#╙🖇mods-making-discussion

1 messages · Page 55 of 1

neon coyote
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What keyword should I do for search

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Tried "fdda swap" and "swap fdda" and nada

slow bolt
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That is from anomaly discord

neon coyote
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Thank you

neon coyote
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Am I blind or is epinephrine not in the anims_list

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or is it under a different name

foggy plover
naive snow
# foggy plover

You can follow any reposition tutorial you'll find in this chat. Just search

quiet grotto
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How's for a shotgun
SRM 1216

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semi auto. Rotating mags with 4 rounds per slot. 4 slots per mag. Swapable mags

woven obsidian
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hey guys, lets say i wanna make a mod that requires another mod, for example he uses lua, do i need to use lua too?

sacred token
woven obsidian
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oh thank you

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so how do i set up my visualise

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to use lua

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am really new to coding and scripting

sacred token
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Vs code has a build-in lua syntax highlighter. So just open a lua file. The file extension for stalker script files is .script. so you need to assign .script files to lua

slow bolt
woven obsidian
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idk why

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but the epi pen

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has animations (youre talking about the one that cures dizziness and gives alot of strength, energy?)

woven obsidian
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thank you but im check this first

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i need to learn what lua is and what it can do

slow bolt
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I explained the process to some other guy here

woven obsidian
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thank you

vernal cypress
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Hello, anyone can give me advice on how to edit a armor upgrade path? TLDR: Was searching for better overcoat in invictus run but got pissed that every overcoat (Havent checked out monolith's yet) basically got a copy pasta upgrade path and offers nothing unique expect super slightly difference in stat

neon coyote
soft slate
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I wonder just how long it took to design that

simple scaffold
# vernal cypress Hello, anyone can give me advice on how to edit a armor upgrade path? TLDR: Was ...

https://igigog.github.io/anomaly-modding-book/configs/items/outfits/o_(outfit).ltx.html

looking at the trench coat as example
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/outfits/o_trenchcoat.ltx

*which referances this shema:
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/outfits/upgrades/up_novice_1.ltx
this has the logic and tree structure. icon and description text are listed here for each node as well.

**which is filled into this xml template to display the upgrade tree: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/ui/inventory_upgrade_outfit.xml#L37

the effects come from here:
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/outfits/upgrades/upgrade_presets.ltx

the properties are defined here (there is a comment cheat sheet in the above but this is full list, yes both weapons and armor in this file) : https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/weapons/upgrades_properties.ltx

* minimum required file needed to be created for a new tree

** if an existing tree shape cannot be used new tree shape defined here.

it is unlikely you would need new icons or properties, but you can add them as needed if you get realy creative.

i have never made a new upgrade tree so i cannot provide practical advice and gotcha things to watch out for. This is more a list of starting points for reverse engineering the trenchcoat upgrade tree.

tawny stream
simple scaffold
naive snow
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Plants and trophy heads are dope

fathom wagon
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@naive snow @vale knot Got the section code working. Works on everything. (Ignore the group: Weapon, that is from xcvb's Dynamic Trade Discounts).

vale knot
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damn who made that ui

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looks good!

fathom wagon
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It is a Clear Sky UI mod I downloaded and fixed up for GAMMA.

vale knot
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you actually do anything else to it?

fathom wagon
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I am using etapomom's Actual Accurate Stats for slightly more tooltip info.

naive snow
fathom wagon
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Other than than, I just made the mod work for GAMMA.

vale knot
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where did u get this mod

fathom wagon
vale knot
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i should check it out

fathom wagon
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Actually, I was wrong about the UI: YOU were the one who patched it for GAMMA KEKW

vale knot
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i thought you were joshing me

fathom wagon
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I downloaded way back when, so I forgot if I downloaded from somewhere and edited it, or if I got it from here. My mistake kekfacepalm

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I seriously need to start adding names to mods I install myself

vale knot
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dont worry it didnt get updated

fathom wagon
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Alright, let me get to posting dis ting

undone lily
vale knot
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one thing i noticed is if you use kynes mutant replacers

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things like the taxidermy mutants look wack cus theyre using his textures for the vanilla model

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wonder if that also happens for the busts

soft slate
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Grok.

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My man.

tall bolt
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Hey is it possibile to mąkę your companion not stare at you, like a menace, all the time when in idle? Just maybe stare at something else.

surreal gust
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Only, minor things left to fix

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such as smooth groups

random fulcrum
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can a kind individual with the sdk at hand give me the unpacked gamemtl.xr data pretty please

surreal gust
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or decompiled gamemtl.xr?

random fulcrum
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decompiled

surreal gust
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hmm i have a tool that can decompile shaders.xr file

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let me see if it works for that

surreal gust
random fulcrum
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thank you big man

surreal gust
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np.

potent delta
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Whoa wait, are you making a destructible terrain mod? pogchamp

surreal gust
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No

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That wouldn't work with maps well

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the first reason is because of terrain light baking

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it stores light information about every static object and it's used to add additional detail

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secondly

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terrain mask is a 2d image that controls what ground textures are used in a terrain

potent delta
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Ah, okay. So that's just mobile scenery to test weapon impact strength and stuff then?

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'Impulse' I think it's called in-game? thonk
Basically how funny the ragdolls are. KekSkew

surreal gust
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accuracy, whatever you want

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anomaly guns have almost 0 impulse

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this video is with openxray + gunslinger

potent delta
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Looks like the item grab animation got updated to actually grab the item at some point as well.

potent delta
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Last time I saw it, it was just a vague grab near the middle of the screen.

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It's been disabled for GAMMA forever now.

surreal gust
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also this is a test map im porting

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from build 1844

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this

potent delta
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Damn.

surreal gust
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added some bloat of my own

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mainly trees

potent delta
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That's some Lost Alpha shit. KekSkew
Look at that HUD. Hoo boy.

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It''s been too long since I've played vanilla SHoC.

surreal gust
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they don't even have bump map or normal map support

potent delta
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It's all baked because of the engine, yeah?

surreal gust
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most of the textures ar e in 256x256 or 512x512 res

surreal gust
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bump maps and normal maps are seperate files

potent delta
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iirc SHoC didn't natively have support for dynamic lighting at launch. DX9 stuff was added later on in a gameworld patch.

surreal gust
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xrLC does the geometry compilation for a level

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light baking, terrain light baking

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light maps

surreal gust
potent delta
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Gotcha. I'm definitely a tad green when it comes to map making. The most experiencee I've had is a little bit of toying with the hammer tool for Gold Source. KekSkew

surreal gust
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eh, it's easier to make maps for the ogs

potent delta
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GoldSource hammer feels less like a map building tool and more like a purposefully obtuse operating system that's 90% buttons that don't seem to do anything at first glance.

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I haven't ever tried doing any map editing for Stalker, I have no clue what program it uses or how any of it is done.

surreal gust
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it's done by using the SDK from gsc game world

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vanilla sdk is outdated, and I use a modified one

potent delta
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Most I've done is a bit of code editing for mods to make them play nicely with others, or including other mod items into them (like adding modded armors/items to The Collector mod)

surreal gust
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SDK 0.7 works for cop and any other mod based on cop

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sdk 0.6-0.5 is for clear Sky

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sdk 0.4 is for shoc

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below that are SDK's from build versions of shoc

potent delta
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I know there's a discord server specifically for stalker modding in general, and there's some pinned messages here in the GAMMA server that have links to resources for creating mods. Stuff like guides for pointers, how to find entity names and what their values are and what changing them does, etc. It's all really confusing for me though because I can't tell what language it's even written in. Bit of a code newbie.

surreal gust
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took me a while to fix this shit for anomaly

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was getting shit tons of crashes but i fixed it

potent delta
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I have very entry-level experience with C+, python, and even though it's woefully outdated now I even knew enough about HTML to make a functioning website solely in notepad. :D
My uncle is going for a doctorate in coding right now though, so it's cool to hear some of the newer stuff from him when he's working on a new project.

