#╙🖇mods-making-discussion

1 messages · Page 60 of 1

naive snow
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Couldn't you rework the existing shotguns to be auto shotguns of sorts?

wary kiln
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i knew that was a thing in like all the other stalkers ive played

fair canopy
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That was my thought

naive snow
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They kinda have a two shot mag (not really, but you get the idea)

simple scaffold
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I don't think auto shotgun can burst. Def not hyper burst. I looked that up last month

naive snow
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For double barrels I mean

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The saiga 12 isg ks-12 has a two shot burst, even a tripple shot upgrade. Tho that last one might be broken

fair canopy
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Is there any reason why a auto shotgun can't just be set as a rifle that fires 12ga?

simple scaffold
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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

simple scaffold
celest forge
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Yeah I was gonna say

naive snow
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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

simple scaffold
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Like rifle shooting 12ga won't look right no matter what you do

celest forge
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Just make it a rifle and make the ammo 12ga

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LTX wise

simple scaffold
celest forge
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I don't get why the weapon classes have all of those weird, strange limitations

naive snow
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Probably because they never thought it would be expanded upon so fucking much down the line. Works for a game, that's good enough

wary kiln
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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

celest forge
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You can do that by changing the class

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Don't make it a shotgun as far as the engine is concerned

wary kiln
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oh lmao

celest forge
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but then make it use the model, animations, sounds, particles, etc of a shotgun

naive snow
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Engine side, what are some of the class inherited parameters of shotguns?

simple scaffold
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I would have to look it up. I think it is mostly animations, particularly the shell by shell reload.

No other class has that

celest forge
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I did that for my MP43

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That has a "dual fire" mode

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Double barrel shotgun
look inside

naive snow
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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

celest forge
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You can do anything with scripts

naive snow
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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?

open oasis
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the SPAS-12 does that right?

naive snow
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I think the mossberg might too

simple scaffold
naive snow
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Understandable. I messed with FDDA the other time, it's a capricious beast

simple scaffold
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Not to say it is impossible, but it wanders into very hacky very quickly

naive snow
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I should finish modeling my shotgun backburner project one day and fuck with animations proper

wary kiln
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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

naive snow
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Juant you might be more familiar with animation stuff, do you set events via animations keys, like a custom xray parameter in pavel blend?

simple scaffold
wary kiln
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understood

simple scaffold
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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...

wary kiln
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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

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in the case that rpm_mode_2 simply applies to the second firemode listed

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well either way im testing it rn

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yes rpm_mode_2 in fact applies to 3 round burst, i am content

simple scaffold
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That's not how it is coded. I question your testing

wary kiln
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fire_modes = -1, 3
rpm = 375
rpm_mode_2 = 600

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this worked

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the only lines i edited

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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."

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i think im gonna turn the slow fire down a little more bc it doesnt feel significantly slower to shoot than the burst

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just gonna set it to 300 and see how it feels

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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

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been fucking with mods all day im starting to find some interest in it again

simple scaffold
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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

wary kiln
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shitty phone video

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but proof that im not trolling

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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

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ill send my bar file if you want

simple scaffold
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That's all the testing you did?

What about swapping the two values?

Or setting one or the other yo something in the thousands?

wary kiln
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i will set the hyperburst to 2000 and update you with footage

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i am a flimsy tester but i will do what it takes to prove it to you

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afterward i suppose ill switch the firemodes and see if it makes autofire 2000 rpm

simple scaffold
wary kiln
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interesting result, it does appear to only apply to burst firemodes

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all this test did was make 3rd 2000rpm hyperburst the default firemode

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i learned something tho i think, or at least you did or are on your way to it

simple scaffold
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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.

wary kiln
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oh ok yeah i was gonna do that but ig i thought they were effectively the same thing

simple scaffold
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It wasn't supposed to work that way. But it does bow

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Now

wary kiln
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fun!

