#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 58 of 1

old berry
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sure

naive snow
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Send over the .blend and I'll send it back over when it's done

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Or I guess I could just grab the mod straight up

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That punch unjam is super nice looking

old berry
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im actually surprised how well it looks in game, on the render it looked a bit exaggerated

celest forge
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I made the textures, the normal was all kinds of fucking weird

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The model is from Day of Defeat which from what I understand is a pretty old game

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Never played, that's just what the commissioner picked

naive snow
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Triangulated game models are such a fucking pain to work with

naive snow
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Gotta love nice normals chefskiss

vague knoll
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how come my changes aren't seen in game? think

vague knoll
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it's loaded last and only changes sections from items_drink (mainly stats from the drinkable items)

old berry
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it might be overwritten by another dltx file

slow bolt
vague knoll
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ah? so mod_system_items_drink

slow bolt
slow bolt
vague knoll
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mh, but the original items

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ahhh, facepalm ofc the original file doesn't use dltx

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yeah, okay thanks, makes sense

slow bolt
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Most if not all .ltx files are part of system.ltx and are compiled into one big file with all the references

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which is why it is mod_system

vague knoll
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yeah makes sense now, thanks

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I was jusst assuming wrongly because of the original files' name, but it's not using dltx so that's what threw me off

surreal gust
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jebote zivot

slow bolt
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Even if the original file is DLTX it doesnt matter

surreal gust
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don't ping me 2 times in a row

slow bolt
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naming doesnt change

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you only need to make sure it is alphabetically loaded after

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@vague knoll

vague knoll
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that explains the zzzzz everywhere

old berry
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wasn't there a checkbox installer for mo2 (not fomod) i can remember there was but i can't remember how to activate it

surreal gust
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level designer role when

old berry
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why

slow bolt
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What do you mean why. It only has checkboxes with file names and no conditions, pages, anything

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Fomod looks good and performs good

surreal gust
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especially if you're new in mo2

slow bolt
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Took me like an hour to make an installer from nothing with a bunch of options

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Most of the time was spent looking for pictures

surreal gust
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didn't understand shit

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i will use the bain installer anyway

slow bolt
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Skill issue

surreal gust
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ok

hard nest
# surreal gust didn't understand shit

https://youtu.be/rr79YmimJW0 check out this guide

Welcome to my comprehensive guide to creating a FOMOD installer. In this video, I cover the majority of how to create a FOMOD using the FOMOD Creation tool, initially used for Fallout 4 creations but adapted to also work with Skyrim LE and SE.

In addition to a basic installer, this video covers topics such as the recommended folder structure, p...

โ–ถ Play video
old berry
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or just copy other people's installs and edit them lol

slow bolt
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Sorta faster to make your own

old berry
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pretty much took me 30 minutes to figure it out

hard nest
naive snow
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@old berry Do you want the .blend or only the .ogf?

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I did a whole clean up of the normals. The model's looking pretty good

old berry
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i'd rather get the ogf

naive snow
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I'll fix the compression of your textures while at it

old berry
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you are a literal life saver

naive snow
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@celest forge You got the original png or format?

old berry
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i really appreciate it

naive snow
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I only bothered fixing the Hud model, you can make another world model out of it if you feel like it

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At least the gun doesn't feel as "soft" as before

old berry
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oh yeah it looks way better now

regal bolt
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how to open ogf in blender?

naive snow
regal bolt
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ahh i did it ty

slow bolt
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because you most likely have newest blender. that wont work

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read the book to find the version you need

naive snow
naive snow
old berry
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nice, in the preview video you can see how much better it is now

naive snow
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Do you have the moddb page link?

old berry
naive snow
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Oh yeah that looks hella good

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Nice

summer girder
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Let's gooo, they made the Lugermorph into a stalker gun

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Check channel pins

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Use the Blender version found in them

naive snow
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Which version of blender are you using?

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Alright so right there you messed up, the channel pins tell you that only version 3.6 works

naive snow
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You cant, just install 3.6

slow bolt
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you can get any version from blender's ftp

fathom wagon
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So, I am going to attempt to create a caliber conversion system using the drag-n-drop system. The question is:

Do I totally change the damage of the weapon along with the caliber, or give a bonus to damage depending on the caliber?

random fulcrum
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you'd have to microadjust to compensate for gbo's all over the place k_hit values

fathom wagon
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Because it doesn't take upgrades for damage into account, since those upgrades that do change the damage overwrite the damage value completely.

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I hoped it would have compat. but it uses ui_wpn_params.read_float instead of utils_item.get_param. So it might not get the upgraded value if I do damage bonuses instead of setting the damage manually.

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Unless I am wrong and it can still read upgrade modifiers if it has any.

random fulcrum
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could try to print out the function

fathom wagon
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Once I get the foundation (aka all the caliber items + the fake upgrades) stated in LTX files, I am going to test the .357 upgrade on a PM to see if (1) it works and (2) if GBO is able to take into effect damage upgrades isntead of overwriting damage values.

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Also just realized I may have to create a table of LMGs since they use the "assault_rifle" and/or "w_rifle" identifiers

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I am going to have upgrades available for weapon classes to avoid some very very silly stuff:

Pistols/SMGs = 9mm, 9mm Makarov, .45 ACP, .357 Magnum, 7.62x25, 5.7, and 9x21
Rifles = 5.45, 5.56, 7.62x39, 7.62 NATO, 12.7x55, and 9x39
Snipers = 7.62x39, 9x39, 7.62 NATO, 7.92 Mauser, 12.7x55, 7.62x54, .338 Federal, .338 Lapua
LMGs = 5.56, 7.62x39, 7.92 Mauser, 12.7x55, PKM ammo setup, and .338 Lapua (see SIG's newest MGs)
Shotguns = 12ga., 20ga., 23mm, and 12.7x55 (pseudo-.500 Nitro)

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Crafting it going to require the appropriate "Rate of Fire" tier upgrade kit, the barrel typically used by weapons of said caliber, the bolt typically used by weapons of said caliber, and some Scrap Metal. They'll will also require having Gunsmithing Tools to keep things somewhat simple.

tired dragon
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im gonna learn modding just to be able to use that to chamber an lmg in 12g

fathom wagon
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Unless I am doing something wrong, this might be an engine limitation thing. Going to try it a bit more.

fathom wagon
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So, you can definitely install upgrades from other guns into a gun that doesn't share its upgrades.

After a bunch of crashes, I tested adding the Glock 17's .45 ACP upgrade instead of my custom .45 ACP upgrade onto a P90 and that worked. However, adding the custom upgrade is a guaranteed crash.

I wonder if I have to make dummy weapons with dummy upgrade schemes to have the game believe the custom upgrades are real.

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That will be for tomorrow. I need some sleep.

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If this works, this is going to be fun as all hell.

woven obsidian
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hey im dumb in modding but to change a mutant's HP , we go to this part right? i also wonder what the Alife simulator means

vale knot
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the text on the right are commented out, not actual code

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its just notes left by the devs

woven obsidian
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ohh

vale knot
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anything following a ; is a comment

woven obsidian
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so if i were to change the health

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it will only affect alife's health?

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not actual health

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also this may sound dumb but is latex the language for moddign or is it lua

vale knot
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give it a shot, set it to one, save, go to debug and spawn a giant

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if it dies in one hit you succeeded

vale knot
woven obsidian
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so i studied lua

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for nothing

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?

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i mean technically a bit of lua

slow bolt
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Lua is for scripting

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This is clearly not a script

woven obsidian
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SAjkda

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dal;sd

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bruh now i gotta learn the diff in scripting and modding

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nvm

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thx

vapid notch
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is there a way to have the glowstick match up

fair canopy
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Edit the position via the hud editor

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Might be a dltx mod changing the position though if you changed the animation

surreal gust
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config files use .ltx

vapid notch
fair canopy
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Yeah open the hud editor with just the glow stick up

surreal gust
fathom wagon
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Is there a weapon that allows you to upgrade to use 7.62 NATO? I'm trying to at least go off of the original upgrades if one exists.

old berry
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probably some high caliber weapon

fathom wagon
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Sadly, only found 7.62x39 and the PKM ammo upgrades. I am just going to base it off of the x39 upgrade.

random fulcrum
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idk if it was removed in gamma

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and juan always says that he just copies upgrade schemes from other weapons

fathom wagon
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Yup, it was based off of the Kar98. I literally had the file in a tab but forgot to check that one.

fathom wagon
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I'm close. It kinda worked, but I need to now refactor the upgrades to all be first upgrades. If they aren't then it won't get installed correctly.