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In his opinion Java should have been dead and buried 15 years ago. KekSkew

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The only reason it wasn't is because it's so hard-coded into shit like supermarket and hospital systems that can't be shut down for long enough to swap to something else.

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At least, that's what I gathered from what he said. I'm kinda well-known for being at least a little bit of a dumbass, so I could be misconstruing it.

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Either way, keep up the good work keeping stalker modding going. pepeOK

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I'd try my hand at it a little more if I wasn't in a constant battle between sleeping for way too long and being depressed to the point of not being able to bring myself to even play a game, let alone mod one.

potent delta
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Working entirely off of the modding resources, eh?

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It's what I did for my Salt And Sanctuary mod that I... half-made. It's technically a forever WIP because... yeah. Depression. kekcry

surreal gust
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i have the knowledge how to use the level editor

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and other parts of the sdk

potent delta
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Nice. My mod did include some map edits for SaS as well. The map editor for it is thankfully relatively straightforward. The entire game world is a single, massive picture made of pre-made graphics cut-outs that you can place and move, as well as tools for drawing collision with fixed shape/directions that you can match up with your graphics (or leave out to make a 'hidden wall' of sorts). Mainly I moved some mobs around, added some specific one-time item drop attributes to some mob kills (coded the same way a chest works) and adding some new secret paths that are hidden behind foreground scenery that reward some of the charms/items that weren't normally in the game that I re-added/changed.

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For example, unarmed combat is rather unrefined, but there was a ring that would have doubled your unarmed damage. I added it back in. I also had plans to add new moves to the unarmed move set but that will take a LOT of trial and error with borrowing existing frames from other weapons and whatnot. Not to mention the reason it's still a WIP is because I'm adding passive effects to all of the armors in the game, and that takes a lot of work. I've got like, 1/3 of the way through those since the last time I did anything with it.

I also wanna add some passives to different skill tree nodes but that's its own beast entirely.

woven obsidian
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Sounds good

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Still i cant understand some lines from mods scripts

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Damn

soft burrow
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hello I need russian language help again

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need the translation for "I need your services for a while longer. Can we work something out?"

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and it has to tie in well with "Конечно. Могу тебе с этим подсобить, вот мои расценки и условия: ..." as a reply to it

slow bolt
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It goes before "Конечно. Могу тебе с этим подсобить, вот мои расценки и условия: ..."

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Just to clarify

soft burrow
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yes

slow bolt
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"Твои услуги мне все еще нужны. Сможем договориться?" would be direct trasnaltion more or less

soft burrow
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I think that will work

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Thank you

slow bolt
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Is this at the end or very close to the end of the contract?

soft burrow
soft burrow
slow bolt
soft burrow
slow bolt
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ah, so close then

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then i could make it more casual

slow bolt
vernal cypress
sage cosmos
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Does anyone know where I might find the hand textures (the ones for first person)? So much stuff is changed in Gamma that it's confusing to say the least

hearty rover
narrow stirrup
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anyone know how can i use the same kind of overlay that beef uses for his lowest nvg i want to replicate to bas nvg to have only the center with the nvg effect

fair canopy
narrow stirrup
jade oxide
random fulcrum
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in gamma it depends a lot

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for rads yeah protection is a straight subtraction from initial damage and immunity is a traiditional percentage based resistance applied after protection

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all other damage types just treat protection and immunity as the same stat

simple scaffold
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In outfits immunity governs how much damage the outfit takes when you get shot, it stand in an acid puddle.

Protection is how much the outfit protects the player.

random fulcrum
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oh also that

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also irrelevant in gamma unless you're actively dropping your clothes into acid

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the damage they take when being worn is always 7% of damage post mitigation

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durability upgrades don't do anyrhing

simple scaffold
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If you are concerned with making better armor focus on protection.

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Damage to the player is complicated enough that i forget the details and end up having to ask Jurkonov/Yurkonov or Grok. Or i have to trace it thru the engine code myself, every time.

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The modding book tries to make it clear that immunities on outfits do not affect the player. It is a bit awrkwardly written.

random fulcrum
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it's convoluted but imo it's due to poor naming conventions

woven obsidian
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hey im having problems setting up lua in vs code (im really new to coding)

random fulcrum
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there's a tutorial for it in the modding book

woven obsidian
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this one?

random fulcrum
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take a guess

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no wrong answers

woven obsidian
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first one

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ok thank you big man

woven obsidian
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whats the settings.json

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gamma's settings.json?

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hey quick but dumb question

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is gamma's settings.json the same as anomaly's 1.5.2?

vernal cypress
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Alright, thanks guys

woven obsidian
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i tried to run a code

slow bolt
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Explained twice

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You use vs code in stalker as an editor. You don't run code with it

woven obsidian
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oh

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so to check the codes are good enough, i just run it in the game?

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srr for asking too much dumb questions

slow bolt
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But the code is stalker- specific

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So how else would you check

woven obsidian
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oh

slow bolt
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You only need to reload a save for all scripts to restart

woven obsidian
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yeah my bad

slow bolt
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So it's fast anyway

woven obsidian
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we use the run console in debug right?

slow bolt
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Run in debug mode

slow bolt
woven obsidian
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cool

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thank you

surreal gust
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attachment spawn testing

unique musk
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Wondering if it would be possible to make it where you can use NVGs while in secondary aim with laser and reflex sights only?

fair inlet
unique musk
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Yeah. I have been looking to make the NVG scopes actually something you'd want to use. With being able to use any scope NVGs kinda makes them mute. I'll have to look more into it when I get home. I also wanna ,make it where it doesn't switch to a single tube when using laser sights.

unique musk
slow bolt
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It is? you wanted to limit NVG use to only sights NVGs can work with. While that mod doesnt do that

surreal gust
unique musk
quiet grotto
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hoping one of yall know this.
The sound of distant gun fire in this game seemingly doesn't change pending how far you are. Any mods to fix it

fathom wagon
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I spent the past 2 hours DLTX'ing the nearly all of the RPM upgrades to also give a few more bullets to a gun's mag size if it makes sense.
Let's hope it actually works (too bad I have to go out before I test it)

sage cosmos
surreal gust
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and anomaly uses bass to add additional detail to the guns when being fired

crisp oxide
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can someone share these 2 files from base gamma?

zzzz_arti_jamming_repairs.script
utils_ui.script
surreal gust
fathom wagon
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Okay, so I made a "monkeyscript" that will fix something for GAMMA and also please people who don't like not being able to sell weapons and armors in GAMMA:

  1. By default, this will make sure that any armor, headgear, or weapon is not able to be sold. This fixes the problem that arises for GAMMA users who add in new weapons, and this also means modded weapon makers will no longer have to make a bunch of DLTX files to fix that issue.

