#╙🖇mods-making-discussion
1 messages · Page 62 of 1
Sacrifices
none were made, everything works perfectly now
the 20 second timer starts when i launch the game, then when i focus the window on the launched game it starts again, and by the time i load a save i'm already scaling
ive been told to seek hhelp here
im guessing its cuz the texture is at a different size
ii may be stupid but how do i fix it
i want it to look as much as thhe one on the right as possible
do you know how to edit dds files
yeahh i just did it so i can ahve migu
so just check if the size is the same as the original addon

its still in god awful quality but atleast trhe whole migu is here
@old berry any idea bout that?
might be your export settings
i used the same ones as in normal anomaly
and it wasnt that bad
i honestly aint sure i dont really work with textures that much
do u know anyone who does
How difficult do y'all think it would be to add condition to suppressors?
Where a suppressor takes condition damage from use and needs to be cleaned with a repair kit like a solvent or ramrod?
So im using the most recent MP7 Reanimation mod on MODDB, having this issue with the aim animation, any idea? Im aware its likely a conflict, but upon disabling all conflicting mods, hasnt resolved it.
because theres most likely a dltx gamma has that adjust the aim position of the mp7
The hud positioning? I have my own config file for the hud pos for the MP7, this seems like an animation problem I believe
if you talking bout more fps, try magpie
magpie did nothing for me but it looks nice
what's magpie?
I'm pretty sure it's the gamma problem, since people under that mod complained about it 
The people with default anomaly didn't complain at all
Hello guys
I need some help from you
I add new outfit, but have with 1st person mod
I want to add a first-person view of the costume from another costume. Maybe someone knows how to prescribe it and where?
which armor are you using?
wait actually i can say how to make it 
@obsidian pike look into swm_legs.script in mods\236- 1st Person Visible Body Ported from SWM - Wang_Laoshi & SWM Team\gamedata\scripts
everything is in russian so you can understand it (hopefully)
I want use nomad outfit
And little question
How can I open script file? Notepad++?
How can I open script file? Notepad++?
yeah
Thank you very much) Low bow
just tried this out, this is satanic black magic
@fair canopy do you also get this weird tearing effect when looking at the ground?
I haven't noticed tbh
it kinda looks like its vibrating or something
Frame generation, yeah
Though funnily enough to have decent resuts your FPS needs to be 60+
below 60 it becomes worse and worse
you could try following my guideline and settings and seeing if that solves the issue
i did
oh you're using my settings? i'm not getting any tearing
did you make sure to cap your framerate at half your refreshrate?
maybe untick Allow Tearing
Mirrowel is completely right though in order for this to work properly your framerate already needs to be decent, i.e. reliably being able to hit the cap
i have it capped in rtss and i can get it consistently
yeah that didnt work
Andtheherois also doesn't use Frame Generation at all, only scaling
but i find that doesn't increase FPS as much as with FG
might be a frame gen thing then
try unticking Performance? you'll get lower framerates but it might solve the tearing issue
also try LSFG 1.1 despite that also giving lower performance
i think changing to 1.1 fixed it
what are you specs if i may ask?
rtx 2060
i5-10400f
32gb
that's really interesting, your specs are almost identical to mine so i'm not sure why you're getting tearing with those settings, just goes to show how inconsistent the program is so it's probably a good thing we're not recommending it to everyone
oflin also had issues with artifacting while using it
can you post your nvidia control settings for the .exe?
they're the same as in #╰⚡fps-optimisation
except i use Prefer Maximum Performance as opposed to Adaptive
don't have issues with cooling so i decided to keep that one as is
gonna see if that works
don't forget triple buffering
nah its still there
RIP
guess you're stuck using 1.1
but it's not that significant, it's like a ~10 FPS difference
i mean i usually play games at like 80-100 so thats fine
imagine my surprise when i went from idling at 119 FPS to 144 FPS and then my game never dropped below 80 again whereas i could drop to low 30s and 20s in Rostok after playing for like an hour
yeah i'm still torn on which one is worse, i'm kind of getting similar performances except when i actually leave Yanov station my framerate jumps back up to 120-130
did you fix this by any chance?
transitioned to new pc, but apparently cant unpack anomaly, anyone has idea why it might be happening?
That'd have to go to #🔨base-gamma-support
Make sure your antivirus software is completely off, you've got folder exclusions set up correctly (!defender in #🤖bot-commands ), and that you're using 7Zip and not default Windows extractor
Anyone around that can explain to me how to set the marks on reload animations to fix the timing?
reload timing fix mod has a .txt iirc
It can be set via ltx? I thought I had to mark the animation itself
no, I mean there's a text guide in the mod
an upscaler, search 'magpie github'
do you have a guideline for the best settings to use/what prerequisite steps i need to take or do i just wing it
no prerequisite
maybe watch a video on how to use magpie in case you dont know what ur doing
alright
@cerulean heron so are you meant to be using a lower resolution with this and then upscaling it to your native one? because with just the native resolution the performance is notably worse, with all the main effects
yeah no matter what i do using the upscaler lowers FPS by 6-8 frames
tried 720p and everything just looked like shit with no difference in performance lmao
FSRCNNX nukes FPS by like 30 frames lmao
yeah Lossless Scaling is far superior
i guess
but it cost money lol
and yes ingame resolution needs to be lowered
but it looks horrible
idk maybe lossless scaling is better lol
i havent used magpie in a while, but i know last time i used it, it looked amazing and ran better
u using fsr?
i tried the main effects - Lanczos, FSR, FSRCNNX, Integer Scaling
if i enable 3D Game Mode the FPS counter doesn't display accurate readings
look at this
you can count individual pixels on the knife lmfao
yeah even on a lower resolution the impact on framerate remains the same, about a 6 FPS loss
Hey guys, weird question but does anyone know if axr_options.ltx can be edited with DLTX or is there some other safe way that I can ship users specific presets for certain MCM settings?
