#╙🖇mods-making-discussion
1 messages · Page 60 of 1
i knew that was a thing in like all the other stalkers ive played
That was my thought
They kinda have a two shot mag (not really, but you get the idea)
I don't think auto shotgun can burst. Def not hyper burst. I looked that up last month
For double barrels I mean
The saiga 12 isg ks-12 has a two shot burst, even a tripple shot upgrade. Tho that last one might be broken
Is there any reason why a auto shotgun can't just be set as a rifle that fires 12ga?
There is a script that along with ltx edit can make a db shot gun fire super fast. But the fire mode UI and key won't work. Would need custom code to enable disable and display mode
Pretty sure you can make a rifle shoot 12g
Pretty sure what makes auto shotguns special is animations
Yeah I was gonna say
Oh is everything tied to the shot count for reloads of double barrels? If you fire one shot, it only reloads one shell. You'd need a custom script to do the same if you setup DB shotguns the same as auto shotguns
Like rifle shooting 12ga won't look right no matter what you do
That should work. But I think you will have issues making it feel right
I don't get why the weapon classes have all of those weird, strange limitations
Welcome to X-ray
Probably because they never thought it would be expanded upon so fucking much down the line. Works for a game, that's good enough
i didnt know about any limitations bc im still incredibly certain at least the side by side sawn off shotgun has hyperburst in all the mods ive played except this one i guess
You can do that by changing the class
Don't make it a shotgun as far as the engine is concerned
oh lmao
but then make it use the model, animations, sounds, particles, etc of a shotgun
Engine side, what are some of the class inherited parameters of shotguns?
I would have to look it up. I think it is mostly animations, particularly the shell by shell reload.
No other class has that
I did that for my MP43
That has a "dual fire" mode
Double barrel shotgun
look inside
But I reckon you could make a script to check the remaining ammo count and just play one animation or the other. No? Or do you mean for a tube fed, to reload shells one by one up to max capacity
You can do anything with scripts
There's some really cool reload animations already, like feed one in the chamber, flip over and feed the rest from the bottom if you fired the last shot. Is that something exclusive to the shotgun class?
the SPAS-12 does that right?
I think the mossberg might too
Some weapon states are strongly tied to animations. Fucking with reload without breaking everything that watches and listens to reload states is very hard even just adding conditions like mags redux does
Understandable. I messed with FDDA the other time, it's a capricious beast
Not to say it is impossible, but it wanders into very hacky very quickly
I should finish modeling my shotgun backburner project one day and fuck with animations proper
my mind is still set on a secondary automatic firemode, its hard to believe there isnt something that could be done considering how complicated you guys make it out to be to give double barrel shotguns hyperburst
Juant you might be more familiar with animation stuff, do you set events via animations keys, like a custom xray parameter in pavel blend?
There is a script but it has limitations.
There is faking a db shotty with an auto shotgun but that has other limitations.
understood
Like db shotty that always fires both barrels is easy.
Making switch between one and two using the standard UI and key... Hard.
Hmmm single fire when aiming double for hip fire is pretty easy to do...
so heres a big question, does rpm_mode_2 only apply to the hyperburst bc i would be fine having slow automatic fire and a fast 3 round burst as a wacky zone modified bar
in the case that rpm_mode_2 simply applies to the second firemode listed
well either way im testing it rn
yes rpm_mode_2 in fact applies to 3 round burst, i am content
That's not how it is coded. I question your testing
fire_modes = -1, 3
rpm = 375
rpm_mode_2 = 600
this worked
the only lines i edited
i did add a sentence to the end of the description - "This example appears to be a zone-modified example, fitted with a 3-round burst mechanism."
i think im gonna turn the slow fire down a little more bc it doesnt feel significantly slower to shoot than the burst
just gonna set it to 300 and see how it feels
i also havent been using whatever draggable wpn editor ppl talk about, just loading the game and closing it every time i find something that needs editing
been fucking with mods all day im starting to find some interest in it again
I can tell you that rpm_mode_2 is only used for 2rnd burst
If you think it is doing something for 3 round busrt you are mistaken.
Or alundiao is lying in the code comments and I can't read c++ logic flows
shitty phone video
but proof that im not trolling
you can kinda hear it through my headphones too, but you should be able to see the difference in firerate between autofire and 3 round burst
ill send my bar file if you want
That's all the testing you did?
What about swapping the two values?
Or setting one or the other yo something in the thousands?
i will set the hyperburst to 2000 and update you with footage
i am a flimsy tester but i will do what it takes to prove it to you
afterward i suppose ill switch the firemodes and see if it makes autofire 2000 rpm
trying this now
Hmmm
This doesn't do what the comments says it does. So it might bug out and work with 3rnd
interesting result, it does appear to only apply to burst firemodes
all this test did was make 3rd 2000rpm hyperburst the default firemode
i learned something tho i think, or at least you did or are on your way to it
I ment switch the values for rpm and rpm_mode_2
Not the order the fire modes are listed.
But it looks lije someone changed it so that mode 2 rpm is used for both 2 and 3 rbd burst.
oh ok yeah i was gonna do that but ig i thought they were effectively the same thing
Just goes to show relying on comments or convention in this engine is a trap
Why have a standard coding practice when anybody changes it without changing the actual comment about it
But that's a general game dev thing really
is mags redux's one in the chamber tied to the weapon class? i want my ugp bar and mp40 to not have one in the chamber bc that tiny lack of realism just bugs the hell outta me
the game engine measures distance in meters right?
it's up in the air but it's around regular meters
anomalous dugout has a nerd video on stalker measurements
No, it is tied to a flag in the weapon entry in mags redux. Open bolt guns don't use the feature because theY don't IRL.
open_bolt = true
In the mags redux ltx for that gun
I take no responsibility for what guns have that flag. Someone gave us a list
And I absolutely had nothing to do with the extra gamma guns
ig these ones are missing that particular line, ill just add it in and hope that works
thanks for the clue im always trying to figure out that randomly specific stuff
first order of business is always checking the original mod to see how things are done
unneeded for the mp40 apparently
Someone plz fix the amount of matches in a matchbox. The correct amount is 35-38 matches. The price of a matchbox could be 3 times higher. And also mod for a gas/gasoline lighter would be very nice.
We also need a fix for machineguns. Currently these type of weapons is weak and not accurate enough, so there's no point to use them.
hi. how to remove the drop in endurance during irradiation?
hey guys, is there a way to completely remove loose item spawn/respawn?
hey guys, is there a mod that makes campfire heal your limb hp if you have post heal on?
bloody bute
hello joys again
trying to simplify damage system for bullets cause when i saw how gboobs works i was a little surprised
so some questions depended on gboobs:
- what means bone_id == 65535
- should i store bone armor profiles for npc separately from damages.ltx to avoid problems cause system works with bullets only (as gboobs does it)?
- as i understand sin fraction has only specific multiplier (0.3). so they just reduce incoming damage and "anomaly shield" (just particle) keeps forever until they are dead?
1 is comparing the bone hit to 65536, idr in which cases this happened but it's just a sanity check
2 yeah use dltx
3 yeah
gbo reads profile presets from that file, but that file inherits the actual profiles themselves from damages.ltx
but yeah it's used only by gbo
you'd still want to dltx OR use a duplicate file
because if you update you'd lose all of your edits
Who can help me with my Anomaly modpack? This strip really fuck up me...
This mod adds strip, if i enable it
I made this mod myself from UI Rework Style by Sota, but I tweaked its files a little. It seems like I excluded everything related to BHS, but this is crap...