  2. Users who want to sell armor, headgear, or weapons will have the option to through MCM settings (mechanics, suppliers, and trashers ONLY - Nimbleis included)

  • Allow selling armor/headgear?
  • Allow selling weapons?
  • Min. condition threshold to sell the above? (Weapons will still need to have all weapon parts and be above the "Sale parts condition minimum" setting in Weapon Parts Overhaul's MCM settings)
  • Compatibility for SIGMUND Underhaul (Weapon parts will use SIGMUND's "Maintenance threshold" setting instead of WPO's setting)
  • Prices are decided by default conditional calculations (so setting your condition threshold lower won't net you good money early)

This does not fix weapons being sold by mods. That is something that needs to be done by the mod author or by yourself.

Going to test it a bit after I wake up. I spent too long getting it to work b/c I made it harder on myself in the beginning. sleepingKirby

narrow stirrup
crisp oxide
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thanks PepeHappy
can you send black marked one too?

crisp oxide
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noice
thanks

crisp oxide
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@narrow stirrup can you check if this works on gamma?
I promised to one guy to port my ui tweak that color codes part condition when you try to field strip a weapon. Didn't worked out last time

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be carefull tho. might be potential ctd

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I don't have gamma to check

narrow stirrup
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is that the one at the blackmarket or the normal one

crisp oxide
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it's both

narrow stirrup
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okay gonna try it

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Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : F:\ANOMALY BUILDS\xray-1.5.2 - UPDATE 2024.01.30\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 262
Description : fatal error
Arguments :
1 : [Lua] f:/gamma\gamedata\scripts\zzzz_arti_jamming_repairs.script(785) : remove_name

LUA error: f:/gamma\gamedata\scripts\zzzz_arti_jamming_repairs.script:785: attempt to compare number with nil

Check log for details

stack trace:

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i get this when i pulse dissamble on a gun to rip parts

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do you need the full log?

narrow stirrup
crisp oxide
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nah
thanks for testing

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@narrow stirrup sorry for ping
can you also send item_parts.script?

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if there any in gamma ofc

narrow stirrup
crisp oxide
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thanks again PepeHappy

narrow stirrup
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it's from a mod called Fermuto's Part Disassembly Fix from base gamma

random fulcrum
surreal gust
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ok

keen vector
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how do i make a new ammo type craftable and disassembleable, these dont work

fathom wagon
native anchor
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hi! is it ok if i add a replacer mod for the m16a2? it just has it use BAS animations and gives it a kit that makes it the grenade launcher version

fathom wagon
# fair canopy I'm so ready for this

While I was making this, I remembered a comment from you about how long it takes to patch new weapons for GAMMA.

Even more so when I started doing it for the other weapon mods I installed as well KEKW

fair canopy
fathom wagon
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Showing off default settings, selling options enabled and showing them working with intended traders only, and showing off the vendor hiding option as well.

obsidian void
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This is probably low key stupid question but what does the "$spawn" parameter do in ltx files?

surreal gust
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its an option for level editor

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so that you can spawn that item

obsidian void
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hmm

surreal gust
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basically it will be located in the configs folder

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its like a virtual folder

obsidian void
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so if I remove $spawn from an item, that would prevent it from spawning... where? everywhere?

surreal gust
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yeah i guess

surreal gust
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without it i wouldnt be able to spawn gunslinger items, attachments xd

obsidian void
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spawn it how? like with script? or just in the debug?

surreal gust
surreal gust
obsidian void
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interesting

surreal gust
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if i didnt include gunslinger cfg files

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half of the items wouldn't be here

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it would just be existing ones from cop

surreal gust
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the game will crash if it requests that item

obsidian void
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oh fuck

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okay nevermind

normal urchin
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hey all, not sure if this is the right place to ask, but is there a way with the weapon hud editor in debug to change the hud_fov? just trying to edit some guns to not change my hud_fov all the time

soft burrow
weary mantle
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@faint sable

Idk if you are aware of this or have already fixed it yet, but the (45) Laugo Alien Pistol - Juan Merc from the Ultimate Gun Pack currently has an issue with Mag Redux.

As it stands the magazine retooling for the** Laugo Alien** or Glock Type Magazines only converts from 9x19mm to 9x18mm to .45acp then back to 9x19mm. The rechamber upgrade for the Laugo Alien Pistol adds 9x21mm ammo as a rechamber but accepts no magazine that is compatible. I went looking through Mag Redux and found out how to fix this issue, though it may look messy.

I added two files to Mags Redux in accordance with creation of a new magazine type, and edited the Laugo Alien Pistol to accept this new magazine. It is merely the regular glock 9x19 icon and hud but converted to accept 9x21mm in a new basetype called glock_9x21. I have loaded it in and shot with it and have been using it for an hour or so now.

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I'm sure you are much more skilled than me and proficient in scripting so if you are already working on a patch for this issue you may disregard this

scarlet lantern
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How do I convert .lua back to .scoc?

surreal gust
#

scoc

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stalker call of chernobyl

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🤯

slow bolt
fathom wagon
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Okay, so now my script which was mostly working is not working at all despite no errors in the log. The game HAS to be playing tricks on me now.

I need to sleep. This is exhausting at this point tired

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I even boiled it down to the one feature that was definitely working and now that doesn't work on its own.

This is going to throw me for a loop.

tawny stream
celest forge
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I didn't make the upgrade tree

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I don't mess with that

summer girder
random fulcrum
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in the balls

narrow stirrup
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Anyone knows where the variable camp_lum comes from? seems related to the visual_memory_manager from atmos but is not defined there

late ravine
#

Hi! anyone knows where or how are called the sfx files from the knife hits materials?

sacred token
weary mantle
weary mantle
celest forge
#

Whos Merc

summer girder
lucid summit
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guys, can i resize or relocate UI Element for amount of bullets in weapon?

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someone?
please stalkersad

weary mantle
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@celest forgeSorry it says jmerc not merc

celest forge
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That's me

weary mantle
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bruh

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my head hurt

celest forge
#

Unless you mean one of the first 74 Jmercs

weary mantle
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Want me to fix that upgrade path @celest forge? I can either revert it to .45acp as it originally is in the script or if its meant ot be 9x21 rechamber i can provide a patch

celest forge
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The gun was a commission, that's how the guy who commissioned it wanted it

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So can't really change it or put patches on it

weary mantle
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got it

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alrighty, i'll just fix it on my end then

fair canopy
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You should just add the new 9x21 mag to the retool group

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Instead of making entirely new mags

weary mantle
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Am doing so, originally wanted to see if i could create new separate mags

fathom wagon
#

I'm at my wits end. On the surface, the weapon/armor trading script looked like it was working. Turns out, despite doing everything I could to try and force things, some of it still looks like some stuff is either engine hard-coded or it is controlled elsewhere that is not very apparent.

Now, I gotta at least figure out how to make sure I hide weapons in trader's inventory w/o all my other code, cuz even that is giving me issues.

random fulcrum
#
function dont_sell_weapons(itm)
  if (itm is weapon) then
    dont()
  end
end
fathom wagon
#

Like even with forcing the trade status for weapons and armor to be true and assigning them their prices through monkeypatches, somewhere else is still not letting them be sold and still allowing modded weapons to be sold despite having the flag that is shouldn't be sold.

fathom wagon
weary mantle
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Trying to fix these mags again but i keep having an issue. The custom weapon (Laugo Alien Pistol) only takes the basic 9x21mm sp10 ammo but none of the others. even when the base type defines all of them. (I'm including artigrok ballistics). Anyone got any ideas

slow bolt
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You don't need to reinvent the wheel

fathom wagon
slow bolt
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Ah, the Opposite then

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Gotta re-add them back in I guess

fathom wagon
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Sorry, I misspoke: it was meant to allow the player to sell weapons and armor, not the trader. Or, if those settings were off, prohibit selling them altogether, including modded-in weapons.

