#╙🖇mods-making-discussion
1 messages · Page 51 of 1
Probably because you didn't set a role in the server
You need to use "!getrole STALKER" in the bots channel over there https://discord.com/channels/456765861953536020/463902518595026964
okay thanks
Does anyone know if there is a list that has all the firearms that have a tactical kit associated with them?
Nah you'd have to file search in something like notepad++ for the kits. It's easy enough
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.
What is the difference between these two in terms of when they're played?
Oh, mask breathing sound is disabled nvm.
I'm a noob rofl
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.
is there a guide on how to turn on dmg number?
probable in one of the pinned guides
That makes a lot of sense. There are times when I'll try to override sounds via the weapon ltx but get nothing until I remove the assertation, but then I lose other sounds
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?
It's the repair kit
@fair canopy Can you help me ?
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
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")
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
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
Thank u i'm gonna try it
i'm retard seems like the SET was not necesary, just using those lines seems to make the thing, thanks for the help anyway
Anyone got an answer for this by chance?
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
I also fixed the problem in https://discord.com/channels/912320241713958912/1204330633682493482
it is intentional afaik
similarly to deer hunter
Wonder why
probably considered too big of an upgrade for a buyable kit
Oh neat, so this also includes some missing firearms from BaS? Thanks.
Also does anyone happen to know which mechanic this is trade_mechanic_ecolog_garin?
must be Jupiter ecologist bunker one
Ah, that makes sense, thanks.
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.
Just change the line
obj:set_condition(obj:condition() - 0.00108 / artefact_count)
In the gamma artifact reinvented
What file?
G.A.M.M.A/modpack_addons/G.A.M.M.A. Artefacts Reinvention/gamedata/scripts/perk_based_artefacts.script
Thanks
why isn't the phantom star tweak moved to another file
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
How about this guy? trade_mechanic_yar
pripyat laundromat guy
That's part of the Loner faction correct?
he is a freedomer
true
Good to know, thanks.
I assumed everyone there was a Loner tbh.
Especially considering part of the main quest with Strelok bunkers up there.
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?
I guess mercs have to disguise. Better ask chat
Which one, general chat?
newbies or stalker
iirc it changes the faction relations before you meet him, so they dont attack
Yeah, someone said that Loners will become neutral after brainscorcher assuming your goodwill isn't awful.
Who is this? mechanic_stalker_furgon Is this the darkscape mechanic?
probably, where do you even get these names?
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.
vks_trade_inject has a list with id
That's useful, thanks.
What should I do to properly make new text on attachments?
It just doesn't want to appear without some kind of background.
Cut out the letters from existing icons and make new labels
Well that I did already mutiple times
What program did you use? Did you clean up the letters or just copy paste without any further editing?
Photoshop, cut them pixel by pixel
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
I doesn't work. But I finally found why - loading that file with alpha channel does some strange things to it. Tried editing others and it works perfectly fine.
No mipmaps on icon files

Happened to me too
I dont have mags redux
Did you manage to fix that
I see this happens to me too
I have your mod enabled
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
align the sight
indeed i did, everything was lined up perfectly until i saved the changes and relaunched the game
Did you actually copy the new reposition lines into the DLTX file or just hit apply
You save it not in the cache, but in the file from where you should then copy your stuff and place in that mod folder. Like gamedata\configs\ your file
Also yes, gun with attachment is basically a new gun for hud edditor, so you should do reposition for every attachment if you need that.
this is what i did, i have the .ltx file and it's labeled with the same gun name that appears in the cache file
Drop it here
Did you drop your mod_system in the right folder and actually enabled that new mod in your MO2?
my bad lmao
add z 's in front of RD704
mod_system_zzz_rd704_repos.ltx
so it loads after all other DLTX mods
ok thank you
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
This is their big patch. There is also a small patch
Would this seem like it'd blend better with the other patches ingame?
Looks like a kid drew it
Mainly following off of this
Saw that on the wiki. But its kinda low res
this might look perfect once it gets pixelated from the shrinking like the other icons
no clue how to make it greyed out though
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.
link a pic
The small one then
i dont actually know if these are shoc
Eh personally i have the other logo burned into my memory
but i know clear sky uses the blue ones
still no clue how to make the greyed out version
Saturation?
hmm
I guess this'll do
Looks squished
nah it looks fine imo
it's squashed to hell
Looks acceptable to me
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
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
It's the best i can personally make so far, If i can make it better I'll try
that being said if anyone here would like to give it a shot i've nothing against it
I've gotta do some other stuff now
Doesn't look very out of place to me here
still squished
if i squeeze the sides to make it look less squished it gets more pixelated than the other patches
like i said if you're able to do it without making it more pixelated than the rest, I'm all for it
Here
Understandable but you can still publish it in the mod thread in case some people would like it
I'm not doing a dltx just for this when I don't care about it
It's as simple as scrapping out what you don't want from Maids, it's already a dltx
does GAMMA come with its own UI editor for Crooks identification?
I love how the bandit patch is identical to greyed out one
isg too
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)
chaneg the if key ==
https://community.bistudio.com/wiki/DIK_KeyCodes
DIK_F5 is the main saving key.
There's also this part where it checks that you're holding down LShift
Possible to disable the entire left shift portion?
I imagine simply deleting it won't lead to good things
remove the "AND (key...." in the condition keeping the the then after
That means whenever you have the token it will return true
basically, just keep the "if has_token then"
Oh so you mean get rid of this entire line
yeah but keep the "Then" at the end
bro uses default notepad just like me

