#╙🖇mods-making-discussion
1 messages · Page 49 of 1
I didn't rig the gun, the guy that animated it did
he said it worked fine on his machine
so it's been a mistery since
Probably need to edit the forward z (or x?) axis of the bone instead
Blender has funky normals
Otherwise the idle animations might have keyed the rotation of the bone
But that happens when shooting it tho
Yeah if all animations where keyed with the bone badly rotated, whenever an animation would play the bone would snap to that bad rotatiy
It's probably the firing animation only that would need editing of the keys
So let me get this straight it only shoots down when you're moving & shooting?
Hip firing while moving
only when hip firing when you walk
Hip firing when standing still fucks up too?
You'd probably have to inspect the armature setup and the baked motions to see what info is keyed. Could be something was keyed by mistake with autokey
If you still have a package with the issue, I can have a look tomorrow
Hmmmm could be that the bone is badly parented, hence when moving the bone remains at its position until you stop moving at which point it resets the animation and moves the bone back to it's initial baked position. So you're shooting towards a fucked up bone position kinda
Or it's something to do with how xray handles additive animations (the arm shake when moving) could be fucking up the gun bone orientation to the left if the bone axis aren't the same
you can take a crack at it ig
Ight I need to finish this silly vision slot psy protection wearable tin foil mod I've started, but I'll have a look at the Uzi whenever I have some time
No rush at all
Huh did you check the comments?
It is the Fire Direction, changing the first section to -1 will solve the problem.
Other people have been reporting the hip firing issue
I tried that tho
Didn't work
Also no i don't really read the comments of my addons, specially the oldies
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?
This was posted on the Anomaly discord today: #463899353480691738 message
Maybe you can use utils_stpk.set_stalker_data somehow?
Just create a stalker and edit its attributes but I have no clue tho how this works exactly
is it difficult to put any reddot on this awesome Strayer Infinity? I used to use Blender in 2003 or so last time
I have seen that mp5 currently being used in gamma accepts BaS scopes so I think it is possible technically
If i have this and i want do more entries like thi using dltx, i need to use ! before section and just added new string?
Yup
You need to make sure your dltx is also in the right folder. Usually mod_system in root config folder works
Sometimes you have to do mod_(base file) in a folder above or in that file
ye, mod_system is work, But now, i have 71 class for example, and some art still hide for detectors 
sry, eng is not my language, mb its hard for u to understand me
Thank you, that's probably what I'm looking for
guys, if I want to make a mod for anomaly, for example i want to replace a model of a mutant with my own, and a texture too, where do i learn to do so?
1)Modding book in pins
2)Guides on youtube(should still be up)
thank you
Can someone point me in the right direction of how to fix this scope? I'll fix it myself if I have to b/c I will refuse to use it until it looks correct.
It's the CQBSS
What file/files/folders do I need to dig through?
whats wrong?
In many cases it is mounted incorrectly to the firearm. It's tilted counterclockwise 45 degrees on all firearms I have checked in the last few versions of GAMMA.
artistic rendition
I think something was missed that is likely simple to fix
if you really want to mess with all of them you need blender
relatively, it is simple
but its tedious and most people dont seem to care that its angled
you need blender 3.2-3.6 and the pavel blend plugin to fix them
then you need to import each scope and fix the mesh, then export it to overwrite the hud
I would wager a guess that most people don't even know what they are looking at in regard to firearms, and I don't mean that in an derogatory way. It's just something I see and it drives my ism nuts.
Is it possible that this has something to do with canted sights vs a standard optic? Are these factors treated differently with the model?
ammo_11.43x23_fmj = 8, 1
in this figure is the left number the quantity in stock
what's the right number supposed to mean
from trade_duty ltx btw
I'll have to come back to this info, which I appreciate greatly. Today was busy and I have the inlaw over b/c of weather related power loss. Could be a few days even.
odds, 1 = 100% / 0.10 would mean 10%
thanks
What do you want to change about it
The actual model?
The scope needs to be rotated 45 degrees clockwise to be mounted correctly.
So yes, the actual model?
I'd think so. It's just a visual issue, and the scope itself works "correctly" in game.
Ok so the way the scope system works in anomaly it's not "all guns use this base mesh and attach it"
it's "every gun needs to have a separate model with each scope"
So you need to look up every gun that uses that scope
and then rotate for all the guns that use it
Also correct me if i'm wrong but that's the dual kit with the rmr on front, yeah?
I am unsure, but seem to recall at least one firearm that it looks correct on. That would explain that. Would there be some sort of resource that identifies which firearms an attachment is compatable with?
Like the base scope is fine, it only gets rotated with the rmr kit
I have tried this scope on multiple firearms and am not a fan of the "kits". I don't use canted sights. This example is an AMB-17, but it seems to come with a LAM by default. Other weapons that have no secondary sight options will also exhibit this look.
Maybe gamma changes that, but in my version of BaS, it's only the dual scope kit that gets rotated
But I can't even tell what's the gun that you're holding
It's the AMB-17 which has a LAM by default.
It's been something I have noticed since I started playing this game early last year. I have no experience with using 3rd party mods, nor have I ever played base anomaly. I'll happily use the info provided to try my hand at fixing it....even if it is a per-model basis. That's not a problem. It may be tedious, but I think the end result will be worth it. I just can't look at it or use it even though it's a relatively simple graphical thing.

