#╙🖇mods-making-discussion
1 messages · Page 50 of 1
someone should make a mini inventory for mags and food/cigs,
so that the backpack can be put back and make it not so annoying for players.
i mean the backpack is a long animation so having a small pocket or somthing as a keybind with little to no animation would be great i dont know how to make mods so im just throwing it out there
its hardcore so if you have alot of stutters or u lag i wouldnt recommend
but yes if you get shot in the arm it affects that part body and head are the assets you can drop leg and arm health but when chest or head reach 0 you die
There is no backpack animation
i have a backpack animation lol
That is your mod
maybe
did you say go to hd models discord or the actual mod ?
ill do both fml
Just HD models thread
why would i point you to another discord
im troubleshooting rn
Oh holy shit
Hi, everyone. I'm currently want to edit a mod for my personal use. But I know nothing about modding.
Is it against this forum's rule to post a link to a mod and ask about how difficult it is to change it in the way I want it?
I'm assuming this is where you post your question about modding.
People ask stuff like this often. I'm pretty sure you're okay.
I see. Thank you for responding.
what I want to change is just change it from consuming stamina to damaging psy-health. Is it easy to do or not suitable for a newbie?
Inspired by Cyberpunk's Sandevestian which the user slowly loses their mind or "humanity", the more they use it.
100% not lore friendly (lol) but I just want to use it and I think stamina cost is not really severe because its regenerate relatively fast anyway, unlike psy-health.
I don't know anything about the technical aspect of making this change, but I actually like your idea as a means of balance.
Way less easy to just cheese bullet time
yep, I also considering applying a fixed amount of damage or dizzyness effect to player after the bullet time run out as well.
But that just an idea and I think it is too much for a modding noob like me, so I'm ok with just psy-health damage for now.
I can't test it right now but try replacing the line 126 with
arszi_psy.set_psy_health(curr_power + (drain_rate_base * drain_rate_coef))
And line 124 with
local curr_power = arszi_psy.get_psy_health()
@steel verge
I just tested it and it works. Thank you so much.
now, I shall find a way to make it last about 6 seconds. Based on the Apogee Sandevestian which David canonically used. THANK YOU SO MUCH, ONCE AGAIN
time to continue my suffering in the zone as a guy with a barely able to used cybernetic enhancement.
@thin kelp Hi again, I have an important question, would it still work ingame if I "customize" a model by cutting down some parts ? For exemple I have cut down the "jacket" part here to make room for the Skat armor on Rogue, would that bug out in game or render just fine ?
thats essentially how to do kitbashes, ive done a similar setup like that for some factions.. you just need to make sure to join it all into one mesh. and make sure that the vertex groups are all correctly assigned, some models can have slightly different areas where vertex groups assign to when you join them, so its good to make sure to look at the groups, highlight them in blender, make sure it seems correct and that the vertexes in the group are all in the same area or part of the body. Generally it will auto transfer groups alright but its worth to double check.
Let me know if you get any issues or have any other questions about the process
I think it's good if I understood correctly ? Won't that be a problem though in game ? It's a T-Pose here, but arms will be moving ingame so I'm kind of afraid to see if gaps of emptiness will be present honestly
that is all of the vertexes highlighted at once, you need to check each vertex group, should be groups for hands, legs, pelvis, head, ect
Okay, let me see
How do you highlight them separetely ?
should be in here iirc
Yeah, found it, thanks, I'm selecting them one by one right now
So basically if all the vertexes groups I'm selecting connect to each other it's all good ?
you want to catch any discrepancies, if like. the torso group has vertexes that are on the boots for example
Got it, so far so good
I think I have the issue yeah, it shouldn't highlight on the other side right ?
Same here
yeah so you can from here, select those outlier vertexes and click "remove" in that panel to the right, but make sure you only have the outliers highlighted during that
hi maybe some one can help ive tried adding weapon of efp to add more weapons in the library but there a problem whit the 3/4 of the mp5 and make me crash when someone near me got it in is hand (ive already tried in efp discord and got referd back here)
Sounds like you're missing the wpn_mp5_sk1_hud
Would it be somewhere in the file of efp? So i can compress it to mo2 or put it directly into the folder of huds
I taught maybe it would be a conflic of overwrite or something like that im trying to patch it up ive found the location of the hud
it stil crashes after ive tried replacing the mp5 hud whit the one ive take from efp wepons folder
I am not sure if asking something like this is allowed but
I'd like to commission something from an experienced modder if possible. Basically, i want to mod a few new things into hideout furniture. There is a guide to add new objects but I find it kind of overwhelming as someone with no experience making mods and im willing to pay someone a bit of money if they would do the tedious part for me and add the things i want
Suffering in the zone is life in the zone
the main thing i want to add is placeable sandbags, a placeable wall, and a placeable generator prop - all of which are props in the game already (if we get more ambitous with the idea, I want to add items that let you build your own base from scratch in a way, but I am keeping the concept basic and plausible for now)
https://docs.google.com/document/d/1m3UTzZBNaOmU6k6HOA3kfZ9D50YdQzPQOiJ-6xiLwnI/edit considering that and the fact theres a guide here - hopefully someone will take up the task if i offer to pay them for the work c: send me an @ if you read this and want to give it a try
You should make it a completely separate weapon and see if it works first before replacing another.
You'll have to change all the IDs and references in the ltx file, but at least you can isolate what the issue is to your changes and not have to deal with the default gun too
Maybe it's a strange question but I want to know how can I have alpha and colour channel in one ?
Like there's a texture and it's using colour and alpha
How can I make something like this
I saw this in asphalt texture if it's possible please explain why it's only happening with asphalt texture
Thanks 
when i open textures with GIMP, it supports transparency and colors, your image editor must not (or you need to set the project you made to use a certain color or image mode to support both)
ill try isolate the mp5 and install it apart whit mo2
look like its running smooth whitout the mp5 in the files mp5 itself works some maybe i was kinda right thinking it would be an overwriting of something
Hi guys today i just dig myself into the GAMMA and i found a bit annoying so i make it a bit immersive now using 501 mods correctly fine together
containing more foods lotta animations mask overlays a zombie apocalypse settings with good chance of loot but not too much it depends actually on u like u know before
actually find some really intresting mods what i want to share here hope u enjoy or take some advantages from that ^^ if u need help to make it work together just feel free to chat me ^^
maybe you know some about installing efp wepons pack to gamma
or learn a new skill
hmm lemme see
ive tried isolate a wepon that was a crash problemeatic but now its an other guns doing that
was the mp5 before that was doing it now its the sv98
maybe would need a ui fix mod or some like that
i try to install to my game and check the solution
thx men
no prob bro
found some problems
Grok's Ballistic Overhaul and Arti's Ballistic Overhaul
these mods are just conflict together
two very big weapon pack mod
then disable artis bro
exactly
why would you use 2 ballistic overhauls at the same time
u misunderstood
these of the 2 if used one with efp thes conflict
did taught i would have 2
well i did manage to get glocks ballistics overhaul to run in anomaly
vanilla anomaly
well that's nice
you just need to copy and paste a few mods from gamma to efp
i dont which ones were called i forgot
idk bro im just learning the thing u know, im greetful for you success
i do remember that it was glocks actor damage balance something called like that
and close quarters combat
you should try to copy and paste these addons to efp
smokey bro can i share here some kinda immersive mods or better on mods posting?
