#βπmods-making-discussion
1 messages Β· Page 61 of 1
The scope already exists in the game, many warsaw pact guns already use it (like the SVD).
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
It's not hard, it's just tedious. Though I've streamlined the method for myself in 3d Shader scopes
Oh, interesting, might give it a try myself then
You can add new scope sections to a gun via dltx without touching the main ltx
Are there any addons that change weapon parts icon similar to gamma ones?
Any ideas on that?
wdym? you want to use the icons from gamma in some other modpack?
gamma just uses cr3pis icon pack
Old crepis
Ahh, it's old version. I use most recent version that doesn't has that
is it safe to edit actor bone damage multipliers?
as i wrote above headshot dmg multiplier doesnt look like 1.0 coefficient that is written in actor.ltx
oh yeah u right. check the various G.A.M.M.A. Icon mods
there is a reanim for it which is good i use it
i added it and replaced every loadout listing of the raptr with the usas
based RAPTR hater
as Merc, are Loners no longer hostile after doing the BS?
usas uggy bad poopoo let's replace it with the same exact gun but with an alien makeover
What is the name of the ghillie suit body texture from the 236 SWM mod?
wrong channel
You issue here mostly seems to be the transparency blend mode of the particle and the light parameters to be super bright and not inside of the artifact
Is that fixable?
Like. How do I at least toneit down a notch?
Find the artifact descriptor, wherever that's setup, change the lines for the brightness of the light. Otherwise you have to mess about in shader files
Anyone know if it possible to revert the name changes for the gun repair kits? I prefer the old names rather than just A B C and D.
And what is the Artifact Descriptor?
Or how do I find it more like
Do I just look for anything in the scripts with name artifacts in it or?
Search via a notepad++ or a setup visual studio for the debug name of the artifact
And do that for every artifact?
Just fix the ones you have an issue with to reduce their lights
Thats all of them tho
QwQ
All besides the perkifacts which don't have the extra effects
You mean the particle effect?
Particles you have to go through the sdk for the particle editor and honestly, fuck that
Ehhh. Well then
You can either toggle the particle effect off entirely and base yourself around the light parameters of perkifacts to do something similar for base artifact
These all point to the same files, you get the flags of the effect via the .pg
The .pe file describes the effects that are applied to the particle, plus the shader and the texture used
You could change that shader I guess to something that composites better ontop of a bright light
Me not understanding half of what you just said thinking I'll justlower the values you marked and work around it until I like it
it really do b like dat
Pretty much. Copy the values for range from the perkifacts
What if they don't have these parameters? (Just asking. Didn't look in there yet)
You know. They only have the ambient light. No particles
Actually. Maybe instead of fucking around with this I'll just disable the particles active when the artifacts are out, but not the initial cloud that shows up
if they have no particles attached then they don't show any particles
if they don't show particles then they don't have them
Also if I nuke that whole script section will the artifacts go back to standard anomaly displaying or will it actually break them?
The cinematicVFX artifacts only of course
You'll probably break every artifact
A lot of DLTX look up and change those base artifact so you can't really kill the whole thing
Damn...
yeah i agree

it used to be 2x during the primordial soup
idr when was the multiplier removed but having the clause still there is goofy
is it miltihit fix for actor?
looks a bit strange coz it looks like there is a chance to get hit by mutant and bullet in the same frame. so zero damage from mutant or bullet
it prevents dying from one hit, or rather dying in a very short time frame
last time i looked at it, anyway
more like multihit fix
there is another stuff for preventing from one hit dying
if you have >65% hp and damage > 65% hp then dmg = 10% only
it's a kinda poor and far from airtight attempt at a multihit fix
Story of gamma
momo now has a disciple attempting to understand how damage works π
i dont see other if-statements about this
so if you have hp more than 65% you will never fall from one shot. kinda funny - sniper rifles nerf for npc
yeah it's kinda poop as it only covers a singular damage instance instead of being time based
and knowing that 800rpm is considered slow in gamma
the health gate VERY rarely gets to play an important role
also bullet multihits
given it's around 2 frames of invulnerability
i had a far from airtight multihit fix back in the day when i was still wetting my toes with lua and stalker modding as a whole
and in testing anything below 4 frames could lead to some bullets slipping by
nowadays there's tech (that i asked for) to actually and fully prevent bullet multihits from happening at all period
By modding is it possible to Put DLSS in GAMMA ?
does it mean that actordamagebalancer rough multihit fix should be disabled for fire_wound damage type since there is better option prevents it?
A question has arisen. Here's how to intercept the start of a certain animation and play a certain sound?.. For example, animation from the mod https://www.moddb.com/mods/stalker-anomaly/addons/photo-of-a-loved-one-animated-dltx
Then an additional question, how to actually find out some of her IDs in order to intercept...
Any rtx card is more than enough graphical horsepower for the game
Why?
Question: I understand that the Saiga-12 has issues with it's sprinting animation, and that the mos common fix is to just lower your weapon...
Why has nobody just changed it so that it just straight up uses the lowered sprinting animation?
No.
Because it doesn't work like that
You need to modify the animations themselves.
this is very bad for fire_wound
sometimes fire_wound hits are divided into 2 hits, but do damage as 1
not sure for what reason but this will just decrease some hits by 60%
sec i even reported it somewhere
is it the same bullet? or something other thing that makes crazy?
i checked out actual multihit fix based on bullet_id so if it is it prevents this situation
same bullet
maybe hits two bones at once and gets divided idk, i somehow forgot to test it
so if we bypass engine stuff and do script calculations for actor dmg (based on bones and other stuff related to it) and apply multihit fix then we are fine
i hope it will work 
am i right that there are two working miltihit fixes at once - "golden rule" and rough actordamagebalancer multihit fix?
if they are* does it mean that it skips some frames anyway? so to fix skipping frames one of the solutions is splitting the function into two - fire_wound dmg handler (for using "golden rule" only) and other dmgs handler?
yeah if the better option was implemente into gamma i don't see why noy
that fix you're talking about is also not airtight but it's better somewhat
having the two run together does minimize multihits a lot but alas they still happen
not if its gonna be still based on s_hit.power
sup guys anyone knows how to change a permanent portrait, the one which is showed if "portrait depend on armor" is off?
doesn't have issues, the animations just suck
you could make it use lowered weapon sprint anims but the saiga animations also have transition animations for sprinting so you would have to go in and remove those to not have issues
if my lazy ass doesn't lose motivation and scrap it maybe ill just go ahead and completely redo the saiga reanim 
anyone know a way to implement DLSS or FSR frame gen mod for gamma? that would be really neat
i know some of the modded dlss dll files can implement frame gen and dlss in other games, but i believe in game DLSS support is needed for it function. could be wrong tho
Question - I am trying to add a USP march (the stainless steel slide USP) to my game that shoots 10mm. I have the files for 10mm and the USP 45 nimble. But i also use mags redux, as such i do not know if i need to copy and paste a new magazine or if there is somthing other than changing the ammo the pistol takes.
I am trying to copy and paste another USP nimble and edit that to take 10mm, not overwriting the existing one. Love the animation and look of the USP45 but i want it in 10mm. any help would be greatly appreciated, please and thankyou
bruh
lvutner would crucify you

Implement global illumination, that's more important than your gamma.
hello again. Again i ask if anyone knows where the files that handle Sidorovich/Spores sale of stashes are. If anyone knows, would be a blessing if you could enlighten me, would save my dyslexic behind a lot of time
Multi cpu core support is far more necessary than other stuff. But maybe I am wrong
i think nowadays full multithread support is unnecessary since low-end modern cpus (and other computer stuff) have so much single-core performance to handle stalker
If that was the case, we would be able to have grass in the game
There's so much going on in the world of stalker that a single core can't ever handle
There is grass in the game? 