Your vscode salvation is only ever one click away
There's even an extension for LTX files these days
this is what i deal with every day
Please use at least notepad++ 


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
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
- 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.
- 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.
- 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.
- 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
- 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.
- 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
- 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.
- 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!
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.
yet these people don't care
Tldr the guy that posted this hasn't done any research.
OpenXRay have stated that there is no license and it is not formed by GSC.
The bigger issue isnt the engine anyway. It's the art and story.
It's an illegal license. That's what Xottab (the developer OpenXRay) keeps saying.
He published this open letter on his Discord server for a reason.
Not formed by GCS is not relevant. They have not acquired a licence from GSC, but you don't do that for open source.
That licence is makes it unnecessary to get a licence from them for the engines.
My point is that if that lince was fradualant gs. Would have said something.
That is new context for me.
It's not coordinated with the GSC.
That is not relevant.
Only the validity of the licence matters
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.
It's invalid. X-Ray is not licensed in any way. The license in that repository refers only to edits made by the OpenXRay team.
I will remind you that the source code of X-Ray was published by a leak, since illegally.
That doesn't preclude GSC response the that leak being to slap a lince on it to let ppl use as a way to maintain some control while acknowledging what was going to happen anyway.
Which is what I understood to be the case.
But if the open X-ray lead says that isn't the case then
it probably isn't.
That is the only relevant point.
It is for this reason that we requested documents from the GSC by the entire community.
Yeah because publicly striping them of plausible deniability is good plan.
It isn't. Not of you don't want a bunch of DMCAs
Xottab - OpenXRay developer
I was talking about the reactions
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
GSC probably wouldn't care, Microsoft might tho
You can't licence your illegal modifications of someone else code. Which is why anyone reading it would assume it was GSCs words.
what are the good modpacks out there currently that install on top of gamma?
Why would michaelsoft care?
Closest thing I can of is UGP i guess
Because they're the publishing and parent company now
It's like the gamefreak nintendo thing
Nintendo will sue you if you name your child Mario.
I don't know why gsc wouldn't release the source code for a dead and mid engine anyway
If a company can profit off of something they will never do it for free
We will see if they get a response agreeing to this or a nice "no fuck you" response
GSC are self-published. And the current owner of the company "Maxim Krippa" - who owns the NAVI team and casinos in Ukraine.
As soon as I heard casinos, yeah I ain't trusting him
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.
Ok I'm playing a match with NAVI
Original post
https://blackboxosint.com/en/maksym-krippas-vulkan-how-russian-oligarchs-partner-buys-up-ukrainian-media/
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...
yeah i got the reddit notificaton since that is a reply to a comment of mine. thaknks
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.
any recommended or decent mod packs that are more recent for anomaly outside of gamma?
just trying to see options
EFP https://discord.gg/FGD27k7PMN
otherwise no
Real quick question; what lines would I add to the cozy campfire mod to make it heal limb health as well?
a function call to the part of the BHS script that does limb healing
Okie dokie.
Now let's assume for a sec that I'm an absolute moron and complete script newbie...
What would the exact line I'd have to paste into the .ltx be? 
not ltx. script.
and that is not a quick question. that is basically asking someone to make a mod.
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. 
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. 
I think that mod already exists https://discord.com/channels/912320241713958912/1118027225225240646
Ay, you the real MVP. Thanks!
Can anyone tell me why the textures for the Armsel Protectas look like such shit for me?
They're from an old mod
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”.
no
Fuck alright ty
Isg vintorez cant take one red dot?
they added all remaining sights options in bas 2022
Not normally no.
common Bas L
doesnt the isg vintorez have a canted sight though?
Not in gamma only in normal BAS
Doesn’t have anything for the ISG Vintorez
Huh idk i didn’t see anything lemme check again maybe i missed something or i am looking in the wrong place
Do you know where the file is?
meshes\dynamics\weapons\wpn_vintorez_isg\
Huh ok give me like 20 minutes to mess around
Acts like it isn’t there but i may be stupid so give me a few more minutes
you also need to get the weapon .ltx
w_vintorez_isg
Man im gonna be honest this is too much effort for a single gun imma just use something else
an-94 is the only gun you need
Ignore this im to stubborn and stupid
Where is that, what is that, and what do i do with it
Is it this? Cause this is what I was messing with in the first place
replace it with the one from bas 2022
Ah ok
Did that what next?
if you already added the models test it in game
I didn’t yet. I know where they are but where do they go?
And from what im seeing the only meshes there are the ones already on the gun.
Wait hold on
Well whatever i did to the game fucked it. Im too tired for this im just gonna reinstall gamma and continue on with the ISG Vintorez being sucky
I believe your gamma was broken to start with
Ah
Well good thing im reinstalling it then
Yo, anyone know what file determines what the weapon kit addons work for what weapons?
The weapon's LTX
The one that is used with the kit or the resulting product of the combination?
wdym
Sorry, I might need to wait for a response from the mod maker instead.
it's assigned in the scopes parameter of the weapon ltx
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
it's defined what kits it uses and how
Reminder that "kits" are not a separate object or class of item, it's a fancy way of putting a scope
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 -->
Thank you, this is what I was looking for.
I apologize, I just realized the case I was working with was abnormal. I was messing with the k98 from another mod pack and there were two weapon ltx. One for the original gun another for the resulting one, but they had an added mod file that added scope parameters.
@fair inlet Do silencers work in a similar way?
it's simpler because a weapon can attach only one silencer option
So it doesn't change the section name when attached, unlike scopes
So I am considering trying to replace the silen98 mod kit for the k98 mod with the wpn_sil_forester. If I wanted to do that should I just remove silen98 from the scopes and add the wpn_sil_forester to the silencers?
yes, also set silencer_status to 2
I would assume a k98 mod with the wpn_sil_forester would be functionally the same as the k98 mod silen98.
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
sort of
I mean, it would be integrated vs removable, right?
silencer would be detachable
Right, but they are effectively the same correct?
From a gameplay perspective, I think the main difference is that the integrally silenced weapons use specific suppressed barrels as parts for the repair system?