would it be gboobs ballistic overhaul that would pose problem didnt seem to have artis ballistic overhaul got the parts overhaul from him
if you made these mods then you need to post them at mods posting channel
you can share links (mostly stalker related) to most channels in this server
then maybe that overhaul yep sorry for i didn't installed yet just have some thing to do im now arrived from work to home 😄
i aprociate it thanks
no stress
here a crash logs from a sv98 if you see something i didnt
you should ask the support channels
i dont use gamma anyways
if you're using default gamma go to #🔨base-gamma-support
if you're using modded gamma go to #🔨modded-gamma-support
you know we could use a "mods-discussion" channel tbh, somewhere to discuss mods when you're not making one, or looking for technical support - like just a place to chat about stalker mods or share mods like mr. wierdo was trying to do earlier
oh so like general chat and modded support right
well modded support isnt really the place for casual discussion about mods
and general chat isnt focused on mods specifically
wdym it isn't
what do you mean? im not trying to argue
there are like 15 or 30 people
that know how to make mapz for stalker anomaly ever
and probably hundreds or a thousand at best who know how to make maps for original games
im just saying it feels like there isnt a place to just pop in and share a link to a mod like "hey this mod is cool check it out", or "anyone have a mod recommendation?", support or this channel isnt really the place for that
and general chat isnt either, unless its fairly dead and theres not a convo happening already (im speaking from personal experience because ive asked about mods before and there was already people talking so my off topic comment just flew by basically)
i think it would be nice to have a mods-general for those kind of posts
then idk talk about it in a suggestions thread
ok c:
HUD models are the first person gun models, not what is typically referred to as the hug in this game.
(in other words, not the UI hud)
Taught maybe somebody would maybe already made a patch
Anyone know which files / mods are responsible for the new changes to mechanics and upgrade installation? I'd like to disable them so that mechanics can upgrade my equipment again and so that installing upgrades at a bench requires repair kits again.
Thanks, does this also revert the workbench change or is that something separate?
Nevermind, I think I got it.
Anyone know why the Gunslinger guns for anomaly mod breaks the base aek971's model and animations but the aek973 and aek971 Duty Camo work fine?
anyone know which channel to go to about making a tab/page for the mcm addon menu list im trying to make one for an addon that I am working on but i can't get it to pop up even though everything looks right
the bracket after gr should be on the same line as gr=
like gr={
instead of gr=
{
I think there might be some more typos, it still isnt popping up
Just copy an existing MCM script
Hello, I need help for modifying a script but I don't have much knowledge...
I would like to use the T-7 Thermal Goggles mod for it to work which is the EOTS-62 (gauss_sight).
Any help will be welcome, thank you.
You can mp me.
hi, is there a way to delete dynamic radiation fields in active game? im sick and tired of irradiated camps that make me a dead man within a minute. for example agroprom factory is completely irradiated, cant stay in there in case of emission. or car park in jupiter, walk past and youll be vomiting your guts up (this might also be because i took several mods out that might adress this, who knows)
took a look at the script that creates dynamic radiation fields "gamma_dynamic_radiation_areas_from_arzsi.script" and it doesnt keep track of the generated fields anywhere? anyone know how to just loop through radiation fields and delete them? i dont care if it nukes vanilla radiation fields. just sick and tired of getting radiation poisoning from just looking a certain direction
radiation fields change? i rarely ever run into a radiation patch let alone one that will turn me into swiss cheese
Why not equip something with radiation protection?
Otherwise above
In regards to this issue, if I attach a kobra sight it fixes the model. Any idea why the base model breaks like this?
can you point me to the script that changes them? i cant find it
i do, but radiation damage is still way too high for my liking. otherwise the only thing left for me would be to just turn up passive radiation level decrease
Im not too sure about this but...
G.A.M.M.A. Radiation Dynamic Areas/gamedata/scripts/gamma_dynamic_radiation_areas_from_arzsi.script
set those to false, might do the trick but im not too sure
alread did that. it seems those variables are only used once when a new game starts
i could make it generate new ones every time i load the game, but that would be the opposite of what i want as it doesnt remove the old fields
guess ill just ahve to set the radiation_v to a higher value in actor.ltx
thanks though
well by default there are rad fields on base anomaly not sure how to tone them down tho
besides tweaking actor.ltx
yeah i know there are some, but i dont remember them being at the camps where stalkers sit down at a fire. so those are probably those dynamic ones, and i thought they would change after every emission, but looking at the code, they dont. they get generated once at game start and then stay
So I figured out what happened here. The model broke because I had BlackGrowl's extra guns replacer disabled, but with it enabled I lose the duty camo aek and the aek973. Is there a way I can reintegrate these back in?
You talking about these fields in the ltx?
The problem is if I hide this ltx the original aek971 model breaks like in the video, but if I restore this mod the model is fine but it turns the other two guns into the base model.
you have to merge that into the winning ltx
you have to setup a dummy weapon with the old aek models and then have those pointers , otherwise its going to use the new aek model and break the ones you want
easiest way to do that would be to copy the whole old ltx into the new one at the bottom and rename the original weapon then point those sections to the old aek
or actually you dont even have to do that, rename the ltx that is getting overwritten and then just rename the weapon section and make sure those sections point ot the new weapon name
Aight, thanks, I think that fixed all the broken guns I had so far.
doesnt matter
really
because i've had issues with putting the bracket on its own line before
the exact same thing
mcm tab didn't pop up until i put the bracket next to gr
you had a different problem then, in this case it wont matter
stealth indicator
Oh, is that new?
can i just mess around with cordon and put the modified version in the gamedata thing? or will something break
its really broken for some reason too
Ping smokey, he's the most knowledgeable about getting maps in game. There's a whole bunch of compilation work needed for maps to play properly
The white stuff is occlusion portals and collisions
i mean i managed to change stuff for the debug area, i think the issue was a file thing
heres what i did to the debug place
who?