So I am making 3 fake Berettas (5 first upgrades each) and 2 fake TOZ-34 Obrez (3 first upgrades) so that the game let's me do the caliber changes.

fathom wagon
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Kinda feel bad for Mags users since this won't work for them without A LOT of patching.

Patching that I will not do KEKW

tired dragon
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how are you planning on actually swapping the calibers ingame?

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is it gonna be an upgrade or a drop in kit like the kits for the m700

fathom wagon
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I created fake weapons to hold the upgrades that contain the caliber converisons - this was needed b/c if an upgrade is not tied to a weapon at all, it sees it as invalid and crashes the game.

Then, I have "copies" of the "Rate-of-Fire" upgrades that have a variable that points directly to the matching caliber conversion. You simply drag the conversion kit onto a valid weapon and it installs the upgrade. It is essentially drag-n-drop upgrading.

tired dragon
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that sounds really cool, cant wait to see it

fathom wagon
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Currently playing around with pistols and SMGs first, then will add the checks for the other weapons.

slow bolt
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So it creates loads of fake versions of all the guns?

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automatically via script or.. less flexible?

fathom wagon
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No, the conversion kits are essentially drag-n-drop upgrades. They are handled via script to install them.

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I had to create a few fake copies of weapons to "hold" the upgrades so the engine can count them as valid.

slow bolt
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Just a few then? hmm. Interesting

fathom wagon
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3 fake Berettas and 2 fake TOZ obrezs = 21 caliber upgrades each placed in their first upgrade slots in their upgrade trees.

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I am going to try my best to make sure certain conversion kits only work on certain types of weapons, with some exceptions. However, stuff like LMGs are going to have to be manually checked in a list I create since there is no "w_lmg" identifier.

slow bolt
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i just dont get why berettas and TOZs

fathom wagon
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No, I only needed to create copies of weapons to house the upgrades that re being called in the script.

The only reason for picking the Beretta and the TOZ Obrez was to neatly fit all of my upgrades with no overflow. Just a personal thing.

slow bolt
fathom wagon
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There were hoops to jump though to get this to work. Once I get everything working, I'll create a vid trying to explain how I got everything working and the process of it.

tired dragon
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from what ive gathered it seems like the game needs a valid upgrade in order for this to work, and the easiest way to do that was to create fake weapons to hold them

fathom wagon
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The one thing I want to experiment with once I get all the upgrades functioning is to see if I can add damage with certain upgrades instead of completely overriding their damage values.

fathom wagon
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Funny enough, I now understand how upgrade trees work now lmao

random fulcrum
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and the lodge insisted that it was impossible to decipher lmfao

fathom wagon
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Only issue comes when you want to create completely new upgrades without creating new items. You essentially have to "copy" a similar item to house the upgrade just so that the game can register it at valid.

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But, I think this is only a problem for me b/c of how I am going about it.

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Most people who want to change upgrades will overwrite them or just make a new one and replace it in the tree of the desired item instead.

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Also, I have to include a DLTX to change all known PPSh weapons from w_rifle to w_smg. Still don't quite understand why it is still labeled as a Rifle.

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Also, should I change the SKS from w_sniper to w_rifle?

old berry
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say could it also change damage of the gun to match the calliber? i noticed that guns have their damage set based on the calibers they use

fathom wagon
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I COULD make a higher-tier 12.7x55 upgrade that is specifically for snipers, but I don't want to have to create more upgrades/fake weapons than I need to.

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Not off the table, but I need a bit more experimentation with how the game handles modifying damage values VS straight overriding damage values.

old berry
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reminds me of the pkm ammo having its own variation of the caliber

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which is just weaker apparently

fathom wagon
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Again, I haven't messed with damage values just yet. Was only making sure the caliber changes worked.

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Like a Mosin has a damage value of 0.9, but a PKM has a damage value of 0.7.

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If doing +/- to hit_power works correctly instead of straight overriding the values with "matching" ones, then I should be golden.

regal bolt
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anyone know where the correct pda mesh is with the current textures we have is?

naive snow
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Pretty sure it's the dev_pda, with the diferent colors

slow bolt
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inb4 using blender version above 3.6, hence the issues

naive snow
slow bolt
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true

regal bolt
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these?

naive snow
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Yeah those should be it

regal bolt
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thanks

regal bolt
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is there a way to hide your players hands some how?

fathom wagon
random fulcrum
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but uhh

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cast weapon gethitpower

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@fathom wagon

fathom wagon
fathom wagon
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Also, I made sure to write down what I figured out about the upgrades system just in case I forget or someone asks

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Cuz I know I will forget

fathom wagon
fathom wagon
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I am putting all the bells and whistles on this one. Got the highlights working.

(1) AK5C before any conversion and (2) AK5C after 12.7x55 conversion

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Ofc icons are going to be the way they are cuz I can't do icons well lol

fathom wagon
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Again, Mags users are going to miss out just because of how Mags works. It'd be a NIGHTMARE to have try and patch everything lol

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I'll leave that to some brave, brave soul.

random fulcrum
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since they're just the bullet sprite

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would need to make dummy items like the upgrade icon or the stewed food icon are done

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but imo it'd look way better

fathom wagon
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Definitely not going to leave the kits looking like that, but I am going to leave it for now until I get some time after my finals are done after Wednesday.

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And the only reason I have the boxes moved all the way down to cover up the "Fire rate" icon that the upgrade kits icons have.

fathom wagon
random fulcrum
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ye ye ye

fathom wagon
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That will definitely be the next thing I do as the "first" update.

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But first... time to release this bad boy into the wild.

random fulcrum
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maybe give the box itself its own color so that you can easily identify the upgrade box as a "rechamber" thingie

fathom wagon
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Reminds me I have to re-install Photoshop for icons. Unless y'all got other suggestions for making icons.

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It's been a while since I've done icons of any kind

random fulcrum
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idk i used to use clip studio and then convert to dds in gimp

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but clip just because i'm super familiar with it since it's my drawing software of choice

naive snow
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You can use whatever you want and just batch convert it if you want

fathom wagon
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I'll make sure to keep those in mind. Thanks guys.

It's been posted now. Knock yourselves out, and please let me know if y'all get any crashes. I may like breaking the game, but I know I'll miss something down the line.

woven obsidian
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guys im tryna make my mutant tankier

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but i cant see the health points

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or stuffs for health

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what is it called in the scripts?

opaque night
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all.spawn editing as it currently stands is very tedious - I'm happy to point people in the right direction when it comes to making a patch, but currently I'm of the opinion that whoever changes the file last should update with a patch

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Sorry for the necro - my feed just updated lol

honest sinew
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I have this problem with Gamma, where can they find the answer how to fix it etc because I'm a bit dumb?

summer girder
honest sinew
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Okay thanks and sorry but here on this dc server I'm new and still a little bit clueless

ocean spruce
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Does anybody know what xml line or whatever causes this distortion around the menu text when hovering over it?

surreal gust
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It's a shader effect I think

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since 2007

ocean spruce
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ah thanks, do you know which shader file?

