#╙🖇mods-making-discussion
1 messages · Page 48 of 1
Is it possible to disable DUX Inumerable Character Kit? Would I have to disable any other mods?
I'm gonna delay this update till tomorrow
This fog emitter made me want to kill myself because of it
how can i tell what Anomaly Fields these LTXs go to?
maybe open them?
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
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
How to make HUD food and drink icons more telling?
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?
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.
But what could I edit in grok_bo script? So i can avoid disabling CQC
no dude
enable that thing
gamma practically relies on that being on
just edit the script
go near the bottom
delete lines 864 - 869
that effect only looks good in some particle mods
Okay I see! Thanks for clarifying dude!
Why is that within the ballistics scripts doe
i added that one way back in the day
also like it's there because gbo is hyper inflexible
so everything you want to go on during damage MUST be inside grok_bo
otherwise it's not working at all
that was added before i figured out how to play particles with proper positioning and angles
as to why is it still there then idk
i like how my mod has perfect 10/10 rating
i thought it was gonna be like 7 or 8
is that rare or something?
people like smoke?
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.
I can do that if you want
no
i think its possible to add more lights
decompiled all.spawn
light information this section is long af
direction is rotation
the position values are there too
light types too
so if you want to do the advanced way of adding lights without scripts i guess this will work out too
all.spawn pretty much stores information for every spawn object
including stashes too
yeah but compatibility is bad
it controls what object is the light too
i still havent tried this yet
i might try it sometime soon in the cordon at rookie village to see
if this works at all.
the id values are going to be a bit tricky but it should work if everything was correct
(this is all xray boomer mapper knowledge)
Anyone know of any unarmed hand animations? Would be nice to have something like the gunslinger bolt sprint animations.
Best bet would be to port over the gunslinger animations
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
yo can someone tell me if i can edit beef's nvg overlay with little to no modding experience in stalker?
any experience coding? Because if i got you right you will need to edit shaders
and sane people dont want to touch that
Its easier for me to handwrite spawn sections than to code
some, and just to be clear i want to edit just the shape of it
and the colors maybe
shape of the black imitation of the goggles?
exactly
Well it aint got textures, so good luck editing shaders
Search beef's messages. I remember someone asking him how to
alr thanks for help
oh god i understand now. It's made with mathematical functions
What do you guys use for unpacking\repacking .db files? It's been a long while the last time i modded anything
The unpacker for unpacking
bet it can also pack too
Does anyone know much about creating upgrade trees? I tried to make one but I keep getting a crash
Where exacty do i download that one?
It comes in your default anomaly install
is there anyone knows how to edit br class of an outfit
cuz editing outfit.ltx does not work for br class
change hit_fraction_actor
https://www.moddb.com/mods/stalker-anomaly/addons/dx8-lighting-improvement-version-1
Is this useful for gamma or no?
bro dx8 is just dx9 but static lighting
i dont know what does this mod change
probably dx8 binary files but idk
@undone lily
Do you like this?
I moved the center smoke left so that it appears it's running out of smoke
I previously put it at center but I ran into technical difficulties so i chose this way instead
This update will fix the third fog emitter
And the fourth fog emitter will be custom made
Because the original fourth fog emitter had a section for it
but due to coc geometry
that section no longer exists
Final result
Published the update
Decreasing the fog density allows you to through the fog which I don't want
The .ltx files control everything about them
So you can configure them if you want
flow speed
flow direction
whatever you want
it's not tied to the level editor at all
except the fog volume part itself
and the geometry occlusions
So ive been having a sneaking suspicion that KVMAS causes isg outfits to not drop and lo and behold I have proof
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.
i will assign armor drops to all the missing visual models in death_outfits and see if it fixes it
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.
is it possible to reload ltx while ingame? or do you have to restart everytime?
printf is our everything
F7 > numpad 0 > F5
I ended up doing it too 
And callstack() was very useful sometimes to see what calls what
my man
Noted, thank you. Btw, can we call this a solution or it's just hiding an erro under the carpet?
`local status, err = pcall(function()
local squadCount, squadPowers = squad_count_defending_all(smart)
end)
if not status then
printf("An error occurred: ".. err)
end`
I didn't see the error message anywhere, but it must have happened since before it was crashing with a nil error.
Yeah, I would say that this is hiding an error if you do not know the exact reason of a crash and that it can be ignored without introducing some other bugs silently.