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i should probably mention my edit in ugp shouldnt i

simple scaffold
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Just goes to show relying on comments or convention in this engine is a trap

naive snow
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Why have a standard coding practice when anybody changes it without changing the actual comment about it

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But that's a general game dev thing really

wary kiln
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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

bold mural
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the game engine measures distance in meters right?

random fulcrum
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it's up in the air but it's around regular meters

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anomalous dugout has a nerd video on stalker measurements

simple scaffold
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open_bolt = true

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In the mags redux ltx for that gun

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I take no responsibility for what guns have that flag. Someone gave us a list

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And I absolutely had nothing to do with the extra gamma guns

wary kiln
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ig these ones are missing that particular line, ill just add it in and hope that works

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thanks for the clue im always trying to figure out that randomly specific stuff

random fulcrum
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first order of business is always checking the original mod to see how things are done

wary kiln
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unneeded for the mp40 apparently

regal bolt
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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.

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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.

bold forge
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hi. how to remove the drop in endurance during irradiation?

vocal wigeon
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hey guys, is there a way to completely remove loose item spawn/respawn?

neon flower
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hey guys, is there a mod that makes campfire heal your limb hp if you have post heal on?

neon flower
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bloody bute

worthy fiber
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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:

  1. what means bone_id == 65535
  2. 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)?
  3. 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?
random fulcrum
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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

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gbo reads profile presets from that file, but that file inherits the actual profiles themselves from damages.ltx

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but yeah it's used only by gbo

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you'd still want to dltx OR use a duplicate file

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because if you update you'd lose all of your edits

spice pilot
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Who can help me with my Anomaly modpack? This strip really fuck up me...

spice pilot
naive snow
vocal wigeon
lethal garden
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Wasnt there a Metal Detector mod somewhere for Anomaly recently?

simple scaffold
wintry pagoda
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How would I go about changing the weapons you are given in the arena?

peak cave
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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

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Here, I'll get it up

fair canopy
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There's a missing section the gun needs

peak cave
fair canopy
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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

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You need the animation files, the hud model, the world model, the textures and the config

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The config can be stolen from elsewhere if you have the animations, you can just adapt them

peak cave
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BM16_alt is a weapon, a seperate one that anomaly added

wary kiln
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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?

fair canopy
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I gotta see what I can steal from area

wary kiln
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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

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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

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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

covert galleon
wary kiln
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chemicals, other hazards to your breathing

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beta and gamma particles like i said, dont give a shit about ur gas mask, or at least gamma particles

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gamma particles for sure but i was wrong about beta

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i know what im talking about to some degree i swear lmao

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it removes the part where you simply forget about the radiation the second you get a gas mask

slow bolt
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Then you catch a bullet and die

covert galleon
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helmets for ballistic gas masks for radiation if you nerfed the gas masks they'd never be used again

wary kiln
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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

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btw im also talking about buffing the outfits accordingly

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and leaving some rad protect in the helmets with masks

slow bolt
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Most protection comes from not breathing in radioactive shit

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Which means masks

wary kiln
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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

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instead of clouds of radioactive air particles which is what the masks help with

slow bolt
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They protect against breathing in the shit that emits said radiation fields

wary kiln
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they protect against the shit emitted, not what is emitting

slow bolt
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No

fair canopy
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There's a difference between realism and fun

wary kiln
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is it really that stupid of a suggestion tho like honestly

slow bolt
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The shit emitted is not gonna get stopped by the mask

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The dust that emits it will

wary kiln
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yeah precisely

slow bolt
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Which is what masks protect against

wary kiln
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yeah

covert galleon
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it's not a stupid suggestion but it would just lower gameplay variety

slow bolt
covert galleon
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add NBC suits to put on top of outfits imo

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with durability

slow bolt
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Gas masks stop majority of the rads

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Otherwise you would breathe that shit in, where nothing can protect you

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Ionizing radiation is rare

wary kiln
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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

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thats the whole point of it really

slow bolt
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Its dust and particles

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They emit but the danger is breathing them in or having them on your skin

wary kiln
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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

fair canopy
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Get toxic air mod

wary kiln
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i have it, this mod concept was specifically with toxic air in mind in fact

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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

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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

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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

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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)

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im passionate about this concept im just too soup brained from smoking weed since i was 11 to be excited about the coding part

wary kiln
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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

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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

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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

thorn gust
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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?

fair canopy
naive snow
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Fire_wound is the br resistance

thorn gust
naive snow
thorn gust
naive snow
ocean spruce
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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?

random fulcrum
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can always automate shit like that with a windows script

ocean spruce
random fulcrum
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no

ocean spruce
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fair enough

thorn gust
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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.

random fulcrum
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because you want to edit the bones protection

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and more importantly, only the torso one matters in gamma

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or the one with head in its name for helmets

simple scaffold
naive snow
simple scaffold
naive snow
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Yeah that makes sense

random fulcrum
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it also allows you to really fine tune how your armor behaves ingame

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i.e. have the legs be way less protected than the torso

naive snow
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So they get even more damaged than is already the case KekSkew

random fulcrum
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it isn't already the case tho

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for the player limbs take 6.6% less damage than the torso and they use the same protection given by the body armor

naive snow
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But even with the random damage distribution rng to other limbs, your legs still get fucked 70% roughly of the time

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Is the health number of limbs the same for each?

