#╙🖇mods-making-discussion
1 messages · Page 59 of 1
On my 1887 mod in moddb
yes, and so ?
ah...what I need to do with textures? It seems like I'm doing everything right, but they're still gray
post a honest review. What are you trying to do ? 🤔
Not asking you
do i need your permission ?
No, i'm just asking you
and i'm not complying
I'm making a new weapon, I'm trying to make a normal texture from the source, but it always turns gray
🤷
Is this a new texture or are you using another weapon as base
It's hard to tell from the screenshots tbh
several people have already explained to me what to do and how to do it, they say that they did it right, but there is no result
But it shouldn't be gray...
If you sent the texture maybe someone could help ya out
Hi, I know i'm gonna be ignored and I am not a mod creator but I feel like someone should make a mod about the new ak-12 from 2023, it looks like that new model solved a lot of the problems with the original one (not that it matters in stalker) and it looks really good.
Hi, I couldn't find anything with quick search but is there any link to start learning gamma modding? I'd like to make some mods
Check pins
umm, what? I'm not really used to discord ui
okay, I managed to figure out what pins are, took me some time.
https://youtu.be/u8crq79zMfs To anyone interested in how to add scopes to guns that don't have em'. I made a little tutorial
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Lacks spanish accent, 0/10 will not listen to
Nah I want to feel the churros down the throat accent
This ain't it
It's like 95% proper english. Where are the butchered words ?
English is like the easiest language
I wish my english was 95% proper lol
I'm working with third party spanish people, your accent is waaaaay okay. Don't worry
Infinitely better than AI voice of any kind.
Eh, I've heard thicker
And even if someone's got terrible English listening skills, Youtube CC works fine-ish
Great tutorial, and you sound like a nice guy. I can barely tell you have an accent.
looking forward to an animation tutorial, that would definitely help newcomers who want to start animation.

oh wow
are you talking about that DJ guy?
you've been a massive asset to the modding community, what the hell would compel someone to harass you over something like this
"It's constructive criticism."
Not at this point
I have no idea myself, people mad at Juan because I dunno.
I am grateful for your efforts
there's backstory to this but to hate on the guy to this day, after he came around big time and is actually putting serious effort into improving is beyond retarded
like what happened to that literal who that appeared in general the other day whose sole purpose in this server was to spite juan
Agree
Oh
Is this more of that "Juan did that thing that one time" bit
I guess nobody else ever did anything one time
Just be like #🚽сральня🚽
See new Juan post in #🤖new-anomaly-mods-on-moddb
Post horse gif
(I post the gif)
I think this time it's literally just a personal thing he has against me for some reason
That's true

I've thought about trolling people long term, but after like a minute I realize I don't care about them enough to bother. Why let someone else fuck with you so bad that you feel the need? I don't get it.
Is there a mod that stops NPCs from shooting through bushes?
Or at least not see through them
LEWD team? there's beef between modders as well?

yeah like almost everyone in the scene has something on grok
What grok did?
France
😂 based argument
grok caused the chernobyl meltdown 💀
what mod you're cooking? does it need handholding? Will you make a tutorial for it?
NPE. A mod framework to create in-game tutorials to guide new players
Just a preview that shows the user's experience
Work In Progress
S T A L K E R Anomaly
HOW DARE YOU
i cant wait until this gets posted to moddb and we see what people react to this
I am curious too 😄
Could potentially save the helpers tons of time by answering questions for people.
Even though the pda has a encyclopedia that has a lot of the information you need when starting but people never read it
how to reference the encyclopedia - good idea 😄
How to read [DIFFICULTY: IMPOSSIBLE]
As momo likes to say
Reading Comprehension Anomaly
@celest forge You're an incredibly prominent member of the community and have honestly done more for new modders as well as adding to the game in general than a lot of folks. I dunno what shit happened in the past but that's just that; the past. Just know that we all support you fully. 

That fucking first sound is a horrible choice, I fucking jumped in my chair
Got your attention tho
Gamma player's worst nightmare: Text jumpscare they have to read
Chimera about to jump you: Remember, you can A/D and circle strafe monsters! Try it out now
pda ping would work better tbh
Embedded video
been away from stalker for a bit but it seems GAMMA is pretty popular now. I'm the person who made Warfare, probably going to start working on a new Warfare V3 and idk may just use GAMMA as a base. Pretty much ever since I stopped working on Warfare I've been focusing on machine learning research and have had quite a bit of success with it, so at this point my goal is to make Warfare v3 using machine learning.
to facilitate that i wrote a python bridge script that offloads data to python via json and then has python write back via json with results, allowing use of pytorch etc
also my name is literally in the credits for anomaly so don't report me lmao the name literally comes from a jewish comedian
idk, i guess i was meaning that as a sort of question but never asked one. how active is the gamma community with modding and all that? it seems like it has gained in popularity as a pack
Daily posts pretty much and some useful members here and there
It is the most popular modpack. So there is that
base warfare on Anomaly instead of a modpack. It makes no sense to do anything else
realistically there will be minimal overlap in anything that would be specific to gamma
Still
Basing on Anomaly makes it compatbile out of the box with most
basing it on Gamma makes it compatible only with gamma
And Gamma doesnt even really support warfare, so
oh? didn't realize saw it was still in gamma so figured it wasn't messed with
so it doesn't work?
meaning bugs, crashes. All the fun stuff
well, good thing i'd be building it from the ground up then
although i'm surprised it would have that many crashes that wouldn't be in standard anomaly
Besides, Gamma is popular because of Youtubers and Streamers. Good branding and installation. Very little is actually popular because it is good.
@bleak stirrup G.A.M.M.A. isn't built with Warfare in mind and Warfare, per se, have bad perfomance, bugs, issues, etc., this is why it isn't recommended.
You can play it if you really want to, but forget about #🔨base-gamma-support, this channel support is only for G.A.M.M.A. vanilla (which basically means no extra stuff at all) and is also used by Grok for bug fixing.
Since G.A.M.M.A. vanilla doesn't use Warfare, you'll need to use #🔨modded-gamma-support.
that's... weird wording lol. i totally get not supporting it given its complexity, but it objectively is part of vanilla gamma lol
It is part of anomaly that is not touched by Gamma, when every other system is. So it makes sense
I've never had any crashes with Warfare myself, but I have had (I assume) bugs like raids that literally never end. Hundreds of Duty storming the Freedom occupied Yantar base, with no end. Not sure if they're based on time or kills but I seriously had so many corpses on the ground that I was losing 15-20 fps before I died to attrition and decided to hang it up. 
Saw multiple people in #🔨modded-gamma-support with crashes, so
When making any mod it is better to base it on the base version of whatever it is made for
Hate to say that I'm glad I'm not the only one cos it wasn't fun to experience, but at the same time it vindicates me.
