#╙🖇mods-making-discussion

1 messages · Page 46 of 1

mystic prism
#

I think I bought them with the starting points?

#

IIRC

slow bolt
#

yep, its there

acoustic tartan
#

Ah, I haven't done any unpacking and didn't think to look; ripper, cheers 🙂

dense kite
#

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

slow bolt
#

printf("! Damage: %s",damage)

#

! makes the print out red in console

dense kite
#

easy. thank you mirrorwel

slow bolt
mystic prism
#

Do they always drop same % or is there any way of making it variable?

slow bolt
#

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

mystic prism
#

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.

#

:/

slow bolt
#

Its tobacco

#

You are supposed to use it to craft cigarettes

#

Tobacco pack != cigarette pack

mystic prism
#

I mean...

#

cigarettes pack have 1 use only.

slow bolt
#

They dont

mystic prism
#

True, was looking at the wrong side.

#

Yup, 3 uses.

acoustic tartan
#

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 👍 ❤️

mystic prism
#

Mirrowel, what do I need to make cigarrettes with a tobacco pack?

#

Rolling paper?

slow bolt
#

Check the crafts

#

think you should be able to do that from the start

mystic prism
#

Yup.

obsidian void
#

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

obsidian void
#

Each # of possible uses in death_items needs to be specifically defined, for example:

cigarettes__1 = 0.05 cigarettes__2 = 0.04

Etc

slow bolt
#

ah

#

so you can add higher if you want

#

okay

obsidian void
#

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

sacred token
#

Real chads just monkey patch death_manager.spawn_cosmetics Chadge

vague sphinx
#

@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

thin kelp
#

If i was more smarter and wise i would have documented my stuff more

vague sphinx
thin kelp
#

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

vague sphinx
#

I see, I think I made a mistake somewhere because when I tried looking into yours, they show like this

thin kelp
#

it cant find the texture, could be how you have your texture path setup in blender

vague sphinx
#

Let me take a look

thin kelp
#

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

vague sphinx
thin kelp
#

hrmmmm im not used to working without having the paths set up to an SDK

vague sphinx
#

I'll try something

thin kelp
#

i suppose you could also set it up to the anomaly installation

#

im also rusty as hell

vague sphinx
#

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

thin kelp
#

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

vague sphinx
slow bolt
#

could load blender through the mo2 vfs

thin kelp
vague sphinx
vague sphinx
#

I think it's just my paths being clumsy

thin kelp
# vague sphinx Yup

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

vague sphinx
thin kelp
#

yes

vague sphinx
#

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

thin kelp
#

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*

vague sphinx
#

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

thin kelp
#

yeah i can understand why

vague sphinx
#

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

thin kelp
#

its hard to do that especially for sin and renegades which dont really have an identity

vague sphinx
#

Exactly why I opted for these two ideas ^^

#

To make them stand out as their own more

thin kelp
#

i remember keeping that in mind when making some models for those factions

vague sphinx
#

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

thin kelp
#

no i get that

#

but you should be able to cherry pick some good ones, not all the ones i made were created equally

vague sphinx
#

To be fair, Vanilla Anomaly did its number already on that

vague sphinx
thin kelp
#

if i would have started the project from scratch today i would have a totally different approach to say the least

vague sphinx
#

I can understand that for sure

thin kelp
#

and it may not matter too much anyway, those stalker 2 models are gonna get backported eventually

vague sphinx
#

At the very least, if I manage to do just what I want to achieve, I can send you the files if you want

thin kelp
#

no problem by me

vague sphinx
#

Because I feel like Stalker 2 backporting will create a segregation between models, as not all factions are in Stalker 2

thin kelp
#

the least i can do is give some pointers cause im way too demotivated, rusty and burnt out to get back into modding atm

vague sphinx
#

So might as well do my work now x)