I made a minimalist hud ui mod
it's just sidhud code edited to show rad, health, stamina, psyhealth bars
but all the bars start empty and invisible and get fuller as you get hurt, tired or insane
a little dot shows at the end of the bars once they are past 50% to indicate if you are getting near to filling them
made this hud to use with sibu ( https://discord.com/channels/456765861953536020/1214867860359487538 )
I'm not making a post in mods-posting because this has lots of compatibility issues
I don't think it works without sota's ui rework, and you also need to disable the stamina bar in zzz_player_injuries.script
so it's a mess
For frame gen, I use Lossless scaling on Steam, you can also use FSR 1.0, NIS and many more upscaling/render methods
What is the name of the mod for these icons?
Thanksππ»
Just got updated recently too
Thx
r_detail_density = 1
r_detail_radius = 0
these 2 commands fully disable grass
no level files have to be fucked with
in my case they increased gpu util to like 80's or 90's
with grass enabled it's more like 20% or 30% gpu util.
cursed engine
where is the file with the item stat icons located at
can't find it in textures\ui
has anyone ever had a situation when you cant kill lying npc?
i spawn at pripyat to test dmg on haron eidolon and they receive zero damage if they got wounded
script tells me that shit.power >= 50 and skip himself so it should be engine turn
i dont understand
can Eidolon not only receive damage from the Gauss rifle?
wdym
People killed eidolon with a hammer
you want him to only be damageable with the gauss
huh i guess i've heard a rumor then
never actually made it that far into the game just heard someone say this once which could explain why he's not receiving damage
nah he's just protected by your usual 97.5% damage reduction every npc gets if you don't go through armor
god bless gbo
wtf is going on
they literally cant be killed when lying
i turned gbo back and no problem
but my script skips any script calculations coz shit.power is too much so i dont touch damage related stuff
he is unkillable joys
first lines of code for hit validation is pretty similar to gboobs script so i dont undestand what is going on
im losing my mind
other lying npcs are killable
it is specific stuff of charon and eidolon so it becomes more weird
can someone check it who knows how damage works 
damage is just set to exorbitant amounts whenevet an npc is in a wounded state
can't provide a source right now as i'm at uni
could check if npc:wounded() then skip the max power thing
expected it but i dont understand why npc is unkillable if wounded state i dont even touch such stuff
it is only for charon
btw eidolon is killable but shit.power is not increased due to wounded state (or is it feature)
wounded state is true for both
maybe it is related to other mod but dont see such problems in gbo. gbo has adoption for pba but anyway if shit > 50 it skips calculations as mine
maybe some other mod?
i am on vanilla gamma
i think you're developing under gamma rn
ywah
that's what i'm talking about
better develop under anomaly
then adapt to the soup
because it very likely is another mod blocking lethal damage to important characters
anyway i dont undestand why no problems if gbo is on
i checked mods that i turned off (actordamagebalancer gboobs and close quarter combat)
i dont see any related stuff to wounded state of npc
holy juck i understand why
coz surrender_bonus in gboobs but surrender_bonus is not for surrender only. this variables names confuse me
if npc is wounded or surrendered
then set npc health to 0.0

by default charon is unkillable (in vanilla at least)
Guys, how can I make the new scout use the silencer icons that I made separately for the new models?
does it mean that i SHOULD MAKE THE SAME coz in gamma charon is killable
anyway no problems now

Irrelevant to the question 
Unless you change the icon for the silencer that you assigned to them overall I don't think there's a way
The icon layer thing is tied to the item itself and it can't be changed in a per gun basis like the scope icons can
Is there any reason why there are icons with attached silencer for UMP then?
I don't think the ump used those silencer icons. Those are rendered
It looks like i can either use the icons we have, or add 2 new silencers with new icons for scout with copypaste config from other silencers? 
"Stalker modding" 
is there any way to remove the Thompson from starting loadouts? it seems to always be there even when all other items are removed - is it a base Anomaly thing perhaps?
How do i control what factions own what bases?
did they reduce the amounts of tasks you get each day from the main npcs?
The dynamic spawns that are baked in the levels
No, you can get 1 or 2 per NPC, up to a maximum of 4 per NPC concurent
Make a DLTX that removes it
Those were pre-icon layering for attachments
Yo
I got a question
anyone know where the file for mags redux is that basically puts or removed ammo from magazines in gamma
I remember doing it some time ago but forgot where the file is
nvm I fixed it on my own
i know nobody cares but just posting an update that this worked and i was able to give the guns batch alt aim mode using this method
Is there a fix floating around for gamma automatically redistributing WPO so i can use other scripts?
Can you explain that a lil more, might learn a thing or two
Nvm
Notepad++ rocks
yeah lol
and then i look for hud] and remove the line from there because it doesn't belong
Is \n just pushing the next line below?
how do i change degration rate on artifacts?
yeah
Iβll write that one down, gonna be useful later
Yeah, newline
does anyone know where is the script for the radiation poisoning buffer grok added?
it's the thing that stops the poisoning level from increasing for a few seconds when you enter a radiation field
Does anyone know if there is a mod which makes the ammo selector funtion similar to a weapon wheel in console/controller based games?
look up quick action wheel and radial menu
Sent earlier but never got a reply does anybody know of one?
thank you with jsut a little tweaking it works perfectly
Do you blan on doing a high to low poly bake with these? Because oh boy the polycount on those definitely doesnt look game ready.
They look awesome though, good consistent shading all around :)
thanks a lot
is there a mod for quick swapping scopes for instance on ak74M?
"Quick swapping"?
i assume swapping scoped with a hotkey without having to go through the inventory
this old addon:
https://github.com/Ishmaeel/toggle-scope
or more recent you have qaw:
https://www.moddb.com/mods/stalker-anomaly/addons/quick-action-wheel
Yes those models are for baking
I need a get rid of toggle scope and suppressor, that way I can utilize the keys for something else
My key mapping is a mess lmao
Gonna start writing them down
how do I return the sr 25 sub-barrel?
Hey so I was directed here just to ask a question
Not really a 'mod' but I'm gonna try asking here because I'd probably have more luck but my problem is as follows:
I'm trying to have BaS and a gunslinger merge in the same game, but I don't want teh actual BaS weapons in the debug spawn menu, trader inventories or NPC loadouts, but I want to keeps the assets and attachments for compatability reasons, could anyone help
I can explain more if needed
If I want to make a custom water flask texture, do I need to redraw all these reduced textures?
well you can redraw the biggest and then scale it down to the other sizes
Well, I don't know what program you are using, but GIMP will generate you the mipmaps afterwards
These look like mipmaps
Automatically generates a lower resolution version of the texture to prevent oversharpening
Just photoshop with nvidia addon
Using adobe products in 2024
At least they're free 
If i can't pay for them, i pirate then
@naive snow How do you make custom bounding box shapes for world models?
Piracy is legal where I live.
bro living on the caribbean seas π
real
folks anyone familiar with dxml
it filtered me again
and the icons i defined won't show up ingame
Hmmm good question I guess you'd have to specify the model in the actual edit box drop down or whatever? Might work according to a nomenclature too
Aren't icons defined in the ltx?
How are your icons looking ?
in the left image
it's the blank texture
the icons are the ones in ui_actor_sleep_screen.dds
Are those texture ID already defined somewhere else or base classes?
You're referencing texture ids and x & y positions but you're not defining the textures are you?
the texture the xml i'm editing uses is the dds i mentioned above
Is your ui_actor_sleep_screen.xml containing the proper definition for the .dds?
