#╙🖇mods-making-discussion
1 messages · Page 56 of 1
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

This thing has upgrades from like 6 or so different outfits glitched onto it
Cooking up something for users of Drunk's Toxic Air remake. Some QoL and better UX.
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.
!ugp // Ask in UGP discord, probably has to do with Mags from within the modpack 
@vital kestrel Ultimate Gun Pack thread/server link: #1181027142331535480 message
(Also this is technically for #🔨modded-gamma-support not for #╙🖇mods-making-discussion anyway)
thanks and sorry i didnt saw that one
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.
ask this in #🔨base-gamma-support or #🔨modded-gamma-support if you're using mods
I mean I can add it but 95% of the player will ignore that’s a thing cause you need to launch the map through a bat file
True, but I had no other options. I can merge the spawns and fix the level for gamma and new levels addon too, but it has it's own problems (like npcs being able to travel in it, and some other stuff)
Replacing the fake start level would not have any dynamic objects.
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
Only 2 or 3 clicks, once set up
Why add something unnecessary to gamma's size though?
Especially if almost no one will see it
i think this could be an install option maybe if the targets with the distance number on them aren't objects
because the other things can be considered secondary?
This includes weapons, too.
It's just a suggestion, I got a lot of people saying that they want this
yeye but you can go into debug to grab guns

So they can just install the mod
why add it when over 95% wont use it or know about it
Which aren’t in gamma anyway
They will still be there, but not the new weapons that gamma has.
hey so how do mess itx files to give stalkers more gernades? also so they can all have power armor?
The difference between both maps
left one is the og build 1844 and the right one is my port
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
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
as far as ive heard theres stuff tied to mutants thats engine baked but im not sure
hope its not the case
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
maybe take a look at the angry chimera growl mod and see how that scripts the sound?
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
Ok. Well imo it would be better if it would replace the dev map
There wouldn't be any dynamic objects like I said.
However
In theory I could manipulate the fake_start sections and add them all in and that would probably work
although it would change the all.spawn file
Oh yeah the problem is
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
Check this mod out. It essentially amplifies steps to be heard louder and farther. I used it a while back but I don't remember if it made cats have movement sounds. Pretty sure it did. https://www.moddb.com/mods/stalker-anomaly/addons/footsies
(ignore the wack thumbnail
)
What are these dynamic objects ?
weapons, physics props any .ogf model
that has been placed inside the level
The problem is they will get teleported to the ai map
And fake start has a very small ai map
any good guides how edit itx files?
It's possible to merge the spawns without having to use .bat files but that comes with it's own set of problems
yo how to increase guns damage?
change its hit_power variable in its respective .ltx file
how does damage work again?
that number multiplied with the ammo currently loaded in the gun's k_hit property
that's it
those 4 values are for each difficulty setting
easy through master
so if its 200 then its 154?
???????
oh wait nvm
where can I find that file?
Found it, big thx
Seems like you're right. From what I see they added extra sound parameters, which do make cats have running sounds. Cool, thanks <3
what file format are inventory icons in ?
dds
What do you mean by "inventory icon" exactly?
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
gamedata/textures/ui/ui_icon_equiment.dds it's on the left center area of the file. It's a huge canvas tho
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
See also: #╙🖇mods-making-discussion message
And some info on DDS files:
#1076884210129838220 message
#1116727876830646334 message
thank you
i edited the dds file in photoshop and used a website to convert it to png and then back to dds
made a backup just in case
ur a legend

do it yourself using console (sorry for late response)
Photoshop is not great for DDS
Well it's second best behind simply using a command line library to convert to dds
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
Unironically, you could just change the file extension from PNG to DDS.
I'm not even kidding 
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.
But you wouldn't have any mipmap chain or valid meta data for the THM generation
For sure, but it was funny to see something like that even work.
I guess it's an okay-ish method for UI stuff
It probably only converts straight to 8.8.8.8 since PNG is essentially that
Yeah, I defintely wouldn't recommend that for something that wasn't just simple UI stuff.
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.
yeah i had no idea how to change it back and forth and one of the mods i used from moddb suggested i use a certain website for .dds files so i did it