I meant crashes tbh
a quick glance does show some that have been posted, but yeah warfare from anomaly was ported by the anomaly team not by me lol
But yeah, making it for base Anomaly, and then adding compatibility patches for gamma sounds best. Gamma itself doesn't receive complete updates that often so packaging it as a fomod with gamma as a box to tick could work.
so i think some things got a bit jumbled
anyways the point with writing a new version of warfare would be specifically to avoid crashes and for performance improvements
i built a system that offloads data to python via a lua script in the actor loop tha that reads input as well
so it moves warfare to an entirely different process. that and a new concept for limiting the overall area of operations of groups rather than having a faction operate on the entire zone
I do like the idea of gathering a force, attacking a base, and having another faction move in. Makes wandering the map more interesting because you never know what faction will be in a hot spot until you potentially get shot at. 
main reason tho is that i want to add in neural mutated GOAP
I can't remember, but I swear there was some mod that did something like. But that was a long time ago. I don't remember which one it was.
yeah warfare v2 which is in anomaly is a fucking hell of if statements
Using another code base that is
i think the only other faction war stuff was TFW for Clear Sky and then of course Clear Sky's vanilla faction wars
i think there were some simpler stuff but nothing that was like, actually taking and holding territory
I know that there's a cap on how many companions you can have. Might be able to circumvent that for Warfare in a way by making your companions have companions. Run around as a group of 30 but the game only counts you as having 5 companions. Could get fucky handling if one of the companion 'leaders' dies though. 
But like would we have to wait for Anomaly to push out another update to use your new version of Warfare?
Or would it be like an addon
They are working on 1.6, yeah
tronex said something to that effect a while ago when i had messaged him
gotcha
well, no, i would be doing it as an addon
I was gonna say I assume it would be an addon because they intend to make it fresh, whereas the warfare that comes with Anomaly was a port they didn't do themselves.
hm wonder just how fresh it'll be, anomalys offline combat is just my offline combat with no credit and minimal modifications 😛
I barely started learning AI stuff in my current college program. Where did you get the experience to create that? I am curious.
ive been doing a ton of research into ai
just reading papers and experimenting, my main focus has been on audio ai with a neural network that removes vocals from music
not immediately obvious but that actually does kinda translate into stalker
there are two components of the new version of warfare that would be using neural networks
Now do it with guitar tracks 
first would be the offline combat simulator, second would be a mutator network that augments costs at runtime based on situations
it's the same problem just need a different dataset
i do have data for that tho
shittier neural networks will actually remove guitar solos instead because they'll get confused lol
Would be interesting to see if machine learning could be used to make a script that prevents Busyhands altogether by blocking code strings that cause it in real time.
Ah yes, i also hate FPS
A glorified checksum hardly seems that intensive. But I'm horribly out of date with my knowledge of Assembly and I don't know anything about Lua 
ok maybe i'm being stupid but are you talking about idle animations lmao im confused
That requires running the code before you run it in game. That is terrible
!busyhands
@bleak stirrup "Busyhands" is the name of a bug that softlocks your game by preventing you from performing basic game functions. Common signs include:
- Broken health HUD (all red)
- Can't do any animated actions (use meds, eat food)
- Crashing on area transition
- Can't open inventory
If you have it, reload an older save. Eventually this may not work any more, you'll be in permanent busyhands, then it's time to start a new game. Read more here: #╭📖faq message
oh wait
Busyhands is an issue with the engine's timing system it uses for animations. If two things access it in a specific way it creates a never ending wait chain and you can't do anything any more, gotta reload a save.
huh
Scripting issue
never experienced that
i've experienced crashing on transit and saving
which i'm guessing is probably whats causing this and its related to the animation system
Problem becomes worse if your FPS is lower
It's more prevalent in gamma since it's script bloated
IF you've played mildly modded anomaly it's not bound to happen much if at all
usually when i encountered it it was when i passed a nil value into a c++ function
It happens most often when transitioning from Garbage to Cordon North checkpoint. Your BHO HUD will not fill in properly and be completely red. Reloading the autosave usually fixes it.
Guess I should look into making my own mild modpack for myself. But, I am stuck to developing for this by my own fault lol
It is specifically a lua issue
so C++ functions wouldnt do that
it may not be the same problem then, but i did fairly meticulous testing and that is why you'll see a lot of printd statements in warfare lol
but for instance alife():object(nil) or something to that effect at least used to cause the issue, they may have added checks in for that
Lua really is just a Rube-Goldberg Machine of code, isn't it? 
Anomaly has error-checking disabled
Especially since Open X-ray doesn't have a panic handler, yeah
Or X-ray has, not anomaly.
I wonder how hard it would be to at the very least make a script that forces a Lua refresh if Busyhands is detected. I'd take a rare ten second lag spike over a crash/borking my save.
We'll that's what the watch dog does, the moment it's detected it panic crashes your game, allowing a CTD save with the option enabled that is before the effect happened. That means it injects it's own action before Busyhands actually kicks in.
Could piggy back on that.
Dont use that CTD save
so how frequently does this busyhands thing occur
you are supposed to use the previous save where it didnt happen
Just conjecture, of course. Like I mentioned, my knowledge of Lua is next to zero.
i've never experienced it in anomaly even lol
Also it doesnt inject itself before the thing
it detects if it happened
Generally it's rare, but it's a complete hard stop to your save when it does happen so it's a big thing.
Mostly it will happen if you spam multiple animations at once like trying to take out your PDA when you're eating or swapping guns repeatedly.
But it really can just happen whenever, Lua could just trip over itself and cause it.
i mean i've never encountered it even with shit loads of time in coc and anomaly
just makes me think theres a shitty script in the mix
or perhaps more animations being used makes it more prevalent who knows
I've never had an issue continuing from the CTD save, and my save is multiple in-game months old by now. Old enough that I'm Legend rank with basically the best gear you can get and my stash of weapons and armors (I'm trying to get one of every in the game) lags for like six seconds when I open it. 
There are a lot of animations and gun repositions used in gamma so it's a possibility.
I also still haven't done BS yet, been too busy just dicking around and doing tasks and clearing the map of stashes.
Enjoying the game and immersing myself in the world instead of just rushing MSQ.
Though my enjoyment of stalker probably won't be shared by everyone. I've got a special place in my heart for this jank. I've played it since it came to NA, and kept up (somewhat) with mods along the way.
Oblivion Lost 2009 and 2012 and OL2. Radiophobia, MISERY, Dead Air, a bit of Soup. Even putzed about in Lost Alpha a bit, though not a ton.
I didn't get to do any Last Day but from what I've gathered it was basically a spiritual successor of a spiritual successor of MISERY and eventually lead to CoC, and by extension, Anomaly.
It's mainly a gamma issue
idk this busyhands thing scares me
I've never heard of it being such a prevalent thing outside of this server
yeah thats what it sounds like tbh
In my 270-something modlist i've gotten it like thrice in the 2 years i've been playing
Just have to remember to save before you go off to do whatever. It's a lot easier to avoid if you don't play with YACS.
My list is like, 610 
100-something of that is Juan's guns, mind you, but even still I think I've gotten Busyhands maybe a half dozen times in the last year, I've had regular crashes by comparison almost once per season. 
Unrelated to the topic but at some point I wanna edit the models for my guns to say .357 instead of .45 or 9mm. I'm also very tempted to make a .357 version of the Glock with the stock that got added recently.