Oh boy, that's going to be a real tedium
Absolutely lol. I am never scared to try though. I can see what I can do, and worst case scenario I learn something new and never finish what I set out to do.
It may not be as many guns as you think it is, because again, it's not on the base BaS leupold
The thing is, it's not a hard task, it's just a butt load of work
Retrogue for some reason used the kit scope position for the lone scope
Probably because that's his original model rip
The reason it's rotated in the kit is because the little knobs would obstruct like half of the rmr
So this makes way more sense that way
That does make sense. So it's only the standalone leuopold retrorogue renanimation models that would need fixing like the SIG 550
Now it makes sense as to why it is that way. Obviously I am clueless about modeling. I understand the idea of realism and using something that exists as a scope, but it's just a wonky implementation. This is something that would never be mounted against canted RDS, as itself is a 1.1 minimum zoom. It seems overly redundant and increases the potential for issues due to added complexity.
Based on that, I likely won't mess with it. Too much stuff in game hinges on that scope being mounted incorrectly lol. Just because I don't use canted sights doesn't mean others don't.
I don't think they took realism or realistic implementation or use of any of these guns or attachments when putting them into the game
As they should've
pretty sure it was a tarkov thing
There is a certain amount of artistic liberty in video games. Your understanding helped me grasp why this thing was the way it was. It's a cool scope IRL, but from what I can tell it's an overpriced item that generally will be found within mil/leo more often than a civilian use scenario. Thank God for Vortex lol. They make much more affordable quality optics that the average joe can afford.
so im sprinting with a gun and for some reason there's a floating cartridge on the right corner of my screen
That's normal
what's like the best way to fix this without touching the ogf file itself
its kinda getting on my nerves
damn
should i just like
uh
remove the texture association
so i cant see it
out of sight, out of mind yknow
If you remove the texture it will be a dark matte blue
so even worse then
can i just completely remove it with blener
or will that break more things
like idk about you but seeing a magical floating cartrdige everytime i sprint gets annoying
I would suggest making the texture transparent but the casing uses the same texture as all 5.56 ammo guns
luckily this thing uses its own
Which gun is it
yeah
its k, transparent shell ejections is a lot less annoying to me than yknow an object flying in the corner of the screen at all times
so do i just go on gimp and make it transparent?
That's one of the solutions of all time
With the few animations I've made I just put the casing inside of the gun instead of the outside
ill try that
i have to do it for like every fucking model though
and there's a lot
I'm assuming they all use a single texture for the bullet tho
yeah
no i was considering the blender option
but i dont know fucking shit about blender
imma just say the mk47 uses "experimental caseless ammunition" instead
ok it works, thanks for the adviceorino juanchitorino
The fuck you mean advice that'll be a $50 consultation fee + obligatory 30% tip
Anyone a idea on how to convert a lua file back to a working save?
where is the player/NPC health amount configured? I'd like to make all humans have more 10x more HP, run faster and shoot faster to be like a fps MOBA
Hi, i'm trying to edit weapon stats with the debug menu, but it doesn't seem to apply the changes, what can i do?
hey @naive snow i think I set up all the paths correctly (extracted the files from anomaly, put it in a mod in MO2, launched blender with MO2) but I'm still getting this error. any hints?
shit wrong image
ye
im guessing its because im missing the objects folder
You have to go into the ltx of the weapon itself
ok, i got the obj file done but still getting the same errors
The ones on gamma weapon pack?
Whatever the top ltx that appears in mo2 is. Just make a new mod for it or something else the changes will revert on updating
don't fucking tell me the plugin doesnt support blender 4.0
3.2-3.6
yeah im actually stupid, it works now
huh, i made my edits, but it says i cant export it to ogf because it "cannot find root objects"
got it to work, you have to click the model from the list on the right hand tab
ITS DONE, NO AMMO FLOATING TO MY RIGHT ANYMORE
you could have just adjusted the repos until it was out of sight
dont look too hard because a lot of guns have floating mags and ammo behind them
yeah i wish i could just ignore it
but once you see it you cant unsee it yknow
also @fair canopy hope you find the fix for the mateba
most likely wont be fixed unless i redo the animations
Anyone willing to give some input on an upcoming update to GMTOP?
The next update will be adding a 'Recommended For:' for the rest of the factions in the new game screen to help with new players...
Any suggestions?
Loner: (already says) "New Players"
Bandit:
Duty:
Freedom:
Military:
Ecologist:
Mercenary:
Monolith:
Clear Sky:
Renegade:
Sin:
UNISG:
@ me if you have suggestions and Ill put them in the game if I like them.
out of curiosity, did the text overhaul accidentally double the PDA entry for gamma guid and addons?
Yeah changing that didn't work for me at least
@celest forge I might have found the issue
The guns and bones are usually always oriented with the X positive axis as the "forward" axis
In the case of the Usi, it was animated with the Y as the positive forward axis
So the gun is modeled and the transform is baked on the X forward, but the animations are all Y facing
Well it's either fix the bone orientation to instead be Y facing and hope that doesn't make all of the animations explode
Or
Somehow if blender has the functionality to rotate all of the animations and positions to face X proper
for the muzzle flash it honestly might not be a big issue
if it was a bone with attached parts, it would probably explode
i think you can do that in ogf tool though
The I've yet to figure out is to have rotation based on the world origin isn't of whatever pivot it currently evaluates
You'd probably mess everything up by rotating WPN_Body, because everything is parented and relative underneath
Otherwise I'll try and just flip the gun firing animations like so
Fixed it
How did you do it?
I was thinking of rotating only the muzzle bone since it's probably never animated
I will keep my ancient secrets
I had to adjust two values of the fire direction thing not just one
Where even is this fire direction?
It's not in the Uzi ltx and I don't think I've ever seen it in an ltx either
It's in the base weapon parameters ig
Where can you find the default_weapon_params?
Hello weird question, where do I need to look to find the names of the level transitions? Im trying to write a script to delete some level transitions but I just dont know where to look exactly to find the names of them. Thanks!
So it's what? a Fire_direction parameter you add to the LTX?
Interesting, should probably add that to the modding book, there's no reference for this in there
that's with github right
I'm trying to use the weapon hud editor, but the devices always get bugged out, how to I fix this?
I'm not finding anything about it on the net, does anyone know hot to fix this glitch?
is there a way to hot reload ui to chekc changes? editing xml files is hell
nvm changing resolution worked
hello, how I could get back old water canteen (green flask) animation for FDDA? I got old FDDA on me with all the files where old animation was, but not sure how to properly get that old animation into new version of FDDA
@naive snow sorry for ping man
So I wanted to say as last time we talked I made what I needed for textures and now I want to know how to make bumps for stalker
I checked YT and yes I know there's a way with Photoshop
But I wanted to know is that the true way for this ?
Like 3 click and I have all I need. or no it's even harder than this
Like I need AO and gloss right?
try the gunslinger water flask maybe it helps
Guys, i want to add some new arts. My action plan: I create file mod_system... and add new art, for example [af_stas]:af_base. Also, i add absorb section and section for containers. Next, i add new arts in detectors section and spawn class. I missed a lot, but these are the basic steps. In default detectors configs i have only 68 entries for art, which look like this: af_class_50 = af_stas, af_sound_50_ = detectors\art_beep1, af_freq_50 = 0.05, 2. How i can add new entires? I asking because if i use dltx, i lose some arts for detectors - didnt see them
Got a question:
If you have a weapon with alternate aim (canted aiming) and it doesn't have options for dual optics (like leupold & rmr)
But it does have a laser,
Would it be possible to make a mod that turns on the laser temporarily while you ADS and off when you stop aiming?
hey guys is there anyone who knows a mod like gunslinger knife animations for anomaly
only if I knew how to make animations bruh
There's a mod that does that I think. Check mods only posting
Pretty sure it was @tacit surge who did it
nah. its "fake lasers" by Oleh. This is done purely for my repos. It has this function.
It's possible, but you need a list of weapon sections that have a laser and a canted RMR.
Not sure if there's a cleaner solution
Oh cool! I'll look, thanks!
Ah. What's "repos?"
Oh reposition
HELL YEA!! LESGOOOOOO
DICKS OUT FOR HARAMBE!!
The name is the opposite of what was wanted, no?
It has MCM options to change how it works, I think it can do what they want, I agree tho the name is weird
I think when they said "ADS" they meant "Canted aiming"
No there's no AO channel in the bump. It's a specularity channel and the normal shuffle
So I have to get this 2 channels only ?
Like 3 click and ready to use ?
Is there any devs around I could ask about the launcher?
I don't really know where to ask my question
I just want to know how they made it. I'm making one for a fallout mod
Im guessing C+++
I would've guessed C#
Ask on the Anomaly discord
You probably get an answer there faster than here
ahhh right duh
Anomaly is the laucher gamma is the pack right got them mixed up as I've never played vanilla anomaly lol
Well it turns it off when I'm looking down the main sight, now if I could only get it to turn off when at the hip so that it only turns on when canted that would be perfect
Hello, is it possible to put EOTS-62 in thermal easily with scripts ? please
Can I like pay someone to make a mod that makes the Duty OTS-14 compatible with a suppressor?
some artefacts are not displayed on the screen of Svarog, On others everything os ok. What could be the problem?
I don’t know what kind of work goes into it or the workhours involved
could you tell how this program is called?
The one on the pic? Blender
Blender 3.6 or 4.0
That's just blender 3.6
Is that the groza
yez
I know IRL the suppressor can't be used with the grenade launcher, but I'd like to fudge that
Unless I'm misremembering I think the HUD model already has a suppressor modeled
that's a bug with DAR, you probably don't have latest demonized modded .exe binaries which are needed for the mod.
update them and then try it out.
if his gamma is up to date he does
Is there a guide on how to install the adega texture repack and where to place it in Lo
I'm sure there is in the correct thread for the mod.
My bad.
Found the the thread
Does gamma change the values of the mossberg 590, and if so, could someone send me that file?
You mean the stats?
I'm not at my rig at the moment but tomorrow I can send you it
thx buddy
How crazy of an idea would it be to make an akimbo version of pistols or one handers do you think?
Depends
If I simply made the other pistol with a duplicate armature parented underneath the original wpn_body
As long as the second wpn_body is offset and doesn't move, I could mirror most of the animation work and time offset the shots. The reload animation itself is what would probably require the most time
What do you mean by true?
true akimbo shouldn't be possible
at best you can get away with counter strike akimbo
or hunt showdown akimbo
as in lmb fires one gun and then the other one
through scripted anims
Ah okay yeah that's what you mean
Yeah I'm definitely not the type of right click left click right click shenanigans for dual guns F that
True as in two separate mags
I honestly just want to make proper mac-10s and akimbo with Artis special ammo for fire breath ammo.
Live back my days of killing floor
shoot right with rmb, shoot left with lmb
If just a visual gimmick, not super hard I imagine
Personally I would go the Goldeneye route and make the reload offscreen
Yeah I ain't dealing with the hassle of two mags. Combine the ammo count and call it a day
I thinking reload mags eject with a flick to the side, either wrist push reload one at a time or a slam reload on legs magic reload
Either way it's magic and I ain't gotta explain how the fuck the mags are standing against gravity. Just make the description about the gun using gravity artifacts or what not
That ought to be fun to animate lmao
Yeah I'll need to dust off my animation skills. I've animated plenty in maya, but blender is a new thing
Any hand rig you recommend?
Neat, thanks 
does anyone know any mods/wip mods for AI?
imo that's one of the most needed type of mods and I don't see much of that at all
I'm using the MP7 from the previous version of GAMMA, whenever I use a silencer, the sound is missing. Any advice?
Is there some way I can assign another weapon sound for the silenced MP7? I dont see any sections in the LTX that refers to sounds though.
I hope someone in here can help me because I am to stupid to figure it out myself...
I know there is scripts for this game (I am using an auto walker) but, since I am suffering from the fucking FOV change glitch every other reload, I would like to know if there is an option to bind a script to an often used key (r for example) that automatically sets the FOV to the desired value
Go into free zoom tricks in mcm and set pistol slider down
Check any weapon LTX and they usually have a full sound section
oh, got it, thank you!
Once I do find a LTX that includes a sound section, what can I do next? Add it to the MP7 ltx?
Thanks dude. Sorry for the bother
@celest forge Here's the mossberg file, it's from EFT reposition BWRR vanilla stat patch from Sneaky
Yeah just imitate it and put whatever sounds you already have
Are those the damage stats that the 590 uses in gamma?
Should be, there's might be funky stuff going on with a DLTX let me check
So there's a DLTX for the RPM in mod_system_weapons_fixes_GAMMA.ltx
Sets the RPM to 75
Couple of DLTX for sounds
No wonder it felt fucking underwhelming with that hit_power values
Oh so the gamma ballistics mods don't touch it
Yeah just imitate it, exemple of the sound section of the saiga 12. Find where the sounds for the MP7 are and plug those in the proper snd_ section
snd_draw = weapons\saiga_eft\draw
snd_holster = weapons\saiga_eft\holster
snd_shoot = wpn_saiga_snd_shoot
snd_shoot1 = wpn_saiga_snd_shoot
snd_shoot2 = wpn_saiga_snd_shoot
snd_shoot3 = wpn_saiga_snd_shoot
snd_shoot_actor = wpn_saiga_snd_shoot_actor
snd_silncer_shot = wpn_saiga_snd_silenced
snd_silncer_shot_actor = wpn_saiga_snd_silenced_actor
snd_reload = weapons\saiga_eft\tacload
snd_reload_empty = weapons\saiga_eft\emptyload
snd_reload_misfire = weapons\saiga_eft\unjam
snd_empty = weapons\saiga_eft\dryfire
snd_ammo_check = weapons\saiga_eft\magcheck
snd_ammo_check_empty = weapons\saiga_eft\magcheck
Nah the only thing Grok_bo changes seems to be the toz106. There's modifications tho for the Ammo used however
There's a couple of other spots too where it checks for specific ammo types like the buck or shrepnel
Mostly to reduce increase the pellets penetration it seems
Ah there's also a range reduction happening as part of mod_system_shotgun_range_balance_Larkin.ltx
Changed the fire _distance to 250
bruh it literally ADDS
Momo weren't you taking a break? Not that I mind, since you're usually the only one who knows what the fuck is going on
i mean come on it's a common math sign
I didn't actually read the line before typing and I'm clinically retarded in the morning 
Not gonna lie for a good 10 seconds I was scratching my head trying to figure out what ADDS was an acronym for, I'm that dumb at the moment
I’d love a mod that improves AI and gives mutants the ability to react properly to you getting on higher elevation, maybe even give them the ability to climb it
pharmesutical and tech companies. have the differant factions selling artifacts differant corps. randomize it every game so ppl have to watch the stocks and thier actions to figure it out.
well yeah, who dio you think id buying flesh eyes
that give me different ideas maybe a black market
the whole zone is a one but this can be per-day trades
u can do from pda
one day its one item for another, then different after
The game uplink had a stock market you could affect. was eaier just to hack banks but it was neat still
Invest in Agroprom
Sure the research institute has some issues rn but they still supply the bread flour for the Zone.
What the hell are we talking about
Sup bros, does GAMMA come with DXML modded exe installed or nah?
Yes
Nope I never changed that’s BAS default stuff
Yeah it was just Retrogue that did that way
For some reason he used the Leupold of the dual tactical kit for the base leupold
Maybe he just liked it
Can someone send me the ltx file of the remington 870 please
thanks
hello I don't know anything about coding can someone help me?
Yo anyone know what animation/sound cocaine uses? Cant find it in FDDA im guessing its a base anomaly file?