I wrote his name @surreal gust
You can only replace (not add new) the geometry in existing levels
aw
Otherwise AI map won't be 100% accurate
what about removing?
You can't
You can only replace that object
with new one or one with higher polygons
You can add more objects in the outside boundaries of the map
That's because there isn't any AI map there
You will need the source files from CoC (levels, etc: escape which is cordon)
isnt that in the unpacked folder?
oh
idk what that means
it will do the light baking and other necessary things
it will take hours depending on build quality
They aren't broken
The white things are collisions boxes for bullets and other dynamic objects
Just use the source files from CoC they already have everything you need
where would i get them?
from moddb of course
is that what the sdk is?
Don't download the SDK from here
I think this update file has all of the map sources I think
get the SDK from here
Watch tutorials in youtube
Most of these are CoP SDK tutorials but they will work for anomaly too
if it isn't in english you can turn on the english subtitles
guys, wich file i must change for changing crosshair? system.ltx in gamma ui folder do not work
Has anyone made or can anyone easily make a mod that replaces one of the better knives in the game’s model with a sickle?
hey anyone that can help me make a desert eagle fire sound mod for gamma that doesnt crash my pc?
because ive tried but gamma doesnt like it when i try to replace the original audio of the desert eagle
so if anyone that can help me that would be much apreciated
Is there any Ukrainian voice or subtitle mods? Stalker was my inspiration to learn Ukrainian and someday Russian but I would love to even just have subtitles
should have searched first
Have you tried just telling the game to use a different existing sound first? Just to make sure it's not the sound file itself that isn't the issue?
Hey, is there a working SDK that I can use to edit maps, smart terrains, and so on? I was trying to do this in Anomaly, but the SDK was crashing almost every time after just a few clicks. Editing smart terrains through the allspawn file is also quite time-consuming.It would be great to add new features or enhancements for the warfare mode to improve gameplay and strategy 🙂
Scroll up like 10 messages
yes, I used this but it keep crashing when I wanted to add for example sandbags
Maybe I'm not educated enough, I watched only some old tutorial in rus lang so
Why would you instanstly jump into anomaly map making and with your "knowledge" and call it a day
It's impossible to edit the levels the only thing you can do is to replace the geometry
Also smart terrain configs are stored inside the level files
All.spawn only stores the information about smart terrains and which ltx file they use for the configs
As of now it's impossible to add more smart terrains because smart terrains are placed inside a special graph point
Graph points are stored in .sections file and currently it's impossible to open these.
really? Cuz i added few by editing allspawn file and everything worked correctly including campfire for example
Huh that's weird
They're usually placed inside a graph point
i can show you on my youtube or send allspawn file for anomaly
Also what crashes are you getting
and from who did you learn this from?
I said theoretically it is possible to add new smart terrains about a month ago
as soon as I saw that they required graph points I called it "impossible" to add new smart terrains
give me a sec
I'm already an xray sdk (level editor) professional
i'm just asking where did you learn this from
from a friend on Polish forum also from creator of Anomaly and some dude on russian forum xD
it was kind hard to collect all info about this
nope Alzudino or someting like this
ah i see
anomaly dev
There are like only 15 or 30 people that know how to make maps for this mod
Most of the maps for anomaly are just level ports (from moddb)
I was creating my first smart terrain for few months so
Here's a screenshot of my new terrain progress
using dyntopo from blender
I'm gonna show it within the actor editor because im using agroprom as a base texture for now
https://www.youtube.com/watch?v=g0tlWKN_9uA here is my video about my first smart terrain, I also created one with campfire and stalker seating next to it
Edged faces render
that's cool. I always wanted to edit map to add some more stuff like defenses etc
You can only replace static geometry
so you cant really add new stuff?
Nope
because almost nobody has the file sources
even if you did you would have to recompile spawns for every level
You can add new objects in the outside boundaries of a level
It took me about 4 or 6 months to learn all of this mapper knowledge
Also the terrain is huge
its hard to find a good source of information
750x750 meters
Most of the space will be for outside boundaries
So about 400 or 500 of playable space
Видео урок SDK 0.7 часть12.Smart_cover.Работа со смартами2.
i found something like this
I see
but its lod
Also
old
I'd recommend watching Infernis
Doesn't really matter
any tutorial from sdk 0.7 will most likely work
yeee i was doing exactly like on video, but it keep crashing
maybe I was doing something wrong
when did you start crashing
Smart terrain errors?
Maybe try watching the ai tutorial from infernis
it covers smart terrain configs but not camps
or other stuff
everytime i wanted to edit something or add new stuff like this, but it was quite a long time ago
Also if I remember correctly
I think graph points inside smart terrains were used as a respawn parameter
for the npcs
I'd recommend most of his tutorials since they worked for me
I will check then
Im loading my old anomaly game, so I will show you this smart terrain.
We can talk in anomaly discord server if you want
I dont think i have it
You never sent a message xd
probably thats why i dont remember it
We can talk in the new levels channel (forums)
Oke write something there
oh but i dont have a premission to write on 100 bar rad channels
I see also
i could not take printscreen
can you open up debug map hud
it shows the information about smart terrains
like full info
i just closed the game, give me a second i will lanuch it thru steam
Alright
oh and it is not Anomaly it's based on CoC
Anomaly is based on call of chernobyl open xray edition
with last day gameplay mechanics
okey u need to give me a second, i have a problem to lanuch it on steam including with -dbg parameter as it is CoC so
link in the console or what?
file shortcut
oh you mean bat file
you can also just use the anomaly launcher and launch into debug mode from there
you can link anomaly launcher into your steam if you want
I got it
i sadly dont know how to do that
i dont think its the sound files tbh
so if anyone could make a basic fire sound file mod for the desert eagle then i could give you the audio
here you guys go
i really dont know why i couldnt replace the audio of the desert eagle in the anomaly folder
so yeah
i am to afraid to mess it up so i kinda wants someone else to just make the correct folders for the mods
then i do the rest
@surreal gust
there is also a job to somehow light this campfire but its not shown i think in debug mode
camp zone you mean something like this?