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simplified vision ui gets rid of it, turns out it was ui_magnifier.dds, although its not in gamma normally, gonna see what xml calls for it

woven obsidian
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hey

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if i were to change giant's hp

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what part should i tweak

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cause i tried the max health value and it didnt change

surreal gust
vague knoll
woven obsidian
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ok thx

vague knoll
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(and who knows what MaxHealth does)

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maybe a modifier for difficulty?

elder iris
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Aye is anyone got any idea where the "portrait" images are saved, and if I can add my own?

mellow oriole
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Google is a great resource, you can find a lot of info if you look in the right places

elder iris
surreal gust
regal bolt
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are there any mods that focus on snipers?

slow bolt
regal bolt
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oops, my fault

surreal gust
wraith sparrow
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hello, is there a mod to have lower weapon be on a hold instead of a toggle?

mellow oriole
fair canopy
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Just fuck with the reshade menu

storm basin
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guys how unrealistic is the creation of a co-op anomaly experience in our century

surreal gust
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don't fall for scams like radmp

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anomaly co-op ain't gonna be ez

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a lot of mp code has been removed from anomaly

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since they don't work anyway

regal bolt
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whats the highest stalker can use

naive snow
regal bolt
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player item textures counts as obj?

naive snow
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Like held objects in the Hud?

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If so yes

regal bolt
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and theres like 3 different types of bc3

naive snow
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Are you saving a bump or an albedo?

regal bolt
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whats an albedo

naive snow
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Base color

slow bolt
slow bolt
surreal gust
naive snow
regal bolt
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im just tryna find out whats the best saving method for quality for a texture for a pda retexture, im tryna make a pda from the 2000s texture

slow bolt
regal bolt
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and each time ive viewed it its been having blue stuff appear on it

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or green

slow bolt
naive snow
slow bolt
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you need to keep texture size under 22mb

surreal gust
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if you have modded exes

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bc7 also works

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only for dx11

regal bolt
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does it tell u the file size when u save

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oh yea

slow bolt
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linear is DXT5

regal bolt
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and what are these settings for under the bcs selection

naive snow
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They both are dxt5 essential, it's just a different gamma encoding

slow bolt
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idk why i replied to you

naive snow
slow bolt
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the texture

naive snow
regal bolt
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now when i preview my stuff in blender the texture has gone pink?

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do i have to do it with the xray sdk

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always glitches out for me

slow bolt
naive snow
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No your texture is just not read, blender needs a dds addon for previewing

regal bolt
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i got the version that works for ogf file importing

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what ever the mod book said

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or closes

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t

naive snow
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Search online, there's a dds addon for blender, install that

regal bolt
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but the bc1 was saved as dds and worked on blender fine

slow bolt
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BC1 is ancient

regal bolt
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oh

slow bolt
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it is faster that way anyway

naive snow
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Then blender might not be reading the srgb bc3 properly, save it as linear instead

slow bolt
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And if it works in there - it will work in game

naive snow
surreal gust
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bc1 has the shittiest compression ever

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my terrain texture and lightmap is stored in bc7 format

regal bolt
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wait so ur telling me my silver buttons i made probs looked okay if i changed the method?

naive snow
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Bc3 just adds an alpha channel support

surreal gust
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the terrain texture has no artefacts

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when i've tested it

naive snow
surreal gust
hard nest
#

What could I have done wrong? Did I get the positions of the icons wrong? pepew

surreal gust
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"pauza"

naive snow
#

Sheeeshh volumetrics are so bad and undercooked in stalker

surreal gust
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it's not entirely vanilla

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the smoke shader is like 16 years old at this point

naive snow
surreal gust
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the performance impact isn't really noticable

naive snow
surreal gust
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so it's clipping through

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it doesn't look bad in my opinion

naive snow
surreal gust
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smoke ignores sun light

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but doesn't ignore hemi light

naive snow
surreal gust
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the volumetric smoke option from anomaly was just a placeholder

hard nest
naive snow
surreal gust
naive snow
slow bolt
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susat on AK

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what cursed kind of universe is that

surreal gust
hard nest
surreal gust
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im wondering why does nobody use my latest test map

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there haven't been any crash logs

slow bolt
hard nest
hard nest
regal bolt
slow bolt
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Though it would make sense in the zone, where scopes are limited and recycled

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so nevermind

hard nest
surreal gust
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Nobody told me anything

hard nest
surreal gust
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It's because of the spawn file not being merged with all.spawn file

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This was the 'best' option I had.

hard nest
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as soon as I try to move, the game crashes

slow bolt
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hmm

surreal gust
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Fair fast travel crashes the level too but it's possible to disable it and play

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I can merge the spawns to fix this issue, but it has its own problems

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Replace the debug map, but it would have problems with the ai grid

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No dynamic props, no nothing.

hard nest
surreal gust
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It is.

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I might merge the spawns, but I'll think about it

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I could also update the instructions

surreal gust
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And try again

hard nest
surreal gust
#

K

hard nest
# surreal gust K

after I disabled all mods related to skill, everything worked fine

regal bolt
#

does this look silverish

slow bolt
slow bolt
hard nest
regal bolt
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dont u see the brushyness

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D;

slow bolt
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buttons are white

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Original's buttons are more or less exactly grey

regal bolt
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no they grey

slow bolt
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right

naive snow
hard nest
# surreal gust K

Overall everything works fine, but when I tried to throw a grenade game crashed kekl

regal bolt
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im not doing bump till i get the base texture done

naive snow
regal bolt
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ive never done a bump map

naive snow
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Well if you're doing texturing you better start learning

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Like you don't actually need the normal map shoved in there, you can leave those channels gray and just use the specular channel for now

steady apex
blazing chasm
#

Hello, guys. I have tried to import ak12 from stCoP weapon pack. After some work I have a file which looks similar to the anomaly weapons, mod organizer is not swearing and game works fine, BUT i can't find this weapon in debug menu. Could somebody lend a hand and point to me there is the problem.

naive snow
steady apex
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its a vanilla anomaly feature

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only on DX11

naive snow
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Do you also know if DX10+ headers are supported for things like srgb bc3?

steady apex
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well i guess they are, only on dx10+

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i dont know exactly

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better ask LVutner about it

naive snow
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Neat. Guess I'll have to dig down the source code if the engine already does a gamma correction on textures or if they're interpreted as straight linear

regal bolt
valid igloo
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Hello, 1st time looking into this, I'm looking to modify some stats in game for certain armours/weapons etc. and from what I know I have to unpack certain scripts in the data folder in stalker gamma? If so, how do I unpack things?

regal bolt
surreal gust
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Looks like I have to merge the spawns.

daring hearth
#

Hello everyone. Does anyone know how to make it so that a backpack from inventory can be opened as a cache without putting it on the ground? I noticed what can be done there with containers of artifacts that the Bartender needs to drag to Beard Zaton. I want to do something similar for myself too. I saw a similar implementation, by the way, in A.R.E.A.

surreal gust
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compiled in shit quality

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shit lightmaps

frosty sail
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Interactive PDA pda_trade_items.ltx update i've add some silencer, scope from 76 - boomsticks, add upgrade parts for armor and weapon and ammo part.
Go to *Gamma\mods\Interactive_PDA\gamedata\configs\plugins*
Backup your old file before replace

naive snow
thorn gust
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hey, im trying to edit the loadout ltx right now in order to add some more weapon variety to loadouts. ive noticed that some weapons will not show up even if the weapon id is correct in the ltx. why is this, and how can i fix it?

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for example, the mp133 has the problem, as does the toz 194

fair canopy
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are you editing the highest order ltx directly? you should be doing loadouts via dltx

thorn gust
fair canopy
#

theres a modding guide in the pins you should take a look at

thorn gust
magic zodiac
#

@steady apex I have some questions about Anomaly Popup Messages, when using quick melee, a pop up with your knife also appears, I would like to hide this.
Oh and, is it possible to make wrist watch show the check time in the pop ups? And toxic air mod and the weather report from Arzsi's Radation Demonized?

steady apex
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First, open popup messages item script and add knife items there to ignore

#

Second Idk

neat thorn
#

hey guys will there be a gunslinger mod for anaomaly and Gamma im new really liked that mod in COP

neat stone
#

There have been animation ports, some are even included in gamma rn; but there's a lot of features that can't get a 1:1 port due to the mod using some sort of injector for them.

