#╙🖇mods-making-discussion

1 messages · Page 51 of 1

grand vigil
naive snow
#

Probably because you didn't set a role in the server

grand vigil
shadow hull
#

Does anyone know if there is a list that has all the firearms that have a tactical kit associated with them?

naive snow
shadow hull
#

Anyone know what gun the mauser_kit is used on? I tried with the K98 and k98_mod but it doesn't work on either one.

cerulean mantle
#

What is the difference between these two in terms of when they're played?

#

Oh, mask breathing sound is disabled nvm.

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I'm a noob rofl

jade oxide
#

Hello,
usually for custom weapons sounds I like to put directly all config lines within the main ltx and create custom config path names. This way you are SURE it will be played and will not be overwritten by Dark Signal Audio, or any assertion coming from the top line gun section name.

Just a reminder ;

[wpn_stg44]:wpn_ak47_sounds → means it will use whatever sounds under [wpn_ak47_sounds] which is found in "weapon_sounds.ltx" This same [wpn_ak47_sounds] redirects to 'sub'-config lines such as "snd_draw", "snd_empty"... etc, and most notably "snd_shoot" and "snd_shoot_actor". These last two usually redirects again to sections. Example : snd_shoot = wpn_ak47_snd_shoot (which are usually sorted in corresponding gun type (Ar, SMG, etc).

However, whatever is stored inside the main ltx of the gun will always have top priority (assuming you got an equivalent amount of config variants (if you have 1 reload sound but the top assertion redirects to a set of sounds with 4 sounds, you'll have a conflict. Always get the same amount of sound variants or more.

If you want it "easy", wipe out the top assertion next to [wpn_xxx]:assertion and paste all the needed sound config lines before HUD part. You can even paste the "dark signal audio" shooting layers, but make sure they are placed after* the base sound configs such as reload, holster, etc...
I hope this was helpful.

cunning haven
#

is there a guide on how to turn on dmg number?

elfin mason
fair canopy
vague basin
#

Good afternoon! Can anyone tell me where in the weapon files, according to the scale, you can change the rank of the weapon? for example, instead of a B rank, so that the weapon has a D rank?

fair canopy
#

It's the repair kit

vague basin
#

@fair canopy Can you help me ?

jade oxide
# fair canopy That makes a lot of sense. There are times when I'll try to override sounds via ...

yeah and implementing new entries in both the main gun ltx, then weapon_sounds, THEN ar_sounds.ltx (and silencer_sounds as well) gets quite a pain in the ass (and increases the likelihood to forget stuff).
I just put everything within the same main gun ltx and that's it ! Just make sure you don't skip sounds that have to run on some animations, and that's it.
Also careful, some mods use scripted sounds, which have a different behavior and can conflict with regular sounds

narrow stirrup
#

hey i want to set the fov at 80 everytime i have to load or change area, is there any way to set fov at 80 at the ui_sr_teleport.script ?
something like "get_console():execute("set FOV 80")

narrow stirrup
#

i've tryed those : actor_on_first_update(get_console():execute("set fov 80"))
actor_on_first_update(get_console():execute("set hud_fov 65")) but doesn't change nothing

random fulcrum
#

but you don't put anything in that callback's params

#

just do something like

function actor_on_first_update()
  get_console():execute("set fov 80")
  get_console():execute("set hud_fov 65")
end

function on_game_start()
  RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end
narrow stirrup
#

Thank u i'm gonna try it

narrow stirrup
#

i'm retard seems like the SET was not necesary, just using those lines seems to make the thing, thanks for the help anyway

shadow hull
fair canopy
#

Because neither is assigned the kit. But they should be

#

You can go into the scopes section of the k98 and add the kit there

fair inlet
#

similarly to deer hunter

fair canopy
#

Wonder why

fair inlet
#

probably considered too big of an upgrade for a buyable kit

shadow hull
#

Also does anyone happen to know which mechanic this is trade_mechanic_ecolog_garin?

fair inlet
shadow hull
soft plaza
#

Is there anyone with coding experience that can help me figure out how to increase the duration of the phantom star perk? Im looking at it and i just don’t know enough to make the change. I know its ruining the balance but i think 1 minute is tiny.

naive snow
naive snow
# soft plaza What file?

G.A.M.M.A/modpack_addons/G.A.M.M.A. Artefacts Reinvention/gamedata/scripts/perk_based_artefacts.script

soft plaza
#

Thanks

random fulcrum
#

why isn't the phantom star tweak moved to another file

naive snow
#

Because I'm not teaching another poor soul how to DLTX on a friday night. Actually it wouldn't even be a dltx since its a script

shadow hull
fair inlet
shadow hull
fair inlet
#

he is a freedomer

shadow hull
#

Oh, interesting.

#

So if I go there as a Duty bro would he not be cool with me?

fair inlet
#

true

shadow hull
#

Good to know, thanks.

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I assumed everyone there was a Loner tbh.

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Especially considering part of the main quest with Strelok bunkers up there.

shadow hull
# fair inlet true

Now that I think about it, can't Mercs do the main story? What happens when you meet Strelok there, do you just aggro all the loners?

fair inlet
shadow hull
#

Which one, general chat?

fair inlet
#

newbies or stalker

elfin mason
#

iirc it changes the faction relations before you meet him, so they dont attack

shadow hull
#

Yeah, someone said that Loners will become neutral after brainscorcher assuming your goodwill isn't awful.

shadow hull
fair inlet
shadow hull
#

Shop filenames.

#

Most of them are pretty obvious by faction and some have areas in their name to make it quicker, but there are some names here I absolutely don't recognize from time to time.

#

Also doesn't help that I don't think I remember all the npcs that are vendors.

fair inlet
shadow hull
sudden rune
#

What should I do to properly make new text on attachments?
It just doesn't want to appear without some kind of background.

fair canopy
#

Cut out the letters from existing icons and make new labels

sudden rune
#

Well that I did already mutiple times

fair canopy
#

What program did you use? Did you clean up the letters or just copy paste without any further editing?

sudden rune
#

Photoshop, cut them pixel by pixel

fair canopy
#

Photoshop does weird things to transparency. I did them in paint.net and it came out fine. That's how I did the bas icons gamma uses now

sudden rune
#

Thanks, will try now.

sudden rune
celest forge
#

No mipmaps on icon files

sudden rune
celest forge
#

Those are my icons too, right

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Yeah they are

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lol

sharp mirage
#

Happened to me too

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I dont have mags redux

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Did you manage to fix that

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I see this happens to me too

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I have your mod enabled

grim echo
#

greetings stalkers, i am a newbie who is trying to use the "draggable hud editor" mod to fix a misaligned weapon. I followed this tutorial: https://www.youtube.com/watch?v=LF8p9_tyqWo&ab_channel=IdcFrost

However, after doing exactly as the video suggested (including creating my own "mod" folder containing gamedata/configs folders), it ended up repositioning the gun, but still misaligned and not at all looking the way it did when i clicked "apply" to save it in the cache.
Additionally, the weapon is aligned just fine by default, but it becomes misaligned when i attach a specific sight to it. I read somewhere that the game treats guns with attachments as separate from the base gun, so perhaps i didn't properly name the mod_system file?
I can post screenshots if needed

Short Tutorial On How To Make Mod_Systems And DLTX Them For Mod Making On Gun Repositioning!