Yeah
I can try to do one 😄 but most of important info was on old epic forum which went down. But i will try my best
Nah i just want a video link
I already know how to add fog volumes into a level
thats what i did with my volumetric smoke for agroprom underground mod
Also I use the nightly builds of hybridxray
oh I dont think there is a such tutorial as video
i have done this by using acdc compiler and decompiler for CoC and some ltx file in config>misc
ik
i know all of this spawn shit
just wondering how to add a camp zone and make it work
So bascilly all you need to do is:
Create new smart_terrain in alife_cordon for example
add paths in way_ file
then for example in gamedata\configs\scripts\bar\smart you need to create bar_smart1.ltx
There you add basic info like max population and jobs
I can just send you
everything that i have
soo what do you mean by camp zone exaclty? Like stalker lighting campfire and seating next to it?
can you like mark it or something? Because i dont think i get it :d
i see now
but this blue thing is a smart terrain sphere i think
based on video i provided you before
in the files i have only something like this about this
; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 2.08618593215942
it is all code to create this outpost
including smart_terrain, campfire and one job to sit next to campfire
okay so i think the desert eagle is bugged because when i try this mod it just crashes the game when i equip the black desert eagle

What files do I need to swap out in FDDA if I want to use a different animation for something?
You need to edit the files
Which files determine animations, is it the _hud.ogf files?
wait whats the difference between level and .level? the sdk thing wants .level but none of the ingame things have a .level
No. The .ltx files
what do you want to do exactly
it might be easier to just tell you the steps
Hey folks, any idea how easy would it be to create a mod to change the temp healing items to be permanent and the other way around?
Very
Some experience with moding overall, completely new to modding annomaly, could you point me in the right direction?
Change the harvest animation.
huh? What would you change it to then?
I assumed you wanted different water drink animation for example. Not skinning one
I like the one that is considered a risk, it looks better.
Sorry, so was it the ltx that needs to be modified?
Considered a risk? There is only one animation to choose from. There are no alternative skinning animations
I'm talking about an old animation that had the potential to trigger the busy hands bug.
Okay, what is the new one then?
Because there is only one animation
https://www.youtube.com/watch?v=xHKWka8yMaE
This is what happens with the current gamma FDDA.
https://www.youtube.com/watch?v=eLZzH5lsOZE
This is from an older FDDA I have.
Async loading screen for new game
https://cdn.discordapp.com/attachments/1092169057547067433/1210829636628521040/Engine_2024.02.24_-_12.02.55.01.mp4
Okay first one has no animation. It is disabled, forcefully
What happens is the default vanilla animation. Which is why i said there is none
This is why i asked what animation you wanted to change. You need to unlock them, as they are not just hidden but also forcefully disabled in scripts(idk why Grok did this ngl)
Pretty sure he did it because of the busy hands bug. So where in the script do I need to enable it?
Well people should be able to simply turn it on with the unlocker if they want to(which is what it was before)
#1150520636406513785 message
This should allow you to use the entire FDDA animations arsenal
Thanks
Also I guess harvesting mutants no longer takes away knife durability?
It should
Welp, my knife is still 100% so I must have done something somewhere lol
could be a script thing
try addint this to the unlocker
same folder as the script in it
I'll try it out.
Alright, anyone know what file has the gun jamming info in it? My starting PM keeps jamming at like 96% so something seems off.
its own .ltx file
@shadow hull did this bring back knife losing condition on skinning?
Haven't gotten to test it out. I did read in the change log something about the starting knife having bugged durability so maybe if I change knives it will be normal again.
The pm's ltx?
yes
crosshair_inertion = 2.3
fire_dispersion_base = 0.62
fire_dispersion_condition_factor = 0.001
misfire_probability = 0.005
misfire_start_condition = 0.7 ; 0.81
misfire_start_prob = 0.007
misfire_end_condition = 0.1
misfire_end_prob = 0.11
condition_queue_shot_dec = 0.0016
condition_shot_dec = 0.0016
Am I reading this right and it's 70% it starts to misfire?
Or 81%?
- The ";" indicates the start of a comment for the current line. So the 0.81 is ignored
SHoC in my dreams be like
how would one change the properties of suits in the in-game files?
we need a mod that adds new furniture - a computer on which you can play Doom
how do i know if a mod if compatible with gamma or not? i have a zip file of etherion's all weapons alt aim from playing EFP 2 months ago and was wondering if i can put the same mod in gamma to make weapons have alt aim, or is there a mod already that is in gamma to make weapons with no lasers to alt aim?
is there a mod that changes the sounds of the pda if it is in your pocket?
I would like to restore the ability of technician to repair armour, anyone knows when and how was removed such feature?
I think that's controlled with xml files. Adding back the ability to repair weapons is based on that so I would think the same is true for armor
Modify armor *
I have been looking at files, like those, but I did not come to any useful conclusion
Does anyone know how DLTX works?
There's a full explanation and syntax on the anomaly modding book in the pins
Oh ty
not sure if this is the right place but does the MLR location pack work with gamma?
this mod
what keeps you from doing some fafo
fafo? i dont know what the means im sorry
sucks because thats exactly what ive been thinking of for years
just expansions to the already existing maps
new interiors and all that fun stuff
Anomaly sources are lost
so it would have to be redone completely from existing sources that are not anomaly. and that is a lot of work and a lot of potentially broken everything
That stuff above is also a very-very beta release with loads of bugs
How can I restore function to mechanics to be able to repair suits and helms? Currently I can only get them to do repairs on guns.
xcvb has them. But you would have to recompile each levels spawn
If you're reworking every single level then it's better to recompile every spawn file for each level
Most likely not
the problem is that if you put this on an existing save
it will crash because gamma has a custom all.spawn file with extra storylines
Hey can someone check out what I did wrong?
any weapons packs that work for anomaly that are not BaS or PHANT0M'S TACTICAL?
ye I've got some
I like to play warfare mode so I don't use gamma tbh
damn
and almost no animation mods
Stcop my beloved
Hey can anyone like fucking help me? Like I haven’t gotten any help so can anyone do that please
guys, its gonna be so cool if developers add new movement inertia feature like this
what
what
???