#

Your best hope is -maybe- the gunslinger openxray project can recreate them and get merged one day (don't hold your breath)

neat thorn
#

ok thank you so bas is the equivalent for anomoly?

bronze thistle
#

Given an x, y, z, lvid and gvid, is there a console command for teleportation in the debug menu?

fair canopy
#

@naive snow any chance you could help us fix up the m712 model? Bert extracted it but it's got these holes in it

mellow oriole
#

how would i go about creating a dialogue for a specific character that results in another character permanently standing in a different place?

#

i want to create an interaction where you can pay barkeep to move his man so you can access the big room behind him

naive snow
#

I reckon I could fix it up yeah

naive snow
# fair canopy

Do you have the textures that go along with it so I can fix the UVs too?

fair canopy
spice pilot
#

In short, Iโ€™m creating my own build on Anomaly and I get an error, I downloaded BaS and downloaded HD icons that have BaS support (there will be a link below)
I'll attach the error log, someone help me, I absolutely can't understand what the problem is.
|| https://www.moddb.com/mods/stalker-anomaly/addons/hq-icons-rank-rc21 ||

ModDB

Better Icons for every item (weapons, tools, devices, consumables, etc) Now with rank ranks for consumables and tools! A few weapon icon reworks are also included... Update of the set by Thfpjct + ranks for consumables and tools.

#

By the way, I also have DLTX.

simple scaffold
surreal gust
#

how 2 make a bain installer

#

the guide from analmeme modding book doesn't work

spice pilot
#

It's a pity, but I already found a prototype of these icons.

simple scaffold
surreal gust
simple scaffold
#

It works. It even has an example mod linked, to help ppl that have issues reading english. Did you look at the example?

surreal gust
#

I did.

simple scaffold
#

Post your zip

surreal gust
#

I'm not at home yet.

#

I will be back in around a few hours.

spice pilot
#

Does anyone know a fix, or some kind of icons that Cr3pis HD icons adds icons to jackets? Otherwise, instead of them, I just have transparency.

simple scaffold
#

Or DLTX could do the same thing. But I think cr3pis uses icon override

spice pilot
#

Bro thanks but idk what should I do Pepepains

simple scaffold
#

Read the modding book. Learn how icons work. Icon override and DLTX both replace the icon lines.

Set your mods up so that the icon works. Copy the 5 icon lines, texture path, height, width x and y.

Paste those lines into Cr3pis icon override file

or into a new DLTX with a late in the alphabet name. But only if there are no icon override entries for these items. Icon override always wins over DLTX and direct file edits.

Modding book has DLTX guide.

#

Maybe read GT's LTX inheritance guide. I think that is still in the modding book. If not it is in the resources channel of the anomaly discord. Back a bit though. Like posted in 2020.

spice pilot
#

Oh my God, modding is very hard

simple scaffold
# spice pilot Oh my God, modding is very hard

There is a learning curve yes.

Since this game was never intended to be moldable it is harder than other games. Both for mod users and mod makers.

That is the entire point of gamma, ppl want a modded anomaly with out doing the work of getting mods to working together themselves.

A side effect of this is that adding more mods to gamma is even harder because there are many mods making changes to to the game and other mods.

spice pilot
simple scaffold
#

I would have to be at my computer with gamma installed and then add your mods to have a chance in heck to be able to tell you exactly what files you need to change. A modder tha primarily mods gamma might know where to look quicker than I would.

Considering i would first have to install gamma and don't actually want to. (I prefer a much simpler mod list)

spice pilot
potent delta
#

Modding is in fact quite difficult, but once you learn some of the tricks required the rest sort of start to make sense.

#

It's very much a spaghetti code style of modding.

#

Less directly modding and more tricking the engine into letting us tinker with it. KekSkew

surreal gust
potent delta
#

Or be like me, and make guns by copying base gun .ltx files and fucking with things until it works. KekSkew

#

And bullying Raven and Juan and Burn into helping you figure out how to make custom magazines work for your guns.

surreal gust
#

Like how tf do a bunch of words even make sense

#

And where tf do you even start from

potent delta
#

To be fair, coding is less knowledge of STALKER itself and more knowledge of LUA.

surreal gust
#

I hate lua

potent delta
#

You need to know how luascript works, and THEN you can work on learning how it interacts with stalker.

surreal gust
#

It's shit

#

It sucks

#

And a waste of time

potent delta
#

Hence why any mod I ever make will just be .ltx and .xml files. I will never make a script. KekSkew

spice pilot
potent delta
#
  1. No clue how and 2) way too much work.
surreal gust
#

These people use scripts to spawn dynamic objects, but never do it with the intended way.

urban scaffold
#

can someone help me? I made a new armor, based on the hybrid suit, and everything is working as intended, BUT i can't seem to get the inventory icon right. It shows the black seva suit instead of the hybrid Icon (one without the helmet)

#

I tried copying everything over from the "hybrid_outfit" in the seva ltx, but i guess it was changed along the way during development and the icon is grabbed from somewhere else

potent delta
#

It should have a direct read-out of what file it's specifically trying to pull the icon from. Anomaly/config/etc etc

#

I think in this case it would be gamedata/textures/ui, and then whatever the name of the armor is as a .dds file.

#

For example, the ExoSEVA mod uses custom icons, and they store the icons in gamedata/textures/ui/exoseva_icons.dds

#

So if there is already an armor that points to the helmetless version you want to use, find it, find the location of its icons.dds file, and make the armor you are making point to that for its icon as well.

#

As well as finding what x and y that armor uses so it points to the right icon in that file.

#

Having the wrong x and y (and also wrong values for icon grid size 1x1, 1x2, 2x1, 2x2, etc) is how you get jumbled icons that have parts of other icons clipping into it and stuff. KekSkew

urban scaffold
#

thank you, gonna try that. since the original hybrid armor got these coordinates, but when i copied them, it gave me the seva (which made me think that the icons got modified by some other file mabye), like i mentioned. gotta go doggin around until i find it

potent delta
spice pilot
#

What is the name of what gives you the ability to wear a fancy helmet and backpack while wearing an exoskeleton? Or where can I fix this?

urban scaffold
#

ah, just realized i need to unpack everything, thats why there's no texture folders, gotta start up the unpacker anew.

potent delta
potent delta
#

outfit restrictions [x] (underscores instead of spaces, discord's system for italics is dumb)
x = 1, 2, or 3.

#

3 lets you use a helmet and a backpack.

#

I believe 1 is the 'standard' exo restrictions, no helmet and no backpack. 2 is just no helmet.

#

I could have that backwards.

urban scaffold
urban scaffold
#

I made my scientific suit able to have a helmet by deleting the restricitons

potent delta
#

Open it with notepad (or notepad++, recommended) and edit the line at the top.

spice pilot
potent delta
potent delta
urban scaffold
potent delta
#

If you REALLY have a hard time finding what mod handles the armor, the next best thing is to enable debug mode, open the item spawner in-game, find the armor in there, hover over it so you can see what the armor's filee name is (green text, usually will be "st o [armorname]" with underscores instead of spaces) and then type that into the search bar on the bottom right of MO2, which will show you that file and list the highest priority mod that is providing it.

spice pilot
potent delta
potent delta
#

Or whatever it's called in the base anomaly directory. I'm not sure. KekSkew

#

Should still be under gamedata\configs\items\outfits

spice pilot
urban scaffold
potent delta
#

Speaking of floating suppressors... @naive snow
Can you give me a quick and dirty on the best way to fix that? Preferably something that isn't 'change a number by like 2 values and reload the game, repeat' kekcry

#

I'm curious if the "silencer_x" and "silencer_y" are actually where they're drawn on the gun's icon... or if that's where the icon for the silencer itself is pointing to on the icons grid.