DRAGGABLE HUD EDITOR : https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor

STALKER ANOMALY DEMONIZED EXES :
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes

▶ Play video
random fulcrum
#

align the sight

grim echo
#

indeed i did, everything was lined up perfectly until i saved the changes and relaunched the game

celest forge
#

Did you actually copy the new reposition lines into the DLTX file or just hit apply

sudden rune
grim echo
grim echo
naive snow
# grim echo

Did you drop your mod_system in the right folder and actually enabled that new mod in your MO2?

grim echo
grim echo
#

my bad lmao

slow bolt
#

mod_system_zzz_rd704_repos.ltx

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so it loads after all other DLTX mods

grim echo
#

ok thank you

soft patio
#

Anyone got a more high res version of this? Looking to replace Monolith patch icons to this since this is usually with what they're portrayed with online

soft patio
#

Would this seem like it'd blend better with the other patches ingame?

slow bolt
#

Looks like a kid drew it

soft patio
#

Mainly following off of this

slow bolt
soft patio
slow bolt
#

Saw that on the wiki. But its kinda low res

soft patio
#

this might look perfect once it gets pixelated from the shrinking like the other icons

#

no clue how to make it greyed out though

vale knot
#

nah shoc has best monolith patch

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but i do like this one too

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but shoc better

rigid sail
# sharp mirage Did you manage to fix that

Nope, and I have no idea where to start fixing it. Based on my (somewhat remedial) theoretical understanding of how my mod works, and how the reload animation works in regards to belts, nothing I've done should have broken that. I've been waiting for someone more knowledgeable to come up with a fix. If you happen to, I'll gladly incorporate it.

slow bolt
vale knot
#

its the angel wing one

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the one anomaly uses

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awesome link

slow bolt
#

The small one then

soft patio
#

Oh

vale knot
#

i dont actually know if these are shoc

soft patio
#

Eh personally i have the other logo burned into my memory

vale knot
#

but i know clear sky uses the blue ones

soft patio
#

still no clue how to make the greyed out version

vale knot
#

Saturation?

soft patio
#

hmm

soft patio
slow bolt
soft patio
#

nah it looks fine imo

random fulcrum
#

it's squashed to hell

soft patio
#

Looks acceptable to me

soft patio
#

I could probably post this in the mod thread but these are for simplified vision UI and Maid's HD icons so not sure how to implement it for GAMMA players

naive snow
# soft patio I guess this'll do

That is squished and looks out of place vs the rest of the patches. You could have a least used the actual one made of cloth to keep in line with everything else

soft patio
#

I've gotta do some other stuff now

#

Doesn't look very out of place to me here

slow bolt
soft patio
#

like i said if you're able to do it without making it more pixelated than the rest, I'm all for it

naive snow
soft patio
#

thanks for that

#

if you think it's interesting you could make a version for gamma

naive snow
#

What do you mean a version for gamma?

#

the original icon works best in my mind

soft patio
#

Understandable but you can still publish it in the mod thread in case some people would like it

naive snow
#

I'm not doing a dltx just for this when I don't care about it

soft patio
#

fair enough

#

I'd do it but i'm not familiar with Gamma files

naive snow
#

It's as simple as scrapping out what you don't want from Maids, it's already a dltx

soft patio
#

does GAMMA come with its own UI editor for Crooks identification?

naive snow
#

I have no idea

#

If you mean crosshair highlight identification, then yeah it does

vale knot
#

I love how the bandit patch is identical to greyed out one

random fulcrum
#

isg too

fierce aurora
#

Anyone tel me what i need to change here to make the daddy save bound to right control?

#

function on_key_release(key)
if key == DIK_keys.DIK_F5 then
token_redeemed = redeem_token(silent and campfire_saving)

naive snow
#

DIK_F5 is the main saving key.
There's also this part where it checks that you're holding down LShift

fierce aurora
#

Possible to disable the entire left shift portion?

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I imagine simply deleting it won't lead to good things

naive snow
#

remove the "AND (key...." in the condition keeping the the then after

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That means whenever you have the token it will return true

fierce aurora
#

Excuse the picture but this one?

naive snow
#

basically, just keep the "if has_token then"

fierce aurora
#

Oh so you mean get rid of this entire line

naive snow
#

yeah but keep the "Then" at the end

fierce aurora
#

Got it

surreal gust
#

bro uses default notepad just like me

sacred token
broken flint
#

Your vscode salvation is only ever one click away

#

There's even an extension for LTX files these days

surreal gust
#

this is what i deal with every day

sacred token
#

Please use at least notepad++ MonkaChrist

surreal gust
#

No.

#

if normal notepad works, it works

sacred token
sudden rune
celest forge
#

It works but ++ is so much better

#

And it saves you time

snow marsh
#

someone should do a mod whereas you could respond to npcs talking in the pda, like a AI or something

#

it seems pretty funny to just answer a bandit after saying some dumb shit in the area with a (hey fuckhead, i'm coming for you) and he answers back with more trash talk

atomic roost
#

Open Letter to the GSC Game World Team

Dear GSC Game World Team,
We, the representatives of the S.T.A.L.K.E.R. universe modding community, express our gratitude for creating a unique series of games that has become a source of inspiration for us. Aiming for further development and enrichment of this universe, we would like to draw your attention to the importance of supporting and clarifying the legal and technical aspects of creating and distributing modifications.

Currently, our community faces constant uncertainty, where every step in the development of modifications is associated with the risk of legal consequences. Years of hard work and passion put into modifications can suddenly be deemed illegal and subjected to legal prosecution. This uncertainty significantly hinders development and demotivates many talented creators who strive to contribute to the development of the universe.

In light of the above, we approach you with the following questions and suggestions:

Legal and Technical Foundations

  1. Game Engine Modifications:
    • We ask to define specific terms and limitations regarding the modification and use of the S.T.A.L.K.E.R. game engine (X-Ray Engine), including changes to the code and adding new features. This is critically important for us to have a clear understanding of the permitted boundaries.
  2. Modifications of the Original SDK:
    • A clear explanation of the conditions regulating the modification and use of the official Software Development Kit (SDK) provided by GSC Game World for the purpose of creating and distributing modifications is necessary.
  3. Opening the Source Code of X-Ray Engine:
    • We strongly request considering the possibility of officially opening the source code of the X-Ray game engine under a license that facilitates legal access and modification, to resolve the legal uncertainties associated with the current use of the code.
  4. Amendments to the SDK License Agreement:
    • The current SDK license agreement, which requires complete transfer of rights to GSC, is questionable for the entire mod development community. We strongly request a review of these terms so that developers can retain certain rights to their works within non-commercial distribution.

Creation and Distribution of Modifications

  1. Working with Original and Modified Content:
    • We ask for a detailed guide that will help us correctly work with content from the original S.T.A.L.K.E.R. games as well as modifications made to the game engine. It is important for us to know how we can innovatively approach modifications without infringing on your rights.
  2. Projects on Third-Party Engines:
    • Clear conditions for development on third-party engines will provide legal certainty and protection for our projects, which is especially important for significant modifications of the original engine.

Publication and Rights

  1. Conditions for Publishing Modifications:
    • We need a clear list of requirements and steps for publishing our modifications. This will make it easier for us to share our work with the community, confident that we are following all necessary standards.
  2. Mutual Rights and Responsibilities:
    • A detailed clarification of the rights and responsibilities of mod developers is necessary, including issues of copyright and the rights retained by GSC Game World, as well as the designation of mutual obligations for the maintenance and distribution of modifications.

We are confident that transparent and respectful interaction will open new horizons for the development of the S.T.A.L.K.E.R. universe and benefit both developers and fans around the world. We hope for your understanding and willingness to dialogue.

Sincerely,
The STALKER on UE Development Team!

simple scaffold
#

I am going to point out that GSC said the dcma on open X-ray was not them.

This means they are aware of open X-ray. If the licence on open X-ray was fabricated they probably would have said something.

Also I doubt Serge would be publicly involved with a project if the licence didn't check out.

surreal gust
#

yet these people don't care

simple scaffold
#

Tldr the guy that posted this hasn't done any research.

atomic roost
simple scaffold
#

The bigger issue isnt the engine anyway. It's the art and story.

atomic roost
simple scaffold
atomic roost
#

He published this open letter on his Discord server for a reason.

simple scaffold
simple scaffold
atomic roost
simple scaffold
#

If that licence isn't the words of GCS then we are all breaking a bunch of copyright laws

If it is real then GSC not being involved is established by the licence and is half the point of it.

atomic roost
simple scaffold
#

it probably isn't.

#

That is the only relevant point.

atomic roost
#

It is for this reason that we requested documents from the GSC by the entire community.

simple scaffold
#

Yeah because publicly striping them of plausible deniability is good plan.

It isn't. Not of you don't want a bunch of DMCAs

surreal gust
simple scaffold
#

I guess if you would consider it a waste of your time if the project gets DMCA'd and are too weak willed to just walk away on your own forcing GSCs hand might seem like a good idea.

My thoughts will be that it was fun while it lasted. But I'd also prefer it to last as long as possible so I object to someone poking the dragon and inviting prompt DCMAs.

