#╙🖇mods-making-discussion

1 messages · Page 48 of 1

surreal gust
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I think I can modify them better using positions instead of occlusions

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hopefully this wasn't a waste of time

lethal garden
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Is it possible to disable DUX Inumerable Character Kit? Would I have to disable any other mods?

surreal gust
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I'm gonna delay this update till tomorrow

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This fog emitter made me want to kill myself because of it

supple stone
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how can i tell what Anomaly Fields these LTXs go to?

random fulcrum
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maybe open them?

supple stone
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could work by guessing based off things like "mine_thermal" or the artefact classes, but this wont work for areas with multiple fields of duplicate type

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Could set the artefact spwans to something super noticable like the furthest north class and see which field starts spawning Full empty's but thats would take awhile for every field

idle stone
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How to make HUD food and drink icons more telling?

lethal garden
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I disabled Particles Cinematic since it was a drain on my FPS. But now that its disabled, I get this terrible blood splatter upon headshotting any stalker. Ive unpacked all Anomaly files to see maybe if there was something I could do. Anybody know if its possible I could change this?

random fulcrum
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grok_bo

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.script

lethal garden
# random fulcrum grok_bo

I fixed it by disabling Close Quarters Combat. But then got a crash referring to Stalker_Bandit_Berill_nohelm, so I replaced that with a working section.

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But what could I edit in grok_bo script? So i can avoid disabling CQC

random fulcrum
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no dude

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enable that thing

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gamma practically relies on that being on

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just edit the script

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go near the bottom

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delete lines 864 - 869

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that effect only looks good in some particle mods

lethal garden
celest forge
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Why is that within the ballistics scripts doe

random fulcrum
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i added that one way back in the day

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also like it's there because gbo is hyper inflexible

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so everything you want to go on during damage MUST be inside grok_bo

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otherwise it's not working at all

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that was added before i figured out how to play particles with proper positioning and angles

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as to why is it still there then idk

surreal gust
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i like how my mod has perfect 10/10 rating

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i thought it was gonna be like 7 or 8

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is that rare or something?

slow bolt
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people like smoke?

lethal garden
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All the work paid off. Im finally able to enjoy gameplay. Its not often you find a game that you can configure nearly every aspect of.

surreal gust
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no hate comment or anything similar

slow bolt
surreal gust
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no

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i think its possible to add more lights

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decompiled all.spawn

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light information this section is long af

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direction is rotation

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the position values are there too

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light types too

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so if you want to do the advanced way of adding lights without scripts i guess this will work out too

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all.spawn pretty much stores information for every spawn object

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including stashes too

surreal gust
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i still havent tried this yet

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i might try it sometime soon in the cordon at rookie village to see

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if this works at all.

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the id values are going to be a bit tricky but it should work if everything was correct

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(this is all xray boomer mapper knowledge)

arctic relic
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Anyone know of any unarmed hand animations? Would be nice to have something like the gunslinger bolt sprint animations.

fair canopy
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Alright I'm going crazy but I know I saw it. I'm looking for a mod that removes the in between animation in Mags when reloading without a mag in the load out

solid zephyr
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yo can someone tell me if i can edit beef's nvg overlay with little to no modding experience in stalker?

slow bolt
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any experience coding? Because if i got you right you will need to edit shaders

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and sane people dont want to touch that

surreal gust
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Its easier for me to handwrite spawn sections than to code

solid zephyr
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and the colors maybe

slow bolt
solid zephyr
slow bolt
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Well it aint got textures, so good luck editing shaders

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Search beef's messages. I remember someone asking him how to

solid zephyr
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alr thanks for help

solid zephyr
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oh god i understand now. It's made with mathematical functions

rough lion
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What do you guys use for unpacking\repacking .db files? It's been a long while the last time i modded anything

slow bolt
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bet it can also pack too

fair canopy
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Does anyone know much about creating upgrade trees? I tried to make one but I keep getting a crash

rough lion
fair canopy
severe plover
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is there anyone knows how to edit br class of an outfit

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cuz editing outfit.ltx does not work for br class

random fulcrum
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change hit_fraction_actor

sleek palm
surreal gust
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bro dx8 is just dx9 but static lighting

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i dont know what does this mod change

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probably dx8 binary files but idk

surreal gust
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@undone lily

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Do you like this?

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I moved the center smoke left so that it appears it's running out of smoke

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I previously put it at center but I ran into technical difficulties so i chose this way instead

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This update will fix the third fog emitter

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And the fourth fog emitter will be custom made

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Because the original fourth fog emitter had a section for it

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but due to coc geometry

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that section no longer exists

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Final result

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Published the update

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Decreasing the fog density allows you to through the fog which I don't want

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The .ltx files control everything about them

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So you can configure them if you want

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flow speed

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flow direction

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whatever you want

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it's not tied to the level editor at all

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except the fog volume part itself

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and the geometry occlusions

astral tusk
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So ive been having a sneaking suspicion that KVMAS causes isg outfits to not drop and lo and behold I have proof

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Most ISG NPC models are missing in the death_outfits file, meaning they can't drop armor no matter hard you try because the game doesnt know what to drop for them.

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i will assign armor drops to all the missing visual models in death_outfits and see if it fixes it

covert skiff
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How do you guys debug LUA errors? I'm getting lost with that warfare creash I'm having, looks like my last attempt didn't solve the issue.

glacial dove
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is it possible to reload ltx while ingame? or do you have to restart everytime?

covert skiff
mystic fiber
glacial dove
covert skiff
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I didn't see the error message anywhere, but it must have happened since before it was crashing with a nil error.

mystic fiber
covert skiff
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So my suspicion is that squads are disappearing, at least their Ids are missing from a common table. and when the fix doesn't help, the error occurs. But that's just an assumption. Idk if Vintar is still in the community and maybe here, I saw that the script is his work. (not necessarily the scripts fault that this happens, I mostly think this is not the scripts fault.)

modest silo
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can anyone send me the Aryan Reposition Glowsitck mod or file?

rough lion
gritty raptor
rough lion
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I don't know it's just released yesterday

regal bolt
rough lion
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oh i haven't even checked

regal bolt
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A lot of mods from that channel are not in gamma, yet, though, they have been announced there months ago shrug

slow bolt
crimson pawn
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BaS is not compatible with it out of the box

slow bolt
regal bolt
slow bolt
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like the christmas one

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I loved it as i saw people mald and cry over better FDDA animations. That is too funny

regal bolt
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Update, when?