What .dds compression format did you use?
i'm not modifying the dds
i'm merely making unused icons in the sheet usable
but alas it didn't work
Hmmm I'd have to brush up on my dxml syntax hold up
like, according to the dxml introduction in the modded exes github, i did it correctly
idk what's wrong
brother i wrote funciton instead of function jfc
I remember also having trouble assigning texture desc shit with dxml
huh
Do you have the actual code snippet of your DXML?
Oh I think I might have found your issue tho
The file name of the ui_actor_sleep_screen.xml is actually
<file name="ui\ui_actor_sleep_screen">
Whereas your if statement is looking for ui\textures_descr\ui_actor_sleep_screen.xml
So unless you moved things around, your file path seems to be wrong, hence the insert breaks
Is it? Mine from the unpack isn't
Wait I'm retarded
Tho might warrant a try since the <file name="ui\ui_actor_sleep_screen"> is in the actual .xml file itself
that's pointing to the dds file it's reading from
Welp then I'm out of ideas, following the modding guide book that should in all regards work
yeah that's what feels wrong aobut it
Could the indent of your local variables be messing up?
The other example I could find from the Paw script and from the modding book all set the text to another line underneath directly
Like doing :
local icon_wsway =
[[
<texture id="ui_mas_wp_prop_sway" blah blah blah />
]]
vs doing it
local icon_wsway = [[<texture id="ui_mas_wp_prop_sway" blah blah blah />]]
nah that wasn't it either
didn't do the trick
i'm stumped
like it's not strictly necessary for the stats mod update but i'd still like the new stats to have their own icons instead of reusing the old satiety one for 4 different stats
Could be worth doing that printf message to at least see if you're getting a rejection from not reading the xml file like in the catspaw mod
oh right didn't think of printing at all
Maybe you could also insert the whole chunk as one big string instead of multiple smaller ones
gojnna try that now
yeah okay so
tried printing the file name as it reads
and it NEVER goes into \textures_descr\
Huh well that's an interesting one
Can it only work a single folder down?
Where's raven when you need him 
talked with demo about it and it's because i'm adding to the end of the file
and i need to add to the <w> block
the <file> block*
Isn't there an argument in the modding book to add to the root node directly? So within the current ~<w>~ block ?
What did the final dxml end up looking like for future references?
function on_xml_read()
RegisterScriptCallback("on_xml_read",
function(xml_file_name, xml_obj)
if xml_file_name == [[ui\textures_descr\ui_actor_sleep_screen.xml]] then
local res = xml_obj:query("file")
if is_not_empty(res) then
local el = res[1]
local icons =
[[
<texture id="ui_mas_wp_prop_sway" x="692" y="433" width="19" height="19" />
<texture id="ui_mas_am_br_class" x="749" y="471" width="19" height="19" />
<texture id="ui_mas_bo_hunger_p" x="768" y="566" width="19" height="19" />
<texture id="ui_mas_bo_hunger_n" x="863" y="566" width="19" height="19" />
<texture id="ui_mas_bo_thirst_p" x="749" y="585" width="19" height="19" />
<texture id="ui_mas_bo_thirst_n" x="844" y="585" width="19" height="19" />
<texture id="ui_mas_bo_sleep_p" x="768" y="585" width="19" height="19" />
<texture id="ui_mas_bo_sleep_n" x="863" y="585" width="19" height="19" />
<texture id="ui_mas_bo_alcohol_p" x="749" y="528" width="19" height="19" />
<texture id="ui_mas_bo_alcohol_n" x="844" y="528" width="19" height="19" />
]]
xml_obj:insertFromXMLString(icons, el, #el.kids)
end
end
end)
end
Okay yeah you did the filtering by elements.
Nice
If you have the mlr level files pack with the version that anomaly uses, then you theoretically could edit anomaly maps and even change that ai map grid.
question for mags redux users
I know gamma mags is outdated
what does the newest mags redux version have compared to gamma?
why is it outdated?
not me saving this shit too
Is there a way to have a belt attachment give an additional 2 slots? Ideally usable with https://www.moddb.com/mods/stalker-anomaly/addons/artefacts-belt-scroller-ui
Just a random little thing I was wondering about
And it doesnβt have to be for this, I just want to know if itβs possible for a attachment to give an additional slot or more
the GAMMA version deliberately takes the ammo out of the mags so you don't have to manually unload them one by one, the version on GitHub (which is also newer) doesn't do that out of the box - which is a good thing imo and why i specifically use the newer version over default GAMMA
couldn't tell you about anything else but mods like UGP also provide their own Mags Redux versions with patches and additions for their own guns (i presume)
thing is the ammo dropped regardless if its taken out is pathetic amount
its like 5 bullets
yeah but the point is that in default GAMMA players don't have to go through the menial labour of taking the ammo out of the mags and waiting, but i like that aspect of looting, so i use the newer version
it is not harder to install, you do the usual Ctrl + M or Edit > Install Mod method for MO2, stability remains the same as far as i'm concerned
no harm in trying
Will do after work
cuz I like mags redux it adds a lot of depth to the game such as ammo managment and all that
base gamma is so boring reloading as much as you want to
i tend to agree
Greetings, can anyone tell me how to make dynamic news for an anomaly and what is needed for this?
There's already a mod that does that but you can probably expand it yourself quite easily.
@naive snow could i possibly bother you to smooth out a gun for me?
I understand that there is such a mod, but I need to make my "dynamic news" as a separate addon
I would have done it but I'm going hunting for a week and won't be back until the 3rd. Sorry
Thanks 
you also need the patch from shine + awry for the newest version of MR, otherwise some of gamma's guns won't have mags
you should ping Ivan (the fake one) with that
i'm actually using the version from UGP and i have a mod (i think it is OneKey) that makes mags drop with ammo in them
It just defaults the npc mag settings file
I want to edit a weapons ammo type, could someone point me in the right direction?
I've tried searching but most posts are regarding existing rechambers.
I want to mod a weapon's ammo type.
what exactly do you need?
all ammo stats you can find in weapon_ammo.ltx and w_ammo_bas.ltx
there are some stats overrides with different name
just read about dltx
you can search files in mo2 under the run button
I see. Is it as simple as changing the ammo_class?
if you want change damage then change k_hit value
if you want change armor penetration then change k_ap value
Super valuable info, I appreciate it.
I actually just want to "rechamber" a gun as a start
also keep in mind that weapons apply damage multiplier for damage calculations
how can I check if an specific section name exists in the ltx files?
In a specific ltx file? ini:section_exist(s)
in no specific file
looks like ini_sys:section_exists could work without specifying the file
oh okay
I'll need to specify the file since I'm adding a new one then
If I wanted to mess with weapon and armor upgrades is that something that would require unpacking anomaly?
Depends on what you mean by "mess with" but things like changing upgrade trees and such do not require an unpack.
Not sure about images and what have you because I am a lowly .ltx toucher.
Specifically changing the text on screen for a particular upgrade so that I can make the text match what the upgrade actually does
Grok's enhanced recoil is in gamma by default. Vanilla enhanced recoil is in visual settings, you'd want to have it disabled
Ahh
If i disable it, then i can controll the recoil in the files
These are in the actual gun files. >items>weapons>sa58.
Or are they somewhere else
do you want change recoil for sa58 only?
what i wrote is about changing recoil power for all guns - it can be changed in grok_bo_enhanced_recoil.script
otherwise look into grok_bo_enhanced_recoil.ltx where enhanced recoil is defined for every weapon
Do i open the files through mo2? Ir directly by filea
doesnt matter
It dosent open through mo2
then just edit in notepad
(it should open through any text editor so idk why you cant open through mo2)
maybe i understand why you cant open coz system doesnt know through what application to open this file extension (if you do it through mo2)
anyway just edit through any text editor
It dosent open through mo2
K
Has anyone tried making a mod using ChatGPT? Having the NPCs be able to talk
There is an addon currently in the making
Oooh nice π Cant wait to argue with the Loners at Rookie π
dude what about a dialogue option that lets you type an answer
and then the it communicates that to the api to get a reply from the guy
wouldn't that be cool
ask the guy to be your companion
he declines
answer "fuck you"
he replies angry and aggros
Someone already made it work in Skyrim, so its prob a matter of time before we can fully move our social lifes into Stalker Gamma π
anyone have the mod that makes mechanics do upgrades again?