thin kelp
#

go for it

vague sphinx
#

Thank you for your time, much appreciated

thin kelp
#

np 👍

surreal gust
#

@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

vague sphinx
surreal gust
#

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

pine quartz
#

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

random fulcrum
#

it's an option dude

#

in the main menu settings

pine quartz
random fulcrum
#

ah

#

it's actor_effects.ltx

#

shit's unreadably weird tho

#

configs\plugins\

pine quartz
#

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

sacred token
#

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

pine quartz
undone lily
#

and how forests are over there

surreal gust
#

They look way better than anomaly ones in my opinion

surreal gust
#

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

slow bolt
#

I mean those are trees

#

Look normal to me. And i lived in vaguely the same area

surreal gust
#

modder role

#

i worked very hard for it

surreal gust
slow bolt
#

Mf wants to be the orange man

surreal gust
#

hey i like making maps tho

slow bolt
#

You gotta eat a lot of oranges

#

that is what i did

surreal gust
#

you think map making for anomaly isn't a lot of uhmm

#

MISERY

sacred token
#

We gotta start to figure out how to patch all.spawn

#

Even if it is hell

surreal gust
sacred token
#

I always heard bvcx complaining about it

surreal gust
#

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

surreal gust
#

Lots of people don't map for anomaly because it's too hard

surreal gust
#

can i get my orange role plz?

surreal gust
#

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)

vast zodiac
#

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")

surreal gust
#

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

surreal gust
#

can't find it weird

surreal gust
#

its probably in gamma

#

i need it to do a full patch

grizzled gorge
surreal gust
#

it's only a configs.ltx

grizzled gorge
#

197- New Storylines (DLTX minimodpack) - Demonized\gamedata\spawns

#

all.spawn is inside

surreal gust
#

There's nothing

grizzled gorge
#

you don't have gamma installed ?

surreal gust
#

Nope

#

Thanks.

#

I'm gonna patch it for my new level

vast zodiac
surreal gust
#

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

maiden field
#

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

vale knot
#

i believe impulse also affects stalkers being staggered but im not 100% on dat

worn fiber
vale knot
#

I should of been able to deduce that tbh

#

Thought it was some weird gboobs thing

worn fiber
#

I'm not sure there is one for that.

vale knot
#

Im like 50% sure its impulse

maiden field
#

Hm

worn fiber
#

I thought it depends on the damage dealt.

vale knot
#

Why cant i @ crimmas

worn fiber
#

Or if the ammo penetrates the armor.

vale knot
#

Like the only other guy who understands gboobs

worn fiber
#

Gboobs have nothing to do with this.

vale knot
#

Yes it does? Partly

worn fiber
#

The damage part. Yes.

vale knot
#

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

worn fiber
#

There is just a simple formula.

#

What's so horifying about it?

vale knot
#

Nothing i just don't like it

worn fiber
#

It's fine. In comparison to vanilla, it's an upgrade.

#

Becasue in vanilla there is on such thing as armor break.

maiden field
worn fiber
#

You have to damage calculation based on whether the ammo you use have enough k_ap to go through NPC'a aromr or not.

vale knot
#

@random fulcrum does impulse value of an ammo type affect stagger on stalkers

#

?

worn fiber
#

It sure the one to make the ragdoll fly.

vale knot
#

Yeh

worn fiber
#

But for ammo it's the multiplier.

#

The base impulse is in weapon.ltx.

celest forge
#

100 impulse for funni jump when die

vale knot
#

^

worn fiber
#

I don't thing that's enough.

celest forge
#

It's how I did the ammo for the JDJ rifle, it does make sdalgers jump back

worn fiber
#

That's the right way.

#

But was 100 enough?

#

Or this was the ammo multiplier?

celest forge
#

50 on the gun and 50 on the ammo

vale knot
#

But yeah id just say wait for momo to be online to answer what causes stagger if not impulse

surreal gust
#

Whether it be hanging lights

#

Barrels

#

Lights with 2 bones

vale knot
#

In my mind it would make sense to tie it to imp

#

But stalker doesnt always make sense

worn fiber
#

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.

random fulcrum
#

stagger is directly tied to health lost

#

it's like a poise meter

surreal gust
#

I played through a lot of these builds

vale knot
#

Thank u momo

vale knot
maiden field
#

@ripe turtle

surreal gust
#

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

vale knot
#

I got a slot for one on my pc

#

No drive in it currently

surreal gust
#

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

ripe turtle
#

sup lol

#

ah impulse is the push back on corpses when they die?