What I noticed was that there were an increased number of logs on the debug menu like: fixing IS. By default there are many messages like this but it thre were definitely more when I applied this stuff.
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.)
can anyone send me the Aryan Reposition Glowsitck mod or file?
oh wow this looks great https://www.moddb.com/mods/stalker-anomaly/addons/parallax-reflex-sights
thats already in gamma, isnt it?
I don't know it's just released yesterday
This is just in #📎mods-added-for-next-build , the build will be who knows when 
oh i haven't even checked
A lot of mods from that channel are not in gamma, yet, though, they have been announced there months ago 
This one is simple, so should be added fast
The addon is indeed simple, one smol issue
BaS is not compatible with it out of the box
Even if it would have been, when do you think will be the next update? 
Iterative updates happen whenever grok wants
like the christmas one
I loved it as i saw people mald and cry over better FDDA animations. That is too funny

Update, when?

Cause oh boy, Lizzardman cooked 
When my exams end, so soon™️
no
I feel like this can quickly get annoying
. But you don't change armors super often so that's fine. I guess having an option to only do this the first time you equip a given armor could be nice, like what the doom inspection mod does for guns
how do I realign the scope after adjusting the hud on a scoped weapon? the actor just goes into free zoom afterwards basically
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

There was a video made by a modder but he seems to have made it private
Otherwise, there's not much available
Welcome to stalker modding
thank you brother
it wasnt private some days ago
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
it is?
It's been in development for quite a while
let me guess: 3 years?
Something like that
although more people have made dogshit ports of CW models like the pistols (i'm people)
OCW pistol pack is the shit.
its their job
it can be for example
squad IS sitting
currently they are guarding that smart terrain
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
So fixing doesn't indicate here that there is a problem with it but rather like, changing the job? Wow that explains things
Yes
Anyone know where I can get the PDA sound files? looking to make a meme mod to replace the PDA notifications with UwU~
unpack the gamedata sounds.db file
inside anomaly directory
they are located in a db folder
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
@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
You need to join them, just like Rise just said. That will bring your mesh under the weapon object. You then need to add an Armature modifier to the mesh you just joined, select the object as the parent armature and paint the weights of the scope mesh to the WPN_Body bone
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
If theres an LTX or script Id need to edit, im fine with that.
Just check your MCM under Magazines
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
recently lmao
open haru_skills.script and remove the grenade_f1 condition from line 362
that's it
mind you f1s are also the worst grenade type in the game
I didnt know that, i should remove all grenades then or? I edited it out but left the rest of the line, only removed Grenade_f1. I also searched in the .txt other grenades but didnt see any. thanks for the assistance
it's the only one that gets deleted
i mean
ALWAYS deleted
hold on
could also, instead of deleting that, change it into a more complex conditional
think
nevermind
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?
Do you mean when starting a new game?
yea
bear in mind this is 4.2 EFP so it's not using the vanilla point system for new game loadouts like GAMMA is
Oh
I have no clue how it works for EFP if it's different
Which winchester?
@soft patio
So only the winchester?
i only have interest in adding the winchester as a starting weapon option
How many points do you think is balanced?
well given how EFP sets the Vepr hunter which uses the same ammo at 6 points
I'd say 5-6?
Its better than hunter, so more points ngl
Hunter uses small mags. This doesnt need any
I made it DLTX it's pretty forward to edit. Test if it works. I am a goner now
aight
that's true but it also needs to be "racked" for every shot unlike the Vepr
at least imo having semi auto/auto is better in a gunfight than a bolt/lever action rifle
... so?
Its 7.62x51
I would pick this over hunter any day
Because you dont need to deal with mags
i guess i'll change it to 7 then
actually i also added the tommy gun into the game but it also uses the vanilla points
not sure where im supposed to change it in which script
it has its own injector for starter loadouts
yup it works

efp loadout system is odd ngl
its like pick a mag gun and you have to waste 6 points for basic ammo MINIMUM
You pick a gun and the game spawns you with 2 empty mags and some ammo for it
anyways i'm also using the New Remmington mods
does GAMMA also use AICS and McMillan remmingtons?
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
tldr:no
Thanks for answering
Now, Can I develop a mod that makes me have to shit and piss?
So I can use the toilet paper provided by western goods
pls pls say yes
Sure you can, easy
Nice, thanks
Anyone know how to disable the idle weapon inspection animation? Occurs once you're idle after a few seconds.
