there
Ah, I haven't done any unpacking and didn't think to look; ripper, cheers 🙂
im writing up a small script - quick question - whats an easy way to print a line to console for debug purposes? i dont see it in any scripts im looking at
Same way you print out in C languages
printf("! Damage: %s",damage)
! makes the print out red in console
easy. thank you mirrorwel

Do they always drop same % or is there any way of making it variable?
honestly - i dont remember. Drop rate is based on rank iirc
Myself i tackled adding new items to loot with a separate script
So i dont have to mess with the original files and easily can inject
My tobacco packs have 1 use.
At least the ones I can buy aswell.
:S
At the bartender in the swamps clear sky base.
It says 1 use.
:/
Its tobacco
You are supposed to use it to craft cigarettes
Tobacco pack != cigarette pack
They dont
Thanks again for that assistance before @slow bolt; being able to find that file managed to perfectly assist in figuring everything I wanted out. Will also keep that unpacked set of DBs since I'm sure they'll come in handy further 👍 ❤️
Yup.
It actually doesn't. The way death_items works, stalkers can't drop more than like 3-4 cigarette uses. My item uses mod changes the cigarettes to 12 uses and the loot drops are unaffected
aint no way
Each # of possible uses in death_items needs to be specifically defined, for example:
cigarettes__1 = 0.05 cigarettes__2 = 0.04
Etc
It's only a problem when converting non-multiuse items to multiuse
In those cases then the loot tables need to be adjusted or the game will spawn a full pack of the new multiuse item
Real chads just monkey patch death_manager.spawn_cosmetics 
@thin kelp Sorry to bother you again, do you happen to have a visual database or something like that for all of your models ?
I made a visual png file of all vanilla + Fixed Vanilla Models stalker ogf files which looks like this after
nope sorry, i ususally made a habit of giving a certain model type a specific name, so any model that has a specific name regardless of faction will have that look
If i was more smarter and wise i would have documented my stuff more
So you don't have a reliable way of skimming through all of the OGFs when modding/updating ?
i go by the names, if i encounter a problem with one model that has a specific name, i usually have to check each one by that naming scheme
I see, I think I made a mistake somewhere because when I tried looking into yours, they show like this
it cant find the texture, could be how you have your texture path setup in blender
Let me take a look
you can manually set it, which can be a pain, but setting up the path to include all textures including my addons texture folder is usually howi fix that
hrmmmm im not used to working without having the paths set up to an SDK
I'll try something
No worries, I'm gonna try the same method I did for Fixed Vanilla Models, take a full Unpacked gamedata and copy paste the new ones on top of the unpacked ones
something worth considering is just take one example from each model type, so each unique naming scheme, cause they are usually the same, with minor variations
Do you have the fixed models as a base or completely from scratch ?
could load blender through the mo2 vfs
the fixed models from FVM?
Yup
Well so far it worked like a charm on its own
I think it's just my paths being clumsy
let me remember, im pretty sure in most cases i did use the models from FVM that had model touch ups, otherwise, i use models made by different modders like the ones from Dynamic's SHOC character addon. Most models should be a mix between FVM ones, Dynamics, from old forgotten or obscure charcter addons and vanilla anomaly ones
Well, now that I think about it, it should be just fine, since all of you custom combinations have a unique name ?
yes
I'm basically looking through your collection to find if you have made some models that could replace the ones I'm discarding, pretty sure you have, just need to find them
Notably for Sin, Renegades, and Bandits
ahh okay. Yeah i would skim through the unique named ones, its not worth looking at each individual model from the 3500 ones in there
there should be some interesting ones in there
for those factions*
Ah, there goes my dedication x) Because I'm looking for the ones that replace some odd NPCs vanilla models
My goal is faction identity restoration, so I'm trying to get rid of the bad out of place ones in each faction so that it becomes as coherent as in the OGs
yeah i can understand why
I decided to give the "black bandits models" to Renegade and "brown bandits" ones to Bandits for exemple
Just like I decided to give the same overhaul models to Sin to reinforce the Cult idea
A long task but I'm not afraid of some work
its hard to do that especially for sin and renegades which dont really have an identity
Exactly why I opted for these two ideas ^^
To make them stand out as their own more
i remember keeping that in mind when making some models for those factions
Well, the reason I don't use your character kit as a whole is because it kind of dilutes the faction identity more than in vanilla, variety was your objective first and foremost so it's understandable, but since I'm going for a more focused and restricted approach, it's better for me to look at what you have done carefully
no i get that
but you should be able to cherry pick some good ones, not all the ones i made were created equally
To be fair, Vanilla Anomaly did its number already on that
No problem, they weren't equal in vanilla in the first place
if i would have started the project from scratch today i would have a totally different approach to say the least
I can understand that for sure
and it may not matter too much anyway, those stalker 2 models are gonna get backported eventually
At the very least, if I manage to do just what I want to achieve, I can send you the files if you want
no problem by me
Because I feel like Stalker 2 backporting will create a segregation between models, as not all factions are in Stalker 2
the least i can do is give some pointers cause im way too demotivated, rusty and burnt out to get back into modding atm
absoloutely
So might as well do my work now x)
go for it
np 👍
@undone lily
Do you think the Far Cry 5 trees look good and fit good
If you think the trees are a little bit in the air thats because of the parallax shader from SSS 20 Alpha
Fixed it, just by correcting my paths the way I described above
Almost 5 million polygons with 40 fps + expensive parallax shader from sss 20 alpha with my good old gtx 660
Without the shader it's 60 fps
The current build is released on moddb without these trees
anyone happen to know which gamma mod (and/or base anomaly file(s)) controls how long item usage animations "lock down" the player? for example, how long the 'equip armor' animation prevents player from moving or doing anything else. it's not actor_effects.script, or at least not only that
you're misunderstanding me, i'm not talking about whether those animations play or not..
already tried w/ the default Anomaly actor_effects and it's still different from default Anomaly behavior
it seems like there's some coefficient being applied to where the scripting is that says "lock the player down for xxx time" since it seems to always unlock player movements at like 75% of the animation run time
I am very sure it's actor_effects.ltx. Check the "outfit" section if you want to edit your "equip armor" example
@pine quartz
The left number is the time in milliseconds you need to wait before the event/function on the right side is executed
ahh that was it, i was looking at actor_effects.script instead. thank you ❤️
dunno, I don't know which trees are near CNPP
and how forests are over there
They look way better than anomaly ones in my opinion
I also released the map mod in moddb for everyone to test and give me feedback on
It also works for gamma
The only problem is it won't work with the custom storylines that gamma has since i need the all.spawn file from gamma
There's a forum for my mod in the gamma server but it didn't get any attention tho
Mf wants to be the orange man
hey i like making maps tho
I know how to do that

I always heard bvcx complaining about it
Hand writing spawn sections is the hardest part
But I know how to do that too
Many people think that map making is very difficult for anomaly and especially since the SDK is a pain to use
It's still hard but not impossible as people think
Lots of people don't map for anomaly because it's too hard
can i get my orange role plz?