thats weird, maybe anomaly doesnt work well with magpie
Hello. Got question. I'm looking for value to change knockback of npc. In stason174 modpack there was such value. I changed that and they were flying like crazy. With hitmark mod and knockback it's a such good gameplay
From memory, Hit_impulse is what you're looking for
Having the same issue?
hello
to summarise, after talking abt making the leather journals useful, i wrote a bunch of different text for different factions, which i will soon send to be critiqued, but for now i am here to figure out where to find the existing leather journal, add a bunch of more, tweak their description and insides. nominally an easy task, its rather hard for me bc i never coded before*, so i dont know where to look for the existing leather journal. (after that i will try things out on my own, and if im stuck ill come here again lol)
*= i once coded the ping pong game, grok tremble in fear
The leather journal is probably part of the base anomaly files, so you could start there and unpack the necessary stuff first
Thank you. Where can I change this value? Can I change global or every weapon in the game ?
can change k_impulse on the ammo properties
it's a modifier on the gun's hit_impulse property
so idk just turn it up to like 15 or something and everything should be flying
ok, i am stumped
you see, with a little bit of wizardry and chatgpt assistance i have made this unholy concoction
and now it is telling me to create a lua script that will enable the page to be opened
bro asked chatgpt to write the code for him
laugh at this user
read the modding book
i couldnt find this there, but if i were to create an individual lua script and a script in notepad++, how do i mix them together so they form one entity?
or do i not
yoy
im looking for the heavy brown overcoat inventory icon texture in the DB files which DB do i need to unpack to find it?
nevermind, lua as a program does not exist
i know that i sound foolish, but i have basically no experience with coding, i am trying my best
...and will need a lot of help, although ill try my best
right, the title, description for all is done, i need help with the lua script that will open the journal (maybe with pages, but that might be hard to code in)
i am thinking of a certain item in game, called "Monolith's Prayer" that opens a square of wallpaper with text displayed on it, except i do not have any clue on where to find the code for that
this is what i came up with btw
Guys i have only found 182- GBOOBS vanilla ammo - Grokitach. wanted to change k_impulse but there are only few ammo types
any mods that let me sell guns to any trader?
yep
i tryed to hide some mp7 related ltx on mo2 but without success
guys, please help me, I press the "home" button, but nothing happens, I can't select a preset
!reshade
@sleek lion Follow this: #╭📖faq message
why did you think MODS MAKING discussion was the right place to ask about reshade
any mods that make traders buy shi at base cost?
Just crank your sell price modifier to silly values
Which file effects your new game equipment points and weapon options?
\gamedata\configs\items\settings\new_game_loadouts.ltx
i think
Thanks. UGP messed up the balance a bit, I'm trying to regammify it
oh i only know this because of UGP lol
you can retain GAMMA balance by disabling the DLTX Fixes mod (one of the last ones on the list)
that's what i did
it removes the overpowered weapons from the starting loadouts and only leaves in things like the MAC10 which are somewhat more natural-feeling
Go reinstall the mod from MODDB he fixed it
This man believes in Gamma Balance™️. Dont tell him
My personal preference *
UGP puts some wild fucking guns into the starting loadouts, i don't blame him
it probably has more of the needed stuff than just new game loadouts
I dont see the point. just dont pick em
no i don't want to be allowed to pick them lol
UGP provides its own Mags Redux and it has to stay in the same spot as the original one i'm pretty sure
but this is not suited for #╙🖇mods-making-discussion
I just spoke with Frosty. I don't think there's a fix yet
i see
Which is a shame, because it's one hell of a pack. I'm just trying to do what I can to help fix it
Thanks for tell me!
Throw the first ROF upgrade on the MAC and it is awesome in a close-in firefight. Because you know, 1100 RPM is just not enough.
how do I monkey patch this function? it's defined like this in tasks_measure.script and it's not written in xr_conditions.script or any other file
Monkey patch it like it would be in xr_conditions.script
Because its technically part of the xr_conditions namespace
@soft burrow
Can anyone tell me the simplest way to remove an item from loading into the game. Say, I'm removing a weapon or two from a weapons pack, do I just delete the matching wpn name files, or is there a way to blacklist them whilst leaving the source intact?
Make a dltx that deletes the entry of a weapon :
!![wpn_pmm_bas]
for example
Just be careful when you do that because if you delete a gun a that's in a loadout config, the game will crash for a missing section
Mod system the shit out of every config 
And the trade configs but I guess with a weapon that won't matter in gamma.
I would make a script using the on net spawn callback to replace the offending gun with a preferred substitute every time it spawns.
Way easier than hunting down every possible place in the game that might try and use that weapon.
any mods that make it so the wipe feature is actually needed?
like more rain blocking visor so i need to wipe my visor reguarly?
is there any tutorial to help me with making a custom menu or ui mod?
You could edit this mod to make the rain drops appear faster instead of slower.
Thanks Raven
If the gun works without mags then it needs to have compatibility files made.
If you simply can't find mags keep checking vendors while you have the gun equipped. There is a safety mechanism to ensure some mags for your equipped gun are included in a trader refresh. But it has to be a refresh and you have to have the gun equipped. So sleep a bunch or find a merchant you haven't looked at in a while
still having problems with #╙🖇mods-making-discussion message
I'm trying to:
-
- allow some blacklisted maps in anomaly measurement tasks
-
- allow the current and adjacent level anomalies in said tasks
I managed to do number 1 by unlocalizing tasks_measure.blacklisted_maps
and I thought I could do number 2 by changing a task parameter (p[2]) in a monkeypatch before the original function processes it
but then when I try monkeypatching the validate_measure_task function the tasks stop appearing in the taskboard altogether, no error crash to desktop, nothing
the weirdest thing is that if I disable or remove the unlocalizing of tasks_measure.blacklisted_maps the measurement tasks start appearing again but the monkeypatch still has no effect at all
(right now I'm changing p[2] to 2 just to test the monkeypatch, which should make tasks appear for anomalies in the current and adjacent levels instead of far levels with the default 4. My intention is to change it to 5 so it allows all anomalies in the current, adjacent, and far levels)
so I'm thinking on giving up on the monkeypatch and instead try dltx'ing the 4 to 2 in the tasks' ltx
is there a way to just target the 4 with dltx or is redefining the whole precondition line the only way?