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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

random fulcrum
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5 hp for each of the 4 limbs

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11 hp for the torso and the head

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it's like a uhh 40 damage hit to fully lose any limb

slow bolt
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Right arm takes a good amount in a firefight

naive snow
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40 is rough with how much everything fucking hurts

thorn gust
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got it working, thank you for the help everyone

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my regular seva suit now has a 5% increase in base ballistic resistance kekwpain

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it was worth it to satiate my obsessive need for minor nitpicks in balancing

random fulcrum
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gamma isn't known for its balance

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or maybe it's marketed for that but like imagine still thinking it's great balance

simple scaffold
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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.

simple scaffold
forest bridge
simple scaffold
forest bridge
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before its was always god damn legs,even when you half prone behind cover,catching headshot and legs is hurt)

worthy fiber
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hello again
a few questions about ammo

  1. is k_bullet_speed just multiplier of bullet speed of weapon?
  2. is permissible setting k_ap as negative value?
lunar nimbus
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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"

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so it makes every mutant hit go to legs, idk how it stayed like this for nearly 2 years and nobody cared

slow bolt
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Except for some attributions like fall damage above

surreal gust
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i'm so back at it again.

summer girder
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Place random mines Chadge

patent gull
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Hi, to install HD Models for GAMMA 0.9.1 I have to extract it in modpack_addons ?

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I don't understand the tutorial

crisp wraith
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I dont think its a good idea to install hd models

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well ask others

patent gull
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why ?

fair canopy
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Fix it in the ltx

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Check the pins for the modding book

warm sentinel
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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?

wary kiln
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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

fair canopy
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Copy and paste the upgrades from one ltx to the one you want

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The upgrade tree won't change on existing weapons though and might actually cause a crash

wary kiln
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oh ok thank you

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im about to start a new playthrough and im still gonna use test room to see about the bar before then

wary kiln
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or just upgrades

fair canopy
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Both

wary kiln
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alright will update

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fully upgraded bar with pkm upgrade tree and 3 round burst fucks, thanks for the help

plush sierra
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someone please make a "good night sweet stalker" mod where you can strangle downed stalkers and take their shit

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extra points if it plays a "shhh shh sshh" audio clip

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Just going to plant that seed while I go back to learning how to animate

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(you could also "help" them using Fentanyl)

wary kiln
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thats fucked up and i love it

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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

plush sierra
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the zone is freedom

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Freedom to strangle dying stalkers and climb to the top over their bodies

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Hands can be hard to animate, so you could, you know.. a rifle stock would do the job

worthy fiber
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it doesnt directly reflect damage but increase it for more damage

misty mulch
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damage is MUCH more complicated than simply "increase k_hit"

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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.

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LNPRC actually already has an insane dmg multiplier against mutants, one of the highest.

warm sentinel
misty mulch
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i've been working on a gbo outgoing damage simulator so, yeah, i can tell you with certainty

warm sentinel
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Oh I definitely trust you, I just didn't realize that.

misty mulch
warm sentinel
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I wonder if Accurate Stats could be modified to show the mutant damage?

misty mulch
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where gigant_ammo_mult is a special ammo multiplier specifically for hitting pseudogiants, all other mutants follow ammo_mult_mutant

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you can always ask momo about it but i predict the answer is "no fuck it"

misty mulch
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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

random fulcrum
misty mulch
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yep lmao

random fulcrum
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simply because there's nowhere to read the stats from and i'd be writing them by hand

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which goes against the very purpose of the mod

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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

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and suddenly the stats are not accurate anymore

