#╙🖇mods-making-discussion
1 messages · Page 57 of 1
Adjust the zoom factor to your taste, could be a number of things playing like hud_fov and what not
I giving up on making the safer green, retexturing assets is too much
@naive snow
Those change where the gun is on the screen. I do believe the Z value would make the gun farther from the screen, which would act the same as FOV?
Don't quote me on that though. I haven't fiddled with that stuff yet.
https://discord.com/channels/912320241713958912/1229631729749200896
I did however just release the first proper stat balance patch for my guns. I feel like they hit the spot I was looking for.
@naive snow were you the one that said you helped others setup their blender texture paths?
That is not the goal for this though, the goal for now is to make the Acog HUD overlay not be as zoomed in.
Provided it's a 3D model, moving the gun farther from the screen will make the scope itself smaller visually, as well. If it's a 2D model, just find its .dds file (or whatever the image file is for it) and make it smaller using GIMP.
fixing a weird ak103 i found in some soup
Ay I did
not sure how to do that
Go to MO2, use the search function in the window on the right, and look for the name of the gun you want to change. Go to the Textures folder, all of the textures related to it will be in there.
Ok I found the textures.
Which one would I edit?
Would likely be the parts.dds
so I just shrink the texture?
Keep the resolution of the file the same, but yeah take the texture in the file and make it smaller.
How do I make it smaller without changing the resolution?
Select > All then use the transform tool to drag one of the corners while holding Shift to keep the same aspect ratio. Then make sure you center it as best you can so it isn't off-center in-game. I also recommend drawing lines from the corners of the bottom of the texture out to the bottom of the image itself and filling it in as well so you don't have a gap on the bottom of the screen.
What app are you using?
GIMP. It's free, just Google it.
any chance you could help me? ocasionally i'll lose textures when exporting and have to manually fix them with ogf tool
just lost 16 paths 
Sure... Jose 
So part of it is you're using the export option of texture name from the file path
So if your file paths for these textures aren't already in your proper gamedata folders. The export will mess up the whole thing
How's the ogf looking when you lose files paths?
Like the actual file paths written in the ogf
How are these files loaded in blender vs the others? Did you move those files in advance into your gamedata folder?
Nah I load them from the mods folder in gamma. It was working fine before but now suddenly my paths are just disappearing
its weird though because im losing some paths but others are staying
after export and import
How are your paths ?
What do you mean?
The xray addon paths
Oh my
Alright lets rectify this
So what you wanna do, add Blender 3.6 as an executable in MO2
Like chosing your DX version, there's an edit
Copy one of the entries for the checkboxes and pick your Blender.exe
Yeah perfect
Launch it and change your paths to something like this
You can ignore the last 3
Looks good
still getting texture files not found on import
huh, import/export kept filepaths though
Well on import since the ogf has been saved with messed up you'll be loading no textures
You want to drop your files in a proper gamedata/textures/"weaponFilePath"
Load it as a mod, if you don't already have one

OH
I fucked it up anyway because i was using this as my icon model
DOH
lmao this thing is all kinds of ruined
well, my smoothbrain aside, it seems to be saving paths correctly again so thank you!
Awesome
Doesnt it just keep going up till its done
Also known as memory leak

guys im dumb at modding but what do you do with those ?????
oh thx
they are comments. anything after ; is a comment. but getting the right encoding will let you copy paste them into google translate to see what they are trying to tell you.
comments are ignored. as far as the game is concerned the line ends at the first ;
for alife simulations. doesn't affect combat with the player, just with NPC on other maps
great i dont understand what the developer said in here
im doing a giant and dumb question whats the thing that causes them to fling the body far far away
it's fine 2/3 of the mutnats in anaomaly have nonsence values any way.
those values should allhave HugeKick in the name
whos that
oh
OH
i see now
thx
hey , if i were to tweak a mutant's hitbox
wwhat tool should i use?
blender. that's part of the model. modding book should have something on using blender
is there a way to remove all items from traders inventories so i can do a no trader invictus run without being tempted to purchase from them
Nuke trader inventory files
ok, you know anything that may cause the game to crash in their inventory?
could also make their buy multipliers sky high
so that it becomes virtually impossible to buy anything from them
yah thats an easier idea
Not as easy as having self control
ive got a question if someone could help me, i found the LTX files for the outfits cause i wanna tweak some numbers and im seeing in the text section for each armor that says [sect_cs_exolight_outfit_immunities] Is this what im meant to edit or is it the above values i want to edit?
But easier than modifying the tables
ancient chinese proverb
Man who walks sideways through turnstyle always going to Bangkok.
Question for item stats. You know how bandages increase bleeding resistance or something like that? Is it possible that it goes in reverse? For things like alcohol.
That's a really good idea.
Yes, the outfit immunities is the section that handles the armor values. Be sure to have the game open in debug mode so you can open the item spawner and find each outfit's name (it's in green when you mouse over it) so you know which one you're editing. 
yeah i found the LTX's so how would i go about applying the changes once im done caus ei had to use the unpacker in the anomaly folder to find them
Radio test on custom level
Make a folder directory that's the same as what the unpacker would use, gamedata/config/items/whatever and then put that into a zip, then install it with MO2.
Still pretty new here, so apologies if I'm asking this in wrong chat.. But why isn't the drop arrow available for the shaders selection in MO2
Create a dltx mod so you can just override that section value via your own little mod. Pretty easy to do
Simply because there's no mods under there
Ty
Is their a mod that plays bury the light when an emission approaches
Not that I'm aware. You could search on ModDB or online. The Anomaly discord could also be a good plae to check
No. Outfits have protection. Values that decide how good they are as armor.
Immunity section for armor only effects how much damage the armor object in the world takes if you shoot it or drop it in a fire
they're also for degradation when you take damage wearing them
but that's not the case in gamma

Hello guys anybody knows how to change the parameter "speed modificatiom"
Hey anyone know what sfx is being used for the gamma emission siron?
how do i gain access to _g.script? its not in my anomaly folder. is there another way to access the codebase?
You need to unpack the .db files. Go to the root folder. There you can find a folder "tools". Open it and execute db_unpacker.bat to unpack the scripts and config files.
gotcha, that worked. thank you
Oh boy
You better not touch anything there
Don't fuck with it.
thanks for the concern - im not editing inside of it or any vanilla script. just trying to find some functions
does anyone have the link to the lootboxes mod?