I think disassembling those guns provides it as a part but I dont' think it has a condition assigned to it. I'm not aware of integrated scopes or silencers needing repairs but I could be wrong.
Oh, I could be misremembering but I ended up collecting half a dozen "integrally suppressed barrels" for the VSS and VAL rifles due to people bringing a lot of those in the Red Forest
Not sure if they're also shared with the OTs-14 Groza and just written that way, though
(In the sense that I had to repair and switch them out I mean)
I mean, it changes sound as well. this is almost as much as silencer can possibly do in gamma
They use different sound files?
silenced weapons use sounds different from not silenced, duh
But, the k98_mod_silen98 has an integrated silencer. If I made it so the k98_mod can use the wpn_sil_forester then they should both be silenced, right?
yes. Detachable silencer would also have the damage bonus
There's a damage bonus for that?
!silencer // There is and you'll need to add the proper weapon ID to the ballistic script so it receives the stats (and the messed up mutant damage
)
- +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
My man finding out just how deep the rabbit hole is for weapon modding 
not the case if the silencer is not integrated though
Yeah if the silencer isn't integrated that's 'nother thing
@naive snow btw what about those dispositioned weapon models for NPCs? is this the issue only with the mod version gamma currently uses?
You mean like the messed up arm position and sling values for the ump45 and such?
yes
Is.... it possible for me to give a weapon more than one scope?
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
most weapon have more than one. But if you don't have the models it won't be as simple as editing ltx
More specifically it has to do with the kits.
If the kits use a scope slot.
I don't think there's a workaround in case of kits
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.
Not really. (Well there is one, the increased damage won't work on mutants with the integrated silencer). Otherwise, the stats are identical really
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
locking silencer behind an upgrade doesn't allow the use of dedicated sounds for actor. 🤓
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.
Can't you override all sections since upgrades are declared similarly to dltx?
I couldn't make it work
Ay fair enough
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.
Bro they look worse than the original textures from cop 
@simple scaffold Who the hell are your "Game World" and "Transavision Ltd."?)
CSG Game World? The ppl that make stalker, it's at the bottom of the screen.
And some publisher they use in the UK.
Game World, not GSC)
GSC's full name is GSC Game World
They don't have to use all of it everywhere.
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 🎉
In legal documents, they are required to include their full name.
I want to say that based on the text of the license agreement we transfer all the rights not to "GSC", and a certain "Transavision Ltd", because they are the copyright holder based on the text of the license agreement to the official SDK.
It might tho. It is common to have a section at the top of such documents with words like : GSG Game World her after Game World.
And it even says "Game World" at the very top.
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.
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.
There's no animosity. We want to get to the bottom of this issue and put a stop to it.
We want specifics and will continue to look into all of these issues.
Original text
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
You have no feet to stand on. No rights, no leverage and no position.
This whole things smells more like an attempt to generate negative PR to damage Stalker 2 sales and GSC.
Something we have already seen happen to them for political reasons.
Where did you get this installer? URL please?
TBH the mistakes in it, like the installer application saying CoP while the license says shadow of Chernobyl and the name thing you mentioned make me think mostly that it is fake.
https://www.moddb.com/games/stalker-call-of-pripyat/downloads/x-ray-16-engine-sdk-v07
http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=viewtheoned&lid=440
The original source was stalkerin. I would also like to point out that this installer has a code sign certificate of authenticity from GSC.
Why would a request to resolve paperwork issues damage sales in any way?
because you ask these question now about a licence in a file that was uploaded 13 years ago? Timing my friend.
The "open letter" is an outrage generator. it is ment to create bad PR.
That is why we are asking for these documents to be changed and the current problems to be closed. We want to understand what the company's policy is today.
The open letter was created because the company is deliberately ignoring developers. We have written to them many times over several years. There is no response.
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.
A shit-stirrer doing his thing.
No you have written it because original games ported to UE5 got striked by GSC
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.
How does the STALKER on UE ban hinder our development and further work?
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.
please define "our"
In the context of "STALKER on UE"
You mean, how does GSC striking STALKER on UE "modding" project puts that project in a bad situation?
Welp because you can't develop it since GSC will strike it down over and over
We've been successfully circumventing this for half a year now.
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?
Imo the developpers supporting it aren't seeing the big picture and the hidden motives behind it
which is exactly why I didn't support it
Because imo it could backfire to everyone because of a minority of mod developpers
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?
Trying to force a decision ain't a good thing
Modding a game with a leaked engine is a benevolent work. Everyone knows that.
Simply because the "clarification" is unnecessary if you work with XRay engine, you know very well that everything that you do on it, GSC owns it
Then why is this clarification necessary for "STALKER on UE"?
Because you are using GSC's IP on something that will be yours instead of GSC
You posted the reason earlier. X-ray mods use the X-ray SDK which already says they own all mods. The xraysdo would be unnecessary on the UE
And why would it be owned by us and not GSC? Even if we add something from GSC, it still belongs to GSC.
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
This license message is not in any SDK that the community uses. Many people don't even know about this license agreement.
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
Well, let them sue us already. We're ready. But what does a public letter have to do with STALKER on UE?
Yeah because they use a pirateed SDK that had the licence removed. That doesn't make it less binding, just us more thieves
Ok, circular thinking. Have fun.
Okay, no problem. Let them block and delete. But what does "STALKER on UE" have to do with a public letter?
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
It is the only thing that happened recently. Every other complaint ppl have is ancient news.
It's the only counter any has to the observation that GSC has been and is benignly ignoring the stalker modding community
On the contrary, GSC supported OpenXRay by declining the false copyright claim that was aimed at bringing down the OpenXray github
We have the XRay Engine used in a separate module, which by the way is not blocked. They blocked only that code, where there is not a single line from GSC.
So imo GSC is already showing official and clear support to leaked XRay engine development
They were supportive, but ignored the request for a license.
"request for a license"
aka make XRay Engine officially open source instead of being GSC property