Did you just edit the headbob
You have to edit the map texture
Anyone know how to modify GAMMA inventory UI to use EFP's status bars instead of vanilla textures
the straight lines feel more informative
whats wrong with the current ui
They are cringe
There are dozens of UI mods you can use
EFP UI isnt exclusive to EFP
i'm aware just wondering if any of you know any i could use
since searching on moddb doesn't usually offer me much
Just curious if i can somehow merge these bars with GAMMA inventory UI
check #1035807043933720576
Again, it is a separate UI mod
Some people play gamma with it. Though it looks mega bad
Here is an example. Probably not the same one:
#1036125241447026798 message
Im aware of that
I'm looking for the default gamma ui that can use the bars from simplified vision ui
would it be easy to modify it myself?
its not headbob dude, i was just strafing without delay in movement when i change my direction
google tarkov inertia, theres many vids about it
Tarkov cringe...
Greetings, brothers. Does anyone know how to work on the "draggable hud editor" on the latest version of Gamma? I'm trying to change the position of some guns through it, but the problem seems to be that "cache_db" is created in the "anomaly" folder, because Gamma now has a separate file structure. But from the "anomaly" folder, apparently, it does not work, because after creating "mod_system_oc 33_repos" in the "configs", the same place as "cache_db" in the "anomaly" folder -- the position does not change in the game. Question, is there another way to work with the position on the "draggable hud editor" or am I doing something wrong?
Oh dear God someone actually likes that garbage movement
You are doing it wrong
You are supposed to take the values from the cache file and make your own mod for repositions
I tried to go this way - I created all the necessary files, added values from the cache to them, made a file system for them ("name">gamedata >configs>"the files with the repositions") and put them in a folder with the rest of the mods. Activating the mod in MO2 and logging into the game, I saw that the repositions were also not applied.
I apologize for the machine translation of the text.
You need to learn how to create DLTX mods first
And you can use #🚽сральня🚽 or #☢чат-сталкеров-ru-ua for questions, assuming you do speak that language
thanks
Im trying to change the faction relations between Mercs and Loners so they'll be neutral to eachother, I changed the relations ltx, but in-game, loners still attack me as a merc. Any advice?
If you play as merc in story mode you get neutral to the loaners after the brain scorcher as a reward.
If this is just a for your own game thing:
https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor
You probably didn't change the actor factions to NPC factions. That is easy to miss
As in I did it the first version of my mod even and I should have known better.
Bro half of these people are trying to tarkov-ise their modpack as much as possible
You are supposed to take the good parts, not the bad ones too
so, im using the M4 Beowulf mod and have this problem with ammo overlapping in the wheel
is there a way to solve this problem without having to duplicate/make fake ammo? the guy seem to be busy recently and i want to make patch for him
also good opoturnity to learn something
Guess
and then adjust to figure it out
Enable debug and you dont need to restart the game to see the changes
The ammo should have a regular and _bad entry, and then in the ammo list in the weapon ltx the ammo should be normal, _bad, _verybad for each ammo type the weapon uses
so duplicate it is then
i mean
duplicate as making new bad and verybad ammo with the exact same stats as the original one
You don't need verybad, just bad
Anyone able to help with this?
Find where the xml option to enable the repair/menu of guns points to. Find the repair option from there and search via notepad++ in your virtualized anomaly folder to find which script removes repairs
Sorry, I don't think I understand exactly what I'm looking for.
Find where the button for gun repair is what function it points to. A similar function should exist for the armors
Is this in the st_dialogs.xml
<string id="st_mechanic_dialog_init">
<text>My equipment needs some tweaking. %c[d_orange][Tutorial]</text>
or am I looking in the wrong one?
That's the new one, where mecanics show you a tutorial instead of the repair menu. Use this as a basis to reverse engineer for armors
https://discord.com/channels/912320241713958912/1179484733764276234
The one I posted is from the same zip.
You're not looking at the right file, the [Tutorial] should be enough of a clue
So what about this from dialogs.xml
<dialog id="dm_tech_repair">
<precondition>inventory_upgrades.has_repair_info</precondition>
<init_func>dialog_manager.dm_init_dynamic_repair_dialog</init_func>
</dialog>
Does that seem more likely?
My bad, you are right I pulled the wrong one.
<string id="st_mechanic_dialog_init">
<text>My equipment needs some tweaking. %c[d_orange][Repair/Modification]</text>
</string>
Anyone else able to assist by chance?
I still haven't solved my issue.
Hello all,
How do you write items in ltx for reduced "charges" (such as spawning a medkit in an inventory instead of full uses) that anomaly recognizes? An example would be the loot tables for stalkers in which the items on their corpse are rarely full?
Ty in advance!
Okay this is like the fourth time I am asking this look all I want to know if I did something wrong because I can replace the audio of the desert eagle at all so please help me
can someone suggest a good free upscale tool for textures?
Is that the steppe eagle? It's notoriously buggy and crash prone in general I wouldn't touch it with a ten foot pole 
You're asking about crashes in the wrong channel first off. And the one that crashes doesn't drop outside of debug anyway. It's missing meshes
To be fair the stepper eagle was working fine with GAMMA for a long time before Gunslinger Deagle become a thing and Grok adopted it to GAMMA. Now it's just buggy due to a lot of overlap
Btw Andtheherois,
Do you know what file or script that add the annoying prefix on bad ammo?
I posted example in #1204945464810536980 and I have been searching for it for hours
Quick guess: utils_item.script
Okay well people told me to talk about it in here
Okay so which deagles should I change the sound off?
since I tried without deagle and nothing worked
Like nothing changed
The deagle sounds are in the mod "342- Desert Eagle Gunslinger Port - Dizmok & Pieuvre" so probably start there
Okay well I tried without the desert eagle folder and just with deagle let’s see if it will crash
Hey is this a problem that the lightning is gray?
ahhh, ui_item
Nah its fine if you double click the mod and check the filetree all the files are there
Yeah eh uhhh no sound is changed
Like it sounds all the same
Are you just replacing the audio file?
No I am using just using the mod file I have shared with this c hat
if you relacing audio output
like I want to make it in to a mod
Wait I just checked the sound file are in GAMMA large files not that mod my bad
then you need to find the mod that tweak it
for example: Weapons and Sound Tweak for Gamma
or w.e related
so can anyone help me figure it out why my mod doesn’t replace the audio?
GAMMA\mods\G.A.M.M.A. Large Files\gamedata\sounds\weapons\deagle
Those are the sound files used
also check that if your mod doesnt overwrite original file
pathing need to be changed
Okay it doesn’t sound like the one that is shooting
Those are the files that are winning the conflicts, I would suggest creating a custom mod with your sound files in it and put it at the highest priority to make sure it's overwriting everything, you shouldnt just be editing existing mods if you can avoid it
I did
Are you sure you gamma is installed correctly? These are the files I have
No mine just contain the shooting sound
The custom mod that is
I dunno seems like theres something wrong with your gamma install if you are missing a bunch of files
Here is the gamma large files desert eagle sound folder
So what am I doing wrong?