Would've been good for modders since they wouldn't have needed to make a bunch of trader DLTX files to prohibit their new items from being sold.

slow bolt
#

Oh

weary mantle
#

omg i figured it out. The fucking upgrade only takes the ammo classes provided, i thought it inherited all the calibers specified in a base type. Added them all and its fine now. ughhghghghg

fathom wagon
#

Question: Any idea of Geologist actually affects artefact spawn rates after emissions on GAMMA? Didn't see any point to it in the DAO's main script.

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(only reason I am asking and not checking myself is b/c I am not on my PC atm)

random fulcrum
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there's nothing replacing bind_anomaly_zone.script

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and nothing else checking if you have geologist

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so it only affects vanilla artefact spawning on anomalies after emissions

fathom wagon
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Gotcha. I wanted to see if there were any achievements whose boosts weren't being fully implemented and trying to implemented them where they aren't.

I even went a bit crazy and modified how Eager Artificer works to have more (or less) of an impact based on MCM settings.

normal urchin
#

could anyone tell me what file(s) I need to look for to change attachment positions to fix issues like this? (or if a fix already exists out there somewhere that I don't know about please let me know)

naive snow
#

If you're using a custom icon pack or the icon is from something not in gamma, the placement will be fucked

normal urchin
#

yeah I have both custom icons and weapons which is why I was trying to look to make some edits myself

naive snow
normal urchin
#

alright I'll give it a shot, just wasnt sure what file(s) contribute to that but I think that will point me in the right direction, thank you

naive snow
normal urchin
#

so in this particular case for the eot, is this the x,y I need to change?

naive snow
#

Tho just be aware that scope names are funky and fucked

normal urchin
#

I can see my edits taking place so thats good news, though is there a way to visualize the change without completely restarting the game? I was hoping reloading would update the positions but doesnt seem like it

naive snow
normal urchin
#

awesome, now I can go around and fix every single one I see because if I dont it'll drive me crazy KEKW thanks a bunch for the help, really appreciate it :)

rain ice
#

Hi, I'm looking for someone who knows how to import/can import S.T.A.L.K.E.R models into Unity (I already have the game models in .blend but I'm no good at rig and even once rig by a friend, no animator once on Unity, it seems very complex).

surreal gust
#

multiplayer test

#

openxray gunslinger (not xrmpe)

summer girder
#

It'll be hilarious if you make de_dust2 actually work in xray

slow bolt
surreal gust
#

it recently got a hotfix that brought multiplayer to a semi working state

summer girder
#

Ah neat Chadge

surreal gust
#

the running speed is crazy af (only for mp)

#

mach 10

turbid lily
#

looking for English and Russian speakers that can help with checking the accuracy of translations for an English subtitles mod that I'm making

rain ice
#

Bad hands, bad moving, etc

undone lily
# surreal gust multiplayer test

Imo this opens interesting possibilities…

GAMMA ballistics in a multiplayer game. Do kills, get money, buy gear. Loose the gear if you die. People can loot you. Imagine this in a team based capture the flag. And loot deteriorates after each death

surreal gust
#

wait for openxray anomaly edition

undone lily
#

Gamma ballistics can easily be ported to openxray

surreal gust
#

yeah yeah

#

you have to port analmeme ballistics first

#

not going to be easy, because how misery mod changes ballistics A LOT

surreal gust
#

tdm

#

and dm

#

and other modes like artifact hunt or cta

slow bolt
rain ice
#

Yeah that's why

slow bolt
#

So dont try

keen vector
#

can i use regex for adding weapons to stalker loadouts?

#

like
[*_veteran_primary]
[weapon]

#

would that give the weapon to veterans of all factions or nah?

fathom wagon
keen vector
#

clueless nothing ventured nothing gained

#

imma give rookies a rg-6

#

wait nvm fuck me you can

#

you dont even need regex, just [rank_primary]

fathom wagon
#

What you could theoretically do is make a new section called [vet_weapons], put the weapons you want to have them use under it, then DLTX and have them inherit.

[vet_weapons]
wpn_rg6:0:r

![killer_veteran_primary]:vet_weapons
#

Although sometimes DLTX does not like when loadouts use inheritance like that. I learned that when trying to DLTX Zombie loadouts to pull from all other loadouts. It crashed on start up b/c it was a lot of entries to sift through for the engine. I just had to overwrite the base file itself.

keen vector
#

keksip i'll keep that in mind

fathom wagon
#

Also, you can DLTX all factions in one file. You don't gotta make a file for each faction.

#

I'd suggest starting with Loner (_stalker) loadouts first, since some factions inherit from them.

#

May not make a difference, but I'd like to imagine it does clueless

keen vector
#

this works apparently?

#

took a look into athi's configs

#

but yeah thanks for responses, i learned something

#

good to know in case i go anywhere further than basic edits clueless

fathom wagon
#

That adds it to Stalker Masters. Unless any other faction inherits that specific section.

keen vector
#

i believe it adds to everything, since loners are prefixed with stalker_

fathom wagon
#

Look at the top of the file. It assigns the primary and secondary weapons to the corresponding sections.

keen vector
#

well this is confusing

#

i'll give regex a try anyway

fathom wagon
#

I'm not at my PC rn. If I was, I'd gladly help you out. If you want, shoot me a DM of what you want to do, and I can take a look at it when I get on.

keen vector
#

thanks for offer but i'll mess around myself, prefer to learn that way unless im completely stuck

unique musk
#

I use dynamic mutants, how hard would it be to get one of the German Shepherds to follow you? Not to attack or anything, just follow. I have a Sherpherd irl and would be awesome to have him following me in game too lol.

fathom wagon
unique musk
#

If this is a bad spot to ask stuff like that sorry, I didn't see a suggested mods thread or anything like that unless I missed it.

fathom wagon
#

That's the only thing I can think of. No one really has tried to touch modifying mutants in that way. Mostly in tandem with another mod that adds in more mutants/mutant types.

unique musk
#

Okay. scripts gets confusing to look at osmetimes. Some I know what I'm changing but others get pretty complicated for me lol I'll have to dissect that mod and look. Thanks

umbral mica
#

Hello
I install ultimate gamma pack 70 mods active.. The game run the loading screen! After... Crash

queen pineBOT
#

@umbral mica If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:

For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support

For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support

If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065

Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.

long niche
#

Yo, how do I make my own addon?

#

I mean import it?

#

I made a custom armor + rpk, put it in gamedata (In correct folders)

#

doesnt appear in debug menu

slow bolt
#

has mod installation guide

long niche
slow bolt
#

Explain then, because addon is a mod and a mod is an addon

#

Eh you probably want to read the modding book then

#

Since you probably didnt actually make a full custom mod

#

(its in pins before you ask)

long niche
#

oh its ltx

#

sec

slow bolt
# long niche

Yeah you just edited the base .ltx file looks like

slow bolt
#

You dont do that

long niche
#

worked in anomaly

slow bolt
#

tldr read the modding book

#

You wanna know the basics

long niche
#

I hope it wont be as time consuming as making that

surreal gust
#

a mod in a mod, a mod in a mod, a mod in a mod, a mod in a mod, a mod in a mod, a mod in a mod, a mod in a mod, a mod in a mod.

jade oxide
surreal gust
jade oxide
#

hey i have the right to dream ? XD

surreal gust
#

Some call it impossible

#

I call it bs

sharp elbow
#

Could someone please explain what these numbers do in the trader overhaul for ammo? there is no documentation for it and it's important for a mod im making.

