#╙🖇mods-making-discussion
1 messages · Page 55 of 1
Question
Am I blind or is epinephrine not in the anims_list
or is it under a different name
You can follow any reposition tutorial you'll find in this chat. Just search
How's for a shotgun
SRM 1216
semi auto. Rotating mags with 4 rounds per slot. 4 slots per mag. Swapable mags
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?
Lua is the only available scripting language for stalker, so yes
oh thank you
so how do i set up my visualise
to use lua
am really new to coding and scripting
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
It isn't, as it has no animation by default iirc
idk why
but the epi pen
has animations (youre talking about the one that cures dizziness and gives alot of strength, energy?)
thank you
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
It does when I use it in game for some reason
I wonder just how long it took to design that
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.
that's cooooool

Damn alright, I guess I will do what I can to do, thanks for the pointer
and now you begin to understand why every outfit has a variation of only a handful of upgrade trees. you need to realy realy care about upgrades to dig into all that. no one making a one off jacket mod is going to bother.
Cheeky buger using oil lamps on the ceiling to fake light bounce
Plants and trophy heads are dope
Wonder how the performance is. Outside of that. that makes that area look so much better.
@naive snow @vale knot Got the section code working. Works on everything. (Ignore the group: Weapon, that is from xcvb's Dynamic Trade Discounts).
It is a Clear Sky UI mod I downloaded and fixed up for GAMMA.
you actually do anything else to it?
I am using etapomom's Actual Accurate Stats for slightly more tooltip info.
Awesome! Section names are going to be really helpful for any weapon modding work
Other than than, I just made the mod work for GAMMA.
where did u get this mod
I'll make sure to post it on ModDB and in mods-posting here. I should probably drop it in the Anomaly Discord as well.
i should check it out
https://discordapp.com/channels/912320241713958912/1161433800803360808 for Accurate Stats (if you by chance use my ArtiGrok mod, I have a small post explaining compatibility with it)
Actually, I was wrong about the UI: YOU were the one who patched it for GAMMA 
i thought you were joshing me
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 
I seriously need to start adding names to mods I install myself
Alright, let me get to posting dis ting
Hahahaha true !!!

one thing i noticed is if you use kynes mutant replacers
things like the taxidermy mutants look wack cus theyre using his textures for the vanilla model
wonder if that also happens for the busts
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.
can a kind individual with the sdk at hand give me the unpacked gamemtl.xr data pretty please
just gamemtl.xr file
or decompiled gamemtl.xr?
decompiled
hmm i have a tool that can decompile shaders.xr file
let me see if it works for that
Your goodies.
thank you big man
Whoa wait, are you making a destructible terrain mod? 
No
That wouldn't work with maps well
the first reason is because of terrain light baking
it stores light information about every static object and it's used to add additional detail
secondly
terrain mask is a 2d image that controls what ground textures are used in a terrain
Ah, okay. So that's just mobile scenery to test weapon impact strength and stuff then?
'Impulse' I think it's called in-game? 
Basically how funny the ragdolls are. 
accuracy, whatever you want
anomaly guns have almost 0 impulse
this video is with openxray + gunslinger
Looks like the item grab animation got updated to actually grab the item at some point as well.
it isn't 100% finished yet
Last time I saw it, it was just a vague grab near the middle of the screen.
It's been disabled for GAMMA forever now.
Damn.
That's some Lost Alpha shit. 
Look at that HUD. Hoo boy.
It''s been too long since I've played vanilla SHoC.
they don't even have bump map or normal map support
It's all baked because of the engine, yeah?
most of the textures ar e in 256x256 or 512x512 res
im talking about in this build
bump maps and normal maps are seperate files
iirc SHoC didn't natively have support for dynamic lighting at launch. DX9 stuff was added later on in a gameworld patch.
xrLC does the geometry compilation for a level
light baking, terrain light baking
light maps
r2 renderer existed since build 2000-ish
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. 
eh, it's easier to make maps for the ogs
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.
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.
it's done by using the SDK from gsc game world
vanilla sdk is outdated, and I use a modified one
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)
SDK 0.7 works for cop and any other mod based on cop
sdk 0.6-0.5 is for clear Sky
sdk 0.4 is for shoc
below that are SDK's from build versions of shoc
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.
took me a while to fix this shit for anomaly
was getting shit tons of crashes but i fixed it
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.