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Cause oh boy, Lizzardman cooked keksip

slow bolt
regal bolt
undone lily
undone lily
glacial dove
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how do I realign the scope after adjusting the hud on a scoped weapon? the actor just goes into free zoom afterwards basically

uneven plover
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Alright people i want to get into stalker gun modding, SPECIFICALLY gamma/anomaly only
does anyone have a simple guide? tips? literally anything im going in blind
im assuming its not easy
peepopray

celest forge
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There was a video made by a modder but he seems to have made it private

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Otherwise, there's not much available

uneven plover
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alright this is gonna be agony

celest forge
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Welcome to stalker modding

uneven plover
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thank you brother

slow bolt
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Lunatic's video is a good one. But i cant find it

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It was posted dozens of times

celest forge
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That's what I'm refering to

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but the one link I found is privated

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so

slow bolt
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it wasnt private some days ago

uneven plover
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he probably removed it so moddb doesnt get spammed by mods made by 12 year old russian kids stealing guns from some random game like contract wars and porting it to anomaly and making it absolute dogshit copatibility with other mods

celest forge
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CWWP is a thing

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So yeah

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Although that aint gonna be dogshit

uneven plover
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it is?

celest forge
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It's been in development for quite a while

uneven plover
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let me guess: 3 years?

celest forge
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Something like that

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although more people have made dogshit ports of CW models like the pistols (i'm people)

uneven plover
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LMAO

celest forge
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Well I didn't make the ports perse

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But I made them better than the original port

lethal garden
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OCW pistol pack is the shit.

covert skiff
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Anyone know what this means?

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Like, what is squad IS guard

surreal gust
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its their job

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it can be for example

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squad IS sitting

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currently they are guarding that smart terrain

lethal garden
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Is it possible to remove this public bed thats here at the Duty Mechanic? Wanting to build my hideout here, but the sleep prompt is constant within like 20 feet of this thing

covert skiff
surreal gust
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Yes

solar dove
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Anyone know where I can get the PDA sound files? looking to make a meme mod to replace the PDA notifications with UwU~

surreal gust
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inside anomaly directory

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they are located in a db folder

glacial dove
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hi, I'm trying to add the c-more scope to the mp5sd in blender but am not sure how to merge the two after aligninig the scope. this is how far I've come. dragging the scope into the weapon collection doesnt seem to work

chrome elm
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@glacial dove never worked with the weapons before but try left click the scope mesh, then SHIFT left click the mp5 mesh and press control J to join

naive snow
lethal garden
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Is it possible to prevent unequipped magazines from appearing at the top of the inventory? Theyre obstructing my access to favorited items, help is appreciated

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If theres an LTX or script Id need to edit, im fine with that.

naive snow
rotund smelt
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Does anyone know how i can revert the grenade patch recently done? i want grenades to spawn normally like they used too instead of teleporting out of the inventory of dead stalkers i loot

random fulcrum
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recently lmao

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open haru_skills.script and remove the grenade_f1 condition from line 362

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that's it

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mind you f1s are also the worst grenade type in the game

rotund smelt
random fulcrum
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i mean

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ALWAYS deleted

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hold on

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could also, instead of deleting that, change it into a more complex conditional

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think

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nevermind

surreal gust
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ayo tf

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moddb is broken again

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nvm

soft patio
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hey im trying to make the winchester an available loadout option in EFP like it is in GAMMA, anyone know how to get or replicate the injector script for it?

sacred token
soft patio
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yea

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bear in mind this is 4.2 EFP so it's not using the vanilla point system for new game loadouts like GAMMA is

sacred token
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Oh

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I have no clue how it works for EFP if it's different

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Which winchester?

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@soft patio

soft patio
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yeah that one

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it already has files to be available in enemy lootpools and traders

sacred token
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So only the winchester?

soft patio
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i only have interest in adding the winchester as a starting weapon option

sacred token
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How many points do you think is balanced?

soft patio
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well given how EFP sets the Vepr hunter which uses the same ammo at 6 points

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I'd say 5-6?

slow bolt
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Its better than hunter, so more points ngl

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Hunter uses small mags. This doesnt need any

sacred token
soft patio
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aight

soft patio
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at least imo having semi auto/auto is better in a gunfight than a bolt/lever action rifle

slow bolt
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Its 7.62x51

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I would pick this over hunter any day

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Because you dont need to deal with mags

soft patio
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i guess i'll change it to 7 then

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actually i also added the tommy gun into the game but it also uses the vanilla points

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not sure where im supposed to change it in which script

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it has its own injector for starter loadouts

sacred token
celest forge
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PUT THE MARLIN IN THE STARTER LOADOUT YOU PUSSY 🗣️🗣️🗣️🗣️

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jk glad you like em

uneven plover
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efp loadout system is odd ngl

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its like pick a mag gun and you have to waste 6 points for basic ammo MINIMUM

soft patio
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You pick a gun and the game spawns you with 2 empty mags and some ammo for it

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anyways i'm also using the New Remmington mods

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does GAMMA also use AICS and McMillan remmingtons?

lethal garden
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Is it possible to remove this public bed thats here at the Duty Mechanic? Wanting to build my hideout here, but the sleep prompt is constant within like 20 feet of this thing

slow bolt
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tldr:no

lethal garden
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Now, Can I develop a mod that makes me have to shit and piss?

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So I can use the toilet paper provided by western goods

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pls pls say yes

slow bolt
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Sure you can, easy

lethal garden
lethal garden
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Anyone know how to disable the idle weapon inspection animation? Occurs once you're idle after a few seconds.

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Pain in the ass when im trying to edit weapon hud positions

fair inlet
lethal garden
simple scaffold
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what script is messing with the level transitions?

open tapir
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I write this also in this channel maybe you can help me

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@everyone Hello guys, I've been modifying this line of texts in the kvmas and azetrix folders for getting the player models i want. I changed "actor_visual" for the model in third player and "player_hud_section" for the hands but i can't understand which line i need to modify for the rest of the body. Because It's kinda strange that it doesn't correspond to the model i have in third person, maybe is just a limitation but if anybody is able to help me I'll be glad!

naive snow
open tapir
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that's all vanilla textures right?

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ooooh there is hd also

lethal garden
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Ive got meds dropping on zombies and some other mutants, probably ZCP. Can I disable mutants dropping meds, while keeping meds on stalkers?

vale knot
vale knot
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Theres an addon in the list for it. I wish i could find it for you but i have no pc

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I think its maybe instant level transitions?

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This one @simple scaffold

rustic echo
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guys, is there some mod, to add SMGs like vector, UMP45 etc. to pistol slots?

random fulcrum
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like a hundred

fair canopy
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is there a way to play a scriped silenced shot?

rustic echo
random fulcrum
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and then play the sound with the on before fire callback

fair canopy
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Hmm. Could a sound be scripted to not play if a silencer is on a gun?

random fulcrum
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yeah using the same approach

fair canopy
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Well at least it can be done. No idea how I'd start doing that though

soft burrow
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you know what would be cool

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if AP ammo penetrated metallic cover

lethal garden
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Working on custom icons! What do yall think? The helmets I mean.

soft burrow
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must be all in the engine

jovial kelp
random fulcrum
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but not in gamma because ap was scaled 10x down

lethal garden
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Thoughts? Yall think this icon style is worthy of an Icon Pack?