#

the 3, 1.0 ; ; = 16, 0.75

vale knot
#

what file did you take this from?

#

the two values on the right indicate how many of the item they sell, and the chance

#

16 boxes, 75% chance

sharp elbow
#

and he only sells 4 or 5 boxes so i know that its not the amount of boxes

vale knot
#

mine isnt like that

#

wait nvm my brain turned on

#

so the first two values are whats actually being used

random fulcrum
vale knot
#

the ones past the ;; are commented

#

yeah

#

so you got 3 boxes of ammo and 100% chance

vale knot
#

i was mid typing youre faster

sharp elbow
#

Ok let me test this thanks

#

he is still selling 5 after restock

#

i have no idea whats going on

random fulcrum
#

maybe dltx

sharp elbow
#

im not good at this stuff so its probably a stupid mistake

random fulcrum
#

oh jesus fucking christ

#

the section is commented out

#

lmfao

sharp elbow
#

that would do it

random fulcrum
#

oh but it's not necessary?

#

idk

sharp elbow
#

where is the trader overhaul ammo file stored then?

random fulcrum
#

look for dltx changes

sharp elbow
#

where should i do that

#

sorry im special

#

im looking at all the other files and almost all of them have the ammo section commented out

sharp elbow
random fulcrum
#

search for the section name at the top over ltx files

sharp elbow
#

so [supplies_1]?

random fulcrum
#

idk

sharp elbow
#

I found nothing that overwrites it

sharp elbow
#

idk if it means anything

random fulcrum
#

gary sponge bob

sharp elbow
#

i think im gonna give up for now, thanks for the help anyways

violet ginkgo
#

ight so i got told to come here, i edited the RAPTRs ltx file to have higher rpm but it doesnt actually change ingame, please help

celest forge
#

Fellow people that use the Pavel Blender X-Ray plugin, any clue on why my animations don't look the same in blender as in game? Mainly shooting animations

naive snow
surreal gust
ornate elbow
#

Hi, If I would like to make some custom ammunition where should I start out?

celest forge
#

Find another mod that adds new ammo and mimic it

ornate elbow
dark geode
#

I'd like to implement a system which limits what weather types a level can have. eg, Yantar has only foggy and cloudy weathers. Or perhaps it's all weathers but with percentages of likelihood. Does this sound possible?

surreal gust
#

and withing game levels ltx files you can change the weather type

dark geode
remote venture
#

I’m creating audio files for GAMMA but I’m looking to commission someone who knows how to plug it all in. If anyone is interested pm me with what you’re willing to work with.

vale knot
#

whats the audio

ornate elbow
#

Is there a way to extract Anomaly's resources? As in like the gamefiles? i still want to make some ammo so i'm curious without messing up the actual files

random fulcrum
#

yeah

#

anomaly/tools/unpacker

#

unpacker something idr

ornate elbow
#

ty

random fulcrum
#

one extracts only text files

#

and the other one also gets the rest of the stuff

#

models, textures, sounds

#

etc

ornate elbow
#

Well, i found it, it doesn't seem too hard. I'll be back once can't even get it to work PepeHappy

summer girder
#

I mean, you just doubleclick it

ornate elbow
#

hm?

ornate elbow
#

what program should i use for the textures, because apperantly gimp doesnt support ogf

#

nvm

vale knot
#

Textures arent in ogf

#

Theyre .dds

#

Ogf is model geometry iirc

ornate elbow
#

the ones in the inventory, like ammo and such

vale knot
#

Itll be in textures -> ui

#

But you'll probably have to overwrite the texture gamma uses

#

Wherever it is

ornate elbow
naive snow
violet ginkgo
naive snow
# random fulcrum

Either setup notepad++ through your MO2 or run it and check in your mod folder, comb through there

naive snow
#

Sorry momo wrong ping

#

Phone posting at its best

violet ginkgo
naive snow
#

Search for the right tags ![wpn_xxxxx]

violet ginkgo
#

looking for wpn_raptr in the gamma folder doesnt give me anything im looking for either

violet ginkgo
naive snow
naive snow
# violet ginkgo looking through a what

When you launch a program through MO2, like anomaly or something else. All of the mod files are combined in a virtual way. They all get assembled to your anomaly folder. Otherwise there's no way of seeing which files are winning conflicts or are hidden

violet ginkgo
naive snow
violet ginkgo
#

yeah just checked, is there any programs that let me see them?

naive snow
violet ginkgo
naive snow
#

The data tab

#

FYI there's 3 dltx for the raptr

#

Nothing changes the RPM in those, so I'm guessing you didn't change the right LTX for the gun

violet ginkgo
#

wait now that im checking again theres multiple files for it

#

ill check all of em and see if it does anything

fair canopy
#

There might be a whole dltx for the raptr

violet ginkgo
#

@naive snow yeah i found that there was a second w_raptr.ltx, changed that, and it worked. thank you for the help!

#

although another quick question, is there a way to change a weapons available fire modes?

naive snow
naive snow
violet ginkgo
#

alright, will do. thanks again

surreal gust
#

ik this is an old ass message

#

But where do i get them actually

#

there's nothing

naive snow
#

They came with the official SDK installs

surreal gust
#

i see

naive snow
surreal gust
#

can you send me one rq

naive snow
#

change the paths in those

#

the first one needs to be assigned to your SDK path

#

the X and T specifically

surreal gust
#

alright

#

still getting no CD ROM drive found

#

for the old builds

naive snow
#

Is your SDK looking for those X and T drives?

surreal gust
#

it did find X and T

#

but im trying to run build 1936 with a .bat file

naive snow
#

Make sure you unmount before each attempt and remount as admin

surreal gust
#

only when i open it normally

naive snow
#

Run a CMD with elevated privileges and then navigate to your .cmd commands

surreal gust
#

alright

#

wait a minute

#

they're in .bat format

#

nvm

#

Still doesn't work

#

there's still nothing but the cmd prompt tells me that they're already SUBSTed

naive snow
#

No clue, google it I guess, virtual drives are old tech, you can find the info online

lethal dirge
#

Hey question to you boys, how hard would I be trying to kill myself if I wanted to get into stalker (specifically ai behavior) modding and will my C#/C++ knowledge help me at all or does it run on it's own magical script like arma?

surreal gust
#

Mapping is easier but only it is likely 99.99999999999999999999999999999999999% that you want to kill yourself.

lethal dirge
surreal gust
#

bro this ain't like the FM's you can use and call it a day

lethal dirge
#

Im fully prepared to fall on a sword

#

Gonna read pins and load my rifle

dark geode
# surreal gust and withing game levels ltx files you can change the weather type

I had a play around. I think the 'game_levels' config isn't doing anything weather related anymore, perhaps made redundant by anomaly's level_weathers.script. Levels are using either 'Default' or 'Indoor' weather, and changing them to anything else in the weather graph doesn't do anything.