ZCP in the loot submenu, set the loot scatter to 0 and start a new game. You might have to edit a script since that value is most likely driven by the choice of progression difficulty
thanks, i did set it to 0 and the world seem to be clean
Wasnt there a Metal Detector mod somewhere for Anomaly recently?
"plugins\difficulty.ltx"
set all random_items values to 0
How would I go about changing the weapons you are given in the arena?
Hey I'm trying to implement the Toz-66 from a cancelled wip gunslinger implementation, I've done the basics but I keep getting this error message when trying to load into a debug map
Here, I'll get it up
There's a missing section the gun needs
Oh? is should there be a seperate folder for the alt version, what file would I need to find?
I don't know. It's telling you there it's missing the wpn_bm16_alt section so I'd search for the config where ever you got the toz from
You need the animation files, the hud model, the world model, the textures and the config
The config can be stolen from elsewhere if you have the animations, you can just adapt them
BM16_alt is a weapon, a seperate one that anomaly added
when i modded area all the alt variants were consolodated under the same file as the base version of the guns and assumed that was the case with anomaly too but i havent messed with any of the vanilla guns since i started modding gamma, is it in fact not the case with anomaly?
I gotta see what I can steal from area
also somebody should make a mod that pretty much removes radiation protection from all the helmets/gas masks or heavily nerfs it, and buffs radiation protection on certain outfits, this would pretty much make it so that your gas mask is only for the dirty air and maybe the extra ballistic/psy protection depending on the headgear (some would still have some radiation protection like the spartan and ranger helmets) but your outfit providing the majority of radiation protection makes more sense as beta and gamma particles generally dont give a shit about thin rubber from what little i remember in detail
and do it dude, area seems to be a standalone game with mods in it like anomaly and its pretty damn decently put together from what i got
i can run that shit on 60 fps with 30 fps looking through PiP scopes, i could probably get 30-40 on average in base anomaly
do you know what a gas mask is used for in real life
chemicals, other hazards to your breathing
beta and gamma particles like i said, dont give a shit about ur gas mask, or at least gamma particles
gamma particles for sure but i was wrong about beta
i know what im talking about to some degree i swear lmao
it removes the part where you simply forget about the radiation the second you get a gas mask
Then you catch a bullet and die
helmets for ballistic gas masks for radiation if you nerfed the gas masks they'd never be used again
it might be weird to get used to waiting to forget about radiation properly til later but it gives me more of a metro feel where no matter what you get a little fucked up if you stand in the arong spot too long
btw im also talking about buffing the outfits accordingly
and leaving some rad protect in the helmets with masks
well yeah but the radiation anomalies in stalker always felt like radiation fields, which my search a minute ago told me gas masks do not protect against
instead of clouds of radioactive air particles which is what the masks help with
They protect against breathing in the shit that emits said radiation fields
they protect against the shit emitted, not what is emitting
No
There's a difference between realism and fun
is it really that stupid of a suggestion tho like honestly
yeah precisely
Which is what masks protect against
yeah
it's not a stupid suggestion but it would just lower gameplay variety
This contradicts what you proposed
Gas masks stop majority of the rads
Otherwise you would breathe that shit in, where nothing can protect you
Ionizing radiation is rare
idk i guess i just thought all the radiation clouds around the zone were ionizing radiation and always thought it was silly that i could just sit there with a mask on and be fine
thats the whole point of it really
No
Its dust and particles
They emit but the danger is breathing them in or having them on your skin
im just thinking its gotta be possible to make it so only radiation protection from consumable items would apply if youre not wearing a certain type of headgear
bc i still think it should be a thing, i honestly wouldnt mind going through all the outfits and gas masks and buffing and nerfing them respectively and pasting whatever code somebody else came up with if yknow, somebody else would care to entertain such a thing but regardless i dont think its as ridiculous of an idea as you think, i just want the radiation to feel like an actual threat like in metro, im always trying to find cool ways to combine ideas and stuff from other games with something so customizable like gamma
Get toxic air mod
i have it, this mod concept was specifically with toxic air in mind in fact
like you still have plenty of motivation to wear a gas mask right? because lets just say with this combination of mods storywise theres radioactive particles in all the air toward the north, and the radiation anomalies you encounter are ionizing radiation fields
now you need something between an ibaz and a hybrid armored suit or seva or something like that in order to traverse the radiation fields, and wearing one of the gas mask-helmet combos or even that one funny looking black gas mask with the psy protection or whatever would obviously just boost your rad protection a bit more, you can use one of these expensive high end respirators to "top off" your rad protection with a lower end outfit
obviously the highest end armors (nosorogs, exoskeletons/exosuits, ssp99 variants) would have the most radiation protection bc you still want to cater towards ballistic protection at the same time
now that i think about it it would have to include a patch for toxic air that makes it so breathing without a mask in contaminated locations irradiates you instead of very very slowly draining your health or whatever it does (havent been further north than red forest using toxic air yet)
im passionate about this concept im just too soup brained from smoking weed since i was 11 to be excited about the coding part
btw since i dont have perm to make a suggestion post ill just ask here why the ithica shotguns have 1 as their firemode and not -1 lol
i didnt fuck with the firerate, they still shoot just as slow in my game but with the added effect that due to the recoil pattern each shot gets progressively worse in terms of recoil during slamfire
not something i did just what i noticed when effectively removing what is pretty much a semi auto sear from all ithica shotguns in my instance of the Zone
if i wanted to edit the ballistic resistance of a piece of armor, what line value would i edit? or is it correlative with BR rating in hit_fraction_armor? since im asking, what value determines impact resistance as well?
Use the outfit editor in debug and that'll show you all the variables and it'll show you in real time the effect of changing something
Fire_wound is the br resistance
ah gotcha, thank you
You can look up the anomaly modding book in the channel pins to see which resistance/immunities is what
oh shit thank you, i didnt think that was listed in the mod book and it didnt occur to me to check
Every parameter found in an ltx is basically described in there. Use the search function
will do
regarding game_levels_music.ltx, is there a way to automatically paste file paths for music or do i need to input them all manually?
can always automate shit like that with a windows script
I'm a complete noob when it comes to that lol, is there anything you suggest?
no
fair enough
any reason why editing fire_wound _protection doesnt update the stats on the armor? are its visual stats in-game different from its actual values for some reason? saw someone else have the same problem about a year ago, but couldnt find a solution. also didnt find anything in the modding book.
because you want to edit the bones protection
and more importantly, only the torso one matters in gamma
or the one with head in its name for helmets
not in the ltx files its not. in basicly all cases it has been superscedded witha calulation based on bone armor and hitfrac
here is the fucntion that pulls for the ingame stats.
The more you know. Why use the actual parameter when you can hide shit deep down with other parameters 
system was changed. new system makes it so wearing a helmet doesn't make you take less damage from a shot to the chest. comlicated but better.
Yeah that makes sense
it also allows you to really fine tune how your armor behaves ingame
i.e. have the legs be way less protected than the torso
So they get even more damaged than is already the case 
it isn't already the case tho
for the player limbs take 6.6% less damage than the torso and they use the same protection given by the body armor
But even with the random damage distribution rng to other limbs, your legs still get fucked 70% roughly of the time
Is the health number of limbs the same for each?
With how much damage your legs end up taking, they could easily have 150% hp vs your arms and I think it would still be fair.
Having broken legs is a huge penalty vs broken arms
5 hp for each of the 4 limbs
11 hp for the torso and the head
it's like a uhh 40 damage hit to fully lose any limb
Not in my experience
Right arm takes a good amount in a firefight
40 is rough with how much everything fucking hurts
got it working, thank you for the help everyone
my regular seva suit now has a 5% increase in base ballistic resistance 
it was worth it to satiate my obsessive need for minor nitpicks in balancing
it is but you know
gamma isn't known for its balance
or maybe it's marketed for that but like imagine still thinking it's great balance
Yet DNPCAV is off by default for balance reasons.
