#╙🖇mods-making-discussion

1 messages · Page 56 of 1

naive snow
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You can just steal a silencer already modeled from another gun, but you do have to add it to every possible scope combination so it's a pain.

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Not that hard if you have references pictures and basis in 3D modeling and texturing

fathom wagon
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So, I was experimenting with allowing the stats screen to show any upgrades to BR Class (still finnicky and sometimes needs a save reload to update) + adding BR to the ballistic upgrades + the workshop stacking glitch, and created this monstrosity

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This thing has upgrades from like 6 or so different outfits glitched onto it

fathom wagon
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Cooking up something for users of Drunk's Toxic Air remake. Some QoL and better UX.

vital kestrel
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Does anybody have or had in past a similar problem? rn I have installed ugp, aydin grass tweaks, arival and a.d.e.g.a. the game crashes when i try to load or create a new game. it worked before i installed those mods.. idk how to repair it myself so im just asking.

summer girder
queen pineBOT
summer girder
vital kestrel
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thanks and sorry i didnt saw that one

surreal gust
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You could make a server poll about this if you want, I got a lot of them saying that they want a test map with ballistics to test weapons due to the screenshots I posted.

snow lantern
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anyone know cause

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or this one

surreal gust
undone lily
surreal gust
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Replacing the fake start level would not have any dynamic objects.

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It's easy to switch if you want to use the .bat file to launch into the level or play normally by using an .exe to launch

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Only 2 or 3 clicks, once set up

fair canopy
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Why add something unnecessary to gamma's size though?

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Especially if almost no one will see it

random fulcrum
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because the other things can be considered secondary?

surreal gust
random fulcrum
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yeye but you can go into debug to grab guns

fair canopy
slow bolt
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why add it when over 95% wont use it or know about it

undone lily
surreal gust
surreal gust
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I can import the weapon configs and add these unique weapons

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it's easy

tropic horizon
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hey so how do mess itx files to give stalkers more gernades? also so they can all have power armor?

surreal gust
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The difference between both maps

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left one is the og build 1844 and the right one is my port

ivory cloak
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anyone know how to make a mod that force the mortal sin questline to complete itself because of a bug or unknown error causing me to not complete the last quest in talking to the sin leader

past barn
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Anyone knows how to add/assign sounds for cats' running animation? No matter what I do, they omit no sounds when they run. But they have sounds for walking

vale knot
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as far as ive heard theres stuff tied to mutants thats engine baked but im not sure

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hope its not the case

past barn
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What I managed to gather is this: mutant configs have a reference to the type of sounds they use for their anims like attack, death, idle etc. (not for movement tho). And there's a reference to mutant size (cats are medium in this case), which makes them use the sounds from the material/medium folder. I'm pretty sure there's a config somewhere that defines these "medium" sounds or materials more, but I can't find it

This seems to work the same way for every mutant, so dogs have these sounds play when they walk or run around for example, but it appears to be the same for every other medium class mutant. Cats however become dead silent when they start running, and I don't understand why

fair canopy
past barn
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He used a script to randomly play those sounds when a Chimera is around, from what I understand. So that's probably not the solution here. It has the potential to be used for cat attack sounds in a similar fashion however

undone lily
surreal gust
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However

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In theory I could manipulate the fake_start sections and add them all in and that would probably work

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although it would change the all.spawn file

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Oh yeah the problem is

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even if I added these in all of the items would get teleported to the AI grid, because fake start has a very small ai grid

fathom wagon
undone lily
surreal gust
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that has been placed inside the level

undone lily
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Tbh you can write this in a script

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I made a script that spawns cars in Darkscape

surreal gust
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The problem is they will get teleported to the ai map

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And fake start has a very small ai map

tropic horizon
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any good guides how edit itx files?

surreal gust
long niche
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yo how to increase guns damage?

random fulcrum
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change its hit_power variable in its respective .ltx file

long niche
random fulcrum
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that number multiplied with the ammo currently loaded in the gun's k_hit property

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that's it

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those 4 values are for each difficulty setting

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easy through master

random fulcrum
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???????

long niche
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where can I find that file?

random fulcrum
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weapon_ammo.ltx

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just use the virtual folder search in mo2

long niche
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Found it, big thx

past barn
pastel aspen
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what file format are inventory icons in ?

slow bolt
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dds

pastel aspen
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interesting i cant find the inventory icon then

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thank you anyways

past barn
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What do you mean by "inventory icon" exactly?

pastel aspen
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this specifically its a mod and i was able to change the animated photo but it bugs me that the inventory icon is different so i was trying to find it so i can change it

past barn
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gamedata/textures/ui/ui_icon_equiment.dds it's on the left center area of the file. It's a huge canvas tho

pastel aspen
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so its inside anomaly i need to change

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okey thank you very much

surreal gust
past barn
# pastel aspen okey thank you very much

Nah, in MO2 on the right side search for the file name, right click on it and "Open in explorer". Then either make edits there and re-save it as DDS, or make a new mod that you can turn on-off in MO2 separately from all the other mods. If you do that, make sure you keep the same folder structure

pastel aspen
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thank you

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i edited the dds file in photoshop and used a website to convert it to png and then back to dds

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made a backup just in case

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ur a legend

long niche
naive snow
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The real issue is more so the round about way of using a website to convert to png and then DDS?
There's probably a whole lot of information lost

fathom wagon
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There was a mod on ModDB that allowed you to craft "upgrades" of all the detectors that had more detection range. That is the method he used.

naive snow
fathom wagon
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For sure, but it was funny to see something like that even work.

naive snow
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I guess it's an okay-ish method for UI stuff

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It probably only converts straight to 8.8.8.8 since PNG is essentially that

fathom wagon
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Yeah, I defintely wouldn't recommend that for something that wasn't just simple UI stuff.

fathom wagon
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So, it seems that my "Task Cooldown Modifier" mod might be wokring, but only on a new game. Modifying the cooldown in the init() seems to work, but manually modifying the cooldowns when loading and saving task data seems to not work whatsoever.

pastel aspen
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i am no where near qualified to do anything like this i am just happy i didnt get any crashes

slow bolt
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considering that Photoshop itself is not meant for use with dds

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and you use a different utility for that

naive snow
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If you want to get down into it, Photoshop + the nvidia dds plugin is second best for dds export Chadge

ivory cloak
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anyone know how to add new calibers of rounds as well as edit the damage that the rounds in game do

fathom wagon
ivory cloak
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no i wanted to just change the caliber for certain weapons already in game as they dont do nearly enough damage for what they should be doing

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as well as changing weapons around to make more sense (SR25 with a 16inch barrel shouldnt have the same velocity as an m700 with a 24inch barrel) etc

ivory cloak
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is that 1.5x speed of sound or 1.5 x a certain value or just 1.5

fathom wagon
# ivory cloak no i wanted to just change the caliber for certain weapons already in game as th...

So there are two methods:

  1. Change the damage of the weapon (preferred)
  2. Change the caliber (mixed results)

Reason 2nd is mixed results is b/c of how damage calculations are done. Some calibers tend to have positive multiplers while others have small negative modifers.

One example: the SVU. Its base ammo, although the AP has more penetrating power, all of its ammo has small negative damage stats. But, when you upgrade to rechamber into 5.56, it is technically a better upgrade since (1) ammo is easier to craft, (2) AP is pretty close to standard, and (3) all 5.56 ammo has positive modifiers.

ivory cloak
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does that have to do with the base ammo from anomaly (i couldnt find the ammo files anywhere other than the anomaly unpacked tools area) or some other factor like the engine/GBO

fathom wagon
ivory cloak
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oh so its all based off the actual weapon?

fathom wagon
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Weapon stats * ammo stats = true stats

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To put it simply

ivory cloak
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OK that makes sense

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also is there a way to change the base anomaly stats at all? im assuming just changing the values in the LTX that i unpackaged doesnt do anything at all but please correct me if im wrong

fathom wagon
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For instance, although revolvers and the Winchester both use .357, the Winchester has a higher damage stat than the revolvers

ivory cloak
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ok so the ammo is same 4 everything and then each weapon with its different stats = same ammo on different guns can have different stats GOTCHA

fathom wagon
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Learn how to DLTX so you avoid having to overwrite base files. DLTX is essentially overwriting certain parameters on runtime without having to overwrite an entire file.

ivory cloak
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ok, also the OGF files... how do i open them? because i looked them up and it seems to be the way stalker runs from what i read

fathom wagon
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That would be beyond me. Never messed with those files myself.

ivory cloak
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ok

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for DLTX is that just the mod called differential LTX loading on moddb from a few years ago

fathom wagon
# ivory cloak for DLTX is that just the mod called differential LTX loading on moddb from a fe...