#

...or if that's where it is on the actual view model. KekSkew

ocean spruce
#

Is there a way to easily blacklist guns from loot/stashes/traders etc. with one file, or do i have to dltx each file?

potent delta
ocean spruce
#

gonna be funKekStressed

potent delta
#

A lot of modding for weapons is tedious unfortunately. Like making updates to even just one scope means making a new model for every gun that can use that scope.

naive snow
vague knoll
#

can anyone point me in the direction of the script that takes care of cooking in gamma? like the one that allows you to use the stove or better yet, the one that allows you to use the blue cooking thing (which for whatever reason I can't remmeber the name of rn)

#

I'm looking through the files here but shrug

potent delta
naive snow
potent delta
#

So I'd need to find that file and make a copy of it for my mod too, then? thonk

#

Or just add my weapon to it.

fair canopy
#

Just add more zs to your dltx

naive snow
#

Not really, you can just find the x and y value in there and add it to your ltx since there's no dltx playing with your sections. Yet

random fulcrum
#

z stackers should be shot

fair canopy
#

The z wars

potent delta
#

Making a mod_system_tiskar_attachment_alignment.ltx in my mod's configs directory and doing this oughta dltx the stuff properly, right?

#

I literally copied the ump45 stuff already in the base alignment mod's .ltx and replaced ump45 with ump357.

fair canopy
#

Since it's a new section just do it directly in your ltx

#

Then copy paste the settings from the ump

potent delta
# fair canopy Then copy paste the settings from the ump

My .ltx is literally the base ump45 .ltx with names changed and a few details swapped to use .357 rounds. That's it. KekSkew
I looked real quick and the only part that had a place for suppressor placement is the base weapon, none of the scope versions had silencer placement options. I assume doing it this way will make sure it's in the right spot, regardless of what sight you have on it.

#

Okay. Ironically, it worked. But for some reason, when I take the sight off it's misaligned again. KekSkew

fair canopy
#

Copy paste tge numbers from attachment alignment into your new weapon

#

Not from the base ump ltx

potent delta
#

Wait, I think I figured out the issue. Lemme refresh my ini and refresh the game (thank you debug) and double check.

#

...okay, it fixed the misalignment (for the most part) but... now the sight is on the icon even when it's not. I think I accidentally changed where it's drawing the icon from, not where the icon's alignment is. Whoops.

naive snow
#

You are making this waay harder than it needs to be.
Just find the UMP entry in the current mod system that exists for icon layers placement. Copy the X and Y value to your new ump ltx. Place those in the parent section of the file. The scope sections will inherit those values too.

#

You don't need to package a new mod_system with your mod or anything

potent delta
#

What do you mean by that? Like, the entire list that's there? And just put it whole hog into the top section? If you mean just the initial x and y value, I did that already and it's still misaligned.
Sorry, I'm dense and my brain is extra foggy today to boot so I'm probably going to miss easy stuff.

#

The attachment mod has silencer placements for all of the sighted versions and whatnot, but the weapon's base .ltx file does not. Only the default silencer placement (which I also changed according to the attachment mod's number, but it's still misaligned).

#

I'm confused as to what part of the attachment mod I am supposed to copy, and where I am supposed to put it.

naive snow
#

Remove any and all mentions of silencer_x and silencer_Y in the scope sections

#

the licon_layer_x and licon_layer_y are for the scope placements. You could copy those too to their respective scope sections if you wanted I guess

potent delta
#

Alright. That's what I did, what you showed there. x = 181, y = 6

#

So I'm confused why it's misaligned. kekcry

#

It lines up for the scoped variants just fine, but once you take the scope off of the gun the icon for the gun shifts to the left and the silencer stops being lined up.

urban scaffold
potent delta
urban scaffold
#

i replied to the qrong thing....anyway, you remember me from a few hours ago?`the hybrid suit guy

urban scaffold
naive snow
#

Ah yeah I overwrote the silencer placement per-scope I guess
![wpn_ump45_acog]
silencer_x = 180
silencer_y = 4.9
![wpn_ump45_eot]
silencer_x = 180
silencer_y = 4.9
![wpn_ump45_ac10632]
silencer_x = 180
silencer_y = 4.9

potent delta
potent delta
naive snow
potent delta
#

I have zero clue what that means. KekSkew

naive snow
#

If you want to use the same atlas as the current UMP45, stick to using whatever's already there

naive snow
#

that's an atlas

potent delta
#

Ah. Gotcha.

#

Well like I mentioned, I didn't change anything in the .ltx other than the names it points to from ump45 to ump357, save for things like the icon files and whatnot so that it still uses the basic UMP45 icons.

naive snow
#

Then you should be able to use the same icon layer repositions for scopes and silencers

fair canopy
#

You can do decimal incrementa?

naive snow
potent delta
#

That's why I was curious if copying them from the current file and just changing the names from ump45 to ump357 would do the trick, but when did that it didn't fix the alignment for the non-scoped gun, just the scoped versions. kekl

naive snow
#

Of course it wouldn't. No icon reposition mods account for a ump357

#

If your gun had inheritted from the UMP45, then you would have been fine

#

Since your gun is a whole new entity and parent, it doesn't get shit from reposition mods whatsoever

potent delta
#

This is what I meant.

#

It's the exact same values as the base ump45 from the alignment mod.

#

I even went as far as to make sure my gun's default silencer location was the same as there, to be sure.

#

This could potentially mean the base ump45's silencer is misaligned if it doesn't have a scope?

#

...it is. kekcry

urban scaffold
# potent delta Ah. Gotcha.

Hah, you'd never would've guessed, or maybe you would. As you know, the Hybrid armor exists in the base anomaly game (with a helmet) and in the base ltx you can change values, like artifats count and ther stuff BUT i found another file in GAMMA Armors no integrated helmet where there's also an ltx file with some stats that seem to override some base stats (but not artifact count, for example) hence my edits were only working partly and why i cant get the icon to work. MO2 shows no conflicts though, thats why i never found it until now

potent delta
#

Though ironically it's more misaligned than the ump357's is.

potent delta
urban scaffold
#

Dear god, I remember now how much I hated fiddling with this stuff all those years ago...

potent delta
#

Left is UMP45, right is UMP357.

urban scaffold
potent delta
naive snow
#

The current gun atlas might have shifted over since december, I haven't been keeping up with the updates, so stuff might be misalligned, again

urban scaffold
#

thanks for the help so far

potent delta
naive snow
#

Your UMP is its own parent entity, it doesn't inherrit anything from the normal UMP45

potent delta
#

So copy those values for the dltx edit I made. Gotcha.
Still not sure where I would put all of the scope edits if I wanted to put all of the stuff into my gun's .ltx file itself without needing to piggyback off of your mod's files.

naive snow
#

Get that out of your head. The only dltx should be for adding it to npc loadouts and trader stores. That's it

#

Its nonesense to use a DLTX for icon alignment when your whole thing is a unique entity

potent delta
#

Alright. So I have your file you just sent me. What exactly, step by step, do I have to copy to my own gun's .ltx file for the whole thing, scopes and all, to have the repositions?

naive snow
#

Open up my file, find where the wpn_ump45 section starts

#

row 462

potent delta
#

Yep, already there.

naive snow
#

copy the silencer_x and silencer_y to your UMP357 ltx file (line 83, 84)

#

You can probably use the ump45_camo values for setting up the ac10632 scope alignment X & Y

potent delta
#

ump45_camo? I don't see that anywhere. KekSkew

naive snow
#

Oups, ump45_custom

#

Camo is another file of mine, my bad

potent delta
#

All good.

naive snow
#

Paste those in their respective scope sections and voila

potent delta
#

I did delete the custom section from the .ltx when I made my gun since I didn't intend to have a second version of it anywhere. Not sure how I would use that as a way to change the alignments for the scopes themselves but yeah, what you just posted there I assumed is what I would have to do for scope alignment. Was hoping it would be easier, but... Gotta do what I gotta do I guess. KekSkew

naive snow
#

Basically, ever scope section should have a licon_layer_x and licon_layer_y

naive snow
#

So you have a rough ball park of the X and Y

#

If ever the silencer is off on the scopes, you can just add a silencer_x and silencer_y parameter in your scope sections

#

That will override whatever the silencer_x and silencer_y was in your parent section, ump357

#

I still don't understand why you simply didn't make the UMP357 a simple variant of the base UMP45, you're busting your balls so much for absolutely nothing

potent delta
#

To be fair, I had literally no clue how anything worked when I started on it. I figured copying an existing gun and changing the .ltx around would be the easiest way to do it. KekSkew

naive snow
potent delta
#

That tracks for me I guess. End up making things harder for myself trying to guess the easiest way. death

naive snow
#

But hey, now you've learned a whole bunch of things. The power of FAFO

fair canopy
#

Making a clone with different ammo is super easy once you learn the little tricks

#

Inheritance also makes things easy assuming what you're pointing to is always the same as you intend it to be

naive snow
#

Gun variants are basically all mini-dltx packaged in the same ltx file

fair canopy
naive snow
potent delta
#

Okay, uh... what controls where the gun itself is in the slot when you put a scope on it? Like, for example, the gun is more to the left of center with no sight, or most of the sights attached, but some of the sights make the gun itself more to the actual center of the slot instead.