Hmm what about dark signal audio pack
I would suggest reinstalling gamma, you are missing files that should be there by default. I dont know what went wrong tbh
Uh what?
Which prefix?
There's something wrong with your gamma install, you are missing files that should be there by default. I would suggest reinstalling, something is clearly wrong.
Uh okay?
if you add new ammo into bad and verybad, the game will automatically assign the world "Old" before the actual ammo name
You think its normal that you are missing a bunch of files that should be there? Okay good luck to you
I didn’t think there was any missing files geez man
Ive just told you that like twice
when you installing GAMMA
if the CMD output a lot of error
then it's corrupted and your files are missing
people seem to ignore this problem somehow
Before you said that
Okay and how do I make it so it doesn’t do that
Wait Im confused so you Do have the files? I think i misread your screenshots
I think I have the files of gamma large files
but let’s try reinstalling again for safe measures
idk how to do it so I will just install gamma again
in a new folder
if you got an error about Gamma Large File (most common) or w.e, you have to ask in #🔨base-gamma-support or #🤖bot-commands to get the manual link for them
uh okay?
Can you upload the sound file you are trying to use and I'll test it for you
Okay so how do I reinstall the gamma?
Dude you serious
fine
Dont worry about reinstalling gamma, I think I was wrong you have the files, sorry think theres a bit of a language barrier here
Ok so I have no idea whats going on but the game doesnt use any of those sound files, the sound file it's actually using is here "GAMMA\mods\274- Dark Signal Audio Pack - Shrike\gamedata\Sounds\weapons_gunfire\stereo\deagle"
yeah no shit I mentioned it earlier but you ignored it
Because the weapon LTX doesn't reference that file at all
These are the files you need to overwrite
The weapon ltx references this for the sound " snd_shoot = weapons\deagle\de_shoot"
Hence the confusion
Okay?
Here you go install this and it will use your audio
tested and working
I'm just as confused as you are as to why it uses audio it doesn't actually reference at all
But it works so 
uh okay
did someone know how to reposition laser attachment point in ltx files ?
You can't. You need to edit the model itself
hey so how do i make the recoil on a weapon becomes like lesser when you crouch and next to none when you prone?
That's already how the Handling parameter of the weapon works. It reduces sway when crouched.
okay how do i do that in the weapon.itx file?
like increase the handling
It's already a weapon stat per-gun
yeah but how do i increase the handling of the gun?
Change the dispersion and other stats releated to aiming to your liking
uhhh isnt dispersion related to recoil?
or alternatively use the in the weapon sway mod the Hold Breath key
no i want to decrease the recoil for a weapon when only crouching or proning
like have normal recoil for the gun but very decreased recoil when firing from crouch
because certain weapons have bipods and if you know about how bipods works well i want to make it work in the game
You'd probably have to make a new script to hijack the engine values for crouching dunno
aw man so there isnt anything i can do in the weapon.itx file?
Nah
I might be wrong, check the modding anomaly book
modding anomaly book?
what the hell is that?
oh thanks
no it doesnt say anything about crouching reduced recoil or bipod
so yeah which is kinda lame
So yeah there's nothing in the LTX to control that then
like i have this mg42 and it has a bipod and i want to have it no recoil when proning like damn man
Actually I thnk the weapon sway mod already has everything you're looking for
i dont know
Just increase the crouch power or prone power
yeah but can i disable the sway?
Set the low crouch power to 0 for 0 sway when proning
There's also a mounted weapon feature
hmm interesting
dude i tried the mod and it doesnt reduce recoil
The mod is called weapon sway, it doesn't do recoil
okay eh look i was looking for a mod that reduces recoil when you crouch or prone alright
so why did you mention this mod to me?
if it doesnt fix my original problem?
I told you to check it out, if it might be a solution

GBOOBS might be another solution
Pls dad no
gboobs?
look does it reduce recoil when crouching?
How DARE you attempt to help him
jesus christ what a dense ass motherfucker
Pick your fucking poison buddy or reverse engineer how the recoil reduction is done
sorry eh thanks anyways for trying to help me
even though it didnt really help i still am happy that you helped me so thank you
Either create a new script and emulate this behavior or commission someone to make a mod that does it per-weapon
okay thanks
also sorry for being annoying
There is, but he wants so many things i doubt he will do it
There is huh? Didn't know we had modifiers for player movement
Recoil can be crontrolled in the LTX is what i mean, so there should be a logical way of reducing it when prone
With a script
All i can say - i saw this dude for a week in #🔨modded-gamma-support and #╙🖇mods-making-discussion and it seems the vasyanmodding never ends
Yeah the GBOOBS does exactly that with the snip I posted. Should be a simple matter to strip out that part and apply it as a seperate script
I just helped this guy and fixed his problem with the deagle sound and didn't get so much as a thankyou, last time I make that mistake 
Helping is an ungrateful job, yellow names are masochists
"Toxic air?"
"No"
"What did you install then?"
"Toxic air, campfire saves...
...
10/10 daily occurence
New sculptures
We need the opposite of a helper role
unfit to help. Already exists
clown role
dude i am sorry for my behavior okay im sorry
i am trying to learn alright
so i am sorry if i am annoying okay
sorry i forgot
thank you for helping me i am already using the folder you sent me to make other weapon audio files
sorry for being an asshole
also thank you for your help also
anyways i am tired right now and i got to get off so have a good day
How would i go about adding this mod #1168998049113178122 message into the loadout of certain factions high tier npcs? I was trying to figure out the npc_loadout.ltx but i dont know what the values after the item should be/what they mean. I also have no clue if i set this up correctly or if i need to change the filename/subsection of the npcs/anything else about it really. First time making a loadout.ltx from scratch instead of just adding to one and copy pasting values. Could use some help here lol
Just take a look at basic entries like the freon modules, body coolers or other one time use items like bandages or equipment if there's any
actually scratch that if you want to add items to dead bodies just use a DLTX for mod_death, you can add items easier per-faction and simply specify the drop chance instead
https://www.moddb.com/mods/stalker-anomaly/addons/skills-expansion-for-anomaly-skill-system Hello Firends, just wanted to ask if this mod is compatible/ could be added into GAMMA sometime
yes
yes and no
but yes it works and doesn't crash
so no add ? :(
add
it works and doesn't crash
thanks man ill give that a try
I use a translator, so there may be errors. I have a question, is it possible to change the common_stock of merchants in presets? I want to remove NATO calibers from the sale of the Warsaw Pact countries and remove the Warsaw Pact calibers from NATO
But that's already the case. You have nato vendors that only sell nato caliber and attachments. Same with WP
I almost managed to do it, but the mercenaries still have the calibres of the Warsaw Pact countries
9x39, 9x18, 5.45x39, 12,7x55 and 7,62x54
in the amount of 1-2 packs of cartridges
Only mercenaries have this problem
I was able to remove unsuitable calibers from the other groups
I would be very grateful to receive a suitable answer
You did edit out the Trade_mercenary_basic.ltx ?
yes
I think it's all about common stock
i cant find this
I suppose it's in the scripts somewhere, but I haven't found anything like it.