Because of he thought their official response was going to be anything else he wouldn't be "nervous"

#

But hey if open X-ray fabricated that licence (because you can't attach a licence to someone else work, the implication of that licence is that it was written by the copyright holder. that licence is either written by GSC or it is fraud committed by open xray) then his team brought this up on themselves

celest forge
#

GSC probably wouldn't care, Microsoft might tho

simple scaffold
patent yarrow
#

what are the good modpacks out there currently that install on top of gamma?

celest forge
#

GAMMA is already a modpack

#

There's no modpacks for a modpack

surreal gust
celest forge
#

Closest thing I can of is UGP i guess

celest forge
#

It's like the gamefreak nintendo thing

tawny stream
#

Nintendo will sue you if you name your child Mario.

surreal gust
#

I don't know why gsc wouldn't release the source code for a dead and mid engine anyway

celest forge
#

If a company can profit off of something they will never do it for free

surreal gust
#

We will see if they get a response agreeing to this or a nice "no fuck you" response

atomic roost
surreal gust
#

As soon as I heard casinos, yeah I ain't trusting him

atomic roost
#

According to the investigation, Maxim Krippa is associated not only with NAVI, Vulkan Casino, and Maincast, but also with the game studio GSC GameWorld, which he purchased. Additionally, the owner of NAVI owns the news site Cover.gg, where advertisements for a Russian casino were placed. Maincast, in turn, promoted this site.

#

To believe or not is for you to decide.

surreal gust
#

Ok I'm playing a match with NAVI

atomic roost
#
BlackBOX OSINT

The Commission for the Regulation of the Gambling Market (KRAIL) has issued licences to Vulk@n online casino and GGBET bookmaker owned by Ukrainian Maxim Krippa to operate in Ukraine. According to BlackBOX OSINT, Vulk@n and GGBET have Russian roots, and Maxim Krippa, according to the SSU, was accused of financing the so-called DPR and LPR in 201...

simple scaffold
# atomic roost

yeah i got the reddit notificaton since that is a reply to a comment of mine. thaknks

simple scaffold
# atomic roost

what he calls "unacceptable" is literally the current legal status. Formalizing that status is a reasonable starting point, from which GSC could then grant more rights to the open xray project allowing them to continue thier work.

#

Or GSC could just calim it all as thier own without open xray projects agreement, but sice they would have to defend that position in court (they would win, but it would still cost money) andf have no intentions to make money off of further xray develemnt it is far more likley they will simply demand it be deleted from github and other places.

patent yarrow
#

any recommended or decent mod packs that are more recent for anomaly outside of gamma?

#

just trying to see options

potent delta
#

Real quick question; what lines would I add to the cozy campfire mod to make it heal limb health as well?

simple scaffold
potent delta
simple scaffold
potent delta
#

I just remember seeing someone in passing mention they tweaked the mod to heal limbs as well, and I know the 'Realistic BHO' mod that does the Tarkov surgery stuff makes campfires heal limbs as well. I just dunno what I'd have to do in either cozy campfire or BHO itself to make that happen without needing the whole RBHO shebang. KekStressed

#

I only just barely was able to figure out through trial and error how to add item categories to The Collector mod to be tagged for collection.
I am not a smart man. 5head

lethal garden
#

Can anyone tell me why the textures for the Armsel Protectas look like such shit for me?

celest forge
#

They're from an old mod

soft plaza
#

Is there a way to add more scopes to the ISG vintorez without creating new a new model. I hate that they are all sniper scopes and i want some red dots. I played around a bit and Frankensteined some files and ended up with the gun having the correct scope but it looking like the VSS “venal”.

random fulcrum
#

no

soft plaza
#

Fuck alright ty

vale knot
#

Isg vintorez cant take one red dot?

fair inlet
soft plaza
vale knot
#

common Bas L

fair canopy
#

doesnt the isg vintorez have a canted sight though?

soft plaza
soft plaza
soft plaza
#

Huh idk i didn’t see anything lemme check again maybe i missed something or i am looking in the wrong place

soft plaza
fair inlet
soft plaza
#

Huh ok give me like 20 minutes to mess around

soft plaza
fair inlet
#

w_vintorez_isg

soft plaza
#

Man im gonna be honest this is too much effort for a single gun imma just use something else

simple scaffold
#

an-94 is the only gun you need

soft plaza
soft plaza
#

Is it this? Cause this is what I was messing with in the first place

fair inlet
soft plaza
#

Ah ok

soft plaza
fair inlet
soft plaza
#

And from what im seeing the only meshes there are the ones already on the gun.

#

Wait hold on

soft plaza
fair inlet
soft plaza
#

Ah

soft plaza
shadow hull
#

Yo, anyone know what file determines what the weapon kit addons work for what weapons?

shadow hull
celest forge
#

wdym

shadow hull
#

Sorry, I might need to wait for a response from the mod maker instead.

fair inlet
celest forge
#

I literally don't understand what you mean by the resulting product of the combination

#

Just the gun with the kit? Yeah that's in the gun's ltx

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it's defined what kits it uses and how

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Reminder that "kits" are not a separate object or class of item, it's a fancy way of putting a scope

bronze linden
#

What defines whether a stalker death will use one of these entries over the other in st_dynamic_news.xml?
<!-- Response - death by stalker -->
<!-- Response fake - death by stalker -->

shadow hull
shadow hull
shadow hull
#

@fair inlet Do silencers work in a similar way?

fair inlet
#

So it doesn't change the section name when attached, unlike scopes

shadow hull
fair inlet
shadow hull
bronze linden
#

Is this the right format to adding more death responses? Do they have to be defined somewhere outside of st_dynamic_news.xml to show up, or is it enough to just give them a unique number in the row? I'm working on the ones that seem neutral/negative right now

    <string id="st_dyn_news_res_fake_death_stalker_116">
        <text>Another day, another corpse...</text>
    </string>
    <string id="st_dyn_news_res_fake_death_stalker_117">
        <text>That guy deserved worse.</text>
    </string>
    <string id="st_dyn_news_res_fake_death_stalker_118">
        <text>I'm sick of this shit, how do I make my PDA stop pinging me whenever some bastard dies!?</text>
    </string>
    <string id="st_dyn_news_res_fake_death_stalker_119">
        <text>I heard that guy asked for it.</text>
    </string>
            <string id="st_dyn_news_res_fake_death_stalker_120">
        <text>The bounty was cancelled and someone still took him out.</text>
    </string>
    <string id="st_dyn_news_res_fake_death_stalker_121">
        <text>Guy kept calling the zone 'his bitch,' you know?</text>
    </string>
    <string id="st_dyn_news_res_fake_death_stalker_122">
        <text>The only lesson he ever learned was that bullets hurt.</text>
# so on and so forth...
#

I added about 30 before I realized that it might be good to actually know that :V

shadow hull
fair inlet
#

silencer would be detachable

shadow hull
#

Right, but they are effectively the same correct?

bronze linden
shadow hull
bronze linden
#

(In the sense that I had to repair and switch them out I mean)

fair inlet
shadow hull
#

They use different sound files?

fair inlet
shadow hull
fair inlet
shadow hull
#

There's a damage bonus for that?

naive snow
queen pineBOT
#
  • +7% damage
  • +7% ammo penetration power
  • +10% impulse
  • +3% muzzle velocity
  • -10% spread
  • -18% recoil (doesn't affect camera movement, only camera climb)
  • +25% weapon degradation
  • No more accuracy debuff when moving and shooting with a silencer
naive snow
#

My man finding out just how deep the rabbit hole is for weapon modding kekl

fair inlet
naive snow
#

Yeah if the silencer isn't integrated that's 'nother thing

fair inlet
#

@naive snow btw what about those dispositioned weapon models for NPCs? is this the issue only with the mod version gamma currently uses?

naive snow
fair inlet
#

yes

shadow hull
#

Is.... it possible for me to give a weapon more than one scope?

naive snow
# fair inlet yes

My guess is that some weapons had their ltx modified to use their hud files as the world models and the hud models sometimes aren't centered at 0,0,0. I honestly haven't checked if it was something introduced by the reduced world model optimization. I faintly recall something about the ump45 was pointing to the same black model regardless of it was the custom (model is green) or the other one

fair inlet
shadow hull
#

If the kits use a scope slot.

fair inlet
#

I don't think there's a workaround in case of kits

shadow hull
#

Like, I want to go from k98 to k98 mod to k98 mod silen98.