Ammo check
you also need utjan's ammo check script
you can get it from any mod that has ammo check animations
ammo check mod should have that already
does it?
just checked it doesn't
Yeah my gun has those scripts I just didn't remember which mod triggered them lol
hey @celest forge you're pretty much an expert on the Draggable HUD Editor right? i have a question for you
i'm working on a reposition and i need to eliminate the inherent zoom level some weapons come with, there's a field called "Zoom level" whose value is usually 25-35 for weapons that have a zooming scope, when i set it to 0 the zoom is eliminated however the value is not saved anywhere in cache_dbg.ltx and so when you return to the game the custom zoom level is not maintained
am i doing something wrong or is the field just there for show?
scope_zoom_factor
hmm let me try that one
Do you mean the minimum zoom level?
some weapons come with a scope that cannot be detached and they zoom in by default
You need to add dynamic zoom
Can't beleive I had a dude necropost on a mod thread that I labeled as NON-FUNCTIONAL. Not only that, his post clearly shows he didn't even read what the mod was meant to do lmao
it didn't work
unless i was meant to put it into the first section?
no, not in the hud section
just respond with the gta 4 gif
that worked! thanks a bunch
I'm 99% sure I also closed the thread when it ended up being a dud so I don't know how he responded to it lol
You don't have the power to close threads
momo do you happen to know of a way to automate assigning the same non-attachment reposition values to the sight variants of the gun?
what
okay uhh
There is a mod for that reason
when you reposition the gun, it only applies to the base version of the gun
not the attachments
this one?
Pinged you in the thread x2
okay, i have a question
it seemed to me that this automatically fixed misaligned ADS sights
Only if you use the base hud offset
All it does is add a base position for a weapon that applies to every attachment
So if you change one you change all. Easy and simple
You still get the same control over details of the teposition
will i have to redo all my repositions?
Yes, as you should have use it in the first place
FUCK
i already repositioned like 100 guns lol
Should have asked first
no i mean i saw the mod i just assumed it kind of automatically aligned the ADS to the center of the screen like showcased in the image
and i didn't want that
@celest forge new request but can you make the s6_ shooting anim set be like uhh 20% slower
only that set
because recoil control gets super funky around 600rpm and below even with that anim set
No
Yep
You offset every single attachment with that
So if you want to move it to the right - all attachments will move to the right
yeah but what about the aiming position
Ecact same amount
Pretty sure aiming use their own offset
Point is to use that feature from the sart
So editing a gun is easy as fuck
is there no way to translate the positions i already applied to this
Use the base idle position and copy the oddest it has to base
Lemme see because exporting .anms with the plugin is relatively easy but importing is funky as shit
Then on every attachment subtract base value from offset
Can convert like that I guess
For bulk you'd need a script
i'm too stupid to understand how to do this 
and i'm repositioning all the guns
whatever i'll do everything manually
Well shoulda done it properly from the start
You mean these? Cuz I don't have s6 in my anomaly stuff
i didn't know what "properly" was lol
You can reposition the rest with it
yeah those i'm retarded
all s5_
These?
it depends on the e number
I am pretty sure you can slow down anims by just putting a number there
Think I saw that
you can tweak the effect's intensity
Hello everyone, how to return the logical spawn of artifacts ?
When they're stored in omf format yeah
anims are completely hard baked
The way they spawned in the trilogy, grav arts in grav anomalies, etc?
@random fulcrum yeah no this shit isn't importing right into blender
When I import one, it shows up as another different one in blender
so no clue
yes
I found the file responsible for this, but I'm not sure how to change it so that it still works
You can see about adjusting the speed in the .ltx file of the weapon.
Here is how the KS-23 Ecolog makes the base KS-23 reload animation slower just for this weapon. Ofc it can cause sound desync so there is that.
Yeah but again
That's for the animations in omf format
not .anm
if you change the animation speed in the LTX, it will be unsyncd with the camera anim
well add_cam_effector has some number parameters. Maybe speed modifier is one of them
nah there's no speed variable
X-Ray - having modifiers for one thing but not the other
Like why no modifier to sound speed yet you programmed a way to modify animation speed? 
isn't frequency param technically a speed modifier? 
True, but I doubt people would want to hear a high-pitched reload sound using a Reload Speed perk

yeah but i don't even know if there's a good way to speed up sound without pitch change
There is. Audacity has that
Doubt stalker does lmao
It is possible. Other games do it. But, yeah, don't think X-Ray has a way to do so
Or having sounds follow animation marks would've been nice. They got knife hits to work on anim marks.
asked about this some time ago and it turns out reloads end as soon as the first animation mark is reached
Anyone got a guide on how to edit HUD elements' positions? I am trying to fix one of the HUDs I found and the status icons are way off.
Nvm I just remembered where I can fix it lol
for name,binder in pairs(db.******) do
local obj = binder.object
...
level.map_add_object_spot_ser(se_obj.id, "object id bla-la-la", se_obj:name() )
Guys, I need advice. How do I replace the search for in pairs(db.******) which is only for certain zones (for example, stalker habitats or anomalies, i.e. in the case of anomalies, for example, it will be anomaly_by_name) for a search that can search the entire location in which the player is located?
ищи не в диби, а в более раннем спавн листе, если хочешь весь лут пометить, только от 1087 не поможет, надо айди с двух сторон, плюс время криэт и апдейт, модифайд
и еще немного времени)
[56789]
Нет, лут весь и так помечается, то просто я не знаю как сделать так, чтобы искался и помечался лут на всей локации, где находится игрок.
Допустим, что я хочу, чтобы помечались все предметы артефакты, тогда бы for name,binder in pairs(db.anomaly_by_name) do подошло бы спокойно для этого, ведь зачем искать артефакты вне аномальных зон. А вот если я хочу, чтобы на карте отображались все батарейки (не в контейнерах, а как подбираемый объект), как мне сделать так, что поис шёл по всей локации, а не только в определённой зоне (как, например, артефакты искались бы не только в аномальных зонах, а ещё и по всей локации, даже если бы я выбросил артефакт вне аномальной зоны. Если выборошу артефакт в аномальной зоне (при db.anomaly_by_name) - артефакт отметится, а вне аномальной зоны - нет. Допустим игрок находится на Свалке, значит и на свалке будет искаться этот предмет. Как мне сделать поиск на ВСЕЙ локации местонахождения игрока?)
No, the loot is already marked, then I just do not know how to make sure that the loot is searched and marked throughout the location where the player is located.
Let's say that I want all artifacts to be marked, then for name,binder in pairs(db.anomaly_by_name) do would be suitable for this, because why look for artifacts outside of abnormal zones. But if I want all the batteries to be displayed on the map (not in containers, but as a selected object), how do I make sure that the pois goes throughout the entire location, and not only in a certain zone (as, for example, artifacts would be searched not only in abnormal zones, but also throughout locations, even if I threw the artifact out of the anomalous zone. If I select an artifact in the anomalous zone (with db.anomaly_by_name), the artifact will be marked, but not outside the anomalous zone. Let's say the player is in a Landfill, so this item will be searched in the landfill. How do I do a search on the ENTIRE location of the player's location?)
one piece of advice, don't trust him, role was given for a reason

for real
maybe can you help me with my problem? 😅

oh, unfortunately, I don't understand scripts.
ладно, я тебе два раза объясню, если русский понимаешь, свяжешься, или ищи в G по фильтру локация твой лист
мне роли твои)
инкассатор мафии тут есть?