Also they lack variety for now
About 36 variants
The person who reworked the garbage level (kryiron) told me he will give me tree models and some assets from subway (a game i guess)
anyone know where the description text is generated for multi-item fetch quests? link above shows where an example quest is generated, but I want make a pr to correct how amounts are listed in the pda tooltip for the quest (eg "5 x scientific medkit")
I'm gonna look for the gamma's version of all.spawn file to fully patch my map mod for gamma
Since if you load any save with my map mod enabled and that save uses custom storylines which it does it will crash because my all.spawn file doesn't have these new storylines
can't find it weird
Hey could you find a mod that adds an "all.spawn" file?
its probably in gamma
i need it to do a full patch
its in 197- New Storylines (DLTX minimodpack) - Demonized
Alright thanks.
it's only a configs.ltx
197- New Storylines (DLTX minimodpack) - Demonized\gamedata\spawns
all.spawn is inside
There's nothing
sorry just saw this, glad you found it
It's okay
I needed it to patch my map mod fully to work on gamma since
if you had my mod enabled and you tried to load a save with the storyline mod
it will crash the game because of missing all.spawn sections
Alright there done
It should be good to work
Anyone around? I'm messing with ammo stuff and I wanted to know what the values for "k_imp" and "impair" are.
They're right under k_hit and k_ap
im not sure what impair is. but impulse is how much an enemies ragdoll is affected (like if you shoot guy with shotgun how high of a chance for his body to go flying backwards)
i believe impulse also affects stalkers being staggered but im not 100% on dat
Impair is a modifier on how the general weapon condition reduces. Have it more that 1 to damage the gun condition more per shot.
Which stat is stagger?
I'm not sure there is one for that.
Im like 50% sure its impulse
Hm
I thought it depends on the damage dealt.
Why cant i @ crimmas
Or if the ammo penetrates the armor.
Like the only other guy who understands gboobs
Gboobs have nothing to do with this.
Yes it does? Partly
The damage part. Yes.
Yes they have their own values in vanilla but gboobs affects them
Idk i try to not learn about ballistics otherwise i get a headache
I usually wait for momo to correct me
Nothing i just don't like it
It's fine. In comparison to vanilla, it's an upgrade.
Becasue in vanilla there is on such thing as armor break.

You have to damage calculation based on whether the ammo you use have enough k_ap to go through NPC'a aromr or not.
It sure the one to make the ragdoll fly.
Yeh
100 impulse for funni jump when die
^
I don't thing that's enough.
But yeah id just say wait for momo to be online to answer what causes stagger if not impulse
Not sure but it affects every physics prop
Whether it be hanging lights
Barrels
Lights with 2 bones
That can be easily tested. Just make the gun that you know can stagger to have zero impulse. If NPC is staggered then it's based on damage.
nah it's just the ragdoll
stagger is directly tied to health lost
it's like a poise meter
Oh and cloth "physics" too that stalker showcased in the 2004 builds
I played through a lot of these builds
I never played em but bet they're interesting
@ripe turtle
Yeah in one of the showcase builds almost every prop was physical
I have lots of these physical props in my SDK slot
Including the hanging lights with 2 bones
Most 2000+ build numbers didn't work for me because I didn't have a cd rom drive
I'm not sure if they have the xrProtect.exe in them
Some do but I don't know if they have been enabled or disabled

sup lol
ah impulse is the push back on corpses when they die?
Yeah i remember that lol
Yuh
impair does stagger them afaik
lemme lower impair a bit tho on my guns lol
put it too high
no
impair is for degradation on the gun
again, stagger is directly and only tied to health lost
the parallax is really good not gonna lie
There are unwet spots
I think thats new
If any of you have aydins grass tweaks 4.0 source grass textures (not build_details.dds) let me know
o shi i just made guns self-destruct on shot basically lmao
Are you just messing with ammo impair stat? Better adjust the base gun condition_shot_dec and don't set impair too high.
More than 1 means ether bad ammo or as extra charge ammo.
yes I put it back
It gonna be better if you use body pulling mechanic from shadow of Chornobyl, or alternatively put body bag in backpack slot, like how you carry bodies in death stranding. Also you can make task from fraction leader to return his soldier, almost every base already have graveyard.
You just need to grab the XmountDisks folder from any of the sdk version and run the XmountDisks.cmd as administrator to emulate a fake cdrom drive
I could have used that but i deleted the builds a long time ago
I learned how attach mesh to bones, and also added nice bullets and casings texture, because original one for some reason has corrupted black texture
@naive snow for what casing model used? It only for jamming animation, or it ejecting after each shot?
Depending on the weapon, it's a particle system that shoots a particle to eject the casing. If you have empty casings it's probably for a jamming animation
It have only bone, with no casing, I cheked original SVU model, and it have one, andtheherois removed it for some reason. Well, I gonna put it back)
If you add bones you'll have to reupdate very single animation of andtheherois to be able to use them
No, I added to already existing bone
I didn't remove it. That was the original bone structure of the gun
Because like burn Said, I would have needed to update every animation if I did that
Does anyone know how to add more weapons to the vision/pistols slots?
oops
Where can I find the a.d.e.g.a texture pack mod?
Thanks but I don't want a ton of new weapons, just need to know where the file is that lists the items that can go in in slot 1 is, or is it defined on a per weapon basis.
Some else made a custom ltx for the ks23 but one of the comments said they should patch the original file with dltx
Ahh dw I found the pinned message on how to do it
The xray addon only works up to blender version 3.6, you're using 4.0
Found the french 
yes and ?
Rien, mais si tu veux parler français ici, bonne chance
I don't speak french
Then why is your blender in french? Isn't that counter productive?
Because why not
to explain my project I would like the famas to be able to use rifle grenades as in reality
There is check boxes with what you wanna enable, you can deselect all weapons, and enable only this mod
New handguard

Lol where'd you get that guard from?
Desolation?
Tbh I would have used the new svu as a base
Yeah, it's new SVU from gamma, because it got better textures and more detailed model.
And it's AR handguard from sketcfab, that I modified for SVU)
This looks really good! Will you be releasing this as a weapon mod?
Yes, but I don't know how to put it in game, I watched 2 times this 2 hour tutorial that pinged in this channel, and also bunch of other tutorials, but can't do it.
But model is ready, it already have all PBR textures and bones, I just need someone who know how put it in game.
I even added bullets and casings
I also have this AUG-A3, but I don't know if it have animations for grenade launcher.
It's possible to stretch Aug mesh on L85 tactical? It also bulpup, and have grenade launcher.
Or FN-2000
Also Groza have gl, maybe some of them have similar proportions with Aug, and we can reuse their animation.