yes it's vanilla. Must be some inv_sniff variation. Animation is probably generic item use
Ok thanks I'll poke around the files see what I can find
There is no animation
only cam animation, which is generic vanilla
Does anyone know if there's a reanimation for the usp45 out there? I looked around a bit but can't find one
Are you talking about the usp tactical ?
If only there was one to replace the animations for the standard usp. I think they currently use gunslinger animations but they might be one of the worst pistol animations left in anomaly
Gunslinger animations?
yup
You're not going to get better animations than those
lmao
if you think those are the worst you're cooked
They are not that great

Like who thought it was good idea to have the character to take all their fingers off of the pistol grip while reloading a pistol. Compared to the pistol animations we have from blindside and now from firebreather the usp reload is pretty bad
Where's the loot factor for ammo for dead bodies?
I think theres an option somewhere in MCM
Drop Condition in MCM
Hi there, I have never know about Anomaly coding
But I want to make this mod as compatible to modded exe version (author says he didn't)
https://www.moddb.com/mods/stalker-anomaly/addons/shader-based-bodycam-like-effect-mod
Is there anyone has a clue about making a mod to modded exe version? (sorry for poor english grammar)
There already should be a preset like this in gamma. AtmosBody or something like that.
I am trying to make double barrel shotguns have a "hyperburst" fire mode that shoots both rounds at once but not having much luck by adding fire modes and rpm modes to the ltx files, is such a thing possible at all?
This is different, this is a shader based not the reshade preset