#

Yeah i remember that lol

vale knot
#

Yuh

ripe turtle
#

impair does stagger them afaik

#

lemme lower impair a bit tho on my guns lol

#

put it too high

random fulcrum
#

no

#

impair is for degradation on the gun

#

again, stagger is directly and only tied to health lost

surreal gust
#

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

ripe turtle
#

o shi i just made guns self-destruct on shot basically lmao

surreal gust
#

Far cry 5 trees look great

#

I am definetly gonna use those

worn fiber
#

More than 1 means ether bad ammo or as extra charge ammo.

ripe turtle
#

yes I put it back

graceful sluice
#

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.

naive snow
surreal gust
graceful sluice
#

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

round coyote
#

how do i change a model of an npc with a custom model

#

for just one npc

graceful sluice
#

@naive snow for what casing model used? It only for jamming animation, or it ejecting after each shot?

naive snow
graceful sluice
naive snow
graceful sluice
fair canopy
#

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

elfin mason
#

Does anyone know how to add more weapons to the vision/pistols slots?

undone lily
elfin mason
#

oops

stiff solstice
#

Where can I find the a.d.e.g.a texture pack mod?

paper remnant
#

fuck me

#

brother help

elfin mason
#

Ahh dw I found the pinned message on how to do it

naive snow
paper remnant
#

thx i found the probleme

naive snow
#

Found the french KekSkew

paper remnant
naive snow
paper remnant
naive snow
paper remnant
#

Because why not

#

to explain my project I would like the famas to be able to use rifle grenades as in reality

graceful sluice
#

New handguard

fair canopy
#

Lol where'd you get that guard from?

#

Desolation?

#

Tbh I would have used the new svu as a base

graceful sluice
mint knoll
graceful sluice
#

I even added bullets and casings

#

I also have this AUG-A3, but I don't know if it have animations for grenade launcher.

celest forge
#

I don't think the AUGs have GLs in this game no

#

Even the BaS ones

graceful sluice
#

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.

celest forge
#

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

waxen ermine
#

Hello guys. I have some question... I've get trouble to make mutants neutral to Sin...How can i do this?

regal bolt
#

Yo scripting uses lua, correct?

random fulcrum
#

yes

regal bolt
#

Can you create a UI or can you only modify the ones straight from the game?

random fulcrum
#

both

regal bolt
#

Is there any sort of documentation or am I left to reading source code?

random fulcrum
#

classes and talents by xcvb has a full custom ui

regal bolt
#

found it

random fulcrum
#

experience framework also has one

#

you won't find stuff in the book about it

regal bolt
#

ah yeah i think i'll need to get used to stalker and how it works before anything, thanks for the info

vale knot
#

take mods that are similar to what you wanna do and try to reverse engineer them

#

what i do

regal bolt
#

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

vale knot
#

i think nltp was working on the alien isolation movement monitor

regal bolt
#

Actually it would most likely be pretty hard

obsidian void
#

Anyone else having issues refreshing the game with debug? Lately it crashes with "assertion failed"

slow bolt
#

Guess you fucked something up

#

when making my stuff i refreshed a lot

waxen ermine
waxen ermine
#

i need to make mutants neutral for Sin

slow bolt
#

Yes, i saw that

#

I dont work with that so idk

waxen ermine
#

i've tried change relations cfg but it didn't work

#

i'm tired of this shityeshoney

hardy hound
waxen ermine
hardy hound
waxen ermine
#

meh

#

this guy just like me

grizzled gorge
fair inlet
grizzled gorge
#

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.

obsidian void
#

could it be an HD mutant mod? 🤔

fair inlet
#

I get this crash in fake start so it's definitely odd since they aren't any NPC

obsidian void
#

true I think the other day I had this crash in fake start as well

#

perhaps the newest EXE's have an issue

grizzled gorge
#

weird

fair inlet
#

I had like 30 crashes in fake start so it's certainly not random

grizzled gorge
fair inlet
#

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

grizzled gorge
grizzled gorge
#

:/

surreal gust
#

New assets from survavium

#

And lenin as a bonus

grizzled gorge
#

@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:```
surreal gust
#

When i was creating smart terrains and saw this error

#

I thought my map was fucked but it wasnt

grizzled gorge
surreal gust
#

I dont use gamma

random fulcrum
#

it's not the fault of modded exes

#

something in gamma is breaking it

#

act surprised

grizzled gorge
surreal gust
#

I can't confirm though

grizzled gorge
#

hm

random fulcrum
#

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

surreal gust
#

can't even load custom made cop levels into the sdk kekw without crashing

celest forge
#

When in doubt reinstall anomaly

random fulcrum
#

must've been the custom bhs texture you're using

grizzled gorge
random fulcrum
#

the guy blames everything and everyone around the modpack for issues completely unrelated