I will go with redefining the whole line with dltx since they are all the same
turns out there are no examples of people dltx'ing task preconditions and I can't figure it out lmao
that's why mags buyable at traders is nice but apparently it causes issues , idk what type of issue but issues nontheless
also that validates why I see SOME magazines for some weapons
thank you raven ❤️
1 sec
Some recipes dont show up iirc, as that mod was made before that
Its old
Right
where is the download file for it?
do i have to scroll up all the way to the top?
For what
!mags
@orchid agate How to properly enable and disable Mags Redux (adds magazine management): #╭📖faq message
Here
this thing
when I click on it
it just redirects me to the discussion
Found it
it was in pinned
I've been on the job for a couple of wires my brain switches between gamma player and the other thing
almost downloaded the wrong file
cuz I have the new mags

im not new in the server
cant say the same about installing and tinkering with mods however
im a fish out the water
That is a normal feature of mags redux. This is why I hate trying to help you ppl gamma butchers the mod and then you have mods to put it back to normal and who knows what that is doing
For this in particular it works by loading all the weapons into the trader so the mags are forced to generate, then removing the weapons again. Every time the trader is opened...
why not simply do a trader autoinject patch to add mags
instead of generating every gun inside the guy's bag
or replacing the entire economy ltx
Ask grok why
there's a mod that adds them via an ltx for trader profiles. It works much better and let's you fine tune the mags you can buy
he has said that he doesn't like super compatible mods
his words
ofc he doesn't

I'll use DLTX files til I die
No idea what that is but good for you
Auto inject scripts can't be customized as well as DLTX files and I've gotten crashes and guns just flat out not showing up on traders because of those scripts
Hey, I DLTX'ed tasks in SIGMUND, this should be helpful to you
That is a skill issue. Since the trade profiles are read by a script trader auto inject can do everything they can and more. Of course that would involve a script as least as complex as trade manager.
But "can't" is a lie
Well yeah maybe not "can't"
I actually have no clue how ANY script works
I still prefer DLTX files
Easier to manage and make from someone that's not code savvy
You need to target the file task_manager with your filename. So mod_task_manager_(yournamehere)
That's silly. But that means the only thing stopping mags from being at traders is the lack of weapons so the fail safe will work. They will sell a few mags for your equipped gun at the time of refresh.
This was an issue for Blackmarket, removing the restriction on weapons in trader pools caused the mags injection script to inject a bunch of weapons into the trader inventories
This dltx the mag profiles you want. As the great Todd coward says, it just works
Yeah seems quite a bit simpler to just let DLTX do the work
Iirc gamma kills trader autoinject
reintroduces bugged items, overwrites trader profiles, outdated and does not add mags for many of the newer guns.
nah
You just need gamma's version of it. Which is always old as fuck when it is gamma's version of anything

mm nah gamma needs trader_autoinject to function. specifically it's because hideout furnitures uses a new(er? newest?) version of it
it's actually usually what causes that get_community error in modded modlists. someone has an ancient version of it overwriting the late-loading hideout furnitures trader_autoinject.script
this is why you always grab libraries and have them always at the end of the modlist
right, mods making discussion everybody
momo i want you to make me a gun that shoots unicorns
Why is there no dog hip replacer
@slow bolt did I install it wrong?
so
I use latest mags version afaik
and I installed this
but I don't see mags in traders inventory
or do I need both?
refresh the trade inventory first
and ping shine if problems
oh right
so I only need
one of the two files depending on mags version
correct?
I still have 0.90 gamma and dont plan on updating
classic toxic modder behavior
fair
this worked
thanks!
No. Mags only ever inserts mags. You ppl do not understand your own soup
Bro I'm telling you that when I created black market, the "mags buyable at trader" mod injected weapons into the trader pools in order to add the compatible mags
I know this because I looked at the script and solved the issue by disabling the mod lol
That is not mags redux. That is a crappy attempt at getting around gammas weapon BS
Well yeah but still that's how that mod works
Sup, anyone wanna help me? Dunno where to ask and i know modding people will for sure know. Im looking for the "Death Lamp" .ogf file but all artifacts are in .ltx and idk how to extract it, anyone has any idea..?
Z:\Gamma\mods\333- Fixed Artefacts Colision and Visuals - KronQ and Longreed\gamedata\meshes\dynamics\artefacts
looking through the list rn, cant seem to find the death lamp? is it under other name by any chance?
check the debug menu for the correct name, it shows IDs
damn. hoped i can do it without re-isntaling my gamma but oh well
that would be lovely ❤️
thanks in advance ❤️
I'm still looking, I literally cannot find it lol
;-;
it definitely has an ogf file because Z:\Gamma\mods\52- Perk-Based Artefacts - Demonized\gamedata\configs\items\items\items_artefacts references the file address as dynamics\artefacts\artefact_death_lamp.ogf
But its ID ingame is af_death_lamp from Grok's GAMMA Artefacts Reinvention
god damn it. why cant it be easy
i litelarly have no clue how to find that .ogf then
yeah I can't find it at all and I've searched every file in all 3 of the enabled artefact mods
Hmm... the ogfviewer gives me the "out of memory" error on it
Shieeeet
I hate the fact there is no easy way to convert .ogf to .obj or .stl
literally just blender
It opens the .ogf files without any plugins? I was looking on google for programs that open them and didnt find anything
Huh... okay. Ill try it tommorow, thanks for the hint
Shot in the dark as I know nothing about making mods... would it be possible to edit the map data so that the door to the room behind dushman in dead city is a) open and b) doesn't cause the mercs to go hostile? I just want to set up a cozy hideout space in there ;___;
Short answer is no.