Just check the desc then you will notice
Reading is an issue 
@restive forge It seems animations are tied to weapon class so thats why its breaking
So we could in theory make a custom weapon class for this but thats a bit over my head and I am tired right now. I will look into it further tho. I thought this would be simple 
That weapon class is preventing everything from making it work 
Okay, I attempted at my understanding of your instructions. Came up with this. Yet, the sound is still missing for the silenced shots. Now, I will note again, that I am using the MP7 that was formerly in GAMMA before the latest MP7 reanimation. Any further advice on what I may have done wrong?
Do you have the Oleh's Weapons Sounds Tweaks and Fixes mod? smg57 sound section is exclusive to this mod, use something different
Yes I do.
Alright.
Alright, so I swapped the smg57 section, yet still no success. If you wouldnt mind, could you tell me what Im missing? Thanks for the help,
move your selected lines below the [wpn_mp7] line, if it didn't help use DLTX
Okay, once again. I appreciate it!
If i was to use DLTX, which lines would I mark with "!"?
![wpn_mp7] 
Okay, just wanted to clarify.
pls dont h8 me
Still havent gotten it to work, Im at a loss here. A "wpn_mp7_sounds" is assigned in the LTX, so I went to that ltx file and edited the silenced shot sounds there.
Feel no need to assist me further, Ive given up on this 
thanks for the help though!
Now, I do believe there is another config file that contains wpn_mp7_sounds that is overwriting the one that I can find. But Im not able to locate any other file with the mp7 sound section
overwrite wpn_mp7, not the sounds section
Once I mark ![wpn_mp7] I get this crash upon loading.
you might want to check the DLTX guide in the modding book
Alright, thank you.
@lethal garden Honestly, your best bet when attempting to mod any weapon in the soup is to grab Notepad++, add it as an executable for MO2, launch it and hit Search in file. Scan your directory of Anomaly/gamedata and filter using *.ltx
You want to search for ![wpn_mp7]
To check if any mods are currently writing via dltx to the weapon configuration
Sheeit, that's a good protip.
(as someone who managed to mess with a modded gun and break the entire thing)
boys does anyone have an idea how one would go about fixing this? it's because of this mod https://www.moddb.com/mods/stalker-anomaly/addons/faction-rank-inventory
it happens when I put a pistol in the top left slot where binoculars usually are
guys what compression do you use to save ui icons?
BC3-DXT5
Thanks!
also could use one of the *8*8*8*8 options. Dont remember which one
Think its RGBA, in that order. That is the one. R8G8B8A8, linear R8G8B8A8
this is my first time editing textures, im editing a HUD icon, what settings to i put when exporting?
i tried wit hthese settings but it crashed
Same answer as above, BC3
Hello, I need help for modifying a script but I don't have much knowledge...
I would like to use the following mod for it to work which is the EOTS-62 (gauss_sight).
Any help will be welcome, thank you.
You can mp me.
https://www.moddb.com/mods/stalker-anomaly/addons/heatvision-v02-extension-for-beefs-nvg-dx11engine-mod
i figured it out
has anyone made the ground branch nods as a mod for anomaly?
So it's something I mentioned in the Stalker Chat just a moment ago but felt like it would do well to drop the idea here as well;
If not a direct DLTX version of Tarkov's crouch system, where it's multiple levels of crouch that you cycle through, then the idea of a keybind that causes your character to uncrouch to the exact level required in order to ADS over cover that you are currently behind, provided you are currently crouched to some degree and your gun is raised due to being against a 'wall'?
Not sure if the idea has been tossed around before, sorry if I'm re-treading old ground.
Think the way CoD handles its 'smart lean', to some effect.
The idea being that you put your gun and arms on the cover you're behind and peek up from behind it. Rather than standing up fully so you can see over the last two inches of your cover, exposing another 40% of your body. 
How would I go about bringing back trading with stalkers instead of only traders?
Disable "G.A.M.M.A. No trade with random stalkers"
Also did anyone make a fix for the multitool being used for general dissassembly over proper tools like grooming kits for armors?
I think the "144- Prefer Best Disassembly Tool - Demonized" mod is what does that
But dissablng that might not actually fix that issue as the game will just use whatever tool it finds first by default
Might be able to edit it to function differently tho
I mean reading up the .script it should pick the tool with the least degradation factor, so I'd expect the grooming kit to be used first
It doesnt seem to do that tho from my experience, always uses the multitool
Ah yeah alright the title is confusing, it always picks the multitool regardless of othertools in your inventory to preserve grooming kits and swiss knives
Itheon's mod is actually what I was looking for
https://github.com/lTheon/iTheon-Pick-Best-Disassembly-Tool
Thanks, great advice man!!
I have a question. Is there a way to have sewing kits and field armorer packs have more uses but restore less?
I have changed the amount of health a sewing kit/field armorers kit restores, but the change doesnt happen ingame.
I made sure the items_repair.ltx isnt being overwritten by anything else
sections of ltx files can be overwritten using DLTX without overwriting the actual file, there is probably something doing that.
Somebody had that script and provided a link when you posted about it
Oh? Where?
Wherever the hell you posted it; Suggestions, I think.
Maybe someone else had the same idea and I'm losing it
But there was a posted mod
(If I find it I will link)
Ok, so I was partially correct. Script is for leaning. I didn't read too much further to see if it also does crouch.
But like DHL, I kinda delivered
Oh! It's a somewhat similar idea but it's for the actual leaning left and right. Not quite what I was looking for but I appreciate it nonetheless!
Someone please create a mod that implements a suppression mechanic
wdym suppression
As in "suppressive fire", implement a mechanic that makes NPCs react to gunfire, to force the enemy to move to cover, to deny them access to certain areas, etc.
A better explanation.
wrong vid
This opening episode of Teaching Tactics lays the foundation for the rest of the series by covering fire and maneuver tactics. More specifically, the way fire and movement was used in the attack at the squad-level during the Second World War. The history and theory of fire and maneuver are covered in part 1, squad organization and armament in pa...
So you want an AI mod that makes enemies react to suppression?
Correct!
And also, an overlay effect that affects the player, for example, look at Battlefield 4, it has a splendid implentation on effects of suppression in a video game.
bruuuuuuuh
might as well remake the engine
that should be easy as IIRC game has a callback when someone fires at you
Check out this mod, perhaps you'll find something useful or some hints to create your own.
https://www.moddb.com/mods/stalker-anomaly/addons/ai-combat-pack-for-anomaly-152
Ah yes. I found that a day or so ago! Thanks!
I believe it would greatly enhance gunplay
They checked out the code of it on the Anomaly server. Turns out some of it is just bs
Wow. Damn dude thats disapointing.
Yup
Anyone agree with me on this? That the scope texture of some of the PSO scopes could use a better texture? Something closer to the tone of the AK in the picture.
Same with this G36 provided by RWAP, it doesnt look great.
I use DX8, that could be why.
You play low-end stalker
hey guys, is it possible to create new levels for anomaly? i have some experience with level design and im quite interested on messing around with anomaly and its assets
there are like 3 people in the entire anomaly scene that know how to do maps
damn, same for MGSV xd
is there any documentation on it ?
i just saw some docs about it
quite interesting
you wish
should i use the anomaly unofficial sdk for it or is there a better one ?
Xcvb, justsilverguy and kriryon know how to
2 out of 3 of them are in anomaly discord only
i will see if i can manage to find my way without them, i dont want to bother anyone
You can ask @surreal gust all about his past month's pain and suffering with creating a map
well the ones i know who know how to make maps are
meatchunk
me
vehchunk i think thats his name
and vehtam
Hey yall,
I play on a low fps build. Because of this, sudden headmotion really messes with me and its hard to see. I was playing the Misery + gunslinger repack and noticed there was no head movement for recoil, only "perceived" recoil from the gun onscreen - the camera stayed put. This helped alot with my motion sickness.
Is there a way to disable the headmovements from shooting altogether? I know gamma is SYSTEMS ON SYSTEMS deep and that there may be multiple places for this value but is there a main value that controls this? (i do not have enhanced recoils effects enabled in settings)
If not, what value controls this so i can get started making a patch for others?
Thanks.
What's all the secrecy around making maps. Post your tools. Post a guide, and maybe others can do it
open grok_bo_enhanced_recoil.script and comment line 164
TESTING NOW <3
Perfect, thank you!
in anomaly
There's no secrecy. Fact is, the tools are abysmal and there's no actual documentation about how the level editor of the various SDKs floating around work. So it's pretty much all trial and error until you figure out what works and what doesn't. There's information for the terrain material setup in the Anomaly modding book but that's a about it. Aside from that you just need a library of objects, a beefy PC to compile everything and bake the lightmaps for your map. Knowledge in modeling/uv making is a must for terrain sculpting as you need to do it in a 3rd party software like Maya or Blender. The hardest part is getting to grips with the sheer number of things you need to know/make for a new map