A rookie bandit that puts on a duty exo doesn't get that much harder to kill.
Old BHS didn't track hits. It handed damage out to a randomly picked bone. Nearly half the bones count as legs. Therefore legs get hit more.
XCVB fixed that
are you talking about recent update on BHS? heard its callculations is better
Yeah. Every part of it is better
before its was always god damn legs,even when you half prone behind cover,catching headshot and legs is hurt)
hello again
a few questions about ammo
- is k_bullet_speed just multiplier of bullet speed of weapon?
- is permissible setting k_ap as negative value?
its even worse there, legs only have 6 or 8 bones actually, what old bhs did was this block
whoever added it (i think grok xd) didnt test that this callback does not register fall damage, but all mutants always hit in bone "0"
so it makes every mutant hit go to legs, idk how it stayed like this for nearly 2 years and nobody cared
It actually did attribute to the bone that was hit
Except for some attributions like fall damage above
Wow, this is horrible
Place random mines 
Hi, to install HD Models for GAMMA 0.9.1 I have to extract it in modpack_addons ?
I don't understand the tutorial
why ?
This has probably been talked about to death, but I'm very curious what the stats shown in weapon_ammo.ltx actually do? I'm trying to buff LRNPC to give it better flesh damage. Is a guide in pins?
so again the upgrade tree for BAR is fucked, i notice it lists g3sg1 upgrades while the upgrade_scheme states fn2000, how does this work exactly? id like to give it the upgrades from the pkm, theoretically can i just list the pkm upgrades in place of the g3sg1 upgrades and replace fn2000 with pkm? (this is the part where i go look at the abovementioned modding book to make sure i dont get bullied for asking) btw modding book doesnt say anything about configuring weapon upgrades as far as i could tell
Copy and paste the upgrades from one ltx to the one you want
The upgrade tree won't change on existing weapons though and might actually cause a crash
oh ok thank you
im about to start a new playthrough and im still gonna use test room to see about the bar before then
this includes both upgrade_scheme and list of upgrades?
or just upgrades
Both
alright will update
fully upgraded bar with pkm upgrade tree and 3 round burst fucks, thanks for the help
someone please make a "good night sweet stalker" mod where you can strangle downed stalkers and take their shit
extra points if it plays a "shhh shh sshh" audio clip
Just going to plant that seed while I go back to learning how to animate
(you could also "help" them using Fentanyl)
thats fucked up and i love it
you cant be evil enough as it is so far, i dont generally play a pos renegade or anyone like that most of the time but that will give me motivation
the zone is freedom
Freedom to strangle dying stalkers and climb to the top over their bodies
Hands can be hard to animate, so you could, you know.. a rifle stock would do the job
k_hit is damage miltiplier
it doesnt directly reflect damage but increase it for more damage
there is no such thing as "flesh damage" - certain ammos simply ("simply") have hardcoded mutant damage multipliers, this is handled by grok_bo.script, the main script for all outgoing ballistic damage in gamma
damage is MUCH more complicated than simply "increase k_hit"
if you want to boost a certain ammo's damage against mutants I suggest you change its ammo_mult within the on_mutant_hit function in that script.
LNPRC actually already has an insane dmg multiplier against mutants, one of the highest.
Understood. See, I noticed that under the "accurate stats" mod, it had a damage modifier of 70%, just like PSt.
that's because it's only reading off k_hit value in weapon_ammo.ltx, but is not reflecting the hidden damage multiplier in grok_bo
i've been working on a gbo outgoing damage simulator so, yeah, i can tell you with certainty
Oh I definitely trust you, I just didn't realize that.
ftr
I wonder if Accurate Stats could be modified to show the mutant damage?
where gigant_ammo_mult is a special ammo multiplier specifically for hitting pseudogiants, all other mutants follow ammo_mult_mutant
you can always ask momo about it but i predict the answer is "no fuck it"

Incredible.
also that 1.75 ammo_mult_mutant is FAR and away the highest, second-highest is 1 (for all other HP ammos), default is 0.85
yeah it can but i'm not doing it
yep lmao
simply because there's nowhere to read the stats from and i'd be writing them by hand
which goes against the very purpose of the mod
like sure they could be accurate for some time but then grok decides his balance is indeed fucking shit and moves multipliers all over the place
and suddenly the stats are not accurate anymore
fuck that noise i'm not maintaining that
that's retained for crazy bastards like me who are getting the ammo stats partially by hand, yes
ye like
and yes it is an absolute pain in the ass
to do funny math breakdowns
no problem
to maintain a mod that's supposed to desmystify stats? nah
(funny math breakdowns that don't match the log output when i shoot shit in the game rip me)
s'okay i'll get there eventually maybe
I took four years of programming classes in high school, and I remember our teacher beat it into our heads that we should comment the fuck out of our work.
I realize why that is.
commenting wouldn't save gbo
Christ 
i did ragequit for a night when i came across the stalker AP calcs
and i routinely spend hours teaching people what folders are and how they're not the same as files over in support, so you know my tolerance for bullshit is usually high
I figured half the pain for you masochistic folks is that you can't figure out what does what, cause nothing is documented.
But I guess it's far worse than that.
Reverse engineering the most obtuse code.
well, it's a combo of things not being documented, but also there being multiple mods potentially all modifying the same system, on top of whatever mysterious shit Anomaly itself does for damage, for a calculation that already has quite a lot of variables going in
so it's a one two punch of "this is a complex system to work out" but also needing to already know ahead of time what to look for
but anyway! to answer your q. yes if you want to just boost 7.62x25 LRNPC damage against mutants, change that ammo mult in grok_bo.script
not really that many if u dont go into depths which do not matter much ;p
I wish stalker anomaly had the same modding capabilities as skyrim
or atleast have less of a headache to work with
Has anyone else encountered this issue where delivery tasks automatically fail when accepting them?
Ahhh hello
Do you have this also?
No, but I am the mod author and i saw your comment :)
Thank you for your service. Also, that's crazy.
Definitely would have some incredible mods. Not to say what people make now isn't awesome.
Well, technically you can code whatever you want. The Modded Exes exist. You can even implement custom c++ code for example without the modded exes
there was this exceedingly overcomplicated technical marvel kinda deal looter shooter mod in moddb
that's just the living example that you can do anything with enough autism, knowledge and passion
this thing
Have you used it tho
for very little because i was already bored of anomaly as a game
more interested on it as an artistic platform
this one is really good
i mean how game can be changed
yeah that's what i'm talking about
just goes to show how much can really be done with anomaly if you care enough
It crashes after like 5 minutes
and enemies become literal bullet sponges mega quick
admirable nevertheless
I mean yeah it's a cool gimmick for like half an hour
But functionally it's amazing what it turns the game into
my dream is to make a game in UI, a game so good that people will open stalker to play it instead of actual stalker
kid named Blackjack:
these dont count, although i only join stalker to play this xd
but its just for me
a real game will be some idk roguelike in UI maybe
Make a complete port of the flash version of the first binding of isaac for the PDa
thats not roguelike thats just an arcade ;[
classic roguelike is turn based with autogenerated world
yeah the former would be classified as a roguelite
but probably no need to get pedantic in an FPS game server
how would I go about making a red dot compatible with a gun that it currently isnt
juan has a tutorial on how to do that
where can I find it please
idk use the search function
Looking for specifically the trader files that have the guns included.
or just straight up the BaS guns list
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
@open oasis excuse me but could you help me out real quick ?
i know nothing else about this topic lol i just linked the vid
oh i just need some files
i'm not running stock GAMMA but sure
the BaS merc one is empty, do you still want it?
could you maybe dm the entire trader folder then ?
i'm assuming you mean this one
i need them anyways to build one. I lost my gamma game but i need it to build a file for a friend
hdd's dead
which trader folder, just trade?
trade and trade bas yeah
cheers
cheers. I'll crack open a cold one for ya
thank for you an actual answer
You are assuming correctly.