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fuck that noise i'm not maintaining that

misty mulch
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that's retained for crazy bastards like me who are getting the ammo stats partially by hand, yes

random fulcrum
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ye like

misty mulch
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and yes it is an absolute pain in the ass

random fulcrum
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to do funny math breakdowns

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no problem

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to maintain a mod that's supposed to desmystify stats? nah

misty mulch
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(funny math breakdowns that don't match the log output when i shoot shit in the game rip me)

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s'okay i'll get there eventually maybe

warm sentinel
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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.

random fulcrum
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commenting wouldn't save gbo

warm sentinel
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Christ kekw

misty mulch
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i did ragequit for a night when i came across the stalker AP calcs

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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

warm sentinel
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I figured half the pain for you masochistic folks is that you can't figure out what does what, cause nothing is documented.

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But I guess it's far worse than that.

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Reverse engineering the most obtuse code.

misty mulch
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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

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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

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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

lunar nimbus
gleaming atlas
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I wish stalker anomaly had the same modding capabilities as skyrim

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or atleast have less of a headache to work with

obsidian void
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Has anyone else encountered this issue where delivery tasks automatically fail when accepting them?

obsidian void
sacred token
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No, but I am the mod author and i saw your comment :)

obsidian void
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Oh lol

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Yeah I don't think it's your mod actually, I'm troubleshooting now

tawny stream
tawny stream
sacred token
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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

random fulcrum
#

there was this exceedingly overcomplicated technical marvel kinda deal looter shooter mod in moddb

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that's just the living example that you can do anything with enough autism, knowledge and passion

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this thing

celest forge
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Have you used it tho

random fulcrum
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for very little because i was already bored of anomaly as a game

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more interested on it as an artistic platform

lunar nimbus
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i mean how game can be changed

random fulcrum
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yeah that's what i'm talking about

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just goes to show how much can really be done with anomaly if you care enough

celest forge
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It crashes after like 5 minutes

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and enemies become literal bullet sponges mega quick

lunar nimbus
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admirable nevertheless

celest forge
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I mean yeah it's a cool gimmick for like half an hour

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But functionally it's amazing what it turns the game into

lunar nimbus
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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

open oasis
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kid named Blackjack:

lunar nimbus
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these dont count, although i only join stalker to play this xd

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but its just for me

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a real game will be some idk roguelike in UI maybe

celest forge
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Make a complete port of the flash version of the first binding of isaac for the PDa

open oasis
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LMAO

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ports like the 2008 spelunky

lunar nimbus
#

classic roguelike is turn based with autogenerated world

open oasis
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yeah the former would be classified as a roguelite

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but probably no need to get pedantic in an FPS game server

viscid vapor
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how would I go about making a red dot compatible with a gun that it currently isnt

random fulcrum
#

juan has a tutorial on how to do that

viscid vapor
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where can I find it please

random fulcrum
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idk use the search function

upper vapor
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Looking for specifically the trader files that have the guns included.

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or just straight up the BaS guns list

upper vapor
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@open oasis excuse me but could you help me out real quick ?

open oasis
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i know nothing else about this topic lol i just linked the vid

upper vapor
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oh i just need some files

open oasis
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i'm not running stock GAMMA but sure

upper vapor
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trade_freedom.ltx , trade_merc.ltx but the BaS one

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where guns are included

open oasis
upper vapor
#

could you maybe dm the entire trader folder then ?

open oasis
#

i'm assuming you mean this one

upper vapor
#

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

open oasis
#

which trader folder, just trade?

upper vapor
#

trade and trade bas yeah

open oasis
upper vapor
#

thank you very much

#

what do i owe ?

open oasis
#

cheers

upper vapor
#

cheers. I'll crack open a cold one for ya

viscid vapor
surreal gust
open oasis
#

yeah that one was empty for me shrug

#

it seems the issue was resolved though

upper vapor
#

If somebody knows how to add extra mags in starting loadout please do @ me

obsidian void
#

can someone share their grok_artefacts_random_condition.script with me please?

open oasis
#

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

obsidian void
#

thank you that is what I wanted to confirm

#

just making sure I didn't have something broken lol

plain wadi
#

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?

open oasis
#

looks cool!

plain wadi
#

i only ever modded shoc back in like 2008/2009? so its been a while, bringing back bad lua memories

rocky cobalt
#

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?