does the call of chernobyl sdk work with anomaly ?
the unofficial sdk link for anomaly is dead
is it in russian ?
no
the localisation for russian is optional
its in the sdk settings
never use any 0.6/0.5/0.4 version sdk
that will not work
otherwise you will get spawn issues
i want the english version, i saw that the github page was on russian and thought that the tools would also be on russian
what about assets ?
i need to extract them from anomaly files ?
forget about that
that won't work
you need the original call of pripyat gamedata and original sdk 0.7 rawdata
for the sdk to function properly
oh
oh thanks
Install the SDK 0.7 full version 64 bit
only take the gamedata and rawdata the rest is not needed
also dont replace any files if it asks you to
you mean this one here ?
the MEGA one ?
Yes.
i thought it was only the assets, my bad
i've compiled some icons for the pda beastiary if anyone wants to use them to replace the old ones
got it working i think
You didnt place the gamedata and rawdata from the link i set you
You need that if you want the SDK to function 100% properly
If you do the level transitions correctly (very difficult and confusing) this is the end result
Hey guys does anyone knows how can a tweak some spawns locations of stalkers ? Like I want stalkers to appear in school Outstriks and etc. Want to restore original spawns from anomaly
just MEGA things...
i did that already
i know, i opened it
Brooo
I meant the one at the mega link
You need that file because it alreafy
Has a full gamedata cop folder
And full rawdata folder
Is there any way to attach the zombie models to the npc stalker models?
Or is it randomized?
i want to know if is attached to an specific npc model the zombified model by any ltx config file
cause i was playing and a bandit just become a mercenary zombified on an emission 
is there a mod that lets you actually manually play the guitar with buttons?
nope
Yeah, zombie models are only a small number compared to the NPC model variety. They are distinct models.
but is there any kind of relation between zombie models and the npc model? something that makes x zombie looks like x stalker or at least something similar? cause you can see some npc turn into zombies in a blowout if you enable that option
No. The game picks from the available zombie models and replaces the NPC
Thanks for the info i was looking for a config ltx but seems that this feature does not exist
How can i set the sounds when you attach scopes at the weapon? it is on his config.ltx?
how hard would it to add new consumable items to the game? i basically want to make a mod that adds more drugs to the game, right?
so players can get their walter white on and slang chems in the zone
and im wondering how feasible it is to learn how to do that with no experience with modding, or if its a far fetched idea and not something worth even trying to do as a newbie
im not sure if there are guides or places to start so please inform me if anyone can c:
Hello,
Is there a way to see the name of the ambient track that is playing?
i think it should say in the console somewhere when its playing
not sure though
wpn_rem700_aics:0:0 <----------what does it mean those 2 values after the weapon name when you are adding a new weapon to npc loadouts?
attachment and ammo type
is the 0 something like all avaibles on random or something like that?
no that'd be r
wpn_l96a1m:r:0
like this one?
and the other 0 is the ammo¿
ammo type 0.... it's the fmj?
i guess i should only check a similar weapon and copy those values
Gracias Juan 
De nada Sergi
is there a way to slow down the running speed of stalkers in general?
it would be amazing if the crazy running speed of enemies in fights was lowered significantly
I believe there's a mod that boosts the speed of NPCs, look in your Mo2 with search terms related to it
naah you've caught imposter syndrome my dude
I just repurpose code written by people that actually have a grasp of the engine and programming
That's worthy enough if you know how the pieces fit. A step toward proficiency
LOL
This sounds soooo mysterious...
Makes me proud to know that I hold possession of this Ancient Knowledge

Read these, thoroughly:
- https://igigog.github.io/anomaly-modding-book/
- https://sdk.stalker-game.com/en/index.php?title=SDK
- https://www.moddb.com/games/stalker-call-of-pripyat/tutorials
Everything, not just COP related stuff, SOC and CS too (the game does not matter, the terminology is the same in all of them; and a COP map practically works straight in Anomaly). On moddb only the level design related stuff is needed.
If You did it, think You understand it, and You are still ready for it... come back
Browse S.T.A.L.K.E.R.: Call of Pripyat tutorial direct from modders.
that is a lot of stuff to learn but i will, it will take some time since i dont have much free time
thanks friend
Xcvb: I wouldn't bother him 
He is a nice guy, but afaik he stated that he will NEVER EVER touch Stalker SDK again 
(which means he won't want to talk about it either)
Oh, did I scare You?

Yepp, and that's just the tip of the iceberg, since there will be fresh issues when You start working, which have no tutorials about.
Of course, there are modding related stuff in the Anomaly modding book and Stalker SDK too. You can skip those.
But You should read these, these are needed. Unless those people gonna have to describe it, who will help You. It would make our life easier 
Who have? For example my precious free time is consumed by this monster, which is called 'Stalker Mapping'