Pain in the ass when im trying to edit weapon hud positions
try adding the anim to hud editor blacklist
Sweet, thanks man!!
what script is messing with the level transitions?
I write this also in this channel maybe you can help me
@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!
Have a lookt at
236- 1st Person Visible Body Ported from SWM - Wang_Laoshi & SWM Team
That's where the body and legs are coming from
thank you man!
Ive got meds dropping on zombies and some other mutants, probably ZCP. Can I disable mutants dropping meds, while keeping meds on stalkers?
You mean like what makes the transitions auto activate?
Yeah
Theres an addon in the list for it. I wish i could find it for you but i have no pc
I think its maybe instant level transitions?
This one @simple scaffold
guys, is there some mod, to add SMGs like vector, UMP45 etc. to pistol slots?
like a hundred
is there a way to play a scriped silenced shot?
and where? I cant find any. only to be able to put P90, MP7 etc. which is useless, as it is already in gamma
i can think of leaving the silenced sound blank in the gun's ltx
and then play the sound with the on before fire callback
Hmm. Could a sound be scripted to not play if a silencer is on a gun?
yeah using the same approach
Well at least it can be done. No idea how I'd start doing that though
Working on custom icons! What do yall think? The helmets I mean.
sadly I don't see any code about bullet-terrain penetration
must be all in the engine
Wow, those are cool
it can
but not in gamma because ap was scaled 10x down
Thoughts? Yall think this icon style is worthy of an Icon Pack?
I wish someone would create a suppresion mechanic for GAMMA
Can someone inform me on how to add outfits to NPC loadouts? So theyll drop in game
dead and mid game
do not overwrite that file. make a new dds with your icons and dltx them in
death_outfits.ltx controls what armors drop from what NPC.
There is a setting in the base game options under difficulty that controls if and when outfits can drop.
Assuming that gamma hasn't mucked with it.
Alright this is gonna sound wild. Ive downloaded PROVAKS, and im attempting to pull certain weapons from the pack and integrate them into GAMMA. 
How its going so far 
Alright, anyone know the deal whats going on here in the pic above? Missing an animation? Isnt conflicting with anything.
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'"
Appreciate the help, you dont have to assist me if you arent willing, thats cool.
Ive made backups of every texture file I edit, my icons are heavily customized man, I spend a shit ton of time messing around with everything I can.
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
Requires blender right? Not much experienced with blender.
There's some ogf editor and omf editors too
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.
If you pull the right hand animation and the right weapon animation as written in the ltx you should be fine without an editor I reckon
If you get the time, and are willing to look. Could you check this weapon ltx out? See if you could point out any significant parts that Id need to look for. If not, dont worry.
A bit unneccessary I know.
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
plus the hand hud animation which is only referenced in the OGF
Send it over and I'll tell you which one
This is all you need?
Sweet, thanks!
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!!
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
man's just found the americas
but like yeah the irons are on the model
it's as simple as removing the red dot
and then if you want to go the extra mile
add support for bas scopes
I have 0 experience editing models.
trust me that it's childs' play to do so
Itd be fucking nice if it took BAS scopes.
the mismatch in artstyle and polycount would make it unusable for me but you do you
more power to you
I really need to learn editting models. But dude, thatd just be more and more time that I already spend
really, if all you want is to make xyz gun take bas scopes it's braindead easy
couldn't do a quick tutorial now because i don't have blender on my rig right now
The problem I had starting with blender, I gave up on figuring out how to import ogf files and such.
Its cool, I can look elsewhere for a tutorial.
Ill take a look at it. Completely forgot about it!
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.
I can find the MP7 Replacement and reanimation mod that contains that exact model, but it only accepts vanilla scopes.
Id love to find someone that has the old GAMMA version of large files or whatever may contain this weapons files
GAMMA large file is public Github, you can just fetch the proper revision you want
Oh okay really now. I remember once I looked on Github, couldnt manage my way around to find the previous versions, Ill take a look again. Thanks
What do the anims look like for this
Eh, in my opinion, not too bad, but not great. Need me to send you any files? You should make a Berretta Storm carbine.
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.
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.
Those are from the old BaS version
Some names are different
check if the "scopes" section of the guns actually have those sections listed
yo juan
do you know about a weapon pack that had a baseball bat melee weapon
i really don't know if i dreamt it or it's just either too hard to look for
or lost media
it was some turbo vasyan shit
but it had the bat
In anomaly?