Cool! All that's left to do is document it.
Why would they even do that
We work for free for GSC, they have an advantage, why would they abandon it
It could be opened offcially and still have GSC retain ownership.
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
And why did they blame "Russian hackers" for the leak when they themselves "leaked" their game build. And even put the key in the package?
And what does it have to do with modding exactly ? (if you are talking about STALKER 2 leaked build)
This, here, GSC hate, that's what is animating you brother
They didn't. They responded. And open X-ray responded to a reasonable acknowledgement of the status quo by making demands.
This has to do with the GSC company itself. They can do anything and they do it. We want the company to explicitly describe its position on mods.
You want to league modders against GSC more like (because they broke your toy btw)
They did. In 2010. In the licence you posted.
If I was driven by hatred, I wouldn't try to solve anything "peacefully"
I'll note that I wasn't even the one who initiated the "open letter"
port shadow of chernobyl to gzdoom
the problem is manufactured, and the open letter if it got enough press to have impact would be a PR attack.
Imo the "open letter" will never have any answer simply because it's not clear at all
But you are the one championing it here. So here it is yours.
it feels like you are trying to circumvent GSC's IP associated rights to do something else with it
which as I recall is a violation of this discord rules to talk about
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
(i will stop talking upon request, i only jumped back in when you started )
If we had the resources to do it....