#

What line dictates that?

naive snow
#

Nothing, the icon is just placed that way, there's no X or Y to shift it to one side or the other

naive snow
potent delta
#

The March-F scope is the same position as no scope at all, but the ac scope puts it more to the center.

potent delta
#

Those are all I have by them, and they're base Gamma I'm pretty sure.

naive snow
# potent delta

I thikn it's either packaged in the item UI imporvements latest or the QoL

potent delta
#

So is this something I want to disable? thonk

naive snow
#

No, it's something you need to account for and add I believe to a section

urban scaffold
#

@potent delta HAH! Success, I did it. I took the other way around and added a "link" to my armor in the respective GAMMA modfolder, which now overwrites the icon and stuff as it should, and i got my icon. I have no idea how it works or how it points to the correct icon in the dds file, since i cant find any coordinates, and the "inv_grid_x = 6" is the same for many other armors in the ltx, but it works. MAGIC I tell you! Thanks again for the help, would have taken me ages if not for your pointers!

potent delta
#

I am about as fresh as they come in regards to modders.

#

The 'Item UI Improvements' does in fact have a script called 'scale equipped guns'.

#

I assume that's what's making it different depending on the attachment?

naive snow
#

Yeah that'll scale the gun to fit in the box

#

with whatever silencer is slapped on

#

AH I think I might have found why. There's probably a DLTX that changes the inv_grid_x and inv_grid_y of the UMP45 so it's not kicking in for your gun

potent delta
#

I mean, it's just 0 and 0 for my gun.

naive snow
#

No you have garbage values right now in your scopes sections

potent delta
#

Fairly certain the values you're looking at are the actual offset of the gun itself for the viewmodel, not any inventory values.

naive snow
potent delta
#

That's what it's been for mine the whole time.

#

I didn't change any of those when I edited the gun's files.

naive snow
#

Yeah but that's probably your issue, it's shifting the gun position on the atlas

potent delta
#

Hm... I tried potentially making the inv grid 0 2 instead of 0 0 and it did make it more centered... but it also made the icon a ump45 with a silencer attached. I can't just change where it lines up in the inventory box itself. kekcry

naive snow
#

I told you, you can't shift a weapon around in the box. Theres no ltx parameter for that

#

The X and Y of the inv grid simply pick a spot on the big gun atlas

#

If those are mis-aligned, the gun will be misaligned

potent delta
#

I would have to manually go into the .dds file and move the icon more to the right in order to center it I assume.

naive snow
#

You can't nudge it

#

Yeah or account for that offset with the silencer placement

potent delta
#

Working on that as we speak. Thankfully the silencer x and y CAN go into the negatives.

naive snow
#

Yeah a lot of scopes are in the Y-

potent delta
#

Also I figured out how to reload .ltx changes while in-game.

#

The issue is that numpad 0 is bound to both refresh ini AND npc logic execute. I guess hitting it tries to do both at once and ctds me. death

naive snow
#

Yeah see, the gun atlas has baked in scopes and silencer on/off

#

So since the attachements are just slapped on with layers instead now, you might want to point every inv_grid to be 0 x and 0 y

#

So it's always pointing to that base naked model

potent delta
#

...oooohhhh. I get it. I get why some scopes move the gun and some don't.

#

The scopes that have their name on the icon are just being placed on top of the base gun's settings.

#

So their silencers are lined up if the base gun's are.

#

But the ones that don't have their names show on the icon when equipped are using the baked icons with the attachments.

#

Which are scaled differently.

naive snow
#

Yeah, attachments like silencers and scopes are done in a layer maner, the png is slapped on top and shifted around on the base gun texture

#

You should move everything to a unified system, so scrap the baked in ones, make them layers too

potent delta
#

Now my question is... do 1icon layers exist for the acog, ac10632, and eot?

naive snow
#

They do

potent delta
#

Those are the 3 that use the baked icons.

#

So if I gave them 1icon_layer = acog I could then x and y those to line them up, and they'd use the default gun's placement?

naive snow
#

If you set the inv_grid_x and inv_grid_y to 0 yeah

potent delta
#

Alright, moment of truth.

#

Yeah, it works. Now I uh... gotta make the sights line up properly. KekSkew

#

Ah, wait, no I know what I did wrong.

naive snow
potent delta
#

I dun goof'd and put 1icon layer x and then... 1icon layer x death
No layer y

naive snow
potent delta
#

I might go into the .dds and nudge the naked gun over a smidge just so the bigger scopes don't trail off of the inventory screen. KekSkew

naive snow
potent delta
#

I know. I did it already with the magazines for the glock, since the extended mag uses an edited texture.

fair canopy
#

What kind of mad man would do a silencer variant as well?

potent delta
#

Might give me the oomph needed to actually make the ump357's extended mag have a unique texture as well.

naive snow
potent delta
#

It's all still based off of the OG trilogy's fileesystem.

#

Y'know how when you don't parent a gun, any scoped variant becomes its own separate gun in the debug menu? Yeah, that's how things used to have to be no matter what. death

naive snow
#

@fair canopy Looking at the C96, did Bert pick the LOD model over the actual model of the gun? That shit is hard to look at holy balls

fair canopy
potent delta
#

Well, the icons are working properly now, both with and without a silencer. FeelsGoodMan

#

Though for some reaosn the march-f by itself is a little different than the march-f that comes with the leopuld rmr set.

fair canopy
potent delta
#

Ah, it's set to 76 and -21 whereas the leopuld variant was 80 and -21. Fixed. Chadge

#

For the time being I don't think I will fiddle with the .dds file. Mostly because my brain feels like smashed potatoes.

#

But I will upload the update to the files.

#

@naive snow Thank you for helping me again. I know I can be really dense and probably frustrating to work with, but I super appreciate it. I hope I can help others in the future with the stuff you've helped me learn.

naive snow
old berry
naive snow
#

The w_c96.dx90.vtx

old berry
#

idk much about how source works tbh

naive snow
#

Oh those are just file descriptors, nevermind

#

Yeah the basic model is hella rough, the C_c96

#

I guess I could edit out the current mauser, remove the bottom section, fix up the mag, add the firemode switch and the stock

naive snow
#

@old berry Yeah the body shape of the side for the firing selector isn't the same either...

#

I guess you could push it further back towards the handle like I'm doing right now

old berry
#

oh my fucking god

#

i just realized something

#

billwa didnt get the model from day of defeat but from day of infamy

celest forge
old berry
naive snow
#

Is there a mauser c96 model with stock in that one?

old berry
#

yeah

#

getting it rn

celest forge
#

If I would've picked, I would've grabbed the model from Battlefield 1

#

ngl

old berry
#

idk if there is a model already extracted from it though

naive snow
#

Or do you still want to do the components transfer?

old berry
#

idk either would work really so i guess its up to you

naive snow
#

The component transfer, if you want to keep the frontal hand guard would be a pain honestly

#

Plus this model doesn't have holes unlike the other one

#

Same-ish kind of textures too

old berry
#

oh yeah gonna have to remove the hand guard

#

i guess transfer would work best

naive snow
#

I'll try first to just do the normal correction via a transfer from the first Mauser, that might be enough

#

The hand guard is simply added on, we can remove it easily

#

You can transfer over your existing armature and add in the magazine bones

sacred socket
#

What traders sell guns when you enable black market?

naive snow
sacred socket
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I was directed to here๐Ÿ™ƒ

simple scaffold
sacred socket
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No they might have just sent the wrong # accidentally

fair inlet
surreal gust
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It uses the all.spawn method.