open oasis
#

i gotchu homie

#

thumbed you up to offset it

plain wadi
night elm
#

Is there any chance that GAMMA could become co-op or multiplayer somehow? i would be willing to pay for it

open oasis
#

currently no

torpid badge
#

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

night elm
queen pineBOT
night elm
misty mulch
night elm
#

very sad to hear that

naive snow
undone lily
# night elm very sad to hear that

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

slow bolt
night elm
#

oh, ok

undone lily
#

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

night elm
#

i was wondering if you was able to mod the Anomaly that much, maybe you can do some coop thing too

undone lily
#

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

night elm
#

i understand, thank you for your work. that's a lot

undone lily
#

And again, full time devs paid with feathers

night elm
#

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

fair canopy
#

Whatever happened to that guy that said he was gonna use his autism to fix anomaly coop?

fair canopy
#

He was here in like February saying he'd have it fixed in two weeks then disappeared

fathom wagon
#

It must've swallowed him whole, never to be seen again

celest forge
#

Iirc he was brand new to modding

#

And he said people that tried and failed was because of lack of enthusiasm

fair canopy
#

That's the one

naive snow
#

Oh I remember hash function guy
Average Gamma Savescummer was his name

#

Man that was something else

plain wadi
worthy fiber
#

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
peepostarechamp

torpid badge
#

looks like here

lunar nimbus
#

i already made coop stalker, posts kpop link

worthy fiber
#

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

torpid badge
#

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

worthy fiber
#

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 peepostarechamp

#

next step is figure out why fire_wound_protection isnt overrided through my dltx file

fair canopy
random fulcrum
#

specifically the torso one

obsidian void
brave stirrup
#

Hello. Anyone know where I can tinker with the randomly-given NPC names to stalkers?

proven cape
#

dont know if this is the right channel but is there any way to make the game not zoom in when you scope in

open oasis
#

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

torpid badge
#

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

proven cape
#

does this mean i wont be able to unjam anymore?

random fulcrum
#

no it means that you should disable the mod it's telling you to disable

proven cape
proven cape
#

ah alright thanks

random fulcrum
proven cape
#

ah alr thanks

proven cape
#

how can i reload after enablign mags redux and disabling the unjam reload? what should i bind because my r key now does nothing

random fulcrum
#

rebind reload?

proven cape
#

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

random fulcrum
#

do you have mags on your loadout

proven cape
random fulcrum
#

they're not in your loadout tho?

#

also why not just go back to newcomers

#

considering this is not discussion on mod making

proven cape
slender creek
#

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:

remote venture
#

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?

queen pineBOT
#

@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.

undone lily
#

Like « I won’t modify that shit ever again »

lethal garden
#

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?

surreal gust
#

I update it a couple of times and forget about it

tall rampart
#

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.

subtle flare
#

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.

tall rampart
crisp oxide
#

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")
simple scaffold
#

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.

undone lily
simple scaffold
open oasis
#

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

open oasis
#

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)

fair canopy
#

It's probably in a dltx that you aren't winning the override. It's not a bug

open oasis
#

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

fair canopy
#

That doesn't mean anything

#

Add a bunch of z after Mod_system

open oasis
#

ah so that's what the Z's are for

#

let me try

fair canopy
#

Are you using base offset?

open oasis
#

no kekcry

#

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

wary kiln
#

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

misty mulch
open oasis
#

oh wow i was actually just one letter off

#

mine started with an H so it didn't overwrite

misty mulch
#

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

open oasis
#

i was not even aware i was targeting weapons from a mod, i'm just doing them all in one fell swoop

misty mulch
#

ah. then yeah. gotta figure out which mods add the guns

open oasis
#

would i be fine with just three Z's in my filename?

misty mulch
#

e.g. steyr, winchester both work largely via dltx rather than just ("just") adding a config file

misty mulch
open oasis
#

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?

misty mulch
#

good luck lmao

open oasis
#

OOF

misty mulch
#

like i say - best to check files from specific mods

wary kiln
#

lol

#

i agree

open oasis
#

thanks for providing this screenshot, i will keep my "zzzzzzz" in there

misty mulch
#

(i just did a file search for zz)

wary kiln
#

yknow to make it compatible with free zoom

misty mulch
#

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

wary kiln
#

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

open oasis
#

hang on

#

when i fire the gun, or reload, the weapon is positioned further away from the screen?