If somebody knows how to add extra mags in starting loadout please do @ me
can someone share their grok_artefacts_random_condition.script with me please?
it's just one line and it seems to print out one string, i don't think that's what you're looking for
@obsidian void
thank you that is what I wanted to confirm
just making sure I didn't have something broken lol
thoughts on this?
just added companion names to the companion list so you know who the fuck is who (im old)
need to sort the text alignment but does anyone think this useful?
looks cool!
i only ever modded shoc back in like 2008/2009? so its been a while, bringing back bad lua memories
Guys i need help with black market mod. whats going on with that? I found for example clear sky trader file, i just want to drop some staff to buy, saving file - and nothing. doesnt work.
game not read it
is it something diffrent here in that files then in every other stalker?
already got 1 thumbsdown 

Is there any chance that GAMMA could become co-op or multiplayer somehow? i would be willing to pay for it
currently no
What would I need to look at to change the condition range for pelts dropped by mutants? For reference whatever mod this is in MCM(artefact condition) does not work I even tried it in default gamma with only a mod that increase loot chance
i hope they can do it in future
!coop
@night elm GAMMA isn't multiplayer and will most likely never be, "most likely" because there's no Anomaly multiplayer project on going.
Here are the multiplayer projects currently under development:
- xrMPE is a match based coop experience that is available, it has the most solid netcode but it's not open world (https://www.moddb.com/mods/x-ray-multiplayer-extension)
- Ray of Hope is open world and in closed alpha (https://www.moddb.com/mods/ray-of-hope-co-op-online)
Thank you for the answer! i am just installing the xrMPE(Shadow of COOP). about Ray of Hope, is it available to play?
no, and to put it politely, don't expect it to be available any time soon
very sad to hear that
Pelt conditions because they can drop from any amount of % aren't using the same logic as artifacts. You'd have to find the script that hard codes the behaviour and change the range of the random number generated
Looks good 💚
Since it switched to UE5, it won’t even be a stalker game anymore. More likely a « stalker like » game. But it won’t be stalker stalker as in armor design, maps and locations , names, etc
what UE5 means?
Unreal Engine 5
oh, ok
Basically as long as it was under Xray, it could use stalker assets but couldn’t be sold
They switched to UE5 so they most likely won’t be able to use stalker assets, but they will be able to make money out of the project
Also, actual net code
i was wondering if you was able to mod the Anomaly that much, maybe you can do some coop thing too
Not without extensive engine modifications and rewrite
Which is the work of several full time devs for years with no guarantee that it will actually work
i understand, thank you for your work. that's a lot
And again, full time devs paid with feathers
so its not worth it
i guess we are hoping for the best with stalker 2, if they are not going to postpone it forever
Whatever happened to that guy that said he was gonna use his autism to fix anomaly coop?
i dont know nothing about that
Mr team leader?
He was here in like February saying he'd have it fixed in two weeks then disappeared
It must've swallowed him whole, never to be seen again
Iirc he was brand new to modding
And he said people that tried and failed was because of lack of enthusiasm
That's the one
Oh I remember hash function guy
Average Gamma Savescummer was his name
Man that was something else
thank you, thread created
im losing my mind
where to find config with armor stats such as br_class and so on
maybe somewhere dltx file lays with overrides
but i cant find

i already made coop stalker, posts kpop link
unfortunately it is not what i need. i found it already
but if i turn off this mod stats are not changed at all
i made dltx file with some changes for outfits but it doesnt work
now trying to find where are configs or something related to outfits
Is there any documentation on alife_create_item function call or the variables in the picture? I'm still trying to find how pelts are generated so I can change the range of condition and it looks like everything is generated using these in the ui_mutant_loot.script
so i find it
br_class is given by func from actordamagebalancer
then for what br_class field in ltx files if hit_fraction equals br_class 
next step is figure out why fire_wound_protection isnt overrided through my dltx file
Epilepsy crisis

because actual balls is handled by the bones protection section
specifically the torso one
Find the original function definition. I believe it is in _g script but I could be wrong. You can just search the unpacked files for the function with notepad++
Hello. Anyone know where I can tinker with the randomly-given NPC names to stalkers?
dont know if this is the right channel but is there any way to make the game not zoom in when you scope in
i believe you can input scope_factor 0(?) into the console to prevent zooming
but on a per-weapon basis you might need to make a reposition for it with this argument
Found it thanks
to change mutant pelt conditions I changed line 24 of ui_mutant_script cond_r = {30,70} to cond_r = {5,15} to make them worse to use with increased mutant loot and the drag and drop repair mods
Seems to be working incase anyone else looks for this
aight tanks broski
does this mean i wont be able to unjam anymore?
no it means that you should disable the mod it's telling you to disable
im assuming it disables the functionality as well right? or does mags redux substitute it?
Substitutes.
ah alright thanks
moves it to its own keybind instead of also being on the reload button
ah alr thanks
how can i reload after enablign mags redux and disabling the unjam reload? what should i bind because my r key now does nothing
rebind reload?
where can i do that? im trying to rebind this but its not working
it just brings the weapon down and up
yes i disabled this
do you have mags on your loadout
yeah
they're not in your loadout tho?
also why not just go back to newcomers
considering this is not discussion on mod making
oh sorry, i was told to go here in newbies once, thanks
Does anyone know what this means? (It's different mod)
FATAL ERROR
[error]Expression : !m_error_code
[error]Function : raii_guard::~raii_guard
[error]File : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
[error]Line : 748
[error]Description :\gamedata\scripts\smart_terrain.script:592: attempt to index local 'job_data' (a nil value)
stack trace:
So I made a mod and the last update was done a month ago or so and is officially complete. Should I archive it on moddb? What’s the point and was it right to do so?
!support
@slender creek 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.
Nah archive is for dead stuff
Like « I won’t modify that shit ever again »
So, I want to create an extended magazine for the TT33, once I add another entry to the mag ltx, how do I apply an icon for the magazine?
Like that I touch my shit anyways.
I update it a couple of times and forget about it
Where would one find the scipts/configs that enable sid/spore to sell stashes? Figured asking someone who already knows is better then scouring gamefiles for hours. Want to expand on it if possible, make different tiers of paid stashes and northern stashes availible.
Guys, is there a command or way to complete the current quest? I lost the pda that I was supposed to bring to the nimble one. There is no such PDA in the spawner.
google "stalker anomaly console finish current quest" and take the igigog link (seems to be all console commands), skimmed through but didn´t find a thing. And even if, pretty sure you´d need the quest id as well.
ye
you need task id
I have no idea where to find it
but if you have one, you in theory can complete task by enabling debug mode
then press F7
in command line enter:
task_manager.get_task_manager():set_task_completed("task_id_goes_here")
also entirely posible that work properly. there is no gauntee that that the states needed to progress to the next portion of the quest are all set by the taks compleating.