Search for anomaly loot boxes
Hello people, I am making a small modification to reposition the vintorez weapon, but for some reason the changes are not applied, I did everything that is supposed to be done but it does not give me results, I have already modified other weapon repositions before, but the Vintorez rifle does not apply the changes, does anyone know what I can do?
And in case you are wondering, I follow the methods presented in this video to do my personal repositions with some weapons: https://www.youtube.com/watch?v=x6IP8vnjdbc
Simple tutorial for editing weapon positions in STALKER Anomaly
Probably because your DLTX or ltx changes are overriden by another reposition mod
Now that you mention it, it could be a possibility... I'll check
How can I make the cooked and purified mutant foods' yellow and green icons to appear somewhere else than the bottom right corner of the icons?
Like what file controls this property? I can't find anything
So here's what I want for example, before and after
Or does anyone know what the icons' internal names are? Because I can not find them anywhere
Only took me a decade, but the icons are in this bit. At least I found the little droplet icons in that .dds, and I hope that's what you've been looking for
I was looking for their item names, as I couldn't find them in any LTX. But by searching for the high tier mutant foods' names I found them in configs\items\items\items_anim.ltx. That should be enough to work with
tch_meal_1_ico and tch_meal_2_ico for the yellow and green icons respectively
have you found the solution?
Yep but I don’t remember sorry i know there was related to atmos and i was trying to patch it for the last stealth update but the author just say it’s too dificult to patch
is there a way to initiate actions in code? like firing, aiming, sprinting?
Ah, pardon 
Don't worry
I'm pretty sure there is, the Scar perk artifact (I believe) can make you do random actions under certain conditions. That include throwing grenades, shooting at NPCs etc.
I need Russian help
need these translated:
"Let's not go there."
and
"We agreed on not going to these places. Remember?"
Your paid companions will say these when you try traveling to underground levels with them
Давай не будем туда идти.
Мы договорились не ходить в такие места. Помнишь?
thanks
Looking at regular artefacts' stats, Black Spray seems like a "whatever" artefact. Thinking of giving it a slight "buff" by allowing it to regen proc psy health regen over time while having it equipped. Make it almost the defacto Psy artefact.
Now to find/craft one to test
black spray is the beefiest dedicated psy artefact tho
Compared to having a Emerald though, I personally think it just being a Psy artefact is lost on it. Ofc not its fault, but thought I might give it some utility.
it's part of the bigger issue with artefacts in gamma having extremely inflated stats as to give an incentive to grind for like 6 irl fucking hours to get one to 100%
and then get it to revert to 20% when you weren't paying 101% attention to your inventory screen
but that's besides the point
thing is that stats are so extremely high that ANY artefact that's designed to tackle a very specific niche feels like using them is active self harm
like why run the single best psy artefact when you can idk use a moonlight and also get shock res
or even then, use an emerald, which covers both AND then some
both of them being easier to max out than the black spray
Do you recommend any artefact stat balances that anyone made or posted? Just wanting to experiment to get a better feel on things, even if it means making things feel worse or unbalanced. I sincerely want to get rid of condition, but I want to try a re-balance first before getting rid of it on my load order.
literally only variationizer
otherwise vanilla artefacts
there was this one ancient artefact rebalance mod in moddb that was fun, different and imo not broken at all
Fair enough. Guess I should keep at my edit of it then.
but last time i played with it was like 4 years ago
i don't even remember its name
but it wasn't the one with the hibiscus emojis on the title
They un-DLTX'd it. Now, it essentially modifies the stats on the fly by assigning their tier, then storing that data for loading later.
Hence why I am having to comb through the scripts of it to make sure things work.
yeah variationizer is nasty (in a cool way) coding
Definitely. Even when it just generated new LTX files, that was pretty dope.
yeah
At least now, crafting and all that is still doable/doesn't require a lot of DLTX editing. Although I am going to need to monkeypatch to try and work out making sure you don't end up creating a Legendary from putting together two Commons.
If all else fails, I'll just have to manually create the "variants" and add them where needed + make the recipes I want. Not to mention disable condition.
Tell me what kind of soda you need to download so that you can put an axe in the slot from the knife
There's probably a mod in #1035807043933720576 , search
thanks

I did everything the same way but it doesn't work
не работает кароч
Ты точно тот топор использовал, там несколько секций топора есть
в дебаге посмотри нужный
я написал axe в файле и через дебаг выдал себе его и он все равно не встает
щас попробую мод переустановить
переустановил мод и все работает
what values do i change to increase trader stock
this is from trade_stalker_butcher.ltx
I couldn't get the WHOLE thing on screenshot...
But other than a text file for the description and icon
There is nothing else I need to specify? Like for the assault camp location
how do now install hd models bucause it change
I can't save a file as LTX.
Is that necessary?
Upon diving into Windows 11, you might notice an interesting quirk within File Explorer: it conceals the extensions for familiar Windows 11 file types as the default setting. Yet fear not, for there exist several avenues through which you can unveil these extensions. A file’s extension, a sequence of three or four characters following the […]
Save as txt and change the extension in windows
I have my file saved as a txt file
rename it and change .txt to .ltx
ok!
guys, is there a way to add a mutant mid save? i can add dynamic mutants with its mutants but i cant spawn mine without giving me this crash ( i need a new game for it)
So- this should be a valid task.
I believe I used the correct stuff.
I am using the anomaly funtions for assault tasks...
Is there any way I can test this if it works, OTHER than going in game and checking?
!support
@woven obsidian If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
So- I made a new task for Butcher.
When I select to take the mission ingame, It takes the mission, and then immediately fails the mission
Any idea why?
not really. maybe someone really good at tasks could see an obvious problem but i don't.
Aight 👍
Thank you
I'll try at this for a lil bit then
some things that cause imediate fail print to the console.
whats the different from bip and bone in creating a mutant
you are passing the wronf thing into setup_assault_task. you want to pass in the task ID. not a description string
Ah okay
So, Just "hunter_gar_trader_task_3" and not "hunter_gar_trader_task_3_finish"?
yeah.