I have shared a preview build if you want to check and play with it
#1237126057128230962 message
you can use this to search for all objects that are online
for obj in game_objects_iter() do
printf("%s", obj:section())
end
then you can filter what you want exactly
additionally there are callbacks game_object_on_net_spawn and game_object_on_net_destroy
function gobj_spawn(obj)
printf("%s spawned", obj:section())
end
function gobj_destroy(obj)
printf("%s despawned", obj:section())
end
function on_game_start()
RegisterScriptCallback("game_object_on_net_spawn", gobj_spawn)
RegisterScriptCallback("game_object_on_net_destroy", gobj_destroy)
end
callbacks are a lot more preferable
most objects that are on current level are online
Is there a way to make Rostok neutral? Fighting Duty around the Bar, which should be neutral grounds just feels all kinds of wrong with the amount of influence Barkeep has
Is there any plan to add a story for Monolith, Bandits, & Sin? A huge thing I'd be willing to do writing for, I just feel more factions need some main missions or story
Adding quests is one of the most complicated things to make along with maps
Best chance is going to be waiting for 1.6
Is there any mods for MG42 or M60, or any other 7,62x51 machine gun, as alternative to PKM?
There should be an MG42 mod on ModDB. Either standalone or in one of those "DLTX Weapon Pack"
the m60 is in anomaly
It is just put on the blacklist in debug so you can't grab it from there
But that is mostly a vanilla thing. Not really a GAMMA thing.
I seen it only in MO2 blender, but it not showing up in game
im trying to use blender with pavelblend and i keep getting error messages saying cannot compile or cannot load
anyone know whats wrng?
what blender version are you using
4.1 latest
Should be 3.6
it works for 3.6 tops

3.6.11?
no 3.6 flat
3.6.11 will work
alr thx burn
Read just above your comment. You have to remove it from the spawn_blacklist.ltx (should be done via DLTX), then add it to loadouts yourself (also should be done via DLTX).
But don't mess with it unless you know what you are doing.
People, here is a mod https://www.moddb.com/mods/stalker-anomaly/addons/dynamic-anomalies-overhaul-dao-read-description-please
I’m sitting here and looking at the mod directory, looking at everything, and I can’t understand how he gave a visual to the new anomalies. Who can tell?
Whats line 1214 referring to?
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 1214
[error]Description : fatal error
[error]Arguments : Can't open section 'ammo_50beowulf_ftx'. Please attach [*.ini_log] file to your bug report
stack trace:
thats the line in the engine. you're missing ammo
Why language is anomaly and it's mods written in?
yeah, but did i try to spawn that ammo in a dead body or what else was it doing with that ammo
did you have the mod active and deactive it at some point
yeah, ah
i forgot a box, thanks
no, that mod doesnt have a removaal box
wild
Mods are primarily Lua
With error checking off
(So we get problems if you're not careful lul)
And do we know about the actual engine, or is it also Lua?
Here ya go
Check pins for more
c++
Wip Usas-12
The cary handle, stock and the handguard all give me creeps, either give it a wire stock, Ar-15 stock or ofc leave it as it is, im just suggesting, the carry handle id switch for m4 irons, and picatiny rails. The handguard i would extend the botom and add piccatini, top is alr
Oh damn mans already did that
Damn
Yeah i'm planing to magpul moe stock and tube there XD
Damn
Man i love this build
What ya think about a ak .308 that can take either SCAR or Sa-58 mags
Idk i was thinking only 20 rounds drum mag
how to add a bone to an already existing ogf file? ive tried parenting, theres no option to move the bone to the said group
Yeah, but the USAS-12 is kinda awful irl, so it works.
Grab a bone that's already in the armature, duplicate and rename
alr thx jaun't
hey guys, is there a mod that adds tracking loose loot somehow? i know holding F shows nearby ones, but i'm hoping for something that does the whole map, on the pda or minimap or something
is there a way to make a bolt action semi auto? trough like messing with the files or smth? i wanna make the VSSK into a semi auto if thats possible
maybe commenting out the anm for bolt, except if it's part of the shooting anim
if not, only a dirty rpm edit
will look awful tho
other than that, mess with the anm in blender and re-export new anm set
oof yeah that sounds like a lot
any handy dandy tutorials on it?
on the export import part not animating in blender im pretty well versed in that
I'm pretty sure the bolt cycle is part of the shooting animation itself
Anomaly doesn't have a two-state shooting animation system
So effectively, no you can't eliminate the bolt cycle without having to make a brand new animation for the gun, a sound, etc
well i mean
if its semi then there arent many sounds right?
compared to a bolt cycling
but yeah thats a bunch of work lol i think imma give it a pass
what juan meant is that the sound has the bolt cycle baked
oh yeah screw that then im no sound designer lmao
barry sounds like a well organised man
idek if barry's vssk is in gamma really
You could do it in layers but yeah it's probs more work than it's worth
It is, there's no other VSSK reanim thing
Also from what screenshots i've seen, the icon is theirs'
military pack never fucking ever
Anybody knows a mod that turns the exosuits in gamma into fallout power armor?(idk If this is the right channel)
wtf
i have the shooting sound without bolt.
but animation seems like a bigger problem anyway
yeah it shouldn't be too bad if you just remove the shoot animations
i'll hit you up once i get to it properly is that fine?
ok
There are none
Is there a channel dedicated just for asking about mods and such? Wanted mods that make the game creepier like Drunks Controller mod but asking in general that gets lost fast
Not that I know of, you can search of them in the mod posting threads, if they're not there they're not in this server
Gotcha, checked and didnt see much, appreciate it bro
Do y'all know where I'd be able to find the outfit files for GAMMA?
Don't really remember much about the directories, and it's been 6 months sense I've had to look lol
Like, the stats and such?
Not sure what you mean
hello, anyone mby knows a way to transfer 2 anomaleis visuals from Arrival into DAO?
Like where I could find em so I could edit loadouts and stuff, just don't know where to look for that kinda stuff. Mb for shittily explainin, I'm still waking up
Yes, those ones pls
Loadouts? Like starting game selection?
I'll actually just leave that to shon, he's here lmao
!mo2search // use the MO2 file browser; you're looking for o_[whatever].ltx (for the configs for outfit stats themselves), gameplay/configs/items i believe. or somewhere close to that
@alpine cliff Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
Notepad++ find in file function is also clutch for these things
tyty
for starting loadouts, as in, "the items you're allowed to choose at game start", files are provided by the mod GAMMA Starting Loadouts
so dig through its file tree to get an idea of what to edit
if you mean game start loadouts. if you mean "what armors drop from NPCs", that gets really fucking complicated really fast
either one is good info for me, lets me slowly learn what all to look for
oh no lol
trying to change what armors drop from NPCs is a completely different set of mods and files
learning how to change new game loadout won't help you with that
Think Des is just looking to learn how the files interact so he can make his own micro edits
ah. in that case - read the comments on the ltx files, but it will be probably better overall for you to learn how to use DLTX - guide is in the modding handbook, in the pins
also istg half the time you just have to intuit which files actually store the data you want to tweak. the names of the mods can be a guide in that case. you look at the mod responsible for the kinds of changes you want, look at what they edit, and go from there
true that
why the heck was personal adjustable waypoint disabled?
reports from someone about busyhands
i never saw that come up in base gamma support personally, only apparently in the UGP thread
iirc catspaw fixes have already gone live - i presume grok forgor to re-enable it in the modlist
can I call a script just using it's name but is in a string variable?
the anomaly ballistics framework kinda does this gimmick for when you add custom handlers
look inside artiballs for an implemented example of it
I want to test this, where can I find a tv?