Longer answer is probably still no, because map editing is very much a pain in the ass.
bro downloaded wallhacks for a SP game
i don't owe you any help, was just commenting on the peculiarity of the situation, regardless you're posting into the wrong channel
i forgot to uninstall it

!mo2search // use the file searcher
@covert galleon Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
you should also be able to read the death lamp's .ltx config file to see the filepath it uses to look for model files
What did bro get himself into.
Bodycam mod
Yeah it was ally hud markers trying to simulate body tracking but its scuffed
are bullets fired from the head position in stalker or does it fire from your weapon model position?
your bullets come out from the center of the screen
the barrrel's direction influences the bullet's trajectory
for mobs the bullet comes out of the barrel
cheers
i mean you can open it in the base game so i dont see why not?
just use a gauss rifle to glitch the door open
;)
right, mods making discussion
it's literal
I get the question, Im just trying to figure out where that file is.
search in files for keywords would be a start{
from what I gathered It seems he just found a mod that had the 
Replied to an over a month old message just to call a guy a psycho, in Russian, in a primarily English speaking chat
hash functions but it now has a household name behind it
- he knows russian
- There's much discord servers about stalker (reply time can be long)
- I have been busy by making my mod
lmao and it just so happens that the guy picks the one time he gets mentioned in a message
lmao my friend sent me that
i replied
proof of work
in Anomaly
beta co-op
so WIP
One guy can see the other one
the other plays as the schizo fueled voices in the other guy's head telling him to join Duty
well it's beta
my main multiplayer mod works as normal stalker (as dedicated server)
but we've started to make it in the native monolith-engine code literally from that we have our fork and anomaly fork
hey guys, not sure which chat is best to ask about this in, sorry, but does anyone know what mod is the source of the tritium iron sights for stuff like the AK-74 venom & other stuff like that? Is that hardwired into BAS?
just not a fan, blame it on my tism but it's just a wierd sensory thing for me
how is this clown still not banned yet?
Hello everyone! Does anyone know how to change the damage of a specific weapon? What configs can be edited?
Its model baked
You could get rid of them but itd require like. Removing it from each model or maybe removing the tritium shader
okay so. Do i need like a blender plugin? cuz blender itself doesnt even see thoes files
the weapon's config file, look for and change the hit_power value
read first pin
okay im dumb. sorry ;-;
@misty mulchThank you. Please tell me where to find this file?
!mo2search // use MO2's file searcher
@latent sandal Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
probably somewhere in gamedata/configs/items/weapons
welp...
yeah
dont think blender likes the ogf files
even with the plugin
What version of blender are you using
4.1
oooh okay
if I'm trying to add an animation to an existing gun in Blender, how do I make the baseline hand positions match the original ones for the gun exactly?
Probably import the gun and hand animations and start with the idle as your base
Thanks! So I need to set both the gun and the hands to idle and line up the hands on the gun manually? Or are the hands supposed to snap to the gun automatically?
You'll have to do a child of constraint on the gun so it follows the hand
ay @undone lily , how isn't this monokit clown banned from the server? that's the same guy who made radmp and radomaly scams.
He was banned iirc
he's still in the server
@astral dome
he joined since march of this year
Гниль одна в моддинге
I have 2 releases posted in my discord for free, where's the scammin?
Терпеть надо
BTW quick question on the hand models, tried to fix the issue with hands going absolutely crazy but turned out to be my worst decision, now it's showing this error everytime, and idk how to fix it
(this is how it looks like before the 'fix', turned out to be using left hand bones vortex groups instead of right hand
outfit belt items memory
G_FLAT out here making the true QoL addons 
hello! any way to make copmpanions, change their behaviour when not in sneak?
I feel like they are more competant in sneak mode simply due to the fact that their sneak walk is fater than their standing walk.
Так а хуль ты хотел, модели рук не подходят. Гансовские чтоли юзаешь?
Finally
Че че? Это KVMAS, че ты там вообще говоришь?
Before I go off and try, is it possible to make weapon texture directly in blender then convert those exported texture into something xray compatible?
My morning brain is turning. It must be possible. How else would Lunatic have textures in his video to work with in the first place
Okay, I've answered my own question
Possible? Yeah
But unless you're making your gun from absolute scratch, your model probably already has textures
I'm thinking of retexturing weapons with bad textures (at least, I don't like them)
Most people use subtance painter for that
Good thing I own 😉 a copy
Has anyone written anything down you're aware of?
I'd have to convert the ogg into a compatible mesh
I guess that wouldn't be too hard
Thanks dude
VAL mw19 handle sounds
Teivaz MK47 MUTANT Resound MW2 Kastov
Release when? 
Hard to say.. actually i`m in process of resound whole popular weapons imo
Just short preview of work)
Teivaz RPK resound
those are really nice.
btw do you include casing impact in shooting sounds?
Если ты про звуки пуль которые падают то это аддон Bullet shells с moddb
When the weapon handling sounds are louder than shooting sounds
Also a bit of a desync on the bolt at the end of reload
And when unjamming
As i said, that`s preview, not a final variant) but maybe your truth
hey people
looking for the location of where all the inventory armour textures/icons would be located ive unpacked anomaly and looking through the textures file though no file names seem to hint at where the armour icons would be any idea where they would be by any chance?