Thank you for the help 👍
is it true that original xray from the stalker games uses bip as bones of xray monolith engine
your questions lack context.
ok mb
i should have phrased it better
im trying to make a mod
which is from a mod
basically converting an orignal games' mod into anomaly's
got it to work (sort of since i can only spawn my mod's giants but not anomaly's giants)
plus i also needed a new save
im sorry
those last two are going to be because you replaced an anomaly file
im really new to coding and modding
so the existing mutants were not properly defined.
you should add your ginants to the file in anomaly. probably via DLTX eventualy. but for prototyping just merging the files in a text editor would likely work
base files if you don't want to run the unpacker and just grab files one at a time: https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata/configs/creatures
Oh thx
here is where i added the tark back into anomaly by adding it to the cat mutant file. mostly to learn what was involved.
note that anomaly used to have tarks and all of the assestes are still in the game, so i didn't need to add much in the way of art, just recreated the mutant definition in the ltx.
but that does make this a very simple example of adding a mutant.
Tark?
if you got yours to spawn then you probably just need to resolve the file overwriting issue with a proper merge or DLTX.
Oh
cut content from OG games, added back by mods, included in one of anomalies perdesessors but then removed from anomaly itself, but much of the assests were left in.
I wonder how dynmic mutant addon maker added his own mutants without cooking the engine
depends on what you mean. Leviathans mods all consumed stupid large numbers of IDs. and were generally incompatible with lots of mods.
the DLTX rebuild by demonized improved the compatablity a fair amount.
all the mutants in dynamic mutants are like that tark. A new model attached to an existing mutant class. Kind of like the anomaly lurkers and chimeras, but more drastic. my tark is, in the engine, a cat. So are the ones in dynamic mutants. the DM chickens were tushkano which is why thier wings look so odd.
Lev didn't make the models, he just scrapped them from OG game mods. some are even on MODDB but many were on russian sites.
Lev's code for making the mutants spawn is ugly, and overly complex. the most useful thing in it is the list of spawn locations.
TBH you don't need a script. you can add new mutants to the existing mutant squads like I did for my tark (it has a chance to replace a boar in a boar in a boar squad, just like sometimes a flesh will)
or make all new mutant squads and add them to the lists that get spawned at assorted smart terrains. (better than what i did, but more work)
the script does let dynamic mutants controle spawn conditions more granularly in some ways.
Question?
For tasks... is it possible to clairify the rank of the enemies?
Like for a base assault mission
I want to make the bandits, who spawn, a higher level
Like veteran or higher
it's not spawning them. it's finding them. and there is no way to specify a rank. just a minimum squad size.
Ah, okay
Thank you 👍
you can always write your own status/setup/precond/ect functions and spawn a squad you define your self, or a generic squad of a particular rank and make them the target. you could probably use the assult status function if you did the inital setup corectly.
Question!
How can I find where the smart terrain applies to in world?
Do I need debug to do that?
Is posible to add a silencer and scopes to a weapon that dosent have it originally? like i want to add the swine 23 and the March-F on in the MP412 (and a stock too) because why not?
It depends on if the gun has a silencer bone. Otherwise it becomes much more complicated to add a silencer
Most guns have a scope bone. I added a march shorty in 3dss to the Rex so the scope is possible
The stock too is easy since you're just adding a to the weapon body
What happened if the weapon in question has originally no way to attacth silencers and scopes? i need to create a bono first?
For scopes it easy you can just make it part of the body. For silencers you need to add a new bone and then adjust every animation to include the new bone
Yeah that's a pain in the ass ngl
run the game in debug mode it should put them on the map.
Last question, im a person who dosent care of animations if the object works, its obligatory to add/make an animation if the weapon dosent have originally a silencer/scope? or the game will crash? i perosnaly dont care if magically from non-existence appears the scope/silencer.
No, it'll crash
It'll have a bone mismatch crash
Like Juan said, it's not worth it
If you just want it to be silenced and don't care about the mesh. Set silencer status = 1
Ok, thnaks
Question-
I wanna call a dominance Task for Garbage... what piece of terrain should I call?
And how.
Here is my work so far:
I'm just having a problem of SPAWNING enemies
The mission currently instantly completes when I take it
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/misc/task/tm_marsh.ltx
Here is what I am trying to copy- scroll down to "Blood Redy Sky story line"
This repository contains the unpacked gamedata files of the version 1.5.2 of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
Hi all, just occurred to me i might be able to help with fixing up a lot of broken english, poor quality quest and dialogue text, and misleading tooltips. Who would I talk to about helping? I know 1.0 release is supposed to have an overhaul of quests.
Awesome, thanks
Hello, fellow S.T.A.L.K.E.R.S.!
Do you guys know whether there is a way to add the autolockscope property to a scope that is not mounted by default on a weapon?
The Gauss rifle can have that upgrade but I want to create an addon scope - very very difficult to obtain though - with that feature.
Any and all direction will be VERY MUCH APPRECIATED!
Be good.. be well..
karlach mod when guys, get on it
Like a no going back/removal scope?
I mean an attachable/detachable scope.
Oh you mean the target acquisition stuff of the gauss sight
Yes
You could start by taking a look at the item 62 ltx, see how the feature is implemented. Copy that to the gun's scope attachment section
You'll find the necessary stuff in the item 62 upgrade tree
It is an upgrade that refers back to a property.. so the code is different.
Look:
[up_fourtc_svd_nimble]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_svd_nimble
section = up_sect_fourtc_svd_nimble
property = prop_autolockscope
precondition_functor = inventory_upgrades.precondition_functor_a
precondition_parameter = a & b
effect_functor = inventory_upgrades.effect_functor_a
effect_parameter = something_here
prereq_functor = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a
prereq_params =
name = st_up_opt_c1_name
description = st_up_opt_c1_descr
icon = ui_inGame2_upgrade_SVDm2_16
This line is my issue:
property = prop_autolockscope
If I add that line to the scope nothing happens.
Athi did the upgrade way for EOTS 62 #1204330633682493482 message
Sweet! I'll take a look at that! Thank's much!
Hahaha! I see what he did! Clever cheat!
Simple.. Love it!
i tried a bunch of different way to get it to work but honestly this was the only way that didn't cause a crash
Hi there! I'll try it out in a few mins. Thanks for sharing!
Works like a charm.. I can work with this.. thanks for your work, bud.. I'll buy you a beer! 🍺
Thank you much!
(^) anyone got any idea how dominance tasks work
so uhmm, is there like a way to prevent weapon dropping at 100% condition?
Gamma already does that
i see, how? is it WPO mod that does it?