misty mulch
#

possible values are pistol (A), shotgun (B), rifle_5 (C), rifle_7 (D)

open oasis
#

what did i do wrong?

open oasis
#

or when i freezoom, that also affects it

wary kiln
#

not mine but yeah

misty mulch
#

best tell the author if you think it's a bug :)

fair canopy
#

Nah Mosin slaps

wary kiln
#

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

wary kiln
#

yeah as the mod i have is made for just anomaly not rebalanced for anything like gamma

misty mulch
#

gamma is the one that reassigned it to shotgun

#

well, probably best to make your own dltx for own use

wary kiln
misty mulch
#

np lol

#

it's the first number of the calibre - rifle_5 for 5.45/5.56mm calibre guns, rifle_7 for 7.62mm

open oasis
#

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 UltraCryLaugh

wary kiln
#

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

open oasis
#

why is it doing that

misty mulch
wary kiln
#

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

slow bolt
open oasis
#

what's wrong with it

#

the alt aim?

slow bolt
#

what

#

your reposition is off

open oasis
#

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

slow bolt
#

ah, i see what you mean now

#

I didnt think you actually wanted the gun to be in that position

open oasis
#

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

slow bolt
#

Sounds similar to hud fov issue added since 0.91 update

open oasis
#

yeah the thing is my FoV remains the same, i checked, it's not the freezoom bug where it like resets

slow bolt
#

Not the same

#

freezoom bug is old

#

this gun moving issue is added with 0.91 update

open oasis
#

ah so it's nothing i've done

slow bolt
#

Dont remember what it was though

slow bolt
#

so there is that

open oasis
#

it's a helmetcam reposition and makes sense with the context of the shader

#

i turned it off for the bug video demonstration

timber sun
#

give me a mod for weapon alignment

#

so that the weapons are in the center of the screen

slow bolt
surreal gust
edgy rune
#

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

open oasis
#

@surreal gust give this guy your map editor kek

edgy rune
dull dust
#

Is this the best place to talk about/get advice on modding GAMMA oneself?

slow bolt
#

Its about maing mods. So if the topic is that - yes

dull dust
celest forge
#

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

open oasis
dull dust
misty mulch
#

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

celest forge
#

The X-Ray engine is far from predictable in my experience

misty mulch
dull dust
# misty mulch my understanding is that the sdk for the current anomaly levels is lost, and AI ...

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?

misty mulch
#

And then there's whatever the fuck is happening with the new maps

open oasis
#

lmao

celest forge
#

The New Levels addon is literally one of a kind

misty mulch
celest forge
#

in almost 5 years of Anomaly modding they're the only ones that have pulled it off

misty mulch
#

Well, "not hard". But there are multiple mods that add new transition points between existing levels

dull dust
#

Things like this are fascinating, people figuring out the workings of a monolithic black box

misty mulch
dull dust
misty mulch
#

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

dull dust
# misty mulch not really a black box

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.

misty mulch
#

but then again we would have all said it was impossible to add new levels until that happened

misty mulch
#

but read the resources in the pins

dull dust
# misty mulch that's ok no one understands xray

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?

dull dust
misty mulch
#

they're super fragile, even the vanilla ones

dull dust
dull dust
misty mulch
#

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

#

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

dull dust
misty mulch
#

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

dull dust
misty mulch
#

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 joystroke

mighty glen
#

Hi. Sorry for interupting you. What encoding is system.ltx from G.A.M.M.A UI mod?

celest forge
#

That looks like cyrilic that didn't encode properly

mighty glen
#

tried all cyrilic what notepad++ gives. If I save it as is, will it corrupt file?

celest forge
#

It's commented out so I don't think so

rocky cobalt
#

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

misty mulch
#

that's probably garbled from being saved to utf-8

rocky cobalt
#

nobody knows?

slow bolt
slow bolt
#

look at the redline outfit. it gives you a speed boost

misty mulch
#

i'll be honest i always found it instructive to find the basegame version of a given config to read the original comments, anyway

rocky cobalt
random fulcrum
#

somehow struggling to unlocalize actor_status_sleep shit despite doing everything as i've always done it

rocky cobalt
#

im give up... i checked folders to look for others files responsible for that speed.. nothing xF

random fulcrum
#

usual unlocalizer setup

misty mulch
# rocky cobalt

where is this file from? are you changing the one from the mod or are you changing the unpacked anomaly file

random fulcrum
#

gamedata\configs\unlocalizers\unlocalizer_smthsmth.ltx

sacred token
#

Do you have the Modded Exes installed correctly? You can check the logs if your unlocalizer is loaded

dapper ice
#

How can I determine whether a particular weapon spawns for NPCs?