Could be outfit or suit
Vanilla items are all in one file
nope no files called that i did however find the text file called textures that lists all the textures and theres no entry in there that mentions any armour either that or im blind/retarded
Pain 
Could just look at Cr3pis Helmet Less Icons fold structure and go from there with Anomaly folders
gotcha will do
uhhh
guh?
i did "open in explorer" in mo2 and theres nothing here except gamedata folder and the meta text file
i just wanna add some ned kelly armour to the game damnit
SCAR, FAMAS, G36, MCX Rattler and MK14 EBR, enough for today)
@summer girder ok i found the problem i was having i had to check the file thats inside the groks modpack installer file and there was stuff inside the gamedata folder this time the armour files appear to be in the UI file of textures however checking that in the unpacked folders theres no armour textures/icons in that file

Might wanna wait for someone that actually knows shit then

watch its gonna be the most simplest shit ever that i could of figured out had it not been for the fact its almost midnight where i am
made a mod (modified a mod i found on moddb) which replaces the main menu music and for some reason its slowed to like half the speed but i aint complaining sounds amazing
what could be the cause of that
or is the main menu song in the game supposed to be slowed
ok nvm its not always slowed just sometimes
So, contuining question from yesterday, anyone got fix for this kind of problem that yells at the vortex groups(bones)?
It does so probably because i renamed the r_forearm from l_forearm
You'd have to check every bones to see their armature modifier settings
Every model has armature to the arms i need
wait
is it what im thinking

what if im gonna bind it to that
still no
what the hell i should even do
everything is binded
Do you have the weight groups setup on those geometry? Like if you check in your weight paint mode
here ya go, checked every and don't see a problem here
You should have at a minimum a vertex group per armature modifier
what 
Every armature modifier, needs a vertex group, at a minimum
the arm that it yells at has three vertex groups
One of your bones isn't part of any armature modifier
What did you do to it?
You renamed both the bone and the vertex group?
Hence the bone icon too

Every vertex group is associated with a bone
If you renamed only the vertex group, then l_forearm, the bone, doesn't have a vertex group
ah ffs
i renamed only vertex group
found the bone
and now i need to remember how to do so
F2
Just be careful not to end up with two r_forearm
because your l_forearm is empty and doesn't have a vertex group
so i got these two-
You know what, just send over the .blend file
burn fixing more than icons 
so true
Well one way I found of fixing it,
go to your Pose menu (instead of edit/object mode)
Select all of your bones
Under the Pose menu in your viewport, go to Bone Group, Assign new bone group
It's an odd problem maybe from the plugin itself as other models don't really require bone groups to export
One of your manipulation might have left some remaining data onto the bones themselves
Ohhhh nevermind I think I figured it out, some stuff in your motions files are causing the issue:
If you export without motions it works

i am very thankful for fixing that problem burn
and explaining how to fix
since forgor.
My best guess is one of those two motions uses a different rig than the hands you have
i think ace52 uses it
because the KVMAS has additional(?) bone
and trying to make it work normally makes me want to jump in window
Im searching for abobale in the join server tab, but i cant find it!
how can I fix a mod that causes busyhands from an actor on update callback?
Google it
Ive literally tried that also. Just some user profiles pop up. Im sorry.
If whatever minimap mod you have allows that - by reinstalling
!minimap
@orchid agate Change your minimap style and/or position: #╭📖faq message
this is not the right channel to receive mod-specific support
well my bad dude
i didnt know where to ask
damn
God forbid a man ask a question
relax, no need to make a scene because you were corrected
just use #╟🔰☢newbies-chat or #╓☢stalker-chat or even #🔨modded-gamma-support next time, you of all people have been here long enough to know this
I don't ask there because in the first two I doubt someone will help me
and in the third thats mostly for random crashes
you'd be surprised
newbies chat is one of the most helpful channels out there
Thanks either way ❤️
so uh anyone here know texture stuff thats able to help me out here?
ive unpacked the anomaly files using the unpacker that comes with anomaly the problem im having is i cant find the inventory armour icon textures anywhere closest i was able to finding them was looking in the UI folder though its not there any ideas on where to find this stuff?
Is there a way to get a list of code names from debug menu?
Did you find an answer
Nope
wdym code names. item ids?
Yes. Got it just by looking in debug spawn menu
I would like to attach the PSO to the Saiga, does anyone know a way to do this?
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
Thankee!
Anyone here knows the proper ratio of the portraits?
Kinda interesting how GPT recognized shock protection and shit. Cool beans
bro stooped as low as to asking chatgpt to write the ltx for him
and it did it wrong
I didn't ask it to write the ltx lol
I asked it how should I begin with it
Meanwhile having the modding book open in a separate tab
Just showing that it's neat how GPT recognized some of the resistances in the game
Like fr. Tell me this isn't close to it
Burn, shock, radiation, strike, chem burn lol
Is the radiation protection overwritten by something here?
And if so then how do I look for what does overwrite it?
Also what is this for?
No shit its in the name. Most are self-explanatory
its the number after that makes little sense
Oh on that I do agree on XD
I feel like I'm way too stupid to comprehend what's in that book
How is it that a single armor info is stored across multiple files...
And how do I connect them all
No no. I meant for the descript- What do you mean with "bones section"?
Uh huh. Okay...?
Trying
I learn best with making an example. That way I can memorize most of the stuff neccessary for redo, and know where exactly stuff has been done to do something
That's why I can't just learn off of your mod, but maybe I can compare it to the one I have already and try to learn from it
Brb
That tends to work for me. Look at something that works, look at what kind of bullshit I've done trying to make it work and go from there.
praying for you 🤞
Thanks.