In your case (modifying weapon stats), it is pretty simple:

  1. Create an empty mod in MO2 - we'll call it "Weapon Damage Adjustment"
  2. Open that empty mod and create a folder called "gamedata"
  3. Open the "gamedata" folder and create a new folder called "configs"
  4. In the "configs" folder, create a new text document
  5. The name scheme is important: it needs to have mod_system_ in front of the name, and change the extension from .txt to .ltx
    Example: mod_system_zzz_cracker_dmg_adjustment.ltx (Note - DLTX files are loaded alphabetically, so adding a bunch of z's after mod_system_ can help guarantee your changes are loaded last and overwrite any other DLTX that changes the same things you are trying to change)
  6. Open the file (we're going with mod_system_zzz_cracker_dmg_adjustment.ltx) in Notepad
  7. Find the weapon you want to edit its damage and find its section name (in our case, we will use the VSSK, whose section name is wpn_vssk found it the w_vssk.ltx file)
  8. In GAMMA, its damage value is currently 1.20, 1.20, 1.20, 1.20 (its damage values for the 4 difficulties). Let's change it to 1.70.
    Inside the mod_system... file, you will write this:
![wpn_vssk]  ; the (!) is important b/c it allows you to simply overwrite ONLY the values you list here
hit_power                   = 1.70, 1.70, 1.70, 1.70
  1. Save the file, enable the mod, and the damage on the VSSK should now be greater than it was before.
ivory cloak
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aww you are god thanks

fathom wagon
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It takes time getting used to it + learning some of the cases where you have to DLTX in specific ways. But, since you simply want to change damage values, that is pretty simple.

ivory cloak
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i need to download that DLTX mod though? do i put it anywhere in MO2 or just leave it installed

fathom wagon
ivory cloak
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oh ok

ivory cloak
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sorry to @fathom wagon but is there a way to add upgrades that do things like change the firerates or the caliber of weapons without lots of work?

vague knoll
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Is there any negative to using DLTX to add items? Why do some mods not use DLTX when they could/should? (in this specific example, mods adding mags)

ivory cloak
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i would assume they are old or the modders just dont know about it

ivory cloak
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when i try and do the things you stated and select the folder i want to use for a mod it wont work because the folder is not a .zip file

ivory cloak
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i need help, i am trying to add a suppressor to the m98b but when i have the suppressor on the gun (i have to add the suppressor to the model) it doesnt make an sound when rechambering a round. It also doesnt make any sound when the rechamber animation plays when reloading from any round count ABOVE 0 but when reloading from empty it does play. The sound of me shooting is also suppressed so i have no clue what is happening. All i did was take the suppressor area from the m700 (not the sounds) and add them to the m98b

fair inlet
ivory cloak
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these are the sounds i am using

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snd_reload = weapons\m98b\m98b_reload
snd_reload_empty = weapons\m98b\m98b_reload_empty
snd_reload_misfire = weapons\m98b\m98b_misfire

fair inlet
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I referred to shooting bolt sound issue. These reload sounds work fine for me though

ivory cloak
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the thing that doesnt make sense is that the sound works without the suppressor but with it, ti doesnt work

fair inlet
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M98 doesn't have a dedicated silencer shot section. You have to make one

ivory cloak
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for the suppressor sounds or just in general

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because i just stole this from the m700 and used i

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silencer_name = wpn_sil_daniel
silencer_status = 2
silencer_x = 248
silencer_y = 5
silencer_light_color = 0.6, 0.5, 0.3
silencer_light_range = 0.01
silencer_light_time = 0.2
silencer_light_var_color = 0.05
silencer_light_var_range = 0.5

    silencer_smoke_particles    = amik\weapons\smoke_particles\silencer_smoke_particles_00
fair inlet
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none of these are sound parameter

ivory cloak
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yah, can i just use any sound parameter from any weapon?

fair inlet
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you can

ivory cloak
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cause i tried using the wpn_snk_r700_silncer_shot and all of its snd layers but the game wouldnt launch

fair inlet
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you probably didn't change the section name and crashed due to duplicate

ivory cloak
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wait you said i need a sound parameter for the suppressor but when i fire it, THE ONLY thing that doesnt make noise is the bolt chambering the next round, the barrel makes the suppressor nice

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well im gonna try and use the wpn_snk_r700_silncer_shot but rename it from r700 to m98b part of the r700

fair inlet
# ivory cloak wait you said i need a sound parameter for the suppressor but when i fire it, TH...
![wpn_m98b]
snd_silncer_shot_actor = wpn_m98b_snd_silenced_actor

[wpn_m98b_snd_silenced_actor]
snd_1_layer                                                            = weapons\_sd\stereo\big\sd_close_1
snd_1_layer1                                                      = weapons\_sd\stereo\big\sd_close_2
snd_1_layer2                                                         = weapons\_sd\stereo\big\sd_close_3
snd_1_layer3                                                         = weapons\_sd\stereo\big\sd_close_4
snd_2_layer                                                            = weapons\_sd\stereo\big\tail_sd_1, 0.5
snd_2_layer1                                                      = weapons\_sd\stereo\big\tail_sd_2, 0.5
snd_2_layer2                                                         = weapons\_sd\stereo\big\tail_sd_3, 0.5
snd_2_layer3                                                         = weapons\_sd\stereo\big\tail_sd_4, 0.5
snd_3_layer                                                            = weapons\_shared\stereo\echo_1, 0.25
snd_3_layer1                                                      = weapons\_shared\stereo\echo_2, 0.25
snd_3_layer2                                                         = weapons\_shared\stereo\echo_3, 0.25
snd_3_layer3                                                         = weapons\_shared\stereo\echo_4, 0.25
snd_4_layer                                                              = weapons\_bass\bass_large
snd_5_layer                                                            = weapons\_gunfire\mono\m98\bolt```
ivory cloak
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did you just make that?

fair inlet
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works for me

ivory cloak
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yah the m700 one worked once i changed the name but was delayed, im gonna try this

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if it works for you it probably works for me

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so thank you for the help

long niche
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How do I change ballistic property?

ivory cloak
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what r u trying to change?

long niche
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I want to make an SBA-Tank armor

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but its defence is lower then dolgs exo

ivory cloak
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probably just change the BR

long niche
ivory cloak
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mod_system_items_armor_br_class_rework.ltx

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should work if you change there, and it tells you what each rounds does to BR

long niche
ivory cloak
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@fair inlet would by chance know how to add a suppressor to the rifles model?

long niche
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so, lower the number, higher the protection?

ivory cloak
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no, the closer to 1

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the higher

long niche
ivory cloak
ivory cloak
long niche
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at all

fathom wagon
fathom wagon
random fulcrum
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negatives include z stacking too

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the cringiest modding practice ever

slow bolt
celest forge
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You IDIOT

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It would be mod_system_zzzzzzzzzzzzzzzzzzanimations_momo_ltx

ivory cloak
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Ight this maybe stupid.. but is dual wielding possible

slow bolt
slow bolt
ivory cloak
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Wym?

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Like i cant duel wield kap-40s like it's 2012 again?

ivory cloak
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is there a limit on polygons that models in game can have

celest forge
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No but if it's too big your game will def run like shit

ivory cloak
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ok, so i can make a firearm with like a couple thousand

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?

slow bolt
# ivory cloak Wym?

Game is not made for you to actually wield multiple weapons. You can fake it by just making a weapon two pistols

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maybe in 1.6

ivory cloak
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when modeling firearms, what do i need to save them as? im assuming its as .obj but im not 100% sure

slow bolt
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.ogf

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read the modding book in pins

ivory cloak
hallow loom
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What should I do if, after adding my songs, their volume decreases? (I even did it on maximum, it was still very quiet)

naive snow
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You can dual wield but probably not in the way that you're thinking like equipping a primary and a secondary and wielding them that way. Instead you basically just create a new item that is the dual wielded version, so animations are just made purposefully for dual wielding. It's just a trick essentially. Forget about things like firing each barrel individually or a separate mag count for each weapon.

ivory cloak
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oh i just wanted to fire both at the same time like you would in bo2 with the kap 40 or the model 1887 like in mw2 back in da day

naive snow
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Then yeah that's possible. Just a pain to animate

ivory cloak
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worth it for the memes KEKW

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imagine... playing COD zombies in STALKER

naive snow
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You'll also need a whole script to alternate the firing point and bullet fire bone. So that's also an issue

ivory cloak
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ok that shouldnt be too much, just gotta learn how to script first KEKW

naive snow
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Why not just start with something simpler?

ivory cloak
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im not gonna start with that, im gonna start with porting a gun in

naive snow
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Just start with figuring that silencer thing KekSkew

ivory cloak
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oh i already did

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i was just stupid and forgot to change the name KEKW

naive snow
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Good stuff!

ivory cloak
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the fact that i know how to program in java and still forget that shit all the damn time is hilarious

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now learning how to animate and shit.. thats gonna be fun KEKW

naive snow
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It's not especially difficulty, once you have a good hand rig it's relatively an easy concept

ivory cloak
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ok, im assuming if the anims are kinda the same you can use em?