would this work? sorry its the first time like i said
you need to name the actual file properly, something like mod_death_generic_TheNameOfYourMod
Place it under configs/items/settings
You use ![killer_Legend] to write an existing section
Look at the pinned anomaly mod book for the syntax of DLTX files
thank you for the help man
I need some help guys, I want to bring back the option to repair armor at Technicians like in vanilla Anomaly
I already did something similar with this mod https://discord.com/channels/912320241713958912/1179484733764276234
Now I'm interested in the possibility to repair armor fully by paying money to them
What could be the script that i need to modify in order to achive this
for fucks sake
It's the great circle of mod-making
weird i was getting an item section missing
must be from other mods
theres no way this is going to work for gamma because all.spawn
Hoi @sage mortar
You around?
what?
nvm
Sup?
Anybody happen to have the item class name for things like the eotech sight and such? Like WP_SCOPE is for the couple of default scopes, WP_SILEN for the suppressors, etc. I need to know that for the BaS scopes and the tacticool scopes n' stuff.
And maybe the item class for armors and helmets as well.
Okay, I got the armors bit that I needed.
o_light
o_medium
o_heavy
o_exo
o_helmet
o_sci```
This is for adding things to the tracker for the mod "The Collector".
x_itm_basickit
x_itm_advancedkit
x_itm_expertkit
Those are the 3 tool kits. What are the names for the other kits? Gunsmithing, drug-making, and artifact melter?
Looks like it might just be itm_expertkit and etc.
The 2D scope patch for 21:9 aspect ratio, has a bit of a funky effect with binoculars specifically
Do you think you could fix it?
How do you open an .anm file?
Ultrawide bois must suffer
Hello all,
Can someone please explain how to have a limited amount of charges for an item in a container? (As in how to write the item in an .ltx file)
For example, a single charge of a medkit in a package instead of 2?
Thank you!
okay so i dont know how to make a soundfile path for weapon_sounds.itx because i everytime i try with a specific weapon using a custom weapon sound group that i created well it is just silent no weapon firing sound
what am i doing wrong?
Is there a guide on how to make new animations, cus I want to add one of my own into a game but idk what to do and where to start
I want to make a simple tourniquet use anim
Could you check if this one's okay? (put in: gamedata/configs/ui)
hey @sage mortar sorry to bother you but would you kindly please help me?
Sure... Once i find a 21:9 victim 
Dude same... I don't have a 21:9 monitor. 
I'm not exactly a sound expert my guy.
oh sorry dude
Hello, I have this problem and I already tried deleting that code from the xml file. Problem is the game kept crashing (wanted the mod to stop changing binoc because vanilla was ok)
.
ill try with this one
You mean the binos? 
yes
Post the picture of the result later
Mostly fixed, still has some black boxes on the side but atleast theres no more gap and the game doesnt crash
oh thats nice 🙂
not very obvious in the ss but ingame with a higher gamma/brightness it becomes more apparent
Yea, that's how the texture was made...
I see, in any case this fixes my problem, thank you all for the help
Welp
Time to update the moddb mod 
(make sure moddb actually updates it tho, last time gmtop updated... It updated without the files and botched an entire install with 40gb+ dumped into another mod folder
)
I don't do modding, sorry
Wait for someone who knows how audio stuff works
oh okay
Ahah. I have found out how to answer my own questions. 
The mod uses its own all.spawn file
itm_artefactskit - Artefact Melter
itm_ammokit - Gunsmithing Tools
itm_drugkit - Drug-making Kit
itm_basickit - Basic Tools
itm_advancedkit - Advanced Tools
itm_expertkit - Expert Tools
The mod has its own all.spawn file which most likely doesn't work for gamma
Its a skills mod
Oh sheet
Didnt realize that
I thought bro was talking about mlr location pack
I was busy porting the alternative fake start level to stcop and oxr gunslinger
yohjimane wanted a new test level
Anyone know what's causing the Ghillie overhaul mod to remove ammo stats instead of looking like how they're supposed to look like here
Take a look at the files and check the conflicts
Might be an xml getting overwritten
There's more people making actual art in the Anomaly discord the Modding-Art channel, they could have decent tutorials. The gist of animating for Xray is saving out the motions into an OGF file format using Blender and the Pavel Blend xray addon for 3.6. Since it's tourniquet you want you probably won't need different states of animations like pulling it out or storing it. You can take a look at how the bandages animations are done with the BHSO mod is done in https://discord.com/channels/912320241713958912/1137162280816099450
Animating a touniquet would be neat. I'd imagine slipping it as a loop up your arm, then yanking it tight would suffice. About the same speed as the current bandage animation, just different.
That being said, could use an animation for the small field kit as well.
If I'm not mistaken I think Mirowell is working on a surgical kit animation at the moment, next update is going to be sweet
Nope. I am not an animator sadly.
I talked with lizzardman(Headgear and outfit animations chad) and he might do it at some point maybe
Was the rigged surgical kit from eft?
Extracted,yes
Meaning i can extract models with textures. Even with the animations and rigs
(no, you cant use the existing tarkov anims with stalker)
I reckon you could use the existing animation to transfer bake the bones position for elbows and wrists at least
Simple location and rotation constraints, bake the keys
Well that is what i got from the god himself, lizzardman.
I really dont know much at all about 3d animating
The possibilities are infinite, and my skill is very much not
Hypothetically would it be simple to make a mod that uses the voiced actor framework but with different voices?
I would like to make repacks to use Stalker NPC voices (depending on faction) but as I don't speak Russian I don't actually know what lines say what and therefore don't know which lines would fit.
You'd probably only need to overwrite the files with what you want them to play
That's the idea but I'd have to actually know what the lines say to do it properly.