Like everyone else
one, you don't need to ad another entry. you can make your mag it's own ltx file as long as it is in the same folder and has the same prefix as the others.
two just like any other item.
https://igigog.github.io/anomaly-modding-book/configs/inventory_icons.html
i have repositioned the Ithaca M37 Stakeout (the short-barrel pump-action) but the position is not maintained in-game, is it perhaps derived from a different variant (for example the full-length shotgun)?
the other weapons in the same reposition LTX show up as intended, i have been doing this for a while
wpn_ithacam37_stakeout
ok so
ithacam37_stakeout and ithacam37 cannot be repositioned at all, while ithacam37_mag and ithacam37_trench do not read their custom aim HUD offsets
ithacam37_sawnoff also does not read the custom aim offset position, the alt aim position is maintained so i know it's only the aim one not working
i don't know if i'm allowed to report this as a bug since this does not really affect the player but rather the "modder" (the one doing the reposition, which is not even a mod)
It's probably in a dltx that you aren't winning the override. It's not a bug
i don't have any weapon mods active and it's the only weapon lineage out of the ~220 i've repositioned so far that had this issue
at least from what i checked
Are you using base offset?
no 
i'm an idiot and didn't start doing the reposition via the other tool so i'm just rawdogging it
oh yeah there we go adding the Z's resolved the problem
huh, that's so weird
thanks for the hint
what parameters determine what repair kit it takes to fix a weapon? ive discovered a mosin thinking it can get away with requiring type d kits
i presume this file is why, btw
oh wow i was actually just one letter off
mine started with an H so it didn't overwrite
i find it's helpful to always check the actual mod folder for the files it contains, if you're targeting guns from a specific mod
i was not even aware i was targeting weapons from a mod, i'm just doing them all in one fell swoop
ah. then yeah. gotta figure out which mods add the guns
would i be fine with just three Z's in my filename?
e.g. steyr, winchester both work largely via dltx rather than just ("just") adding a config file
you're just trying to make it load alphabetically after the file i screenshot, i presume
yeah but i want to make sure this doesn't happen for any other weapon
so would naming the files something like mod_system_zzz...ltx be enough?
good luck lmao
OOF
like i say - best to check files from specific mods
thanks for providing this screenshot, i will keep my "zzzzzzz" in there
(i just did a file search for zz)
it helped me a lot when doing reposition fixes on guns that had fixed hud_fovs and looked wonky when i removed the hud fov line
yknow to make it compatible with free zoom
check this file, you can probably copy the same method over GAMMA\mods\G.A.M.M.A. Items Parts Fixes\gamedata\configs\mod_system_items_repair_zGAMMA_repair_redirect.ltx
dltx overwriting the section of the weapon config responsible for setting repair type
if you wanted to directly edit the weapon's config file, look for repair_type = some_kit_here
gotcha thanks, i figured something was overwriting the original mosin and not the added in mosin im concerned with
bc vanilla mosin takes type b like i think its supposed to, but not this one
hang on
when i fire the gun, or reload, the weapon is positioned further away from the screen?
possible values are pistol (A), shotgun (B), rifle_5 (C), rifle_7 (D)
what did i do wrong?
custom gun mod moment?
or when i freezoom, that also affects it
not mine but yeah
best tell the author if you think it's a bug :)
Nah Mosin slaps
well in vanilla anomaly does the mosin take whats known in gamma as type d repair kits?
bc im just rebalancing the added mosin for gamma so it takes the same kits as vanilla mosin does in gamma
if vanilla mosin takes type d in vanilla anomaly then i believe theres no bug
huh turns out it does
yeah as the mod i have is made for just anomaly not rebalanced for anything like gamma
gamma is the one that reassigned it to shotgun
well, probably best to make your own dltx for own use
but yeah thanks for this bc when i saw rifle_7 i thought there were 6 other rifle types
np lol
it's the first number of the calibre - rifle_5 for 5.45/5.56mm calibre guns, rifle_7 for 7.62mm
okay so i added a couple more Z's to the filename and that fixed the firing problem
now only the freezoom quirk is left in there
i don't know if i care enough
nevermind the firing issue is still there
what the hell is causing the weapon to move further away from the screen when it fires in ADS mode 
bruh so i wonder if super simple mechanical designs in fancy sporterized chassis like the kar98k forester or like even m24/r700 snipers take type ds in gamma
you can check for yourself, just run Anomaly/tools/unpacker.bat, it will unpack the default game config/script files and you can just look at them
i checked one of the tacticool lookin karks and it in fact takes type d, im not checking further
but yeah i was worried about some mosin reload sound sync problems, managed to fix em myself but i did have to do some googling and eventually found out anomaly comes with its own fucking db unpacker after like 3 hours of searching for a download link to one
because your reposition is wrong
yeah so i'm asking like what's "off" about it, i want the gun to be in the position you see in the video
is it just too far ahead or?
the rifles don't do this for example
ah, i see what you mean now
I didnt think you actually wanted the gun to be in that position
the way the gun is to the bottom left, and doesn't ADS into the reticle, that is all intended
the fact that it goes forwards after shooting is not
Sounds similar to hud fov issue added since 0.91 update
yeah the thing is my FoV remains the same, i checked, it's not the freezoom bug where it like resets
ah so it's nothing i've done
Dont remember what it was though
Well, you are responsible for that abomonable reposition
so there is that
it's a helmetcam reposition and makes sense with the context of the shader
i turned it off for the bug video demonstration
give me a mod for weapon alignment
so that the weapons are in the center of the screen
Not a place to ask for mods
Nuh uh, I'm lazy to recompile the map mods to fix geometry errors.
hey guys, stupid question, is there like a map editor or something? would love to make some places look like they are used as hideouts etc. and upload it
@surreal gust give this guy your map editor 

Is this the best place to talk about/get advice on modding GAMMA oneself?
Its about maing mods. So if the topic is that - yes
This sounds interesting. Can it be used to add world objects (forgive my terminology) as well as dynamic physics objects/etc.? It would be cool to add a new character and associated quest, while also giving a certain spot that looks like it's theirs
All that is like top 5 hardest things to do in STALKER modding, there's no map editor for anomaly, there's the STALKER SDK
Which afaik is not as easy as "load anomaly map, make change, save, it works in game"
Basically if you want to make a change to any map you have to compile the WHOLE thing over again if you want to do what you describe, that's why there are no mods that change the current maps
yeah i was just being funny, there is no map editor and it's a very arduous and long process to get mapmaking stuff going from what i've seen silver make so far, see Juan's comment for more info
News to me, thanks for making it all clear. I'm looking at the Anomaly Modding Book right now, From what I'm seeing, it seems like the engine itself is really confusing and once you drop something into it, it's hard to see what happens to it/because of it under the hood, but it's somewhat predictable, and Lua is a clear enough scripting language. Am I understanding?
my understanding is that the sdk for the current anomaly levels is lost, and AI paths are baked into them, so you can modify the levels but you can't change the NPC paths to respect the new barriers in the way
Which generally defeats the purpose of modding the map
The X-Ray engine is far from predictable in my experience
As a novice myself I'd say there's config mods, where you use DLTX to inject config changes to override certain aspects of the game, script mods which use Lua scripts (combined with configs and so on) to do nearly anything you want, and then new models/textures which do what that says
Sounds workable in theory if the changes are minor. If I could, say, add a character in the Train Hangar hallway across from Butcher and then give him a canle and a bedroll behind him, that wouldn't interfere with pathing (?) but now I'm seeing the issue, what with needing to recompile the entire map. How did the Promzone guys do it then? Build a map and compile it? How the hell did they link it to level transitions from other maps and such?
And then there's whatever the fuck is happening with the new maps
lmao
The New Levels addon is literally one of a kind
level transitions are arbitrary coordinate points stored in configs, adding them is not hard
in almost 5 years of Anomaly modding they're the only ones that have pulled it off
Well, "not hard". But there are multiple mods that add new transition points between existing levels
What I mean, how did they link the maps together in logic, given that the engine is opaque and the map was not in the game beforehand? Is it just the directory structure ?