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i know the gun i want to add(DSR-50) and the m98b have almost the exact same rechamber animation

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or if i could just port animations from COD... that would be nice but probably copyright infringement

mortal geyser
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Hello folks i was suggested to come here for my question regarding how to Edit a Weapons damage through its LTX file without borking everything and was wondering if anyone could assist me in this?

ivory cloak
naive snow
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Yeah nah that's the issue, because the rigs tend to differ and the bone structure isn't the same from one gun to the other. You can't port animations, unless you get into a while business of retargeting and stuff, but that's another can of worm

mortal geyser
ivory cloak
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go into MO2 and search in there

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it uses the file that will overwrite every other file

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some guns have WEIRD ass names so if you cant find it, go into DEBUG mode and hover over the gun you want and itll tell you the file name of it

mortal geyser
ivory cloak
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its the FILTER on the right side

mortal geyser
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oh okay ill find it in there somewhere gotcha

ivory cloak
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NO

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literally just search the name of the weapon

mortal geyser
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oh my bad

ivory cloak
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its super simple

mortal geyser
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as for editing the file Notepad++ will do jsut fine correct?

ivory cloak
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yah or even just plain notepad

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as its all in plaintext

mortal geyser
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gotcha

ivory cloak
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when you search itll be like gamedata>configs>items>weapons>filename.ltx

mortal geyser
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it'll get me the file path for it essentially

ivory cloak
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this is for the SR25

mortal geyser
#

alright ill see if i can find it on my end sicne i just really dislike how low the damage of the DVL is considering its 338 when my 39 damage assault rifle of 7.62 does more damage shot for shot it jsut makes no sense XD

ivory cloak
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which one is the suppressed one?

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is it the 110 or the saboteur

mortal geyser
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Sabo

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Dvl 10 M1 saboteur

ivory cloak
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ye, once you open the file click ctrl + F and just search hit_power and click down

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itll be 4 numbers and whatever damage you want type (number/10) = x

mortal geyser
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yah i just gotta save my game and close it sicne im in game currently lol

ivory cloak
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you dont have to

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the game can be open while you do it

mortal geyser
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ah well i mena it wont take effect unless i close and relaunch

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typically

ivory cloak
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yah it wont

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the hit_power for the DVL is .85, i would make it like 1.10 or like 1.25

mortal geyser
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i found it via the filters but the text is red should i be concerned about that or is is jsut nothing?

ivory cloak
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dont use n++, just use normal notepad

mortal geyser
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i mean its red in the MO window

ivory cloak
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oh yah ignore that

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just open the file

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that just means the file is shared with others but the one MO2 shows is always the highest priority one

mortal geyser
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k so i found hit power and each of the 4 numbers is set to 0.85

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by default

mortal geyser
ivory cloak
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yes, just remove the numbers, leave the commas

mortal geyser
#

so i just put all 4 number values as 1.20

chilly jay
#

Hello, what file is responsible for the ammo crafting recipe? I'd like to modify them

ivory cloak
mortal geyser
#

so it is kind of similar to how i modified CoC Values then

ivory cloak
#

yah

ivory cloak
chilly jay
#

Thanks, I guess the bas one handles ammunition added solely by bas guns ?

ivory cloak
#

*ammo_338_federal = 5, recipe_ammo_2, casing_r7,1,powder_3,3,bullet_r7_ap,1
ammo_23x75_shrapnel = 5, recipe_ammo_2, casing_s,1,powder_1,3,bullet_shotgun,2
ammo_23x75_barrikada = 5, recipe_ammo_2, casing_s,1,powder_1,3,bullet_shotgun_ap,2
ammo_9x21_sp10 = 5, recipe_ammo_0, casing_p,1,powder_1,3,bullet_pistol_ap, 1
ammo_20x70_buck = 5, recipe_ammo_0, casing_s,1,powder_1,1,bullet_shotgun,1
ammo_23_eco = 5, recipe_ammo_2, casing_s,1,powder_1,3,bullet_shotgun_ap,2 *

mortal geyser
# ivory cloak yes

right so i see my DVL is now 80 damage, well ill likely keep raising the numbers gradually so i can find the value im actually looking for but thanks for the assist, guess i cna technically look at other weapon values to get an idea of where i wanna set my DVL.

ivory cloak
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cause it works for me instantly

chilly jay
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Thanks

mortal geyser
#

yeah i relaunched my game, i do it naturally to begin with, its how i handle editing any sort of file

ivory cloak
#

naturally?

mortal geyser
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aka i typically always shut the game off when editing files

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to avoid any funky things happening

ivory cloak
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this is my VSSK so i know it works

mortal geyser
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rofl

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give a Chimera a hug wuth that

ivory cloak
#

3 shots a psuedogiant

mortal geyser
#

rofl wow

ivory cloak
mortal geyser
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normally i just shove a nade in their face

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lol

ivory cloak
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i dont wanna be that guy but you sure you have the correct syntax

mortal geyser
#

?

ivory cloak
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like that shit fucked me when i was trying to add a suppressor to the m98b

random fulcrum
#

wdym correct syntax

ivory cloak
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didnt add anything on accident or remove anything

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i mean its 3 commas but...

random fulcrum
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what about it

mortal geyser
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pffffft 1087 crash go figures lol

ivory cloak
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what r u confused about? syntax is as much for spoken languages as it is for computer languages

random fulcrum
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hit_power on weapons is 4 numbers separated by a comma

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like

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you could open any weapon ltx ever and check it out

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or go into the source code

ivory cloak
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yes but you can still fuck it KEKW

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the devs literally spelt inventory wrong... anything is possible

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like bruh invetory...

mortal geyser
#

Fire_distance is the max range correct?

ivory cloak
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no need to change that... the game isnt gonna render characters that far

mortal geyser
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figured it had something to do with flatness aswell

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or is that primarily velocity

ivory cloak
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im pretty sure that has to do with velocity and the ammo file

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as the ballistics are calculated kinda realistically

mortal geyser
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honestly i might even go as far as changing the gun to use an ammo type that has ap fmj and HP types possibly

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i remember doing that in coc lol

ivory cloak
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all u gotta do is copy and paste

mortal geyser
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yah just find a gun that uses the ammo i want the dvl to use basically

#

and jsut copy directly from the document

ivory cloak
#

ye ezpz squeezy lemons

mortal geyser
#

yeah that stuff i did a lot when modding Call of Chernobyl lol

#

if only i had an knowledge of coding to make those rebounder Anomalie actually block bullets like an entity

#

lol

#

would make them nice to have around lol

ivory cloak
#

ask omom, he probably knows

mortal geyser
#

oh trust me, i can't code i dont know anything about coding at all

#

my knowledge stops at editing configs >XD

ivory cloak
#

its really not hard

mortal geyser
#

i'm not the patient type >XD

ivory cloak
#

i mean yah but if you like really want to add something in game just learn the extent of what you need or just copy a file thats nearly the same and change somethings

#

why reinvent the wheel

#

hell thats why video game engines are even a thing

random fulcrum
#

sometimes accuracy

mortal geyser
#

interesting so it behaves ina similar manner to impact resistance and rupture resistance where they sorta piggy back on each other

random fulcrum
#

WHAT

ivory cloak
mortal geyser
#

ive seen a lot of discussion regarding impact and rupture resistance affecting each other, although to a lesser degree like Imapct does help with like mutant damage resistance but no where too the degree of that of rupture and vice versa.

#

its a weird quirk with how stalker handles its damage types ive even noticed it in vanilla CoP

#

but again it could all be speculation far as im aware theres no hard evidence on it

#

Anyways Mastercracker thank you for the assistance in tracking down those files, appreciate it.

random fulcrum
#

lmfao not at all

#

rupture resistance affects rupture damage type attacks

#

impact resistance affects impact damage type attacks

#

there's literally nothing like what you said

#

not even in the source code

mortal geyser
#

like i said the discussions ive seen were mostly all speculation lol

ivory cloak
mortal geyser
#

one last thing, im assuming i can use this method from the DVL to alter the characteristics of armor aswell for artifact containers ect.