Just make your own game under UE5
stalker inspired
and sell it
If serious, it's a useless argument because none of you here decides anything about it.
like that severt game. or into the radius.
Definitely, but most arguments on the internet are useless anyway 
We love STALKER and want to work for the good of the STALKER series
then stop being a foot man in an anti GSC PR atack
then rather dissect the STALKER 2 leaked build and be the first to make STALKER 2 mods and ask for donations for it
When GSC responds, it will stop immediately. If an "anti-GSC PR atack" is created, it is only because of their fault. We are not babysitters to explain them how to build a company.
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.
There is no financial interest and never has been.
Imo if you want to mod STALKER on UE5, simply wait for STALKER 2 and mod it
If we want money, we'll port Anomaly to the Unreal Engine 
or Gamma
Yes 
People seeing 400k people thinking I earn millions already
hilarious

you want them to modify the legal rights structure surounding thier IP. that is literaly telling them how to run thier company. and since you are so very very very wrong they are right to ignore you.
At this point you don't even have ignorance as an excuse, this is willfull misrepresentaton of the facts in an attempt to smear GSC
If I had millions I wouldn't be here debating about STALKER Modding
The average salary in the CIS is 400$. We'll be happy with 10,000$

IDK, i probably would be, it is a fun puzzel and most of the ppl involved are decent.
10,000
. Yeah I would like to get taht much too
We want to whitewash them by asking them for legal documents that will remove the risk of future prosecution from the entire stalker community
whitewashing shocked emoji
Why would there be prosecution, when everything is owned by GSC
Add ads to the launcher.
Adblock mod for gamma next then
And we're "I'm not like this.", that's the thing
LMAO
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
? Tons of people would have tried to monetize the shit out of a project like this, meanwhile there's just a donation link. People aren't forced to give anything and I'm not promoting it either.
This is the strangest hill to die on
🍿
Nah, makes perfict sence. it's just another prorussian group attacking a ukraininan company for having the balls to suceede despite the invasion.
I strongly disagree with the entire way of thinking about it like this
we are getting a bit too political here
Our goal is to provide a user-friendly toolkit for developers and provide a future for modding on the original trilogy. Again, if the goal was money, we would just port Anomaly.
Tbh, I'm kinda missing newcomers asking how to make a DLTX repo mod while momopate sends niko bellic gifs.
I didn't think that until this conversation today. I orginaly just thought it was a group of stupids.
Then rather work on Anomaly SDK so that we can finally edit something else than the geometry of Anomaly maps

I think you're crossing a line right now.