Things like this are fascinating, people figuring out the workings of a monolithic black box
you just use a config file to spawn a level transition "object" and tell it where to teleport the player
This was mangled, I'm not ESL I promise
not really a black box
again some things are easy, some things are hard, certain things are impossible or near impossible, and they aren't necessarily intuitively grouped together
for example it's not possible afaik to add a completely new mutant
was referring to the engine, but anyways, this conversation is my first dive into the technicalities of this. i appreciate the information and conversation, but i ask you forgive my naivete. i understand computing and logic, but not XRay.
but then again we would have all said it was impossible to add new levels until that happened
that's ok no one understands xray
but read the resources in the pins
so you wrote some things in the Modding Book. cool. would i be able to get information and advice from you on modding? i mostly want to add characters and associated missions. I see people have the logic figured out for multi-step questlines, which look simple from what I see. do you know anything about quest mods?
??? i wrote no such thing
sure.
the quest lines are NOT easy and that's why there's basically only one guy who makes them 
they're super fragile, even the vanilla ones
wasn't it you? i must've seen some other name that i recognize from the chat. sorry, my mistake
so that is the guy responsible for the main quests (yellow waypoints) that we have in Anomaly and GAMMA?
no - so half of the "main quests" that come from vanilla anomaly, idk who made them, that's not a mod.
the "New Storylines" mod ALSO adds a bunch of quests that have the yellow "main quest" marker but they are NOT actually a part of the anomaly main quest ("explore the anomaly" quests, the entire Last Dawn quest chain) - that's by Demonized, who incidentally also makes the modded exes that makes a lot of advanced anomaly modding possible
there's also this new tasks mod by iTheon https://discord.com/channels/912320241713958912/1162089884610199602
you can get a pretty good sense of who's been around in this modding scene for a long time by just scrolling through the gamma mod list and looking at the repeated author names
Yes, looked at that a little earlier. Have you tried it? Any good?
i am not a good person to ask about custom mods because most of my time is spent troubleshooting gamma installation, and for that i have to keep a vanilla install
also i basically never play the game
i just read the scripts and treat it as a giant puzzle box
i get this
alright, thanks for what you've told me so far
once you've got a more specific kind of mod in mind, for what you want to make, ask away, i have generally found people to be helpful with their time
provided you can demonstrate you've made a good faith attempt at reading existing documentation 
Hi. Sorry for interupting you. What encoding is system.ltx from G.A.M.M.A UI mod?
That looks like cyrilic that didn't encode properly
tried all cyrilic what notepad++ gives. If I save it as is, will it corrupt file?
It's commented out so I don't think so
guys, i got small problem, im trying to edit speed of one outfit (exo...) its like i crouch faster then this walk... I found mod nr 46 -outfit affects, i edited line (increasing) but still doesnt work. Should i edit something else? or idk how to increase speed of exo. its anyoing xF
you can probably read it if you open up the original ltx file from unpacked anomaly files, and set encoding to cp-1251
that's probably garbled from being saved to utf-8
nobody knows?
As raven once said:
Armor doesnt slow you down
look at the redline outfit. it gives you a speed boost
i'll be honest i always found it instructive to find the basegame version of a given config to read the original comments, anyway
i see in files (stock and mod) - dev did it like if u wear haevy/exo u are auto decrease speed.
somehow struggling to unlocalize actor_status_sleep shit despite doing everything as i've always done it
im give up... i checked folders to look for others files responsible for that speed.. nothing xF
Show how you do it
usual unlocalizer setup
where is this file from? are you changing the one from the mod or are you changing the unpacked anomaly file
gamedata\configs\unlocalizers\unlocalizer_smthsmth.ltx
Do you have the Modded Exes installed correctly? You can check the logs if your unlocalizer is loaded
How can I determine whether a particular weapon spawns for NPCs?
forgot about checking the log but i have modded exes installed properly
we should give alpha to this cool guy i know called mirrowel
I'm Sigma modder. Alpha is beneath me
Can I get modder pls
👉 👈
check GAMMA NPCs loadout but here's a list i prepared earlier
You got it faster than i could respond
Now that is some customer service
very based thank you 
yw
oh, right, note that certain scripted NPCs don't respect the usual loadout rules, and they can spawn with guns that are otherwise removed from gamma
@random fulcrum did you figure it out?
stupid question, is there a way to bind a debug menu subcategory to its own key? or perhaps a series of actions to a key? i know the bind command exists so i was wondering maybe i could do something with that and bind F7 > 5 (the HUD editor) to a key so i don't have to press a combination each time
looked into the log and it's being unlocalized properly but the variables show up as nil when called from other scripts
idk gonna put it in the freezer for now
try putting it in rice
Well, you can create a script for that. I am unsure if you can do that with the bind command
ah fair enough, i don't know any scripting so i'll just do the thing manually
But all that work so you can press one button instead of two?
well you see i have input this combination of keys at least 400-600 times over the past month to create the reposition i'm working on so i was thinking i'd be able to streamline it just a tiny bit
i still mess up and sometimes open the weather editor or whatever instead, plus i have to look at my keyboard to do this since F7 is a bit of an unconventional key
just thought it'd be a nice change of pace, no worries
Wait gimme a sec. What key should it be?
i'd be able to change the key either way through the script no?
you can make it be Q or something, i currently don't play the game normally, i only work on the reposition
but really you don't have to go to the trouble
i thought there was something quick and easy i could do myself
goddamn
try it, dunno if I made a mistake
do i just throw this into gamedata\scripts or?
yeah
You can change the key if you want in the script. Here are all other keys: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/scripts/lua_help.script#L1060
game crashes with this error when loading into the test level
okay so uhh
:(
this works exactly ONCE, and then it won't let me open the debug menu or the HUD editor with the hotkey again
what a peculiar bug lol
it does work exactly once though!
i'm currently making my way through the pistol section
i really dread having to reposition all of that lol
@open oasis So, I tested this and it works for me
can someone explain to me what's going on with the pistol debug section? why are they split into pistols and pistols with "scopes" that don't actually have any scopes on them? do i need to reposition each instance to consider the gun position-complete?
holy shit! it also works for me!
you're insane dude
save retrocompatibility for when gamma still used bas' five seven
which had access to scopes
so when it switched to ppp's five seven, people with 300 year old saves would have been bricked if they had a five seven anywhere in the map
which one do i actually need to reposition? just the base version? will it then be compatible with the scopes?
Well, when you add a new attachment you need a whole new model and gun
the one that doesn't have any scope name attached to it?