#

But the mauser_kit is already in place for the k98 in the first scenario.

#

Which is why I contemplated the idea of throwing away the silen98 kit and trying to assign the silencer to the k98 mod as a work around.

#

But I guess there is a stat difference between integrated silencers and non integrated ones.

naive snow
#

You could simply assign the k98 mod a new upgrade tree and lock the silencer behind an upgrade

#

You should even be able to assign a new description, name and whatever else behind said upgrade

fair inlet
#

locking silencer behind an upgrade doesn't allow the use of dedicated sounds for actor. 🤓

shadow hull
#

Actually I think I might have found a way to get it working. The only drawback is that the resulting combination does give birth to an extra rifle but I can just trash that lol.

naive snow
naive snow
#

Ay fair enough

shadow hull
#

Yeah, I got it set up so I can use the mauser_kit on k98. And if I use silen98 on the resulting k98_mauser_kit which points to k98_mod, I can then get the k98_mod_silen98 like I want, but it dumps another k98_mod into my inventory as a result.

surreal gust
atomic roost
#

@simple scaffold Who the hell are your "Game World" and "Transavision Ltd."?)

simple scaffold
simple scaffold
#

I am not sure what point you are trying to make?

#

Based on the wording in the first post of the day I assume you are trying for some sort of "own".

Well you got an own goal, so congrats 🎉

atomic roost
atomic roost
simple scaffold
atomic roost
simple scaffold
#

We don't transfer any thing. We surrender certain rights to sue and receive a limited license to use the product. Of course the publisher is listed, they want to be protected by the "provided as is" clause as much as the developer. Even if they didn't also likely own some percentage of the game which would require them to grant licence

And again I'm not sure what your point or apparent hostility is about.

atomic roost
# simple scaffold We don't transfer any thing. We surrender certain rights to sue and receive a li...

Property rights on any program (“MOD”) as result which will be got after modification, alteration, amendment, change, variation, overpatch of the Game Software by you are the rights of PARTY. PARTY has exclusive rights of commercial use, distribution by the way of selling, alienation by any means, property lease or rent of the MOD. MOD becomes a property of PARTY free of charge. PARTY is not obligated to pay any license payments for MOD. License territory of the MOD is all over the world. PARTY can use MOD in any form and by any possible means. Installing GAME Software you agree that after creation of the MOD all rights on MOD are granted (alienateed) to PARTY.

atomic roost
#

We want specifics and will continue to look into all of these issues.

simple scaffold
#

They updated the licence on the official SDK?

That is pretty standard wording these days. Blizzard has been using since DOTA

#

all of my mods are dependent on an illegally modified and distributed version of the game engine.

Even before i knew for a fact that the "licence" on open xray was fraud. I knew it didn't cover use of the game assests, art, story or IP.

I have pretty much always known I couldn't exert any leagal ownership of them.

Nothing has changed except that a bunch of squatters are demanding that the owner mow the lawn for them.

If you think any of us have any rights here enforceable or otherwise here you are wrong. More like we have civil and criminal liability

simple scaffold
simple scaffold
atomic roost
atomic roost
simple scaffold
#

The "open letter" is an outrage generator. it is ment to create bad PR.

atomic roost
atomic roost
simple scaffold
#

Whats_his_name_duty claims to have gotten a response and then proceeded to piss on it which is probably why they stopped responding. But again this was years ago. Why now?

You are not a developer. Anyone working with the xray engine source is doing so illegally, there is a word for that, it is not developer and it starts with a p.

I am sorry, you are either a victium or partcipant in some sort of disinformation campaign.

@undone lily @ionic zenith I request you ban this topic. even if it isn't malisious it cannot be disccused without violating your rule 4.

ionic zenith
#

what's going on?

restive sigil
undone lily
#

If you do your own thing with XRay engine, you will likely not have any issue. You don't sell anything, you don't make it so people can play the base game without paying anything, and GSC is fine with it. It has always been like this.

#

Sure GSC, can tell me in the next morning that Anomaly, GAMMA, and everything must be removed from moddb and github. Welp, everything will be packed and uploaded on piratebay and everywhere on the net because it's already well known, AND it will destroy GSC image that seemingly supported modding for all these years, which could have a negative impact on STALKER 2 sales.

#

That's exactly why GSC already answered you that all the mods that already published won't be taken down

#

and also that porting their original games to another engine, especially UE5, is stepping too much on their toes, simply because they can make money out of an UE5-based remade Stalker of Chernobyl game for instance

#

and that's mainly because if you do so, you use GSC IP on something they have no rights on, which is infringing their IP rights

#

everything that is done on XRay engine is still GSC's property

#

Moving GSC's property to another engine is basically going against the law and their IP ownership and associated rights

#

As long as you are under the XRay engine, you are under the GSC's umbrella because they basically own it, and because they own the stuff you made for XRay engine.

#

Honestly, I don't care. GSC could sell GAMMA tomorrow on Steam for 20€, all the better, my modding and the work of the entire community would be even more recognized.

#

So imo your motives are to try to understand why GSC striked down SoC UE5, but you don't need a PhD to understand that they simply protect their IP by doing so.

atomic roost
undone lily
#

And imo the letter can be a detriment to the entire modding community

#

I already expressed my concerns in Private Messages to you, so now I'm explaining it more bluntly and publicly so that everyone can get my point.

atomic roost
undone lily
#

Welp because you can't develop it since GSC will strike it down over and over

atomic roost
#

Many say that this letter was written due to the "STALKER on UE" ban. But no one has asked why this letter received support from a large number of developers? And why did we decide to write this letter only after six months, instead of immediately, despite the hype surrounding this topic?

undone lily
#

which is exactly why I didn't support it

#

Because imo it could backfire to everyone because of a minority of mod developpers

atomic roost
#

There are no hidden motives here. We also understand that if GSC does respond, they will clearly not allow the development of mods on Unreal Engine. I'll ask again, what does "STALKER on UE" have to do with this?

slow bolt
#

Trying to force a decision ain't a good thing

undone lily
#

Modding a game with a leaked engine is a benevolent work. Everyone knows that.

undone lily
atomic roost
undone lily
#

Because you are using GSC's IP on something that will be yours instead of GSC

simple scaffold
atomic roost
undone lily
#

That part* belongs to GSC

#

that's the big difference

#

say, you put a STALKER model in any UE5 game, that's GSC property you are using, and they could sue you for doing so

atomic roost
undone lily
#

you could say "it's GSC property" but they didn't give you any rights to use, and they can bring your project down because you used something that isn't yours

atomic roost
simple scaffold
undone lily
atomic roost
undone lily
#

STALKER on UE is not written on the public letter itself

#

but imo if you work on XRay Engine doing stalker mods, no clarification whatsoever is needed: you own nothing, everything is GSC's property

#

GSC could even use portions of Anomaly mods and addons in Stalker 2, we won't be able to do anything

simple scaffold
undone lily
#

On the contrary, GSC supported OpenXRay by declining the false copyright claim that was aimed at bringing down the OpenXray github

atomic roost
undone lily
#

So imo GSC is already showing official and clear support to leaked XRay engine development

atomic roost
undone lily
#

"request for a license"

#

aka make XRay Engine officially open source instead of being GSC property

atomic roost
undone lily
#

Why would they even do that

#

We work for free for GSC, they have an advantage, why would they abandon it

atomic roost
undone lily
#

Then instead of this letter, make a petition to ask for A SPECIFIC LICENSE that you would like slapped onto XRay engine and its derivatives

atomic roost
undone lily
#

This, here, GSC hate, that's what is animating you brother

simple scaffold
atomic roost
undone lily
simple scaffold
atomic roost
atomic roost
random fulcrum
#

port shadow of chernobyl to gzdoom

simple scaffold
undone lily
simple scaffold
woeful rain
undone lily
#

it feels like you are trying to circumvent GSC's IP associated rights to do something else with it

simple scaffold
undone lily
#

Well yes, but we aren't past the "illegal" threshold yet in my opinion, and I know the matter will be discussed, so it's better to discuss it here and now and once and for all

simple scaffold
#

(i will stop talking upon request, i only jumped back in when you started )

atomic roost
undone lily
#

Just make your own game under UE5

#

stalker inspired

#

and sell it

woeful rain
#

If serious, it's a useless argument because none of you here decides anything about it.