In his opinion Java should have been dead and buried 15 years ago. 
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.
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.
Either way, keep up the good work keeping stalker modding going. 
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.
I have 0 experience xd
Working entirely off of the modding resources, eh?
It's what I did for my Salt And Sanctuary mod that I... half-made. It's technically a forever WIP because... yeah. Depression. 
the difference is
i have the knowledge how to use the level editor
and other parts of the sdk
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.
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.
hello I need russian language help again
need the translation for "I need your services for a while longer. Can we work something out?"
and it has to tie in well with "Конечно. Могу тебе с этим подсобить, вот мои расценки и условия: ..." as a reply to it
It goes before "Конечно. Могу тебе с этим подсобить, вот мои расценки и условия: ..."
Just to clarify
yes
"Твои услуги мне все еще нужны. Сможем договориться?" would be direct trasnaltion more or less
Is this at the end or very close to the end of the contract?
it's the first phrase in the dialog. the rest of the dialog is the same as the paid companion hiring dialogue.
I read your question wrong
I mean can you do this at any point or just at the end
the dialog is available when there are less than 24 hours remaining in the contract
"Мне еще нужны твои услуги. Сможем договориться?"
"Ты мне бы еще понадобился. Сможем договориться?" - more casual
"Как насчет продлить контракт. Сможем договориться?" - how about we extend the contract
ah these are nice, now I gotta choose.
thank you.
Apologizes for the ping, what is the difference between protection and immunity?
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
Какой мод нужен чтоб из пороха для пистолетов я мог сделать порох для винтовок?
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
Тут не место для таких вопросов. #☢чат-сталкеров-ru-ua
Search in mods posting someone made an edit but it's limited
thanks i will take a look
immunity is innate damage received. It's a flat % damage reduction no matter what. Protection is an added "layer" that recalculates final damage.
in gamma it depends a lot
for rads yeah protection is a straight subtraction from initial damage and immunity is a traiditional percentage based resistance applied after protection
all other damage types just treat protection and immunity as the same stat
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.
oh also that
also irrelevant in gamma unless you're actively dropping your clothes into acid
the damage they take when being worn is always 7% of damage post mitigation
durability upgrades don't do anyrhing
The immunity stats in outfits have nothing to do with the players damage.
This is not true for artifacts, and meds because they buff the players immunity stats directly.
If you are concerned with making better armor focus on protection.
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.
The modding book tries to make it clear that immunities on outfits do not affect the player. It is a bit awrkwardly written.
it's convoluted but imo it's due to poor naming conventions
hey im having problems setting up lua in vs code (im really new to coding)
there's a tutorial for it in the modding book
this one?
whats the settings.json
gamma's settings.json?
hey quick but dumb question
is gamma's settings.json the same as anomaly's 1.5.2?
Alright, thanks guys
i tried to run a code
Read above
Explained twice
You use vs code in stalker as an editor. You don't run code with it
oh
so to check the codes are good enough, i just run it in the game?
srr for asking too much dumb questions
There are online parsers
But the code is stalker- specific
So how else would you check
oh
You only need to reload a save for all scripts to restart
yeah my bad
So it's fast anyway
we use the run console in debug right?
Run in debug mode
I don't
attachment spawn testing
Wondering if it would be possible to make it where you can use NVGs while in secondary aim with laser and reflex sights only?
like for that Beef's setting? should be easy enough
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.
I'd check out https://discord.com/channels/912320241713958912/1205458333100671027 first
Bro, exactly what I was talking about... thank you!!
It is? you wanted to limit NVG use to only sights NVGs can work with. While that mod doesnt do that
xr_Physics
I wanted the NVGs to only be usable with laser alt aim either lasers or iron sights. I haven't fully checked it out with reflex sights. But either way, it's a start, I'll mess with it tonight.
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
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)

I guess it would depend on how the game handles sound
the distant firing sounds are just different firing sounds
and anomaly uses bass to add additional detail to the guns when being fired
can someone share these 2 files from base gamma?
zzzz_arti_jamming_repairs.script
utils_ui.script
also, do you need it compiled or?
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:
-
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.
-
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. 