#

cause dont get me wrong exo suits are nice and all but damn their upkeep lol

naive snow
#

Not the actual battery drainage no

ivory cloak
#

i swore you could

surreal gust
ivory cloak
#

TECHNICALLY an item getting throw at you is the same as a bullet hitting u 🙂

surreal gust
#

That doesn't mean impact resistance is useless

ivory cloak
#

i mean yah cause the game isnt probably gonna act like those are the same two things, if it didnt then you could easily make an agurment that every single thing is ballistic resistance and everything isnt pretty easily

#

like something smacking you, the hand is the same as any other object hitting you, thus it 'follows' ballistics 🙂

random fulcrum
#

also a giant's stomp

ivory cloak
#

Giant stomp being fall damage makes sense and doesn't make sense

random fulcrum
#

yes but not

mortal geyser
mortal geyser
#

Has anyone modified the damage values of the Remington700 snipers cause i have tried endlessly and i can't get their values to change.

naive snow
#

There's probably a dltx mod that overrides damage

mortal geyser
naive snow
mortal geyser
naive snow
mortal geyser
#

is there no way to find them by going into the Mods folder via Mo2?

naive snow
mortal geyser
#

well ill need to add Notepad as an executeable in MO

naive snow
#

Then just search for the weapon section

#

Then you get a nice print out of the various DLTX mods that write to the M700

#

My guess is the damage overwrite is done in mod-system_weapons_damage_gamma.ltx

mortal geyser
#

yah i types that all in and my notepad isnt doing anything

#

okay there we go now its scanning dunno why it wasnt doing as it was told for

mortal geyser
# naive snow

thank lord, that worked thank you very much i would have been stuck spinning my wheels in the mud trying to figure that out lol it was driving me mental

naive snow
mortal geyser
#

so as long as i modify from that spot specifically nothing should give me any issues really in terms of the config values since im assuming these are like the master files.

mortal geyser
naive snow
mortal geyser
#

Ah i see

swift pike
#

guys can i somehow disable Project I.N.V.E.R.N.O without reinstalling?

naive snow
#

Dunno what the actual install steps are, but I reckon you could reverse the order probably

#

You'd probably get a better answer by asking in the actual Inverno thread

random fulcrum
potent delta
#

I figure I'll poke y'all in here as well, since I haven't gotten any real answers in the 8-ish hours since I posted it in the general Stalker modding discord;

#

I wanna find a way to integrate the Skills system mod into the Looting Takes Time mod. Specifically, I want to find a way to link your Scav level with how fast the loot appears.
The person who made the Looting Takes Time mod said it would be relatively easy, ~2 minutes, but I haven't heard back from them when I asked them how to properly contact them for it, and it's been multiple weeks at this point. Anybody here that could help with that?

As an up-front, I have next to zero experience modding Stalker, so I don't have the first clue what I would need to do to make one script look to another for values and whatnot.

#

I also kinda wanna be a madlad and have someone show me the ropes for making a new version of an existing gun, so that I can make a UMP45 chambered in .357. jermasus

ivory cloak
#

the best way to make a new gun is to check the pinned icon, it has a 2hr video from start to finish on how to port a gun from a model that is purchased (or you can just take a gun from the game and change it using the same thing)

ivory cloak
potent delta
celest forge
ivory cloak
#

no its on the right side

ivory cloak
celest forge
#

Oh that's the DSR-50

#

Kinda hard to recognize it without textures

ivory cloak
#

yah, you think i can take the sound from BO2 and use it as well?

#

cause that sound is just money as fuck

celest forge
#

Probably will sound cheesy as fuck in stalker

#

specially gamma

ivory cloak
#

u think?

#

im not sure how i would get a real sound from the acutal gun

ivory cloak
celest forge
#

what animations you're going to use?

ivory cloak
#

probably the m98b as they have almost the same kind of charging hangle design

#

reload might be hard cause I WANT to use the cod one but thats probably not gonna work

lost berry
ivory cloak
still sluice
#

anyone know what exactly I gotta do differently in blender to have multiple objects export as one ogf?

ivory cloak
still sluice
# celest forge Wdym

I'm exporting as ogf and I get a separate one for each object. so I'm exporting a model of a ps2, and I'm getting a file for the controller, and the ps2 itself for instance.

potent delta
#

@simple scaffold Hypothetically, if someone was wanting to make a variant of a magazine in a different caliber, but using the same base as the default magazine (icon, etc), how would one go about that?
Trying to figure out how I would make a .357 UMP45 magazine for a weapon mod I'm attemping to create.
It's going... very slowly. kekcry

#

For one, I can't get it to let me put individual sights on the gun. Instead it's making a dozen copies of the gun, all with a pre-determined sight on them.
For two, they don't have gun parts. I dunno what I need to do to fix that. D:
For three, the hour of the night/morning is compounding on my dumb. I might have to sleep and tackle this again when I wake.

#

The gun only shows as its direct filename ("st_wpn_ump45_357" in this case) instead of the name I set for it and the description is likewise "st_wpn_ump45_357_descr" instead of the description I set. I dunno where I went wrong. death

#

As pictured (with a workaround for magazine)

ivory cloak
ivory cloak
simple scaffold
# potent delta <@155830872027693057> Hypothetically, if someone was wanting to make a variant o...

open the mags redux zip, or go to the git hub and read the "integration guide".

As you are making a new gun you will need a new weapon entry. (these are short, 3-4 lines)

and if your gun does not share magazines with other guns of the same caliber you will need to make a new base type entry. (very short 2 lines)

Recycling icon and model can be done with : inheritance similar to how many alt magazines in mags redux are setup. You will need to change the basetype and all the string id's, (name, description, et al).

further reference on LTX : inheritance: #501410797092864020 message

see the bit on descriptions in this guide: https://sdk.stalker-game.com/en/index.php?title=Weapon_editing

ivory cloak
#

does anyone know where the XRAY SDK is? the MEGA link doesnt even let me download it without forcing me to pay money

ivory cloak
#

anyone know if you can use the textures created in the texture paint in blender for weapons or do i need to do it in say photo shop so i can have textures for the folder?

fair canopy
soft burrow
#

I just saw the crouch coef functions in the modded exes changelog

#

now we can make tarkov crouching and leaning possibly

fair canopy
#

But do we need it?

sacred token
#

If I remember correctly it affects the speed not the height btw

slow bolt
remote sail
#

hello lads! how can i increase damage to beloved VSKK?

#

it's nerfed beyond point..

random fulcrum
#

change its hit_power property

naive snow
naive snow
ivory cloak
naive snow
ivory cloak
#

Yah, he said that stalker sound files were super aids which is gonna suck since it looks like i cant just convert a .wav to .ogg sadly

naive snow
#

Huh I reckon tho that with audacity or something you could probably convert it

ivory cloak
#

Fuck me dude why are textures more annoying than anything else

#

Even creating animations isnt this tedious and annoying

naive snow
#

Annoying? What are you struggling with? It's pretty straight forward no?

ivory cloak
#

idk, its just kinda confusing

ivory cloak
naive snow
#

Scopes should be the same really. The only thing that's different is if you're using like a transparent lens vs an opaque one

potent delta
#

FOr the llife of me, I can't find where the grid for magazines is kept so I dunno what grid coordinates to use for my magazines for the UMP45. D:

potent delta
# naive snow The UI icon grid?

Yeah.
It doesn't help that there doesn't seem to be a magazine file for the UMP45 that I can find, either. It's obviously handled somewhere because it has magazines in-game, but I can't find the files to pull data from.

ivory cloak
celest forge
#

wdym "grid for magazines is kept"

#

The mag icons?

ivory cloak
#

Its like just a grey png for the glass texture

naive snow
potent delta
naive snow
celest forge
ivory cloak
#

And i talked to lunatic but he said they usually only have a diffuse, and tbh idk what that means lol

potent delta
naive snow
ivory cloak
#

Ok, so all these roughness and metallic texture files for the glass arent needed?

naive snow
celest forge
#

It doesn't but you need them to make the bump map

ivory cloak
naive snow
ivory cloak
#

this is what the rifle with the textures is in blender

naive snow
# ivory cloak

Well if you want an opaque lens, then yeah you do need a proper bump

celest forge
#

You put the metallic and roughness with the specular, then on the normal map to generate a STALKER bump

#

It's a freaky system tbh

ivory cloak
#

?

naive snow
ivory cloak
naive snow
celest forge
#

Doesn't require them but if you only put the specular the bump is gonna be flat af

naive snow
#

But it doesn't package them at all in the bump

ivory cloak
#

the bump is a height map right or is that the bump#

naive snow
#

Like the only thing written in the bump is the normal map and the specular

naive snow
ivory cloak
#

Ok, god learning all of this texture shit is making my brain explode

naive snow
#

bump# already has the alpha channel dedicated for heightmap/displacement

ivory cloak
#

God if this is killing me, i can't wait till i try and recreate the animations from bo2

naive snow
#

(You should care very little with the bump# honestly)

celest forge
#

It's not intuitive

#

Like at all

#

but that's how i've done it always

ivory cloak
#

animations is gonna be fun as hell KEKW

#

i thought the point of an SDK was to make this shit easier, not harder

celest forge
#

The SDK was made in the early 00s

naive snow
#

Well you're doing models and stuff from the 2000's what did you expect?

celest forge
#

You will not get super detailed and amazing tools

naive snow
#

Plus most of this is abandonned and patched work together at this point

ivory cloak
#

so was the source one, its just not updated at all

naive snow
#

Plus the SDK at this point is only really needed for the creation of one texture file (that you don't even really need)

ivory cloak
#

god i wish i could just pay someone to do it KEKW

naive snow
#

Commission funny Juan

ivory cloak
#

?