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I wish someone would create a suppresion mechanic for GAMMA

random fulcrum
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just restore ammo ap to the original values

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that's it

lethal garden
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Can someone inform me on how to add outfits to NPC loadouts? So theyll drop in game

surreal gust
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dead and mid game

fair canopy
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do not overwrite that file. make a new dds with your icons and dltx them in

simple scaffold
lethal garden
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Alright this is gonna sound wild. Ive downloaded PROVAKS, and im attempting to pull certain weapons from the pack and integrate them into GAMMA. dumb

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How its going so far hmmtakenote

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Alright, anyone know the deal whats going on here in the pic above? Missing an animation? Isnt conflicting with anything.

random fulcrum
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it's missing animations

lethal garden
# random fulcrum it's missing animations

Alright, so, what exactly should I be looking for? Tried moving some random files I spotted in the original Provak folder that seemed that they may contain the animations. Didnt work. CTD about "cant find varianle 'actor_hud_05'"

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Appreciate the help, you dont have to assist me if you arent willing, thats cool.

lethal garden
naive snow
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Your best bet is opening both the ltx and the .ogf hud model of the gun, finding the right motion file (.omf) and cross checking everything is in the right folders/in your custom mod/whatever

lethal garden
naive snow
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There's some ogf editor and omf editors too

lethal garden
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trying to pull 1 gun at the time from provaks. Got every corresponding file for the mx4 that Im aware of in the correct paths and folders. Not quite successful yet. So ill have to dabble into some editors, try to work it out.

naive snow
lethal garden
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A bit unneccessary I know.

naive snow
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You'll need all of these:

anm_show = kyky_mx4_draw
anm_hide = kyky_mx4_holster
anm_idle = kyky_mx4_idle
anm_idle_sprint = kyky_mx4_idle_sprint
anm_idle_moving = kyky_mx4_idle_move
anm_shots = kyky_mx4_shoot, shoot
anm_reload = kyky_mx4_reload, reload
anm_idle_aim = kyky_mx4_idle_aim, idle
anm_bore = kyky_mx4_zatychka

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plus the hand hud animation which is only referenced in the OGF

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Send it over and I'll tell you which one

naive snow
lethal garden
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Sweet, thanks!

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While you were doing that, I moved all the files within hud_anims and hud_hands_anims, fixed it, got a missing texture for hands. But I see now what I must do! Thanks for the help man!!

lethal garden
# naive snow

That gun is ass, its only got the AC red dot on it?? insane man, at least it should have iron sights, ruined. Provak isnt great lol

random fulcrum
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man's just found the americas

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but like yeah the irons are on the model

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it's as simple as removing the red dot

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and then if you want to go the extra mile

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add support for bas scopes

lethal garden
random fulcrum
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trust me that it's childs' play to do so

lethal garden
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Itd be fucking nice if it took BAS scopes.

random fulcrum
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the mismatch in artstyle and polycount would make it unusable for me but you do you

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more power to you

lethal garden
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I really need to learn editting models. But dude, thatd just be more and more time that I already spend

random fulcrum
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really, if all you want is to make xyz gun take bas scopes it's braindead easy

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couldn't do a quick tutorial now because i don't have blender on my rig right now

lethal garden
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The problem I had starting with blender, I gave up on figuring out how to import ogf files and such.

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Its cool, I can look elsewhere for a tutorial.

random fulcrum
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tutorials are aplenty

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have you looked in the modding book?

lethal garden
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Another inquiry, do you know what happened to the old MP7 model that GAMMA used in its last versions? It took BAS scopes, had a laser module. I prefer it over the newest reanimation theyve included in GAMMA.

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I can find the MP7 Replacement and reanimation mod that contains that exact model, but it only accepts vanilla scopes.

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Id love to find someone that has the old GAMMA version of large files or whatever may contain this weapons files

naive snow
lethal garden
celest forge
lethal garden
celest forge
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Oh I was just asking

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I have no interest in playing with Provaks stuff

lethal garden
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Okay, so now that Ive pulled some weapons from Provacs pack, some of them take attachments (scopes, silencers) but none of the attachments I already have in game are compatible with the provac weapons.

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Provacs provided its own Weapon Addon ltx and stuff, is there any way I can make the guns accept the attachments I already have in-game? They mostly are named the same thing, no difference that I noticed.

celest forge
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Those are from the old BaS version

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Some names are different

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check if the "scopes" section of the guns actually have those sections listed

random fulcrum
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yo juan

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do you know about a weapon pack that had a baseball bat melee weapon

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i really don't know if i dreamt it or it's just either too hard to look for

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or lost media

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it was some turbo vasyan shit

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but it had the bat

celest forge
#

In anomaly?

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No clue

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I've never seen anything like that

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However you could reuse the axe animations for that, right?

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A melee weapon port is probably stupid easy to make

random fulcrum
#

yeah that's defo doable

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damn did i really just dreamt it up

celest forge
#

Weon is having fever dreams about stalker soup

fair inlet
glad topaz
wary scroll
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Thanks manpeepopray

glad topaz
halcyon plover
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anybody know how to disable fuel consumption on those tiny gas lamps in hideout furniture

regal bolt
#

Is there even any point in gamma's modlist to keep redundant mods?

slow bolt
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I deleted all useless ones

regal bolt
sudden rune
regal bolt
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did anyone see the new nvidia ai texture and raytracing software i think it would work extremely good on stalker gamma like update the textures and lighting. i think it got released 2 weeks ago

wary scroll
naive snow
tawny stream
naive snow
surreal gust
#

I should really rework agroprom

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It sounds a lot of fun

glad topaz
surreal gust
glad topaz
#

No

glad topaz
surreal gust
glad topaz
#

I worki....
Im lazy

surreal gust
#

I made these occlusions a couple days ago but I realized that you...

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have to put these on the center of your hills

glad topaz
#

and it’s better to do the same for fences and buildings

surreal gust
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ik but i dont want to do that yet

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i want to see if this will give me an fps boost

woeful rain
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it's me

surreal gust
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this is my occ so far

regal bolt
#

Hey guys I’m using the smaller bush mod, it works but the branches stick out because it’s too big compared to bush textures. Where would I find the ogf file of the branches and how should I go about reducing the size?