They are really existing, so probably there can be some mods with it.
The grenade launcher animations wouldn't fit, they would be clipping all over the mesh
The proportions and placement of the gun must be near exact for the animations to be used
Atleast without a lot of editing
Hello guys. I have some question... I've get trouble to make mutants neutral to Sin...How can i do this?
Yo scripting uses lua, correct?
yes
Can you create a UI or can you only modify the ones straight from the game?
both
Is there any sort of documentation or am I left to reading source code?
classes and talents by xcvb has a full custom ui
found it
ah yeah i think i'll need to get used to stalker and how it works before anything, thanks for the info
take mods that are similar to what you wanna do and try to reverse engineer them
what i do
ah ok, i had an idea to make an item which would be a radar, no model it would just show an empty minimap just with red dots where ennemies are, would be updated every few seconds
since i know lua already i don't think it would be too hard but imma wait a bit
i think nltp was working on the alien isolation movement monitor
Actually it would most likely be pretty hard
Can't anyone help me?
Anyone else having issues refreshing the game with debug? Lately it crashes with "assertion failed"
Ooo, i need your help now
i'ts take just a 1 minute
i need to make mutants neutral for Sin
theres a addon alrady
this mod doesn't work with mutants
sure? the description and comments say it does
nvm, found a comment that it may be broken
@slow bolt This happens to me also but the crash do not occur in fake starts / modded and 100% vanilla
Yeah, I often get some line 1050, MonsterBase (iirc) crashes when refreshing system.ltx and then reload
This could be linked to certain entities or object (though it's just a hypothesis). When I gained access to the testing branch in December, I encountered this issue when starting a new game, but not consistently with every new game. (All starts were in Cordon.) Now i'am back to modding i've just pin pointed it with the refresh.
could it be an HD mutant mod? 🤔
I get this crash in fake start so it's definitely odd since they aren't any NPC
true I think the other day I had this crash in fake start as well
perhaps the newest EXE's have an issue
weird
I had like 30 crashes in fake start so it's certainly not random
already tested without all the new mutants mods and got same result
Does it crash after you reload system.ltx in your case? Then it would make sense it has to do with something this config includes. Which is a lot of sections so it isn't much help
Yeah right after pressing F7 > 0, but again fake start is crash free for me
welp not to me ever
:/
@fair inlet @obsidian void @misty mulch I've tested with various modded exes versions https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/tags , and the latest version without the bug occurring during refresh (F7 > 0) is this one https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/releases/tag/2023.12.09
@steady apex Sorry for the ping, but I was wondering if you might have any insights to this issue.
Several people here have been encountering this crash lately either randomly while playing, or on new game and finally when refreshing via debug.
I found out that it does not happen with an older version of modded exes (2023.12.09u1), the crash occurs with any version after this one.
[error]Expression : left_eye_bone_id != u16(-1) && right_eye_bone_id != u16(-1)
[error]Function : CBaseMonster::update_eyes_visibility
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\ai\Monsters\BaseMonster\base_monster.cpp
[error]Line : 1050
[error]Description : assertion failed
stack trace:```
When i was creating smart terrains and saw this error
I thought my map was fucked but it wasnt
Anomaly or Gamma ?
this shit doesn't happen on non gamma tho
it's not the fault of modded exes
something in gamma is breaking it
act surprised
@surreal gust just said it happen also on its rig (anomaly)
Maybe it wasn't exactly this error
I can't confirm though
hm
like yeah of course reloading the system ltx can make the game freak out
it could have been a freak error
but that monster thing is super consistent
only in gamma
i'd pester grok rather than demonized about it
can't even load custom made cop levels into the sdk
without crashing
When in doubt reinstall anomaly
must've been the custom bhs texture you're using
I already mentioned this to Grok in December, and he believed it was caused by modded exes... ¯_(ツ)_/¯
the guy blames everything and everyone around the modpack for issues completely unrelated
update_eyes_visibility
I'm really happy with the new assets
the modded exe's handle bone hiding do they not
no
and if anything
again
it doesn't consistently crash in non gamma
i use modded exes
on a modest anomaly setup
i can consistently reload the system ltx
it doesn't consistently crash with gamma either
consistently on refresh tho
yeah
that's the thing
system reload always will crash gamma
with the same log
Yup. I might get a few reloads that work and the suddenly crash reload, and crash again a few times
The trees look really good
They are moody in the SDK but in game they are lighted by light sources and general hemisphere and ambiance
Guys is there any way to mod the durability of an item
Today there will be new update, you can try that later
Couple of questions about adding weapons to vision slot
- Does the mod folder have to be in a specific location before adding it to MO2?
- What is the itemname for the sawn off shotgun or how do you access the config viewer/item names list
Better glass shader
before you say i should have used def_trans and def_translucency in the model i did that after this screenshot
been messing around with a script in this mod and ive been able to inject the weapons into the traders items
no idea how to lock them behind supply levels however
the file is rwapar_autoinject
you guys know any way of changing hip's visual model without starting a new game?
would just replacing the ogf file work?
@tacit surge yes?
yes. you could also use a script to assign her a new model file for an inprogress game.
this your addon right? https://www.moddb.com/mods/stalker-anomaly/addons/ascendantcrosshairs
I wanted to ask your permission to adapt your addon to my weapons reposition addon. Make fake laser sights for weapons repositions based on it. 
it is really old and messy, particularly in how it handles settings(you should use MCM). The methods for users to add more crosshairs could be better.
but if all you want is to know how to draw a graphic at the center of the screen the UI code is still solid enough. you can certainly use that as a starting point. But only the code. All of the textures belong to BlackGrowl.
It works just fine, we did remove most settings and custom crosshair functionality anyway and moved the rest of settings to MCM
And textures are custom, so it's not a problem.
Thank you for sharing the code
Thank You sir! Otherwise, the idea just doesn't work. Standard laser sights do not allow you to make a good-looking reposition. This is what was done using the base of your code 
nice thank you
This might be a better way to do lasers honestly. As long as it keeps the on/off functionality. Trying to align those lasers is a pain in the ass
Only problem would be modifying every mesh to remove the render point
Not many people use my repositions, so the fake laser method for these repositions is enough i think.
I think it would be good just as a mod on its own too
It definitely has some potential, but current implementation is really janky
What do you mean? Removing original shader-based laser?
Yeah. Or I wonder if including a transparent texture would be enough?
I haven't had any issues with that. I just removed the code line which enables the shader. There's no laser beam ofc, just the dot, but that's the price
there is code that lets you convert a HUD model bone location to a set of screen cords. you could use this draw in a subtle beam effect on the screen. however ensuring it doesn't endup being drawn over the gun would be a bunch of work. also rotating/scaling/positioning the texture to be int he right location would be alot of math that is actualy starting to give me a headache thinking about it.
maybe NVM while It's not impossible, it probably isn't reasonably posible to do this.