There you go, gamma has a blackmarket mod too that overwrite the zzzz_arti_jamming_repairs.script, tell me if you need it
thanks 
can you send black marked one too?
sure there you go 
noice
thanks
That sounds awesome
@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
be carefull tho. might be potential ctd
I don't have gamma to check
is that the one at the blackmarket or the normal one
it's both
okay gonna try it
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:
i get this when i pulse dissamble on a gun to rip parts
do you need the full log?
.
nah
thanks for testing
@narrow stirrup sorry for ping
can you also send item_parts.script?
if there any in gamma ofc
sure
thanks again 
it's from a mod called Fermuto's Part Disassembly Fix from base gamma
nah only needed the ltxs
ok
how do i make a new ammo type craftable and disassembleable, these dont work
I now figured out how to make sure to hide any armor or weapons in vendor inventories as well. I even have it as an MCM option to enable/disable in case anyone is simply using a mod that enables vendors to sell weapons and armors.
I'm so ready for this
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
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 
The mod is now posted: https://discord.com/channels/912320241713958912/1225894909915955230
Now if only we could get a scripted way to patch weapons for black market
Feel like that would be much harder than just doing the DLTX and DXML yourself. Could be wrong, but that is just what I think.
Showing off default settings, selling options enabled and showing them working with intended traders only, and showing off the vendor hiding option as well.
This is probably low key stupid question but what does the "$spawn" parameter do in ltx files?
its basically used by weapons, weapon attachments, items, food
its an option for level editor
so that you can spawn that item
hmm
so if I remove $spawn from an item, that would prevent it from spawning... where? everywhere?
yeah i guess
without it i wouldnt be able to spawn gunslinger items, attachments xd
spawn it how? like with script? or just in the debug?
both will work
interesting
if i didnt include gunslinger cfg files
half of the items wouldn't be here
it would just be existing ones from cop
basically if you remove that spawn line from one of the configs
the game will crash if it requests that item
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
I know nothing about the HUD editor but if it is just one-handed guns changing Fov, check the free zoom settings in mcm, grok decided to make all pistols have a wider hud fov
@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.
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
How do I convert .lua back to .scoc?
wuh
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 
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.
That's a Juan issue, not a Frosty one.
Pretty sure that's one of the save file formats
in the balls
Anyone knows where the variable camp_lum comes from? seems related to the visual_memory_manager from atmos but is not defined there
Hi! anyone knows where or how are called the sfx files from the knife hits materials?
You make a good point
Unless I’m naming the wrong person it’s the other person associated on the mod, merc, right?
Whos Merc

guys, can i resize or relocate UI Element for amount of bullets in weapon?
someone?
please 

@celest forgeSorry it says jmerc not merc
That's me
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
The gun was a commission, that's how the guy who commissioned it wanted it
So can't really change it or put patches on it
You should just add the new 9x21 mag to the retool group
Instead of making entirely new mags
Am doing so, originally wanted to see if i could create new separate mags
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.
function dont_sell_weapons(itm)
if (itm is weapon) then
dont()
end
end
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.
Brilliant, should've been my first move 
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
Just look at how trader destockifier does it
You don't need to reinvent the wheel
It was more in the realm of allowing weapon and armor selling by the player. Trying to, script-wise, ignore the trader settings and re-allow them for selling. The "hiding" trader wepaons/armor was supposed to just be a bonus.
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.
Oh
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
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.
(only reason I am asking and not checking myself is b/c I am not on my PC atm)
yeah it does
there's nothing replacing bind_anomaly_zone.script
and nothing else checking if you have geologist
so it only affects vanilla artefact spawning on anomalies after emissions
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.
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)
I did a whole bunch of those in #1182920092477030431 which is already in gamma, just not up to date
If you're using a custom icon pack or the icon is from something not in gamma, the placement will be fucked
yeah I have both custom icons and weapons which is why I was trying to look to make some edits myself
You can add entries directly in the .ltx file of the mod above, it's already in GAMMA, find the name of the weapon and adjust the X and Y position of the silencer for the gun there
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
Most of the guns overrides are here
so in this particular case for the eot, is this the x,y I need to change?
You need to find the MP5SD6 entry that corresponds to the scope yeah
Tho just be aware that scope names are funky and fucked
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
With debug, you can hit F7, numpad 0, F5
awesome, now I can go around and fix every single one I see because if I dont it'll drive me crazy
thanks a bunch for the help, really appreciate it :)
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).