simple scaffold
#

like that severt game. or into the radius.

undone lily
atomic roost
simple scaffold
undone lily
undone lily
#

I guess I should have added /s

atomic roost
undone lily
#

But honestly if it's money you are after, that's like the quickest way associated with stalker modding currently. Only a fool won't see it.

atomic roost
undone lily
#

Imo if you want to mod STALKER on UE5, simply wait for STALKER 2 and mod it

atomic roost
woeful rain
#

or Gamma

atomic roost
#

Yes bildoman

undone lily
#

hilarious

woeful rain
simple scaffold
undone lily
#

If I had millions I wouldn't be here debating about STALKER Modding

atomic roost
woeful rain
simple scaffold
undone lily
atomic roost
random fulcrum
#

whitewashing shocked emoji

undone lily
#

Why would there be prosecution, when everything is owned by GSC

undone lily
slow bolt
atomic roost
#

LMAO

slow bolt
#

So explain to me here, you want to push GSC to make a decision and force them out of the current status quo? That is how it reads

undone lily
elfin mason
#

This is the strangest hill to die on
🍿

simple scaffold
slow bolt
undone lily
#

we are getting a bit too political here

atomic roost
grizzled gorge
simple scaffold
undone lily
#

Then rather work on Anomaly SDK so that we can finally edit something else than the geometry of Anomaly maps

atomic roost
slow bolt
woeful rain
slow bolt
#

I have seen this happen before when Russians talk in English and don't intend to sound hostile

woeful rain
#

That is sdk 0.8

slow bolt
#

Most of the time hostility is not intentional

atomic roost
slow bolt
#

And they don't realize the problem and it spirals

slow bolt
undone lily
# woeful rain i can port my sdk in our engine

Last time I heard from Meatchunk, if you try to decompile Anomaly maps into SDK versions, tons of things will be bugged and manually edits will be required, for instance most of the AI related info. The SDK version of the levels was lost and hence nobody can decompile Anomaly maps properly and recompile them without breaking everything

elfin mason
#

Grok is 100% correct, forcing an answer from GSC carries a significant risk of a negative outcome for the modding community, the status quo of "keep it inside our engine and we wont notice" is fine

slow bolt
#

Which is obviously not gonna sit well with the rest of the community

undone lily
#

that's why you can edit Anomaly levels geometry, but not the AI paths.

#

But to actually modify andfix the maps properly, you need to change the AI paths, like the broken NPCs going through walls, grounds, etc.

slow bolt
elfin mason
simple scaffold
#

the hostility is not mine

undone lily
slow bolt
undone lily
#

but 20min ago it wasn't ?

atomic roost
atomic roost
woeful rain
slow bolt
#

Yes, a small community

#

A group. Specific one at that

#

Don't talk for everyone

#

And with that message you are doing exactly that

atomic roost
elfin mason
atomic roost
woeful rain
elfin mason
#

sample size doesnt effect ratios kekfacepalm

slow bolt
#

See this is what I mean Raven

slow bolt
# atomic roost Fixed)

It still doesn't resolve anything. You just say that some people supported it. Point is you are talking for everyone, and risking also everyone, for your own groups benefit

simple scaffold
# slow bolt Opinions are opinions

No one is this stupid by accident. at this point it has to be willful misrepresentation of the facts. combined these things are telling.

slow bolt
#

Even if you don't talk for everyone but yourselves. You are still risking everyone in the modding scene

atomic roost
slow bolt
#

It doesn't matter how you call it. Problem doesn't change

undone lily
random fulcrum
#

watch as the response to this is "developing just mods isn't real development"

tawny stream
#

As has been said by others up in here, any attention from an IP holder is unwanted attention. Nothing good will come of all this, and hopefully nothing in general does.

celest forge
#

Watch this be the initial incident for gaming companies to finally start striking down modders that use assets from games in unison

summer girder
#

Hi, sorry for the horrible necroposting, but has this been resolved at all? KekSkew

summer girder
grizzled gorge
summer girder
#

Thank you very much peepopray

surreal gust
#

no graph points

#

broken sectors

#

waypoints i think exist but are bugged

#

the scene geometry is there but like anything game related is not

#

so don't decompile anomaly maps

#

smaller maps can be decompiled with easy and fully working

surreal gust
#

but even then

#

you'd have to recompile spawns for every single level

#

it's only useful if you're making a rework to every level

surreal gust
#

Any SDK 0.7 or modified will work for anomaly

#

it depends on your skill

surreal gust
#

you need to have the source files for spawns and ai map

celest forge
#

If anomaly sdk don't exist then how the fuck did they make it

surreal gust
#

without these you won't be able to do anything else than replace the geometry

surreal gust
#

they probably used sdk 0.7 or modified versions

#

because i've never seen anomaly sdk

#

and you don't need it

#

hybridxray is enough

#

currently im making a test map for openxray gunslinger

#

the terrain and terrain textures are my work

celest forge
#

So everytime you want to add something or make a change you need to recompile everything?

surreal gust
#

only recompile spawns

#

adding lights is a dynamic object

#

so you dont need to waste hours of compiling again

#

only a FEW SECONDS.

#

if you're adding fog volumes, hom objects, sound sources, sound environments, static particles you dont have to recompile the spawns

#

only the files are enough

#

also you can compile anomaly geometry to use better optimizer such as D3DX instead of NviTriStrip

#

which will give better performance

#

you can replace or add more hom objects inside the current levels for more optimization

#

only static objects from the "Scene Object" need to have geometry recompiled

#

if you added any new

#

or deleted some

austere mesa
#

Any of you know offhand where the script for Sakharov's psy helmet quest are so I can delete the timer

surreal gust
#

just why?

austere mesa
#

Annoying to wait around for him to finish when doing ironman runs Apparently already done, rip. Haven't updated in forever

surreal gust
#

bro

#

you can just sleep

amber sage
#

If I make a change to an .ltx file, what all would I need to do to reflect that change in-game? Just reload the save, or completely relaunch?

fair canopy
#

Depends on what you do to it

amber sage
#

I'm trying to reposition a gun. Is there a better way than by changing the config file and relaunching?

potent delta
#

I will post this here, for anybody who uses the mod "The Collector v1.0" and wishes to have all quest items properly blacklisted from the collection's list, as well as including;
-Exo PSUs
-Backpacks (including the new ones from Backpacks of the Zone)
-Toolkits (Including gunsmithing, med, and artifact melter)
-Faction Patches
-Various bits and bobs (tent, sleeping bag, guitar, harmonica, etc)
-Outfit attachments (includes Mag Pouches, mutant pelts, armor inserts)
-Every gaht dang Juan and/or BaS gun and attachment (You can remove any from spawning/being in the collection manually by removing them from this list as well as from traders/NPC/stash loadouts.)

The file goes into 'The Colector v1.0' in MO2, via right-click -> open in explorer, gamedata\config\plugins\the_collector

https://drive.google.com/file/d/1UPx71Q0mvycJFCptu61u2LZM39Cf94QI/view?usp=sharing

lusty widget
#

how do I modify the reflectivity of an object? so far I think its the .thm files but I dont know how to modify it

#

is it included in the bump map? if so which channel?

naive snow
lusty widget
#

is there a smoothness channel?

naive snow
lusty widget
#

they are different though?

naive snow
#

Yes but xray doesn't use a metallic/smoothness workflow, it's a specular workflow

lusty widget
#

is there no roughness?

#

how does it differentiate a smooth plastic vs rough plastic

naive snow
#

Via the specularity channel

lusty widget
#

wbout fresnel

naive snow
#

What about it?

#

Fresnel is handled in a shader, it's not a texture

lusty widget
#

oh so the specularity channel is a smoothness channel and there is no actual fresnel differentiation?

naive snow
#

I have idea what you're talking about. Are talking about different brdf?

lusty widget
#

doesnt a specular texture usually stores fresnel values

#

how does the shader know if one part is wood and one part is plastic

naive snow
#

The specularity channel defines how reflective the surface is

lusty widget
#

ok i get an idea on how to use it

naive snow
#

Fresnel would be handled by the shader model used, if the model uses per-surface material ID

lusty widget
#

oh interesting

#

what does alpha store?