Does anyone remember a mod that's probably about a year and a half old at this point that replaces the minimap with an eye that opens and closes based on your viability to other NPCs?
Not hard. Just take on of these transition mods as reference
can i post a liitle mod that makes arts drops with 95%+ efficiency? so all newCUMers can enjoy if they want to
You can post whatever mod you want in #1035807043933720576 . There's plenty of balance breakers
Anyone have the gepard pdw mod from a few months ago?
Can anyone point me towards what is controlling the buy prices of weapons parts, such as barrels? Changing the price of each part does not seem to work for buying (base price does increase aswell as sell price, but buy price is fixed)
I require assistance because dumb. I've been trying to port over the new NVG brightness control scheme from https://www.moddb.com/mods/stalker-anomaly/addons/beefs-nvg-improved , which uses 2 separate user-defined keys to decrease/increase NVG gain instead of having to cycle through them with N, however, whenever I port over the changes I think are required, it severely fucks up how NVGs work when switching between a scope and alternate aim. It correctly switches to a single-tube view when looking through a scope, but when I alt-aim to a laser from a scope while holding the ADS, it continues with the single-tube and doesn't return to the correct NVG tube amount (NVG tier 2 and tier 3). I'm at a loss at what could possibly be fucking up how Beef's NVG updates the scope's transition by just changing the damn control scheme for brightness.
The new controls work fine, but with the aforementioned caveat.
Here are the 2 files in question from the mod above that I'm looking at and attempting to port over the changes to GAMMA's Beefs NVG:
And yes, I've tried the mod itself and it also has the same issues with NVG tube transition when going to/from scope/alt-aim while holding ADS, which is why I've attempted to just port over the control scheme
It might just be a bug in the mod then
Hrm, tried the most itself again and it seems like it simply view alt-aim the same as a scope, so it uses the "default" one-tube view. With my changes I can get the alt-aim to use the normal NVG tube numbers, but switching to scope will cause the non-scoped tubes to remain on the screen and superimposes the single-tube over it. Fuck me
HI guys I'm new in modding
I been thinking in create a pack of icons for personal use
Anyone know a program can I use to edit the anomaly icons or something?
If it can open and edit a DDS file, it should work. Could try Paint.NET, which is free. I only use it to view the DDS files and not edit them, so I can't vouch for how efficient it is
How do I make a mini mod to edit a helmet's stats? I can't find an example
Best way is to use DLTX to only change the attributes you want, while keeping the original file intact. I’m not sure where I read a tutorial explaining how it works, but it’s relatively simple
All I need is some kind of help on how to make one to edit a single item
I could do it for a gun since I have example files and copy paste, but I can't find one for an outfit item.
I know the ID's etc, I just need the syntax
It works the same way, although yeah, I don’t think the outfit attributes are available for us to peruse. You’d probably have to decompress Anomaly’s db files to find the outfit file and see the attribute names.
Could also check the Armor Rebalance mod that was posted in this discord for example
Ohhhh ok ok
Ok, I think I found the part of Beef's script that separates what constitutes a scope and what constitutes a non-scope while aiming. Now time to frankenstein it until it works, because I know jack shit about code or LUA 
Can anyone tell me how I can change the textures of the hands provided by an outfits?
Check THAP Rework by IENCE, should provide some guidance by example, since it adds and changes arm textures based on armor equipped
https://www.moddb.com/mods/stalker-anomaly/addons/thap-rework
Managed to make it work, all is well
Could you please share your comp patch for this?
Sure, give me a sec. I ended up altering the Beefs NVG Improved mod instead. Could change it back to only have 3 NVG gain levels if you want
I trying to achieve same - make impoved NVGs compat with 2DSO in alt aim mode
Ah, gotcha. I'll send the files you can install as a new mod then, so they'll overwrite the mod's and work
Many thanks
No problem, I will remove cfgs, cince Im already patched it
It actually can install OK in MO2 with root folder not being gamedata)
Yeah, but it's just an extra step to move the folder during the install, so just fixed it instead
WDYM? MO2 will install mod as usual without you need to choose correct "anomaly" folder. If I understand you correctly.
Anyway, TYVM! Now it's time to check DAR compat with new mod, since now we got anims to NVGs)
I also use DAR and it works fine for me
Or well, haven't noticed anything weird, but haven't playtested much
Do you have fast animations? I thinks it's too fast. Since DAR hardcoded few values in it patch, I think it must be reviewed.
Animations seemed fine when using/storing the detector and RF receiver
@celest forge did you ever figure out how to fix the clipping issue on your gun?
@shy torrent Since DAR using new mutation to anims _quick, I think it overwrites torch enable anim, makes it too fast. And NVGs using this exact anim, so when you press NVGs key, you don't see animation for latch lowering, you see just hand enabling it and NVG overlay right after that. It's look not like on Impoved NVGS ModDB page. Maybe it's just me.
Oh yeah, it's fast, but I can kinda see something fall down before the NVG turns on.
bert just realized something. it may be skipping frames. we're having a similar issue and it seems a few frames are being cut when checked in omf editor
That what I think must be patched, since, well all this improved NVGs replacement is for adding nice animations)
But, this is just me, maybe.
Mine shows the same number of frames
weird
and the weirdest thing, some times it plays the edited version
some times the new
@celest forge Can you have a look at oc33 pisol in GAMMA? How to get rid of that wobbling animation when you aim down the sight? Because other pistols don't have it.
could i ask for help from someone who write a script for laser dot to become invisible during ADS?
the laser/red dot mismatch is too much for me that i stopped using lasers 
you guys know any way of listening for the event of NPCs leaving the level the player is currently in?
Guys I want to know your opinion about the NPC Wounded Animation Fix #📎mods-added-for-next-build message. Is it better to make the NPC drop the weapon or put it in their inventory?
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
if they drop they might run around without the weapon
so inventory
Ha, heard something different on the anomaly server
Maybe I'll just add an MCM menu
didnt see you ask there, would have said the same
If in doubt - MCM menu it
Asked in the general chat
I hoped not needing to create an MCM menu for every single one of my mods
Make 2 versions in one archive
people would install the one they want
I hate that even more 
Stalker modding be like:
Maybe I can manage to code it like that, that you have TMMR (Tosox Mini Mods Repo) and then submenus with the mods in MCM
Yeah, already happened for me.
So its modular and gets automatically added to the TMMR menu if you install other mods from the pack which also include a MCM menu
What about that?
Well that would be amazing and i would study that to replicate
best of both worlds. Assuming you will have more than one MCM option that way
GAMMA already have this https://www.moddb.com/mods/stalker-anomaly/addons/jabbers-weapons-drop-on-bodies, so dropping NPCs weapon in inventory on wound state looks inline with it.