surreal gust
#

I'm really happy with the new assets

obsidian void
#

the modded exe's handle bone hiding do they not

random fulcrum
#

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

obsidian void
#

it doesn't consistently crash with gamma either

grizzled gorge
random fulcrum
#

yeah

#

that's the thing

#

system reload always will crash gamma

#

with the same log

fair canopy
#

Yup. I might get a few reloads that work and the suddenly crash reload, and crash again a few times

surreal gust
#

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

severe plover
#

Guys is there any way to mod the durability of an item

steady apex
elfin mason
#

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
surreal gust
#

23 million polygons

#

70 million vertices

surreal gust
#

Better glass shader

#

before you say i should have used def_trans and def_translucency in the model i did that after this screenshot

peak quest
#

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

soft burrow
#

you guys know any way of changing hip's visual model without starting a new game?
would just replacing the ogf file work?

simple scaffold
#

@tacit surge yes?

simple scaffold
tacit surge
# simple scaffold <@215921463679516672> yes?

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. kekpray

ModDB

Customizable crosshairs. Chose different crosshairs for different situations. Adjustable size. Optional size with target distance. Includes a colorblind friendly IFF system that changes the crosshair shape based on target hostility. Modular support for...

simple scaffold
fair inlet
tacit surge
fair canopy
#

Only problem would be modifying every mesh to remove the render point

tacit surge
fair canopy
#

I think it would be good just as a mod on its own too

fair inlet
fair inlet
fair canopy
#

Yeah. Or I wonder if including a transparent texture would be enough?

fair inlet
simple scaffold
# fair inlet I haven't had any issues with that. I just removed the code line which enables t...

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.

fair canopy
#

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?

sacred token
#

Not hard. Just take on of these transition mods as reference

gritty raptor
#

can i post a liitle mod that makes arts drops with 95%+ efficiency? so all newCUMers can enjoy if they want to

naive snow
fair canopy
#

Anyone have the gepard pdw mod from a few months ago?

dapper dust
#

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)

surreal gust
#

WHAT THE FUCK

shy torrent
#

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

fair canopy
#

It might just be a bug in the mod then

shy torrent
#

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

storm stream
#

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?

shy torrent
regal bolt
#

How do I make a mini mod to edit a helmet's stats? I can't find an example

shy torrent
regal bolt
#

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

shy torrent
#

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

regal bolt
#

This is exactly what I needed. Working on it now.

#

Thank yoU!

shy torrent
#

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 keksad

lethal garden
#

Can anyone tell me how I can change the textures of the hands provided by an outfits?

shy torrent
shy torrent
#

Managed to make it work, all is well

crude gust
shy torrent
crude gust
shy torrent
#

Ah, gotcha. I'll send the files you can install as a new mod then, so they'll overwrite the mod's and work

shy torrent
#

Oh wait, give me a sec

#

I added an extra folder

crude gust
#

No problem, I will remove cfgs, cince Im already patched it

shy torrent
#

There we go, now it only has the gamedata folder

#

So it should install fine on MO2

crude gust
#

It actually can install OK in MO2 with root folder not being gamedata)

shy torrent
#

Yeah, but it's just an extra step to move the folder during the install, so just fixed it instead

crude gust
#

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)

shy torrent
#

I also use DAR and it works fine for me

#

Or well, haven't noticed anything weird, but haven't playtested much

crude gust
#

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.

shy torrent
#

Animations seemed fine when using/storing the detector and RF receiver

fair canopy
#

@celest forge did you ever figure out how to fix the clipping issue on your gun?

crude gust
#

@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.

celest forge
#

No, idk what is going on

#

I'm remaking the animation from scratch

shy torrent
fair canopy
crude gust
#

But, this is just me, maybe.

celest forge
#

Mine shows the same number of frames

#

weird

#

and the weirdest thing, some times it plays the edited version

#

some times the new

worn fiber
#

@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.

real cave
#

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 KekSkew

soft burrow
#

you guys know any way of listening for the event of NPCs leaving the level the player is currently in?

sacred token
slow bolt
#

so inventory

sacred token
#

Ha, heard something different on the anomaly server

#

Maybe I'll just add an MCM menu

slow bolt
#

If in doubt - MCM menu it

sacred token
#

Asked in the general chat

#

I hoped not needing to create an MCM menu for every single one of my mods

slow bolt
#

people would install the one they want

sacred token
#

I hate that even more KekSkew

slow bolt
sacred token
#

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

crude gust
sacred token
#

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?