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Spend a while looking for it, no luck

nimble scaffold
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How to I add something to the game instead of replacing a texture or something. For example, a model from blender.

naive snow
steady venture
#

what is the main difference between meshes of weapons in anomaly_weapons and dynamics/weapons?

lethal garden
#

So, Ive got two Scorpion Evo mods, both of which I wish to include in the game. Both are named the same, so I changed the section names in the others LTX. But when I use the seperate Scorpion, the correct model isnt displayed, instead its the other Scorpions model that displays.

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So, I figured Id need to rename the OGFs and replace the lines in the ltx. Could someone guide me on wether this is correct? Or what sections I need to change to get the correct model? Thank you

celest forge
#

Imo it would be easy to rename the main folder that the OGF files are stored in rather than each individual mesh file

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So anomaly_weapons/scorpion/scorpion.ogf and anomaly_weapons/scorpion_b/scorpion.ogf wouldn't conflict

glad topaz
lethal garden
naive snow
lethal garden
narrow stirrup
#

how can i attach an specific sound to a magcheck animation from a specific weapon? i try to find the snd related line to the magcheck animation on the weapon ltx but didn't find it

naive snow
fair canopy
#

Anyone have the link to groks dds export tool?

fair canopy
#

I'm not sure. I was reading through some old stuff on dds and at some point groks exporter came up

naive snow
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This converts files to DDS BC3, with the kaiser mip map filtering

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Just be aware that it doesn't do sRGB or _bump differentiation

severe plover
#

hey guys I have really cool simple ideas to make gamma better but i dont know anything about modding where can i learn modding

naive snow
#

Check the pins

fair canopy
naive snow
fair canopy
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ahh ok

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actually burn if you have a minute maybe you can help me with a small problem I'm having

naive snow
#

I have a version that run's through everything and then does a second pass for _bump

fair canopy
#

so im remaking my ammo icons in PS. my original ones were made in paint.net and didn't have that white outline however these do and i cant figure out how to fix it

naive snow
#

You need to use a dilatation filter in your RGB

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Your alpha channel is cutting up the exported white background pixel probably

fair canopy
#

how do i do that?

celest forge
naive snow
#

Go your alpha channel, hide the RGB, CTRL +A to select everything, CTRL+C. Create a mask for your icon, paste the alpha channel as the new layer mask (you can do all of this on a group instead). Right click and apply Mask so it actually cuts out to transparent. Then with something like xNormal or any photoshop filter that does dilatation, use that on your a flatten copy of your icons

fair canopy
naive snow
#

If you already have a pre-multiplied alpha you can skip straight to the dilatation filter step

naive snow
#

You can go to your Layer > Layer Mask > From Transparency. If you toggle off the mask you should see your background as white

fair canopy
#

that doesnt look right

naive snow
#

Yeah see that's where the white comes from

celest forge
#

What filters add dilation tho

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from the photoshop ones

naive snow
naive snow
# celest forge from the photoshop ones

None that I'm aware of. You can do a gaussian blur with enough radius, on a copy of your layer, put it underneath it all to act as background alternatively

fair canopy
#

That's what I had been doing previously

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It didn't seem to work this time

naive snow
#

You need to gaussian blur with a combined black background for the gaussian method to work proper

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But honestly I hate it, because it introduced a small halo

fair canopy
#

ok so this is the correct alpha now?

naive snow
#

Avoid half tones for transparency sake

fair canopy
#

and now i make this into a new mask?

naive snow
#

Like on your powder canister

#

unless those are meant to be half transparent^

fair canopy
#

Yeah those are as is

naive snow
#

Did you dilate the RGB or the alpha?

fair canopy
#

Uhhh

#

I don't think I did

naive snow
#

Your alpha should look a little something like this

#

The RGB is dilated to cover more than the alpha cuts out

fair canopy
naive snow
#

Yeah you need the dilation

fair canopy
#

Sorry I'm like working from 0 experience on ps

#

So I have to pass it through a dilation filter?

naive snow
#

Yeah

#

You can grab the one I sent, just drop it in your Plug-in folder and restart photoshop

#

What it does is extend the last color pixel up to whatever you set it to and until it meets another pixel. "Dilatation" of the pixel border

fair canopy
#

now we look like this

naive snow
#

Yeah that looks good. Load it up in the nvidia dds exporter and check the color only view

#

It should appear proper

fair canopy
naive snow
#

How's it looking in game?

random fulcrum
#

you know

fair canopy
#

I'm about to see

#

I've never seen icons like that

random fulcrum
#

i think people should be moving away from putting item tags to their icons

#

because there are mods that dynamically add them

#

that are basically featured everywhere

fair canopy
celest forge
#

Now you get black outline AND white outline

#

biutiful

fair canopy
naive snow
#

Wait how the fuck did you export your alpha?

naive snow
fair canopy
#

The Nvidia dds plugin

naive snow
#

Wut, mine looks like this

fair canopy
#

Wut

#

The hell do I have then? Lmao

naive snow
#

I think you have an old ass version

#

Here's my installer straight up

#

and this is the settings you should use

#

Photoshop has a tendency to write white where transparent pixels are as you an see here

fair canopy
#

where do i find that option now?

naive snow
fair canopy
#

no no i mean to export

naive snow
#

You just hit Save As

#

Pick the format DDS

#

it will bring up the export window

fair canopy
#

AH

#

OK now I think I've got it. Loading up

naive snow
#

Also if you want to avoid white in the future, having a black background is a safe bet:
Photoshop will always cut out using the alpha channel if it is present, so you don't need double transparency

#

I personnaly prefer the dilation method because instead of getting a black outline, you get an "outline" of the right pixel color instead. It's pretty common game dev practice albeit a bit lost to time now

fair canopy
#

awesome! thanks a lot burn. i really appreciate the time

#

i gotta clean them up a bit

naive snow
#

Happy to help, looks good

naive snow
# fair canopy

One thing, you might want to use a bigger font or something akin to the one used for parts, lisibility is a bit hard right now with the small font and green

fair canopy
#

I kept the original font the icons had on them but I was considering doing a nameless icons as well after what momo said

#

I'll have to figure out the font a little later

low spindle
#

Hello, How do i restore the "muffled" status when wearing gasmasks?