You shouldn't think that. I think you read too much hostility from the person
i can port my sdk in our engine
I have seen this happen before when Russians talk in English and don't intend to sound hostile
That is sdk 0.8
Most of the time hostility is not intentional
We just want to make sure we're not breaking any laws. The company can say whatever it wants in words, but a court is unlikely to rely on those words.
And they don't realize the problem and it spirals
So force everyone out of the status quo for your own safety
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
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
Which is obviously not gonna sit well with the rest of the community
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.
@simple scaffold just consider these 3 messages from me. I did see this happen many times
i woke up to this:
The only reason you would want to force a response is because you already know your pushing the boundaries of what they allow nad dont want to risk time/money investment
the hostility is not mine
"we just want to make sure" > So now it's about STALKER on UE again?
Just.. give them a chance. I think you went too far with the assumptions. Treat them as dumb instead. Which could be very true
but 20min ago it wasn't ?
There is a lot of controversy surrounding modding. I was just pointing out that the license agreement of the original SDK looks "weird" too.
"We" those who supported our letter

Yes, a small community
A group. Specific one at that
Don't talk for everyone
And with that message you are doing exactly that
I wouldn't call this group "specific". The letter was supported even by those who spoke negatively about "STALKER on UE"
Still doesnt mean its not a small group
Developers of modifications on stalker in general is not much

sample size doesnt effect ratios 
Who him? I am talking about you as a group. People who support this letter
See this is what I mean Raven
Opinions are opinions
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
No one is this stupid by accident. at this point it has to be willful misrepresentation of the facts. combined these things are telling.
Even if you don't talk for everyone but yourselves. You are still risking everyone in the modding scene
What then should call those who supported the letter?
It doesn't matter how you call it. Problem doesn't change
peaks at the total number of modders involved in making anomaly addons
watch as the response to this is "developing just mods isn't real development"
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.
Watch this be the initial incident for gaming companies to finally start striking down modders that use assets from games in unison
Hi, sorry for the horrible necroposting, but has this been resolved at all? 
fixed in this version : https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/releases/tag/2024.01.27
Sweet, thank you so much. Where should one drop this in?
Within the Anomaly folder, you'll find an identical folder architecture.
Thank you very much 
Those problems are
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
xcvb afaik has the anomaly source files
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
Anomaly sdk doesn't exist (most likely)
Any SDK 0.7 or modified will work for anomaly
it depends on your skill
How xray works that's currently impossible
you need to have the source files for spawns and ai map
If anomaly sdk don't exist then how the fuck did they make it
without these you won't be able to do anything else than replace the geometry
i said most likely
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
So everytime you want to add something or make a change you need to recompile everything?
if you're adding dynamic objects no
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
Any of you know offhand where the script for Sakharov's psy helmet quest are so I can delete the timer
just why?
Annoying to wait around for him to finish when doing ironman runs Apparently already done, rip. Haven't updated in forever
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?
Depends on what you do to it
I'm trying to reposition a gun. Is there a better way than by changing the config file and relaunching?
F7 > 0 numpad > F5
beautiful tysm
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
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?
From memory its the red channel of the bump map that acts as the specularity channel
is there a smoothness channel?
What do you think a specularity is?
they are different though?
Yes but xray doesn't use a metallic/smoothness workflow, it's a specular workflow
Via the specularity channel
wbout fresnel
oh so the specularity channel is a smoothness channel and there is no actual fresnel differentiation?
I have idea what you're talking about. Are talking about different brdf?
doesnt a specular texture usually stores fresnel values
how does the shader know if one part is wood and one part is plastic
The specularity channel defines how reflective the surface is
ok i get an idea on how to use it
Fresnel would be handled by the shader model used, if the model uses per-surface material ID
The rest of the normal map
normal map is just 2 channels right what does green store
Normal map in old engines is 3, since the blue channel, the derived Z is still needed for Xray
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
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...
thank you
Anyone know where your rep value is stored in the save file, i want to bring it back to neutral
its probably stored in that save file
idk
game_relations.ltx controls the relations between factions
Thanks worked it out, their a debug command for it
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) :
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?