random fulcrum
#

forgot about checking the log but i have modded exes installed properly

slow bolt
#

Mods, take away his alpha

#

he cant unlocalize

open oasis
#

we should give alpha to this cool guy i know called mirrowel

slow bolt
#

I'm Sigma modder. Alpha is beneath me

sacred token
#

Can I get modder pls hmm 👉 👈

misty mulch
slow bolt
#

Now that is some customer service

sacred token
#

very based thank you arnoldgo

misty mulch
#

yw

misty mulch
sacred token
#

@random fulcrum did you figure it out?

open oasis
#

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

random fulcrum
#

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

sacred token
#

try putting it in rice

sacred token
open oasis
#

ah fair enough, i don't know any scripting so i'll just do the thing manually

sacred token
#

But all that work so you can press one button instead of two?

open oasis
#

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

sacred token
#

Wait gimme a sec. What key should it be?

open oasis
#

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

sacred token
#

its just 7 lines

open oasis
#

goddamn

sacred token
#

try it, dunno if I made a mistake

open oasis
#

do i just throw this into gamedata\scripts or?

sacred token
#

yeah

open oasis
#

game crashes with this error when loading into the test level

sacred token
#

It can never be easy :(

#

Wait I'll check it out

open oasis
#

okay so uhh

sacred token
#

:(

open oasis
#

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

sacred token
open oasis
#

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?

open oasis
#

you're insane dude

random fulcrum
#

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

open oasis
sacred token
random fulcrum
sacred token
#

Usually its just the base gun, yes

open oasis
#

or does it turn the base weapon into the other ID'd one

#

so for example fn57 turns into fn57_d0cter or whatever

random fulcrum
#

fuck is you talking about

#

try and see for yourself at this point

open oasis
#

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

sacred token
#

Well, it is an entirely new weapon, but it inherits the attributes from the parent weapon in the config

slow bolt
#

^

#

X-ray is bad, but not that level of bad

open oasis
#

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

slow bolt
#

You dont need to if you use base offset and copy values iirc

open oasis
#

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

slow bolt
#

you set up every attachment as well. All you have to do is individually move the position just a bit, if any

slow bolt
open oasis
#

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

slow bolt
#

It doesnt matter though

#

as attachments would still be roughly in the same zone

#

you would need to adjust slightly

#

not by much

open oasis
#

unfortunately i tackled the rifle section first so i already repositioned everything without the base offsets

slow bolt
open oasis
#

that's also something we talked about

open oasis
#

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

slow bolt
open oasis
#

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 😩

slow bolt
#

ads is fine though

#

second gun ads is too much to the left

open oasis
#

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

slow bolt
#

it looks weird, anyway

slow bolt
open oasis
#

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

slow bolt
#

like this is way too close and.. big

open oasis
#

it's unique and fills that little niche of having a "realistic" kind of thingie in the zone

slow bolt
#

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

open oasis
#

yeah because i never made the thing with the helmet in mind

#

it is literally a still image

slow bolt
open oasis
#

i put together in 20 seconds

slow bolt
#

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

open oasis
#

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

slow bolt
open oasis
#

this came in after i did all the rifles and i'm still not actively using it

#

yeah i'm not going to lmao

slow bolt
#

smh

#

but mod quality

open oasis
#

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

#

maybe not, it certainly looks a bit goofy

cloud pollen
open oasis
#

thank youuu

#

one of my beloved fans

fair canopy
slow bolt
#

in there the rifle would be literally inside your face

fair canopy
#

considering how animations work in stalker, yeah i see that

open oasis
#

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

cloud pollen
#

does anyone know a mod for a efp3.0 bhs skin?