I have found the script responsible for managing the voiced actor -
AGDD_voiced_actor.script

I have modified line 51


muffle = "m_"

by

muffle = ""```
by returning the m_

and restored line 451
```RegisterScriptCallback( "actor_on_update", get_muffle_status)```

yet it still does not fetch the muffled sounds (which are present in gamma and in the correct folder)

Thoughts?

the path to the afformentioned script is ``G.A.M.M.A. Voiced Actor\gamedata\scripts``
#

and yes im aware why they are disabled for vanilla gamma, im brewing something

fair canopy
#

i would try finding the original mod on moddb and checking what the script looks like in that

low spindle
#

I DID

#

sorry didnt mean caps

#

lmao

#

i compared the scripts and thats how i came to the conclusion those 2 lines are essential

#

thats why when it didnt work i was so sad

fair canopy
#

thats the latest script in the series?

#

did you load in the mod to see if it worked with it at the end of the load order?

low spindle
#

INTERESTING

#

it plays both now 😳

#

thoughts?

fair canopy
#

you have two sound layers going on?

low spindle
#

sort of,

so it first plays the GAMMA audio sting for pain (plain voice regardless of helmet)
then it plays the moddb voiced actor sting for pain (muffled as i am wearing a helmet)

whats interesting is they arent overlapping/clipping; there is a "delay" that plays the second one when the first has finished, though that could just be coincidence

#

almost like there is 2 seperate scripts for managing these sounds - which may be the case actually

fair canopy
#

yeah thas what i was thinking

#

i would figure out which script it is for gamma and make an empty one in the new mod, then make all edits in the new mod

low spindle
#

oh god......there are so many more scripts than i thought

#

im going to use notpad++ to search in all folders for the line "pain_8" or "pain_8.ogg" within text files as that is the most common audio sting i hear in vanilla gamma 🤞

halcyon plover
#

Does anyone believe it to be possible for the placeable campfire mod to be modified so burers don’t slam that shit around and ruin it?

low spindle
civic finch
#

guys, do world models of gun now use somekind of separated texture file?

celest forge
#

No, they use the same

#

for most, anyways

#

some people like to do a compressed texture for the world model but not many bother

civic finch
#

Hmmm strange, I edit the horrible yellow wood texture of the VSS, first person model looks fine, but if a NPC carries it, it shows the old yellow wood.

#

Didn't Grok implement somekind of ai optimization for models to improve performance recently?

celest forge
#

Oh yeah I think Burns made those have their own texture

#

@naive snow enlighten us

naive snow
#

Yeah world models have their own baked down textures

#

You can find the texture with _World suffix

civic finch
#

Dude... what the fuck is this

#

It's a nightmare!

celest forge
#

biblically accurate weapon texture

#

I'm guessing burn re-baked the UV mapping for the world models

#

so makes sense it's different

#

but DAMN WHAT THE FUCK

naive snow
civic finch
#

Sigh... guess I'm gonna need to bother Grok again, I don't know how to use that ai thing.

civic finch
lethal garden
naive snow
celest forge
#

The ones you mentioned are indeed scrapped

#

That screenshot is oooooooooooooooold as fuck

#

look at those icons

#

YUCK

civic finch
#

Well, I guess I get something kind of similar to what I made for the first person model.

#

It just works

naive snow
soft burrow
#

there shouldn't be anything stopping me from DXML'ing the dialogs.xml file, right?
just wanna disable one of the companion preconditions and change the action function

dapper moat
#

I've been thinking about what the game considers "safe" places to sleep in. As it stands right now, you could find a building with intact walls and a roof, but since it's not included in the "local sleep_zones" in ui_sleep_dialog (I'm not a modder, but I think that's what's caues this issue), the game doesn't consider it safe. I'm not sure it's possible, but it would be great if there was a mod that allowed you to sleep in garages, guard posts, etc.

slow bolt
#

Dont think i had an unsafe building when i used a sleeping bag

dapper moat
#

Is it possible to add these buildings to the sleep zones? I'm no modder, I've mostly been dabbling with simple patches

#

Here's an example of what I mean: The garage in Yantar. Intact walls, and should offer much more protection than for instance the traincarts that you can sleep in (Like the one just outside the Rostock checkpoint in Garbage). Can't sleep here.

#

I found a mod that allows you to sleep without shelter, but it just straight up allows you to sleep in a open field, which is a bit much. It also removes the need to be tired. https://www.moddb.com/mods/stalker-anomaly/addons/sleepwithoutshelter

ModDB

This mod is quite simple, it allows you to sleep without any shelter requirements involved in the process. I made it because I was unable to sleep in a hideout I had set up using the Hideout Furniture mod, and didn't have enough space to shove a tent...

#

One idea I had was to make it so that the beds from Hideout furniture ignores the shelter requirement, so you can have a hideout whereever. This feels more balanced, since you wouldn't be hauling around a whole bed in your inventory. But I don't know enough about modding to know how to do it.

dapper moat
#

EDIT: @halcyon plover Using my limited experience of creating my own combability patches for Skyrim and Fallout, I've managed to tweak the "sleep anywhere" mod so that it incorporates the immersive sleep changes that GAMMA introduces, like needing to be tired, but allows you to sleep wherever (Copy + paste, baby!) I'll just have to trust in my love for immersion that I won't go to sleep in the middle of a field KekSkew

But now I can make a hideout wherever I want and sleep in it!

celest forge
#

@naive snow your method of the black blurred background worked to get rid of those lines

#

thanks

#

I'll be using that on all icons from now on

celest forge
#

That did the trick

#

the black blurred bg thing

#

efective and simple

#

and you can barely tell

naive snow
#

madge well... Alright

celest forge
#

I'm lazy

naive snow
#

C'mon Juan, you gotta be better than the shitty weapon packers. I respect you more than that

#

But I ain't gonna start throwing chanclas at you for this. If it looks good, that's good enough I guess

celest forge
#

I'm literally just retarded

#

I didn't even understand your instructions

fair canopy
naive snow
#

Guess I'll create a step by step guide eventually

halcyon plover
dapper moat
halcyon plover
#

Sure!

dapper moat
#

Just gotta inject the file with 10 crypto miners. No offence.

#

Mods: That was a joke. Please no ban kekl

#

Just go to " Gamma\mods\SleepWithoutShelter\gamedata\scripts " and replace the ui_sleep_dialog.script file with that one.

#

I've tried it a few times and seems to work fine. Still need to be tired, and healthy to sleep, but you can sleep anywhere.

#

Then it's up to you to have self-control and refrain from sleeping on the ground in the middle of truck cemetary KekSkew

real cave
#

how do i edit a collimator UV map inside of a weap .ogf file? i have the blender addon installed already

sacred token
dapper moat
real cave
sacred token
#

Well, it was worth a try

robust cradle
#

hey guys is it possible to remove few weapons like scar or hk417/416 variants from boomsticks and sharpsticks mod?