That really helps
Kinda feel neck deep in hate for trying to comprehend it

i have done everything you have said but it keeps telling to read the manual
(nvm i got it to work after few minutes of trying)
though its meh at best
it has this unnatural feeling while playing
but i must say it made my fps go from 35 to 75
that's because it increases latency to do that frame manipulation
you get used to it pretty quickly though and the performance increase is very much worth the ~30 FPS boost it gives
(35 FPS is fucking horrible btw not sure how you're able to stomach playing the game like that)
lol i was just searching for the words fps and come across this, havent tried gamma yet with my new hardware. Gonna see how much fps i get with a 6700xt and a 7800x3D
At least 2
i got rtx 2060
but my gamma is heavily modded
ADEGAZR+ texture pack
so do i and i'm getting a consistent 120 FPS with Lossless Scaling enabled, you're doing something very wrong to end up with a 35 FPS game, you should follow the advice over at #╰⚡fps-optimisation
admittedly though your GPU matters very little with the Xray Engine
my GAMMA is also using some of the largest mods out there
yeah just lots of shit running in the background that shouldn't be
btw this fps issue only happens in gamma
i turn off useless softwares using the command console where you are able to see whats running
CTRL+SHIFT+ESC
i probably installed something wrong or did something wrong
i will reset my gamma back to vanilla and slowly work from there
seems like the only way
also check for bloatwares
never use chatgpt for niche things like this. the odds of anomaly ltxes being its training set is basically 0 and it will simply give you confident, wrong answers
unless you're easily wowed by the concept of an advanced autosuggest managing to figure out that those sure are some variable names
Okay, just wanted to see if it will spew something comprehensive like learning file structure. Not really taking details. Just the general info about what is neccessary for modding
it cannot know the correct anomaly file structure, because it is fundamentally not trained on anomaly file structures, and more to the point there would never be enough data to train chatgpt to be correct about anomaly modding
you've stumbled into the thing that's related to my actual day job: warning people when not to use chatgpt (i.e. most of the time)
No no. The base concept of file structure learning, not the actual file structure from the game
yeah it can't tell you that
because chatgpt does not understand the difference between truth and lies, fundamentally it only knows "these words usually come after these other words"
XD
That's all that I cared for when I saw it, but glaced over the rest to see if it's similar to anything I had already
just because the fancy autocorrect managed to string a sentence together, doesn't mean it's right - and more to the point, it actually got it wrong
inv_name_short can never have spaces, description likewise can never be plain text (none of the name strings can be plaintext). it managed to figure a number comes after the word "cost" whoop de doo.
also it's not an ini file, it's .ltx. it will break if you try to use a .ini file
you literally have a room full of knowledgeable people to ask and you asked the brainless parrot machine instead bro
I know that. Just found it funny how it knew the burn, shock and chem burn damage types
it's about as charming as a 3 year old learning to repeat words after you, yes
To see if it will spew anything comprehensible. Already explained this
so, circling back, don't use chatgpt for this
Yeah. I said that this first step title was enough for me to give it up
ok, that's good
but that's also why everyone got mad instantly
it didn't recognise jack
ANYWAY i will leave you with: bones_koeff_protection = referring to a different nest of files for bone armor aka the actual armor value of an outfit. luckily for you i have been looking into it, here's the spreadsheet. you only care about section (this is what you put for bones_koeff_protection, and the body_armor value (bigger = better)
open this file in Excel/OpenOffice/Google Sheets
can also make your custom bones sec that inherits from other profile just in case
and only edit the bip spine
Okay, but will you finally respond to the question I gave earlier about burn reasistances and the like?
because that's the only one relevant for body bullet damage reduction in the adb
you'd be at mercy of machinegunners and helicopters tho
as those are not parsed by the adb
The static ones that are in cordon, Deserted hospital and the like?
elemental resistances are mercifully simple (we do not talk about rads or psy)
Or machineguns like the actual LMGs sin carries around?
(Shit. I actually need someone knowledgable about the rads)
psy is simple enough tho
and is luckily done at script level
entirely
in arszi_psy
Okay. gonna take a peek
Gamma psy rework addon?
idk dude look at the one that wins conflicts
What's the regeneration divider?
read the script
search for terms
highlight the term and search in the file for other occurances of it
Just these two instances of this in the entire file
Maybe it's explained somewhere else...
I'mma take a look into the mod itself
No instructions, no readme, no nothing.
crap

I still have no idea what dictates telepatic_protection value for suits
Maybe it's a separate ltx file like the BR stats
it's the telepatic_protection = c_outfit(GetDefHitTypeProtection(HitTypeID["Telepatic"]) or 0 line. that means:
check the equipped outfit's config for the protection value, for damage type "telepatic". if you don't find the value, set it to 0
idk you play the game
I'mma check the other ones to make sure
it's also possible there's some dltx somewhere that adds telepatic_protection to skats
as you have found out today, dltx files can be named almost anything
And here I am running in circles looking for it becuase I thought it was set by something else than the outfit config
So it is from these exact files
well, that section, but yes
I meant the configs. Outfit configs
yeah i'm being pedantic - the "file" refers to the whole file, the "section" is "each part that begins with [some armor ID here]"
and yes it just comes back down to the protection values, defined in the armor's section, in the config file for that type of armor
Okay
Question
So numbers in this section follow "The bigger the better" or are they somehow calculated in a weird way?
Like the BR?
Also @random fulcrum if I don't touch the bones_koeff_protection will it fuck up anything?