No idea
Hello! I am here to ask for help. I would like to make an item mod for anomaly with animations. Can someone help me?
Also if I manage to make it can I use it with gamma?
Hello, fellow S.T.A.L.K.E.R.S.! Once again here with a request for some direction:
Why are SR1 and SR2 weapons so prone to jams compared to other pistols and SMGs?
Already modified their misfire settings to absolute minimums and even zero but they still jam much more.
Is there somewhere else this should be configured instead?
Thanks much for any and all input.
Be good.. be well..
Sure, GAMMA is just a collection of mods on top of Anomaly
Could be something to do with the 5% jam chance from Grok
Mmm.. okay, thanks. I'll take a look at that as well.
maybe has to do with high impair for SP10 ammo
Thanks. Minimized that too.. same.
Does anyone know if the dominance task can be inside Garbage?:
This gets the task to spawn- but not the squads
So my problem is spawning the squad
I can get the task to start up... but Idk how to spawn the units properly- or where to.
Lemme try something real quick
After some “extensive” testing… i can say for certain: This shit is black magic.
I don’t understand how one thing works, and why ANY OTHER way doesn’t… i am so confused, and understand even less of how it works
I hate this engine so much
why are weapon classes have all this ultra specific gimmicks and restrictions
You know why, 2007.
What's going on?
Like
Apparently if you have a tri state sniper rifle
you can't have an unjam anim with it's own sound
Because when you play the unjam animation, the "open" sound will also play simultaneously

for real? Don't blindside's shotguns have a normal unjam anim? Or is this specific for rifles somehow
K98 in gamma have also have an unjam anim, didn't notice any issues with that
Might have to look into the animation scripts to see if there is a way?
but mentioned anims are not scripted
unless someone's willing to implement script for tri state
tri state?
open > add cartridge > close
like K98 or tube shotguns
ah
thanks
anyone knows why when exporting omfs some bones in the action have completely different positions in the export?
Your in gamr animations getting corrupted?
Go to #1143233268595044493
this is not the place for support
And to save you the time: Read the guide in to mod folder
oh thanks
for tweaking purposes, does anyone know what repair type is the "Historic Repair kit/B kit"?
attempting to change the winchester1873 back to historic kit and I can see what Army kits are called
thanks. 
It won't add very much if the actual models don't have proper lightmaps UV or the shaders are modified to actual apply the new stuff. You'd have to massively weight down the existing shader pipeline if you wanted to add more quality with something like a directionally encoded main light vector (won't work because of the dynamic time of day stuff either.)
I haven't gotten much info about that, but i think these can be generated when compiling a map
Well lightmap UVs have to be done on a per object basis in something like Blender, the engine can't do it. Even then, I'm pretty sure that only the terrain makes uses of a lightmap, not the actual geometry and objects. Plus you don't really have a light probe system to sample any form of baked lighting for dynamic objects either.
It is said, that it's going to be a full-fledged sdk based on existing sdk 0.8
I doubt that it will work for mods like anomaly
it's pretty much for openxray
and when it does get released I will try the new lightmap baker
bbuh buh the oxr amomale merge
Any mods that improve cooking? What if I wanna become the Gordon Ramsay of The Zone
waiting for that, too
Not exactly the chat to ask about mods. Its about making mods
the great anomaly divide
will fix all of our performance issues, hopefully
steam audio, too
If anyone wants to make 15+ km maps in openxray, you can do it.
yeh that's the issue and why i mentioned the divide
meh i don't give a shit
i can just add that it only works for that and call it a day tbh
you'll have anomaly split into people that want to use modern bas, people that went into 1.6, people that stay in gamma and people that went into the oxr merge
it's probably going to be a bunch of engine binaries
it'll probably get merged with modded exes idk
if it does then it most likely should work for these mods
all that I care is the new sdk and lightmap baker
and steam auido
As long as I can keep making guns in the OXR idgaf
guess the only retards that get fucked are the bas kids
I mean even if that OXR merge thing doesn't happen
Who will trade most, if not all, of their mods for a gun pack

Frostimus 
MULTITHREADING??? yes fucking please
already exists, but it's wip
is there a way for me to enable for gamma? id love to be a tester
same, if I can make new levels that use the new lightmap baker idgaf

bro this is for openxray
openxray is an improved version of xray 1.6
It's not for Gamma and will likely not be for Gamma for another couple of years if ever
based on call of pripyat
disclaimer i am very unfamiliar with the foundations of anything related to stalker modding so i will continue to say misinformed and stupid things as i learn
Anomaly uses a modded version of an engine used for a previous addon
anomaly 1.5.2 uses openxray?
yes, but the version is old af
No
how??
It uses the Monolith engine
monolith engine is based off of openxray call of chernobyl edition
Which is a fork of OXR from CoC, but it's not the SAME engine
It's a branched out version
i doubt that a lot was changed in monolith engine
iirc, coc openxray edition was already 64 bit
the way they convert the games to run on openxray has to be so fucking interesting
If you'd like to know more about the roadmap for this year, read this
i love to know everything about it, hell, id love to pop 3 adderall and take a crack swing at making it run on clear skies
i'm in the IT sector but ive always had issues w programming bc i couldnt stay engaged so ive been looking for a project that could keep me interested and sharpen my skills
tbh, i don't do any of this coding shit at all xD
I just use the SDK and solve all of my mapping problems.
xD fair and valid when i made minecraft mods i was the same
"nice source code bro"
ctrl+c
is there any way you could show me or at least point me in the right direction on how to do that?
or just to get started in general
like how did you get into it?
you can go on youtube and search for stalker sdk 0.7
to find tutorials
the sdk i use is a modified variant
it's called hybridxray
you can find it in anomaly modding book
also
why do you use hybridxray over the default sdk?
0.4 is for soc, 0.5/0.6 is for cs and 0.7/later for cop
if you're using anything below 0.7 it will not work for anomaly
oh good lord is that why anomaly is such a large project?
because it's better.
0.7 is for cop and it's mods
the same things goes for 0.5/0.6 but for clear sky
and 0.4 for shoc
i'm sure but would you tell me more specific info on why?