So I'm guessing it's a matter of updating the script to allow overrides on each level's weather group, pull those from a new table or the existing game_levels.ltx, which in turn needs to be using what's in the dynamic_weather_graphs.ltx?

surreal gust
#

I forgot what it was called

#

It's also related to the weather

narrow stirrup
#

Anyone have a video for setup anomaly on blender

surreal gust
narrow stirrup
surreal gust
narrow stirrup
#

yes i'm trying to set it

surreal gust
#

Ah that setup shit is for the sdk

#

Its unneeded unless you're editing the levels

narrow stirrup
surreal gust
#

Pavel blend is also used for creating new levels

#

Not just some worthless animations or some other shit

narrow stirrup
narrow stirrup
#

so i have a rig

#

from pavel

#

but idk how to use it

surreal gust
#

I do mapping for xray.

narrow stirrup
#

ouch well thanks anyway pepeOK

dark geode
# surreal gust I forgot what it was called

' game_maps_single' seems to be it. Outdoor locations have their weather listed as 'atmosfear'. I can change this to a single weather type, eg 'w_foggy3' in Yantar, and it works, but it doesn't accept more weathers using commas.

dark geode
#

Oh what should I use?

surreal gust
#

If you ctrl + c and v and configured them properly then you're fine

dark geode
#

Well here's the format currently:

[l08_yantar]
global_rect = 101.0, 1572.0, 249.0, 1720.000000
weathers = w_foggy3
music_tracks = l08_yantar_musics

surreal gust
#

I think you could use your own weather config

#

So that it's not 100% foggy

dark geode
#

Yeah ideally, then have like all 3 fogs for example. I'll be honest though I don't know how to put that together.

surreal gust
#

You can see how one of the weather configs were made

#

And then you could make a new one and add the parameters

dark geode
#

Oh yeah though at the moment this is the closest I've gotten to restricting weathers to levels. I'm not fussed about new weathers atm just controlling what shows where

naive snow
#

The jist of it is you want to launch your Blender through MO2, like if you'd be launching your DirectX version of Anomaly.

#

once that's done you can point everything to your C:\Anomaly\

#

The last 3 fields are mostly important if you're exporting models

#

In your anomaly folder you'll find under the Tools a db_unpacker_all.bat, run this but make sure you have around ~25 gigs of free space. It will create a _unpacked folder

#

Going back to your GAMMA folder you want to go into your mods folder, create a new folder, call it whatever makes sense for you, I named mine Anomaly unpacked Models. Create a folder in that new one called gamedata. So something like this:

narrow stirrup
#

Thank u so much for this, is really helpfull, also i have a little doubt about the fsltx file, it was giving me an error on a 3.3 version of blender, i was using the 4.0 and was working fine and settings path by itself but seems like it weren't working on 3.3, is this due the 3.3 version? i read that the 3.3 version was working better with xray than the 4.0

naive snow
#

What you want to do is move the content of the _unpacked folder previously there into the gamedata folder

narrow stirrup
#

hmmtakenote right i

naive snow
narrow stirrup
#

i see, thank u i have all my unpacked data redy for make the path but i was a little bit confused about all

#

just need some little help

naive snow
#

Next in your Mo2, refresh it and you'll have a new addon at the very bottom: Move it to the top at Priority 1 and enable it:

#

Relaunch your Blender through MO2 and you'll have everything assembled under your C:\Anomaly

#

You can browse for the paths and you'll find the files easily

narrow stirrup
#

Thank u so much sr prayge

naive snow
#

At the end, everything should look a little something like this:

#

Make sure you disable that new mod whenever you launch your game, the unpacked files are just for Blender really

#

With that, you'll have the export paths all work relative, you'll also load any and all textures from the game directly for your models

narrow stirrup
#

if i want to work with an specific mod animation i guess i can just enable that specific mod when launching blender on mo2??

#

like gamma

narrow stirrup
#

Wow, that's very comfortable to work with

naive snow
#

Blender now sees your files like how the MO2 would virtualize them

narrow stirrup
#

Thanks again, not only did you help me with the folder paths but you taught me a much more comfortable way of working

naive snow
#

vs if you'd only launch blender, not through MO2

#

I should honestly just compile and make a full guide for this, it would be easier than posting about it every time

raven raft
#

Wait

#

Can I open the weapon models in blender ???

naive snow
#

Yeah every single one of them and see animations

raven raft
#

How do I do that ?

#

Pretty sure I can learn something with it

#

Improve my rifle and maybe even animate it

surreal gust
#

these models are stored in .ogf (compiled game asset) file format

raven raft
#

I already do have the audio, just gotta learn animation

surreal gust
#

animations are stored in .omf

raven raft
surreal gust
surreal gust
raven raft
#

Ohh

#

Ok

surreal gust
#

db = database

raven raft
#

Makes sense

#

I might be able to make a mod .3.

surreal gust
#

inside db/meshes

raven raft
#

🙏

surreal gust
#

dynamics = mostly physics props

raven raft
#

I see

#

Imma usr that to see if I can make a less janky EoTech sight

#

My model is crap <w>

surreal gust
#

You know how to use blender?

raven raft
#

I wanna add my pride and joy to the game

surreal gust
#

Ok.

raven raft
#

I fuck around until i make something slightly presentable

#

I gotta learn how to make bolts, insteaf of a plane that looks like an AK bolt

naive snow
# raven raft .... Wut ?

Just follow the extact steps I gave the guy earlier. Simple as that really. Make sure you install blender 3.6 and install the blender Xray addon from Pavel

naive snow
# raven raft Whats that addon ?

It basically allows to import/export the xray proprietary file format, ogf, omf, etc
It also exposes some stuff that are read by the engine like bone shapes, etc

raven raft
naive snow
#

Yes

royal crater
#

is there any way to make certain types of quest appear more?

raven raft
#

Grom my beloved 🙏
I will eventually murder duty with this

surreal gust
#

parallax

#

vanilla abobali tree texture

#

didn't touch the parameters

#

it's shaders doing their job

raven raft
surreal gust
raven raft
#

Ooh

native anchor
#

Would it be possible for someone to take a mod commussion or two? I have an idea for a polaroid camera and a custom aps stetchkin

fair canopy
#

The aps is probably easy. Good luck with the camera

thorn stratus
#

how to export png with alpha to dds files?

#

what tool is used?

thorn stratus
#

gimp seems to do the job but I want to compress these png a little, wich method can I use?

thorn stratus
#

ok, I'll try

#

do you know anything about this? I opened a png

fair canopy
#

Tbh I have no idea

#

I would always save as png in gimp open in paint. Net and save as dds

weary root
weary root
thorn stratus
#

cool, I will check this out. thanks

naive snow
naive snow
#

You can check the chain of discussion, I believe there was some back and forth with exemples

#

Tldr: the crunch editor with -uniformcolorsampling flag turned out to be considerably better than Nvidia's for these artifacts

weary root
naive snow
#

The lack of GUI is honestly the biggest pain point, but once you've figured out your flags usage, you can just save those in a template file

river holly
#

Quick question, where would one find the recipe definitions for the furniture you can craft?

royal crater
#

is there any way to make certain types of quest appear more?

pure owl
#

Is there any mod out there for the Kiparis ? love the gun early game but the "folding stock animation" every single time is tiring, I've done some search on the internet but didnt see anything.

fair inlet
pure owl
fair inlet
pure owl
icy estuary
#

What do you guys think about enemy marking binoculars ala Far Cry?