No clue
I've never seen anything like that
However you could reuse the axe animations for that, right?
A melee weapon port is probably stupid easy to make
Thanks man
Some of the trees that I use are here
anybody know how to disable fuel consumption on those tiny gas lamps in hideout furniture
Is there even any point in gamma's modlist to keep redundant mods?
no
I deleted all useless ones

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
)
RT remix is not compatible with the stalker rendering pipeline
I had thought this, but had not done the reseach.
Afaik it only works in fixed functions rendering pipelines (so old ass games, pre-shaders)
Pripyat from cop?
I should really rework agroprom
It sounds a lot of fun
Yes
Okay. Did you port the trees from metro to stalker yet?
No
I'm still too lazy
It's fine i'm working on the geometry occlusions for my terrain anyway
Cool
I worki....
Im lazy
I made these occlusions a couple days ago but I realized that you...
have to put these on the center of your hills
and it’s better to do the same for fences and buildings
this is my occ so far
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?
Spend a while looking for it, no luck
How to I add something to the game instead of replacing a texture or something. For example, a model from blender.
Check the channel pins
Depending on the type of model you want to add you create an ogf file, add it in the proper folder, create a DLTX or an LTX to add it in
what is the main difference between meshes of weapons in anomaly_weapons and dynamics/weapons?
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.
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
Imo it would be easy to rename the main folder that the OGF files are stored in rather than each individual mesh file
So anomaly_weapons/scorpion/scorpion.ogf and anomaly_weapons/scorpion_b/scorpion.ogf wouldn't conflict
Ah I see! Thanks dude
Im having a time finding the old GAMMA large files on Github, can you possible provide some clarity?
Thanks dude! Sorry, I know its late.
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
You could probably check a weapon that already has a mag check with sound and copy the ltx settings from there
Anyone have the link to groks dds export tool?
Did you mean the converter?
I'm not sure. I was reading through some old stuff on dds and at some point groks exporter came up
This converts files to DDS BC3, with the kaiser mip map filtering
Just be aware that it doesn't do sRGB or _bump differentiation
hey guys I have really cool simple ideas to make gamma better but i dont know anything about modding where can i learn modding
Check the pins
so this is for diffs?
You can do both with it. It looks up anything that's in the same folder as it
ahh ok
actually burn if you have a minute maybe you can help me with a small problem I'm having
I have a version that run's through everything and then does a second pass for _bump
Sure, what's up?
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
You need to use a dilatation filter in your RGB
Your alpha channel is cutting up the exported white background pixel probably
how do i do that?

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
here?
If you already have a pre-multiplied alpha you can skip straight to the dilatation filter step
You can go to your Layer > Layer Mask > From Transparency. If you toggle off the mask you should see your background as white
that doesnt look right
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
You need to gaussian blur with a combined black background for the gaussian method to work proper
But honestly I hate it, because it introduced a small halo
Avoid half tones for transparency sake
and now i make this into a new mask?
Yeah those are as is
Did you dilate the RGB or the alpha?
Your alpha should look a little something like this
The RGB is dilated to cover more than the alpha cuts out
Yeah you need the dilation
Sorry I'm like working from 0 experience on ps
So I have to pass it through a dilation filter?
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
Yeah that looks good. Load it up in the nvidia dds exporter and check the color only view
It should appear proper
How's it looking in game?
you know
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
lmao

Wait how the fuck did you export your alpha?
What even is this exporter?
The Nvidia dds plugin
Wut, mine looks like this
I think you have an old ass version
https://developer.nvidia.com/nvidia-texture-tools-exporter
Grab the Adobe Photoshop Plugin from here
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
where do i find that option now?
It's not an option, it's just how photoshop is with transparency
no no i mean to export
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
awesome! thanks a lot burn. i really appreciate the time
i gotta clean them up a bit
Happy to help, looks good
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
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
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
i would try finding the original mod on moddb and checking what the script looks like in that
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
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?
no actually i didnt think to. often times with gamma grok has layered so many mods that the original is actually incompatible with the build as a whole lol
let me give it a shot
INTERESTING
it plays both now 😳
thoughts?
you have two sound layers going on?
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
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
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 🤞
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?
I think i found it;
C:\GAMMA\mods\G.A.M.M.A. Cooking Overhaul\gamedata\configs\plugins\actor_effects.ltx
line 151 has references to the pain_ sounds that i was continuing to hear.