muted helm
#

how do i find the config name of a weapon, i am trying to modify the SR-3M Vikhr to fit into my melee slot but i dont know how to write it, tried sr_3m_vikhr or sr-3m_vikhr but they dont work?

muted helm
#

whats a debug menu?

#

or how do i access it

uncut flicker
#

In launcher there's debug option, click it and when you in game(loaded) press f7 and here's spawn menu and then find sr 3m vikhr

muted helm
#

will do ty!

#

it worked ty very much

elfin mason
muted helm
#

oh yeah i got a mod for that but just wanted to add this one in particular

#

ty tho

wary scroll
#

Now this is how's pripyat should looks like chefskiss

glad topaz
#

I'll post it on the db mod soon

naive snow
naive snow
#

Yo @celest forge heard you had some animation issues for a revolver?

celest forge
#

Yeah

#

With the Ruger LCR

#

But I just took a different route and made the animation a different way

naive snow
#

What was the issue? Shaky hands?

celest forge
#

I was trying to do a tri-state reload

#

so open-removeaddcartridge-close

#

the open and close were ok

#

the remove-add-cartridge just bugged out

#

the gun and hands just went crazy when that played

naive snow
#

You got a clip of it?

celest forge
#

I don't, sadly, I just deleted the animations and moved on

#

I just made it a traditional empty reload with a moonclip

naive snow
#

Ah shame, would've loved to look at the issue

restive robin
#

Hey I'm not sure if this is the right place to ask but how are Mercs identified in npc loadout files ? Are they killers ?

celest forge
#

Yes

celest forge
restive robin
narrow stirrup
fair canopy
#

Don't have the pickup animations enabled. They're disabled for a reason

slow bolt
narrow stirrup
fair canopy
#

weird

narrow stirrup
#

i remember having the same issue on efp modpack too

fair canopy
#

works on other aks? this is the bas one?

narrow stirrup
#

yea let me show you

#

the vanilla ak 74u works fine, this one is the bugged itself

#

i think it could be related to the folding stock animation

#

but idk

#

this one have the same stock animation and the bug happen too with this one

#

so those are the only weapon that give me the same issue and they share stock animation

#

maybe i can use the vanilla ak74u animation path on this one? i am very noob on animation things

fair canopy
#

I uploaded a fix for folding stock aks from bas in the mods sections. Try downloading it and see if that fixes it

#

That probably won't work

narrow stirrup
crisp oxide
#

I tried it. It fixes that animation pickup issue
but there are some tradeoffs tho:
ak74u model look HUGE compared to hands and vanilla one
also reload animation doesn't lineup: fingers clip thorugh magazine

fair canopy
#

Yeah I have to redo the ak47u

narrow stirrup
#

so seems related to the dam folding stock, well that was usefull to know, thanks for the help guys

narrow stirrup
celest forge
#

Probably a bone dependency the left hand has to the stock mesh for the animations

#

Only solution I see is re-rigging the gun to use another animation set

#

which comes with a small group of issues

narrow stirrup
celest forge
#

That's the dots extravaganza thing I think, it's not that small in either bas or vanilla

narrow stirrup
#

damm is small as hell i can barely see it kekwhat

narrow stirrup
#

seems like the clean mask animation looks buggy with folding stock aks too PepeHands

fair canopy
#

@naive snow having a little bit of trouble. Trying to make some gun icons and previously it was going fine but however now im unable to get rid of that white line again. I did the dithering, i turned the background black, i did the blur technique and nothing seems to get rid of the white lines

#

ive redone the icon from scratch with a new canvas 4 or 5 times now and it still comes out the same

naive snow
fair canopy
naive snow
#

Well the tip and back/stock of your guns don't actually have dilation

#

You still have plenty of space in your pixel grid so use it

#

This is what it should look like 6px dilation, on black background

fair canopy
#

this is what it looks like in ps

#

im actually haveing the same problem on another icon now PepeHands

#

still getting white lines

naive snow
#

Huh probably something about your dds export I guess?

#

Let me try exporting and I'll inspect the resulting dds

fair canopy
#

hmm, i setup the canvas as 8 bit, should i set it to 16?

naive snow
#

Nah doesn't have to be

fair canopy
#

weird. i just checked my setup before exporting and its the same sa yours

#

maybe a reinstall?

naive snow
#

Did you uninstall your old dds exporter?

fair canopy
#

i couldnt figure out which one it was

#

off that its happening now though, it was fine for the ammo icons

naive snow
#

My export seems to have worked fine on my side

#

You could try on your side to export the compressed version
like so
See if you see the white background appearing

#

Honestly I think it might have been that you saved on an empty background so photoshop filled it up with white

fair canopy
#

do you export just color? ive been exporting both

naive snow
#

Photoshop will always respect this export option

fair canopy
naive snow
#

Meaning it exports the first named alpha channel

#

Do you have an alpha channel or are you exporting straight transparency?

fair canopy
#

i think i may be exporting straight transparency

naive snow
#

That could be the issue

#

I hate exporting straight transparency because you never know what photoshop will fill as background

fair canopy
#

should i do black background as well for rgb?

naive snow
#

Ideally a setup like this

celest forge
#

like the one I made

fair canopy
#

Yes

celest forge
#

What's wrong with the icon

fair canopy
fair canopy
#

Idk how it worked last night with the bullet icons...

naive snow
#

Didn't the icons use a black background + dilation?

fair canopy
#

Ah they did have it already built in. I just went in and edited them

celest forge
#

You should make the dual scopes less shiny tho, they look incredibly shiny compared to the main gun

fair canopy
#

I was too lazy to load up the actual model so I just copy and pasted from the original icons

naive snow
#

Yeah it's a very mate looking gun vs the optics, looks like something out of quasimorph

#

Also why are you baking in the optics instead of using attachment icons layering?

celest forge
#

Wait those are like

#

the old icons then

fair canopy
#

The scopes are yeah

#

And are there icon layers for the dual scopes?

celest forge
#

These are the current ones

celest forge
naive snow
#

Hmmmm yeah now that you mention it, I don't think there's ones for those, but you just need a gun with the canted, you can use the acog already in game as a layer

celest forge
#

Because the position of those is so wildly different to all other scopes in relation to each other per gun

#

makes more sense this way

#

You can do it with all scopes really, I did witht he VPO-101 I made

#

I do not recommend it tho

naive snow
#

Also y'all need to stop making fucking 4k textures for icons atlases, pls my video memory cry

celest forge
#

nay

naive snow
#

Do it for the children Juan

#

You're not even doing mipmaps so to hell with power of two texture size

celest forge
fair canopy
#

I was there when he said it

fair canopy
celest forge
fair canopy
#

This is also what I had heard. Granted I'm only making these for myself

celest forge
#

at all

fair canopy
#

At least it'll look nice in game instead of having an acog that's too small or a red dot that's half as tall as the gun