64 bit, less crashes, shit tons of qol changes.
new features
ahhh all u had to say was 64 bit
just because it's 64 bit doesn't mean it's 10000000+ fps
do u import anything or do u just reference preexisting assets/make ur own?
it's going to be smoother to use
i use existing assets that were included by the gsc devs
well yeah if they get it to work multithreading will be the gamechanger
and custom ones that i downloaded
i'd recommend watching the 3 hour long tutorial from infernis
it's not in english but it explains all of the necessary things for your first map
when you design a map mod does it come with its own asset files for custom assets or do u have to change the base asset files for the game?
if it uses custom textures then you only need to add textures
sorry if thats worded weird
if it uses dynamic models you need to add those dynamic models
inside the gamedata folder
but you can just add them and its no issue
yes
cool
scene objects are compiled in the .geom and .geomx files
terrain light baking is done inside "terrain" folder of a level
✍️
have u found that an update to anomaly/gamma has broken your mods before?
not looking for specifics, just curious
i don't use gamma
ah
has a game update broken your mods before? im curious because i dont even know what that would look like/what would cause it to break
All of my mods are for 1.5.2 atm
if 1.6 released it would take me a day to fix all of the broken mods
or less
what would fixing entail? just using the new sdk and recompiling?
again probably not the right terms
not really
just updating the config files
and if they changed the all.spawn file
i will just update that all.spawn file
what is all.spawn?
imagine if all spawn could be loosely loaded
stores information of every single dynamic object
smart terrains
bla bla bla
storylines i think
nah storylines aren't there
is that...a smart/stable way to handle that?
Oi mates, on a quest to further tweak my game for some good ol' fashioned ball torture. How would I go about making machine gun enemies deal full damage to the player?
you have to merge the level spawn file (your map) with the all.spawn file from anomaly
gamma has a different one
so for gamma merge it with that instead
ohhhhhh i understand what youre saying now i think
its like a global asset file/directory and it has to know what exists to use it correctly
its just stored inside gamedata/spawns
remove lines 770-773 from the actor damage balancer
yeah what im trying to say is it sounds like its a reference file of some kind that the engine uses to "know" what files need to be loaded
i'm gonna continue this tomorrow
they're not really files
they're entities
like they can contain an item spawn
like a gun
which contains the coordinates
which level
which level vertex id
etc
they're basically sections
so each map has its own all.spawn?
no
all.spawn contains spawn elements from every other map
.ltx files to be exact
they're merged or compiled together
and you get all.spawn file
inside all.spawn is this
so it stores info on all the assets that exist in the levels youre not currently in?
that way stashes are remembered, corpses, dropped items, etc
bc the current level is in active memory, so when u exit the level it writes it to the all.spawn and loads the one for the level u go into
Shotguns, slugs, and other exotic ammo types were in that actor damage file too. All gone now. 
yes
is anything im saying making sense
okay i think ive got a basic understanding of what all.spawn is for
now why do you have to reconfig sometimes if the game updates
you can still test maps even without one
Oh shit. Will Pandemic be the hero who restores the radio mod to its former glory?
when you compile a spawn for your level
radio mod?
Yeah the faction radios extended uses a modified all.spawn, but it was overwritten by stuff like storyline revamps and new levels, and OG creator was (understandably) too lazy to recompile the radio stuff.
so if you dont want ur map to be totally empty you need a .spawn file correct?
empty probably is the wrong term
if you're adding smart terrains
you have to use all.spawn
if you want your levels to be populated with ai
huh that actually sounds like a great first project for me
if you're testing the level like scene objects
then you can just use the level spawn file and call it a day
i have to go to sleep rn
its 2 am
yeah yeah okay that makes sense! designated AI spawns are assets specified by the .spawn file
Good night, soldier. 
so...tell me more
i'm gonna take it on i think
i'd recommend making test maps for CoP first
it's easier
anomaly is harder
since there are extra steps to go through.
np, goodbye
good night
So, I tried fucking with it, but no dice. I just have a skill issue with the all.spawn.
Anyway, the mods in question are these (search them in your GAMMA folder or Mod List):
- 5- Anomaly Radio Extended - DesmanMetzger
- 197- New Storylines (DLTX minimodpack) - Demonized
and essentially new storylines is fucking up anomaly radio which is why it needs to be reconfigured
could u maybe show me ur process later today when i'm off work?
I haven't got a clue. I'm in the dark with all.spawn
you probably still know more than me
i'm totally clueless here i havent touched an sdk since hammer engine for gmod maps
The problem is precisely that I've got no clue with STALKER's SDK
Been doing scripts, textures, configs, sounds, anything but actual model or SDK work
again still more than i know
if youre comfortable with it would you teach me a bit?
what're yall's thoughts on OGSR?
are you making a mod for ogsre
ah i see
no i am not
i was looking at recompiling the all.spawn files for the radio mod
actually i'm hitting a wall atm getting acdc to work
F:\STALKER DEVELOPMENT\acdc pl>perl acdc.pl -d all.spawn -scan configs -sort complex -nofatal
log inited: console
Universal ACDC v.1.38
checking version of all.spawn...
This is a spawn of S.T.A.L.K.E.R. Call Of Pripyat (any patch)
opening all.spawn...
reading header...
reading alife objects...
handling error with generator_dust_static, template C
FATAL ERROR!
Function: stkutils::data_packet::error_handler
Line: 1548
Description: unhandled exception
it is seeing the configs folder, i already verified
i don't know why it doesn't work tho
so what i'm guessing it is, is that i have to find the config of the mod file that is creating that clsid and copy that into the directory as well in order to compile and decompile
Running it on the all.spawn for new storylines gives this error:
F:\STALKER DEVELOPMENT\acdc pl>perl universal_acdc.pl -d all.spawn -scan configs/ -sort complex -nofatal
log inited: console
Universal ACDC v.1.38
checking version of all.spawn...
This is a spawn of S.T.A.L.K.E.R. Call Of Pripyat (any patch)
opening all.spawn...
reading header...
reading alife objects...
FATAL ERROR!