Dynahud uses similar approach with its support for MagHud, ColdHud etc
Well that (i think) i know how to do. Thinking of a better solution
Now this is the professional sketch
Delete the idle aim lines in the LTX file
From these?
Yup
Anything that says aim
Although most weapons in gamma do have idle aims
Just that some are subtler than others
PRP has dltx overwrite for oc33
What's PRP?
pretty reanimated pistols
prp don't overwrite stats
Oleh was correct.
This is where the aim animations were:
C:\G.A.M.M.A\mods\359- Pretty Pistols Reanimated - FIREBREATH\gamedata\configs\mod_system_z_prp_oc33.ltx
He usually is
ofc I am, especially about ugp 
However deleting the aim animation now prevents the sights from resetting to zero position if you shoot.

We have a mod anywhere that adds the bandit radio music back into the game 😄 I miss hearing it at the bandit camp
you don't delete it, just slow it down
With something like this?
anm_idle_aim = oc33_new_aim, idle, 0.00001
maybe slightly too much zeroes but yes
0.1 is still kind of a lot, I use 0.001
Yeah. I was jsut testing the 0.01 value.
Now 0.001.
I'll stop at 0.001.
Looks good.
Just don't understand why bother with creating such aiming animation in the first place. As if the character can't hold the pistol straight.
At least now I was able to do a sight reposition to how I want it.
Hello, can anyone tell me.
I want to change the crafting ammo to a more logical one, simply changing the amount of materials for the craft itself, is this even possible?
If yes, could you help me?
C:\G.A.M.M.A\mods\G.A.M.M.A. Arti Recipes Overhaul\gamedata\configs\items\ammo\ammo_vanilla.ltx
That's where the recipies are.
For crafting.
Thank you
hello i have questions i want edit the starting loadout and i dont understand about weapon names. In anomaly they begins with st also same in gamma weapon pack etc but the text file for starting load out call the weapons with-out the st... Exemple in gamma weapon pack inv_name = st_wpn_toz34 and in the new_game_loadout txt file TOZ34 is called like that wpn_toz34 = true,1,650,1 can some one explain me and maybe tell where is the list of the weapons names used i GAMMA pls😝
st_ is the prefix for localised text insert
So no, weapons start with wpn_. not st_wpn
Just enable debug and look in the spawner to see all the items and their names
ah ok dude thx a lot
another question if i want edit ammo where the hell are they? in anomaly it dosent make effect also in GAMMA weapon pack....
tryed too find by myself but with the amount of folder i never find out it would be very appreciated
Best way is to use MO2’s file search function, so type ammo in it and see what pops up
For vanilla (non-BAS) ammo, the file you're looking for is weapon_ammo.ltx
Although I'd highly suggest creating a DLTX file to make your changes instead of modifying the original file, as it's much easier to keep compatibility with other mods, as well as clearly seeing what you're changing
ok dude yea mo2 !!! thx again 👊
i will do this create a new addon with my items edited very good idea
in mo2 in priority the higher the number mean its read in last so overwrite ?
how would one go about editing the ammunition of say the USP match? asking for a friend obviously
iam trying figuring this ... if i find i tell you😝
is there a simple way to realign the scope after adjusting the hud in the editor? like the pso or any 4x scope for instance
guys, done with strelok missions and just got down sin's guys, loner story is done with that?
Nope, there is more
I'm trying to add a button to the new game screen. I can get the button to appear, but anytime I attach logic to it, it disappears. Would someone mind looking over this and see if I'm missing something super simple?
local _Main_Controls = ui_mm_faction_select.UINewGame.Main_Controls
local _Main_CallBacks = ui_mm_faction_select.UINewGame.Main_CallBacks
local _OnStartGame = ui_mm_faction_select.UINewGame.OnStartGame
function ui_mm_faction_select.UINewGame.Main_Controls(self, rand)
_Main_Controls(self, rand)
local function move(ctrl, deltaX, deltaY)
local pos = ctrl:GetWndPos()
ctrl:SetWndPos(vector2():set( pos.x + deltaX ,pos.y + deltaY ))
end
local xml = CScriptXmlInit()
xml:ParseFile ("ui_mm_gen_button.xml")
self.gen_name = xml:InitStatic("main_dialog:options:gen_name",self.templ_options)
self.gen_name_cap = xml:InitCheck("main_dialog:options:check_name", self.templ_options)
self:Register(self.gen_name,"btn_gen_name")
--self.character_name:SetText("Test")
end
function ui_mm_faction_select.UINewGame.Main_CallBacks()
_Main_CallBacks(self)
self:AddCallback("btn_gen_name", ui_events.BUTTON_CLICKED, self.GenerateName, self)
end
function ui_mm_faction_select.UINewGame:GenerateName()
if (faction == "stalker")
self.character_name:SetText("Stalker")
end
elseif (faction == "bandit")
ect...
end
--"stalker","bandit","csky","dolg","freedom","killer","army","ecolog","monolith","renegade","greh","isg"
The ui_mm_faction_select.UINewGame:GenerateName() currently is just full of placeholder stuff while I try to get the button to work
If I leave the ui_mm_faction_select.UINewGame.Main_Controls(self, rand) function and comment everything else, the button appears but obv does nothing
replace ui_mm_faction_select.UINewGame.Main_CallBacks() with ui_mm_faction_select.UINewGame:Main_CallBacks()
colon instead of dot
Could anyone tell me if its possible to remove the zoom that occurs when aiming with some weapons? The SVT40 in this case.
In the mcm under freezoom or whatever it's called. Changed the ads zoom factor
Yeah, Im aware of that setting, but ive got it set to a value that removes any zoom when ADS.
Some weapons, especially some vanilla ones, have this zoom that occurs when ADS
I think it has something to do with the FOV value
The weapon probably has a hud_fov value set in its file then, some weapons have those
Right, someone mentioned that before, but once I tried removing or changing it, I didnt notice any change. Any advice?
Or it's the iron sight zoom factor
But the SVT40 in this case, I checked the ltx and there isnt a hud fov section
A zoom factor set in the ltx?
No that's in the general settings
Oh, I see. Ive already tried addressing that. Ive got it practically disabled.
It's part of the adjustable weapon zoom mod. You can also find it in your mcm
Some weapons still have this zoom occur regardless
Weird
Its only on some guns, mainly vanilla ones.
Did you edit the proper ltx?
Some weapons my have some dltx overrides here and there for reposition mods
Well. The SVT40 ltx doesnt have a hud_fov section, but there is another gun that Juan made, the "carcano", and it has a zoom also, I removed the HUD FOV from its ltx, but to no avail that time also.