i am no where near qualified to do anything like this i am just happy i didnt get any crashes
is it though
considering that Photoshop itself is not meant for use with dds
and you use a different utility for that
Well sure if you want to be pedantic, photoshop simply can't work with DDS by itself. But I'd argue that a photoshop plugin is essentially photoshop since the backbone is the same. The saving and exporting still happens within photoshop really
If you want to get down into it, Photoshop + the nvidia dds plugin is second best for dds export 
anyone know how to add new calibers of rounds as well as edit the damage that the rounds in game do
Take a look at either the 10mm mod or the .50 Beowulf mod. That will be your best bet since I am assuming you are making a new caliber for a new weapon.
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
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
also do you know what of the values mean in the ammo.ltx file? things like k_velocity = 1.5 like what is 1.5??
is that 1.5x speed of sound or 1.5 x a certain value or just 1.5
So there are two methods:
- Change the damage of the weapon (preferred)
- 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.
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
Ammo stats are multipliers. So it multiplies the weapon's bullet speed stat by 50%
oh so its all based off the actual weapon?
Both, not just GBO.
Weapon stats * ammo stats = true stats
To put it simply
OK that makes sense
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
For instance, although revolvers and the Winchester both use .357, the Winchester has a higher damage stat than the revolvers
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
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.
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
That would be beyond me. Never messed with those files myself.
ok
for DLTX is that just the mod called differential LTX loading on moddb from a few years ago
In your case (modifying weapon stats), it is pretty simple:
- Create an empty mod in MO2 - we'll call it "Weapon Damage Adjustment"
- Open that empty mod and create a folder called "gamedata"
- Open the "gamedata" folder and create a new folder called "configs"
- In the "configs" folder, create a new text document
- The name scheme is important: it needs to have
mod_system_in front of the name, and change the extension from.txtto.ltx
Example:mod_system_zzz_cracker_dmg_adjustment.ltx(Note - DLTX files are loaded alphabetically, so adding a bunch of z's aftermod_system_can help guarantee your changes are loaded last and overwrite any other DLTX that changes the same things you are trying to change) - Open the file (we're going with
mod_system_zzz_cracker_dmg_adjustment.ltx) in Notepad - 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_vsskfound it thew_vssk.ltxfile) - 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 themod_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
- Save the file, enable the mod, and the damage on the VSSK should now be greater than it was before.
aww you are god thanks
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.
i need to download that DLTX mod though? do i put it anywhere in MO2 or just leave it installed
DLTX is baked into the modded EXEs. So you don't need to download anything to utilize it.
oh ok
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?
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)
i would assume they are old or the modders just dont know about it
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
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
whatever shot sound section you used is missing bolt layer
these are the sounds i am using
snd_reload = weapons\m98b\m98b_reload
snd_reload_empty = weapons\m98b\m98b_reload_empty
snd_reload_misfire = weapons\m98b\m98b_misfire
I referred to shooting bolt sound issue. These reload sounds work fine for me though
the thing that doesnt make sense is that the sound works without the suppressor but with it, ti doesnt work
M98 doesn't have a dedicated silencer shot section. You have to make one
for the suppressor sounds or just in general
because i just stole this from the m700 and used i
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
none of these are sound parameter
yah, can i just use any sound parameter from any weapon?
you can
cause i tried using the wpn_snk_r700_silncer_shot and all of its snd layers but the game wouldnt launch
you probably didn't change the section name and crashed due to duplicate
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
well im gonna try and use the wpn_snk_r700_silncer_shot but rename it from r700 to m98b part of the r700
![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```
did you just make that?
works for me
yah the m700 one worked once i changed the name but was delayed, im gonna try this
if it works for you it probably works for me
so thank you for the help
How do I change ballistic property?
what r u trying to change?
Ballistic defence
I want to make an SBA-Tank armor
but its defence is lower then dolgs exo
probably just change the BR
where to be exact?
mod_system_items_armor_br_class_rework.ltx
should work if you change there, and it tells you what each rounds does to BR
thx, found it, my tank wasnt listed there
@fair inlet would by chance know how to add a suppressor to the rifles model?
so, lower the number, higher the protection?
no clue
is so, then a trench coat has better protection?
ok, im assuming that the gun still uses the textures from anomaly anyways
huh i just noticed that
I mean there are already upgrades that do that Your best bet is finindg a gun that has all that and changing your desires to have those upgrades and upgrade layout.
Lazy or sometimes unnecessary.
Only real downside is that you have to keep track of the DLTX mods you use. You'll eventually run into a scenario where two mods touch the same thing to change, and you have to decide which file will win or turn one of them off.
zzzzzzzz_mod_system_animations_momo.ltx
Ight this maybe stupid.. but is dual wielding possible
Bold of you to assume this is enough Z's
Not in a good way
is there a limit on polygons that models in game can have
No but if it's too big your game will def run like shit
Game is not made for you to actually wield multiple weapons. You can fake it by just making a weapon two pistols
maybe in 1.6
oh i see
when modeling firearms, what do i need to save them as? im assuming its as .obj but im not 100% sure