#

actually what do all the channels store

naive snow
lusty widget
#

normal map is just 2 channels right what does green store

naive snow
lusty widget
#

oh i see

#

thx

naive snow
#

You can refer to this for more info
https://youtu.be/uD5stu22Wls?si=Pe-5c5l6-Nm7mmuU

In this tutorial we'll see how to create the Green_Bump-Map.

Background Music by Danny Kross.

Danny is a friend of mine who makes awesome music with few equipments.
Check out his youtube channel, He makes some great content not just music.
Link:
https://www.youtube.com/DannyKross/videos

More
https://www.youtube.com/ReaperSoundRecords/videos

▶ Play video
#

Lun4tic also has a full comprehensive video
https://youtu.be/HwTYYH5zLjo?si=h5nm8yESbRuC0wWU

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...

▶ Play video
lusty widget
#

thank you

elfin mason
#

Anyone know where your rep value is stored in the save file, i want to bring it back to neutral

surreal gust
#

idk

#

game_relations.ltx controls the relations between factions

elfin mason
ember kayak
#

i have a question regarding character creation
i tried to make the han yue ling from anomaly modding book but i dont know what i have done wrong
considering i literally used and edited the original system.ltx and spawn_sections.ltx with original mod files it should have worked
tested with vanilla anomaly and mo2

FATAL ERROR

[error]Expression : no_assert
[error]Function : CXML_IdToIndex<class CCharacterInfo>::GetById
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\xml_str_id_loader.h
[error]Line : 114
[error]Description : item not found, id
[error]Arguments : han_yue_ling

stack trace:

! [LUA] 0 : [C ] on_register
! [LUA] 1 : [Lua] c:/anomaly\gamedata\scripts\se_stalker.script(77) :
! [LUA] 2 : [C ] create
! [LUA] 3 : [Lua] c:/anomaly\gamedata\scripts_g.script(2116) : alife_create
! [LUA] 4 : [Lua] c:/anomaly\gamedata\scripts\sim_squad_scripted.script(614) : add_squad_member
! [LUA] 5 : [Lua] c:/anomaly\gamedata\scripts\sim_squad_scripted.script(694) : create_npc
! [LUA] 6 : [Lua] c:/anomaly\gamedata\scripts\ui_debug_launcher.script(2032) : Spawn
! [LUA] 7 : [Lua] c:/anomaly\gamedata\scripts\ui_debug_launcher.script(2157) :

sudden rune
#

Is there a possibility in fomod to create, like, different paths for installation?
I prepared scopes overlays for two different textures of a gun and thought maybe I can make a step with "choose this or that texture" and then all next steps will be for a corresponding texture? Or nope, cope and make two different fomods?

random fulcrum
#

i remember seeing a lot of skyrim mods do this

#

maybe check those

sudden rune
sudden rune
#

good to know

slow bolt
#

example. This page will only be available if dynahud flag is on. That flag is set inactive first, then it is set on by this option

#

Same here for hud textures if dynahud is off

pine meadow
#

I am trying to make WPO barrels visible to be field stripped without tools, I am able to its just that I have to strip all to be able to do it and I would like to be able to click the text

quartz cedar
#

Trying to add the ks-23m drozd into the SMGs in Vision mod. Did I write this right?

fair canopy
#

Looks right. Just check in debug

quartz cedar
#

Wdym by "check in debug"?

fair canopy
#

Load the debug level. Enter the game in debug mode by checking the box in the launcher then press f2 to go into the debug level and spawn the ks23

strange hinge
#

hi guys

#

can i get some help? i just want to change the textures of the mutants i just turned off the alternative mutants but still the original mutants inside

#

because i just using 5 or 6 different kind of textures like lurker, pseudogiant, pseudodog/cat, etc.

potent delta
#

Is there a simple way to change the brightness/opacity of the laser sight (laser module, the one you activate by holding L) from my gun? I want it to stand out against things a bit more. I have bad eyesight and play with INVERNO so there's a lot of brightness for it to fade into.

potent delta
#

Completely separate idea/question from the last;
What might it take to make it so Looting Takes Time loots faster based on your Scavenging level? think

misty mulch
#

crack open scavenging script
crack open Looting Takes Time script to see what affects the time for looting
see if scavenging level is global variable
read a lua tutorial ig

potent delta
#

As far as I can tell, it's got some MCM settings for minimum and maximum time for looting, not sure if I could make that a variable based on 1 - 30 Scav or not. Looking at the script file for LTT is like trying to read a foreign language. KekStressed

#

For the time being, I'll just hope that someone in here who is already knowledgeable can help me, or the original mod author on modDB replies to my query I posted on the mod a few minutes ago. KekSkew

potent delta
quasi blaze
#

I'm trying to modify the damage of the L96a1 and L96a1 AWSM, but it doesn't change in-game when modifying hit_power in w_l96a1.ltx Everything else works and changes in-game, but not damage.... Any ideas?

potent delta
quasi blaze
#

Thing is, some weapons get the hit_power change, but others don't. That also due to GBO?

potent delta
#

Fairly certain it's a part of it, at least. You'd have to talk to someone way more knowledgeable in all of the stuff GBO does than I, though.

quasi blaze
#

Aha ok

#

Well thanks for the info

potent delta
quasi blaze
#

Could it be that the damage of some weapons are directly linked to the ammo "k_hit" modifier in weapon_ammo.ltx ?

random fulcrum
#

no

#

but yes

quasi blaze
#

oh?

random fulcrum
#

but not in the way you're worried about

#

k_hit just multiplies the gun's hit_power

quasi blaze
#

ok?

#

ah ok so if a gun has 50 hit_power at base and i put it's ammo to k_hit = 2 it does 100 dmg?

#

50 hit_power as equals to 50 in game dmg i mean

random fulcrum
#

the number in game is (hit_power * k_hit) / 1.5

#

ah yeah there it is

#

check gamma weapon pack

#

gamedata\configs\mod_system_weapons_damage_gamma.ltx

#

there's the l96 hit_power override

quasi blaze
#

ah ok, that's why it didn't do anything through the normal .ltx

random fulcrum
#

yup

random fulcrum
quasi blaze
#

thank you bunches eta pepeOK

random fulcrum
#

your most basic form of raw damage doesn't have the 1.5 division

quasi blaze
#

so that equation is like taking 100 dmg / 1.5 = 66.6 dmg?

random fulcrum
#

also the k_hit

#

(100 x 0.85) / 1.5

quasi blaze
#

true

random fulcrum
#

that's what you get on the card

quasi blaze
#

alright thanks 👍

wanton crystal
#

how can I disable the mod of only repair in the worktable?

lethal garden
#

Alright, so does anyone know the texture file name for the Armsel Protecta?

naive snow
naive snow
potent delta
#

I'm assuming it's in whatever mod adds the gun that has the laser, or maybe it's BaS itself that handles all lasers and the gun mods just piggyback off of that.

naive snow
#

It's either a script file or a .ps

#

Yep it's the PS

#

Just add a multiplier in there, clear shader cache and voila

potent delta
#

Just something I can copy from here and paste right in would be fantastic. 💜

#

And would I also need to make a similar change to the other 3 files? thonk

naive snow
naive snow
potent delta
#

DX11 Enhanced.

naive snow
#

R3 is DX11

potent delta
#
common_functions.h(97,49): warning X3206: implicit truncation of vector type
common_functions.h(129,2): warning X3206: implicit truncation of vector type
(17,29): error X3000: syntax error: unexpected float constant```
naive snow
naive snow
#

Here's a working version you can change the laser multiplier line to whatever you want. The multiplier multiplies the color and the opacity of the laser. If you just want a laser that just stands out without appearing more powerful (pink towards white) just remove the t_base *= laser_multiplier.x ; line
#include "common.h"

struct v2p
{
float2 tc0: TEXCOORD0; // base
float4 c0: COLOR0; // sun
};

float4 shader_param_5;
float4 laser_multiplier = 10.0f;
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( v2p I ) : SV_Target
{
float laser_multiplier = 10.0f;
float4 t_base = s_base.Sample(smp_base, I.tc0);

t_base *= shader_param_5.x ; //Only first component is used
t_base *= laser_multiplier.x ;
return float4(t_base.xyz, t_base.w * I.c0.w *laser_multiplier.x);