Because otherwise for all I know the NPC is aggressively saying hello when I want a line for "enemy down" or whatever
Maybe if I had someone who knew Russian help me... don't know.
Mmm, yeah. I suppose I'll ask when I feel like working on it/when I'm at my computer.
I wouldn't even need specific translations, just something like lines split into what context they'd fit in. Like what lines would fit for killing an enemy, reloading, etc
Easy
Yeah it seems like the biggest issue is that I just don't speak Russian 
Like Juan said: "this community is full of em"
For example i speak Russian natively
Would you mind giving me a hand when you have time, in that case?
Amazing, lemme DM you what I'll need.
He charges in robux, beware
Alright.
I pretty much fixed the last broken fog emitter (it's more like a remake)
almost done
just some polish left
occlusions have been added by me
Pretty sure the patch was already there before you sent that message. 
I was... Delayed

Fixed the fourth fog emitter
thankfully.
mod is now fully finished
@undone lily fixed the final fog emitter.
Now I can focus on other mods
final product
Does someone here know how to parse the XML for ui_main_menu to extract the tracks played in the menu?
Anomaly doesnt play main menu music when you press ESC and i wanna change that. So XML would grab whatever music plays in the main menu and play that when pressing ESC(modded main menu), or playing vanilla music already loaded if it is vanilla anomaly
Already have a script EGUI uses to play main menu music in the ESC menu(its very simple), but i need the above to make it more universal
Solved the above with Raven's help
I know there's GI with faux RT, to not explode rigs.
What about HDR or Real Ray Tracing in game?
Has anyone added a tiny demo showing off what could be?
nVidia demo's RTX on Morrowind: https://www.youtube.com/watch?v=bUX3u1iD0jM
nVidia adds HDR for all games: https://www.pcgamer.com/nvidia-app-beta-release/
NVIDIA RTX Remix is an easy way for modders to create RTX Remasters of classic games. Watch the tool in action as we capture and remaster The Elder Scrolls III: Morrowind. We can't wait to see what classic RTX remasters you'll make next!
#IGN #Gaming
It only works with fixed pipeline engines. It's not compatible with shader based ones like xray
openxray exits for that
rtx remix is working on openxray
you can install it but it's nowehere near finished
expect to have lots of bugs
xray uses lightmaps for it's locations
I have a question. Is it possible to set the need for eating and drinking somehow? To increase or decrease? Does it depend on the selected game level before starting?
fake start in call of pripyat
yohjimane wanted this test level for his project so i decompiled this map
and compiled it again for him
Awesome
food is in actor.ltx and is satiety_v
thirst you can set in the difficulty settings one you have a save loaded.
thanks
Guys, do you know why my texture is this dark:
but in game it looks really bright like this:
It's the bump map? shaders or something?
my gamma and brightness is at 1.0 each.
yes
Normal map's specular i assume
Or the .thm's material?
But if the furniture stays dark and its part of same texture i imagine its the specular
Shit, and I don't have the slightest idea how those works.
Such a shame, I want to improve the AEK971 looks. But I'm not a pro at this.
i believe lunatic made a video how to work stalker bumps
We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:
00:27 intro
01:36 tools of the trade
03:30 content overview
Part 1: having a plan
04:01 intro to planning
Part 2: editing textures
06:57 intro to textures
29:27 thm files
Part 3: working on mesh...
around 7 min for textures
I think I need Photoshop
you can do everything in gimp or sumn, just method about it might be different
dont buy photoshop tho
wink
What about just using the curve tool in paint.NET to edit the values of just one of the color channels?
I mean, I just need to make it darker here and there, nothing else like creating new details.
ik its long but this really is the most comprehensive guide
Probably because you're saving/not saving with gamma correction your dds
The reason why it looks so bright is as they previously mentioned your specular map, the red channel. It defines how "bright" a material looks. White means the models is kind of shiny and bright. Dark means more a mate and rough look
You can probably edit via curves the red channel in your software
dust 2 real
where do i change the damage and br of hydroshock? can someone please point me in the right direction
i want to reduce BR of hydro to 0 and damage to 54. what values do i have to change here?
I used to play tarkov, why?
changed it but the ingame discription still says BR 1 and dmg 69
Description isnt tied to actual value
ahh ok
Its just text in a seperate xml file
As myself and 4 others have said now, the values in the ammo tooltips etc are just static files and are basically meaningless, as oflin said you need to turn on the damage numbers in the terminal and keep adjusting the k_hit/k_ap values till you get the results you want
Hello, is there a place to get all weapon and armor IDs in order to change loadouts? Should i just launch the game in debug and get the ID through the game?
@crisp oxide Hello. I have problem to report regarding MagsRedux (GAMMA's) and Outfit Animations.
Debug is probably the easiest place to get em yeah
When I load Outfit Animations after MagsRedux, nothing happens. When I tried to load a magazine, it crashed with:
||FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...edata\scripts\zzzz_ui_inventory_outfit_animations.script(18) : Callback
LUA error: ...edata\scripts\zzzz_ui_inventory_outfit_animations.script:18: attempt to call global 'IsBackpack' (a nil value)
Check log for details||
I tried loading Outfit Animations before MagsRedux, it worked! But the crash on loading up magazine still persisted.
I figured it would be the easiest, thanks anyways👌
did you try turning off crash saves?
@cerulean mantle ow
Try reinstall mod without patches
turning them off usually gives out the true error
How can I do that?
in the console type "crash_save off"
Everything works as expected. No need to load before MagsRedux to work.
Thank you :D
Np 
Hello, I need help for modifying a script but I don't have much knowledge...
I would like to use the T-7 Thermal Goggles mod for it to work which is the EOTS-62 (gauss_sight).
Any help will be welcome, thank you.
You can mp me.

Hey! I'm trying to disable drag n drop weapon part replacement and i managed to do it by commenting callback registering in arti's original file (arti_jamming.script) yet for some reason when i'm trying to call UnregisterScriptCallback on the same callback through monkeypatch the game crashes on world loading. I've reached my goal eventually by ovewriting arti_jamming.try_replace_part() to do nothing, but i still wanna to do it the right way just so it look cleaner. If someone could help i would be very grateful
?
its just you posted this message many times now across channels
You might wanna try looking for help in anomaly discord https://discord.com/channels/456765861953536020/805830708526055474
yes because I don't have an answer... and I don't have access to this channel
Its a different discord server, for anomaly
I have Anomaly server but don't have this channel



heyo