What should I do if, after adding my songs, their volume decreases? (I even did it on maximum, it was still very quiet)
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.
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
Then yeah that's possible. Just a pain to animate
You'll also need a whole script to alternate the firing point and bullet fire bone. So that's also an issue
ok that shouldnt be too much, just gotta learn how to script first 
Why not just start with something simpler?
im not gonna start with that, im gonna start with porting a gun in
Just start with figuring that silencer thing 
Good stuff!
the fact that i know how to program in java and still forget that shit all the damn time is hilarious
now learning how to animate and shit.. thats gonna be fun 
It's not especially difficulty, once you have a good hand rig it's relatively an easy concept
ok, im assuming if the anims are kinda the same you can use em?
i know the gun i want to add(DSR-50) and the m98b have almost the exact same rechamber animation
or if i could just port animations from COD... that would be nice but probably copyright infringement
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?
ITS SUPER EASY, all you gotta do is go into the LTX and change 4 numbers
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
is the LTX located in the gamma folder or is is somewhere in MO's files?
go into MO2 and search in there
it uses the file that will overwrite every other file
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
im just not sure where in MO i would need to look as i never done it via MO as i used to do it directly with CoC
its the FILTER on the right side
oh okay ill find it in there somewhere gotcha
oh my bad
its super simple
as for editing the file Notepad++ will do jsut fine correct?
gotcha
when you search itll be like gamedata>configs>items>weapons>filename.ltx
it'll get me the file path for it essentially
this is for the SR25
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
ye, once you open the file click ctrl + F and just search hit_power and click down
itll be 4 numbers and whatever damage you want type (number/10) = x
yah i just gotta save my game and close it sicne im in game currently lol
yah it wont
the hit_power for the DVL is .85, i would make it like 1.10 or like 1.25
i found it via the filters but the text is red should i be concerned about that or is is jsut nothing?
dont use n++, just use normal notepad
i mean its red in the MO window
oh yah ignore that
just open the file
that just means the file is shared with others but the one MO2 shows is always the highest priority one
so i type what u mentioned for each of the 4 correct?
yes, just remove the numbers, leave the commas
so i just put all 4 number values as 1.20
Hello, what file is responsible for the ammo crafting recipe? I'd like to modify them
yes
so it is kind of similar to how i modified CoC Values then
yah
its called ammo_vanilla.ltx and bas_ammo.ltx
Thanks, I guess the bas one handles ammunition added solely by bas guns ?
*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 *
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.
did you restart the game?
cause it works for me instantly
Thanks
yeah i relaunched my game, i do it naturally to begin with, its how i handle editing any sort of file
naturally?
aka i typically always shut the game off when editing files
to avoid any funky things happening
this is my VSSK so i know it works
3 shots a psuedogiant
rofl wow
i dont wanna be that guy but you sure you have the correct syntax
?
like that shit fucked me when i was trying to add a suppressor to the m98b
wdym correct syntax
what about it
pffffft 1087 crash go figures lol
what r u confused about? syntax is as much for spoken languages as it is for computer languages
hit_power on weapons is 4 numbers separated by a comma
like
you could open any weapon ltx ever and check it out
or go into the source code
yes but you can still fuck it 
the devs literally spelt inventory wrong... anything is possible
like bruh invetory...
Fire_distance is the max range correct?
no need to change that... the game isnt gonna render characters that far
im pretty sure that has to do with velocity and the ammo file
as the ballistics are calculated kinda realistically
honestly i might even go as far as changing the gun to use an ammo type that has ap fmj and HP types possibly
i remember doing that in coc lol
all u gotta do is copy and paste
yah just find a gun that uses the ammo i want the dvl to use basically
and jsut copy directly from the document
ye ezpz squeezy lemons
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
ask omom, he probably knows
oh trust me, i can't code i dont know anything about coding at all
my knowledge stops at editing configs >XD
its really not hard
i'm not the patient type >XD
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
flatness upgrades affect bullet_speed and most of the time fire_distance too
sometimes accuracy
interesting so it behaves ina similar manner to impact resistance and rupture resistance where they sorta piggy back on each other
WHAT