}

#

Anything more your best bet would be asking on the BaS discord since the shader comes from there

potent delta
naive snow
#

Well here's 50 with only the opacity line

#

I mean you can see the thing on the actual sky

potent delta
#

Alright. Assuming it doesn't give me crashes again for some reason I'll fiddle with the number there until it stands out enough for my blind ass. KekSkew
Really, I do appreciate it. I had spent the last hour almost trying different ways of putting parenthesis around things, multiplier numbers, etc. I got the game to NOT crash with some things added but it never made a visible difference for me. Hoping this'll do the trick. It's a lot more in-depth than anything I tried.

naive snow
#

Try out values and experiment with different numbers. Like I said tho if you want more help or actual proper answers, go to the BaS discord

potent delta
#

I copied it directly as you pasted it and I'm getting the shader compilation error again. PepeHands

random fulcrum
#

check the log

potent delta
#

It's late. I should have been in bed 2 hours ago. 💀
I'll try poking the folks at the BaS discord about it tomorrow.

naive snow
#

Did you perfectly copy/paste the thing?

potent delta
#

I did. I even did it twice, just to make sure.

naive snow
#

screen shot it

potent delta
#

I also added a space where it looked like it was missing and that didn't work either.

potent delta
#

This is after copying it again, just now, directly as it is in Discord.

naive snow
#

You did clear shader cache in-between your tries yeah?

potent delta
#

As far as I am aware, yes. Deleted the shaders_cache folder from my anomaly root location.

#

Not missing a step with that am I? KekStressed

naive snow
#

Nah that should have worked

#

I just tried again with :

#include "common.h"

struct v2p
{
float2 tc0: TEXCOORD0; // base
float4 c0: COLOR0; // sun
};

float4 shader_param_5;
float4 laser_multiplier = 100.0f;
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( v2p I ) : SV_Target
{
float laser_multiplier = 10.0f;
float4 t_base = s_base.Sample(smp_base, I.tc0);

t_base *= shader_param_5.x ; //Only first component is used
//t_base *= laser_multiplier.x ;
return float4(t_base.xyz, t_base.w * I.c0.w *laser_multiplier.x);

}

potent delta
#

Loading up one more time to try, because... Well, sometimes trying five times fixes whatever the issue was.

naive snow
#

Works perfectly on my setup

potent delta
#

Nope, still errored. This is what's at the end of my log;

common_functions.h(97,49): warning X3206: implicit truncation of vector type
common_functions.h(129,2): warning X3206: implicit truncation of vector type
(20,40): error X3000: syntax error: unexpected token 'I'```
#

That is with the layout I sent the screenshot of.

#

Okay. That second one you just sent works for me. Now the laser is entirely white though. And is like, SUPER chonky coming from the gun. KekSkew

celest forge
#

Hey that's mine

potent delta
#

What can I say? I like me a .357 pistol that just so happens to be from the best Halo game (don't @ me)

naive snow
potent delta
#

Including the part where it's white?

naive snow
#

The white is unexpected, the modified code I sent last doesn't touch upon the color of the laser

potent delta
#

inb4 it has something to do with I.N.V.E.R.N.O.

naive snow
#

Could be

#

Don't see why they'd hijack the laser color or whatever

potent delta
#

Unsure. I'm gonna call that somewhat a wash for now though and just go back to the default state for that file.
Once I wake up tomorrow I'll hop into the BaS discord and see if there isn't already some stuff lying around there that does exactly what I'm looking for without being a bunch of trial and error. KekSkew
I do appreciate your input on this though! salute

#

But for now...

compact cosmos
#

@simple scaffold, could you please help me find where in your "Guide Task Fix" script code I can change how long the guide tasks are available?

stable vault
simple scaffold
# compact cosmos <@155830872027693057>, could you please help me find where in your "Guide Task F...

There isn't a limit, or rather there isn't supposed to be.
There is code that is supposed to only allow the task to run every X (i think 3) in game days.
The original version used the function level.get_time_days() and some logic like if currday - lastday > 3 then

the problem was that level.get_time_days() returns the day of the curent in game month. so once the task ran on the 30th level.get_time_days() would never return a day that was more than 3 higher so the task stopped happening.

I tried to fix it. Based on reports all i did was kick the bug out several months. I probably screwed up the date logic a different way. I havn't gone back to look at it again.

Easiest way to find out the relevant code is to diff my version of the script with the one in anomaly: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/tasks_guide.script

#

Dates suck in every system i have ever used. the fact that storing ctime objects in mdata/save_var only sometimes works doesn't make it any easier. there is a function in utils_data to convert ctime to a table and manipulate them that way. The solution is probably to use those tools and store the time the task last happened as one of these time tables. (these tables are structured specifically to be storable in mdata)

#

If you come up with a solution before i do (this is very likely, i have a back log of mod updates, and now a bunch of new busy hands cases to [help] investigate) I will hapily update my moddb with your fixed version and give you a credit. Or if you'd rather, archive mine and direct them to your moddb page. whichever you prefer.

potent delta
potent delta
simple scaffold
compact cosmos
# simple scaffold There isn't a limit, or rather there isn't supposed to be. There is code that is...

My assumption that there is a time limit was an inference I have based on two factors: (1) I received such a message in-game from an NPC looking for a guide but once I reached them, the dialog option was not available and (2) your moddb page mentions that "task will be available for a minimum of 1 in game hour now, up to 6".

This prompted me to go looking for where this duration is defined, as I'd like those tasks to be available for longer. I'm not sure what you're describing connects to my issue, and if it does, how that happens is rather blurry.

While I appreciate your invitation to find a fix to this problem, I'm only literate enough to kinda-understand code enough to figure out the basics. I'm not a coder, but who knows - maybe this will prompt some learning.

simple scaffold
#

idk. diffing the two scripts would still reveal that is.

#

ask me at this time of day on staturday or sunday. that increases my likely hood of actualy looking into it, amongst my busy ness

compact cosmos
vast zodiac
#

I've been talking to people about how NVGs start at level 2 brightness when you first put them on which can be annoying, anyone know if it's possible to mod the starting brightness level and if so what hooks that might use? I've only done quest modding before

graceful sluice
#

Cursed L96)

cerulean mantle
#

This is going to do a = a + 1.5t, right?

#

And not something like a = (a + t) x 1.5...

random fulcrum
#

yes it's the first option

graceful sluice
#

How fix that?

#

Help pls

graceful sluice
shadow hull
#

Anyone know which script runs the time limit on mechanics vices?

graceful sluice
naive snow
graceful sluice
#

That error message in blender

#

While exporting to .ogf

naive snow
#

The warnings?

#

That last line isn't an error it's the actual export line

graceful sluice
#

4 images are not in textures folder

naive snow
graceful sluice
#

It only works with guns that don't need to be unpackaged, like this Glock

naive snow
graceful sluice
#

Yes

#

I even shortcutted it's icon to desktop KekSkew

naive snow
#

Did you extract the anomaly archives?

graceful sluice
#

Yes

#

I have unpackaged folder

naive snow
#

A lot of gun refer to textures in the db archives

#

Did you make a mod with the content of the unpackaged folder?

graceful sluice
#

Yes

graceful sluice
naive snow
#

Are all the textures for that model properly loaded? Like if you check the textures path

#

Do they all display properly in your blender image viewer?

graceful sluice
#

It probably can't access unpacked folder through MO2

naive snow
graceful sluice
naive snow
#

If you moved the content to a mod

#

Can you screenshot your MO2 mod for the unpacked folder?