(Current state to give info:)
fine and ignorable unless you want to fuck around with the armor's... armor value
The one against the machineguns and helis as momo earlier mentioned?
yes, but ignore that, since it's at least constant for everything. unless you REALLY care about these extremely rare damage sources, don't bother trying to come up with the exception for them
I won't I couldn't care less at the moment about those two specific damage types considering this armor is going to be my personal use, and I don't even have helis on
i'm not answering re: burn protection because i'm not 100% sure how elemental damage is calculated
Oh. That's fair
But as far as I can see all the values do seem indicative of the ingame stats
Like Freedom having the Skat with the best chem_burn_resistance ingame has the highest number in these stats
yeah, but in the case where i know i don't know the answer for sure, i'd rather give no info than a confident but wrong one
i would say that is a pretty strong inference that "bigger is better" for the elemental resistances, yes
Freedom has the most in the stats at 15.8%, compared to most having less than 10% for chem_burn_res alone
bullet damage is just a constant special exception in terms of how that type of damage is handled. it's pretty much always the most intricate form of damage to calculate
and by "intricate" i mean "has special rules"
even ignoring the gamma code soup
Yeah. That's due to GBOOBS as we all know, but thanks for the walkthrough. That was like walking through hell
eh ballistic damage gets special treatment even in vanilla anomaly. gboobs takes outgoing ballistic damage to a silly level, but it's not like the concept was invented by grok there
But I get a basic grasp on it at least now
Are you serious?
don't look at gboobs inner workings to teach you what to do with armor values
100%, i am very familiar with this because of making the damage sim
I know. I should look at this and go from there
gboobs doesn't do anything about any form of damage dealt to the player
no, that won't teach you about how any of the damage systems work - that's just a list of raw inputs, it doesn't tell you what the game does with the inputs
doesn't even tell you what uses those raw inputs
the script file you need to read if you want to learn how incoming damage to the player is handled, is mainly grok_actor_damage_balancer.script
I meant "use this as a reference for BR classes and ballistic resistances"
oh yeah in that case that'll work just fine
if.shit = 0.85 ballistic cap is still kinda making me weirded out
or something like this
well, the philosophy of ADB is "the player should never be able to become 100% immune from any single source of damage"
that's why the cap exists.
this shit
from the top of the script:
Lots of hardcoded multiplier are used for the different damage sources so that even everything feels right
meanwhile psy and rad res
I don't think so
it does
adb is lovely
yep. if you're making new armor, for the player, you don't care about GBOOBs
it does. line 658
Oh. Yeah. The grace period and stuff...
Wait, so what's this for then?
👆
presumably because that block of code was started from a template for every damage type in the game, and grok recognized that radiation works differently and therefore needed to be dealt with differently
template?
because you usually take rads as the result of "ambient" rads from standing in a field, rather than being hit with a "you take X points of radiation damage" attack
i mean template in the everyday sense.
Yeah...
I just didn't realize there were such for Anomaly
specifically for damage balancing mods
no i mean template in the sense of "i write one block of code that I need to repeat 12 times, so i copy paste it 12 times"
go lower tech than what you're imagining.
Oh. Okay XD
Burning brain intensifies
if you're hellbent on understanding how damage is applied to players, i really think you would benefit from doing a really basic coding concepts 101 - what is a function, what is a variable, what is an operator, what is an if/else statement at minimum
any basic coding course should be able to teach you that, if you wanna learn the scripting language used for Anomaly, find a coding course for Lua
Yeah. I feel I should grasp that first
Also
Is there a way to implement these visuals dropping one of two armors, not just a single armor?
what an excellent question that can only be answered by reading the death_manager script
Okay... I'mma read it
oh i was gonna offer to do the deciphering for you
Can't find anything in the 4k lines... Every single visual has exactly one armor and sometimes a helmet
I don't get it...
Should I just swap one of the existing visuals for the armor I want to inject?
well that would be because the "drop items on death" scripts cannot handle probabilities for outfit drops. either they drop the outfit, or they do not, and it cannot handle "out of this set of items, pick one"
Oh
now do you see what i mean? scripts = how the game works, configs = parameters that feed scripts
if the script cannot handle probabilities for drops, no amount of config editing can make that happen
you'd have to edit the script for how items dropping on death works
So I'd need to make a script that would make that possible?
Fuck...
I'll just replace one of the visuals to drop it then...
There's so many visually similar models just take one and replace the drop
Yeah. That's what I'mma do
mmhmm. on that topic! https://www.codecademy.com/courses/learn-lua eta: boooo needs a subscription, NEVERMIND, idk just google "lua beginner course"
other courses are of course, available
Don't forget to pull up the stalker modding guide and read a bit of that at the same time!
God anomaly lua is so cool
i'm actually doing that course myself lol
just real fast
i am more familiar w/ python but shit why not, if i learn lua i can also do project zomboid mods
Same (not doing the course), learning python actually helped me a lot when it came to reading lua
True that
Also this would work you think?
Fairly rare I'd say
oh boo needs a free trial
the ace actually has 8 models that spawn it lol
Are you serious?
Wow
oh uh also remember to make a dltx for this
filename should be mod_death_generic_whateverthehellyouwant.ltx
you probably aren't looking at the dltx override, mod_death_generic_g_a_m_m_a_no_integrated_helmets_in_armors.ltx
Yeah. Found them
not really sure
No
well fortunately i have the list
but again - don't edit the file directly. you need to make a DLTX file for this
otherwise your changes don't apply
Give me a minute. I'm trying to remember how to make a dltx
Wait
Would these make sense to drop a modified Skat-9? (What do you think?)
Also this is so far what I got
DLTX files must be named in a specific format, to override the death_outfits file, your DLTX filename must be in the format:
mod_death_generic_whateverthehellyouwant.ltx
for safety's sake, put it where the other override is, i.e. filepath gamedata/configs/items/settings
oh. The generic part is neccessary
the entire beginning bit is mandatory
Okay
you can change whateverthehellyouwant lmao
uhh just make sure alphabetically, it starts with something that comes after the letter g
Like this?
Keeping the file structure accurate
it's also good practice to name the override something distinct so it's obvious where the file is coming from
So Geo_Skat-9?