Since they are pulled from a config file, i cant write an if/then statement for a status check for a helmet to enable muffled breathing.
guys, do world models of gun now use somekind of separated texture file?
No, they use the same
for most, anyways
some people like to do a compressed texture for the world model but not many bother
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?
Yeah world models have their own baked down textures
You can find the texture with _World suffix
THANKS! that sure is the problem.
Dude... what the fuck is this
It's a nightmare!
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
Blame it on the shitty UV. Just use the color select to pick it all up in a selection
Sigh... guess I'm gonna need to bother Grok again, I don't know how to use that ai thing.
Well, technically I barely edited the color... so that may be work.
Juan. Is this still around? Particularily interested in the rifle below the golden AK and the pistol with the stock at the top right.
The yellow color is so strong you can just pick the yellow with a low threshold and you'll get a nice selection. Apply your Saturation/color balance according to that mask
Oh those are mostly scrapped/prototype guns
The ones you mentioned are indeed scrapped
That screenshot is oooooooooooooooold as fuck
look at those icons
YUCK
Well, I guess I get something kind of similar to what I made for the first person model.
It just works
Anyway it's just for the world model
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
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.
Dont think i had an unsafe building when i used a sleeping bag
There's one up in Jupiter, at the cement factory. Intact building, but you can't sleep in it. Another example is the small garage next to the ecologist base in Yantar.
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
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.
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 
But now I can make a hideout wherever I want and sleep in it!
@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
Why u no dilate 
That did the trick
the black blurred bg thing
efective and simple
and you can barely tell
well... Alright
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
i may have fumbled through it as well
Guess I'll create a step by step guide eventually
Ooo please tell me how to do this in case I get the same issue
I can PM you the file if you want. All I did was open up the relevant script file from GAMMA that Grok made, and the one from "sleep anywhere", putting them side by side and checking for what's changed. Then copy pasted the balacnign stuff into "sleep anywhere", without the check for shelter.
Sure!
ok, 1 moment.
Just gotta inject the file with 10 crypto miners. No offence.
Mods: That was a joke. Please no ban 
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 
how do i edit a collimator UV map inside of a weap .ogf file? i have the blender addon installed already
Well, this has a little something to also let you sleep while bleeding or irradiated if you want
https://www.moddb.com/mods/stalker-anomaly/addons/tosox-mini-mods-repo
Haha, nah I'm good thanks 😄 I was just annoyed that some places that should be considered safe places to sleep, wasn't. For hideouts, mostly
i also need to adjust uv map of some optics. where are the files located?
Well, it was worth a try
hey guys is it possible to remove few weapons like scar or hk417/416 variants from boomsticks and sharpsticks mod?
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?
Check in debug menu name
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
I've got a mod for that, adds a bunch of mostly logical weapons to the melee/vision slots
https://discord.com/channels/912320241713958912/1202505462688260147
Now this is how's pripyat should looks like 
I'll post it on the db mod soon
The UV maps are part of the model, just select the geometry you wish to edit, go to edit mode, select all and you'll see the UV unwraps of the model you have selected
Yo @celest forge heard you had some animation issues for a revolver?
Yeah
With the Ruger LCR
But I just took a different route and made the animation a different way
What was the issue? Shaky hands?
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
You got a clip of it?
I don't, sadly, I just deleted the animations and moved on
I just made it a traditional empty reload with a moonclip
Ah shame, would've loved to look at the issue
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 ?
Yes
It was most likely my blender install going crazy tbh
thanks !
anyone knows how to fix this bug with the pick up animation(fdda) and the ak 74 u from bas?
Don't have the pickup animations enabled. They're disabled for a reason
They still should work just fine
this weapon is the only one giving me problems so i guess it should be something related to the gun itself animation or the gun ltx hand position maybe, but i don't know where to start
weird
i remember having the same issue on efp modpack too
works on other aks? this is the bas one?
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
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
oh that's interesting i will take a look
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
here is the link:
#1204330633682493482 message
Yeah I have to redo the ak47u
so seems related to the dam folding stock, well that was usefull to know, thanks for the help guys
thank god someone would at least think of it, besides for that issue i personally hate the folding stock animation
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
by the way Juan is the holog point related to the gun meshes and modelers? want to change this shitty little point
That's the dots extravaganza thing I think, it's not that small in either bas or vanilla
i think that's the thing on the moddb mod above
damm is small as hell i can barely see it 
seems like the clean mask animation looks buggy with folding stock aks too 
@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
Send me your DDS I'll have a look
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
this is what it looks like in ps
im actually haveing the same problem on another icon now 
still getting white lines
Huh probably something about your dds export I guess?