yes
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
Tool used:
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
Trying to add the ks-23m drozd into the SMGs in Vision mod. Did I write this right?
Looks right. Just check in debug
Forgive me for my dumbassery - modding to me is like calculus to a 5-year old - but... how?
Wdym by "check in debug"?
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
Awesome. Thanks, Herois.
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.
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.
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? 
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
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. 
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. 
Would still love an answer for this one, though. 
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?
GBO handles damage calculation differently than raw weapon stats, as far as I can tell.
Thing is, some weapons get the hit_power change, but others don't. That also due to GBO?
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.

dltx
Could it be that the damage of some weapons are directly linked to the ammo "k_hit" modifier in weapon_ammo.ltx ?
oh?
but not in the way you're worried about
k_hit just multiplies the gun's hit_power
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
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
ah ok, that's why it didn't do anything through the normal .ltx
yup
also this is the number you see on the card
thank you bunches eta 
your most basic form of raw damage doesn't have the 1.5 division
so that equation is like taking 100 dmg / 1.5 = 66.6 dmg?
true
that's what you get on the card
alright thanks 👍
how can I disable the mod of only repair in the worktable?
Alright, so does anyone know the texture file name for the Armsel Protecta?
Just check the ogf in any ogf editor, you'll get the relative path and name of the texture
You could modify the shader script of the laser shader to make it brighter
I dunno what mod handles that, or what file I'm even looking for. 
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.
Pretty sure you can just look in your r3 shader folder for laser
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
What would the multiplier look like? I have zero clue how to write functions in lueascript.
Or python, for that matter. 
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? 
This isn't lua, just fuck around and find out.
Try something like this maybe
t_base *= (shader_param_5.x * 2.0); //Only first component is used
The 2.0f being your multiplier
It depends on which DX version you're playing
DX11 Enhanced.
R3 is DX11
Doing this has caused me to crash with an error saying it failed to compile the shaders.
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```
Check how other shader files are written, try out stuff. That's the Fuck around, find out part
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
Assuming the 10.0f there is supposed to be a 10x multiplier? Also it's kinda hard for me to tell from the screenshot but it looks like it's making the beam itself more prevalent but my main thing is I want the actual dot to stand out more. This would do that, too? 
Either way I appreciate it.
Well here's 50 with only the opacity line
I mean you can see the thing on the actual sky
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. 
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.
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
I copied it directly as you pasted it and I'm getting the shader compilation error again. 
check the log
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.
I did. I even did it twice, just to make sure.
screen shot it
I also added a space where it looked like it was missing and that didn't work either.
This is after copying it again, just now, directly as it is in Discord.
You did clear shader cache in-between your tries yeah?
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? 
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);
}
Loading up one more time to try, because... Well, sometimes trying five times fixes whatever the issue was.
Works perfectly on my setup
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. 
What can I say? I like me a .357 pistol that just so happens to be from the best Halo game (don't @ me)
That's what will happen when you basically crank the opacity 10 times
Including the part where it's white?
The white is unexpected, the modified code I sent last doesn't touch upon the color of the laser
inb4 it has something to do with I.N.V.E.R.N.O.
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. 
I do appreciate your input on this though! 
But for now...

@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?
Try Olehs crosshair based laser from here, has an MCM option to change size and also dynamically get bigger/smaller based on how far away what you are looking at is. Also fixes the laser to the crosshair so it doesnt sway aroud with the weapon https://drive.google.com/drive/u/0/folders/1iQPqT0JEmo-OZrsEVBIsAK9-vIRrpeBS
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.

Yeah, that's a pretty good solution. Decently visible at all times. Only downside is it sometimes takes a sec for it to be visible againa fter sprinting but eh, it never seems to be very long.
re reading what i wrote. it might be easier to change the orginal code to detect when the last date is higher than the current date and change last date to be like -1 or something rather than do a bunch of fancy date stuff. the day of month is actuly plenty to manage a 3 day cooldown
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.
that time limit. i forgot about that one. keep in mind this was three years and 40 mods back.
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
If I don't figure it out on my own by that point, I will. I appreciate the help anyway, thank you!
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
This is going to do a = a + 1.5t, right?
And not something like a = (a + t) x 1.5...
yes it's the first option