If you search that in #1035807043933720576 you'll find it.
Quick question, so, I want to edit the Rupture Res. & Ballistic Res. + BR Class of a certain outfit, what sections of the LTX file correspond to Rupture Res, and Ballistic Res + Class? Thank you.
rupture res is wound_immunity
ballistic res is based on bone armor value (can be found in damages.ltx)
br_class is "custom variable" that is based on hit_fraction of an outfit (look into mod_system_items_armors_br_class_rework.ltx)
Hi, I'm writing via Google translator, so I'm sorry. The question is, how do I change the icons of the highest rank?
They said to write here, they will help.
https://discord.com/channels/912320241713958912/1115558016608120863 download a mod that changes 'em and see how it changes em, what file paths are used, and how to open and edit a .dds file
@civok
figured it out. its workshop_autoinject.add_section function. bye
bullets = fire_wound_immunity
damages.ltx bone armor value only affects its ballistic res for npcs, no? and they aren't actually "wearing" the armor, they just get assigned a profile in it
i presume OP is trying to edit the outfit immunities for players when they wear it
i dont remember exactly but grok's actor damage balancer uses bone armor as ball res from bones_koeff_protection section that is definitely refers to profile from damages.ltx
if i am right it is also the same for vanilla
i remember that when i changed fire_wound_immunity for oufit then stat bar for ball_res wasnt changed in vanilla
then i changed damage profile for outfit and... profit. stat bar was changed too
that is how it works
I dont believe you. You dont know how damage works
i just checked in vanilla and yeah it is depended on bone armor too
in actor damage balancer (gamma stuff)
you can see that armor protection (literally ball res) is gained from body bone
i guess fire_wound_immunity just cut off damage from bullets at least in vanilla (in gamma fire_wound_immunity is not used as i saw)
when i go to put the rubber on but she says she has high ball res:
in vanilla hit_fraction ap_scale do things too
damage is not easy to understand even in vanilla
i tried to simplify damage calculations in my mod #1244709304431284294
so i can proudly say that i use only 3 parameters to calculate damage
bone_armor (ball_res)
bone_dmg_mult (part of the damage in leg for example)
armor penetration
it works absolutely the same as for you as for npc
if you see stalker in ps5 (dolg's medium outfit) then he exactly has 44% ball_res as your ps (if you were worn it)
wich file in gamma affects workshop tabs?
but balls is done in the bones protection section
that field does literally nothing as it's zeroed in the engine
not only that but the immunity values are actually the damage scales for the outfit's degradation
which are unused in gamma unless you drop the item to the floor and start shooting at it
So you're saying... You can't have balls without the bone?
So i ask right away?
of course, how else would anyone help you
XD
ECKS DEE
no
Is there any mod for making your character's gear accurate?
This is for making mods, not asking for suggestions
go to #βπ°β’newbies-chat
Ok then
bro said screwyou fr
Which file affects actors anomaly detector radius? Which activating in options, sound anomaly detector
its radius like 0.5 meters, completly useless
What does that mean though? Could be accurate stat values, could be something else.
he just wants to be able to store items inside gear in a tetris kind of way like in Tarkov 
Matroshka is in tarkov?
Better textures
XD
how does "accurate gear" translate to "better textures" holy shit
Dont mind me, i cant even express myself lol
Hi guys!
A few days ago I wondered why this build was only loading one core of my CPU at 100%.
To start. Thanks to everyone who writes mods. You are truly the best!
But I was amazed how all these mods were written π
It's horrible.
I slightly modified the engine and the logic for calling callbacks.
I did it!
+25fps total.
+40fps on 99th percentile
-
No manipulation of graphics or game logic.
-
i7700k
-
RTX4060ti
-
16Gb
-
Anomaly 1.5.2 (1.5.3, with my work π )
I continue to work.
Impressive if true and repeatable/sustainable. Thank you for your efforts
very cool player i truly hope you don't close source this shit like a mouthbreather
Hash functions level or Real level? Show code
The equivalent of send nudes.
(I also want to see them nudes)
Is it possible to increase the amount of cash found randomaly on dead Stalkers?
Yes, sorry
The main idea is this:
- 1
Many mods subscribe to the **actor_on_update **callback.
The event is called here:
For the first tests, I tried to place the call to this function in a separate thread.
Something like this:
// instead of inherited::shedule_Update(time_diff);
time_diff = DT;
std::thread t1(&CActor::run, this);
t1.join();
...
void CActor::run() {
inherited::shedule_Update(time_diff);
}
This makes fps more stable.
But it doesn't improve performance much since I'm still waiting for the code to execute in LUA.
This server won't let me write text, so I'll have to read the picture
But: I'm very unsure about the stability of the game logic. But so far I haven't encountered any fatal errors.
In any case, I will definitely share the sources with you if I succeed.
I have an old processor and I basically donβt want to change it. π
Also:
-
I think many mods might benefit from a timer callback rather than a subscription to actor_on_update.
-
Subscribe to:
on_key_press = {}, -- Params: (<number>)
on_key_release = {}, -- Params: (<number>)
on_key_hold = {}, -- Params: (<number>)
Causes mods to check too many checks. Is their key pressed or not?
I think that subscribing to a specific key can also bring enough fps. -
Engine code.
I think that a lot of things can be optimized there. As I understand it, no changes have been made there for two years.
modded exes edit the engine code
either way if you have actual results you want to go to Anomaly discord modding channels and talk with engine modders there
Gamma uses the stock .exe file from Anomaly.
E:\Anomaly\bin\AnomalyDX11AVX.exe
I think this will work for Gamma.
nah it doesn't
it's modded
grab this repo
@grizzled wharf
it's quite a few commits ahead of current live gamma
because gamma hasn't been updated in months
start modifying from there
also worth considering that a whole lot of mods do require modded exe features
so it's the most popular choice
Oh, thank!
I was looking for a actual repository and was directed to bitbucket.
If there is a stable result, I will send an issue.
I'm disconnecting until we meet again
what a wonderful fella what can i say
no
Firstly, X-Ray isn't only single threaded.
Even the original engine has multithreaded aspects built into it.
Secondly, you're being cpu limited by a LOT.
Of course you're gonna get high cpu usage.
Not talking about your cpu being shit, just saying a couple of reasons why are you being cpu bottlenecked.
Also, if you have like 60 fps and with your edits, the fps is gonna be like 65 or 70 at best.
One of the main reasons why your fps is low is because of smart terrains that are placed in the level. (not the level geometry itself)
Does anyone have knowledge on specific sleeve/arm textures that affect gloss/specular? I'm trying to fix dry arms when it's raining.
In short, the question. Does anyone know sources for Anomaly modding books? I tried to read some book from the Internet, but it was explained there for those who understand variables and values. Is there any book or video explaining them? Or figure it out yourself.. π Itβs just very difficult to figure it out, I read these LTX files and so on, I donβt even understand where the callbacks go, what values ββthe item has and what they are responsible for.
I apologize for the poor quality translation
π

@spice pilot look through the modding book, but also if you are trying to find some specific definition, try searching for it vaguely in all stalker discords, then ask
I also suggest doing fun crazy tests to figure out exatly what a value does by setting it to absurd numbers
And then learn basic LUA and try to apply what info there is in modding book about scripts to script files to figure out what is going on
Basically what Iβm doing right now
Trying to *
Is there a mod that can delete gloves from all suits so like you dont have gloves while wearing smth like exosuit, or instead of normal gloves only fingerless?