Yantar Bunker
Pretty cool, plus at least it isn't porn
fr
it was the unreal 5 engine demo i think but it was stalker themed
Just you wait
I'm happy to announce that infamous stuck monsters were finally fixed today in the latest modded exes
No script workarounds are required now
How'd you do it?
there was an oversight in pathfinding code, basically the pathfinding works in separate thread and it sets a flag to not perform any computations until the thread is done, then it resets it, but in some circumstances that flag was never reset, resulting in stuck condition, resulting no path found for monster
hence stuck
Good catch, neat stuff
My free kills 
i need help with this, ultimate gun pack
!support
@dire ruin 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.
Expression : !phrase_dialog->m_PhraseVector.empty()
Function : CPhraseDialog::SayPhrase
File : PhraseDialog.cpp
Line : 151
Description : No available phrase to say, dialog[stalker_stitch_dialog_meet]
stack trace:
hi, does anyone see whats wrong here? my game crashes everytime i try to talk to stitch
I'm trying to tweak medicine/drugs balance, but I'm having some trouble nailing down values. What's the math for total healing, between boost_time and boost_health_restore?
Hello anyone tryed or had the idea to make wall mount guns rack?
Nobody in the history of ever.
(I'm sure they have; I'm sure it's difficult)
Those posters in the hideout furniture deal might be a place to start. Those suck to find a place to put them in game. They also didn't show anything but a white panel for me, deep sadness.
or the pistol rack
since you can very simply use the "align to surface" key to align the pistol rack to be "wall mounted"
good luck making the guns display properly in both wall mounted and floor configs though
i can already tell they'll clip
(unless you mean a whole new type of rack with horizontal display)
Yea true they can be hard to place and it can be a start too.
There is a new addons that add mores poster not all white and fews others items ...
The pistol rack is not bad but placing it can be pain in the neck.
i mean, look at how it works as a basis for making your own new horizontal wallmounted gun rack
it does similar things to what you'd need to do. allows vertical wall alignment. allows objects to placed on it with offsets, displaying their world models. and so on
poster does not do that.
poster, i would guess, simply displays a texture sized to the poster-object.
Yep
so it wouldn't teach you as much as understanding how the pistol rack works
Wich program i need to open 3d model?
blender. read the pins in this channel
Ok thx
watch this using the hideout furniture tv with this mod has a yellow tint on it. but on npc's tv this works just fine i hope the mod maker noticed it
I think someone already told this on the moddb page but I am not sure
they didnt specifically pointed out that the tinted tv screen problem is from the hideout furniture tv. the author thought it was a reshade problem and deleting reshade cache would fix it.
Is there a patch that allows QAW to work with Outfit Attachments?
can I use like autocad/freecad for models or only blender?
You can make your models in whatever software you want, but you'll need blender to export the models as a final step
there is a blender plugin for xray as well https://github.com/PavelBlend/blender-xray
you better off ask these questions in #╙🖇mods-making-discussion though
we are rn in that channel
but quick question, how do I import .3ds models in blender, used cad to make a gun but after that I m lost
unfortunately I don't know anything about 3d modeling, I just used to inspect models to see the animations (id) they had so I could let them play them in game with scripts
Tutorial: Importing 3DS files into Blender 3.5 - YouTube
The current version of Blender does not support import of 3ds 3D Studio Max files. However, there are still many available on the web on sites like TurboSquid. This short video explains how to do your import.
Any questions - its best to find me on twitter @GarryWalker where I am every day.
#Blender #Tutorial #Blender3.5 #3ds #3dsfiles #3dsmax
bro help
Just stop using winrar
What are you even trying to do?
this @naive snow
So why are you messing with the CoC sdk?
did all the steps, the program doesn t open
Probably need to mount the disks and what not. You can also just grab the hybrid xray that works pretty well
@undone lily I don't see this in the pins. You might want to add it
it's the ABC of stalker model editing
the very first pin has it in the document
alrighty
but ok
I mean you can't work with stalker models without this tool
there's a 3DSMax option iirc, but it's not updated as much
Not sure about Maya
is there another demonized custom exes git project that has info of all the patches added to the exes? I remember using in to setup the dev environment. Now I have just this https://github.com/themrdemonized/xray-monolith only and forgot what/where I did read that stuff
Use blender to import and export most stalker formats.
more usas wip parts shot
Oh, nice. Whole map done from scratch?
This map is a port, but I'm reworking the scene geometry and fixed some of the original authors mistakes.
Makes sense. is it one of the maps xcvb showcased last year?
Nope. He only ported the maps and he never changed the geometry from them.
whatever happened to your valley level
Abandoned it due to optimization issues. Started making a new terrain.
Haven't touched it since March 27th
Is there any guide on changing the gamma main menu background scene? I found a really nice area in the swamps that I would want as my main menu
No guides that I'm aware of, but you could reverse engineer the many main menu mods and use one of those as a basis
Could ask Fabio Conte, the Inverno guy, how he made the Inverno main menu work @unreal leaf
(Nicely)
alright, thanks for the pointers :)
Can someone please reanimate or remodel the SR1M pistol?
Why?
hey @slow bolt i could use your help with the offset editor you recommended me to use
i installed it over the repositions i already made and even after deactivating it it seems the position with the scope of the weapon is still maintained
is this supposed to happen? before installing the addon i recall having to reposition the entire weapon if it had a scope attached
bro had a stroke
yeah i
you mean when adsing it goes to the center of the screen?
i don't know how to explain myself well
excuse my ASL ass
when ADSing the position is all wrong, that is expected
however when not ADSing the gun displays with the reposition AND the scope correctly, this shouldn't be happening
i have the addon disabled
like my issue is how do i ensure the entire weapon displays correctly for the end user? i have not changed any of the values
gun + no scope = reposition ✅
gun + scope = no reposition ❌
this is the expected outcome
however what i get is
gun + no scope = reposition ✅
gun + scope = still positioned correctly without changing values ✅
how is this possible? the addon that does this has been disabled
how can i ensure the end user gets the correct position of the gun even without the addon?
was i not meant to reposition the entire gun for each new scope i add?
depends on practices by the modder
like if the developer added position offsets for each scoped variant that happen to be copy pasted from the original then you'd have to reposition all of them
i tested the two EOTech sights and they both kept their position despite not changing any of the values for eot_hud
but that's horrible practice
and i doubt anyone has done it
i haven't seen it yet
like you could do the homework of reading the ltx
so you're saying this will only happen with some scopes and for some i will have to reposition the entire weapon and for some just the aiming position
look inside the ltxs
i have another question
i tried using the offset editor on top of my original repositions and this didn't net any base_hud values
is it because i have already done the reposition?
i'm talking about this
this is what's meant to apply all the attachments on the gun without having to reposition all of them i'm pretty sure
nah
it's an engine edit so that the hip position is completely detached from the aim position
since with the regular offsets if you change the hip position, the aim position also changes
it was made so that changing offsets is half as tedious
thing is like i already repositioned most of the guns but without the attachments
i'm trying to somehow make the process easier for the attachment part
since it's like 17 fucking scopes for each of the 188 or so guns i've already repositioned lol
i don't know any scripting
tough shit
i'm gonna look at how meowie did his repositions and the sight attachments
maybe i'll gain some new insights
he manually repositioned all the sights 
Did you do it directly into the ltx?
i'm doing the only method i know which is applying changes in-game to cache_dbg.ltx and moving them to a separate file
Via dltx file?
and .ltx file yeah
Well yeah. Mod_system file
surely there's a better way to go about doing this than copy-pasting the 14 or so compatible scopes with their respective repositions for each and every gun in the game
finding what scopes are available for the gun is an undertaking in and of itself
Use base offset
If you modify the positions on the base hud section then it's scope sections inherit that position
yeah but each scope has to be adjusted as well, i am not having them in the center of the screen
What are you trying to do?