I always edit the ltx that has the highest priority
Could be part of a mod system file or its the adjustable weapon zoom mod
But the SVT40 ltx gives me trouble alot, for example, Ive tried changing the repair type to historic, but it remains Advanced regardless. I edited every SVT ltx i could find
I appreciate the help, hopefully Ill get it settled
Weapon kit are handled in a single dltx
Could you elaborate? Sorry
Dltx mods are basically a file that can write to any other ltx file sections. They can override, remove sections, add sections, etc
The dark side of DLTX
you could spend hours looking for what file to tweak and it turns out that it's mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzshatmypants.ltx that was changing it
So for repair kits, every weapon has an entry in a mod_system file somewhere with ![wpn_x] and the repair type assigned there. And it takes priority over the ltx file of the weapon basically
Oh I see now, yeah, Ive got some experience with DLTXifying stuff. But I see what to look for now
The only way to find everything proper is to launch something like Notedpad++ through MO2 so everything is assembled in your anomaly folder, search in files, point it to the anomaly folder, filter by .ltx and search for your weapon [wpn_x]
just don't do z stacking
please
that's like the single cringiest fucking thing you could do
That will return everything related to your weapon. Dltx files will have a ! in front of the weapon brackets
If I threw the svt40 in here and assigned the historic kit to it, that may would work? Unless the other dltx file is overwriting it
Your weapon is probably in there already or in another mod file like the gamma large files or gun pack
Gotcha, thanks!
I threw SVT40 into UGPs repair kit config, and it did in fact change it to historic.
Just be careful of double entries, they tend to cause crashes 
Gotcha! Thanks for the help
Is there a way to make it so you only get pda communication from your faction and your allies, i want to make it that way to give less info on what's around you but i have zero clue how to make a mod
Where can i find all the weapon itemnames?
In debug item spawn menu,
is there a mod or setting which toggles the HUD completely off unless you're injured, interacting with it in some way, or force it back on? im thinking similar to the immersive hud mod from skyrim.
ugp 1.6.7 i cant find any link about it
Thank you for the help, but then I get this error upon pressing the new game button on the title screen
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 204
Description : fatal error
Arguments : LUA error: ...ods/anomaly\gamedata\scripts\ui_mm_faction_select.script:743: attempt to index local 'self' (a nil value)
stack trace:
Also sorry if these are super super basic questions, I've never made a mod & I'm not very familiary with Lua
so you have two variants of writing class functions
its either
function Class:func(a,b,c,...)
...
end
or
function Class.func(self,a,b,c,...)
...
end
the : sign means the self parameter is implicitly defined as a first parameter
the error says the self is nil, so you arent complying to either of those variants, i suggest replacing all your patches to the first variant
So having a function like this would be redundant?
ui_mm_faction_select.UINewGame:Main_CallBacks(self)
it would be wrong
Since the colon implicetly calls self, I can remove self and change all my functions to use colons?
yes
Alright, thank you! I'll give it a shot
Also sorry for the ping, forgot that replying does that
Hi
I'm new to mod making and don't know how to do this
And I want to learn texture making
How can I start ?and what's the requirements?
And can we start with a simple thing?
Like how to change cordon grass colours from green to dark green
Can someone tell me what may be causing my Crafting UI to appear like this? Weapon repair kits require recipe books to be read, the Hideout Furniture crafting section has disappeared. Ive been digging around in alot of weapon LTX files lately but nothing I can recall being related to this. What filename should I be looking for if its due to an overwrite?
Maybe this?
This may be a dumb question, but if I'm calling self in a function, I should get all properties within self too, such as self.selected_faction right?
yes
Requirements: Any software that can edit textures and save them to .dds or you can convert them to .dds yourself after
To change the grass, you'd have to edit that map's detail texture. They're in a folder of every level, its an atlas of every grass, shrub, etc. You can edit the grass straight there. Mind you it will only change the grass for that map. FYI cordon is named Escape in the map names
Thanks 
I'm using Photoshop with Nvidia texture tools plugin so it's only thing I need for changing colours and textures right?
Yep. Photoshop has everything else.
Exemples of the build_details.dds you need to edit
For saving, the options of format are BC3(dxt5), generate mipmaps, Kaiser filtering, you can also use advanced alpha options if you feel like it
would anyone know how one could change the ammo used in say the USP match, asking for a friend again.
Change it to what
Does anyone know how to get preblowout murder to trigger via console because starting an emission through debug menu doesn’t seem to work nor does run_script surge_manager in console.
I’m trying to test new crow sounds
In the ltx change the line with the ammo to whatever other ammo you like
making my own weapon repos, kinda fun
Can someone tell me what may be causing my Crafting UI to appear like this? Weapon repair kits require recipe books to be read, the Hideout Furniture crafting section has disappeared. Ive been digging around in alot of weapon LTX files lately but nothing I can recall being related to this. What filename should I be looking for if its due to an overwrite?
Actually I think its this thats causing my problem
there's a version of it in gamma
it's groks version of the mod
whatever UI you're using is overwriting the workbench UI and hiding the furniture section
I made a small python library to parse and explore LTX files: https://github.com/grant-h/pystalker
Only tested on Anomaly unpacked LTX and Linux currently
I'd like to add support for archive (DB) files, but the (de)compression code is a bit hairy. I'd like to be able to parse GAMMA's LTX file tree, but I'd need to handle mod VFS path resolution (e.g. gamedata vs db), so that'll be a work in progress. I made this library to be able to export game object info to JSON for display via a web interface
And this is the WIP. Still a lot to do...
So this let's you search for an item and find all ltxs with its reference?
Yeah cross referencing would be a feature
holy hell, this will be so helpful
hi guys i am trying to improve my mod by adding mcm options, but i cannot understand why they did not naming properly, can someone explain please?
(this is my first mcm options making process so i am bad)
ok i anyway fucked, cause now this shit fully dissapeared
its not becouse of "configs", i changed script a bit, but i can get what am i doing wrong really (discussion closed,
about this shit )
Can anyone tell me why Mechanics no longer sell the Recipe Books? Or maybe how I can add them back to trader stock?
Did you modify trade profiles?
Coding moment
I'm trying to change a mod so that it drops its item as a quest reward for finishing off "scientists" (the one where you have to get artifacts from all over the zone), would I ask in here since its coding required, or elsewhere?
Hello, I’m interested in making a personal mod that’s basically a rendition half life port of the HEV voice response to various environmental damage sources for SEVA suits.
My aspirations are 3 lines for each damage type at 75%, 50%, and 25% hp according to the damage type sustained that brought the player character to that hp amount.
For the sake of being bombarded with audio at every point depending on your skill level I wanted to incorporate optional times intervals that audio would play.
Always, 5 minute, 10 minute, and 15 minute. Where if you were shot audio response would play then any damage source afterwards would not prompt a response dependent on what optional you choose time has elapsed.
I’ll be doing what I have the ability to do by arranging the voice lines, and audio format/effects.
If anyone who is able to plug it all in to be compatible with gamma finds the concept interesting and would like to work together on this or if there’s someone who would be willing to help under a commission I’d be thankful for any assists
No sir. Do you have any idea how I could integrate them back into the game?