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Also uses a BAIN installer, this should fix your crash with gamma.

vernal cypress
#

Does anyone know the script that disallow you to use tech guy's service, i found the upgrade crafting way too tedious for me to do. I would rather to bleed money on it instead of chasing down few parts i missed and craft even more specific repair kit to just burn for upgrade kit craft

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nvm, i found it

open oasis
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hi folks, i have been working on a helmet cam """mod""" that is essentially just a weapon reposition + a cool little shader and i was wondering if there was a better way to go about making it?

maybe attaching the camera to a different point on the character (as in the helmet) with a script is a possibility? or would i actually have to go and reposition the hundreds of weapons the game has on offer?

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thanks in advance

old berry
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you potentially could change the position of the fixed 3rd person camera, but idk if thats possible

open oasis
#

i tried using the third person camera but it clips through the character if it's anywhere near it

fathom garden
#

ัƒั‚ั€ะพ ะฒะตั‡ะตั€ ะปัŽะดัะผ ะดะพะฑั€ั‹ะผ, ะปะพะณะธ ั ะพัˆะธะฑะบะพะน ะธะฝะฒะฐะปะธะด ั€ะตะถั‚ะต ะฟะพัะปะตะดะฝะธะน ัะตะนะฒ ะฝัƒ ะธะปะธ ะดะพ ะบะฑ ัะฝะธะทัƒ ะธ ะฟั€ะธัั‹ะปะฐะนั‚ะต https://discord.com/channels/912320241713958912/934064112760139836

hard nest
fathom garden
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ะผะฝะต ะบัั‚ะฐ ะฟะพั„ะธะบ ะฝะฐ ะพัˆะธะฟะบัƒ, ั ัะปั‹ัˆะฐะป ั‚ัƒั‚ ะบั‚ะพั‚ะพ ะธั‰ะตั‚ ะพั‚ะฒะตั‚ั‹, ะธ ะฟะพะบะฐ ะตัั‚ัŒ ะฒั€ะตะผั

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ัƒ ะฒะฐั ะดะพั„ะธะณะฐ, ะผะฐะปะพ ะฒั€ะตะผะตะฝะธ ะผะพะถะตั‚ ะฑั‹ั‚ัŒ ัƒ ะผะตะฝั

fathom garden
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20:48 ะฑั‹ะปะพ 36 ัั‚ะฐะปะพ 35, ะบั‚ะพ ั‚ะพ ะฟะตั€ะตะดัƒะผะฐะป?

undone radish
#

How does the artifact melter classify items? I'd like to try and add some items to it (namely the mutant pelts). In related fashion, the crafting of artifacts into other artifacts, is that anything special to make them average their strengths together or can I just make up a recipe? awoothink

full vessel
#

Would anyone happen to know how to identify burner anomalies so they can be recognized by Cold System? Currently they do not count as warm.

open oasis
surreal gust
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iirc, it's classified as a "weapon"

unreal leaf
#

Does anyone here have any documentation or research on what happens in ternally when Busy hands occurs? Like. I am just very curious about how this bug works. and why a solution besides "avoid triggering the bug" has never been found for it.
From my understanding (and this is a very naive guess) Some actions, like playing animations, flip a bool that prevents you from doing certain actions while the animation is playing, and for some reason, this variable isnt flipped back when the animation finishes playing. If something like this is really the cause of the bug, that sounds like a pretty simple solution to me. But I am guessing I am totally wrong, tis why I wanna learn more

neat stone
unreal leaf
tired dragon
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I guess because when it happens you usually can't do any animations or anything, like your characters hands are busy

random fulcrum
#

and fdda being a mod that makes your character use his hands for animations

hearty terrace
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Hey y'all. Was wondering if STEALTH 2.31 mod was working fine alongside GAMMAs atmospherics+SSS

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read it could become wonky due to general ilumination/weather tweaks not from vanilla anomaly

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i saw the bot redirecting to that mod when usidng the stealth command but i just wanted to know if anyone had experience with it (sorry if its the wrong channel)

tired dragon
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im fairly sure stealth 2.31 is part of gamma

slow bolt
# unreal leaf Does anyone here have any documentation or research on what happens in ternally ...

Xray's lua version has error checking disabled, so you can do anything, even if you are wrong. The engine wont spit out an error - instead that script or function will silently fail and stop working(unless it causes game crash). Busyhands(or one of the types) is when one of the main handlers crashes in that manner, rendering a lot of scripts that rely on time events - unable to complete. Scripts themselves dont crash - they just... wait forever. Other busyhands type is when the system fails. In that case scripts like Voiced Actor can detect it, as they ask game script what faction you are. And if that script dies - it cant be accessed - game crashes.

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I am not an "expert" at all, so if you want more and correct - you can read the description of busyhands watchdog sent above

hearty terrace
# tired dragon

Tank you! it seems like it's the same mod, the different naming confused me. Appreciate ur help

fair inlet
hearty terrace
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that's good info right there! I guess it all comes up to the only solution i was trying to avoid.... i just need to git gud

storm slate
#

How to put an image on a poster? My poster is just white(

unreal leaf
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Though it does feel like if the main issue here is that these loops just hang. Wouldnt it be possible to restart the loops after a certain amount of time passes?

lofty flicker
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im trying to add my own armour and weapons to the game as a personal mod, how would i use mcm with it and powered exos so it doesnt use vanilla keybinds and icons/textures

naive snow
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Adding in new guns doesn't really require MCM at all

lofty flicker
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yeah, instead of using vanilla, i need them to use the keybinds gamma already has set
i tried it already and keys interfere

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its not the guns really, i just mentioned them no clue why
its the armor and the textures for them and the keybinds along with their behavior

naive snow
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You probably need to point your armor to interact with the powered exo mod. Probably a file that holds a list of armors that are considered powered unless it's straight into the armor ltx description

lofty flicker
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my armor accepts the powered exo psu but the power drain is off

naive snow
#

What did you set it to?

lofty flicker
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its default at 0.1 but it dreams incredibly fast even without using the powerup

naive snow
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And yeah looks like you need to inject or patch in your model with the powered exo mod

lofty flicker
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alright thx, what about the helmetless textures for them? i looked in cr1sp1s mod but no file to add to

naive snow
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Probably have to check the mod_system for GAMMA Armors no integrated helmet mod

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They all point to a new icon atlas with armors no helmets. Use the same or something similar for your own

lofty flicker
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alright thx bro

open oasis
urban scaffold
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does anyone know where the bonus carryweight of the nosorogs is stored? I changed the values in the nosorog.ltx from my unpacked data folder, but it doesn''t reflect ingame, tried searching but couldn't find any other mod that modifies them. Or maybe I''m doing something wrong? I modified and added armors before, sometimes, other mods changed values for resistance and stuff, which i was able to sniff out, but not for the nosorog.

magic zodiac
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Hmmm I think that's the weight of the armors though

urban scaffold
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just checking, but yeah, seems like

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yep, checked that one already. Gonna try a different approach, maybe I'll figure it out

magic zodiac
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try adding this lines for any outfit inside that file
additional_inventory_weight = 32
additional_inventory_weight2 = 32

where 32 is the bonus carry weight in kg, put a number of your choice and see if it works

#

Make a backup or something beforehand lmao

urban scaffold
#

that's a nice idea, since the file overwrites the weight, and maybe, just maybe if it's in teh right position in the loadorder, it might override the bonus weight as well, good idea.