I have been adding some weapons, sadly those even having the same inspect animation than others that works it doesn't with the last weapons added, what could it be, probably the bones? anm_bore = ddm4v5_hand_boring, idle <------------that animation is working on a diferent gun from the same modpack
But seriously, although smokey didn't mention me (which means 'officially' I shouldn't suffer with teaching rookie mappers
) , if You educated yourself a bit, and get stuck without help, ask me. I'll gladly help if I can.
But chances are, that I have even less freetime than You 
And I now how painful it is for a 'teacher' when You don't know the very elementary stuff (been there 😏 ).
What did You map for?
MGSV
new maps and ACCs
but making maps for mgsv is very limited, no custom terrains and no navmesh :(
Oh, You want custom terrains too? Then You must know blender perfectly well 🤭
If not, then add it to my list 
is it possible to edit the terrain decals on those ?
Yeah, terrains don't have much polys, and honestly they don't have to. With lush vegetation, You won't see it anyway
The terrrain materials are drawn this way: https://igigog.github.io/anomaly-modding-book/mapping/multimaterial-terrain.html
You can change/add custom materials, and You can change the pattern as well, with a relatively easy process (You don't even have to touch the SDK)
i thought it would be a bit more complex
There are three materials on that terrain, and they are configured by a simple basic coloured map, which You can even redraw, and add it as a mod.
wow
is there any "rules" about map making ? like stuff that can cause issues etc...
what software is used to create those textures ?
Anyone here have any experience with creating hotkey mods? Been trying to bind a hotkey to the filter swapping animation in Toxic Air and I am stumped. Managed to achieve it in Western Goods with the BIC Lighter but this is arrrrrrd.
You can either paint them on top of a uv layout you'll export in blender and then paint in paint.net, gimp, Photoshop,etc. My preferred solution is to paint it directly in Blender with the texture painter mode. Substance Painter too will work decently well and allows you to preview your work without being in game if you set it up properly
meadows terrain is huge
i don't know why would they even release an unfinished map to anomaly
literally grass going through asphalt
bad mask file
Does it really? Didn't notice... tho when I played Anomaly 'properly' was a long time ago, and I didn't look at the maps from a designer perspective.
Let's fix it then 😋
literally anything, any image manipulator
do i need any plugin, like the NVIDIA one ?
You will, the game only accepts .dds and a few compression formats
Only one, but it is very important, a Golden Rule: 'Don't do stuff which crashes the game!'

Why? you dont need any fancy tools
Like you really dont
Gimp can do DDS export, and most of the times it's fine. Paint.net too. The safest is to use the built-in image editor to convert. Or a separate Stalker DDS converter
i use paint.net and gimp
just find the compression setting from the modding book.
yeah, exactly
like if you know photoshop and are good with it and have it use it, but then you wouldn't need to ask about a dds plugin you'd just go find it. if you need to ask the answer is: use gimp or paint.net
(gimp and pain.net is a very differnt part of the internet)
'pain.net':

Decompress Anomaly dbs and start to get familiar with it. If You interested in terrains, then search for the ..textures/terrain dir; the *_mask files are responsible for the material blend. Open one in Pain.net, invert alpha and You'll see the image I sent above. You can paint anything on it with the same colours. Invert alpha back, export it, and load it into Anomaly as a mod. The terrain material patterns will be different, according to your changes. If I'm correct, tho I have done it only a very few times, and now I'm not at my PC
Simply because I like muh fancy tools and I actually use some of the more obscure features like alpha coverage and such
Plus the display compressed previewer is a nice quality of life feature for inspecting the output and alpha channel tweakings
mask files are responsible for where each different material is located on the terrain
level shaders do the material blending
how can i use the animation that a gun makes when you stay without moving to inspect animation?
Yeah, precisely. Let's talk clear 😏
My terminology 🙄
Anyone who knows how to implement guns into stalker gamma? I have reload animations and model
Create a new LTX for the weapon, or reuse one of a similar gun, drop it where all of the other ltx for weapons are. Drop the weapons in the right folder, reference it properly in your LTX and make a world model and a hud model. Make sure you have your HUD animations all packaged in a .OMF, reference that too in your ltx and voila
What's a ltx?
Do I change the directory of which these callouts are connected to?
I only have like Maya reload animations and model
could do channel remixing to get this out of a openGL normal map
wait thats materials oops
maybe blender weight paint export
You'll need more than that, you'll need a take out animation, a fire animation, an idle animation, a fire animation, an unjam animation, a gun switch animation, etc
No
Red is grass
Earth is blue
Green is asphalt
White alpha is sand
You'll need to point to your new weapon in the LTX file yeah.
Weapons world models go in Gamedata/Meshes/dynamics/weapons
Weapons HuD models go in Gamedata/Meshes/anomaly_weapons
Hands animations go in Gamedata/meshes/hud_hands_animation
Textures go in Gamedata/Textures and you need to make sure that the HUD and World model all point to the same place for the relative path of textures
You can make a wpn_''insertWeaponName'' folder under every one of those if you want to stay organised
Oh and the weapon config files (ltx) go under Gamedata/configs/items/weapons/
I guess you can reuse whatever is a similar in terms of sounds and use those, tho they might not match to your gun's animations
Thanks I'll try
For clarification a weapon's world model is the model that the engine uses whenever a weapon is dropped into the world or put on a rack. It's also the model used by NPCs. You need to have a least a ONE bone shape (or collider)
weapon HUD models are the models you hold in your hands and displayed up close. Those don't need collisions
Those two models need to be exported in the engine format for models, which is .OGF
Can anyone tell me where I can find the Body Health System config file? I want to remap the 'Hide UI' bind
Just check your MCM and check MCM all keybind, find the one responsible for the hide ui and remap it there
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 262
Description : fatal error
Arguments :
2 : [Lua] c:/anomaly\gamedata\scripts_g.script(902) : get_magazine_caliber
LUA error: c:/anomaly\gamedata\scripts_g.script:902: bad argument #1 to 'string_find' (string expected, got nil)
Check log for details
stack trace:
what to do? UGP + mags 2023
It's not there
where can I find the config file?
Thank you for this. I'm doing a very simple thing for myself, and though I'm pretty sure I've duplicated the models I need, when I try to use the gun, I have no HUD model.
Place mags at 202 in load order
I didn't understand
Check the mod files
You're probably missing some hand animations or something, if the weapon isn't pulling up. If your hands are empty and you're not crashing, it's probably a bad animation
No hands at all. The gun will fire and empty the mag, but no reload. I think what I'm going to do is start over and let it reference the original model and step through until I break it again.
Expression :
Function : invalid_parameter_handler
File : D:\a\xray-monolith\xray-monolith\src\xrCore\xrDebugNew.cpp
Line : 1057
Description : invalid parameter
stack trace:

Sounds like it doesn't want to handle your D
I can't find it, that's mainly why I'm asking
anyone know utjans discord?
they are on the anomaly discord under that name. go find them there
This was a corrupted install holy shit 
Wait no
Expression :
Function : invalid_parameter_handler
File : D:\a\xray-monolith\xray-monolith\src\xrCore\xrDebugNew.cpp
Line : 1057
Description : invalid parameter
stack trace:
It's still there
what the fuck
Expression :
Function : invalid_parameter_handler
File : D:\a\xray-monolith\xray-monolith\src\xrCore\xrDebugNew.cpp
Line : 1087
Description : invalid parameter
stack trace:

This error is the bane of my existence
I remember getting this error a lot when I started porting my map to anomaly
didn't know what it was until I realized that...
I had to merge all.spawn with my level spawn file
In my case seems to be a corrupt MO2 instance
Unpredictable error though
I mean it can be caused by mods but the hardest problems are the ones you don't know the source of.
Especially that error since you don't know what is related to that crash
it can be anything
Hey guys is it possible to change the look of dead bodys? would i have to change the sprite or something? ( I want to make a mod where once a stalker is killed his dead body goes blurry) something like this Bodycam game but the whole body instead of the face. If anyone knows if something like this is possible, i want to get to work on it sooo lemme know plz
I'm not big on xray modding in the slightest, but you might have to search the file contents of the modding you're doing with parts from line 1057 if that's possible with files like that?
Or is that something that's genuinely entirely unsolveable without withcraft? I've seen a few of those in Zomboid conflicts lul
Yeah that's true
Back when I was playing just Anomaly + BaS I literally never crashed
Ahh, gotcha
Yeah I had to find some ancient tombs to figure out wtf broke every single Linux guide at the same time to write up the new one