☝️
I really don't get the problem. You're trying to do a reposition right? Are you also repositioning the ads location?
yeah
the ADS location has to be repositioned to look right
how do i apply the base location of the weapon with its ADS reposition to all of its scopes and sights?
that needs to be individually adjusted for every scope on every gun
as in these and more
yeah so that is the problem
i believe i fixed up your MDR that one time with a reposition
but i really have very little experience with this
i did one reposition previously for one gun and that took hours, here i am doing it for all the guns in the game
How?
by manually debugging the gun and moving it around until i reach a satisfactory result, for all the guns lol
If satisfactory is taking you hours for one gun that may be more of a you problem. For red dots the reticle us always projected at the center of the screen so it's just a matter of alignment with the sight fov
it took hours, now i can do 5-6 guns in an hour but that is without the attachments
i really dread having to manually align each sight for each gun
i was thinking maybe there was a better way to go about this hence me asking here
For body cam reshade you probably have to
rats
Unfortunately you have to manually do it for each sight
If it was for a normal reposition it would be as easy as doing base offset values
the mod only gives you the ability to change the values easily
the rest is already in the engine
is there a mod that just removes death animations
Is there a mod that makes respawn mod work with ironman?
Would guess it is as 'easy' as changing life count variable in the save file, but idk how
what would be the point of ironman?
Perfect hardcore experience would be lose your stuff when you 'die' but still have a limit of deaths, so that if you have shit gear or naked you just dont go around trying to get good gear at all costs knowing you have limitless lifes
ironman is just a rewind feature
one would think twice before bringing good gear in fear of losing it, and one would try be more prepared before going into big fight
So you want tarkov Ironman
so, i re-enabled repair/ mod at mechanic. is there anyway to increase these prices even more?
?
maybe you can set it higher in the mcm config
I'm trying to have a mod made to create the third person model for a helmetless SEVA since it doesn't come with one unless found/bought. if this could be done by a person willing, it would be greatly appreciated. If not, then could someone direct me to a place for Stalker anomaly/gamma mod suggestions?
How to add settings option to warfare options? I have uncommented options.factions[faction].max_active_squads, but its not showing
warfare a life owerhow after some game time spawns like 20 squads on map and its unplayeable
this script modifies the range of the carry weight slider. you can adapt it to do those sliders.
Wasn't expecting to hit 45 fps in this dense tree forest.
you want to change
ui_options.options[4].gr[3].gr[6]
and ui_options.options[4].gr[3].gr[7]
you probably don't need to change step. since this is multiplicative. just make max 10 or something.

opps not ment to be you. srry
still trying. found multiple ui_options.script files, but looks like thats not it.
well you need to find the active one. gamma is a soup. MO2 can help.
look inside the virtual folder screen in mo2, right hand side of the ui, it has a search function
that thing displays only the files that are currently loaded
as in, the ones that are winning the conflicts
so you'll get only one ui_options.script there
green is wining, right?
find this line
` { id="max_invasion_size" ,type= "track" ,val= 2 ,def= 2.5 ,min= 0 ,max= 10 ,step= 0.1 ,hint="alife_warfare_faction_max_invasion_size" },
`
duplicate it twice and change the max_invasion_size to the option names from the warfare options. then tweak the numbers.
found it. Thankyou very much!
that will make the option show up. but...
i just checked. nothin reads the values in options.factions[faction].max_active_squads so i don't think adding the slider will help.
i can't even see where it might have been used in the past
haha, It wont be so easy.
need to check all smarts and delete excessive squads or smth. but then what if that squad has active quest...
well, I will just play on slow preset
have you tried turning stalker pop down? adjust stalker pop in settings alife/general
it won't reduce cause populations to go down, just not get repopulated and that can work oddly. better to have the setting turned down before starting the game.
is there a way to go beyond that (its still too cheap)
you can change the max to what ever you want it to be. don't forget to change the slider to a new higher value.
like the script only changes the end of the slider. you still need to go move the slider in your game settings. this is one of the settings that only works when a save is loaded.
Can anyone point me to some resources or tutorials for create/editing textures?
i can split my repositions across multiple files right? just making sure i'm doing it properly
Just shot and killed a military guy then game crashed with this error idk if this is a mods problem or just stalker running out of memory.
Oops my bad wrong chat lol
Can someone translate these strings into Russian?
Looks good so far man
anyone know how to change the BR value of an armor, im making a custom sort of, loner scat 9 suit, i just cant seem to change BR /huh


But this time I try harder to spell
howdy people got a question to ask
im thinking on getting that merc voicelines mod and replacing all the voicelines with an aussie coat of paint
im assuming that to do this i would just mark the new voicelines with the same filename as the previous ones or would there be something else i need to do to get them working properly?
I have improved a lot since last September.
Thank you 
Its best that you also edit the ogg comments with savant
thanks
Looks like it
is there an .ltx template for food and medicine as an item one could use?
how does one go around making a translation mod? i can't find the files in the anomaly folder
Just check the other foods and medicines and modify the values to your liking 
I am having a really hard time finding the location of actor.ltx, I tried searching in mo2 and I can't really find it
You need to unpack the db files first
Oh, I am not sure how to do that, I'll see what I can do
Go to the anomaly root directory and open the tools folder. There is a file called "db_unpacker.bat". Run it to unpack the script and config files
I've also unpacked all the files and uploaded them on github if you only need actor.ltx: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/creatures/actor.ltx
wow perfect!
YES
this is great I just need to look at what inside of it
how do I repack it now?
I accidentally ran the bat
before you sent that
You don't need to repack it
oh okay! thank you!
Just delete the files it created
you could start by looking at one of the other translation mods and seeing what files they provide
find the mod in MO2 -> right click -> Open in Explorer
Can someone post most up to date version of the fdda time events addon with demonized time events script from GAMMA modpack?
Cuz I found one version of this mod on github and it's demonized time events script is drastically different from the same script that goes packed with Weapon Cover tilt addon.
i need help with this, ugp, this happens in army warehouse
ask in the ugp discord
@celest forge what's that new method you use for icons?

Did ya like the icons for the spear?
yeah they look good! except no tan spear 😦
There's a tan spear?
yeah in the latest update
someone made tan textures and i added them officially finally. plus a few small fixes
Soo i have some experience with modeling and animation in blender, there is some video or tutorial of how to make mods. I would love to make some animations for the cleaning and repairing weapon pieces and some food that dont have animations.
check pins
Thank you Dave

looks good. you doing your own animations for this?
Thanks, i don't have any animation skills.
For now, I'm focusing on modeling.
What's the tri count
modernized parts still high poly, basic gun is 25k
And with the parts?
idk, maybe 40k
Mod idea: Anomalous chest mod.