You need to check the configs of the gun for that
Usually its just the base gun, yes
yeah so then how does attaching a scope works for the reposition? it becomes incompatible again?
or does it turn the base weapon into the other ID'd one
so for example fn57 turns into fn57_d0cter or whatever
right i think it's going to work like i'm guessing it works, i reposition the entire gun, i equip one with a "scope" and suddenly the aim position is off because i didn't actually reposition that one
but you're right i should just check and see for myself
oh my god i was wrong
that's huge
repositioning the base fn57 repositions all the subtypes as well (so like, fn57_eot), it's not like with the rifles and attachments at all
thank fuck i won't have to reposition everything good lord
what i meant initially is like, say you reposition an AK, you then attach a scope to it, that instance with the scope is an ENTIRE new weapon you have to reposition from zero, the base weapon reposition doesn't apply to it whatsoever
i was worried i'd have to do the same thing with all those 90 pistol instances
Well, it is an entirely new weapon, but it inherits the attributes from the parent weapon in the config
unfortunately it is that bad when it comes to weapon attachments in other categories
i'm not fucking repositioning each sight variant of each assault rifle i'm sorry
just gonna have a disclaimer in the mod thread saying the gun will likely not look right with scopes attached
You dont need to if you use base offset and copy values iirc
i do because the base offset editor assumes i want the aim position to be centered on the screen with the reticle and all properly aligned, i do not
i believe we already talked about it
you set up every attachment as well. All you have to do is individually move the position just a bit, if any
pretty sure there is also ads base offset as well
i'm doing the helmetcam reposition, remember? i need to move all the weapons left and down to the edge of the screen, and forwards/backwards based on the size of their scope
It doesnt matter though
as attachments would still be roughly in the same zone
you would need to adjust slightly
not by much
unfortunately i tackled the rifle section first so i already repositioned everything without the base offsets
also, what i saw was a chest cam, not helmet 🤓
that's also something we talked about
mm i mean that's the best i can do with the tools i've got
didn't look like a chest to me
i even went through the trouble of making that helmet overlay on the side 😤
sh-shut up
The ads position your camera is below the shoulder
meant to be above, i also want the weapon model to actually show
with like a gopro you wouldn't have the weapon in-frame all the time
it also doesn't make sense for a real gopro to have the american police axon bodycam overlay, but it's still fucking cool
STOP MAKING ME INSECURE ABOUT MY REPOSITION 😭
i think it looks cool 😩
Gun position is too high again
ads is fine though
second gun ads is too much to the left
i'm actually thinking the complete opposite, i never took the helmet in consideration when doing the ADS so i think the ADS looks bad
but the idle positions look good to me
it looks weird, anyway
They are on the chin level
idk i've got positive feedback from a bunch of people so far
i haven't seen a bodycam mod done to this level that isn't just straight up Desolation
like this is way too close and.. big
it's unique and fills that little niche of having a "realistic" kind of thingie in the zone
the stock is inside you
a bit too high for the resting position
aim is perfect though
like this is the edge of the helmet
the gun is literally inside your face, to the left
yeah because i never made the thing with the helmet in mind
it is literally a still image
that works though
i put together in 20 seconds
it would be basically a still image
as camera is held in place
the helmet would not move in the camera
aint got a problem with the helmet. looks good
yeah but you're neglecting to take into account that i did not take its positioning into consideration when aligning each weapon, initially they were all eyeballed to the left and downwards
welp, looks like you need to redo it all then 
this came in after i did all the rifles and i'm still not actively using it
yeah i'm not going to lmao
i can't ensure the best quality when i have to reposition 350 guns manually
i'm just legit eyeballing it
whatever looks good i set and it takes me a few minutes up to like 20
but i appreciate your feedback nonetheless
i imagine i'd get plenty more of it once i make the thread but it will mainly focus on the shader rather than the reposition despite the latter taking the most time and effort
you can pretty much play without the repositions
i garnered some interest from posting into the videos and screenshots channels, some people already want a "life in the zone" sort of scenario with the shader and i'm all for it
@slow bolt this is how work on the mod began, it wasn't really meant to be a helmetcam at first, just kind of a whole bodycam ordeal; shaderwork is also very basic and the axon overlay is the static one AtmosBODY and ZEDD's bodycam shader use
i think something like this will be the intro to my preview video
maybe not, it certainly looks a bit goofy
i love the reposition and everything
how do you aim? just at the imaginary reticle in the center of the screen?
It works for bodycam
You dont put the entire rifle in your face
in there the rifle would be literally inside your face
considering how animations work in stalker, yeah i see that
an external crosshair
you're not meant to be actively playing with this, this is for making videos and cinematic effect
but yeah in the case of you actually wanting to kill things you'd use an external crosshair overlay and record the application with OBS rather than the entire screen
does anyone know a mod for a efp3.0 bhs skin?
not the place to ask for mods. #╟🔰☢newbies-chat
i kinda imagine the head to be like this, but you're right, since again the shader was never meant to take the helmet overlay into account, most weapon stocks will be "eaten"
Beautiful profile
yeah i'm fucking retarded i'm sorry lol
my perspective is all fucked up too but that's how i use my imagination lol
well yeah. though i imagined the camera to be lower on the helmet
ehhh ok
most cameras are mounted almost at the bottom of the helmet's side
bro really said screw you
that's not how the recent combat footage i saw showed

lets see
but to be honest combat footage you see in like Iraq and Afghanistan and such shows head mounted gopros that are directly above the forehead
i don't want to get into real conflicts so as to not break rules
tbf i look at military/swat helmet cams
like the actual mounts and cameras. not the stuff most people pull where they tape shit
about eye level in this camera
Best position, yes
OBS shat itself halfway through but for the most part it's fine
Mod used in video: https://hub.sp-tarkov.com/files/file/879-servph-s-third-person-mod/?highlight=third
this was a big inspiration for me
you can see the position is very close to the forehead but to the side
yeah the Opscore FAST
here is the usual mount
shit, i find mostly FAST helmet garbage
who even wants to use that garbage
welp i ran out of non-fast helmet cameras
tldr its eye level or just below it/above it
i think it's pretty close considering i was literally eyeballing the entire thing
it gets the message across that this is a helmetcam
it might be a bit too high or to the side but it gets the job done
imagine having to spend like 30 hours doing these, you'll get inconsistent
i think i'm modelling my helmet after the Altyn? and i don't know if that one even has a helmetcam mount lmao
again it's just something i put together in less than a minute
It looks like it
Duct tape exists
just make them good instead 
i am not happy with how most other rifles look with the helmet overlay, that is again because the overlay was never meant to be there and you just had your weapon to the lower left so that you can still see the model and imagine it being used with a bodycam
like i chose the Sig550 for the video demonstration there because it looked halfway decent, if you think that's bad you'll get a stroke looking at the other rifles lol
i'm considering providing the shader without the helmet overlay
but then it looks so cool in the videos idk
i have not seen something like this being done here before, i felt like a lowkey genius figuring out i could replace that static axon overlay with an actual literal helmet and use a different axon shader that works instead
guys anybody have any idea if theres a winchester 1895 mod out there
to have a winchester 1895 and nagant revolver, is to be a russian yee haw badass
gamma has 1895 already and juan has nagant
if not please, somebody make one
nah gamma has some shitty .357 winchester whose model i dont remember
winchester 1895 is chambered in 7.62x54r, made to take mosin stripper clips but with the sexy winchester lever action
contracted by the russians for winchester in ww1 i think
its in bf1
No there's no addon that adds that
what are the variables (wpn_hit_power k_hit) in gboobs monster_on_before_hit if they arent used at all?
so if-statement for toz_106 where its dmg (wpn_hit_power) is reduced by 0.8 is meaningless
it's not reduced by 0.8
it's set to 0.8
which is funnily enough, the default hit_power for the gun
but yeah it's not used
gbo is kinda known for being beyond spaghetti to the point it's no longer funny
i had 2 same files - one in gamma 2nd in mod 46 (outfit speed rebalanced or something like that)
anyway - problem sloved, my exo walk/run so slow bc no battery xD
Hello, I would like to apologize if what I'm going to say is inappropriate (or simply dumb).
I was wondering if there are any Anomaly Modders that are freelancers. Essentially, I would like to pay an existing modder to develop simple mods for the community. I would also like to donate to the project if you guys accept donations.
That's a cool idea.