slow bolt
slow bolt
crude gust
crude gust
slow bolt
sacred token
#

So that's the plan for now I guess

slow bolt
celest forge
worn fiber
celest forge
#

Yup

#

Anything that says aim

#

Although most weapons in gamma do have idle aims

#

Just that some are subtler than others

fair inlet
worn fiber
#

What's PRP?

fair inlet
#

pretty reanimated pistols

worn fiber
#

This is the weapon file from which the weapon stat changes work.

fair inlet
#

prp don't overwrite stats

celest forge
#

But it controls animations

#

Which he wants to change

worn fiber
#

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

slow bolt
fair inlet
worn fiber
#

However deleting the aim animation now prevents the sights from resetting to zero position if you shoot.

spare gale
#

We have a mod anywhere that adds the bandit radio music back into the game 😄 I miss hearing it at the bandit camp

fair inlet
worn fiber
fair inlet
#

maybe slightly too much zeroes but yes

worn fiber
#

Testing.

#

Yeah setting it to 0.1 madie it better.

fair inlet
worn fiber
#

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.

strong bison
#

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?

worn fiber
#

That's where the recipies are.

#

For crafting.

sly bone
#

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😝

slow bolt
#

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

sly bone
#

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

shy torrent
#

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

sly bone
#

ok dude yea mo2 !!! thx again 👊

#

i will do this create a new addon with my items edited very good idea

sly bone
#

in mo2 in priority the higher the number mean its read in last so overwrite ?

quartz anchor
#

how would one go about editing the ammunition of say the USP match? asking for a friend obviously

sly bone
#

iam trying figuring this ... if i find i tell you😝

surreal gust
glacial dove
#

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

vague obsidian
#

guys, done with strelok missions and just got down sin's guys, loner story is done with that?

sacred token
#

Nope, there is more

stable compass
#

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

steady apex
#

replace ui_mm_faction_select.UINewGame.Main_CallBacks() with ui_mm_faction_select.UINewGame:Main_CallBacks()

#

colon instead of dot

lethal garden
naive snow
lethal garden
lethal garden
#

I think it has something to do with the FOV value

naive snow
lethal garden
celest forge
#

Or it's the iron sight zoom factor

lethal garden
#

But the SVT40 in this case, I checked the ltx and there isnt a hud fov section

lethal garden
celest forge
#

No that's in the general settings

lethal garden
naive snow
#

It's part of the adjustable weapon zoom mod. You can also find it in your mcm

lethal garden
#

Some weapons still have this zoom occur regardless

celest forge
#

Weird

lethal garden
#

Its only on some guns, mainly vanilla ones.

naive snow
#

Did you edit the proper ltx?

#

Some weapons my have some dltx overrides here and there for reposition mods

lethal garden
# naive snow Did you edit the proper ltx?

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

naive snow
#

Could be part of a mod system file or its the adjustable weapon zoom mod

lethal garden
#

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

naive snow
lethal garden
naive snow
#

Dltx mods are basically a file that can write to any other ltx file sections. They can override, remove sections, add sections, etc

celest forge
#

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

naive snow
#

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

lethal garden
naive snow
#

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]

random fulcrum
#

just don't do z stacking

#

please

#

that's like the single cringiest fucking thing you could do

naive snow
#

That will return everything related to your weapon. Dltx files will have a ! in front of the weapon brackets

lethal garden
#

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

celest forge
#

You cannot stop me, damage man

#

(Only way to make sure it will work, sadly)

naive snow
lethal garden
#

Gotcha, thanks!

lethal garden
naive snow
lethal garden
boreal mural
#

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

elfin mason
#

Where can i find all the weapon itemnames?

worn fiber
toxic sinew
#

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.

raw badger
#

ugp 1.6.7 i cant find any link about it

stable compass
# steady apex replace `ui_mm_faction_select.UINewGame.Main_CallBacks()` with `ui_mm_faction_se...