celest forge
#

I mean yeah

#

But it's not worth

#

LEWD did it for his ASH-12

#

So when I was making the icons again for my icon mod it was pain

naive snow
fair canopy
#

should they be power of two?

celest forge
#

Iunno dude i'm not a brainiac like you

fair canopy
#

yeah but lewd is also crazy

celest forge
#

so i don't know the technicalities of it

#

I'm saying what I was told

naive snow
#

Guess I'll pester Olfin later to ask how the small atlas look in game on his crappy machine

celest forge
#

I love doing icons

#

I'm not the best at it

#

But it's one of my fave parts of the process

naive snow
#

Most atlas seem to be power of two (which makes little sense considering the UI grids are 50px X 50px)

fair canopy
#

isnt that the base ui scale though?

naive snow
#

Stuff like the MP7 are 512x256

celest forge
#

I currently do 256x or 512x

#

And it works

#

so

#

idk

naive snow
#

Yeah I guess if stuff is power of two, fuck the rest

#

DX9 might not like non-power of two texture

#

Cause there seems to be plenty of atlasses that are less than 2048x2028

celest forge
#

The main anomaly item texture is like

#

8kx4k

naive snow
#

I mean the PDA map is 4k by 8k

fair canopy
#

@naive snow is there any way to reduce the compression artifacting on black guns?

#

i feel like im seeing it a lot more

naive snow
fair canopy
#

Yeah it feels like some of them have a bit of it

naive snow
#

Well BC3 is pretty shit, but using the highest compression preset helps somewhat

#

Do you have an exemple?

olive wyvern
#

this is a not mod, but helping a lot of people with low end specs, i am work on the Vulkan backend

#

for low end hard ware

#

it has to be modern enough to support Vulkan but i think because is low level api, i can tune to be "basic" compare to DirectX

#

even more basic than a DX8, but without being deprecated

fair canopy
olive wyvern
#

very nice iconography

fair canopy
#

oops

#

wrong icon lol

naive snow
#

Do you have the DDS?

fair canopy
#

yeah

naive snow
#

You could use the sharpen option to somewhat remove a bit of the blurryness of the icon too I reckon

fair canopy
naive snow
fair canopy
#

i actually did use sharpen

naive snow
#

Did you scale it up or something?

fair canopy
#

Scale it up?

#

I took the render from blender and brought it to scale

#

But yeah for whatever reason it looks not great

naive snow
#

How big was your render?

fair canopy
#

Uhh

#

I guess whatever the default render size gets spit out

#

Then I just scale it down

naive snow
#

the scaling algorithm of photoshop is pretty piss poor to be honest

fair canopy
naive snow
#

yeah but by default it goes to Nearest neighbors which is ass. Try reimporting the render and scaling it using bicubic

#

Also a proper smart sharpen should help, something like this to bring back contrasts

fair canopy
#

Do I sharpen before or after dithering?

naive snow
#

Dithering?

#

You mean dilation? Cause Dithering is a whole 'nother thing

#

The order shouldn't matter too much, but I'd do it after dilation so it picks up extra contrast on the edges

#

Looks pretty decent on a proper background

#

But you can see where the transform nearest neighbors messed up the holes in the hand guard where you have the forward grip

fair canopy
#

hmm i dont have that option on my bar

#

oh there we go

#

huh it is actually set to bicubic

#

looks better in game but seems a little dark

bitter slate
#

hey i am curious on how to get all the models in game for blender anyone here know?

naive snow
#

If these are from your renders you could use a brighter light setup

naive snow
fair canopy
#

Would I isolate that section on the later?

#

Layer

naive snow
#

Adjusting with a Level wont do much, since you don't have any details there and it's all black

bitter slate
#

I have pave blend but there is no exe is this the right paveblend?

naive snow
celest forge
#

All that shit to just not have a white outline on a part of the gun

bitter slate
#

ohhhhhhhhhh im so dumb lol thank you

naive snow
fair canopy
#

Burn's icon class

bitter slate
#

even for gamma stuff i would choose all the file paths from the anomaly folder right?

celest forge
#

Making a blank layer with a single pixel on the corner and putting a gaussian blur filter over that solves the white lines for me

#

So that's nice

#

Also made an icon for the Sturmgewehr 57 mod

#

since the og is ROUGH

naive snow
naive snow
#

If you want everything assembled from the mod pack you'll need to launch Blender through MO2 so everything gets assembled in your C:/Anomaly/Gamedata

bitter slate
#

when i set file paths im getting an error

naive snow
celest forge
naive snow
#

If you go to your Anomaly\Tools\ and use the db_unpacker.bat you'll extract the necessary stuff to a new _unpacked folder there

naive snow
bitter slate
naive snow
bitter slate
#

i did the unpack all fuck it

#

im tryna set a scene up with anomalies

naive snow
#

Yeah you can run the All, be mindful that it's like 20gig so you can delete the uncessary stuff after if you don't need the rest after

naive snow
bitter slate
#

yes like i wanna import the teleporter

naive snow
#

That's not a game model per-say I believe it's a whole particle system. You'll need the full SDK to unpack the levels and all

#

It's a fucking nightmare to work with the level stuff

bitter slate
#

well fml how do i get the sdk?

#

if u know

#

do i need that for all anomalies?

naive snow
#

There's a bunch of SDK versions, there's Hydrid Xray which is neat and has a bunch of QoL features included. There's also this one
https://www.moddb.com/mods/call-of-chernobyl/downloads/cocs-sdk-scene-update

ModDB

This download is not needed for players to play CoC, it's only useful for modders! The pack contains updated level editor scenes and updated objects for CoC 1.4. It's a cumulative SDK update, contains all former SDK updates. These level editor scene...

#

Also you can't extract particle systems to be used outside of the SDK FYI

bitter slate
#

dam yeah i wanted to mess with the levels and anomalies so thats no go in gamma?

naive snow
#

@surreal gust Is kind of the resident mapper at the moment, he's messed around plenty with the level editors so he might know additional information

naive snow
bitter slate
#

no no not change the maps just set some people on the map where i want and put down anomalies to make a scene

naive snow
bitter slate
#

ahh okay

naive snow
#

Otherwise you'd have to compile a full new level and inject that into gamma so you have all the bells and whistles like atmospherics and SSS

bitter slate
#

i have all my paths right for this plugin but when i go to import something im getting and error

naive snow
bitter slate
#

oh okay im on 4. somethin

#

damn lemme downgrade real quick

naive snow
bitter slate
naive snow
bitter slate
#

everytihing i import is white ive added blender to mo2 did i miss a step

#

@naive snow

celest forge
#

Because you're in solid mode

#

not texture preview or rendered mode

bitter slate
#

ahhhhh i got it now

celest forge
#

Press Z and select the texture preview mode

bitter slate
#

when i do this to a map its half textured half white is that normal?

naive snow
#

The engine doesn't know where your unpacked textures are

bitter slate
#

this not the right path?

naive snow
#

Not for assets that point to Anomaly/Gamedata/Textures, no

bitter slate
#

what do i have to change for it to be right?

naive snow
#

Go to your GAMMA/mods folder