The soul of the server system administrator is used to this kind of pain
To actually make a video effect would probably be very difficult. What might be easier would be to have the dead body models get swapped with a pixelated one. I get it would look clunky.
The strange part was that it seemingly started breaking out of nowhere
Turns out the new DLTX(did I spell that right) .exes hate three things on Linux: The anomaly and gamma folders being placed in "not the right" location, Proton versions newer than 7.*, and ReShade/GShade
But at least it launches with the shader mods enabled now, so that's neat
But actually speaking of mods, what's the technical highest quality encoding formats and settings that can be used for a music mod, and what's the generally recommended highest of these for one?
@naive snow I discovered that the background layer with gaussian blur trick works with anything as long as it's a background layer and it's not touching the icon
So now i'm doing shit like this
AND I WILL KEEP DOING IT
And the icon looks great in game :)
shootgun :)
You're fucking insane. Great idea
And no one knows
Damn
Compiling the music for a faction-specific music mod is surprisingly hard when you want it to be both fit the gloom of zone (but not being full blown depressing like 'I Could Live in Hope' by Low) and still sound distinct enough to fit the factions
I figured a trader radio wouldn't be playing assblaster 220bpm music so that narrows it down too lolol
someone should make a script that disables sun shadow in underground levels
This is cursed knowledge that'll hunt me
Most underground levels already have the sun intensity set to zero, effectively disabling the sun
i might be wrong but it still uses fps no?
No?
I'd have to get a renderdoc capture of something like agroprom, but normally there's no cost for the sun when underground
oh ok
anyone knows crooks discord?
can someone take a look at this mod and think of a reason why the FUCK is this breaking mechanics ability to tell you to fuck off in regards to repairing/upgrading? https://www.moddb.com/mods/stalker-anomaly/addons/promzone-level
I'm able to upgrade and repair with mechanic with this mod enabled
do u have an idea which file was added to stop mechanics from repairing shit?
No clue i don't use gamma
also can anyone explain how sky texture mods are being used in the game? how does the game select certain textures, because so far none of the sky mods I've tried did anything
Probably because the files overwrite some of the XML dialogues for mechanics
I managed to get it back to normal by fucking with the priorities and this mod below levels seems to be the thing that changes that
You'll probably break some dialogue or quests, but hey whatever works for you

I think the dialogues are custom files based on level names similar to CoP
I'm not very sure if that is the case
Yeah but what will break is probably for the characters present in the base Gamma or Anomaly maps, the ones that give the quests to explore the new maps. Those characters will probably have messed up dialogues and quests.
oh well unique npcs be like
New Levels is not the mod causing that to happen, at least it doesnt happen for me with that mod.
Nah I've played through the story for the levels they don't use any mechanics for it
Don't you need to talk to certain npcs to trigger the questline to unlock the new transitions?
Not for me, the quest givers are Sakharov in yantar and bar man in rostok but all the transitions were unlocked already without talking to anyone. I dont know if turning accesable zone off changes that.
I think Lukash and some general in rostok have dialogue too but I didnt need to talk to any mechanics at all
Either way I dont have that bug with new levels so i doubt its causing it. Hard to say unless they post their full mod list
For me it happens once I turn it on, not touching any other mods, but I could try it later on a 380 modcount preset
are loading screen limitations hardcoded? in particular is it possible to use fullscreen pic instead of the usual overlay with a picture in the center and remove tips?
It's just a jpeg
If you find the files for the screens you can change them to whatever you want
Hi guys. such a question. how can I increase weapon damage in the game files?
So, I made my own alteration to the "Sleep without Shelter" mod, so it works with Grok's balance mod (Needing to be tired and not bleeding/radiated to be precise), and it allows me to sleep anywhere (Even in a open field). I send @halcyon plover a copy of it, and it doesn't work for him. I'm so confused. It's the same file, bottom of the load order, everything seems to be the same. Any ideas what might be causing it?
If anyone wants to take a look at it, I can PM you a cope of the altered mod.
Increase its hit_power
It doesn't work, I've tried
Did you check if the weapon had any mods that wrote to its file?
The basic formulas (momo pls don't be mad) very roughly is hit_power * bullet damage
Are you both using it on vanilla gamma or do you have other mods aside on top?
I have modified all the XML files related to this weapon
I don't have it on top, and we have some different mods. But even if he puts it at the end, it's not working.
I would suggest testing it with just gamma's stock 446
Mine works fine wherever iti s, as long as it's above "Immersive sleep" and "GAMMA sleep balance"
Why would you modify the text descriptions? It's the ltx you need to change
Easiest way to diagnose when something breaks is to strip everything down the be essentials and turn on mods either in series or one by one until something breaks
oh, yes, I did not change XML, but LTX
So even if it's not saying so in conflicts, something could still cause problems?
What weapon are you changing?
we both have dynamic emission cover, right? the only difference between our games is that im using the soulslike game mode
Rough. Like finding a needle in a haystack
DVL-10
Urbana or Saboteur?
There's heuristic ways to make that hay stack smaller at least
Yeah, I have dynamic. And I'm not using soulslike
with a suppresor
then by all means it should work 😭 the other custom mods i have are completely unaffected by anything sleep or shelter related
Are you editing the right section of the ltx? Did you maybe edit the Urbana section instead?
maybe the soulslike mode is doing something? it has a UI change for the bed, 'set spawn point' maybe it's messing with something else too? although it shows zero conflict or even overlap for that matter
Well, I've heard of a change to the DMG value of a mace causing players being able to jump into space in some game devs, so, it's possible.
No, I definitely changed that dvl
Turn on debug mode, start a new save without soulslike, and spawn a bed?
reference for the issue
i'll try
Oh, yeah that's not at all what I get. I don't even get the menu if I can't sleep there (not tired or I'm radiated)
there's no way to get rid of soulslike mode mid game right? 😭
Definetlly soulslike then
shittttttt another run into the trash can
Start it up on a non souls like run and see
For me, the menu doesn't pop up if I can't sleep.
god dammit
Try it first.
I just tried and it works perfectly fine for the wpn_dvl10_m1
ok, i will try it again
can you send path to the file
?
@halcyon plover Any luck?
Crashing? Never experienced that. Bummer
yeah because a piece of shit controller keeps making me kill myself despite the fact im on god mode
Occasionally debug will just crash
So I gotta spawn stuff in
Default 0.85
vs
Modified 1.7
What the heck were you modifying then?
@dapper moat @fair canopy yup. soulslike was the issue, thank you fellas
sucks though because now i gotta restart a run AGAIN
i dont fucking know ...
Well, think of it like this: When you DO start a new run, the zone will be your oyster! And now it's finally solved.
i was getting so into the hang of it though 😭
Yeah, I know the feeling. Sucks, bro. It is what it is.
Just use the weapon stat editor next time instead of fiddling in files
Does that actually save?
You just need to spawn in a new gun
He doesn't change anything о_о
but the ingame editors aren't persistent
it just saves the values to a cache thing in appdata
It's good enough to test out numbers without the whole hassle of F7, nump0, F5. You can then just paste the adjustments into the proper ltx
You still need to edit the actual ltx file and reload your game properly with F7, num pad 0 and F5 in that order
so I still have to go into the game folder?
Yes
are there any Anomaly mod makers here who take commissions? send me a reply if you'd be open to hearing an offer and possibly making something custom for me, I really want a specific mod and I'm willing to pay for it if it's possible to make.
how tough is mod making for STALKER anyway
depends on what you want to do
i have a very specific idea for making a mod that i want to try my hand at doing myself
i always thought it would be a really cool idea to do a playthrough as a "Journalist" who snuck into the zone with a cameraman for the purposes of recording the "truth" about the zone and then sucked into the vortex of violence and mystery that is the chornobyl exclusion zone. the mod specifically would be for a companion to follow you around that can't get hurt or targeted by NPCs cuz he's just the camera guy wandering through the zone. he'd carry one of those bulky shoulder mounted cameras
mfw you have this guy following you around in the zone:
personal stretch goal would be to make it so i could actively record the camerman's POV or something
ok yeah good luck with all that