Function: stkutils::scan::get_class
Line: 1919
Description: cannot find clsid for class itm_repairkit_tier_2
so i'm running a crawl to find "itm_repairkit_tier_2" to see what turns up
NVM i found what i need i have to edit my acdc.pl
honestly redact everything i previously said i have no idea what im doing lmao
i'm learning though!
okay...here is where i am at.
no matter what i do, i cannot get past that unhandled exception with the radio mod. i don't exactly know what i'm doing, but since the mod files overwrite each other, i'm guessing i should grab the "newest" all.spawn in the modlist and then go from there. i have been layering config files from the modpack based on dependencies.
i am still stuck on "itm_repairkit_tier_2"
the good news is I see references to this in the modfiles. mod 287, GAMMA Massive Text Overhaul Project, references <string id="st_itm_repairkit_tier_2_name"> and renames it. which means that it is calling something that exists in the game assets that was layered before it
the only thing is, i can't find what that is. it's not the repair mods, i've already imported their configs to no avail.
i have a search tool crawling every file in my gamma folder looking for references to "itm_repairkit_tier_2". hopefully something turns up.
btw, why does the Sleep Balancer mod contain a txt file defining tool items?
okay so, i went into the scan file and saw that toolkit1-3 were given the class ID S_PDA (cse_alife_item_pda), so I added that specific to the sections file, and the error went from a 1919 to a 1548.
just for shits and giggles, i reassigned it to "cse_alife_item" and either that will break shit without realizing or it worked, because now its throwing a different 1919 error for "cannot find clsid for class main_story_4_lab_x10_documents"
pretty sure that just broke shit instead of working tho.
not sure what to do outside of a guessing game at this point.
welcome to modding
wait holy shit i think i might have gotten it
idk why i didnt think of it before
i mounted the gamma virtual folder and pulled the config from that and mounted it
i think its gonna need a while to think so im gonna let it do that
my desktop looks like a fucking warzone
i can't believe i've been doing this for 6 hours
ik its still gonna give me shit when its done but
its progress nonetheless!
your issue is that it's not at the bottom
BHS has UI files as well so you can't put it up on the list bc it'll get written over immediately
small visual showing how many mods BHS overwrites
Thanks bro
does anyone know if its normal for all.spawn file decompiling to take a long time?
welp im gonna let it run while i go to bed, pray for me fellas
it usually takes a couple of seconds or a minute
its been like this for over an hour now
i can see its doing something its just
taking its sweet time
also u werent fucking kidding. all.spawn is a nightmare to work with on mods
i'm 9 hours deep, scouring 2013 russian forums
it literally says a problem occured
also i use a .bat file to compile/decompile
if i CTRL C it asks if i want to terminate the batch job
so it is still running
i think
let me check something
i do too
what version of perl do you have?
5.34.3
i got the source code for 5.2 but i have no clue how to compile it into something usable
you need perl 5.24
how do i get that
because the shitty activestack team makes it impossible unless you have money
i got ahold of an old installer msi but the fucking certificate was revoked and i dont have the patience to undo that one to install it
are you using activestack for your perl or a different method?
i guess what im trying to ask is how you set it up in windows so it calls upon the older version
i might need a bit of handholding for this one
tbh i should probably be sleeping rn lmao
it is 430 am for me
i went waay too deep on ths shit
if u send me the perl files im sure i will figure it out
thanks for all ur help man hopefully with a bit more of ur guidance ill be able to get this to work
try this
don't be fooled
uncompressed it's 760 mb
put this inside your C: drive
hiii, i'm installing these mods, (A.D.E.G.A, Screen space shaders, AthmosphericsGAMMA + optional upscaled sky textures, aydin's grass textures), do any one could help me, i don't know where to place them in order to have them on and having a good performance without crashes and stuff. THANKSSSSS
This is not the place for help with installing mods or describing mods. this is for making mods
you want #╟🔰☢newbies-chat or #╓☢stalker-chat
or even #🔨modded-gamma-support , though that one shouldnt be about helping you mod but helping you unfuck your modded game
How to unpack .db0 anomaly files, i just dk
Why the hell are those x and y's values ignored? 
this is the last ui_body_health.xml file being read in my mo2 (from GAMMA minimalist HUD, as it should be), yet moving the X's to 150 (instead of default 0) doesn't change anything in game
is there like a default x and y position for health and stamina for anomaly? is that why the default values are 0? then where could i find that?
??
!support
@delicate seal If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
Why are people coming here with this
is there a way to make gunsmithing tools craftable? i tried this x_recipe_ammo_0 = 1, recipe_basic_0, powder_1,500, powder_2,500, powder_3,500 inside of the craft.ltx but that didnt seem to work
i gotta be doing something wrong cause even when i changed the numbers to 50 as it states that i should only use 2 digits it still doesnt show up
Are you writing it in the highest craft ltx?
yes
Though you should be making it a dltx
i just used the one from mod organizer
You have the right item section?
yah its in the repair section, all though i assumed that it wouldnt matter anywayas
That isn't the Gunsmithing Tools. That is a fake ammo recipe note. It needs to be x_itm_ammokit instead
i have an unrelated question. would u happen to know the clsid of "itm_repairkit_tier_2"?
Never heard of that item. You said you found it within one of the XML files. What was it named?
Oh it is the Advanced Tools.
fuck im not at home rn so i dont have that exact info. the highest reference to it on the modlist is in 287, the gamma massive text overhaul. but the anomaly radio mod also references it IIRC.
i know there are mods to redefine the string and im not sure if thats creating conflict or not
i dont know the last time the all.space for 5 and 197 was updated, but if it was a long time ago i fear maybe the item string is bugged and i wont be able to decompile without an old gamma version
also disclaimer i taught myself everything i currently know abt stalker modding in the last 36 hours so expect me to say uninformed and stupid shit and please correct me if i do 🙏
You have to realize that string names do not always point to the exact item section name. In this case, the Advanced Tools section name is itm_advancedkit. Also, as far as I can tell, that string you mentioned isn't even used. Like it might've been for used somewhere else before.
yeah thats what i fear
could i manually edit the files to redefine the string as itm_repairkit_tier_2 and then correct it once the allspawn is decompiled?
Never go off of what string names are to try and find an item's section name. It is asking for issues. Mostly for weapons with a scope b/c their section is different just due to having a scope equipped. Yet, the string they use is just the base weapon string.
That is defined in LTX files. If you are looking for the section of a specific item in-game for debugging purposes, you can use this mod to have their section name disaplyed in the tooltip: https://discord.com/channels/912320241713958912/1225178998276100156
It won't point you to the file it is declared. It will solely give you the section name and that's it.