#

If you double click on it and open the file tree

graceful sluice
#

All guns from unpacked purple bu default

naive snow
#

Are you loading textures manually clueless

graceful sluice
#

There are no such a texture in their folder, it in different place

naive snow
#

Well you're not loading the right path for the l96

graceful sluice
#

Yes, I understand now

#

Should I change it in blender?

naive snow
#

Normally, you don,t need to load textures manually in blender

#

IF everything is setup proper

graceful sluice
naive snow
#

Try checking your unpacked mod

shadow hull
graceful sluice
#

I don't have unpacked checkbox

naive snow
naive snow
# graceful sluice

Well the unpacked mod is my own, I made a mod out of the Unpacked folder

graceful sluice
naive snow
#

Just create a folder in your Gamma\Mod folder, name it however you want. In my case it's Unpacked Anomaly Models. Create a folder in that new mod, called gamedata. Move the content of your _unpacked folder in there

graceful sluice
#

And all unpacked

naive snow
#

You'll see every single one of the mods in there

#

Just create a new folder in there

graceful sluice
#

This one then

naive snow
#

Yes

graceful sluice
#

Yep, they all there

naive snow
#

Create a new folder and name it however you want, that will be the name of your mod

#

then in that new folder, create another folder called Gamedata

#

Shove everything in there

graceful sluice
naive snow
#

When you refresh MO2 you'll see that new mod. If you check in the file tree tab you'll see everything you moved

#

You only really need meshes and textures

graceful sluice
#

Kinda like this?

naive snow
#

Yep

#

Now refresh MO2 and search for your Triplex mods

#

Put it in priority 1 (right click, sent to, lowest priority)

#

enable it and relaunch blender

graceful sluice
#

Well, now it works)

naive snow
graceful sluice
#

For everything except old model which textures I manually set up

#

And I can't find custom guns

#

From my mod

naive snow
#

Well yeah becasue you broke the paths by setting them to the unpacked folder

#

You exported the weapons with most likely broken paths. Open up the ogf with a ogf editor

graceful sluice
graceful sluice
graceful sluice
#

KekStressed Or probably because I edited them outside blender, and those my custom textures, and not gamma ones

naive snow
#

Should be a simple reassignment if you move everything to your own mod/gamedata/textures

graceful sluice
#

How add laser? Just copy it from another weapon?

graceful sluice
#

It says "skeletal mesh-object has no armature"

#

But I set is as parent to wpn_body

#

@naive snow should I add bone to this grip?

graceful sluice
naive snow
# graceful sluice

every mesh that is parented under the object root WPN_aps_Hud.ogf needs to have an armature modifier and painted weight

#

Since you probably moved something from another weapon, you need to make sure the armature modifier has the right Object as it's parent and that you have the weights panted

#

Painted vertex weights need to have their name the same as the bone they represent

#

In this exemple, the weight Magazin, is from the Magazin bone and is painted solely on the mag

#

Moving stuff via the Pose mode will show you if you have stuff that is badly painted or not painted enough

#

Here, moving the magazin bone moves the mag, so it's proper

graceful sluice
#

It still have one left from APS

naive snow
#

Just go to the vertex group tab and hit the Remove button with it selected. You can google those things, they're blender questions

distant plinth
#

sorry if this is a nonsensical question, I know next to nothing about this stuff but am slowly learning xoCatGrin I wanna change the colour of the text in this script. I can see that the colour is set to "ui_2" which is white, but does anyone know where to find the rest of the colours? I wanna make it blue.

graceful sluice
#

Base: AK-74m
Change log:

PMC handguard
Merk muzzle
PEQ-15 laser
RPK-74 extended heavy barrell
RPK-16 60 round mag
ISG foldable stock
TGP-A suppressor
GP-25 grenade launcher (native AK-74m anims)
Hinged dust cover with pik rail
Magpul grip

ember niche
#

dunno where else to ask. i can't find the answer and I don't know if there is an answer until we play stalker 2

Is Lost Alpha the story between CoP and Stalker 2?
Is Lost Alpha canon considering Stalker 2?
Is Lost Alpha canon from another timeline considering Stalker 2?

#

I heard one of the original devs worked on Lost Alpha. Are they working on Stalker 2?

naive snow
elfin mason
simple scaffold
#

Change the ui_2 in your xml to a name of one of those colors that is blue. Don't change the color assigned to ui_2

simple scaffold
#

Color can be set by a script for a a script UI. This can be handled a few different ways.

Places without defined color overriding the color can be changed mid string with control codes in the text.

Text xml nodes can have argb values in them or can reference a named color in the above linked xml.

Some text color is just set by the engine because fuck you that's why.

tawny stream
graceful sluice
cerulean mantle
#

What kind of DDS should I save textures as?

celest forge
#

For UI stuff you'd want it to be like this

brave tartan
# celest forge For UI stuff you'd want it to be like this

for UI no need for mipmap? might that be the reason for textures to blend colors a bit? noticed it on smaller sized UI icons and similar when I changed mipmap to Kaiser noticed 1 red pixel being blend in into grey color around, spreading pink/red around like 2-3 pixesl radius.

naive snow
brave tartan
#

okay makes sense will know. might u know why colors might be blending in a bit?

#

heres example of what I meant - see hwo those buttons blended in, and even that grey line on another icon on the right now kinda redish

naive snow
brave tartan
#

oh theres such function, let me try

#

yes indeed

naive snow
brave tartan
#

as I also re-saved it several time with each save it changed

#

while writing preview udpated now it looks like this

#

exactly like mine

naive snow
#

Do you have the original in a no compression format?

#

Like a TGA or BMP

brave tartan
#

no why would I, I just edit the original anomaly file

#

or u meant that pda icon

#

also no

naive snow
#

You're editing the .dds?

brave tartan
#

yes

naive snow
#

Send it over and I'll have a look right quick

brave tartan
#

checking some other icons I see it lowers pixel amount

#

or might be not pixel amount but gradient flow idk how to call it

#

I see BC7 looks bit better it does not messing the collors soooo much

#

still bits redish on teh right

naive snow
#

Yeah but only OpenXray supports it

#

You can try I believe it's 8.8.8.8 that is supported by Monolith

brave tartan
#

let me see

#

wow this one seem to be perfect

naive snow
#

It's a no-compression format so colors should be mostly 1:1

brave tartan
#

riiight I see size quadrupled xD

naive snow
#

But I can't remember off the top of my head if it was 8.8.8 or 8.8.8.8 that was supported

brave tartan
#

4 x 8, 3x8 seems to not have alpha

naive snow
#

Yeah you need 8.8.8.8, but I'm not sure if that one is supported or if it was the without alpha one that was handled properly

brave tartan
#

other than that idk what to do, its messing colors alot

#

if its no supported how will I see it in the game?

naive snow
#

Simple, it will crash

brave tartan
#

okay will test it out quickly

naive snow
#

Or appear blue

#

From reading a bit it seems that most of the UI is in fact using 8.8.8.8 BGRA so yeah it seems to be all good and supported

brave tartan
#

right cool, thanks for help, will have to redo bunch of textures I made, but its for the best. 🙂

#

are u knowledgeable about thm maybe ?

naive snow
#

Sure, what's up?

brave tartan
#

one day when I was tought about textures I was told to just drag texture over thm.exe and it creates the thm file. but recently saw some messages between few people, changing thm setting and detail scales etc so I wodner whats the correct procedure

naive snow
brave tartan
#

thats the one I use. I just wonder if theres better way? like to call more correct one and/or better tool ?

#

or I should not realyl care too much about it and this one works fine?

naive snow
#

I use the validator and THM editor personnaly

#

I have no idea that that THM editor is

brave tartan
#

hmmmm, does it make big change? as it looks bit complciated atm not sure if its worth diving into that

naive snow
brave tartan
#

in that editor of mine too. wait Ill gonna check out smth one moment

naive snow
#

Oh you meant if the software made a difference

brave tartan
#

just dragging it makes this <<

#

it chooses correct bump

#

and thats it more or less

#

so any other settings that are important to change ?

naive snow
#

Well the nice feature of AXR is that you can have an easy list of your THM for mass editing and preview. Other than that, the THM editor you use is interesting for the drop down options instead of punching in the flags manually

brave tartan
#

so all thats needed is for it to select correct bump?

#

bump mode or material or smth worth changing ?

naive snow
#

Well you need to specify the Bump mode, the bump map and probably something like the game flags

#

I'll have a look, where did you get that THM editor?

brave tartan
#

I think it was from github somewhere not sure had it for long time used it for past year without knowing I needed to change settings xD was told its not needed xD

#

w8 ill zip it

naive snow
#

Found it in the pins

brave tartan
#

oh it was here too? nice

naive snow
#

You should update to the 1.1 it has the necessary stuff from what I can see

brave tartan
#

so not as if some kidn of not known tool

naive snow
brave tartan
#

oh damn there was an update. right

naive snow
#

So specifying the texture width and height might be necessary, the bump height too

brave tartan
#

w8 let me try making one with this version and see what it auto generates

#

oh look this version does not have that option anymore 😦

#

it just opens it