Funny thing is there is no real reason why nobody wouldn't shoot the camera man
like it's not even hard to pull off since you can make the guy be trader faction so that nobody pays attention to him
but like for vvhat pvrpose
that is cringe though
not only that but the model
the guy explicitly said that he doesn't want the cameraman to be shot
Sucks to suck, but those shoes look mighty fine to bandits
Even mutants don't bother traders last time I checked.
They're a truly neutral faction.
So Traders are really Switzerland of the NPCs 
anyone got EFPWP working alongside gamma?
i have it halfway working still getting hud animation errors for certain guns
i think its just the mp155 and sv98
Hi, how hard would it be for someone not very familiar with modeling or coding to take animations from a gun and fit them onto another very similar gun?
You need the old bas hand animations for the shotgun
alright, i need a bit of help here. decided to make a custom nosorog, with crafting etc, and so went out to do just that. its just fileedits, using the standard monolith textures etc. works well, but it all references base anomaly stuff, not gamma. how do i make it so its is in line with gamma nosorogs, meaning no helmet, lesser stas etc ? what files in gamma do i need to pull from ?
Did you have red message on console when you equip some weapons telling you something like no effect g28 ? I get this red message on console, game is not crashing but I don’t like that 
You probably need to setup recoil effects
Not every console message is a doom message
i thought the same but i have a config file on plugin that came with the mode that should be for that, but now i'm not sure....
G28 doesn’t crash my game but I didn’t take a look at console
Mp5 hud animations are crashing my game when I enter army warehouses though
where can I find these which version
Meshes too? I’m effectively just removing the mp5 from efpwp right
yeah, remove everything related to mp 5, i suggest you to go to this file mod_system_zmaidports and remove mp5 sections too
Thanks I’ll try that when I get home
the only thing you probably should have is the texture folder, and i'm not sure, some weapons depend on others texture files like lasers
EDIT: I was able to combine the two models (selecting then Ctrl + J to join them in one) and export the result succesfully, sorry for the ping Dux
I was able to finally export the final result
It should work I think, I need to test that out
this dude left the steppe eagle with nimble, I guarantee it
Wha
Hey, everybody. Can you please tell me if there are any guides about ogg files? I want to add new guitar tracks, but I don't know what bitrate is supported by the game, etc.
gun lore
your idea already has a hook, get to buildin' lore says alone, so unfortunately your cameraman dies. probably to join monolith
RIP
Story ends with the pair gettinbf captured by monolith with the journalist escaping and trying to determine camermans fate
Stalker sound files have to be 441000hz and mono
Thanks, I already found out about it. Does bitrate matter a lot?
44.1 not 41
I don't think so
Okay. Thx bro.
So, folks, I have a thing I want to do. I want to make a compatibility patch between psy stress (WITH ITEM CHANGES (THIS IS IMPORTANT)), and GAMMA medications balance in a way that isn't clunky. They're incompatible because medications balance changes cigarettes and vodka stats which still take effect even if psy stress is loaded after (has higher priority). A clunky "fix" I've found is to just delete the lines in the config files for GAMMA medication balance that reference cigarettes or vodka but I would like to make a downloadable patch that's way less clunky than this.
I'm not currently at my PC so I can't do much yet but any pointing in the right direction would be sorely appreciated.
I could just make a copy of GAMMA medications balance with the edits and just tell people to disable the original to make it work but I think that's really inefficient and there has to be a better way to do it.
Thanks!!!
this worked
although im crashing whenever i throw an impact
LUA error: ...lker/anomaly\gamedata\scripts\bind_impact_grenade.script:25: attempt to index global 'efp_utils_mcm' (a nil value)
🤔
Anything can be patched bro
I’m pretty sure the solution is in this chat I’d just have to dig like an archaeologist
i wonder which script it could be
@undone lily sir asking you because it's your mod, but in BHS you can hide the hud using H, but it's not persistent through changing locations/reloading saves, any way to fix that?
bruh mf just pinged grok
there is a way to fix that, by editing the script and making it save the UI state. Or so i think anyway
is it possible to have mercs speak both english and russian?
would deleting some of the audio files in the better mercs mod work?
im confused why would I need to rename anything in that case
if I would only be deleting files
I guess I'm gonna have to delete whole folders to avoid one person speaking two different languages
thats the problem i knew youd run into
youre replacing the files so they need to be the same name
game need to find the right file name
Just remove the feature if you don’t like it ?
Like make the zzz_player_health.script empty
he wants the hud gone not the whole thing
Yeah but without the hud how are you gonna see your health etc
real
I wanna use the hud in certain situations, but keeping it off and not having to manually turn it off every location change/save would be nice
yeah but here is the thing, if the mod is replacing files that already exist, wouldn't deleting the files from that mod not require me to do anything else? cuz the base is russian lines and the mod is english
try it out then delete about half from the mod and listen
or just turn the english voices off they suck anyways
better yet get the original english lines
replace merc mob voices with the cerberus from manhunt
is there a mod for htat? I never heard about english merc lines in stalker
the trilogy has an english dub
but it wasn't nowhere near a full dub tho
it had some critical lines
like grenade callouts
and story related ones
i want a bit of nostalgia installing this now actually
these have merc lines
Then check DynaHUD mod
that one is bad 
But that’s more or less what you want
Otherwise you need to modify the BHS code to save the HUD state
would it work if I were to copy some lines from dynahud if it has that?
Just code it yourself
store the hud state in m_data and make it load as well in save state and load state functions
Was going through the change logs for the last updates. I noticed some new guns added and I looked in Nimble's script. Am I correct in assuming you can get the pkm siber and pkm zenit siber from completing a quest and trading with Nimble?
any way to check which script made a news message appear?
Try dynahud maybe it cover your needs
use search in files. Type in the message text
hey how do i dissable blur on high power rifles i find it a bit annoying
Try on sss settings at mcm and look for the blur options
well ehh i want to disable the sss settings all together because it keeps enabling depth of field
and i keep getting this issue when disabling screen space shader
let's keep the conversation on the https://discord.com/channels/912320241713958912/928715640968212582
pls make random or as a beans debuff fart mod that breaks stealth, ty
Ass cheek clapping stealth break mod
I need to hear my cheeks clapand so do the bandits I'm sneaking up on
I have an affection for the awful Clear Sky English dialogue