It'll be hilarious if you make de_dust2 actually work in xray
You just said you have game models in blend. Save them as FBX and you can import them into unity
i want to do a multiplayer test on this map for oxr ga
it recently got a hotfix that brought multiplayer to a semi working state
Ah neat 
looking for English and Russian speakers that can help with checking the accuracy of translations for an English subtitles mod that I'm making
Yeah but the rig are just, poor
Bad hands, bad moving, etc
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
if that ever happens
wait for openxray anomaly edition
Gamma ballistics can easily be ported to openxray
yeah yeah
you have to port analmeme ballistics first
not going to be easy, because how misery mod changes ballistics A LOT
another thing is that multiplayer is basically
tdm
and dm
and other modes like artifact hunt or cta
You usually cant bring rigs and animations from one game to the other
Yeah that's why
So dont try
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?
Don't believe that will work. You could try, in case you discover something we didn't 
nothing ventured nothing gained
imma give rookies a rg-6
wait nvm fuck me you can
you dont even need regex, just [rank_primary]
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.
i'll keep that in mind
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 
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 
That adds it to Stalker Masters. Unless any other faction inherits that specific section.
Look at the top of the file. It assigns the primary and secondary weapons to the corresponding sections.
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.
thanks for offer but i'll mess around myself, prefer to learn that way unless im completely stuck
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.
Sounds good. If you get stuck, hit me up and I can take a look.
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.
Someone would have to look into how "Classes and Talents" mod was able to get two Pseudodogs to follow the player as a capstone talent.
Although I think that is easier since a "friendly" pseudodog already exists in the game.
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.
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
Hello
I install ultimate gamma pack 70 mods active.. The game run the loading screen! After... Crash
@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.
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
its not a mod, more like addon, I just added line of script to default file
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)
Yeah you just edited the base .ltx file looks like
yep
You dont do that
worked in anomaly
Well alr.
I hope it wont be as time consuming as making that
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.
fuck tarkov Arena, let's all have Gamma Arena
Good luck fixing multiplayer
hey i have the right to dream ? XD
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
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
Trader Overhaul\gamedata\configs\items\trade\trade_stalker_sidorovich.ltx
and he only sells 4 or 5 boxes so i know that its not the amount of boxes
mine isnt like that
wait nvm my brain turned on
so the first two values are whats actually being used
because those values are commented out
i was mid typing youre faster
Ok let me test this thanks
he is still selling 5 after restock
i have no idea whats going on
maybe dltx
im not good at this stuff so its probably a stupid mistake
that would do it
where is the trader overhaul ammo file stored then?
look for dltx changes
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
Could you explain how to do this? The most I've ever done with anomaly is manual ltx edits so I'm unfamiliar with anything else.
so [supplies_1]?
idk
I found nothing that overwrites it
the ammo section is commented out even in the default non modded sidorovich file
idk if it means anything
no way is that Gary
gary sponge bob
i think im gonna give up for now, thanks for the help anyways
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
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
What looks different? The position?
Hi, If I would like to make some custom ammunition where should I start out?
Find another mod that adds new ammo and mimic it

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?
you can add a new weather config .ltx file
and withing game levels ltx files you can change the weather type
Brilliant thanks, I'll look into that.
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.
whats the audio
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
ty
one extracts only text files
and the other one also gets the rest of the stuff
models, textures, sounds
etc
Well, i found it, it doesn't seem too hard. I'll be back once can't even get it to work 
I mean, you just doubleclick it
hm?
what program should i use for the textures, because apperantly gimp doesnt support ogf
nvm
the ones in the inventory, like ammo and such
Itll be in textures -> ui
But you'll probably have to overwrite the texture gamma uses
Wherever it is
i take this back i'm already confused, so this was enough for one day
cough
There's probably a DLTX mod that changes some of the stats.
which i can find how?
Either setup notepad++ through your MO2 or run it and check in your mod folder, comb through there
searching for dltx in the mods folder only gives storyline and texture mods
There's plenty of gun reposition/balance patches that are all done in dltx
Search for the right tags ![wpn_xxxxx]
looking for wpn_raptr in the gamma folder doesnt give me anything im looking for either
isnt there one folder where theyre stored?