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

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
Not the actual battery drainage no
i swore you could
Impact damage types for example:
A Burer throwing an object at you.
Poltergeist throwing an object at you.
Fall damage?
TECHNICALLY an item getting throw at you is the same as a bullet hitting u 🙂
That doesn't mean impact resistance is useless
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 🙂
yeah fall damage
also a giant's stomp
Giant stomp being fall damage makes sense and doesn't make sense
yes but not
Hey really sorry to bug you, hopefully its not an issue but im having a lot of trouble trying to change the stats for the remington700 and its varients ive changed the only ltx file i can find but its not changing the weapons damage in game.
Has anyone modified the damage values of the Remington700 snipers cause i have tried endlessly and i can't get their values to change.
There's probably a dltx mod that overrides damage
well ive gone into every possible mod folder that has an Remington700 config and changed the hit_power but its still not changing ingame
The dltx is not necessarily named remington700, could be any dltx.
Searching for the weapon section override across the assembled MO2 file structure is your best bet
How would i go about searching that in Mo2 by chance?
Launch something like notepad++ through MO2 and search in your assembled Anomaly folder
you've lost me.. im reading that and im not making much sense of it.
is there no way to find them by going into the Mods folder via Mo2?
Not really
Launch Notepad++ through MO2
well ill need to add Notepad as an executeable in MO
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
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
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
That's the curse of DLTX, you can modify everything from anywhere
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.
seriously though thank you for the assist XD
The weapon's ltx is basically the master file, it's the basis of the whole gun. Dltx mods can basically from anywhere overwrite and change settings of those master files.
Ah i see
guys can i somehow disable Project I.N.V.E.R.N.O without reinstalling?
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
mayhaps click the funny blue tick box to the left of the mod's name in the mo2 user interface
too hard
@lost berry 🙂
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. 
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)
do you have an invite link to the stalker modding discord
I was able to find it through google.
Is that the charging handle on the left side of the gun
no its on the right side
u never play BO2?
yah, you think i can take the sound from BO2 and use it as well?
cause that sound is just money as fuck
honestly since i have the entire model already, how long u think it would take just to reuse animations and put in in game
what animations you're going to use?
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
Oooh, lookin good, im chillin for like 45 minutes before workout
hey i uh just got some animations from moddb..... you think its possible to use them
anyone know what exactly I gotta do differently in blender to have multiple objects export as one ogf?
Which ones tho
Wdym
its an entire port of the DSR-50 to cod 2... only problem is they are all CODs .IWI and .IWD
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.
@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. 
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. 
As pictured (with a workaround for magazine)
you put the description in the correct .xml file?
also for optics the reason you cant just add optcs is because there is no model of the firearm with optics so you are going to have to create a model of the firearm with an optic of your choice on it
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
does anyone know where the XRAY SDK is? the MEGA link doesnt even let me download it without forcing me to pay money
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?
You need to have a parent section in your ltx pointing back to the main gun then each scope section needs to inherit the parents properties
I just saw the crouch coef functions in the modded exes changelog
now we can make tarkov crouching and leaning possibly
If I remember correctly it affects the speed not the height btw
Kinda useful to take cover more fluidly
change its hit_power property
There's a couple of versions on the stalker modding wiki you can find via the links in the anomaly modding book. You want version 0.7 at a minimum
You can, just need a dds plugin to export or do yourself the format conversion outside once you export the texture
yah i talked the the laughing lunatic and he helped me alot as well as showed me his guide, kinda sucks that the animations arent in game cause nobody has made a true bullpup sniper rifle yet so i have to work on my own animations and probably sound as well
Yeah doing a new gun "type" from scratch can be a lot of work, glad lun4t1c is helping you out.
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
Huh I reckon tho that with audacity or something you could probably convert it
Fuck me dude why are textures more annoying than anything else
Even creating animations isnt this tedious and annoying
Annoying? What are you struggling with? It's pretty straight forward no?
idk, its just kinda confusing
Im mainly confused on how to do the scope textures as when I try and redo the same process i did with the body there are things that are different
How so?
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
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:
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.
Well the normal scope GLASS png it has 0 textures and so i can't do the normal things, and the other textures (normal, metallic, roughness erc) are all the same
Its like just a grey png for the glass texture
Find the debug item name for the magazine, search where it's being declared and it will point your to the .dds
Yes. I need the x and y for what icon the UMP45 magazine uses for my altered magazines .ltx files.
That's because you're looking at the texture with the alpha channel
And i talked to lunatic but he said they usually only have a diffuse, and tbh idk what that means lol
Thank you.
Glass shaders usually only have a base color, the diffuse.
Ok, so all these roughness and metallic texture files for the glass arent needed?
Not really, and xray doesn't support metallic and roughness regardless
Forget using PBR on models
It doesn't but you need them to make the bump map
well yah but in the video he said you take them and make them into the bump map, so im assuming that means i dont need a bump map for the scope glass?
Well you need a specular map, that's all
Well if you want an opaque lens, then yeah you do need a proper bump
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
so if i just want it to be a black circle cause i could care less about that at this point, i just want it in the game I can choose to just ignore it
?
Just make it black like so many other scopes. Or steal a lens from another model. Simple as that
yah that shit was mad confusing, esp cause i didnt have a specular so i had to learn how to make that... wish this was simpler lol
Didn't know the SDK even required those for bumps, I just assumed you fed in the specular and normal map and it spat out the bump, cause that's all it writes to it
Doesn't require them but if you only put the specular the bump is gonna be flat af
But it doesn't package them at all in the bump
the bump is a height map right or is that the bump#
Like the only thing written in the bump is the normal map and the specular
Only the terrain works with a height map, everything else is a normal map, the channels are just packaged differently
Ok, god learning all of this texture shit is making my brain explode
bump# already has the alpha channel dedicated for heightmap/displacement
God if this is killing me, i can't wait till i try and recreate the animations from bo2
(You should care very little with the bump# honestly)
Yeah but in order for the bump to not be super flat you have to merge the roughness and metallic with the specular
It's not intuitive
Like at all
but that's how i've done it always
animations is gonna be fun as hell 
i thought the point of an SDK was to make this shit easier, not harder