The problem has already been solved
Is it possible to revert the new repair kit names back to the old names? I tired disabling the mod "GAMMA Repair Kit Renaming" it didn't really do anything...
I tried asking this in base gamma support and got redirected to here.
Hi) Anyone knows which mod is responsible for disassembling ammo into their component parts?
Before I post, is there another mod that tells you the actual stat increases gained from armor upgrades?
Looking for some advice on a mod I'm working on. I started with a simple function to give an item :
function my_reward(actor)
alife_create_item("my_item", db.actor)
end
For testing I am able to call my_mod.my_reward() from the debug menu function executor and I get the item added to my inventory. However when I have added this function to the on_complete for a task in tm_dynamic.ltx like this -
on_complete =% ... =reward_stash(true) =my_mod.myreward() ...
I get this exception -
[error]Expression : <no expression>
[error]Function : CScriptStorage::namespace_loaded
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_storage.cpp
[error]Line : 1011
[error]Description : fatal error
[error]Arguments : Error : the namespace name is already being used by the non-table object!
I think from reading the modding guide / add a new task info, I need to "to find all possible functions check xr_effects.script, but you can make your own too as long you edit xr_effects (not recommended) or add functions from your script into it" now I'm trying to figure ouot how to add my function into xr_effects (without editing it directly)
didn't even think this would work really it was a shot in the dark
a coinflip, even
I didn't even think to try that, haha
haha poop
oh, it's sufficient to even just do this :
function xr_effects.my_reward(actor,npc)
Is it possible to increase the amount of cash found randomaly on dead Stalkers?
yes
Would you care to explain how? Thank you
any idea how I'd get the actor's current radiation level? I know you can change it with db.actor:change_radiation(xyz) but how do I just pull the current value?
lua_help.script seems to imply it's function GetRadiation() but when I call db.actor:GetRadiation() I get a nil value
I'm definitely just dumb but there's obv something I'm missing
sure: there's a callback when a stalker dies, then you would then hook that and spawn more cash on the body
alternatively you may be able to hook the callback for an object being opened for the first time and add money to the player for that event
From actor_effects.script (where local actor = db.actor)
no way it is that easy... 1 sec
how did i miss that lol
Jut monkey patch the spawn_cosmetics function in the death_manager. That's how it's usually done.
where is the debug mode config located? would it be possible to modify it so that carry weight and healt regen is only modified?
looks like a generic DayZ clone 
the mod?
it's fun if you have friends around to play with
yeah it's goofy af, but the mod is pretty fun
custom maps can also have some content into it.
if you want help to test something in multiplayer or whatever let me know ig
you have xrmpe installed?
no 
but i'm willing to learn
unless it requires me to download an entire different game
ah so i'd have to reinstall CoP?
it's standalone
if it will help you with research for maps or whatnot i'd be glad to help
i know you've been working on that new maps addition
make myself useful
yeah sure, i was just testing it for fun if it would work on xrmpe
surprisingly it did
this is your custom map?
its a port, but i'm pretty much replacing every scene object
the terrain model isn't mine, as well as the textures for it.
where can I find the texture file for the green "pips" when for the anomaly detector aka item_detector_08?
Would I need to edit smart terrains to see more "activity" from STALKERS in the world?
Not sure if this is right place but was after some advice on best load orders for extra mods. Just looking to up the visuals as much as possible. Thank you in advance!
Yep yep thank you. Got it answered ππ» I'll stay in the newb forest π«‘
how to check if the hit type is radiation?
actor_on_before_hit(hitinfo, bone_id, flags)
i need to check if hit is radiation
is it something like hitinfo.type? i need to compare it to string "radiation" or what?
hitinfo.type == hit.radiation
true men name this variable shit, not hitinfo 
thx
You are a legend
Hey guys, have anyone made it so default geiger counter detects dynamic rad spots
or somesorts of fix?
I want to fix the geiger counter problems so bad. Like, make clicks be based on the field strength or on mSv intake per second
but there are so many things I don't get how they work
#π¨base-gamma-support message Funny you should mention that
Go test it 
needs a #1035807043933720576 thread
I did tell em that but 
oh man this is very nice
had to make my edit of it
Ayyyy
I lowered the clicks a lot, made the clicks from poisoning need a charged device, and the vanilla environmental clicks that conflict with this mod are initially disabled but you can turn them on by switching the geiger counter to environmental
@vital onyx

need to make it warn about water rads too
can water be a shit.draftman?
also gotta make it override grok's rads grace period so it clicks while forgiving some rads
water rads are self inflicted so no
does that db.actor:hit(h) line trigger the actor_on_before_hit callback?
yeah
there you're creating a hit and then applying said hit with the db.actor:hit(h) line
so the usual callback firing ensues
damn I can't come up with any way to integrate the rads grace period while having the clicks be proportional to the radiation intake
unless I map the s_hit.power to the theoretical actor.radiation growth while controlling for rad res, game difficulty, etc
I want to make the rads grace period a way to detect fields that will overpower your rad res but I think I will give up on thinking now
now with water rads detection
this has made me realize water is the deadliest rads source
Though there isnt much of it and it is easily blocked by a good suit
So it fully works and you were able to solve the problem above?
it fully works with all rad fields and water puddles but the grace period is still just the vanilla gamma one.
so you just get no ticks during grok's grace period.
when the grace period ends and the rads start accumulating that's when it ticks like crazy
Water is basically a death sentence until you get your first Sphere helmet fully repaired, with at least a medium armor set (except for like, military ones? They have basically 0 rad resist)
It's all about hitting a threshold of rad resist % which will take you from 0-100 rads in 2 seconds, to barely noticing that you got the smallest bit of rads as you ran through a patch of it on autopilot.
I want to know what's that threshold of rad resistance that makes you completely immune to a certain radiation field strength
like, if a radiation hit has a power of 0.004 what radiation protection percentage do I need to be immune to it
that information would help me make a much more useful rads grace period mechanic
That part, I am afraid I can't help you with. My knowledge of the in-depth number crunch stuff is surface-deep at best.
okay I figured it out
rad immunity is when rad_resist > rad_hit_power * 10
math.floor(s_hit.power * 100000 * 0.387) gives you a nice number you can compare with the rad res number from actual accurate stats mod
And as you get farther and farther from that mark is when you get rad seepage then, I take it? With the bigger the difference meaning the more the rads get through.
I wonder if it's a linear progression or if it's a sort of steep curve the closer to 0% resistance you go.
I bet it's linear with the resistance
Would make sense. Makes it simpler to balance armors.
edited ui_dosimeter.script to make the device show env rads from all rad fields and water when switched to env rads mode, using the math.floor(s_hit.power * 100000 * 0.387) calculation
Wait youβre the one who made the mod that makes the number jump, and you scan yourself too
Does anyone know how to change artifact drop condition to 100% instead of 25%?
tried to change it from here but it didn't work
I want to make a small fix for carryover weight with DLTX:
I create a file mod_system_actor_fix.ltx in directory Some_own_fix-0.1\gamedata\configs with a construction of the form ![actor] max_item_mass = 25
I install what using MO2 and see that it works in the game.
Now I want to change the 25 to a 35.
I change the value in the file mod_system_actor_fix.ltx and reinstall the fix
I create a new game and see that the value is still the same (25)
I turn off my fix, create a new game and see that the value remains the same (25).
I deleted my fix, create a new game and see that the value remains the same (25).
wtf

How should I edit the texture of the flask? I tried doing it myself, but it's terrible. Please show how the texture lays on the model
I think it might be the UV part of blender
You gotta open the model in blender, I think you gotta go into UV editing
Then you gotta do some shit to make this shit work, then this shit should start working π
I also have to learn it so donβt quote me on this π
Thereβs a video by lunatic
I changed most artifacts stay at 100% efficiency except lucifer (Knot) it keep losing its efficiency , anyway to change that?