Thanks dude!
hey ppl, i have recently come under a unholy influence to make the VSS a type c weapon (it might be a lil unbalanced but thats a problem for future me). I've never made my own mod for anomaly or gamma so does anyone know how to go about this/any resources or tutorials to figure it out?
update: i did a little bit of digging and all i needed to do is change the .ltx file for the weapon to have the repair type go from rifle_7 to rifle_5 and that seems to be okay after using it for a bit :))
Gamedata folder has:
levels,
spawns,
scripts,
ai,
meshes,
configs,
textures.
anyone know a mod that increases chance of injured/wounded state so I have to finish them off/dead check more often/90% of the time?
Hi,
Where to give feedback on Mods? Like Fast Travel?
-Or also I believe the modding system of some guns is buggy.
about fast travel u can search in https://discord.com/channels/912320241713958912/1035807043933720576 and if u find it u can leave your feedback, this applies to all mods i guess
Hi, I could use some help from the community.
Can someone explain how and where to get the AKM model from Stalker or Tarkov, I just would like to refine the gun, but I don't know where to get it
Hello, where can i download original Ultimate Gun Pack?
cant find it expect some balanced version
where you still need vanilla one
so i can only download this one?
That is UGP yeah
A more stable version of the old ugp
it deleted a bunch of guns that were bad/caused a lot of problems
I have an odd issue. Someone's reported (and I've confirmed), that with my reload timing mod enabled, the M249's full reload has an invisible belt until the reload is done. I have no idea how I've caused this, since all I've done is motion marked the hands animation, and the belt is part of the hud animation. I've also run the animation in Blender, and the belt appears to be there. Any insight would be appreciated.
Could it be possible with weapon config error?
In M249 ltx is that part of reload anm:
anm_reload = m249_hand_reload, m249_reload anm_reload_empty = m249_hand_reload_empty, m249_reload_empty
I checked that, only thing is that's not something I touched. So everything should be set up the same as the base mod, with the single exception of a motion mark part way through the reload.
Are hand hud animations with motion marks can have identical timings with hud animations?
Like copy-paste values?
I haven't motion marked the hud .omf, as that doesn't affect the reload timing at all.
does anyone know where the PDA files for anomaly are located. I want to make a mod that changes the PDA in game time, to the real world time for my timezone, and force the character to use the watch in order to know the in game time.
I have same behavior without or with your mod, so I don't think it's your mod fault. Maybe some universal animation scripts updated by this fella and causing troubles. I have latest.
Me? Yes.
Yeah the function for visible ammo doesnt work properly with mags
Volumetric smoke
after all these years of crashes because analmeme without modded exes won't work
Curios. How hud animations are depending on scripts inside magsredux (latest version, not from GAMMA)?
Same deal, its the gun itself
that's why modded exes should be enforced
It doesnt work on dx11
Only for dx10 idk why
I see. So MagsRedux is somehow queuing their anims into anims for guns?
i mean it's still in testing
so that could be one of the reasons
still, modded exes are like
a no brainer
you'd be hard pressed to find literally any reason not to use them
that doesn't involve going to another completely different fork of the enigne
like desolation
I don't know how it works, just the way nikola did the dynamic ammo belt mags redux doesnt like
Same with bas pkm
in my experience, at least in gamma, the ammo belt thing was always broken
could be just gamma
with or without mags
Id go check on my thing but don't have access to it atm
looks uncanny
70x70x70 resolution tho
can you get a recording of the thing
Can't right now
00:25 am for me
its already midnight
It reacts with lighting too
The smoke behaves like it's 60 fps
I'd recommend watching clear sky volumetric smoke dx10 test
it's literally the same here too
The best part is
That it can be added in existing levels with minimal effort
?
It literally takes seconds
All you need to do is build "game" and that's it
copy the fog_volume file
and put it in the existing level folder
I specialize in this type of shit
You don't have to compile anything
If you want to add extra light sources without compiling the geometry
You can just recompile the spawns and merge them and that's it
gahdaym
i was told recompiling maps took centuries
that's a pleasant development
Yeah
That's the only thing I love about xray
any type of ai shit applies too
But if you do change the geometry, terrain textures materials bla bla bla
you would have to recompile the geometry related stuff
But not grass
It did take me 3 or 6 hours to compile my map in medium hemisphere quality

It is also configurable
in .ltx file format
"sigma"
jesus that's crazy powerful
Well there is a problem
It passes through static geometry
It won't pass through geometry that has spawn refrence in it
and probably dynamic geometry too
lvutner did tell me there are shit tons of ways to improve this
oh but you could just use it on underground maps or on swampy areas in the overworld
Yes that's clear sky did in underground maps
not like actual clouds i mean
like small cloud things
at ground level
on the swamp area
fog
looks cool anyways
Interesting, since I tested it on my end with a default GAMMA install (AKA no MAGS). Default with my included mod enabled, no visible belt on full reload. Same default but with my included mod disabled, visible belt on reload. I'll test it more thoroughly later.
is weapon hud debag in game only for testing values and then copy them to insert manually into configs? cause i cannot apply my changed positions, nothing happen on apply and then pressing continue (weapon position dropped to default)
Get draggable hud editor
Yeah
Anyone know where the axe ltx is? I want to edit it to slot 1
thanks!
So im having a problem with the Soulslike Mod, Upon death, my health just refills, items are removed from my inventory without placing a stash, no death animation, no respawn. Any idea?
Anyone got an idea why the hell ive got 3 Snitches walking around?
i edited the silly loading tips mod to say gamma instead of anomaly, not a big deal i know but i guessed how to do it correctly
just edit the xml files and thats all if you did that
you have ZCP enabled'
?
hey guys I have a question how can I change the ballistic protection of an outfit
I know I can edit the outfit but I wanna change the br class
It's complicated. But I think you can try to tinker grok_bo_bone_profiles.ltx
how to make sure that when artifacts are found they are 100%
Not a modding question per-say, but can the game saves folder be backed up while playing? I’d like to make a script that runs every few minutes to make a backup (playing soulslike hardcore and concerned with corrupted save files). Is this feasible or would making a backup of that directory while the game is running lead to corrupted files?
@undone lily How do you think the volumetric smoke looks like?
I didn't finish configuring it but this has lots of potential
it must not corrupt the files i guess in case of copying them somewhere
This can also be added to vanilla anomaly levels with minimal effort
The smoke also reacts to light (excluding sun)
the edges are darker because of hemi values
and they are connected to weather configs
When grenades go through the smoke
they create small holes
right but they’re not in some incomplete state or anything? eg if it’s just a copy job i’d still be able to reload those at a later date if needed ?
not bad but way too dense no ? what would you use that for ?
*Smoke grenades
*
It can be added to vanilla anomaly levels like agroprom underground
I am testing this for now
Anyone happen to have the icon file for the doppler radar? preferably without the meatchunk artifact but whatever.