Create a new folder called Anomaly Unpacked.
Create a new folder in there called Gamedata.
In the Gamedata folder, move the whole content of the _Unpacked folder.
Refresh MO2.
Scroll to the bottom of the list and find Anomaly Unpacked. Enable it and restart Blender through MO2
Change your texture path back to Anomaly/gamedata/texture

bitter slate
#

move whats in unpacked to gae data or whole unpacked folder to gamedata

naive snow
#

The content

#

Basically everything needs to be relative to Gamedata

bitter slate
#

and then change textures path back to original stalker anomaly gamedata or this new path in my gamma fodler

naive snow
#

Anomaly folder

#

Whenever you launch an application through MO2 everything gets assembled in your Anomaly folder

bitter slate
naive snow
# bitter slate

Change the rest of those too, basically everything should be pointing to your G Stalker Anomaly folder

#

Exemple of mine, ignore the last 3 entries, I'm fucking around with the SDKs

bitter slate
#

alrigh like this and the engine andshader fiels i cant find in my anomaly folder

naive snow
#

Good enough

#

Reopen the level and you should have everything

bitter slate
naive snow
bitter slate
#

how do i see the map as ifi were in game?

naive snow
#

I told you, you need the proper sdk to actually compile and open levels with the engine.

#

But doing so wont have any of the mods

bitter slate
#

ahhh mf. well ty very much for helping me this entire time

naive snow
#

If you just want to have precise actors and stuff around in the levels just set the time speed in game super stupid low and spawn in the actors that you want

#

Dunno if you can spawn dynamic anomalies at will tho

bitter slate
#

I thought i was going to be able to make something like this but with stalker

#

am i not able to do this ?

#

something like the first 30 secs of that vid

naive snow
#

No probably not. They probably do their whole montage directly in Unity and imported the Tarkov models as is. Or they've rendered their character in Blender and composited them onto captured footage in Tarkov. I'm leaning towards the first option.

celest forge
#

Or something like gmod

bitter slate
#

ahh well still thank you for helping me

naive snow
#

Xray isn't nearly tooled enough to do this. Closest you'll get is redoing shaders and importing bump maps for every models. Building an actual lighting via Blender and then doing your animations in there with the rendering handled by blender

#

There's quite a lot of work done with making your own character, animating, rendering and lighting like they did. That's low key kind of an impressive project

bitter slate
#

damn well now i know cuz if you woulldnt have told me i would be up all night trying to figure out how to import stalker stuff into blender cuz theres no good reddit post lol

#

they do make it look ez i thought it was all blender

#

i only animate stuff in after effects and thats barley anything lol

naive snow
#

Well you have the full maps and textures. You can clean up the collision meshes and everything, but without proper knowledge of Blender you'll suffer for months to be honest

#

This is probably someone who has already so game dev knowledge or a 3D animation background

bitter slate
#

is there a way to hide the white stuff and collision boxes n stuff

#

like the white blobs on the trees

naive snow
#

They're probably all named something with a prefix or suffix. You could filter your scene hierarchy and hide them all at once

#

Or if they all share the same material, you could select all object by material and hide them like that

bitter slate
#

ahh okay well thank you again.

naive snow
#

Best of luck with whatever you end up doing

normal vessel
#

Hello, how do i change quest_package content? i remember doing it half a year ago with unpacked itms_manager, but either i forgot some steps or something changed.

exotic sleet
#

Hello
Can someone tell me what I should do to add a new item to the game? (based on what is already available)

soft burrow
#

How can I spawn identical clones of a non-story npc?

soft burrow
#

Preferably, the clone must have his own squad id

surreal gust
surreal gust
#

when it comes to level making/editing*

cobalt pollen
#

Hey guys. Any way to disable the debug/no-clip on numpad 0 ? I use this key for gameplay.

lethal garden
#

How can I edit the resistances of a helmet? Having a time finding an LTX file for the helms.

exotic sleet
#

I'm going crazy now... Tell me what I can use to select colors for xml win1251PepeHands

low spindle
#

Hello,
Anyone know where the fixed spawns are designated?

I want to make an alternative mod to the "defended-lab-x-10" mod which simply replaces the bloodsucker spawns in x-10 with lightly armored monolith squads instead.

What is the path to files like this, spawns are not something i have tweaked before,
Thank you.

abstract pier
#

Is it possible to somehow get ganslinger animations for energy drinks, vodka, etc. from GAMMA?

fair canopy
#

From gamma? Like for using as a stand alone?

potent night
#

if I have an item reference, I can do item:id() to get the id. Is there a way to get the "name" for example (stalker_patch, you see the item name in debug menu)? I don't know the property name. Maybe item:name()?

#

Got it, it's called item:section()

bitter slate
#

if i import a actor how do i put an animation on it

surreal gust
#

Im not an animator type of guy but i think you need to use the actor editor idk

civic finch
#

Guys, does anyone of you knows where is the wood parts texture of the Ak-74u tactician? or does it use the default one of Anomaly? I ask, because I wanted to try doing a polymer handguard.

vale knot
#

Its the same as the normal bas aksu

astral tusk
#

what could be the cause of guns firing downwards

#

my mateba shoots fine when adsing but when i move and hipfire at the same time the bullet travels like straight down

#

if its anything I can fix without changing the weapon bones themselves I'll be happy to learn how to do so

regal bolt
#

Where would I find how ai react to different game sound types? I am trying to make my taunts make ai react by getting angry or somn lol.
Using SAVandT

#

“My” taunts

#

It’s the usec 3 voiced actor taunts mod

#

I’m just trying to taunt and make npc angry or question surroundings and stay alert

#

Disregard, I found archive with answers to my question

exotic sleet
#

I want to add my custom artefacts in the game, but I don't have enough classes in the detectors section, so new art simply not visible for detectors and they still hide. Any solutions? I need copy items_devices.ltx and edit them, or I can do this with dltx?

exotic sleet
hallow stratus
#

hey does anybody take weapon mod commissions?
i got 1 gun in mind that i want added, thanks for your time reading!

civic finch
feral aurora
#

Could someone make a chopped RPD mod, and retex the RPD. Would be a godsend

civic finch
fair canopy
#

thats actually not hard to do

feral aurora
celest forge
#

No matter what I tried, the gun shoots to the left when you move

civic finch
feral aurora
naive snow
# civic finch

Just use any OGF editor or even Blender, you'll get the name of every texture used by the model. You can then just search in your MO2 for those and see which mod adds them

naive snow
celest forge
#

I tried that with the uzi

#

rotating the bones

#

rotating the armature, the gun

#

the ltx value of the firepoint

#

nothing made a difference

naive snow
#

Did you apply transform after the rotation?