If you remove its degradation then you remove a key mechanic of that artefact
The model is an .ogf file
find it and open it in blender (with xray tools addon)
then edit or make a new uv map
yeah but it loses efficiency really fast

lol really helpful
be a chad and dont use artefacts
that formula came directly from what the geiger uses to display rads, actually
it went full circle
That's the point
It takes 4 ingame days to go down to 0, get to hunting
That's literally the payoff for using KNot. It gives you a TON of MASSIVE boosts but they dwindle as the efficiency drops. The challenge is to keep it as high as possible by sacrificing other artifacts to it so you can beat the game before it drops low enough that you start getting debuffs instead.
Knot is not meant to be used in a casual playthrough where you play the same save for months.
It's meant to be a self-imposed challenge to beat the game before it kills you.
Anyone know where in GAMMA's mods is the one that removes the ability for technitions to repair your gear?
https://discord.com/channels/912320241713958912/1179484733764276234
This at least lets mechanics do upgrades and repair your weapon's base condition (not parts). Armor is still not repairable at mechanics with this.
Just so I have a concrete answer:
Mods like the "Ammo Box"/"Ammo Crate" one where you can move your ammo into a container you carry around (not the Hideout furniture) does not play nice in the game, correct? What are the main issues of it?
@crisp oxide I think you had something you were working on which would allow a custom new ui for a certain item which would save the items you put in. I think it was you
Something just like tarkov I guess, a separate small inventory ui to put stuff in
You ran into some issue tho
he did do that
ye
but Mirrowel was right
too many edge cases
guys, can u re-add the clear sky crow shooting game to stalker anomaly pls thx π
Give me triple triad in stalker
no issues 
I think it's done
Just need to figure out how to make it monkeypatch a gamma function or tie the function to a callback depending if the gamma function is present, just to make it usable on non-gamma installs
Might be a stupid question but would it in theory be possible to only install the scopes and attachments from BaS to base anomaly?
no
this is built specifically for gamma. youre welcome to adapt it to anomlay however
idk try redirecting the function to your edit
function adb.actor_on_before_hit(shit, bone_id, flags)
gadb_aobh_edit(shit, bone_id, flags)
end
seems to me this is virtually the same as what you're doing but all i know of lua comes strictly from anomaly
You can also just Unregister the original callback
would it be possible to somehow fix the DX8 grass lighting during fog?
it's probably the only issue i have with DX8. close it looks fine, but further away the grass stands out too much during fog and sometimes rain.
You probably need to unregister the callback function you trying to patch
And register new one
have you tried using the Classic Textures v0.4 grass?
or disabling Aydin's Grass Tweaks for that matter
hmm, haven't tried other texture mods apart from aydin. all aydin's seasonal grass does the same
try either uninstalling it or using Classic Textures on top of Aydin's Grass (as in, lower on the mod order list) to get a different grass version
let me know if that works
this worked, thanks guys
I also wanna know if classic textures fixes grass
Might lead to a fix for aydins
ill try anomaly grass and then classic textures 
@open oasis@soft burrow, same buggy grass even with vanilla anomaly or classic textures on DX8 foggy weather 


@open oasis read your guide. Dunno if you thought to suggest it or not but lossless scaling has been working great for me. Best 7 bucks I spent in a while honestly. I start the game at 1920x1080 and let it scale up to 1440 and I get 144 fps without a problem on a 2060
Only real problem I have with it is that BHS text UI doesn't scale. I have to manually adjust the position
Though I seem to be the only one who prefers text UI lmao
hey, we got the Lossless Scaling suggestion right before the guide was posted, i had a chance to try it out myself and i figured that:
- recommending people paid software is not a great idea for a "just try this and see for yourself" endeavour
- obtaining the program by any other means (the way i did so) goes against server regulations
- when i tested the software myself, every frame generation method would lock me at 62-72 FPS, which is a drop from the regular 120 FPS i got, and at a massive latency drop
i couldn't figure out how to make the software not lock the framerate for me as if i was using VSync
I didn't bother with frame Gen. I just used the scaling. Though I saw it was suggest in the desolation server to fix pip scope fps drop
the person i was communicating with at the time told me to lock my framerate with RTSS but i really didn't feel like downloading an entire program to lock FPS and then use another program to potentially boost FPS, that would have gone overboard for the guide
TL;DR i couldn't make it work, i know @sinful wasp had a bit more luck than me
but then again the latency impact was extremely noticeable
Weird. I followed a pretty lose guide that just showed how to upscale on boarderless and it boosted my fps. I just had to up my monitors refresh to 144 and I'm hitting max fps now
oh yeah and it would just crash if you used fullscreen mode so that would require telling people to also use borderless for just this one method
all in all quite a complex method of gaining FPS in my eyes
π
I dunno what guide you followed
The initial setup wasn't bad and after I have it set to automatically start it just starts with the anomaly exe
i copied the settings that person used, they said they were able to boost from like 60 FPS to 120 FPS, i can post the picture here
Program: https://store.steampowered.com/app/993090/Lossless_Scaling/
Universal LSFG Guide (AMD/Intel/NVIDIA)
1: Set your game to borderless fullscreen (if the option does not exist or work then windowed, it does not work with exclusive fullscreen)
2: Set "Scaling Mode" to "Auto" and "Scaling Type" to "Off" (this ensures you're playing at na...
This is the guide I used
Granted I also use it on hell divers now and it's maxing my fps there too
I drop to maybe 120 when shit gets crazy
i was following these settings ZEK posted
I'll post you mine when I get home
π
If you're interested
sure, i don't think this will ever go in the guide but i like doing my own research when it comes down to this stuff
how did you measure your FPS? with the ReShade counter?