Let me try exporting and I'll inspect the resulting dds
hmm, i setup the canvas as 8 bit, should i set it to 16?
Nah doesn't have to be
weird. i just checked my setup before exporting and its the same sa yours
maybe a reinstall?
Did you uninstall your old dds exporter?
i couldnt figure out which one it was
off that its happening now though, it was fine for the ammo icons
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
Here's my exported DDS
do you export just color? ive been exporting both
The color or alpha check box is always a preview, there's no impact on the exported file
Photoshop will always respect this export option
Meaning it exports the first named alpha channel
Do you have an alpha channel or are you exporting straight transparency?
i think i may be exporting straight transparency
That could be the issue
I hate exporting straight transparency because you never know what photoshop will fill as background
Yes

That fixed it
Idk how it worked last night with the bullet icons...
Didn't the icons use a black background + dilation?
Ah they did have it already built in. I just went in and edited them
You should make the dual scopes less shiny tho, they look incredibly shiny compared to the main gun
I was too lazy to load up the actual model so I just copy and pasted from the original icons
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?
These are the current ones
Nope
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
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
Also y'all need to stop making fucking 4k textures for icons atlases, pls my video memory 
nay
Do it for the children Juan
You're not even doing mipmaps so to hell with power of two texture size
I was there when he said it
That's for crazy people. Granted lining up the layer in game is also tedious
I don't use DX9 but i've read that if your icon file isn't atleast 2k the icon won't render right and bug out
This is also what I had heard. Granted I'm only making these for myself
Believe me, lining up the layers is NOTHING compared to this
at all
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
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
Huh that's odd, we have plenty of atlas that are less than 2k
should they be power of two?
Iunno dude i'm not a brainiac like you
yeah but lewd is also crazy
Power of two only really applies if you're doing mipmaps
Guess I'll pester Olfin later to ask how the small atlas look in game on his crappy machine
I love doing icons
I'm not the best at it
But it's one of my fave parts of the process
Most atlas seem to be power of two (which makes little sense considering the UI grids are 50px X 50px)
isnt that the base ui scale though?
Stuff like the MP7 are 512x256
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
I mean the PDA map is 4k by 8k
@naive snow is there any way to reduce the compression artifacting on black guns?
i feel like im seeing it a lot more
Compression artifact from the BC3?
Yeah it feels like some of them have a bit of it
Well BC3 is pretty shit, but using the highest compression preset helps somewhat
Do you have an exemple?
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
very nice iconography
Do you have the DDS?
yeah
You could use the sharpen option to somewhat remove a bit of the blurryness of the icon too I reckon
That icon looks ROUGH
i actually did use sharpen
Did you scale it up or something?
Scale it up?
I took the render from blender and brought it to scale
But yeah for whatever reason it looks not great
How big was your render?
Uhh
I guess whatever the default render size gets spit out
Then I just scale it down
the scaling algorithm of photoshop is pretty piss poor to be honest
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
Do I sharpen before or after dithering?
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
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
hey i am curious on how to get all the models in game for blender anyone here know?
Well you could put a level adjusment layer because your blacks above the trigger grip are crunched
If these are from your renders you could use a brighter light setup
Grab the Xray Addon from PavelBlend, setup the paths properly and import all of the .ogf files you want
Adjusting with a Level wont do much, since you don't have any details there and it's all black
I have pave blend but there is no exe is this the right paveblend?
It's a plugin for Blender, install it via blender
ohhhhhhhhhh im so dumb lol thank you
We've already nailed and removed white outlines
Burn's icon class
even for gamma stuff i would choose all the file paths from the anomaly folder right?
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
Probably because since you have super low opacity color information from the gaussian blur, photoshop doesn't fill in the exterior of the weapon with white
Yes, pretty much
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
when i set file paths im getting an error
The engine shaders files, compile shaders files and game material files need to be extracted from your Anomaly archives
I like your funny words magic man x793847598435
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
Let me change my user name to that real quick 
after unpacking with the .bat in only left with configs and scripts should i do the unpack all .bat?
Huh I thought it would unpack Shader too
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
Anomalies as in the anomaly fields?
yes like i wanna import the teleporter
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
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
Also you can't extract particle systems to be used outside of the SDK FYI
dam yeah i wanted to mess with the levels and anomalies so thats no go in gamma?