The SDK was made in the early 00s
Well you're doing models and stuff from the 2000's what did you expect?
You will not get super detailed and amazing tools
Plus most of this is abandonned and patched work together at this point
so was the source one, its just not updated at all
Plus the SDK at this point is only really needed for the creation of one texture file (that you don't even really need)
god i wish i could just pay someone to do it 
Commission funny Juan
?
Juan does some commissions here and there
Otherwise try to find someone who might be interested in the anomaly server
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.
Did you add new scopes or modify the scope argument from the ump45 file?
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.
Including every scope section headers? Did you also change the HUD ?
yah, its annoying cause i dont really want to make an entire mod pack, just add like 2 or 3 weapons from the best call of duty ever but im basically learning how to do the entire thing... Might as well just make an entire zombies map 
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.
do u know hm this juan does it for?
357 ump is just cursed

No clue, ask him
I want something full-auto that can use .357, and there ain't nothing yet.
im guessing i just gotta ask around for him

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.
I mean you just spoke to him earlier
and your main LTX sections are both named wpn_ump357 and wpn_ump45_357_hud for the inheritance?
boutta be like... yah i got u, 550 
I'mma just send the .ltx because I am very likely doing something wrong, despite having gone over everything on it a few dozen times looking at multiple repositories.
Sure
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
I swear I changed them all to just ump357. 
Replace only found 1 instance. I guess I missed one.
syntax 
Wow. Goes to show how dumb I am. The one with the old name still there is literally the one I posted as an example. 
You were asking about this when I got into work. I just got out and you've just fixed it 
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. 