#

Like you scout the area with binocs, they mark the enemies and they stay marked

summer girder
icy estuary
#

That's not what I mean

molten topaz
#

Does anyone know which mod in GAMMA causes the massive inaccuracy while firing full auto? For testing I have set all the recoil and dispersion values on the AUG A1 CQB to 0 so the crosshair does not move at all while shooting, but the actual shots go nowhere near the crosshair, pic attached:

molten topaz
fair inlet
molten topaz
#

Ahhh will try that, Im assuming GBO is 181-183 Ballistic overhaul?

fair inlet
#

actually I'm even sure if ER is the problem to start with, can you replicate your issue with other weapons?

molten topaz
misty mulch
#

iirc those augs specifically have some wild cam dispersion values

molten topaz
misty mulch
#

also yes partly er because er has its bespoke camera trickery

molten topaz
#

​`
fire_dispersion_base = 0.0

cam_return = 0
cam_relax_speed = 5
cam_dispersion = 0
cam_dispersion_frac = 0
cam_dispersion_inc = 0
cam_max_angle = 0
cam_max_angle_horz = 0
cam_step_angle_horz = 0
zoom_cam_relax_speed = 5
zoom_cam_dispersion = 0
zoom_cam_dispersion_frac = 0
zoom_cam_dispersion_inc = 0
zoom_cam_max_angle = 0
zoom_cam_max_angle_horz = 0
zoom_cam_step_angle_horz = 0
​`

misty mulch
#

ah i see you are at the limit of my comprehension. i will wait for oleh or someone else who understands this jank af gunplay to return

#

!lua // oh btw neat formatting trick

queen pineBOT
#

@misty mulch You can format code in Discord by doing this.
 
LINES
​​`<Your code here>​`
BLOCKS

`​`​`lua
<Your code here>
`​`​`
fair canopy
ivory cloak
#

this isnt exactly mod making but is there a way to change something in one of the files to allow certain 'unspawnable' weapons to be able to be spawned again but very rarely

#

as i can clearly see that both the m82 and the wa2000 are in the grok_items_tier.ltx file but neither of them spawn

fair canopy
#

You have to add them back to the npc load outs

ivory cloak
#

oh ok, im looking at said file now, do you know what the numbers next to the firearms filename mean?

#

for example wpn_ak47_n:0:6

fair canopy
#

There's a mod in mod posting that adds back the guns

#

I don't remember exactly but I know the numbers are explained somewhere here

#

One of them is scopes, and then there's how much ammo drops with it

ivory cloak
#

ok, do you know what the mod is called?

#

if not its fine

misty mulch
#

obv you'd do it for multiple guns across more factions than this

#

or i mean maybe you wouldn't, up to you

ivory cloak
#

i plan on just doing it for master and legend mono since the m82 is so fucking powerful but its a meme

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im assuming just doing like wpn_m82:r:r will do the trick but there isnt really a way to test it without getting lucky one of them has it

fair canopy
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Just spawn them a bunch in debug mode

ivory cloak
#

oh yah thats true KEKW

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ok sick thanks guys

ivory cloak
#

DUDE YALL ARE AWESOME 🙂

pastel aspen
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i dont want anyone to gold spoon feed me a step by step cause i assume it would take to long i just want to ask if its possible and if so what do i need to do it with

#

i want to make my health ui bigger since i am blind like a bat

weary root
simple scaffold
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Pretty sure that is just those two bars. They will need to be adjusted as well of course.

#

Most of the UI however is in ui_custom_messages

weary root
#

yeah but in ui_bh you only have bars in hud u have all textures of bhs including background

simple scaffold
#

Because BHS UI code is bad.

That file also has a ton of other stuff. Making it hard to work with

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Unless someone tried to fix the BHS UI code. Then you can ignore me.

weary root
#

idk maybe u right i never mess with those

pastel aspen
#

so i am guessing for me to make the whole bottom left corner ui bigger aka the white body and the bars i need to mess around in both ui_custom_messages and in ui_body_health

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in which case ill just save this convo for tomorrow to be reminded to do it

weary root
simple scaffold
# pastel aspen so i am guessing for me to make the whole bottom left corner ui bigger aka the w...

You will probably need to adjust something in every xml file in configs/UI/

In the BHS mod

Costom messages will be the worst because there is a bunch of stuff that is irrelevant.

Also there is a likelihood that gamma has a patched custom messages file that overwrites the one in BHS. You will need to make yout changes in that version of the file. Mo2 can tell you if that is happening and where the winning (being used, active) file is.

keen moss
#

is this a proper place to make a mod request? would love to have a shopping cart to push around the zone to carry my loot, change bases and to sell crap to vendors

naive snow
keen moss
summer girder
#

That just sounds like a collision issue waiting to happen

naive snow
summer girder
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Clip slightly into cart because 110 FOV
Death

naive snow
#

Trolley hitting that gravity anomaly, bye bye mr. bluesky

pastel aspen
#

Clipping under the map after not saving for 2 hours with a Tesco shopping cart full of loot sounds like fun

quiet plover
#

Teach me how to turn Fanatic in to Loona from Helluva Boss

jade oxide
#

@molten topaz then I suggest you start by editing one value at once to see its change. You can reload the game in the debug but it's best to holster / draw the gun again to make sure new parameters are active. Best is to kill the game, restart, go to fakestart and spawn a new gun; sometimes change are not effective right away

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now, to actual effect of parameters on the recoil, the vertical climb is roughly given with "frac". regular dispersion is like... eh, some multiplier to all other dispersions. inc is some added recoil for consecutive shots, very useful for full auto guns. Usually I try not to go below 1.0 because otherwise it goes all over the place. One very useful thing when wanting to deal with high lateral recoil guns, or vertical, is to add max angle. Careful, it's easy to overestimate the actual limits. Usually for horizontal you want something between 4-8 degrees. U won't want higher, esp if dealing with high horz cam dispersion. Problem is that it's random, you can have angle for one shot placing cam at -8 deg from ur reference, and next shot +6, which makes a weird lateral jump. Best is that you try yourself to see what it "feels" like.

molten topaz
jade oxide
#

hardest things to work with, especially if you mod Gamma is being sure if nothing overwrites your changes lol
Worst nightmare of me actually

raven raft
#

this is all i get whenever I try importing a .ogf file

slow bolt
#

use blender 3.6 or earlier

fair inlet
raven raft
molten topaz
raven raft
#

expect a soviet-accurate rail system

fair canopy
#

That model looks a little blocky

random fulcrum
#

that model better come out with those colors or i'm rioting

ivory cloak
#

how does one get into mod making?

#

is there a way to add suppressors/optics to rifles that dont already have them or do i need to make either a new rifle or create a new model of a rifle

tawny stream
ivory cloak
#

damn ok that doesnt sound tooooo bad, is it just modeling or is there more to it

fair canopy
#

Adding sights isn't hard. Adding a silencer can be a lot harder because if the model doesn't have a silencer bone then you have to add it to the a imation of the gun then go and add the bone to each animation for that gun

ivory cloak
#

oof

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im assuming its even harder to add new weapons entirely since you have to create animations (or just steal them from other guns)

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and make sounds which i have no clue how they even do that

fair canopy
#

You need to place the model on the bones. That's what controls the animation

ivory cloak
#

ok

slim geode
#

Hi! Can you help me, please? Is there a way to exclude certain stalkers from the voice lines distributuion? For example, in Jupiter, in the ecologists bunker, there are 2 scientists in the backroom, for some reason they are speaking the general idle phrases of the stalker_1 voice lines

vital kestrel
#

what is the best weapon pack?

celest forge
#

Right now? BaS

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but that's already in GAMMA

slow bolt
celest forge
#

That's still ike 90% of current bas

vital kestrel
#

istg i am so stupid

#

how did i miss that

fathom wagon
# slow bolt <#1181027142331535480>

I stopped using it b/c a lot of quality issues back then. Ofc that was within the first month or so of it being out. Is everything mostly ironed out now?

random fulcrum
#

i mean it's bound to have quality or consistency issues if it's a recopilatory project for all the guns available in this discord or in moddb

ivory cloak
#

with blender can you import things like pictures to make models or do you have to make everything yourself

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cause making a model for new LMG(s) sounds fun...