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

steady apex
#

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

stable compass
#

So having a function like this would be redundant?

ui_mm_faction_select.UINewGame:Main_CallBacks(self)
steady apex
#

it would be wrong

stable compass
#

Since the colon implicetly calls self, I can remove self and change all my functions to use colons?

steady apex
#

yes

stable compass
#

Alright, thank you! I'll give it a shot

#

Also sorry for the ping, forgot that replying does that

wary scroll
#

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

lethal garden
#

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?

sacred token
#

Maybe this?

stable compass
#

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?

naive snow
naive snow
wary scroll
#

Thanks peepopray
I'm using Photoshop with Nvidia texture tools plugin so it's only thing I need for changing colours and textures right?

naive snow
#

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

quartz anchor
#

would anyone know how one could change the ammo used in say the USP match, asking for a friend again.

celest forge
#

Change it to what

shell knoll
#

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

woven terrace
stuck valley
#

making my own weapon repos, kinda fun

lethal garden
#

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?

lethal garden
quartz rampart
#

it's groks version of the mod

#

whatever UI you're using is overwriting the workbench UI and hiding the furniture section

ocean jasper
#

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...

fair canopy
#

So this let's you search for an item and find all ltxs with its reference?

ocean jasper
#

Yeah cross referencing would be a feature

lethal garden
gritty raptor
#

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)

steady apex
#

it should be gamedata/configs

#

not gamedata/config

worn fiber
#

One letter and you screwed.

gritty raptor
#

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, idontcare about this shit )

lethal garden
#

Can anyone tell me why Mechanics no longer sell the Recipe Books? Or maybe how I can add them back to trader stock?

tawny stream
slender whale
#

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?

remote venture
#

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

lethal garden
drowsy plank
#

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 :))

surreal gust
#

Gamedata folder has:
levels,
spawns,
scripts,
ai,
meshes,
configs,
textures.

vivid jackal
#

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?

idle stone
#

Hi,
Where to give feedback on Mods? Like Fast Travel?
-Or also I believe the modding system of some guns is buggy.

gritty raptor
gritty raptor
#

can someone pin my last message with updated mod?

south birch
#

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

cedar glen
#

Hello, where can i download original Ultimate Gun Pack?

#

cant find it expect some balanced version

#

where you still need vanilla one

cedar glen
#

so i can only download this one?

celest forge
#

That is UGP yeah

cedar glen
#

thanks mate

#

i was just confused why they call it lite

#

thats all

celest forge
#

A more stable version of the old ugp

#

it deleted a bunch of guns that were bad/caused a lot of problems

cedar glen
#

nice

#

when it poped out in reco on youtube i got instatly hyped

rigid sail
#

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.

crude gust
rigid sail
#

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.

crude gust
#

Like copy-paste values?

rigid sail
#

I haven't motion marked the hud .omf, as that doesn't affect the reload timing at all.

quartz rampart
#

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.

crude gust
vale knot
#

Do you play with mags redux

crude gust
vale knot
#

Yeah the function for visible ammo doesnt work properly with mags

surreal gust
#

Volumetric smoke

#

after all these years of crashes because analmeme without modded exes won't work

crude gust
vale knot
#

Same deal, its the gun itself

random fulcrum
surreal gust
#

Only for dx10 idk why

crude gust
random fulcrum
#

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

vale knot
#

I don't know how it works, just the way nikola did the dynamic ammo belt mags redux doesnt like

#

Same with bas pkm

random fulcrum
#

in my experience, at least in gamma, the ammo belt thing was always broken

#

could be just gamma

#

with or without mags

vale knot
#

Id go check on my thing but don't have access to it atm

surreal gust
random fulcrum
#

looks uncanny

surreal gust
#

70x70x70 resolution tho

random fulcrum
#

can you get a recording of the thing

surreal gust
#

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

random fulcrum
#

oh!

#

but the compilation

surreal gust
#

?

#

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

random fulcrum
#

gahdaym

#

i was told recompiling maps took centuries

#

that's a pleasant development

surreal gust
#

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

surreal gust
#

It is also configurable

#

in .ltx file format

#

"sigma"

random fulcrum
#

jesus that's crazy powerful

surreal gust
#

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

random fulcrum
#

oh but you could just use it on underground maps or on swampy areas in the overworld

surreal gust
random fulcrum
#

kinda like how ogsr has these foggy clouds around swamps

#

also that

surreal gust
#

for clouds not really

#

you can just use volumetric clouds bla bla bla

random fulcrum
#

not like actual clouds i mean

#

like small cloud things

#

at ground level

#

on the swamp area

#

fog

surreal gust
#

Smaller density

#

Any broken lighting is dx10 shenanigans

#

like on the walls

random fulcrum
#

looks cool anyways

surreal gust
random fulcrum
#

reminds me of dog rounds

#

from cod zombies

surreal gust
rigid sail
gritty raptor
#

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)

gritty raptor
fair canopy
#

Yeah

lethal garden
#

Anyone know where the axe ltx is? I want to edit it to slot 1

lethal garden
#

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?

lethal garden
#

Anyone got an idea why the hell ive got 3 Snitches walking around?

tribal pike
#

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

surreal gust
#

just edit the xml files and thats all if you did that

hardy hound
#

?

severe plover
#

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

crude gust
sweet pike
#

how to make sure that when artifacts are found they are 100%

fallow fractal
#

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?

surreal gust
surreal gust
#

@undone lily How do you think the volumetric smoke looks like?