naive snow
#

Juan does some commissions here and there

#

Otherwise try to find someone who might be interested in the anomaly server

potent delta
#

Alright, when I tried to spawn the gun I got an error that said it couldn't find the variable scope in the weapon.
I did change scope to be = 2 in an attempt to see if that's why I couldn't attach any of the listed scopes to it. I assume that's the issue. But how do I make it so I can attach a scope to it?
It also has another version of itself for each and every single scope, rather than just the base version that can have scopes put onto it. I assume I'm doing something wrong in the .ltx with that as well.

naive snow
#

Did you add new scopes or modify the scope argument from the ump45 file?

potent delta
#

I copied the base ump45 file and changed all instances of ump45 to ump357, save for the arguments where it's pointing to where sounds and model files are.

naive snow
#

Including every scope section headers? Did you also change the HUD ?

ivory cloak
potent delta
#
inv_grid_x                               = 12
inv_grid_y                               = 0


inv_weight                               = 2.60

hud                                      = wpn_ump357_ac10632_hud
visual                                   = dynamics\weapons\wpn_ump45\wpn_ump45_ac10632.ogf


[wpn_ump357_ac10632_hud]:wpn_ump45_357_hud
item_visual                              = anomaly_weapons\wpn_ump45\wpn_ump45_ac10632_hud.ogf

aim_hud_offset_pos                         = -0.05287, 0.0078, -0.02
aim_hud_offset_pos_16x9                  = -0.05287, 0.005244, -0.02
aim_hud_offset_rot                         = 0.012, -0.00036, 0
aim_hud_offset_rot_16x9                  = 0.012, -0.00036, 0```
#

And such for each scope variant.

ivory cloak
ivory cloak
potent delta
naive snow
potent delta
#

I want something full-auto that can use .357, and there ain't nothing yet.

ivory cloak
potent delta
#

Once I actually get the gun to spawn, have its name and description work, use scopes properly, have a functioning magazine... then I can start twiddling with recoil numbers to make it have more kick to compensate for the bigger caliber.

naive snow
ivory cloak
#

is that unironical cs fan KEKW

#

TOO EZ

#

🙂

naive snow
ivory cloak
#

boutta be like... yah i got u, 550 kekcry

potent delta
naive snow
#

Sure

potent delta
naive snow
#

Yeah see the issue, your main hud section is named wpn_ump357_hud, but the scopes are looking for a main section called wpn_ump45_357_hud

potent delta
#

I swear I changed them all to just ump357. keksweat

#

Replace only found 1 instance. I guess I missed one.

ivory cloak
#

syntax okaycatcry

potent delta
fair canopy
#

You were asking about this when I got into work. I just got out and you've just fixed it kekw

potent delta
#

At this point I think it might be better if I just screen share the game and my notepad++ with you @naive snow so you can see the problems in real time, and help point out where I'm being a giga dumbass. kekcry

potent delta
#

For instance, the magazines I created are not showing up in the ammo section in debug. death

fair canopy
#

Do you have them in the proper folder?

potent delta
#

I do. I made sure to read the integration guide for it. (Still have it open actually.)

naive snow
#

Just send over the mags file I guess

potent delta
#

But now when I mouse over the gun, it crashed my game with a mags_binder.script error.

#

I'mma just send the whole dang thing in case I somehow fudged up folder name/placement to boot. x-x

#

I originally had the eng file named differently but then I read the weapon editing tutorial I was linked to earlier and that one had a different name for the .ltx so I changed it.
It wasn't actually reading the names or descriptions from it before the change, and it still isn't after so I'm lost as to what to do there.

fair canopy
#

You need 3 main parts for a magazine. The item ltx, the base type that defines the bullets/caliber the gun takes, and the ltx that defines the mag the gun has when it spawns, and what caliber it is

potent delta
#

Sorry for offloading so much of the work onto you guys. This is literally my first mod, everything about it is new to me at the moment.

potent delta
#

For instance, it looks like I forgot to put a line at the top of the magazine files.
[mag_ump357_default]:tch_mag_base
I assume this means it wasn't pointing at anything with the info I put into the .ltx files to begin with. dumb

#

I'm just super confused as to why the game doesn't read the gun name or description I put, and why instead of 1 gun I can put scopes on, it's 14 guns with fixed scopes.

#

Alright, so I STILL get this crash when I spawn the gun and hover over it, and the game STILL isn't making new magazines in the ammo part of debug.

slow bolt
#

Every gun and scope combination is a different gun

potent delta
#

I had previously gotten around making new magazines for it by just copying the M6C SOCOM magazines from Juan's mod, but I wanna make unique magazines specifically for this gun. It feels like headbutting a brick wall.

potent delta
naive snow
#

Because you don't have a parent section probably

#

Like you need to define that the base, scopeless version of your UMP is the parent of all the others with scopes

naive snow
#

so a parent_section = wpn_ump357 somewhere in your base section

potent delta
#

Okay, did that just below the cform near the top.
As for the magazines, I think I put the magazines2 folder in the wrong spot. Gonna try moving it and seeing it it 1) makes them actually spawn, and 2) stops the game from crashing when I mouse over the gun in my inventory.

#

Okay. Made a pretty decent amount of changes. Some of which involved some typos, I think.

#

Let's try this again.

#

This would be so much less of a hassle if the game didn't take like 4 minutes from launch to loading into the save to test things. KekSkew

#

Ayy, the magazines loaded in, and there's only one gun in the debug now. peepoWow

#

They still have the base names though, st_wpn_ump357, etc. sadge

#

...oh. My magazines have capacities of 0/0. Susge

#

...another typo on my end. My keyboard loves doing double inputs for some reason. "max_mag_sizee" pepeclown

#

Still unsure as to why the game doesn't want to read my item names and descriptions though.

#

Sights are confirmed working. Nice. pepeOK
Though fixing that typo doesn't seem to have changed my magazines from 0/0. death

#

Okay yeah, whaddafuq. I cannot for the life of me figure out why my magazines are locked at 0/0. I even straight up copied the EXACT layout from the M6C SOCOM magazines and changed the names where needed. Mags are still there. Still 0/0. Still not showing their name or description that I put in the eng folder's .ltx files. What the fuck.

slow bolt
slow bolt
potent delta
#

I again copied the layout the M6C SOCOM had. PepeHands

ivory cloak
#

hey at least you didnt spell inventory wrong on a multi million dollar game

potent delta
#

Wiat, I... Reloading the game through debug wasn't updating the changes I was making to my .xml and .ltx files... kekwhat

ivory cloak
#

yah u have to close the game

#

bro thinks he is using source KEKW

potent delta
#

Burn said I could refresh the game in debug to reload the files.

ivory cloak
#

aint got that nice shit now do we

#

im 99.999999999999999% sure that doesnt work

potent delta
#

"You just need to change the top header thing once. After that you'll have a new copy with its own id in the debug. You can use F7, numpad 0 and f5 to refresh your game and see any changes in your ltx"

#

Direct quote from Burn in the anomaly modding discord.

ivory cloak
#

well if that works i hate life

potent delta
#

I think I was missing a step, but last time I hite numpad 0 in debug it crashed my game. kekcry

#

Once I get all of this malarky figured out (magazines actually having capacity, name showing properly) I gotta then figure out how to make it have weapon parts. KekSkew

ivory cloak
#

i wish i had that kinda time

#

i dont miss debuggin... shits poop

slow bolt
#

Some changes though. Not all of them

simple scaffold
#

not Engine drawn UI XMLs. i think you need to change language back and forth to get translation strings to update.

potent delta
#

Yeah, I get this crash when I hit numpad 0 in Debug.

#

Ayy Raven, just the person to help me with this issue I've got... My magazines show up! They have a capacity of 0/0 though... PepeHands

#

This is the extended one's file (just changed it so it hopefully has the green arrow on its icon).
Did I do something wrong?

#

I followed the integration guide and even resorted to copying other modded guns' files that already work, but I keep hitting snag after snag for... Well, I don't know what reason.

#

Well I think I found out why the game couldn't find the names or descriptions. I had the text folder in the items folder. Whoops.

simple scaffold
#

max_mag_size sets the capacity.

#

that looks ok

potent delta
#

Once my game loads from that crash I'll spawn them and show you.

#

Oh. Hm. Nope, they have capacity now. I think it might've been something fucky with the game not reloading properly through debug and my earlier typo. thonk

#

Though now my extended magazine isn't showing up. I musta screwed something up in its file.

#

Yeah, that should be tch_mag_base not tch_mag_defaullt, whoops.

simple scaffold
#

green arrow comes from tch_mag_upgr

[mag_nato_5.56x45_fast]:tch_mag_base,tch_mag_upgr

potent delta
#

Okay. Magazines hopefully rectified, localization folder and file located properly and named accordingly. Pointed to by the magazine and weapon files properly. Let's load up and see if it all comes together now. peepopray

#

Let's goooo.

#

Now to figure ouut how to make it a class C weapon, and give it weapon parts (barrel, trigger, bolt).

mortal geyser
#

okay soooo ive run into something odd... i changed the hit_power of the remington 700 and last night it was doing damage to enemies but now suddenly the remington700 is doing zero damage to stalkers or zombified stalkers, so not sure whats going on. Guess i'll have to reinstall gamma to get the default configs back since it seems something is messed up

potent delta
#

So if I just make a parts.ltx file with the custom gun in it, it'll load along with the rest of the stuff right? I don't need to have that ENTIRE list if it's already coming from another mod?