It looks too dense because I didn't properly configure it yet
The fact that this is from 15 years ago and still looks good
The starting point is the densent of them all
I can just move it back a little bit
And the density will not be visible
my guess yes
The parameters
If you properly configure the smoke it should look like this
STALKER: Clear Sky, dx10 volumetric smoke
(also that smoke looks good)
It will look like this if you PROPERLY configure it
That means the position
density
radius
Before modded exes update you couldn't do volumetric smokes at all
The best part is you don't even have to compile the spawns or some shit for the anomaly levels
All you need to do is configure them and replace the fog volume part
That's it
yes
most likely that
i remember wayyy back i had the same issue, ended up being zcp
despite being 15 years ago the smoke is very complex and expensive to render
the resolution of it is 70x70x70
Any idea how to resolve it? I deleted the duplicates of snitch ingame, think theyll respawn?
no idea, my solution was to disable zcp xD
I see. Thanks
Can anyone guide me on how I can change the fentanyl animation to the animation that medkits use?
Hello! I'm trying to create my own icons pack. I looked how it is organized in others mods, however, likely, don't understand some crucial points. MO even doesn't show that my mod has any conflicts with others, but it should be since I'm trying to override icons. Attached my trying. Thanks in advance!
Make a new section at the bottom of your load order and organize any new mods there
That way it's easy to diagnose when you get a crash
Easier*
ah i see thanks
are the lists of artifacts that can spawn in each level acording to the DAO artifacts script accurate to ingame?
well i got a crash but good thing i remembered about the trick to get uni_anim_core script from gamma weapon pack to load it under all guns
honestly i just took all the anim scripts that keep getting overwritten and leave them at the very bottom of my load order
now that so many guns have fancy extended anims, everyone includes them but theyre not always the most up to date
well game works nicely with the anims and wpo n such so its good :d
with deleting them from trader list and voila
Can anyone tell me how I can edit the amount of sleepiness that vodka induces? After 2-3 swigs the sleepiness bar is nearly depleted (Check top left of Screenshot)
Search for the file mod_system_drinks_sleep in mo2
Thanks for the help man! Still enjoying your weapon pack too
can i see it too ?
?
like the post of that weapon pack of yours
ohh the dt mdr mod
i gotta check it out
They're from 2022 though. Pistol lasers is out of date. I've been slowly doing updates to some weapons and plan on updating them sometime soon
It's very much a meme gun. I took it from another pack that was abandoned and fixed it up to make it work. I'd like to do a script for it so they if you have exo armor on you can actually run with it
its all well n good but game refuses to even open with that mod enabled lmao
Install it in parts
oh
Don't do it as the whole fomod. And post your error log in that thread, not here
well game doesn't even open when i tried fomod
Any idea what happened to Zone Reality 0.4 mod thread? Pardon if this isn't the right place to ask 
Anyone know what files I need to look for to edit the NPC movement speed? Just trying to stop them from strafing at full speed
Just another day at work
spawn refrenced objects be like
hello, bit of context first, I've been poking around in game files trying to find info about artefact spawns per area to compile into a readable spreadsheet, in the files for artefacts reinvention there is a folder in gamedata\configs\scripts that contains each area, and the LTX files for each anomaly field within the area, these anomaly field files reference categories of artefacts the fields can spawn, stuff like "af_class_all_north", "af_class_psio_gravi_north", etc. how or could i find where these categories are defined to see what artefacts are in them? there is a "artefacts" LTX file in gamedata\configs\items\settings that list some of these categories, however its dated back to 2019, and is missing some categories.
anyone using new levels ?
Guys, maybe I'm writing the wrong channel . Can anyone explain how to get a 3D model of a weapon from the Stalker files.I'm working on a personal project to create modules for AKM, I made the models themselves, I need an AKM model from the game
The guy who made it abandoned it.
Oh fair 
He has this, now 
https://discord.com/channels/912320241713958912/1153770802819383346
Yeah, that's a great combo. I was just getting ZR to work
Man I just installed ZR 
You need either a converter for .ogf files or the Pavel Blender xray addon for Blender to be able to import.ogf files directly. You'll find most weapons in your Anomaly/gamedata/meshes/dynamics/wpn/ or legacy anomaly weapons in Anomaly/gamedata/meshes/anomaly_weapons
guys, does anyone know what changes the guns shot kick?
Shot kick?
I think he means recoil
is there any alternative for this mod that might fix ak5c isg scope and pk-a or is this good enough ? https://www.moddb.com/mods/stalker-anomaly/addons/alpha-v0-2d-scope-overhaul
I actually made myself a mod specifically for the ak5c out of that. I'll upload it when I get home
I didn't bother with the pka because that's weapon specific but I think @tacit surge is working on doing a bunch of them
i'll remove PKA sights from my 2DSO version (useless x1 scope with 2D overlay
). and ak5c with that 3d scope shouldn't spawn in gamma.
It does not. My mod adds the kit back into trader inventory
As far as the pka goes. Yeah there's no point in doing them. The model without the pip render has an awful sight picture
This sight has too "wrong" shape (square) for 2d shader sights.
I had to upscale it and mess with the pov. It's not perfect but imo it's serviceable
It mostly hides the scope Shader
honestly making pk-a a normal red dot and make the isg tactical scope 2d scope would just fix the problem
Making the pka a normal red dot would make it the worst sight
I make PKa's like that, but who would use a x1 magnification 2D scope?
desperation can make u use a slingshot if it was in the game kek
ye, but iron sights is better 
ngl i kinda like this
do for the tactical isg scope and you win me over
what is tactical isg scope? AK5c?
This is def better than irons
Just clearer picture
HOW much better i couldnt tell you
Bro described a red dot
ye
but this is just 2D overlay and its looks like this with proper settings. It's not hard for me to make these sights. Will the players use them?
red dot when u have defective color vision 
oh most def this sight is pretty common on early runs
dude like if u did the same shit on ak5c isg tac scope im getting it right now :d
all right, calm down. There's an update in a few days. I'll include the AK5с leupold scope in it.
You can remove the pip effect in the ltx of a pka using weapon but it still sucks physically
The model just has a bad sight picture due to the shape
i guess the most problem with scopes like that is they are HUGE and block a lot of screen space, so u can be peeked out of vision and fucked
noice
which mod btw can u gimme link ?
@blissful tartan best i can do for this scope 
Ok just realized
That the smoke passing through static geometry can be fixed by adding occlusions
the problem is the new sdk has broken fog volumes so i have to use the old one

Can anyone guide me on how to add weapon parts to a weapon? Ive got this M32 Milkor launcher, it has no parts. I tried copying a mod parts file from another mod, configured it to how I wanted. But it didnt add any parts to the weapon ? Advice?
bro that looks amazing