because that's what i used and i was told it would potentially show misleading information if Lossless Scaling was used
I used scalings fps counter. Tbh I don't bother with reshade
i really do wonder if this method works for someone who already gets decent framerate like myself, the other two members who tested this - ZEK and Oflin - already were locked to either 30 or 60 FPS (which i consider low) and it was a way for them to boost beyond that lock
although oflin said he got weird artifacting so that was kind of concerning to me
windowed 720p or less scaling back to aspect ratio/fullscreen is nice at the expense of small artifacts here and there
you obviously get the benefit of more fps because lower resolution but also get to view the game in fullscreen
i heard it's best to have stable 60fps to begin with in order to get the most out of the program + reduce latency and weird artefacts on your screen
i tried it with 30fps and like the bottom of my screen was filled with like weird rendering stuff when using the frame generation feature
maybe the 2.0 version is better idk i used the 1.0 when testing
It's not like a stable 60 fps is a bad thing especially in anomaly
maybe i can get a recording that shows said artefacts popping up
I haven't seen any artefacting but I also haven't tested a whole ton in game. The two hours of helldivers I played with it looked great
it is a bad thing if you are regularly getting 90-110 FPS
even worse if your monitor's refreshrate is much higher than 60Hz lol
Not all of us can afford a new gfx card to boost a 15 year old engine 
a drop to 60 FPS from 120 (like in Rostok) is really noticeable
i don't have one, i'm also using a 2060 like you
Maybe cpu difference? I have mine boosted to 4.8ghz
so do i lol
we might have the same rig 
the testing rig in the table over at #β°β‘fps-optimisation that says 2060 is mine
Maybe it was bad cause I forgot to fix my refresh rate 
i'm playing with a 165Hz monitor so drops below 120 FPS are really noticeable
Idk why it switched back to 60. I swear I had set it at 144 for tark
Yeah mine can do 165 I just never see the need
Small note for this, there is am option under rendering in lossless scaling called draw fps, thats your fps counter for when the app is putting out after its scaling and generating frames
yeah so that's essentially what i'm asking, is the ReShade counter misleading after you enable Lossless Scaling? because that's how i was judging my framerate
yeah all normal overlay counters will only show what the game is reporting not what is being shown when lossless scaling is enabled
hmm so maybe i should give this another bash
i saw the video ATHI linked and it says to cap your framerate to half your monitor's refresh rate there which i'm not too fond of
you good to jump into a vc? I can run you through my settings for when im running modded single player tarkov
Spt Chad 
i don't know if my mic is working lol we could try
Tarks pve mode is garb compared to spt aki
technically fika, which is why i really needed LS
lol
en4 i guess
I wish I had friends 
kek
@sinful wasp @storm umbra @misty mulch @tidal elbow hi folks, i am pinging you to propose a potential ("potential" because there are a LOT of caveats, and i would like to hear what you think about this) new addition to the optimization guide, brought up to me by @fair canopy, @grand tangle, and @manic sentinel
TL;DR: Lossless Scaling
i just finished an hour-long testing session with Swarls using Lossless Scaling to attempt and improve the game's performance; i can personally attest to an increase from ~119 FPS to ~144 FPS using the methods described to me by Swarls, and i have further tested the other Scaling Type and Frame Generation options with Swarls' so far being by far the best ones
USER'S RESULTS:
- oflin - 30fps => 60fps (with artifacting) [#βπ°β’newbies-chat message]
- TheDarkZEK - 60fps => 120fps [#βπ°β’newbies-chat message]
- Andtheherois - 120-144fps [#βπmods-making-discussion message]
WHAT IS REQUIRED OF THE USER:
- obtain* Lossless Scaling
- NVIDIA Control Panel > Manage 3D Settings > Program Settings > LosslessScaling.exe > Vulkan/OpenGL present method > Prefer layered on DXGI Swapchain
- boot up the game, set display mode to Borderless and FPS Limiter to HALF the user's refreshrate
- boot up Lossless Scaling and set settings to [see screenshot]
- click 'Scale', or press the scale hotkey in-game while the program is running
CAVEATS (IMPORTANT):
- *user must purchase the program on steam - using other methods would be akin to suggesting piracy(?)
- user must launch and actively use an external program while running the game - inconvenient
- user has to play in Borderless mode and cap framerate (goes against the suggestion of using Fullscreen and no V-Sync earlier in the guide)
- user has to reliably hit their FPS cap (half the refreshrate)
- user has to adjust a setting in NVIDIA control panel - inconvenient
- potential incompatability with AMD GPU users (setting relating to lower potential input latency using Frame Generation)
- potential incompatibility with certain settings (causing artifacting) on older hardware
- potential subjectively noticeable input delay
:o
would like to hear what you guys think about this, sorry if this is not the right place to post this (it was brought up to me here)
I would also include the potential caveat for AMD gpu users not being able to set the Nvidia Control panel setting to lower potential input latency with frame generation on
thanks, added to the caveat section
quick google search says there is something similar that AMD has for their GPUs that is comparable to Nvidia Control panel. Would need an AMD user that is comfortable with messing with AMD Radeon Settings to see if there is a setting comparable to "Vulkan/OpenGL present method" in NCP and to test if it works the same way for lossless scaling
yeah we've had a lot of trouble getting the AMD sections done because there was nobody who had the right specs to test these lol
yeah not exactly surprising when nvidia is generally a safer and more stable option to choose
at least for GPUs
That seems so much more complicated than what I did 
i tested this for about an hour and these were the best settings (can substitute LS1 with AMD FSR, same framerate and latency)
dropping to LSFG 1.1 drops just over 10 frames, dropping the performance mode drops 8-15 additional frames, Allow Tearing, Clip Cursor, and Multi-display Mode don't seem to make a difference
Only thing I did in the control panel was make sure vsync was off cause I had triple buffer on
the guide i was using from the project fika discord recommended setting vsync to fast to help with lowering latency as well
granted thats if you are going to force vsync through NCP
As much as the program is cool, I personally don't support adding pay-to-use software in the FPS guide
Frame-gen also mostly benefits those that already have a 'decent' framerate, since the lower your base fps is the more problems frame-gen introduces
i think that if it were to get added there would need to be a massive disclaimer stating that this section requires a paid program and it still might not work. Big bold letters saying that this is not the best way to get more performance but it is something that can be tried if the user is comfortable paying money for an external program that might not fix their performance issues
and even then, thats a BIG if
Interesting Iβm getting the program right now to test
i agree with that point, on the one hand you can't ask a user to purchase a software that might do nothing for them, on the other you can't suggest they get it for free as that is considered piracy, it's problematic in this regard
for people on laptops the program must be set to integrated graphics in windows/nvidia control panel and to the proper GPU within the program otherwise it won't work
i was struggling to find a solution to that until now
supposedly with my base 30 fps it boosts it to 45-50 depends on location
allow tearing is very much visible on low framerates like mine so that setting is best just left disabled
but it's still a paid program and i don't feel like the potential boost is worth it especially that it might turn out someone buys it, the thing doesn't work and now they have 7$ that's just stuck on Steam
yeah i mean you can always refund it but it's bad policy to suggest something like that on an official server guide i feel
i imagined that this would be the main problem and for a good reason
Is this really, really worth it
probably not for $7
even if refunded that money is basically "gone" and you are sorta forced to spend it on games or something else once it's on Steam
Not a guaranteed method + paywall = not good for official guide
as a user to user mention in channels sure
you must be able to reliably hit your FPS cap in order for this to work properly, if you can't already reach 30/60 FPS then this won't benefit you, plus the input delay is very noticeable imo
yep that's what i thought
I was already thinking it looked like a hassle even if it was free, but considering it costs 7 bucks on top, I don't think it's really worth lol
let's just say i haven't paid $7 to test this but we're not allowed to talk about that, i question if this is even disallowed based on the fact you can simply google the software and get... results
Ok Iβll consider other options before this, good effort on the guide, even if itβs not the best option
thanks, i appreciate it
i didn't imagine it would go in
worth a try anyway since it's quite a significant boost compared to the other options
let's see if Falco has any other insights, probably not
Yeah, i do wish LS was a bit more universal in its applicability because since i started using it, its been great. I generally will still recommend the program since it can be used outside of stalker and even gaming. I will say that the whole image sharpness option is nice since it can be applied outside of reshade if the user still wants that. The barrier for entry to an official performance guide is just a bit too high for this program to reach unfortunately
well said
oh i was able to confirm that taking screenshots and recording with OBS still work with LS, just as a heads up
it is said FPS counters and other overlays will not work
Thatβs a rough downside
Def will help some people, itβs good to have options for people to choose from, a few free, a few not free (π)
as a clarification to the fps counter, LS has its own counter that will accurately show the fps being output from the application. What happens is other overlays will only read what the game is outputting for FPS and not what LS is sending out to the screen after it does all of the things it does to increase FPS. So say you lock your fps to half your monitor's refresh rate, Reshade and other overlays will report the locked fps instead of the FPS output from LS
yeah not as bad as it sounds but still another hoop to jump through
Yah Iβm working on a mod rn but I will have to find some time to test the waters myself, it does seem promising
hi, i'm trying to make a mod for "vanilla" clear sky to bind eating kolbasa to a hotkey; i looked through sky reclamation project's code in search of something useful and found some key binds it adds, but unfortunately those only work in the pause menu, is there a way to make a custom keybind to run lua code during the game?