#

Copied the barrel from the deagle since it uses .357, the rest is copied from the UMP45.

#

And how do I tag it as a Type C weapon?

#

Does that have something to do with the 'class' in the weapon's .ltx file? thonk

#

Or the 'kind', maybe? Since type A tend to be pistols in my experience.

fair canopy
potent delta
#

Also figured out how to make it show up as an 'upgraded' version of the UMP45, like the Custom version. visual = dynamics\weapons\wpn_ump45\wpn_ump45_sk1.ogf

simple scaffold
potent delta
#

This is my very first mod.

potent delta
#

And in the future, I might be tempted to add a laser to it. That would bring Blender into the whole mess I assume. KekSkew
Maybe a variant with the laser. I'unno.

potent delta
simple scaffold
#

in this case you can skipt that. the root is parts.ltx you just need to make mod_parts_yourmodname.ltx in that same folder

#

and then use the ! notation to add your weapon to the big list of weapon parts

potent delta
#

I think I got it figured out, gonna launch and test.

#

![con_parts_list]
wpn_ump357 = etc etc etc

#

Once this is all done and dusted I'll just be left to screw with the placements of attachments on the gun's icon. KekSkew

#

Well, that and putting it into some NPC loadouts. I assume that's done similarly.

simple scaffold
potent delta
#

Ayy, parts working! But uh, whoa nelly that's the WRONG barrel. I swear I took it from the deagle but it's a 7.62 barrel. KekSkew

potent delta
#

Ah, I see the typo. Somehow it got prt_w_barrel_7, but it's supposed to be prt_w_p_barrel_7.

#

And with that, it should show up in the inventory of NATO factions starting from Experienced (Professional) and into Expert (Veteran) since Master stalkers tend to have the super crazy end-game stuff, and there's scarier primaries than a .357 UMP45. KekSkew

I might even consider lowering the minimum and maximum rank by one level, so it's more of a mid-late tier weapon, rather than almost exclusively late.

#

Imagine the pants shitting you'd experience if a Merc whipped around a corner with this thing while you're still in maybe a SEVA suit. kekcry

potent delta
#

Oh, there's only 4 ranks for determining loadouts. Novice (Trainee), Experienced (Professional), Veteran (Expert), and Master (Legend).
Or are those actually 8 different tiers that can be pulled from separately? thonk

#

I also do not know what the :r:r is for. I just copied it from another modded gun's file. KekSkew (Juan's AR57 I believe)

potent delta
#

@simple scaffold Unsure what I might've done to cause this.
Branching out and making another re-chambered gun. I copied my UMP357's entire gamedata folder and then changed names/references where necessary. Game loads, but when I try to load a save it gives me this crash. Not sure where I went wrong. x:

#

I have the base type set and named, referencing it in the magazine file, have that same caliber in the gun's .ltx itself...

fathom wagon
#

Was testing my refactoring of ArtiGrok and a bandit just off'd his homie

simple scaffold
potent delta
potent delta
#

I'll just toss the mod your way so you can look over it. I swear I've looked several dozen times already for discrepancies but all of the boxes for making my last mod work are ticked. This one just... doesn't want to work. Yes it's for a Glock chambered in .357 lmao.

simple scaffold
potent delta
#

There's really only one other thing I can think of that I might have to do. I made it a shotgun repair type, 'cos I wanted it to be at least Class B, but maybe it has to be Pistol or Rifle? So I made it rifle_5 to make it Class C, and I also appended ' ;w_smg' after w_pistol for its type.

potent delta
#

Welp, the changes I made did not dissuade it from crashing. Hopefully I have a log to help now at least.

#

That's literally all that's in it. What?

#

I think I have to turn continuous logging on in the MCM debug settings.

simple scaffold
#

Even without that checked the logo file gets updated once a second.

potent delta
#

Yeah the only thing that changed is it says 'TRUE' now. There's still nothing past that.

#

Is it crashing too quickly for the log to happen?

simple scaffold
#

You should have more log from that if mags redux did anything. We get very verbose in that log

fair canopy
#

you can have both the mags in the same ltx

potent delta
#

Here's a cut-out from my standard log file in case it shines any light.

#

I've also got like, a morbillion 'DLTX ERROR Attempted to override section '[gun name]', which doesn't exist' errors as well.

#

A fuckton of "Invalid ogg-comment version, file:" too.

naive snow
#

That's normal (whooops my bad) but it's already fixed and ready for the next version of gamma

potent delta
#

@simple scaffold I'll send the whole log as well, just in case the cut-out I sent isn't sufficient.

fair canopy
#

something stupid but i would suggest using lower case g in the ltx itself

potent delta
fair canopy
#

both

#

in the xml its fine

simple scaffold
#

There is something wrong with your base type. Maybe a miss match between the base type definition and the bad type in the gun or mag entry. Idk exactly.

potent delta
#

That's really odd. It's directly copied from the standard Glock's magazine info, and then edited where needbe.

#

description = st_mag_g357_default_descr
inv_name = st_mag_g357_default
inv_name_short = st_mag_g357_default

inv_grid_x = 9
inv_grid_y = 19
inv_grid_width = 1
inv_grid_height = 1
visual = dynamics\wpn\mags\wpn_glock_mag.ogf

inv_weight = 0.13
cost = 3420
max_mag_size = 17
mag_size = small

base_type = g357

#

And this is what's in my base_g357

caliber = ammo_357_hp_mag, ammo_357_hp_mag_bad, ammo_357_hp_mag_verybad```
#

Exactly the same as my ump357 but with the name changed.

#

No fuckin' way.

#

The issue was the capital Gs.

fair canopy
potent delta
#

xray engine is p i c k y.

simple scaffold
#

Oh yeah. Don't capitalize things in ltx files that are not quot d strinfs

potent delta
celest forge
simple scaffold
#

That explains the empty log, borked the entire mags redux ltx so it crashes first thing before logging anything

potent delta
#

Well, it works, and even though the icons for attachments are woefully misaligned, they equip properly and it even is spitting out 45 casings, instead of 9x18. Visually chunkier. Chadge
I haven't found what the name for 357 casings is yet because I have been too lazy to look into the deagle files, but I'll change it once I do.

#

Wait... the Desert Eagle specifies where the shell should start when ejected, but it doesn't say what shell to use. what3

random fulcrum
#

it most likely uses animated shell casings

#

iirc gunslinger did this

potent delta
#

Oh, baked right into the viewmodel. Gotcha.

random fulcrum
#

also all of firebreath's anims do this too

potent delta
#

That makes sense. Dunno why I didn't think of that. KekSkew
Maybe it saves a little bit of processing for the engine by not having to 'simulate' casings?

random fulcrum
#

nah dude they're particles

#

it's just artistic freedom

potent delta
#

If I've learned anything today, it takes very little to make the xray engine upset. kekcry

random fulcrum
#

if you don't know what you're doing yeah

#

or don't follow common sense after doing a little bit of research

#

like idk if i see that not a single thing in any ltx uses upper cases i'd put money on that it doesn't allow upper case things

potent delta
#

This is my first legitimate dip into modding for stalker so yeah, I for sure do not know what I am doing.

random fulcrum
#

but that's too harsh

#

also read the modding book

celest forge
#

I think particle shells look better

#

with a semi auto matic gun you have to do SUPER fast shells so it gets the animation time to reset

#

But like momo said it's up to the person

potent delta
#

I did give it a pretty good once-over but a lot of it was stuff that didn't exactly seem prudent to me at the moment. Like modeling and texture baking and whatnot. I do not into Blender. dumb

celest forge
#

Only gun i've animated a shell with is the Welrod but that's because it doesn't effect a shell when shooting

fathom wagon
#

Finally, ArtiGrok is now able to work with any mod that gives damage increases and decreases. By extension, that can be done for GBOOBS as well so that we don't have to directly call some funcitons (i.e. PBA) in order to have compatibility.

#

Although, the only reason I see it maybe not being done is b/c PBA might kick in after all the calculations are done vs before bone armor reduction calculations are done (which is what GAMMA does right now)

fathom wagon
# slow bolt Unfucking GBO? ah hell no

Took a look at how Artiballs has developed since I first started ArtiGrok almost a year and a half. Asked Arti some questions to clear stuff up, and now it seems to be working great without any manual calls. All my effects are working. But, now I gotta test PBA and my now-patched RPG Perks.

This also means any other mod that looks to modify damage like Orleon's Skills pack and xcvb's Classes and Talents mod can work with no issue.

slow bolt
fathom wagon
# slow bolt Momo wants to unfuck GBO. So you can deliberate

He already has from what he's shown me. Both in essentially the same way.