urban scaffold
magic zodiac
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Welcome to modding hahahah, just keep track of the changes you apply and where exactly you fuck around

urban scaffold
mellow oriole
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(the oncoming stroke is imminent)

urban scaffold
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At least modding this game and editing stuff is less taxing on my heartrate than trying to create stuff in UE4

mellow oriole
#

my first game creation experience in a premade engine was in UE4, i feel you

#

least intuitive "intuitive-looking" UI ever

urban scaffold
mellow oriole
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my current to-do list to learn:
learn how to modify AI (not overall, individual entity behavior, such as chimeras, boars, etc)
learn how to modify AI spawns
learn mechanics for creating "mutant nests" (might borrow a bit from MSO)
learn mechanics for making new mutant hunt quests
learn how to compile & add new maps

mellow oriole
urban scaffold
mellow oriole
#

if i learn i will take this power and make the most cursed shit humanly possible

ivory pebble
#

Guys do you know where exactly the file(s) for the item use amount values are?

full vessel
ivory pebble
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i wanted to edit everything pretty much so it matches with the FDAD aminations in terms of amount

full vessel
#

File structure will be
[whatever root you're using, gamedata, unpacked, bla bla bla]\configs\items\items then find the matching ltx file

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Value to edit in said file will be "max_uses"

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Vodka for example is 3 max_uses

ivory pebble
full vessel
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Just ctrl + F for "max_use"

ivory pebble
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true

full vessel
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Adjust files as necessary

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It'll probably be pills and cigarettes and stuff you'll be after

ivory pebble
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ye

full vessel
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Medical and drugs and drink (cigarettes are stored in drink don't ask questions)

ivory pebble
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yeah ive been looking through the mod folder for about 2 hours now

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like, i found stuff in the medications rebalance folder, but there was no max amount (sorry if this sounds stupid this is the first time im trying to mod the game)

lofty flicker
ivory pebble
lofty flicker
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i can just edit the ltx for you if you want, what all you want added to max uses and what values

ivory pebble
lofty flicker
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okay

ivory pebble
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i wanna do that on my own

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(i like modding)

lofty flicker
#

you have everything unpacked?

ivory pebble
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or wdym

lofty flicker
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the unpacker tool

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in in anomaly directory not gamma, can use those files to make your own "mod" with the values then add it to mods folder in gamma

lofty flicker
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ok

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this is the directory youre looking for

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make a new folder somewhere, add your file paths like gamedata/configs/items/items
for the values, thats all youll need i believe
then add your modified files to the folder in correct path then add to gamma/mods

ivory pebble
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alright i think i can do that

lofty flicker
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alr cool

spice pilot
#

Why don't all BaS body kits have any signature? Is there some mod that adds them?

random fulcrum
#

what is bro talking about

spice pilot
random fulcrum
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do you mean the (BaS) tag near the item's name

celest forge
#

Pretty sure that's some icon's mod yeah

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that's not "vanilla" BaS

spice pilot
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How then can you add body kit names to the icons?..

spice pilot
random fulcrum
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there are no vanilla body kits

spice pilot
#

In the vanilla anomaly there are no body kits, but there are sights.

random fulcrum
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skull emoji

spice pilot
#

Okay, there's no point in writing here.

celest forge
#

That is surely an option in whatever icon mod GAMMA uses

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I think Cr3pis'

naive snow
#

Do you have a screenshot of what you're talking about? It's hard to understand

random fulcrum
#

ah those are baked to the icon

naive snow
celest forge
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Ah, the thing is that Maid's icons don't touch BaS icons

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I don't think so atleast

spice pilot
naive snow
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I have no idea what that font is

spice pilot
naive snow
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Or override to use the default GAMMA one for the bas scopes and attachment

full vessel
#

Lads, trying to add a new feature to Cold System, how would I add burner / thermal field anomalies to the list of "hot" entities?

naive snow
celest forge
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What are those yellow cards

naive snow
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Unused stuff, literally the name is Unused stuff

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Probably some legacy lab key card thingy

naive snow
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Might be also dummy items for scripts or whatnot

spice pilot
naive snow
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Find the mod_system responsible for it

spice pilot
# naive snow In your Maid's mod

I understand, but exactly where?.. (If anything, I know that there is a mod in the directory, but I donโ€™t know exactly where)

naive snow
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Just double click on the maids mod and check the FileTree tab, find the mod_system_maidXXX for what you want

naive snow
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What do you mean deleted?

spice pilot
naive snow
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But that's not even the right one

spice pilot
naive snow
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Plus you could have simply enabled the module for BaS compatibility in Maids

spice pilot
naive snow
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Like maids has a full compatibility patch

naive snow
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Those two handle attachments

spice pilot
naive snow
spice pilot
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If I write to support, they will kill me.

naive snow
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Well then head off to the anomaly server and ask in there instead

spice pilot
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NO PLEASE

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@naive snow I looked at the Maid Icons textures and realized that it only gives these inscriptions near the body kits to vanilla sights and silencers, but not to BaS. Sadness

naive snow
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or the Item Ui Imporvements mod

spice pilot
naive snow
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But that's the item overlay thing

spice pilot
naive snow
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Like I said, if you want proper help, use the channels in the Anomaly discord. This isn't the place, it's not a support channel, it's for talking about making mods.

surreal gust
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Random scale and rotation was used in every tree model.

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Scale multiplier ranges from 0.8 to 1.3.

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Random rotation ranged from -180 to 180 in Z axis.

steady apex
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speedtree at home:

surreal gust
#

real

near crane
#

not a mod maker but it would be cool if someone could make a mod where you can ask your companions to idk like โ€œguard baseโ€ when near a camp fire and theyโ€™ll sit around and play guitar and that for a little more immersion as itโ€™s weird that while siting at a camp fire your guys are starting at you from behind

neon kite
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Curious, I would like to look around to editing certain values on helmets. Now im very basic level in terms of "modding" if you can even call it that. Just editing ltx file values etc, Where would I need to go to find the files for the armors/guns/etc in your opinion? So far ive been kinda just doing it by just looking at whatever mod someones releases properties that are editing such things and kinda just piggybacking off that. But this means if its something else then im stuck. I think these files for the basic things are somewhere in the base anomaly folders so Ill keep looking. Thanks!

urban scaffold
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and as for the helmets, like you said, you gotta check the mods that added them, also, for certain outfits, they get overwritten by other mods, like the mod_system_g_a_m_m_a_no_integrated_helmets....., which won't show up as a conflict in MO2, so you gotta check manually sometimes, it's far easier to copy an outfit or helmet of your choice, inside the ltx, add a _1 or something behind it and put everythign in a new mod folder

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or leave it inside the old folder, whis way you can also use the icons, if the mod itself provides unique ones

neon kite
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thanks bro, your da goat

pulsar gorge
#

Hey guys, what weapon parameter is responsible for accuracy in the configs?

random fulcrum
#

fire_dispersion

fathom garden
boreal parcel
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guys does anyone know how to remove beowulf ammo because its just useless didnt have any use and its annoying popping up on a trader. i didnt know the mod that adds this type of ammo. does anyone know?

tawny stream
fathom garden
boreal parcel
slow bolt
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and there should be guns using it

boreal parcel
# slow bolt logically, its from UGP

i see i thought it was a useless ammo because it didnt have damage only its description and the icon is different since ugp uses crisp bullet icons

fair canopy
#

That info has to be added to the description. It's not automatically generated in it

boreal parcel
fair canopy
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I would post this in the 50 beowolf thread and ask him to ass damage info

tawny stream
fair canopy
#

Ass damage should always be maximum

fathom wagon
fathom wagon
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It is because GAMMA divides AP values on ammo by 10 in the files to avoid multi-hits from over-penetration, then multiplies it by 10 in the damage calculations to give it its original value back.

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So, the .50 Beowulf ammo needs its stats in its file to be divided by 10 to avoid you one-shotting peeps and enemies basically ignoring all of your armor

boreal parcel
#

i would love to disable these beowulf rounds and the gun itself but i dont know the mod.

fathom wagon
#

That has to come from UGP or the standalone .50 Beowulf mod.

tawny stream
#

If it's in UGP, it'll have a numbered entry in MO2 you should be able to just uncheck.

celest forge
#

@jade oxide I would rather if you kept your comments to yourself, thanks ๐Ÿ‘