We need a crafting recipe for an anomalous chest in Gamma. So that from scrap metal, wood and some artifact, you can craft an anomalous chest for 500 kg, and if you craft several such chests and place them in different places in the Zone, they will have a common storage. That is, access to the general storage is obtained from anywhere in the Zone where this type of chest is installed. Advantages - shared storage integrated into the game's lore. The disadvantage (for the balance) is that 500 kg is the weight limit for stored items common for all chests.
hi. how do i reduce weapon wear in arti_jamming.script. Thx
can anyone make a multi cpu core support mod pls thx
^^^
i'm surprised it hasn't been done with how dedicated this community is tbh
like SSS exists but multithreaded doesn't?



That would be real nice
modders are just slacking
Can anyone make me a cpu with more than one core
Being a modder is a hard life
Those skills they use, you know to make free mods, they also have to use to make money to eat
They deal with stagging amounts of entitlement, hatred, and criticism
🪞
if u want mods that arent made go get a bag and pay some modders
I feel like I've seen this one.
Yeah there's already a mod for that
Is there an easy way to add scopecompatability like the compm4 to guns or is this more than an entry to a textfile?
you have to make the model for it
If only it were so easy...
the modders will make it easy 
Is every gun with a scope a completly new gun model instead of the gun model + the scope model ?
Pretty much yeah
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
is it possible to clone a device, like detector_radio change only the name and descriptions etc? Adding a new one in the ltx file, same model same everything, just a new name so it becames a separate new game object
Afaik yeah should be as any item
@naive snow any chance you know how to extract texture files for DOI weapons?
can anyone tell me what sniper mod this is?
Question
Is there a mod that fixes the view models for the sunrise suit?
The sleeves are from a camo outfit, which the sunrise stalker suit doesn't have
If it's as simple as renaming a file, that'd be good too
Day of Infamy?
Yeah
If you search back in this channel there's a tutorial for setting up blender to open up source engine file with an addon. The initial mauser c96 model with stock was from there
You should be able to save the textures from there
Does anyone have or know how I could get the 60 Mag version of this weapon? From Retrogue mod, and this weapon
what dis error mean???
This isn't the support channel
Use !aaa in #🤖bot-commands
What mod is this?
Inverno
how would you reassign a weapon to a different repair kit?
The sorry combat posture
My bad homie
That looks like the eft reposition
https://www.moddb.com/mods/stalker-anomaly/addons/alternate-aim-sights-for-eft-reposition
Like juant said. Doesn't work with gamma
His Deleted AR pack 2
Rip
Oh..
Why was is deleted
Hi guys. I suffer from color blindness, do you have fashions for color correction?
does anyone know how to chnage the way your gun looks holdtered? i want it to point down to the floor rather than to the side. Anyone know?
Nah turn on your window's color filter on
You mean the lowered gun position? holstered is the gun on your back
my bad yes lowerd gun position
do you know how to customize its position?
Nah sorry, some of the more animation savy people might
I think Reshade has some shader effects that can help.
!reshade
@unreal leaf Follow this: #╭📖faq message
I think the effect is called Daltonize.
download the Draggable Hud Editor mod off of ModDB, then equip the gun you want to reposition and enter debug mode by pressing F7 (use the !debug command in #🤖bot-commands if you're unable to); press 5 - this should open the HUD editor
the values you're looking to change are Lowered Position and Lowered Orientation - click either section and drag the screen with the mouse until you reach a satisfactory result
after you've done your reposition click Apply and find the new position values in \...\Anomaly\gamedata\configs\cache_dbg.ltx, in the same directory create a new file called mod_system_whatever.ltx and paste the values there; make sure you put an exclamation mark before the square bracketed section before you save your changes
result should look like this
alr ill give this a shot today. thanks
So, dipping my toes into modding. Trying to wrap my head around it. I get the basic theory of creating a mod, kind of, but it's all pointless if I don't know where to look or how to interact with the engine. Like say I want to interact with a dynamic object (loot on the ground) and maybe do something based on distance... How do I find that code or see existing code (maybe I need to modify what the engine or script already does instead of write from scratch)
I'm trying to have the KRISS Vector go into the melee weapon slot, I found the file and I'm referencing the P90 file to figure out witch value to change. But I'm still not sure which one to change and wanted to make sure before I "f**k around and find out"

Thank you, didn't think there was something that specific in the pins.
Now the question is.
Can I make it so I can have both my detector and weapon using @fair canopy mod
shit, sorry for the ping, didn't mean to have it actually ping you 😅
anybody make a mod compatible with latest toxic air that gives a keybind for filter swapping like metro?
that's hilariously low effort i'm not even gonna respond with the gta 4 gif
much less with an ok but you do it sticker
Add in the quick wheel mod, filters should be usable from there
fr thank you, literally all i know is weapon configs im new to modding and the only modding ive done is retexturing extravaganzas fucked reticles with correct ones and changing other weapon configs to make area playable
yo actually im gonna be pissed if i try this thing i just now considered and it works
is there a way i can reset the values after I click apply? i havent gone and done the stuff in the files yet. for sum reason even though i only changed the lowered orientation for my ak, the rest of my weapons are all fucked up now
Hit reset
the other weapons will momentarily inherit the values you set for the intended gun until you enter the editor with them as well, i know it's a bit confusing
they're not going to stay like this
to see what the weapon actually looks like press F7 and 5 again
alternatively you can click Resume to undo the changes, or you can go into the cache_dbg.ltx file and delete everything altogether
to clarify, if you set values for a gun, all weapons you equip will have those values until you open the editor again
it's a visual thing, it doesn't mean you actually changed those values for those other guns
you can always check what the weapon looks like currently by opening the editor with it equipped, F7 > 5, you can also walk around with it and change to aim/alt aim modes with Esc
hi joys
is npc's ammo type is related to something?
if it is where i can check and change it?
as in ammo they use or drop as loot?
they use
i mean is ammo type diffrerent (fmj hp or ap) for different ranks for example?
it's defined by third parameter in npc weapon loadouts
ay whats the mod for mask inertia? i installed what i thought the mod was but it isnt there, lemme know if this is the wrong chat to ask this in.
Its that mod. But it was deleted
hey. what faction/type of stalker does stalker_nebo here mean? working on mapping model captures to damage profiles
cs
thanks
oh thats funny
is it though
I guess not, the devs are slavic so it makes sense
"nebo" means "sky" in my language so I found it funny
It is sky
On that note, what about killer
I saw a faction named killer in some code, idk what mod
I thought maybe it was sin
Mercs
sin is greh
is there function that is triggered, when I start dialog with NPC (or just before)? npc does not have "give in" task dialog option and I want to loop trough tasks and check if npc is task target
Is there a reason why people choose killer or mercs? I assume conflicts, etc
it's been their name since the very start
I was thinking there should be a "Psst, pay me half and I will give you the contract owner for your assassination" or like... The spy missions where you could disguise in and tell him to join you but it would reveal both your disguises or at least still require killing the witnesses.
Does anyone have any experience with level.start_weather_fx_from_time()? Keeps telling me my input is invalid
only just now tested this as i fucked my game last night, filters are not addable to quick wheel, is it maybe bc im using drunks toxic air instead of the original version or something
sorta forgot to mention thats the "latest toxic air" im using
That's the internal faction name
actually i only tried one of two quick wheel mods so one moment
Gotcha thanks
It's probably simply that you need to add the items to the quick wheel filter for displaying
which does that mean, editing files or fucking with the qaw section in mcm
Editing files probably
yeah im clueless ill just deal with manual filter swapping for now
unless you wanna make yourself useful and elaborate on this
im genuinely curious what is so incredibly easy about it that i havent discovered
and why should i
No need to be a dick about it momo. We were all beginners at some point.