For instance, the magazines I created are not showing up in the ammo section in debug. 
Do you have them in the proper folder?
I do. I made sure to read the integration guide for it. (Still have it open actually.)
Just send over the mags file I guess
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.
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
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.
I have all 3 of those files. I might've done something wrong in one of them though.
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. 
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.
Because that is how engine works
Every gun and scope combination is a different gun
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.
But how do I make it so it only shows one gun in the debug? The default UMP45 only has itself and the custom version of it, and they take the scopes just fine without having another version with every single different scope.
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
Above
so a parent_section = wpn_ump357 somewhere in your base section
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. 
Ayy, the magazines loaded in, and there's only one gun in the debug now. 
They still have the base names though, st_wpn_ump357, etc. 
...oh. My magazines have capacities of 0/0. 
...another typo on my end. My keyboard loves doing double inputs for some reason. "max_mag_sizee" 
Still unsure as to why the game doesn't want to read my item names and descriptions though.
Sights are confirmed working. Nice. 
Though fixing that typo doesn't seem to have changed my magazines from 0/0. 
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.
Need localisation files for that
Probably named the file(s) wrong
I again copied the layout the M6C SOCOM had. 
Wiat, I... Reloading the game through debug wasn't updating the changes I was making to my .xml and .ltx files... 
Burn said I could refresh the game in debug to reload the files.
"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.
well if that works i hate life
I think I was missing a step, but last time I hite numpad 0 in debug it crashed my game. 
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. 
It should
Some changes though. Not all of them
not Engine drawn UI XMLs. i think you need to change language back and forth to get translation strings to update.
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... 
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.
So shouldn't that mean it has 0/40 by default? Mine have 0/0 and I can't put anything in them.
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. 
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.
green arrow comes from tch_mag_upgr
[mag_nato_5.56x45_fast]:tch_mag_base,tch_mag_upgr
Ah! Gotcha, gotcha. Thank you!
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. 

Let's goooo.
Now to figure ouut how to make it a class C weapon, and give it weapon parts (barrel, trigger, bolt).
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
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? 
Or the 'kind', maybe? Since type A tend to be pistols in my experience.
repair type rifle_5
Thank you!
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
you have to DLTX that file
I have no clue how to do that. 
This is my very first mod.
And in the future, I might be tempted to add a laser to it. That would bring Blender into the whole mess I assume. 
Maybe a variant with the laser. I'unno.
Okay, I got the DLTXify right click menu working and it made a settings_DLTX folder. Is... that all I need? Or am I supposed to do it on the entire gamedata folder for my mod?
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
Like this?
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. 
Well, that and putting it into some NPC loadouts. I assume that's done similarly.
you don't want to have the prginal file in your mod
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. 
I had actually put it into the GAMMA Item Fixes location, but I since rectified that and put only the mod .ltx in my mod's folder.
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. 
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. 
Also I noticed for greh I had experienced and professional. That's been fixed so it's not the same rank twice. 
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? 
I also do not know what the :r:r is for. I just copied it from another modded gun's file.
(Juan's AR57 I believe)
@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...
Mags log gets error messages when that happens identifying the issue.
Enable debug prints in the MCM settings re do the crash then check app data/logs/MCM/magazines_xxx.log
Will do once I transition from Jupiter to Zaton. o7
Uhh... bit of an issue there boss. I got the crash but the MCM log folder only has ui_mcm_337.log and ammo_check_mcm_337.log. No magazines log to be found.
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.
In the mags redux MCM settings the debug logging box is checked?
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.
Oh. It was not. 
Welp, the changes I made did not dissuade it from crashing. Hopefully I have a log to help now at least.
There we go.
That's literally all that's in it. What?
I think I have to turn continuous logging on in the MCM debug settings.
Even without that checked the logo file gets updated once a second.
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?
You should have more log from that if mags redux did anything. We get very verbose in that log
you can have both the mags in the same ltx
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.
That's normal (whooops my bad) but it's already fixed and ready for the next version of gamma
@simple scaffold I'll send the whole log as well, just in case the cut-out I sent isn't sufficient.
something stupid but i would suggest using lower case g in the ltx itself
In the filename or in the actual file? Or like, both?
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.
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.

xray engine is p i c k y.
Oh yeah. Don't capitalize things in ltx files that are not quot d strinfs
MVP right here. I literally never would have thought that capitalization would have been an issue.