They're mostly all under configs, but that's if you're looking through a virtualized assembled game file launched with mo2
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
and i find those where exactly
The files get assembled to your Anomaly gamedata folder, but you wont see that through your file explorer
yeah just checked, is there any programs that let me see them?
In MO2 on the right side of the file hierarchy. Otherwise, like I said, you need to launch your notepad++ through mo2
by right side of the file hierarchy you mean this right
No, the place where you see all of the files in a hierarchy
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
i found the ltx file for the raptr, changed a setting under stats that said RPM
wait now that im checking again theres multiple files for it
ill check all of em and see if it does anything
There might be a whole dltx for the raptr
@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?
Always check which file is winning the conflict if there's any to edit files
It's all in the LTX file of the weapon, refer to the modding book in the pins of this channel for the firing mode options
alright, will do. thanks again
They came with the official SDK installs
i see
can you send me one rq
change the paths in those
the first one needs to be assigned to your SDK path
the X and T specifically
Is your SDK looking for those X and T drives?
Make sure you unmount before each attempt and remount as admin
remounting as admin doesn't work
only when i open it normally
Run a CMD with elevated privileges and then navigate to your .cmd commands
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
No clue, google it I guess, virtual drives are old tech, you can find the info online
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?
99.999999999999999999999999999999999999%
Mapping is easier but only it is likely 99.99999999999999999999999999999999999% that you want to kill yourself.
Stalker uses Lua
Time to put my roblox skills to the test
bro this ain't like the FM's you can use and call it a day
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?
Try game levels map or somethint
I forgot what it was called
It's also related to the weather
Anyone have a video for setup anomaly on blender
What are you trying to do with anomaly assets in blender?
idk i'm just trying to learn but i have to set the path to blender and idk what i have to do, there is like a thousand of things that you have to know just to start man
You need the xray plugin for blender
yes i'm trying to set it
oh thank god i was going crazy with all this
Pavel blend is also used for creating new levels
Not just some worthless animations or some other shit
thanks i was spending alot of time setting this, can i ask you for some first step advice?
What do ye need?
well i was looking for try to make some animations from hands
so i have a rig
from pavel
but idk how to use it
Can't really help you with that
I do mapping for xray.
ouch well thanks anyway 
' 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.
Why would you use commas?
Oh what should I use?
If you ctrl + c and v and configured them properly then you're fine
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
Yeah ideally, then have like all 3 fogs for example. I'll be honest though I don't know how to put that together.
You can see how one of the weather configs were made
And then you could make a new one and add the parameters
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
You still need actual paths setup properly for models and animations.
Otherwise your exports will be all messed up.
If you search in this channel I've helped multiple people setup their paths in Blender
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:
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
What you want to do is move the content of the _unpacked folder previously there into the gamedata folder
right i
Pavel blend doesn't work with Blender 4.0
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
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
Thank u so much sr 
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
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
Yep
Wow, that's very comfortable to work with
Blender now sees your files like how the MO2 would virtualize them
Thanks again, not only did you help me with the folder paths but you taught me a much more comfortable way of working
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
Yeah every single one of them and see animations
Well damn
How do I do that ?
Pretty sure I can learn something with it
Improve my rifle and maybe even animate it
yes
these models are stored in .ogf (compiled game asset) file format
I already do have the audio, just gotta learn animation
animations are stored in .omf
Where do I find that ?
You need to unpack the db files from anomaly if you want to use the original models
....
Wut ?
db = database
🙏
I see
Imma usr that to see if I can make a less janky EoTech sight
My model is crap <w>
You know how to use blender?
Yeah
Modelled 2 shotguns, one rifle, a couple shields and a tank
I wanna add my pride and joy to the game
Ok.
Well, know is a strong word
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
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
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
Ooh i see
Anomaly uses the Xray Monolith engine, doesnt it ?
Yes
is there any way to make certain types of quest appear more?
Grom my beloved 🙏
I will eventually murder duty with this
parallax
vanilla abobali tree texture
didn't touch the parameters
it's shaders doing their job
Tf is parallax
adds depth to a material
Ooh
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
The aps is probably easy. Good luck with the camera
gimp seems to do the job but I want to compress these png a little, wich method can I use?