But he is taking it a step further. Different methods of calculating damage, NPCs following the same damage calculations, and making sure player damage almost acts the same way as NPC damage so that you don't have to different systems of damage to learn.

fair canopy
#

is this in your latest update or an upcoming one?

fathom wagon
#

My game crashed when the Dragon's Eye proc'd. My guess is that probably proc'd for all of the hits I got from using Graze ammo KEKW

random fulcrum
naive snow
#

Where would the shit.type be defined?

random fulcrum
#

wdym

#

where are the damage type names or when the damage gets its type

naive snow
#

Trying to dig down in Haru's skill, which checks a allowed_hit_type and only entry 5,6,7,8 will increase the survivial skill

#

So I'm looking for where the entries are mapped to those array numbers

#

So I guess the former in your choice

random fulcrum
#

0 - Burn
1 - Shock
2 - Chemical Burn
3 - Radiation
4 - Psychic
5 - Rupture
6 - Bullet
7 - Impact
8 - Explosion
9 - wound 2
10 - light burn

naive snow
#

Ay that will do it, thanks

random fulcrum
#

internally:
burn
shock
chemical_burn
radiation
telepatic
wound
fire_wound
strike
explosion
wound_2
light_burn

#

respectively

naive snow
#

if the function triggers on the actor_on_before_hit, safe to assume that a shit.power fed into that is pre-damage reduction?

random fulcrum
#

ye it's raw raw damage

#

but wether the adb gets dibs on processing it first or not is kind of at random?

#

like script order seems to be random each time you boot up the game

naive snow
#

Ah that could explain why the survival increases so slow

#

increase_skill("survival", shit.power * 200)

#

Since it would be way different of a shit.power if it got processed first or not yeah?

random fulcrum
#

yeah maybe but also by default survival xp rate in gamma is abyssmal

#

i think i made haru skills proc inside the adb?

#

not really sure

#

i remember i did that for pba for the same reasons

#

but for skills it might have been a fix i did on my end only

fair canopy
celest forge
#

ARe the animations complete cringe

fair canopy
#

they're not bad. they seem to be based on gs p90

naive snow
#

I'm honestly puzzled by the grok delay stuff, was that for the multi hit or one hit protection?

random fulcrum
#

that was his take on a multihit timeout for anomalies

naive snow
#

OKay yeah I'm not fucking around with this for a newbie in chat asking why his survival xp is not going up sometimes

random fulcrum
#

it's barebones at best but it gets the point across

#

but it's also to blame for electros having a "warning zap"

fathom wagon
#

Alright, I think I've done enough testing. Going to push these changes right now.

near dirge
#

Not sure if this is the place to ask but how would I go about changing goodwill in the files?

I downloaded an SCP Foundation Faction mod which works just fine (apart from not having patches), but they are very friendly with the military (which lore wise makes sense).. But I want to do a specific playthrough and I want The Foundation to be similar to Loner in terms of goodwill

naive snow
fathom wagon
#

Doubt it. It doesn't dynamically create options. There would need to be a file in the SCP mod that assigns the faction relations to it.

fathom wagon
near dirge
#

This mod is very barebones and barely has anything but the concept so far is amazing

naive snow
near dirge
#

Yeah that's what I'm looking for but not even sure where to start with something like that

naive snow
#

Edit the game_relations.ltx I guess

#

If your faction is getting added in there or if it's done via a dltx in your mod

near dirge
#

I think I found it.. What if I edit it here, add it back to a 7zip, and then back into MO2?

naive snow
#

Just edit the file from your MO2 and save it, no need to re-zip or anything

#

Find the file in the Data tab of MO2

near dirge
#

Giving that a shot now thanks.. Any idea who I can speak to regarding patches? I believe this author gave up so I'm trying to do it myself.. There is a nice icon png in the mod files that I can use as an inventory icon.. But going about doing it is something I'm too new with

#

Wait I do see this.. I guess I'll have to go and check the debug menu in-game to make sure.. Because pressing Z doesn't do anything

naive snow
near dirge
#

Yeah exactly that

#

Found the xml for it

#

So it has to exist.. It's just not in my loadout on start or able to attach/remove from the SCP outfits.. So I'll have to check debug menu to test if it's actually there

naive snow
#

For icons you could either add it to the existing atlas
or make a new atlas and assign it from there for the item inventory visual

#

Mind you, these are for armor icons

#

The patch icons are here

#

Best bet would be to make a new atlas that contains both the patch icon for the item in inventory, the patch icon for the armor overlay and the patch icon for faction identification

#

You'll also want to define a new section in the UI_mm_faction_patches.xml to set the texture id stuff and expand the atlas I guess or make a new one

near dirge
#

So I managed to fix the Military part.. Did not notice Duty also being angry.. Will fix that now

#

I see they are here now

sacred token
viscid marsh
#

Hi people, is there anyway to manipulate/change games ambient? Just wanted to hear more of a The war of mine and Darkwood compositions

ancient basalt
#

а как добавить оружие новое

hot token
waxen ermine
# ancient basalt а как добавить оружие новое

Ну смотри. Скачиваешь блендер, скачиваешь ОГФ эдитор, скачиваешь фотошоп с аддоном на обработку DDS форматов для текстур, скачиваешь для блендера ещё расширение для обработки сталкерских расширений. Находишь модель, открываешь ее в блендере, подгоняешь под размер, сохраняешь в формате object, открываешь ОГФ эдитор там прописываешь пути к текстуркам (предварительно нужно их сделать в блендере) и сохраняешь в ogf. Дальше по мелочи, написать конфиг, в нем указать все нужные ТТХ, пути, анимации (можно спиздить с другого оружия но необходимо будет править в блендере) и у тебя готовая пушка, делов на 15 минут

surreal gust
#

not how to install a weapon pack

near dirge
# near dirge Not sure if this is the place to ask but how would I go about changing goodwill ...

Aight so I figured everything out so far.. Thank you very much @naive snow :)

Do you or anyone else know how to edit the main files to enable Story Mode? xD The faction does not show up in the debug menu to change from Loner to them.. And even if I click on Story Mode, nothing happens and no one (not even Sid) gives me any quests regarding the 3 storylines.. I changed the relations in a way where it won't conflict with the story itself so there's no issue there..

Patches are working fine now as well.. I still didn't manage to change the colors in the Relations tab but that's only when starting a new game and is not really important..

surreal gust
#

Totally optimized far cry 5 trees

summer girder
#

That's half the Source map vertices budget right there

surreal gust
#

that uses these trees

#

not calling it bad, but it can cripple fps

hearty plinth
#

Mod?

near dirge
#

It's the SCP Foundation Faction mod.. But I can't seem to add DoctorX's storylines to the faction..

#

I've tried everything from editing task managers to copying Loner data and renaming.. So far nothing wants to work and I've never done something like this before

wise oar
#

Ayo lads, wasn't there UGP or another weapon pack with MCM installation? Or am i mixing something up?

sage cosmos
#

So, I've been doing a couple edits and retextures of the HD models. Generally, it worked fine until recently: Unique NPCs are not interactable. Regular stalkers, even with edits? Work fine.

#

Do y'all have an idea of what exactly would cause this?

cinder charm
#

как мне сохранить настройки черех HUD editor ?
Hi. How i save chang fo HUD editor ?
does it create some kind of document? where to find it

cinder charm
#

решил, спасибо, надо было поставить рабочий мод, без него не сохраняло файл с конфигом

cinder charm
#

Кто-то ставил данный мод ?
у меня с ним пропадает индикатор с количеством патронов на мини худе, для всего оружия пропадает

может кто знает как вернуть
https://www.moddb.com/mods/stalker-anomaly/addons/winchester-1886-and-marlin-dark-tracker-lever-action-rifles

ModDB

Both of these rifles are good lever action additions, versatile and deadly.

fair inlet
cinder charm
#

так у меня не ошибка, у меня игровая условность, поддержка про вопросы сюда посылает, вы к ним

slow bolt
ivory cloak
#

yall know if its possible to make it where you can add under barrel attachments other than grenade launchers that will affect recoil?

#

obviously u have to model and animate it

random fulcrum
#

yeah but it'd be weird because you'd be dropping having a launcher on the gun completely and you'll have to cycle v again to return to main sight if you have dual sights

#

because one of the v cycles would select the dummy launcher that would be the foregrip

#

it's pointless imo, just make a new, separate gun

cinder charm
ivory cloak
random fulcrum
#

???

ivory cloak
#

the sr25 has a vertical foregrip on it

random fulcrum
#

yeah what about it

ivory cloak
#

idk

random fulcrum
#

isn't it baked to the model

#

it should since the sr25 used the m4 tac anims

#

and that thing also has a baked foregrip

#

but from what i understood from your question you're looking for a dynamic foregrip

#

as in, base weapon doesn't have one but can be attached with an item

ivory cloak
#

yah, idk why i thought that it would work like the sr25

random fulcrum
#

but i mean, still you could maybe do it like bas does its upgrade kits

#

i've meaning to do that for a long time with the long fal

#

have a single upgrade kit for it that changes the dust cover into the metal looking one with the rails

#

and then allow it to attach any sights

potent delta
#

With the way the engine handles weapon attachments, you have sights, silencers, and launchers. That's it. If it's not a sight, or a silencer, it's a launcher. And launchers cycle the view point when you press V. They also only have an effect when being used. Canted sights are these 'dummy launchers', it's how you change where on the gun you're looking.

random fulcrum
#

they're kinda the exception but yeah

#

you can still use launchers with dual sights

potent delta
#

You could probably technically have it not move the view model at all when pressing V, but it would only have an effect on the gun itself when you're in its firing mode, and you wouldn't know whether you were or weren't actually using the damn thing if the view model doesn't change. KekSkew

#

Plus having a fore grip that does literally nothing 50% of the time seems a little silly.