That is a very interesting thing to want to keybind, since most of the time just opening your inventory and spam clicking the item does the job last time I played Clear Sky (like a decade ago lmao)
To be fair, eating food heals about as well as medkits do
that's exactly what i'm hoping to avoid, my favorite feature in call of pripyat is being able to bind arbitrary items to arbitrary hotkeys, and while recreating the item hotbar is too much of an undertaking for me, i was hoping hardcoding some item hotkeys wouldn't be too difficult - but so far i'm at a loss, i looked up how anomaly and OGSR create custom key binds, but it's too complex and probably requires engine modifications
SHoC Tourist's Delight my beloved.
Like 1/6 of your hp healed for eating a funny can of meat.
the best i was able to do is eat kolbasa from the pause menu, but that is inconvenient and has the side effect of letting you "dupe" kolbasa (restore hp more than once per kolbasa)
Anyone have the .ogg of the SHOC theme?
These ones?
Yeah, I managed to extract them already, but thanks for the effort
Just want that old stalker theme back in the MM

Oh no, not the kolbasa economy
Hey guys. How do I get to actually making a custom armor for GAMMA? (I wanna remake a Skat-9 for it to be able to compete with merc ACE and have people actually wearing something else than ACE for once)
Not that it is better than ACE in my mind, but it will compete with it head on
Less anomalous res than ACE, but more impact, explosive and rupture res, while also getting 5 artifact slots instead of 2 to 3
The questions are as follows:
- How do I find Skat-9 file?
- Will unpacking anomaly cause any issues with my game?
- Can I just copy and paste the file with remade stats after renaming it and changing the values?
- Approximately how long is it gonna take giving my no prior experience to modding/ coding?
- How do I make it so the player has the Skat-9 Ecolog model ingame, same with NPCs if you use DNPCAV (the Peregrine's Skat-9)
- If I can make it work would anyone be willing to guide me through the process?
I am a total greenhorn when it comes to making any type of mod that isn't just straight up changing specific values or removing the files
So any help would be appreciated qwp
- Will unpacking anomaly cause any issues with my game?
no, it will just add around 20GB to the weight of your install
So no need to worry if I have SSD space right?
honestly and i swear to god not to toot my own horn, look at my tyrael's might shitpost mod
if you haven't already
granted the method to obtain the piece might vary drastically, that mod has everything laid out on how to implement armor
Tbh toot the damn horn all you want, as long as I get to make the Skat-9 "Ecologist" a reality
I'll give it an extensive read. Not skimming on details. Expect questions tho
the redline exoskeleton mod also has a more natural obtain method
and it's also less clean
Hmmm... I'll check both. Can you link the redline exo one tho?
So much code...
This is gonna take a while before I realize what is what
And why did you add other outfits "legs" along to your mod? DLTX doesn't take care of that?
didn't work at the time i was developing it
don't remember why it didn't work
but i didn't try further
i haven't really read any documentation on dltx
like at all
which i should do
Wow...
New BaS SVD
question say i wanted to add some armour to the game what would i need to do to make it balanced in accordance to GAMMAs systems around how it handles armour?
howdy,
I'm looking into understanding strings and code within .xml files. Mind if I post a line and someone break it down for me in simple terms
@glacial wagon looks nice. When though
when stalker 2 comes out i guess 
where on earth is the satiety for medical items controlled at. I've been looking through just about every .xml or .ltx file, its elusive to me
Probably being modified by a dltx
Hi everyone! does the NPC damage rate change by the player? I changed the slider from minimum to maximum, there is no difference
is there a way to get the models from stalker into something like blender?
ooh nice okay thanks
please tell my ive read this wrong and its not 36gb
Chat any ideas how to add profile picture into the game I saw someone have custom here
theres something about it in #1112579306309292072
I don't need it. I don't need it... I don't need it...
I. NEED. IT!!!!
a perfect line up
yeah i also noticed that lol on mobile the top one also lines up perfectly
top ones messed up sadly
Wonder if that's a blender render or actually in game
Is posting assets from stalker 2 forbidden here? Ive put together an ambient soundtrack mod with time slots/ locations, 600+ songs from the leaked build
the 2012 build?
No the one that was hacked I think
how tf did a leak build have 600 songs
Itβs p amazing
I'm pretty sure the mods did say something against sharing any assets from the leaked S2 stuff yeah
Yeah not cool to leak stuff that was meant to harm a team of people that had to leave their country forcefully because of an armed conflict
one of the channels has a pin that says no talking abou S2 leaks
wasnt it leaked by some pro russian basement dweller
Yup
Fair I get it
you dont need to includ ebasement dweller
first part says that enough
@fair canopy hey, you said were able to make Lossless Scaling launch together with GAMMA automatically, how did you do that?
either a .bat file or possibly something with steam
I mean there's that whole mod that uses stolen half finished assets for character replacersin mod posting
i get wanting to back port stuff but jesus christ just wait π
Set up a new profile and filter it for the exe you want to run
On the left side of the panel there's + you can click to add new profiles
It won't automatically start. You either have to set it to start with your pc or open it up manually but once it's in the background it'll do it's thing when you start your filtered programs
following this guide to get stuff into blender is really annoying
i have 0 reading ability
It's really ez
say that to my dumbass
.object?
yeah the guide says to import the .object
tf
STALKER models are ogf tho
.object iirc is for like the level geometry
But I could be wrong on that one
why do you want to do that
you just open them as ogf and thats it
which guide are you following
to do with textures?
i think
Editing guns for Anomaly Tools youβll need: AXRToolset: https://github.com/revolucas/AXRToolset/archive/refs/heads/master.zip CoC SDK: Grab and install the CoP SDK: http://files.gsc-game.com/st/xray-cop-sdk-setup.exe Grab and install the 0.4 CoP SDK patch: https://drive.google.com/file/d/1ej...
this one
What version of blender are you using
4.0
ohhhh
i swear that info should be pinned
these renders were made separately from each other, completely ignoring this point. But you seem to want to find fault with something... so?
wdym?
i was just pointing out that the logo lined up on it which was cool
That guide is really dumb
OK. Got you.sorry
The plugin already can import and export OGF
Why would you convert to obj, import as obj, edit, export as obj and then convert to ogf
when you can just import ogf, edit and export ogf from blender
i managed to add the filter and the timer does tick down when i launch GAMMA however once it reaches zero the scaling doesn't happen despite the button now turning to "Unscale", what gives?
having this menu back is so nice
ik its bigger but it was easier to find what i was after
Once I get home I can show you the setup I have. I forgot the other day
this is what i have it set to
yeah of course
What's the rest of the profile look like?
you mean the settings themselves?
oh wait a second why is Draw FPS off i didn't turn that off
Turn off frame Gen
You don't need frame Gen. Imo it does nothing if we aren't using pip
Idk why all these guides are over complicated
Scaling mode auto: aspect ratio. Scaling type to your preference. No frame Gen
wait are all the attachments and stuff pre modeled on and just disabled when not equipped?
Some are. Some have to be scripted
that makes sense
the settings i chose work perfectly for me i just want to get the automatic method running
oh no i just removed the delay and it worked
yeah for some reason it just doesn't work if you've got the delay set up for it
thanks for the help
Oh lol
the models look so smooth without textures
it definitely is just look at it
What game is that from?
That would make a lot of sense
i enabled textures
you're losing out on 50 FPS by not having frame gen on you're actually insane
what if the screen is 60hz
my screen is not 60Hz 
I... I'M..... I'M COOMING OVER MY FPS
i'm getting like 138 FPS with framegen and without it's like 85 FPS
previous testing also got me to 144 FPS now it doesn't wanna play ball for some reason
why is the delay not working it's pissing me off
if i do 0 delay it fullscreens the little Anomaly flyout image lol
ohhhh i see why it does that now
when the game itself boots up it starts the timer again
Is that really that much of an inconvenience?