It do be like that
That explains the empty log, borked the entire mags redux ltx so it crashes first thing before logging anything
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. 
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. 
Oh, baked right into the viewmodel. Gotcha.
also all of firebreath's anims do this too
That makes sense. Dunno why I didn't think of that. 
Maybe it saves a little bit of processing for the engine by not having to 'simulate' casings?
If I've learned anything today, it takes very little to make the xray engine upset. 
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
This is my first legitimate dip into modding for stalker so yeah, I for sure do not know what I am doing.
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
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. 
Only gun i've animated a shell with is the Welrod but that's because it doesn't effect a shell when shooting
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)
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.
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.
is this in your latest update or an upcoming one?
Upcoming. I am going to test it for a bit before I upload it. Same goes for RPG Perks as well.
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 
nah i'm more doing my own thing than strictly unfucking gbo
Where would the shit.type be defined?
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
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
Ay that will do it, thanks
internally:
burn
shock
chemical_burn
radiation
telepatic
wound
fire_wound
strike
explosion
wound_2
light_burn
respectively
if the function triggers on the actor_on_before_hit, safe to assume that a shit.power fed into that is pre-damage reduction?
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
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?
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
ARe the animations complete cringe
they're not bad. they seem to be based on gs p90
Not 100% how to check for that looking at your comments in the adb, I'm seeing your stuff for pba tho
I'm honestly puzzled by the grok delay stuff, was that for the multi hit or one hit protection?
that was his take on a multihit timeout for anomalies
OKay yeah I'm not fucking around with this for a newbie in chat asking why his survival xp is not going up sometimes
it's barebones at best but it gets the point across
but it's also to blame for electros having a "warning zap"
Alright, I think I've done enough testing. Going to push these changes right now.
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
Don't know if the relationship editor would work with a modded faction, but worth a try
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.
Latest update with the new changes is now up.
Do you know if there's possibly a way to manually edit this in the files?
This mod is very barebones and barely has anything but the concept so far is amazing
I guess you could maybe edit out the starting faction relationships altogether
Yeah that's what I'm looking for but not even sure where to start with something like that
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
I think I found it.. What if I edit it here, add it back to a 7zip, and then back into MO2?
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
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
Patches as in actual in-game item faction patches?
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
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
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
I don't know if the author changed it but I remember coding it, so you need to press "S C P" in the faction select memu to unlock it. Or simply add scp = true to the unlocked_factions section in the axr_options.ltx
Hi people, is there anyway to manipulate/change games ambient? Just wanted to hear more of a The war of mine and Darkwood compositions
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
He's asking how to make or port new weapons in the game
not how to install a weapon pack
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..
That's half the Source map vertices budget right there
yes, but glock is willing to add the bar rework mod
that uses these trees
not calling it bad, but it can cripple fps
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
Ayo lads, wasn't there UGP or another weapon pack with MCM installation? Or am i mixing something up?
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?
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
решил, спасибо, надо было поставить рабочий мод, без него не сохраняло файл с конфигом
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
удали папку scripts с мода. И по таким вопросам в поддержку надо
так у меня не ошибка, у меня игровая условность, поддержка про вопросы сюда посылает, вы к ним
спасибо
Не посылает. Как моды делать тебя посылают сюда. А с проблемами такими тебе обратно в поддержку
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
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
ладно, буду разбираться, я еще теряюсь по этому поводу, что и куда писать
oh so it wouldnt be like the sr25?
???
the sr25 has a vertical foregrip on it
yeah what about it
idk
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
yah, idk why i thought that it would work like the sr25
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
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.
they're kinda the exception but yeah
you can still use launchers with dual sights
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. 
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.
something something old as fuck engine from before airports had security 
It's an indie game by a dev team from a country where you're either suffering radiation sickness, liver disaease, or both. 
I'm surprised the engine has survived all of the shit we've done to it as it is.
gsc was never indie
Def not an indie game studio... Especially if they made their own physics engine...
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
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
I would say that the xray engine can charitably be called a 'functioning game engine'.
OpenXRAY has done a lot for its longevity.
Working on adding potential money rewards to task info, so you know what you can earn BEFORE you take the task!
nice
Hell yeah. Hope it'll play nice with Autocomplete.
Lots more testing needs done, but it works so far...
Less ambiguity, let's go, chat
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
If not for some reason then I am happy to help make it work
But it would probably be really cool if it also includes the money reward when using the compensate items option from Autocomplete Tasks
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
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
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.
Yeahhh that would have to have compat separetely. I'll look into it.
Here's the git, if you're curious...It's a mess tho
https://github.com/Y3sMan/YesMan-s-Extended-Task-Info
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
That'd be so sexy of you. I'll test autocomplete myself too
Also, if you want fancy colors when viewing the code in Github add a .gitattributes file like this one: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/.gitattributes
Thank you 🙂
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.
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.
Well... I don't know luascript at all. (IIRC)
so... what would be a good way to start making mods for gamma/anomaly?
There's modding repositories available through the pinned comments in this channel, as well as the Anomaly Modding Discord which is for general Anomaly modding moreso than Gamma's discord is.
Okay- Thank you!