@wary kiln I'm not personally familiar with drunk's toxic air. I can however, help with specific coding questions though. Feel free to DM me stuff, I don't mind helping newbies :). Also, here are some tools that might be helpful
Script Files: Visual Studio Code (https://code.visualstudio.com/download)
XML Files: Notepad++ (https://notepad-plus-plus.org/downloads/)
Searching Files: Agent Ransack (https://www.mythicsoft.com/agentransack/download/)
Unpacking .db Files: AXR Toolset (https://github.com/revolucas/AXRToolset)
File Comparisons: WinMerge (https://winmerge.org/downloads/?lang=en)
References:
Anomaly Modding Book (https://igigog.github.io/anomaly-modding-book/)
Lua Documentation (https://www.lua.org/manual/5.4/)
Chat GPT for Checking Code (https://chatgpt.com/)
Learning Code (https://www.codecademy.com/learn/learn-lua) (https://www.tutorialspoint.com/lua/index.htm)
i do appreciate it a lot but im not personally worried about wrapping my mind around adding codes just so i can press a button to do something faster, especially if i think theres a chance somebody else already did the work, but in this case im over it either way and will just be playing without it until something comes up about it, im very easily distracted and cant focus on coding stuff bc its boring and not particularly interesting to me and ive spent hours on end doing the simplest shit and then doing it again bc i fucked up somehow
when it comes to singular lines i can just get by but whatever this mod seems to involve is beyond me and my attention span
Fair enough. For me, coding is like solving a puzzle and that makes it less boring
Unless I have absolutely no idea what's going on. Then it sucks
yeah i guess it is a little fun/rewarding when i do have an idea about something but like 99% of the time i dont bc i only have experience with wpn ltxs lol
even then i dont know half the shit thats going on in the addons i have
wait so are you at least familiar with quick action wheel?
i cant find my way around that mod but hopefully i can add the filters to it if you can help, if not its no big deal as i just loaded up my game and i dont mind not having to close it again
Not really, never used it in game or looked at the code. My experience is very stilted towards callbacks and companions (Shameless promo: https://discord.com/channels/912320241713958912/1072006633644896308)
Nope, free to add/remove at any time
love it thanks for the extra qol
Np, it started as companions telling you what enemy they're shooting at and evolved from there
how does that work, they describe the threat?
or at least name it when calling it out
idk my first thought was a companion saying "taking a shot at the guy on the left" or something for some reason and i figured that cant be it
but i just thought about something, what if the dialogues were different based on rank? rookies just leaving the faction base with you for the first time would always freak out and say something like "WHAT THE FUCK IS THAT?!?" on their first encounter with any mutant that isnt like a shit tier mutant
The faction of stalker or type of mutant. I need pictures bc I basically don't have any promo pictures
idk if thats been brought up or considered already but i think its a must if you can figure it out
i can try to help maybe
It was planned but the writing kinda fizzled out
aww thats a shame, ill be waiting for if it ever gets brought up again
This is a very old version before multiple reworks but it shows the general idea
mentioning campfire stories is a good touch i didnt think of lol
I'd appreciate it!
i think the dialogue changing with experience would be good for rookie players considering neither you or your companion knows whats attacking you at first (mutant exclusive probably, but maybe for the factions that arent recognized mid-late game aka unisg and sin) so once youve killed/looted the mutant and added it to your guide or whatever the next time you encounter it well, obviously you have some assistance but not being told what it is the first time (assuming you hired another rookie after all that is) adds to the immersion and almost horror to the gameplay
i really like that, this is in the current version?
@veerserif Still a bit old actually (1 yr ago)
ah so what all is in the mod currently? just the threat callouts?
No,
Anomaly comments
Area clear comments
Campfire stories
Companion death comments (Said by the companion dying)
Companion death comments (Said by a second companion if available)
Emission comments
Enemy comments
Headshot by companion comments
Level comments
Low health (Health of companion) comments
Player death comments
Psistorm comments
Player reload comments
Player weapon jammed comments
Random comments
Safe area comments
ohhh okay so it completely spices up all the random chatter, i was asking out of curiosity if the companion death comments made it to the current version which im very happy they did
well not all the random chatter but that of companions
Since Gamma uses MO2 does that mean that the disabled section in MO2 for Gamma are all optional? I'm very farmiliar with MO2 but not modding Stalker so before I tweak anything I just want to make sure that it isn't like this for a reason and that I can infact add additional mods to gamma that don't conflict.
!disabled
@hot current Mods under the G.A.M.M.A Disabled category and ALSO other disabled mods that aren't under this category, are disabled for a variety of reasons: compatibility, performance, bugs, busy hands, etc.
DO NOT ENABLE THEM. SERIOUSLY. DON'T.
(If you don't know what "busy hands" is, type !busyhands in #🤖bot-commands)
What about animations? Can I enable them?
DO NOT ENABLE ANIMATIONS THAT ARE DISABLED BY DEFAULT, IN MCM IN GAME OR ANYWHERE ELSE IN THE MOD LIST.
They are disabled for the same reasons written above.
Why do we have these mods in the mod list if we can't activate them?
Because G.A.M.M.A. is STILL IN BETA.
NO, Grok can't simply remove these mods. Version 1.0 will have a clean mod list.
If you really want to use stuff that is disabled by default, forget about #🔨base-gamma-support, use #🔨modded-gamma-support instead.
Awesome thank you so much! I was gonna add female PC's as I was hella floored seeing them out in the world and did a double take in new game to check if maybe I missed them somehow
you can add mods to the game off of #1035807043933720576 those are alright to include
LASS does female NPCs
just make sure to ask for help in the appropriate thread and don't expect support in #🔨base-gamma-support since your modlist has been tweaked
Oooh awesome, I'm a bit of an addict with modding so this is great news. Also I'm sorry I've been asking questions seemingly all over the server, I had no idea Gamma was this big
does the draggable hud break scopes? i cant use my sniper scope when u use it. the scope screen just dont show up
it only breaks during the preview, after you save your changes you'll be able to see the overlay
okay
do you think i can add you and you can help me with the saving the changes to the files stuff? im not rlly good at these kinds of things. you can just show me real quick if thats fine.
sure
so where can i find whatever file configures the firemodes so i can add a second automatic firemode
trying to make slow/fast fire for the bar
It's in the engine, can't really change that
That's not a thing in Anomaly
fuck
There's semi auto/full auto/burst/hyperburst
You'd need a mod script that hijacks the rpm stat or macros the clicks somehow.
I wonder why a lot of double barrels aren't setup to use hyperburst to simulate dual state trigger
Because shotgun can't have fire modes
idk about that one
Lmao if raven says it, then it's most likely true
Doesn't the saiga 12 serie have some? Or are they considered rifles as a game type
Auto shotgun is not regular shotgun
Regular shot gun has no fire modes.
If you want shot gun animations no fire modes
ohhh that adds up
Auto shot guns are more like rifles than shotguns, but are not the same as rifles