slow bolt
open oasis
#

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"

celest forge
#

Beautiful profile

open oasis
#

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

slow bolt
cloud pollen
slow bolt
#

most cameras are mounted almost at the bottom of the helmet's side

open oasis
#

bro really said screw you

open oasis
slow bolt
open oasis
#

oh lmao

#

makes sense

#

Sound got fucking Bunny1 kekl

open oasis
#

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

slow bolt
#

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

open oasis
# slow bolt

that looks very similar to the effect i'm trying to achieve

slow bolt
#

Best position, yes

open oasis
#

this was a big inspiration for me

#

you can see the position is very close to the forehead but to the side

slow bolt
#

So here's the fast helmet cam

#

fast helmets dont have ear protection

open oasis
#

yeah the Opscore FAST

slow bolt
#

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

open oasis
#

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

slow bolt
#

Some could be

#

but i outlined the other ones below - the ones i saw

open oasis
#

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

open oasis
#

real

#

so yeah you kind of have to exercise your imagination a bit when using these

slow bolt
#

just make them good instead hellonewstalker3

open oasis
#

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

wary kiln
#

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

slow bolt
#

gamma has 1895 already and juan has nagant

wary kiln
#

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

celest forge
#

No there's no addon that adds that

worthy fiber
#

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

random fulcrum
#

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

rocky cobalt
#

anyway - problem sloved, my exo walk/run so slow bc no battery xD

proven creek
#

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.

misty mulch
#

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

misty mulch
fair canopy
#

Wasn't it's spread like nothing before so buck pretty much always completely hit

misty mulch
#

pretty much, super tight grouping and 11 pellets, so it did a lot of damage

#

then it got a targeted nerf

worthy fiber
misty mulch
#

keep reading

#

and yes many things gbo does, could be rewritten to be more compact shrug

#

what are you reading it for anyway

worthy fiber
worthy fiber
misty mulch
#

i mean you could start by completely ignoring gbo system snig

#

and yes, it only reads shit.power

worthy fiber
#

i want to save some gamma features and just need to read what people have already written

misty mulch
#

what features are you trying to save?

worthy fiber
#

dmg scaling for specific factions like sin
particle playing
nothing special related to gboobs eft-like system

misty mulch
#

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

worthy fiber
#

i know i know... also want to know how current damage system works
it terrifies me

misty mulch
#

well luckily for you i have spent the last two weeks creating a damage dashboard. what do you wanna know

worthy fiber
#

did anyone assign correctly bone armor profiles for dux models? jokerge

misty mulch
#

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

worthy fiber
#

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

misty mulch
worthy fiber
#

i dont use br class in my new damage system but i want that npc have same armor as actor*

misty mulch
#

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

#

models_count = how many models are assigned to that armor profile

worthy fiber
#

yeah i did the same thing when was trying to somehow assign armor to profiles

misty mulch
#

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

worthy fiber
#

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

misty mulch
#

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

worthy fiber
#

will try to do similar systems (i am about to-npc-dmg = to-actor-dmg)

misty mulch
#

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"

worthy fiber
#

i checked it in grok models capture ltx just to see roughly which armor profile models use

misty mulch
#

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

worthy fiber
#

or dont use dux with crazy amount of models and try to assign each peepoweird

misty mulch
#

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

worthy fiber
misty mulch
#

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]

worthy fiber
drowsy wraith
#

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?

worthy fiber
#

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 PepeHands

random fulcrum
#

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

fair canopy
#

@naive snow was it you that told me that grok removed the shooting animations of some guns?

random fulcrum
#

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

slow bolt
#

BBBB

random fulcrum
#

the fuck is going on

random fulcrum
naive snow
fair canopy
#

oh it was oleh then

#

it was either you or him and i couldnt recall who

naive snow
#

In what context?

#

Oleh would know better since he plays around with animation cues and sounds and I don't really touch animation stuff

fair canopy
#

yup he got it for me

glacial nebula
#

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?

regal bolt
#

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

worthy fiber
regal bolt
worthy fiber
open oasis
#

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)

worthy fiber
#

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)

lunar nimbus
#

bros still trying to understand how damage works?

lunar nimbus
bronze harness
wary kiln
#

huh isnt this already a thing

open oasis
#

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

misty mulch
#

correct, included in the modpack but not obtainable normally in gamma

proven creek
# dull dust That's a cool idea.

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

misty mulch
#

scope modding in anomaly is also miserable so buckle in for that

proven creek
misty mulch
#

if it's for one gun, and one gun only, it's hypothetically better

misty mulch
#

link is on the anomaly moddb page