@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
Well there's no way for modders to edit or change the current maps if that's what you wanted to do
no no not change the maps just set some people on the map where i want and put down anomalies to make a scene
You could have a look at how the dynamic anomaly mod is done, spawn a dynamic anomaly on a smart terrain location
ahh okay
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
i have all my paths right for this plugin but when i go to import something im getting and error
Unless Pavel fixed it, the xray plugin only works for sub 4.0 version
alright i imported something how do i put textures on it?
Textures should already be imported
everytihing i import is white ive added blender to mo2 did i miss a step
@naive snow
ahhhhh i got it now
Press Z and select the texture preview mode
when i do this to a map its half textured half white is that normal?
The engine doesn't know where your unpacked textures are
this not the right path?
Not for assets that point to Anomaly/Gamedata/Textures, no
what do i have to change for it to be right?
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
move whats in unpacked to gae data or whole unpacked folder to gamedata
and then change textures path back to original stalker anomaly gamedata or this new path in my gamma fodler
Anomaly folder
Whenever you launch an application through MO2 everything gets assembled in your Anomaly folder
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
alrigh like this and the engine andshader fiels i cant find in my anomaly folder
are my shader and matierl files right?
The white stuff you're seeing is occlusion meshes and collision meshes
how do i see the map as ifi were in game?
You can't? Blender isn't a game engine
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
ahhh mf. well ty very much for helping me this entire time
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
I thought i was going to be able to make something like this but with stalker
So. The time has come for another installment of the Escape from Tarkov wipe series, this is my longest video to date, and it shows how long it took to make haha, I hope it will have been worth the wait, the video features longer animated sequences than ever before, but still as always filled with memes. I was afraid I couldn't get it out before...
am i not able to do this ?
something like the first 30 secs of that vid
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.
Or something like gmod
ahh well still thank you for helping me
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
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
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
is there a way to hide the white stuff and collision boxes n stuff
like the white blobs on the trees
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
ahh okay well thank you again.
Best of luck with whatever you end up doing
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.
Hello
Can someone tell me what I should do to add a new item to the game? (based on what is already available)
How can I spawn identical clones of a non-story npc?
Preferably, the clone must have his own squad id
you can call me a professional sdk user
when it comes to level making/editing*
Hey guys. Any way to disable the debug/no-clip on numpad 0 ? I use this key for gameplay.
How can I edit the resistances of a helmet? Having a time finding an LTX file for the helms.
I'm going crazy now... Tell me what I can use to select colors for xml win1251
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.
Is it possible to somehow get ganslinger animations for energy drinks, vodka, etc. from GAMMA?
From gamma? Like for using as a stand alone?
Gamma has no unique animations for FDDA
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()
if i import a actor how do i put an animation on it
Im not an animator type of guy but i think you need to use the actor editor idk
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.
Its the same as the normal bas aksu
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
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
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?
It's in the BaS folder I think
hey does anybody take weapon mod commissions?
i got 1 gun in mind that i want added, thanks for your time reading!
I could find the metal parts, but not the wood/bakelite parts.
Could someone make a chopped RPD mod, and retex the RPD. Would be a godsend
You mean like this: https://www.youtube.com/watch?v=Xi5UeXeWNU0
Ruchnoy Pulemyot Degtyaryova: Or as we simple folks know it as the RPD. This custom RPD was a blast to shoot, a big thank you to Non Standard Weapons Engineering for driving up from Tucson to let me run and gun it. Low Key though this would be a good setup for Call of Duty Warzone...
Essentially this is a chopped down RPD with a Dead Air Wolver...
thats actually not hard to do
Yes with the suppressor option would be even more a +
I have a very similar issue with the uzi I helped make
No matter what I tried, the gun shoots to the left when you move
Why would anyone suppress a LMG, I want to still fear on my enemies with the sound of rakatatatata
Clandestine operations. And in stalker just because the + damage increase. Also do you really want that chimera to hear just to run you down from across the map mid spray, just to have to reload and get pounced?
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
A bad bone orientation most likely. Otherwise you could check in the LTX for the fire bone used, there might be a fire bone rotation parameter too
I tried that with the uzi
rotating the bones
rotating the armature, the gun
the ltx value of the firepoint
nothing made a difference
Did you apply transform after the rotation?