#

At that point just make a gun kit for the weapon you want that changes its model to one with a grip and has better recoil control.

#

Those are coded as sights.

#

The way that they make entirely new guns is with how parenting works. Learned that the hard way myself when making my guns.

#

It's why a poorly made gun mod will have like 16 guns, each of them the base gun with a baked on sight that you can't change or remove.

#

Because that's how the engine handles attachments. It is for all intents and purposes, a different gun.

#

For sights, anyway.

#

Something something view model fuckery.

ivory cloak
#

something something old as fuck engine from before airports had security KekSkew

potent delta
#

I'm surprised the engine has survived all of the shit we've done to it as it is.

random fulcrum
#

gsc was never indie

ivory cloak
#

Def not an indie game studio... Especially if they made their own physics engine...

celest forge
#

Not that, they were backed and finances by THQ

#

The "oh the game is X way because they were a poor little small dev team" narrative is bullshit

ivory cloak
#

I mean all it needs to not be indie is if they have a publisher thats not themselves backing said game

#

But certain things (like making a working physics engine from scratch) is something an indie game studio will never do because it takes way too much time, money and skill to do correctly

potent delta
#

I would say that the xray engine can charitably be called a 'functioning game engine'.

#

OpenXRAY has done a lot for its longevity.

gaunt pawn
#

Working on adding potential money rewards to task info, so you know what you can earn BEFORE you take the task!

slow bolt
#

nice

potent delta
gaunt pawn
#

Lots more testing needs done, but it works so far...

summer girder
#

Less ambiguity, let's go, chat

gaunt pawn
#

In the process I found out most of the dynamic Recover Item on Corpse tasks, the ones where you find the person's body and take an item back, have hardcoded rewards, a random number between 5000 and 7500 rubles

sacred token
#

But it would probably be really cool if it also includes the money reward when using the compensate items option from Autocomplete Tasks

gaunt pawn
#

It should. It checks if the task's "on_complete" contains one of the basic reward functions, like reward_random_money_by_dist. Each different reward function has to have support done separately, but would be pretty easy to do in a separate mod for compat

sacred token
#

Just an idea for later on tho

#

Problem is that Autocomplete Tasks currently monkey patches the on_complete table just before the rewards get distributed if I remember correctly

potent delta
#

The only thing that Autocomplete would do that might play oddly with this mod is item rewards get turned into roughly 45% of their value in ru.

#

But if your mod only shows ru rewards and not item rewards, you'll get more ru than stated and wonder why.

gaunt pawn
#

Yeahhh that would have to have compat separetely. I'll look into it.

sacred token
#

If I have time in the near future I will change the Autocomplete Tasks code a bit, so its easier for you to integrate it into your addon

gaunt pawn
#

That'd be so sexy of you. I'll test autocomplete myself too

sacred token
gaunt pawn
#

Thank you 🙂

sharp canopy
#

Question-
I've never modded for a game- and would like to start modding for gamma.
I'm entirely new to programming (Outside of web based programming) and would like to know what is a good programm for coding.

Again, I've never coded outside of web based situations.

potent delta
#

Anomaly uses luascript, so I'd say C+?

#

Don't quote me on that.

sharp canopy
#

Ah okay!

#

C++?

potent delta
#

Not sure any direct programs that handle the coding itself but to be fair, if you know luascript well enough you can just make a file, give it the .script file type, and fill it in by hand.

sharp canopy
potent delta
potent delta
gaunt pawn
surreal gust
misty mulch
#

if you have the drive space you can also just unpack the anomaly files on your local copy, simply run either Anomaly/tools/db_unpacker.bat (script files and configs) or Anomaly/tools/db_unpacker_all.bat (all dbs including models etc.)

glacial dove
#

is there a way of tweaking the reload time for weapons? for instance, with the as_val there is about a 1 second delay between the gun finishing its animation and it being actually reloaded

glacial dove
#

cheers

surreal gust
#

Radio test

tame vector
#

Is there a mod where bury the light plays when an emission is happening

willow bobcat
#

Anyone know if there is a way to change what guns are compatible with certain sights? So I can make a certain rifle that is not able to use a certain red dot use that red dot? (On GAMMA)

naive snow
#

Not unless you start modeling these guns in blender, no

#

Wait for Anomaly 1.6

naive snow
#

It's not all that hard to do

willow bobcat
willow bobcat
random fulcrum
#

honestly adding sights to a gun is the simplest thing you can do in blender for anomaly

willow bobcat
#

I just want to change what sights are able to go on the gun, didn't know that included remodeling sights for the gun

willow bobcat
random fulcrum
#

click details

willow bobcat
#

Ok thank you!

gloomy river
naive snow
willow bobcat
willow bobcat
naive snow
willow bobcat
#

Let me look not 100% sure

#

I have the LR-300ML

#

and the Acog sight

#

Acog 3.5

naive snow
#

Right so first find the LR-300ML weapon file, the LTX

willow bobcat
#

I assume the regular not the up/alt_up

naive snow
#

You'll find most of the weapon files under gamedata>configs>items>weapons

willow bobcat
#

Yup

naive snow
#

The file should start with w_

willow bobcat
#

Ok

naive snow
#

make sure you're editing the one that's read last by your Mo2 by searching in the data tab

#

Double click to edit it

willow bobcat
#

Ok

naive snow
#

Find the section for the acog

#

Edit the scope_zoom_factor to your taste

#

You can reload this file while in game if you have the debug mode on with F7, numpad 0, F5

willow bobcat
naive snow
#

Are you trying out the proper LR300?

random fulcrum
#

reattach the sight

willow bobcat
#

Yes.

elder badge
#

anyone know a mod for more carry weight that doesnt crash the game?

willow bobcat
willow bobcat
random fulcrum
#

then idk really but most likely the file you're editing is getting overwritten

willow bobcat
#

Is it because when you aim, it has the overlay?

random fulcrum
#

no

naive snow
#

Make sure you're editing the right variant of the LR 300, the Camo or the Custom as all 3 take the Acog

willow bobcat
#

Yes, I am editing the LR-300ML

#

the base one

naive snow
#

You can check the debug menu to see the game id name of the weapon

willow bobcat
#

it says wpn_lr300

naive snow
#

Then there's probably a DLTX mod that overrides that zoom factor

willow bobcat
#

How could I find that if that is the case?

naive snow
#

Use something like notepad++, search in file with the item string+scope name and pray

random fulcrum
#

ah

naive snow
#

Oh

random fulcrum
#

it's my acog dltx thing

naive snow
#

Momo

#

Yeah

#

I just found it

random fulcrum
#

i don't even remember what was it called but yeah

naive snow
#

mod_system_acog_without_the_zoom_momopate.ltx

willow bobcat
random fulcrum
#

whaaaaaaat the fuck np++ lets you do dual screen editing?

naive snow
willow bobcat
#

ok whats the directory?

naive snow
naive snow
willow bobcat
#

alr

random fulcrum
#

gahdaym

zinc mountain
#

Guys is there a way to make laser attachments to be green instead of red? I have the thing that I can't really see the red color and it really hard to see the laser in game.

random fulcrum
#

relatable

#

recolor the texture

#

do keep in mind that the nvg shader really doesn't like bright greens

willow bobcat
zinc mountain
#

Any tips on how to recolor the laser texture?

random fulcrum
#

go into gamma ui and delete both laser textures

#

since the default bas laser is green

#

it's a gamma thing to be colored red

naive snow
naive snow
#

There's a bunch of red dots textures

#

You can also replace the other laser_beam textures with the green one

naive snow
#

You can keep on tweaking values or it might be a mod that interferes

#

Could be 2D scope for all I know

willow bobcat
#

I think it is, when I zoom in it has a hud overlay

naive snow
#

That's normal, every scope with a zoom in has an overlay

#

The double zoom thing, if that's what you're describing, is hard to pin-point

#

Try searching either in this channel or globally

#

I'm thinking it might just be the FOV/Zoom trick

willow bobcat
#

Could it be an animation that is assumed to be at 25 zoom?

naive snow
#

In your MCM try setting under FreeZoom/Fov Trick the ADS multiplier or whatever to 1