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also is there a best version of blender to use for GAMMA

celest forge
#

Wdym pictures to make models

random fulcrum
#

mayhaps some ai slop

naive snow
low shore
#

Does anyone know where the config responsible for the properties of artifacts is stored?

long niche
#

How to modify weapon's values?

ivory cloak
#

should be able to just go to the LTX file in mo2 and literally just change the numbers, they are all in plaintext

long niche
#

I want pkm_zenit

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Cant find it

ivory cloak
#

go to MO2 right side

#

go to the search bar and type 'pkm' and hit enter

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itll come up with gamedata, click then go to configs > items > weapons and 3 ltx files come up. w_pkm.ltx, w_pkm_siber.ltx and w_pkm_zenit.ltx come up

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click the one you want and open with notepad

long niche
long niche
#

Yo how do I make custom armor using existing files?

#

I mean mesh textures and stuff

ivory cloak
#

i would just take a texture of the armor and copy the file, change the name and then change the item values

long niche
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dont know why

ivory cloak
#

i would assume it doesnt have the necessary animations

#

where did you find the file for the noso you copied

long niche
ivory cloak
#

i only see some batch files and some pngs

long niche
#

or db_unpacker_all (That one takes a while)

ivory cloak
#

well you named the file .txt.ltx

long niche
ivory cloak
#

when i downloaded the file its called o_nosorog.txt.ltx

long niche
ivory cloak
#

also this is the same exact file as the acutal nosorog so the game is going to overwrite one of the two as they are the same

long niche
ivory cloak
#

whatever you want to name it

#

also where did you save the file, cause that matters

long niche
#

what about text?

ivory cloak
#

i would honestly just add a new part into the nosorog file instead tbh

long niche
#

for some reason

ivory cloak
#

it might be the fact that the engine just doesnt like two different items using the same exact texture files, maybe just make a copy of all the files that the noso will use and add something like silver into them

long niche
ivory cloak
#

hm who knows

#

where are u saving the file

long niche
long niche
#

in gamma, using MO2

ivory cloak
#

someone else who is much more intelligent most def knows whats wrong

ivory cloak
#

the thing is idk where all the outfits are stored in files since the outfits folder in mo2 appears to be empty, its like the game runs the batch file every single time it opens

long niche
ivory cloak
#

what did you end up doing

#

also how did you place the file in anomaly?

long niche
ivory cloak
#

bruh

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also i see you... mr making the noso carry 210kg KEKW

long niche
ivory cloak
#

yah where is the right folder? cause its not the _unpacked is it?

long niche
long niche
#

like /Anomaly/gamedata

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there

ivory cloak
#

ah

long niche
#

its just stuff for moders

ivory cloak
#

i wish anomaly would use the new upgraded xray engine

#

with multicore usage

long niche
bright dagger
#

you know the pda profile pics that every stalker has? how do i actually find them pictures

ivory cloak
#

its in russian

bright dagger
long niche
ivory cloak
#

i can almost bet you are gonna have to go to st_items_outfits.xml and add the item

#

silver_nosorog_outfit_description doesnt exist in the st_items_outfits.xml file

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so you either have to add it or remove the silver part and just have it be like the rest of them

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i mean it shouldnt be hard by any means to just add your own description if you really want to as it seems that the syntax is literally <string id="silver_nosorog_outfit_description">
<text> YOUR DESCRIPTION HERE LOL
</text>
</string>

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@long niche

long niche
ivory cloak
#

do u want it in ru?

long niche
#

so yes

ivory cloak
#

so then whats wrong with the picture you sent

long niche
ivory cloak
#

bruh goes i need help and then doesnt know why KEKW

long niche
long niche
#

It shows the id of names

ivory cloak
#

well desc should be description unless you changed that in the silver noso file

long niche
ivory cloak
#

or vice versa

long niche
ivory cloak
#

thats just a normal crash

#

so you want it to say whatever your description is instead of the generic one?

ivory cloak
#

im not sure whats wrong

#

u sure its the right xml file and not just the one from the tools folder

long niche
#

@ivory cloak Any ideas?

ivory cloak
#

nah idk

minor pond
#

sorry if this is obvious (or buried somewhere in here- i did some searches), but can anyone tell me how to pull the original anomaly textures as dds? ive been able to edit pre existing mod texture files, but i want to edit more textures that aren't in the mod packs that ive found.

random fulcrum
#

unpack anomaly

minor pond
#

can somebody point me to a guide?

random fulcrum
#

anomaly\tools\db_unpacker_all

minor pond
surreal gust
#

@undone lily Just wanted to ask that, will you include the build 1844 tir 3 map in gamma? The reason why am I asking or for this is because it doesn't change the all.spawn file and that won't cause problems with mods that change all.spawn and other things and the level can only be ran by a .bat file, but this does not mean you launch the level with MO2 I included a guide on the moddb page how to install it within MO2. The map includes big shooting targets that indicate the distance in meters that can be used to measure weapon accuracy in various ranges. An armory that includes pistols, assault rifles, sniper rifles, gauss rifle and explosives. And physics props as a fun tool, if somebody wants to have fun with them. The level only weighs about 170 mb (compressed) and the textures for the level have their own special folder to organize things.

#

long ass message i know

undone lily
#

Not sure tbh, it’s mostly a modder thing

#

But it’s for sure an amazing work

surreal gust
#

It can also be used by normal players

#

You just launch into the level and it has all of the basic needs

proven cape
#

i dont know if this is the right channel, but how do i know what priorty i should set a mod as? currently trying to install mark switch

slow bolt
#

It should say on the mod page what priority the mod should have, as in what mods it should be below

proven cape
#

lucky for me it doesnt seem to say anything abou tit

random fulcrum
#

he said tit

proven cape
#

i hope you explode respectfully

proven cape
slender creek
#

Anyone knows which mod replaces bandage animation to gunslinger one?

slender creek
fair inlet
slow bolt
ivory cloak
#

anyone have a tutorial on how to add a suppressor to a firearm?

fathom wagon
#

Which caliber conversion on the PP Bizon would you rather get changed to be a .45ACP conversion instead?

The 9x19 conversion, or the 7.62x25 conversion?

#

Pretty sure I know the answer, but thought I'd ask anyways

ivory cloak
#

how hard is modeling firearms in blender so that they dont look like fucking shit

fair canopy
#

Oh wait I read that wrong lmao

#

Well since I'm playing with arti balls, the 9x19 honestly. There's plenty of 9mm weapons but very few in tokarev

fathom wagon
analog otter
#

does anyone know of existence of the gun mod for walther ppk that isn't with a non-detachable suppressor?

#

there is one that copies an asset from fallout 4 or something like that that has a suppressed walther ppk but not a normal non-threaded version one

vale knot
#

its from pretty pistols pack

#

but probably being overwritten by gunslinger pistols