I believe it's bc3/dxt5
Tbh I have no idea
I would always save as png in gimp open in paint. Net and save as dds
best tool to export as dds there is also Photoshop addon version
paint.net generate shit mipmaps in nvidia tool u have real time view how each mip gonna look in different compression and also how big file gonna be and more
cool, I will check this out. thanks
Actually, the crunch compressor from the old Unity tools turned out to be better, it also fixed a number of issues like green/purple splotches in the compressed dark areas with BC3/dxt5
What's that?
It's a dds compression that works via command line. We were basically looking for a solution to gun textures when compressed that would get splotchy green/purple
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
never heard of that but i also never worked with unity and didn't see that discussion but thanks im gonna check this out
The crunch library was introduced to Unity in 2016 or 2017, from memory.
The actual thing is maintained by Binomial which works with a whole slew of software and companies
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
Quick question, where would one find the recipe definitions for the furniture you can craft?
is there any way to make certain types of quest appear more?
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.
no such mod, but latest BAS has some kiparis variants without stock anims, you can try using them as a replacement
Thanks! latest BAS not in gamma I reckon ?
it's not
Thank you
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
"Doesn't that exist?"
It sure does: https://www.moddb.com/mods/stalker-anomaly/addons/enemy-marker-reupload
That's not what I mean
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:
probably Enhanced Recoil
Tried disabling that and no difference unfortunately
it's included in GBO iirc, just disabling the ER mod won't do anything
Ahhh will try that, Im assuming GBO is 181-183 Ballistic overhaul?
actually I'm even sure if ER is the problem to start with, can you replicate your issue with other weapons?
Not all weapons, both the BaS Aug A1's are the worst. Disabling er AND gbo actually does make it much better but its still shooting the first shot exactly on the crosshair and then every subsequent shot ends up in the same spot somewhere above the actual crosshair. So still looking for the exact file that is causing it.
iirc those augs specifically have some wild cam dispersion values
That's what I was trying to fix, but no matter how low I made the dispersion values on the w_ ltx file the recoil was still all over the place, and even with all the values at 0 the acutal bullet spread is still uncontrollable
which dispersion values are you editing btw?
also yes partly er because er has its bespoke camera trickery
`
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
`
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
@misty mulch You can format code in Discord by doing this.
LINES
`<Your code here>`
BLOCKS
```lua
<Your code here>
```
Pretty sure some of that is controlled by gboobs
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
You have to add them back to the npc load outs
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
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
https://discord.com/channels/912320241713958912/1176951529157173349 something like this
obv you'd do it for multiple guns across more factions than this
or i mean maybe you wouldn't, up to you
i plan on just doing it for master and legend mono since the m82 is so fucking powerful but its a meme
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
Just spawn them a bunch in debug mode
DUDE YALL ARE AWESOME 🙂
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
first file try to change width height or another idk maybe both
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
yeah but in ui_bh you only have bars in hud u have all textures of bhs including background
Because BHS UI code is bad.
That file also has a ton of other stuff. Making it hard to work with
Unless someone tried to fix the BHS UI code. Then you can ignore me.
idk maybe u right i never mess with those
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
in which case ill just save this convo for tomorrow to be reminded to do it
try first ui_custom_messages only i was just assuming other ones as someone who never mess with ui stuff, but raven propably is right
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.
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
Nah. Head to the Anomaly discord
will do, thanks
That just sounds like a collision issue waiting to happen
Cars in Cordon v2
Clip slightly into cart because 110 FOV
Death
Trolley hitting that gravity anomaly, bye bye mr. bluesky
Clipping under the map after not saving for 2 hours with a Tesco shopping cart full of loot sounds like fun

Teach me how to turn Fanatic in to Loona from Helluva Boss
First is to make sure your gun recoil parameters are not overridden by any DLTX change
@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
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.
Appreciate the response, the issue was I didn't realise the enhanced recoil mod was just a copy of gboobs, which was still running the custom recoil script even when enhanced recoil was disabled.
hardest things to work with, especially if you mod Gamma is being sure if nothing overwrites your changes lol
Worst nightmare of me actually
this is all i get whenever I try importing a .ogf file
use blender 3.6 or earlier
so it was gbo enhanced recoil after all?
how do I install that ??