What are you trying to accomplish?
ive been told that the all.spawn files for mod 5 and mod 197 have not been compiled in a while so they clash and mod 5 is currently not functional. i want to recompile the allspawn files to fix them
its my first time working w stalker modding so i took it on as a learning experience
Radio stuff is out of my scope. Can't do much to help you there.
i still need to try to use an older version of perl, the last attempt was on 5.34 and i need to mount 5.2 to make acdc.pl work apparently
any advice you can give and what you already have has been immensely informative and i really appreciate it
i'm very much out of my depth here
@fathom wagon did you add 45 verybad to drop lists? im getting a crash for a missing section ocassionaly
No, I didn't add anything regarding .45 verybad. If anything, those should be getting turned into normal .45 always.
Which .45 type is it?
i think its the normal fmj
Mind showing me the crash log?
That is weird behavior. Haven't seen that on my end.
this is gonna save me so much fkn time. i was basically looking for this function in the vanilla debug console and was sad it didnt exist. tysm
if i had it
its just been on my list of things to mention
Yeah, I have no idea why that is causing a crash. Missing section would mean it got removed completely. I haven't removed a single ammo type. Only modified or rarely added new types. Wonder if it is some weird mod causing it. Like a mod that rewrites the weapon_ammo.ltx and completely obliterates the very bad ammo
i thought very bad ammo didnt actually exsist as sections?
@fathom wagon one more question. does the higher priority mod overrwrite the all.spawn of the lower priority mod? or are they separate files?
Nope, they very much exist, I think they just get lumped with _bad ammo in the ammo wheel. But, GAMMA (and ArtiGrok) handles that ammo via script to automatically convert it to normal ammo to avoid bloat.
odd. i know theres a few that appear in the debug whereas most vanilla verybad doesnt
Higher priority (aka bigger number) overwrites the lower priority (smaller number).
i was trying to move the out of my debug to make it easier for my icons
i probably fucked something up then 
Were you changing the item class to something else to avoid it showing in your debug menu?
Do this for all the _verybad sections of ammo in the DLTX:
![ammo_ammoName_verybad]
!class
Without a class, it will not show up in the Debug menu. As for if it messes with other things, that will have to be something you find out lol

Funny enough, that really botched EFT ammo mod on ModDB got to show 9 ammo types in the wheel.
make some uv ammo and make it so that you can only kill certain mutants with it
you can always make the icons smaller
i need to download latest artiballs anway for the new ammo variants
should just call it RathBalls
It'll get rebranded once we are done. Ofc all credit will be given since I couldn't have gotten this far without others helping out. Main reason I still called it ArtiGrok.
anyone knows how to create a world model for a gun? i tried to just copy the hud one and it crashes every time i drop the weapon
Select the wpn body bone and go to the object properties. You can set a physics box around the weapon and that'll fix your world model
You have to have all vertex points tied to weapon body though or your model will be messed up
so it should be just a single bone right?
Yeah
alright thanks
No problem. If you can't find it I'll dm you when I get home
ye i cant really find it tbh
On the bone property in blender, under the xray section, you'll have a display bone shape. There's a dropdown to pick a shape. You can use the fit button to adjust it. You usually make one for the wpn_body bone and one for the silencer as a capsule. You can optionally make one also for the mag if it really sticks out
I'll be at my rig in a bit and drop you some examples of world models
@old berry These represent the collision shapes of the model when the world model is in the world
You can also play around with the Material property to assign a material type to that particular bone, but I've never done in-depth testing of what that changes in-game
you can apply boxes to different parts?
There's a whole number of shapes you can use and fit. One per-bone
I could do one for the UBGL, but there'd be no point since it's within the WPN_body box
does it make it so that NPCs actually remove mag when reloading? 
Not unless the proper bone is specified in whatever the reload animation is
Oh, so it won't make a difference? 
It just makes the weapon colision more accurate when physics are involved, probably also the weapon rack stuff
AH
great now it says cannot find root objects when exporting

the model kinda phases half way through the floor in game though, i probably messed something up
Then your bone shape is probably off
You can scale it, rotate it, move it, etc
then idk whats wrong
Drop some screen shots or send over the .blend
dont you also you need the ogf
Nah I'll just check the blend file directly
you may have the box coordinates flipped
sometimes it just happens
wait nah other way around the grip is in the ground
Drop a screenshot or something
Ah you had a fucked up alignment in there, -180 X
Hit edit, Axis Align Bounding Box, then Fit Shape
You should end up with something like this
You are witnessing it happen wdym
there is no axis align tab
but it's the same model
i'm guessing the same texturest oo
Not the same model
really
What do you mean? Its right there in my screenshot too
So is that a new mauser model and texture set?
Neat. Excited to see the end product
I should fine myself a new gun to model soon, get back on that train
I'll animate it

Sure that'd be cool, just let me know how deep the rig you want
Or do you simply animate via bones?
Right for the hands, but do you want a gun rig too?
oh ok thanks
@celest forge actually what are some of the weapon's that currently exist that would be in dire need of a new model?
Thinking of doing maybe a Fabarm martial 12 gauge or something like a FamaeSAF or SG 542. Get some canadian representation
or maybe something real silly looking like a wolverine xp
Look at this monstrosity
That shell ejection is insane looking
https://youtu.be/2L60LO9hcf4?t=10
LEWD did the Famae
I reckon the game could use some more short barrels shotguns like the carabiner and ks-23
Give that thing some nice handling
Maybe throw in a nice wood stock variant
can i apply a normal map texture to something like this and it work in game?
Almost every model in game has a normal map already
wait sorry i mean bump map
I'm not sure I understand what you're trying to say
Are you asking if the in-game objects have a bump map?
i appied a texture to an object on a gun by just doing it in blender and exporting as .obj and it appears in game but its just a diffuse
i want to give it a bump map
I got an even goofier idea 
You link the bump map to the base texture with the THM file you create
I can one-up that
https://fxtwitter.com/REDACTED_AX0/status/1766539561973199164
It's a nicely done model, shame the same level of detail wasn't applied to the top rail, it really sticks out
Yeah. But, something almost kit-bashed like that sounds like a dumb good idea for the game. Full of gun nuts and lunatics.
That'd be insane to implement, replace the UBGL with a fat detonating shrapnel charge
I wonder, has anyone every messed around with changing the "ammo" of the underbarrel GLs?
Might be an opportunity for me see

That'd probably require a whole new particle system and maybe some engine side tweaks?