Would work?
that works, geo comes after g_a if you sort alphabetically (...double check that though)
this is to make sure the game loads your dltx after the GAMMA override. the last loaded file, wins all conflicts
one more thing. the section name needs to match the section you're overwriting from the original file
so it should be ![outfit_by_visual]
I mean. All custom mods that are in use should be in the disabled category nonetheless for easy removal and winning all conflicts anyways...
no, because the override i showed you is part of vanilla gamma
Uhhh... It's section based?
this is not about MO2 load order
Oh
everything in configs is section based
if you write ![death_outfits_generic_override] <-- that will lead to a crash when you start the game, probably saying something like "section marked as override but it doesn't exist, fuck you, i refuse to start"
you've confused the filename for the section name
fuck
the section name is what needs to be ![outfits_by_visual]
and you're still missing mod_ from the beginning of the filename
where do I type this?
Sorry. My brain refuses to get more info in at this point
So does it now seem correct?
And where do I put that "mod_" thingy?
yes
Wait
i would maybe suggest that, if you are confusing the content of a file for the name of a file, probably good to take like a 30m break
(i am assuming you did not delete .ltx at the end of that filename, too)
This is the section name that you meant?
yes, that is the section you are targeting for your overwrite
Oh. So it's
!["target section"]:"target filename"
when you do ![section name], you are telling the engine, "look for and overwrite an existing section that is called EXACTLY [section name]"
e.g. ![poopoopeepee] will tell the engine "look for and overwrite the existing section called [poopoopeepee]"
no, it's ![target section]:parent section
nothing to do with file names
Parent section is?
(also good practice not to use quotes if you're doing examples, because quotes mean something in programming languages)
They do?
the basis for the section.
What if the basis of it is the file?
yeah i'm going to refer you back to, maybe take a break by spending an hour doing a quick online Lua tutorial
no, it's whatever section is named as the parent
But there is no parent section to the [outfit_by_visual] section...
Unless I am misunderstanding something
i could have a file called blahblahblah.ltx set up like this:
[base_armor_section]
parameter_1 = value1
parameter_2 = value2
parameter_3 = value3
[fancy_armor]:base_armor_section -- the "parent" of fancy_armor is base_armor_section
parameter_2 = 90000000
-- the game will look at base_armor_section to "fill in" the missing parameters and their values
[parentless_section] -- this section has no parent, and therefore needs to define all parameters or bad shit might happen
parameter_1 = value_a
parameter_2 = value_b
parameter_3 = value_c
because it's optional
So this death_outfits is useless here...
yes
veerserif you wouldent to happen to know anything about this would you?
i work purely in configs and a little bit in reading scripts, and am fairly ignorant of all textures, sorry
sad
i'll be real: i also do not understand the question
contents look fine - what's the filename?
trying to find where the inventory icon textures for armours are in the unpacked files cant find them anywhere
you wanna know the anomaly default, or the gamma modpack default for it
anomaly default trying to find the icon for the heavy brown overcoat
do you know the item ID for the heavy brown overcoat
no how do i check that
faster for me to check its config than dig through the filelist
fire up the game, go to debug mode -> item spawner, find the armor, screenshot the tooltip
gotcha thanks
So just so I get it right
Filename:
mod_(target file)_generic_(mods name).ltx
for configs?
...Why?
Not gonna question. Let me load it up
making a ned kelly armour mod with a medium and a heavy version the medium is just gonna be the metal armour piece itself and the heavy is gonna include the heavy brown overcoat on it too my idea is making the medium version be like the steel helmet in terms of stats and then having the heavy version be a bit more protective of anomalous stuff
https://igigog.github.io/anomaly-modding-book/addons/dltx.html
mod_[Root File Name]_[Mod Suffix].ltx
[Root File Namemay or may not bear any relation to the filename of the config file. It's why your DLTX for the Skat-9 configs ismod_system_(modname goes here).ltx, notmod_o_skat_9_(modname goes here).ltx
i'll be honest: just copy the name format from an existing dltx that does what you're trying to do
in this case we just copy the filename structure from GAMMA's outfit drop DLTX file
filename structure. Let me see
the way the computer reads and understand files, is not the same as how we read and understand the files
you can't intuit this one, the accepted method is to use a special tool to figure it out
because the other way is to blindly dig through the config files and pray you can recognize the item ID on sight, the way you got lucky with the skat-9
this is not guaranteed - the item ID for the TOZ-194 is wpn_wincheaster1300
so good luck trying to figure that one out without knowing it in advance
cool, spawn it and try to wear it and see if it doesn't crash you out
The only file I changed since the last opening of the game tbh
the NPC spawn IDs are not the same as their visual profile name
That means?
you'll be blindly guessing which NPC spawn matches the visual profiles that you set to drop your new armor
I know skat9 soldiers spawn in the advanced/vet section pretty often, or I can just kill a respawned peregrine for it
i mean if you're certain fire up the object spawner and spawn some npcs
Not really. Once it drops I can get_info off of the corpse right>?
god speed
uh, no
?
or i mean
that only helps you if the game deigns to spawn one of those models for you
which is a lot of fucking work to test something out
I know
the usual process is to just force the game to spawn that exact npc type
You don't have to tell me
right, so, work smart not hard
figure out where the file for mapping npc spawn ids to visuals is, ctrl-f for one of the models you set, spawn that in
Okay. Share your wisdom man, How do I spawn "Specific" NPCs
see above, object spawner
spawn by id. or ig if you set it to drop off peregrine specfically you could always follow the !npc guide
ignoring the smart terrain part since you're just gonna shoot him and don't need him to be moving
where the file for mapping npc spawn ids to visuals is How do I do that?
True
Spawn by section: mechanic_army_yan_mlr_squad
Select level: I08_yantar/
Select Smart: yan_smart_terrain_6_4/```
Got it lol
somewhere in dux's character kit
Spawn by section?
instructions are in the file