Yup, thanks for the advice
:3
expect a soviet-accurate rail system
That model looks a little blocky
that model better come out with those colors or i'm rioting
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
Each attachment is an entirely new model. So for a gun with say a scope and suppressor as accessories, you'd have to have the base gun, gun with scope, gun with suppressor and gun with scope and suppressor. As well as any animation changes for each, if there are any.
damn ok that doesnt sound tooooo bad, is it just modeling or is there more to it
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
oof
im assuming its even harder to add new weapons entirely since you have to create animations (or just steal them from other guns)
and make sounds which i have no clue how they even do that
You need to place the model on the bones. That's what controls the animation
ok
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
what is the best weapon pack?
Old version of it is
That's still ike 90% of current bas
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?
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
with blender can you import things like pictures to make models or do you have to make everything yourself
cause making a model for new LMG(s) sounds fun...
also is there a best version of blender to use for GAMMA
Wdym pictures to make models
mayhaps some ai slop
3.6 is the latest working version with the xray tools, but you could work in a higher version and just transfer the models from one to the other when necessary
Does anyone know where the config responsible for the properties of artifacts is stored?
How to modify weapon's values?
should be able to just go to the LTX file in mo2 and literally just change the numbers, they are all in plaintext
Um, how? Im a lil dumb
I want pkm_zenit
Cant find it
go to MO2 right side
go to the search bar and type 'pkm' and hit enter
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
click the one you want and open with notepad
oh wow, thx lad
i would just take a texture of the armor and copy the file, change the name and then change the item values
yeah, made one, keeps crashing, no log
dont know why
i would assume it doesnt have the necessary animations
where did you find the file for the noso you copied
using /tools folder in original anomaly
i only see some batch files and some pngs
launch db_unpacker, it will extract the files
or db_unpacker_all (That one takes a while)
well you named the file .txt.ltx
wait what
when i downloaded the file its called o_nosorog.txt.ltx
just noticed
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
so do I rename it to like nosorog_silver.ltx or smt?
what about text?
i would honestly just add a new part into the nosorog file instead tbh
Yeah... didnt work
for some reason
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
nah, this same addon worked in regular anomaly, I think the issue is with overwrite
Imma try with texture thing rn
I put it in gamedata in regular anomaly
in gamma, using MO2
someone else who is much more intelligent most def knows whats wrong
god knows
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
holy shit it works, I screwed up in the nosorog section
Rewriting entire thing, I misspelled smt
By putting it in the right folder in original anomaly
yah where is the right folder? cause its not the _unpacked is it?
I carry pkp, I never have enough ammo
gamedata/config/...
like /Anomaly/gamedata
there
ah
fuck, any help?
you know the pda profile pics that every stalker has? how do i actually find them pictures
go to /Anomaly, tools, unpack
thank you
U should find somewhere there the pfp pictures
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
so you either have to add it or remove the silver part and just have it be like the rest of them
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>
@long niche
do u want it in ru?
so then whats wrong with the picture you sent
I have no idea
bruh goes i need help and then doesnt know why 
its desc and name should be
well desc should be description unless you changed that in the silver noso file
both files
or vice versa
thats just a normal crash
so you want it to say whatever your description is instead of the generic one?
yep
im not sure whats wrong
u sure its the right xml file and not just the one from the tools folder
its the right xml file
@ivory cloak Any ideas?
nah idk
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.
unpack anomaly
anomaly\tools\db_unpacker_all
thank you very much!
@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

If you want the choice is still there.
It can also be used by normal players
You just launch into the level and it has all of the basic needs
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
vibes rn
Higher priority overwrites lower priority
It should say on the mod page what priority the mod should have, as in what mods it should be below
lucky for me it doesnt seem to say anything abou tit
he said tit
i hope you explode respectfully
https://discord.com/channels/912320241713958912/1219433143069708299 for context this is what im trying to install
Anyone knows which mod replaces bandage animation to gunslinger one?
Medical part of the mod in gamma
this doesn't look like bandage from gunslinger
gamma uses food and drink part only btw
Yes, get the medical part
anyone have a tutorial on how to add a suppressor to a firearm?
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
how hard is modeling firearms in blender so that they dont look like fucking shit
Why not both
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
I'll definitely add that into ArtiGrok, but make sure it comes with at least a somewhat noticeable base magazine penalty. Might cause problems for Mags users though 