A UBGL that shoots out fucing rubber bullets
What about a pistol
Well I wondering if anyone tried to turn a UBGL into a Masterkey of sorts by changing the ammo it uses in the LTX
Something like a colt new service or a 1878?
Ohhh a smith & wesson single action .44. It's russian to boot
The grip is an actual antler
if i take an existing gun mod and apply a new texture in blender and export it as ogf, does it not need a thm file to link the new texture
i never made a thm but the texture works just fine
You need a new THM for the new texture you just made. Otherwise only that base color texture will work. The bump map isn't referenced in the .ogf. You need the THM to link it
o ok i see so its not required for just a diffuse map, but if to use a bump i do need to create a thm file for it
For that new diffuse yeah
got it
Like so
This is the THM for the diffuse of the barrel, it tells the engine to use a bump map, references the wpn\WZXM4\barrel_D_bump, tells how strong the bump map is
is there a way to see if the bump texture is actually being loaded in the game
like other than visually
Not really. You could paint a silly value in there to make sure I guess
o ok like what
im trying to load a bump thats just fully white btw
to be extreme
but im not sure its actually being loaded
In the specular channel, just paint something that's contrasted or inverted
You'll just break the lighting on your weapon that way
o
A Colt navy would go hard but fuck animating that reload
@surreal gust i finally got time to grab ur perl folder. ty for that btw. i'm gonna try to make sense of the files
i'm not really sure what sxrcdc.pl is
based on its name im gonna guess a shader decompiler
HOLY SHIT IT WORKED
HOLY SHIT HOLY SHIT
I GOT THE ALLSPAWN OPEN
YOU WERE RIGHT I NEEDED AN OLDER VERSION OF PERL
shit i just realized
i opened this using a config which includes config mods from additional mods i added to my gamma
is that going to cause issues?
YO I FUCKING GOT THE ALLSPAWN TO DECOMPILE
okay now i just gotta figure out how the fuck to recompile this shit to accomodate those 2 mods
uhh.
If you actually figure this out and release a mod to properly merge those mods, I will make out with you for 10 straight minutes, no socks
i'll fucking take you up on that
i think i'm on the right track
if i succeed you realize i'm dedicating my weekend to making video guides right
there aren't any in english
let's fucking fix that.

actually i need to do that for more than a few things
like i need to make a core0 video guide
Can you tell me what should be added to this line? Game consistently crashes referring to this line
@surreal gust idk what it is but your sections.ini is a fucking godsend. i can't decompile without it.
i think its probably this line:
'generator_dust_static' = cse_alife_anomalous_zone
that's because it contains anomaly sections
OH SO THATS WHAT IT FUCKGIN WAS
i could NOT find info on anomaly specific sections.ini ANYWHERE
you can easily add your own
SLAV JANK MODDING 
yeah but the issue was I HAD NO IDEA WHAT TO ADD
it literally told you in the log
my fuckass 1548 errors were not helping me
can't find "sectionname"
yes and i add that section and it does the same thing on the next run
because there are more missing sections
but it doesnt say the next section it says the same one
you didn't con figure it properly
i dont really even understand how that works
as u can tell im out of my depth
oh
NOW it shows a different section error when i run it again
it wasnt doing that before on my 5.36 perl 
so in theory i could rebuild the entire section file one at a time doing this
now it makes sense
again thank you so fucking much for all ur help
yeah but youre the one that helped me get what i need to do this
and for that i'm eternally grateful
@full vessel alright so...it looks like in this first file the only difference is the spawn IDS and whatever tf that value at the top of each section is.
right is mod 5, left is 197.
hmmm.
i think most of hte files are gonna look relatively normal and its gonna be like one fucking file that is causing this shit
the beginning numbers are section slots
spawn_id must be unique if you're adding new sections
200+ extra
that would explain why a mod 200 entries later would have a significantly higher spawn_id
other than the section slot numebrs and spawn IDs it is the same
it's done to avoid errors or problems
yeah makes sense
what am i looking for here exactly? can you point me in the right direction?
i know that i need to recompile the 197 all.spawn to allow the 5 all.spawn config to work
you can turn on debug hud in game
but i've been looking and i don't see where the 197 is overwriting the 5
and it will give you info like on which gvid (game vertex id) you're currently in
as well as level vertex id
your position too
and then i need to figure out which section slot is having an issue based on what my gvid, lvid, and position are?
that's if you're adding new sections
gvid and lvid must be an existing one
i'm not sure if i need to or not, all i know is that something in 197 is fucking 5 and 5 is no longer working as a result
you can use invalid lvid or gvid if you're making new level transitions
i see the 197 allspawn has some new sections but i don't think that is what is creating the conflict
GOTCHA BITCH
I GOTCHA BITCH
GOTCHA
GOTCHA
so, the position and direction is WILDLY different on these two. i have honestly not a single clue if these are referencing the "same" object. i'm going to assume so for this first attempt, and simply copy over the missing [logic] block data. i'll do this for every reference to an anomaly radio .ltx i can find, recompile, and test the mod.
@surreal gust one last question, do you have any idea why the position values and the visual names are so different?

oh.
thats why.
okay so
yeah i have to add a new section
but even worse
the numbers for the sections fucking overlap between files
so its not just "adding a new section"
then i have to increase the section count on every following ltx file by one
what the shit
and they need a unique name. fuck it, i'll just assign it a random one. there's no way this value actually fuckin matters for reference
anyone knows reposition weapons mods?
HOLY FUCKING SHIT
Привет народ, подскажите как можно на оружие добавить обвесы ???
Точнее что для этого нужно, я понимаю что всего лишь добавить строчки в ини не получится.
anybody can send me link toxic air mod
Search it in moddb or in mods posting
is there a mod for weapon repositioning
draggable hud editor
With the base offset mod
What scripting language does this game make use of? Having a hard time finding consistent info online. Kinda looking where to get started
Nvm, found the pinned posts -- apologies
What isn't there?
Toxic air is there and works just fine if you remove trader autoinject
@old berry Just saw your Mauser C96 post swanky! Great work man
One thing tho I noticed, the smoothing groups and normals on your gun appear broken and it breaks the highlights
i hadnt really touched the textures since idk how to edit em, juan sent me them and i assumed its good from the box
It's not an issue of textures (partially) it's the actual geometry normals
idk what that it is tbh
Want me to take a crack at it? I can try fixing em up if you want