#

I didn't finish configuring it but this has lots of potential

gritty raptor
surreal gust
#

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

surreal gust
#

Proof that we had cs2 smokes since 15 years ago

fallow fractal
undone lily
# surreal gust

not bad but way too dense no ? what would you use that for ?

regal bolt
#

*Smoke grenades death *

surreal gust
#

I am testing this for now

slender whale
#

Anyone happen to have the icon file for the doppler radar? preferably without the meatchunk artifact but whatever.

surreal gust
#

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

surreal gust
#

I can just move it back a little bit

#

And the density will not be visible

surreal gust
#

The parameters

#

If you properly configure the smoke it should look like this

slender whale
#

(also that smoke looks good)

surreal gust
#

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

lethal garden
hardy hound
#

i remember wayyy back i had the same issue, ended up being zcp

surreal gust
#

despite being 15 years ago the smoke is very complex and expensive to render

#

the resolution of it is 70x70x70

lethal garden
hardy hound
lethal garden
lethal garden
#

Can anyone guide me on how I can change the fentanyl animation to the animation that medkits use?

oak thicket
#

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!

blissful tartan
#

Should i put extra guns in gunplay section ?

#

ones i download off of moddb

fair canopy
#

That way it's easy to diagnose when you get a crash

#

Easier*

blissful tartan
#

ah i see thanks

supple stone
#

are the lists of artifacts that can spawn in each level acording to the DAO artifacts script accurate to ingame?

blissful tartan
fair canopy
#

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

blissful tartan
#

well game works nicely with the anims and wpo n such so its good :d

#

with deleting them from trader list and voila

lethal garden
#

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)

fair canopy
lethal garden
blissful tartan
fair canopy
#

?

blissful tartan
#

like the post of that weapon pack of yours

#

ohh the dt mdr mod

#

i gotta check it out

fair canopy
#

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

blissful tartan
#

a minigun ?

#

i gotta see that lmao

fair canopy
# blissful tartan i gotta see that lmao

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

blissful tartan
#

its all well n good but game refuses to even open with that mod enabled lmao

fair canopy
#

Install it in parts

blissful tartan
#

oh

fair canopy
#

Don't do it as the whole fomod. And post your error log in that thread, not here

blissful tartan
#

well game doesn't even open when i tried fomod

summer girder
#

Any idea what happened to Zone Reality 0.4 mod thread? Pardon if this isn't the right place to ask vodka

stable vault
#

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

lethal garden
surreal gust
#

spawn refrenced objects be like

supple stone
#

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.

blissful tartan
#

anyone using new levels ?

south birch
#

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

restive sigil
summer girder
restive sigil
summer girder
#

Man I just installed ZR KekSkew

naive snow
hearty plinth
#

guys, does anyone know what changes the guns shot kick?

celest forge
#

Shot kick?

fair canopy
#

I think he means recoil

blissful tartan
fair canopy
#

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

tacit surge
fair canopy
#

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

tacit surge
fair canopy
#

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

blissful tartan
fair canopy
#

Making the pka a normal red dot would make it the worst sight

tacit surge
blissful tartan
tacit surge
blissful tartan
#

do for the tactical isg scope and you win me over

tacit surge
#

what is tactical isg scope? AK5c?

vale knot
#

This is def better than irons

#

Just clearer picture

#

HOW much better i couldnt tell you

blissful tartan
tacit surge
gritty raptor
#

red dot when u have defective color vision death

blissful tartan
#

dude like if u did the same shit on ak5c isg tac scope im getting it right now :d

tacit surge
fair canopy
#

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

gritty raptor
blissful tartan
#

which mod btw can u gimme link ?

blissful tartan
#

thanks bro

#

looks nice i just installed it for an early look

tacit surge
#

@blissful tartan best i can do for this scope kekwpain

surreal gust
#

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

lethal garden
#

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?