Anyone know which script runs the time limit on mechanics vices?
Glock 34❌ Shlong 333444✅
Fix what?
4 images are not in textures folder
Are the textures for the model in the folder you set as your texture path in the xray addon?
No, I still can't figure out how make it work, so I searched texture name in MO2, revealed it in explorer and copied exact patch to blender texture selector
It only works with guns that don't need to be unpackaged, like this Glock
Did you launch blender through MO2. Like how you launch the game,
Did you extract the anomaly archives?
A lot of gun refer to textures in the db archives
Did you make a mod with the content of the unpackaged folder?
Yes
For example, I was trying to make L96 obrez)
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?
Yes, they exist and work if copy patch from MO2, but blender can't find them on its own
It probably can't access unpacked folder through MO2
In blender if you use the Open image option, do you see everything assembled in your Anomaly folder?
It saying can't find image
It should see everything from the unpackaged folder in your anomaly
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
Are you loading textures manually 
There are no such a texture in their folder, it in different place
Yes 
Well you're not loading the right path for the l96
Normally, you don,t need to load textures manually in blender
IF everything is setup proper

Try checking your unpacked mod
I disabled free vices because I wanted the old system back but for some reason the duty mechanic will not return to his spot because the time limit doesn't seem to expire.
Well the unpacked mod is my own, I made a mod out of the Unpacked folder
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
In this mods folder?
No I wrote you the path, where you installed Gamma, there's a folder with Mods
You'll see every single one of the mods in there
Just create a new folder in there
Yes
Yep, they all there
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
Everything from unpacked folder?
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
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

For everything except old model which textures I manually set up
And I can't find custom guns
From my mod
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
Thanks bro, this 10 minute fix saved me hours of setting up all those textures manually)
They work in gamma, probably I think they don't show up because I installed this mod after unpacking
Thankfully I packed textures in my previous projects)
Or probably because I edited them outside blender, and those my custom textures, and not gamma ones
Should be a simple reassignment if you move everything to your own mod/gamedata/textures
🍾
How add laser? Just copy it from another weapon?
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?
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
How get rid of old vertex groups?
It still have one left from APS
Just go to the vertex group tab and hit the Remove button with it selected. You can google those things, they're blender questions
sorry if this is a nonsensical question, I know next to nothing about this stuff but am slowly learning
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.
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

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?
Idk, never played it, but try ask in #╟❓general-offtopic
Text color is done in the XML file itself
that is disgusting and i love it 🤣
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
Text color is handled at least 5 or 6 ways depending on where the text is. Welcome to X-ray
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.
Now just replace all loot tables with this thing.
Imagine monolith squad, armed with those 
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.
They don't need them no. Reason being is that you'll never move away or see it from further so mipmaping to a lower level is unrequired. UI will always try to display mip0
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
Could be the compression, try toggling Display compressed and see if changing the compression effort changes anything
BC3 shouldn't cause such drastic color change tho
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
no why would I, I just edit the original anomaly file
or u meant that pda icon
also no
You're editing the .dds?
yes
Send it over and I'll have a look right quick
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
Yeah but only OpenXray supports it
You can try I believe it's 8.8.8.8 that is supported by Monolith
It's a no-compression format so colors should be mostly 1:1
riiight I see size quadrupled xD
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
4 x 8, 3x8 seems to not have alpha
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
other than that idk what to do, its messing colors alot
if its no supported how will I see it in the game?
Simple, it will crash
okay will test it out quickly
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
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 ?
Sure, what's up?
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
I personnaly use AXR Toolset to create my THM and edit them, but there's multiple softwares you can use for it
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?
hmmmm, does it make big change? as it looks bit complciated atm not sure if its worth diving into that
Only for weapons really, because you can specify the material to use for those and the usage of bump maps is required
in that editor of mine too. wait Ill gonna check out smth one moment
Oh you meant if the software made a difference
yeah
just dragging it makes this <<
it chooses correct bump
and thats it more or less
so any other settings that are important to change ?
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
so all thats needed is for it to select correct bump?
bump mode or material or smth worth changing ?
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?
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
Found it in the pins
oh it was here too? nice
You should update to the 1.1 it has the necessary stuff from what I can see
so not as if some kidn of not known tool
oh damn there was an update. right
So specifying the texture width and height might be necessary, the bump height too