They're used by the engine to calculate damage? It's always been hit_power * k_hit
And yes the toz 106 statement is presently useless. I suspect it is a holdover from a hasty 106 nerf that never got taken out
Only the one from the final mod (highest priority number) matters
Wasn't it's spread like nothing before so buck pretty much always completely hit
pretty much, super tight grouping and 11 pellets, so it did a lot of damage
then it got a targeted nerf
yea it is but gboobs script reads hit_power and does nothing with it. completely pointless variable
it is not like you get a reference to SHit
you just read it and that is all
seems so absurdly
it has different functions for mutants vs stalkers
keep reading
and yes many things gbo does, could be rewritten to be more compact 
what are you reading it for anyway
yeah i know i talk about mutant_on_before_hit
trying to make simpler ballistics
i mean you could start by completely ignoring gbo system 
and yes, it only reads shit.power
i want to save some gamma features and just need to read what people have already written
what features are you trying to save?
dmg scaling for specific factions like sin
particle playing
nothing special related to gboobs eft-like system
i mean that's just an extremely simple dmg/ap res boost for sin, isg, mono and a ap res reduction for bandits (lines 731 to 784)
don't really need to understand anything related to mutant hits if that's all you want to keep
i know i know... also want to know how current damage system works
it terrifies me
well luckily for you i have spent the last two weeks creating a damage dashboard. what do you wanna know
did anyone assign correctly bone armor profiles for dux models? 
yes
dux did
they're all just using vanilla bone armor profiles anyway
ah wait no there's a grok_bo_bone_profiles
but it's not really anything outrageous
they are the same if not extremely similar to vanilla bone profiles
i mean the most disgusting thing is (it is more about gamma) sunrise suites
special sunrise suites have more br class than classic sunrise (stalker_outfit as i remember the section name)
so if i set sunrise set armor for all npc sunrise profiles it looks like npc's classic sunrise has higher br class
uhhh. not really? npcs don't use br
i dont use br class in my new damage system but i want that npc have same armor as actor*
they just have a bone_armor for body/head depending on the profile id
ok then again don't use gbo as your basis /shrug
here i'll even save you digging through like four different config files
models_count = how many models are assigned to that armor profile
yeah i did the same thing when was trying to somehow assign armor to profiles
so you know as well as i do that there's no such thing as "BR" in the code
npcs don't "wear" armor, they just get assigned a profile depending on what the visual model is
y but as i said trying to keep some stats and features from gboobs and armor stats
currently (for testing) i use ballistic res. as br_class * 1.25
so nosorog has ~80% ball res
sunrise ~35% maybe
i think that's the problem, though. the way ADB and GBO are designed, incoming damage (damage to the player) and outgoing damage (damage dealt by the player) run on two completely separate systems
will try to do similar systems (i am about to-npc-dmg = to-actor-dmg)
so if you want to make them follow the same rules and you want to use gbo as the basis, you pick one or the other as the "default" and then basically rewrite the other half
also if you figure out where the config for npc models -> the type of armor they drop is stored, please let me know, i am very curious
because i figure you'd have to map, at minimum, NPC models to NPC armor profiles, separate that out on a per model basis (e.g. multiple different "light armor wearing" models might drop different armor items with different stats, but share the same NPC armor profile), and normalize/separate NPC armor profiles based on the outfit's stats?
the other option would be "change all the outfit stats to match the NPC armor profiles"
i checked it in grok models capture ltx just to see roughly which armor profile models use
yes, i have too -- i'm pretty sure the issue with your approach is that there are more outfit items than there are NPC armor profiles in use
just helmets alone would make a huge difference
since all the NPC armor profiles can be roughly separated into "has helmet"/"no helmet"
so either you do this system where npc armor profiles do not exactly match actual equippable outfit stats, or you go crazy
or dont use dux with crazy amount of models and try to assign each 
right, and break compatibility with every npc model mod in the process, i presume, since you're leaving it up to model modmakers to choose which visual models match which armor profiles
which in your system might be wildly different
here u go
thx ill revisit my profiles with it
gl, you've definitely got an interesting and ambitious project
fyi "faction" = "the name of the folder that the model is in". so actors/[faction]/[model file]
it should be pretty similar to vanilla dmg system but easier to understand and tweak (i hope
) and with some gamma stuff
Hi guys. I use online translation, so in my opinion it may not be clear. Is it possible to change the animation/logic for NPCs through the debug menu?
why ini_sys:r_string_ex() cant read properties of [Fracture_normal_damage] section - it gives nil
they are exactly defined there. i even made dltx file - no profit
other damage variables of other mutants are fine
dmg_sec is fine
bone_name is fine
but it cant read 
shit you're right i just went to look in my damage mod
literally every single other mutant works but the fracture returns nil on the damages section
i think it's because of the capital F
it's a hunch, but i can't think of any other reason
no, okay, it somehow doesn't read the "default" line
it refuses to do so
@naive snow was it you that told me that grok removed the shooting animations of some guns?
i don't get it
it shows up when doing a for loop that iterates over all the lines
yet it doesn't want to be read by r_string_ex
BBBB
the fuck is going on
Hmmm nah that doesn't ring a bell
In what context?
Oleh would know better since he plays around with animation cues and sounds and I don't really touch animation stuff
yup he got it for me
Hello, I have newest version and fresh install I was hoping there was a way to revert the gun cleaning kits to the old names? As type "A B C D" are just overall less immersive and I prefer the old names, I tried disabling the "GAMMA Repair Kit Renaming" mod and it didn't really work... could someone help me out here?
Hey guys. Anyone here knows about r1 lighting and is willing to share some info?
I want the ingame innate bloom to be off, but the ambient light and particle effects to stay
To visualize. The Phantom Star has ambient light, but has no particle effects and bloom. That's fine for the perk artifacts
And here is a Firefly with dlights on and off
On: There is a heavily bloomed particle cloud and ambient light
Off: There is a "gentle" particle cloud along with no ambient light
Can anyone tell me how do I make the gentle particle effect and the ambient light into the game?
Basically removing the bloom from particle effects
tried to replace damage section without upper case symbols
so it works now
bibleotekar that is not used in spawns also has the same problem coz uppercase section
Which file is this if I may ask?
it is my dltx file but you can find properties and sections in the cfg file of the fracture (configs/creatures/m_fracture.ltx)
Thanks ^^
ever spend so long in test map your character started getting hungry lmao
i want to batch add an alt fire mode to all the weapons i have repositioned, is there a better way to go about doing this than manually adding the use_alt_aim_hud = true line to each non-HUD weapon entry?
i was thinking maybe look up all the closing brackets (]) in the .ltx file and add that line below them? but that would also add that entry to the "hud]" ones which does nothing
to clarify, i have already "assigned" the weapons an alt-fire mode by inputting alt fire coordinates for them, however they're not being used because the weapon does not have them by default (pressing V does nothing)
im a little misunderstood but where are bones multipliers for actor
i mean if actor is got hit in the head damage is quite big
but in actor.ltx head mult is 1.0
or actor has the same mult as stalker npc from m_stalker.ltx (stalker_damage section)
bros still trying to understand how damage works?
demonized told me u cant delete section and write it again with dltx
ah its different now, nevermind ;p i better go post kpop somewhere
huh isnt this already a thing
the USAS-12 exists but might be turned off for GAMMA?
as in, you can spawn it with the debug menu, but i've never seen it as natural world loot
correct, included in the modpack but not obtainable normally in gamma
Thanks, I wanted to commission a mod to add one or more scopes to the mosin nagant (like the IP59), but I have no idea how to find a modder willing to do it
scope modding in anomaly is also miserable so buckle in for that
Makes me respect all the existing mods with tons of scopes
also have you looked at the actual Anomaly discord
link is on the anomaly moddb page