I reference the full unpacked repo constantly. Looking through it, trying to decipher one feature you're interested in, is what I do
https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2
Ze engine uses C++ and game scripts are on Lua
👍 Thank you!
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.)
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
Aegis made a guide in their mod
cheers
Is there a mod where bury the light plays when an emission is happening
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)
It's not all that hard to do
Ok, then how about editing a sight to have less zoom so like an Acog but with zoom kinda
I know a little of blender but, I don't have the attension span to do so
honestly adding sights to a gun is the simplest thing you can do in blender for anomaly
I just want to change what sights are able to go on the gun, didn't know that included remodeling sights for the gun
Do you know how I can see what sights are compatible with the gun currently? (without getting all of them then hovering over the gun)
click details
Ok thank you!
You can just edit the model+sight file to change the zoom factor
Okay thank you for the help!
Where may I find the attachments file? I know where the guns and outfits and such are. Can't seem to find the attachments though.
What's the weapon you're editing?
Right so first find the LR-300ML weapon file, the LTX
I assume the regular not the up/alt_up
You'll find most of the weapon files under gamedata>configs>items>weapons
Yup
The file should start with w_
Ok
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
Ok
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
I edited the zoom factor reloaded the game but it did not work.
Are you trying out the proper LR300?
reattach the sight
Yes.
anyone know a mod for more carry weight that doesnt crash the game?
Okay
Still did not work.
then idk really but most likely the file you're editing is getting overwritten
Is it because when you aim, it has the overlay?
no
Make sure you're editing the right variant of the LR 300, the Camo or the Custom as all 3 take the Acog
You can check the debug menu to see the game id name of the weapon
it says wpn_lr300
Then there's probably a DLTX mod that overrides that zoom factor
Use something like notepad++, search in file with the item string+scope name and pray
ah
Oh
it's my acog dltx thing
i don't even remember what was it called but yeah
how can i fix it?
whaaaaaaat the fuck np++ lets you do dual screen editing?
You edit that file and change the zoom factor there
ok whats the directory?
Hell yeah, really useful
Just search that name in your MO2 data panel
alr
gahdaym
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.
relatable
recolor the texture
do keep in mind that the nvg shader really doesn't like bright greens
It worked a little, when I zoom it goes and basically zooms in a lot then zooms out and goes to what I set it as.
Any tips on how to recolor the laser texture?
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
Burn??
any idea?
There's a bunch of red dots textures
You can also replace the other laser_beam textures with the green one
Dunno
You can keep on tweaking values or it might be a mod that interferes
Could be 2D scope for all I know
I think it is, when I zoom in it has a hud overlay
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
Could it be an animation that is assumed to be at 25 zoom?
In your MCM try setting under FreeZoom/Fov Trick the ADS multiplier or whatever to 1


