#╙🖇mods-making-discussion
1 messages · Page 63 of 1
i was confused why you were showing the tooltip lol. thought you were just proving the mod worked
Oh XD
Also the changes to the armor itself are done, but the injection failed
None spawned the armor
That is peregrine tho
no no
i'm thinking, what if peregrine doesn't use the visual model stalker_ecolog_peregrine
No fucking way lol
can't assume
Uhhh
oh hmm, guess he does
so that's good
are you playing on easy?
progression mode off for drops?
Yeah, and outfit drop is on full, not progressive
otherwise you've got shit kicking in that reduces the chance of you getting the outfit
Easy-Tourist and outfit drops to full
then
either you are exceedingly unlucky or it's broken
Shit
!mo2search // use the file searcher, make sure your death manager override file is loaded
@regal bolt 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
Wonder how the previous version worked
may have to click "refresh" if you just enabled your mod
wrong filename again.
mod_death_generic_geo_skat-9.ltx
NOT
mod_death_outfits_generic_geo_skat-9.ltx
it's got nothing to do with the filename.
Okay
it's the chain of "how are the files fed into the engine", NOT "what's the filename i'm targeting"
that's why i kept telling you, you can't just guess what the prefix is based off the filenames, and that it's better off copying the filename structure from an existing DLTX file
Like that?
should be, yes
no idea if that newgame loadout injector works
if it does, then you're lucky
ah. hmm. problem. first, delete the broken first file, why's it still there? we want to keep things organized.
second, your mod_death_generic file NEEDS to come below the one from GAMMA Armor blahblah. Otherwise, its changes overwrite yours (last file alphabetically sorted, wins, for DLTX)
Soo should I change that to g_geo instead of just geo so it would be in alphabetic order...?
that would work
Okay. Got the file structure revised so I don't have old-unedited files in there
Shit
I was suppposed to rename it
Yeah no. After renaming the file it still does not work
Tested out ecologists as well just to make sure it doesn't not spawn due to fixed loadout or something
I'mma go grab a bite
Okay. Back
Also
Are you sure I don't need any specific tools to make this work?
you shouldn't
Hmmm
You sure I shouldn't use @ instead of !?
Also there was a way I was able to get it in the game
you are not creating a section, you are overwriting a section, so you use !
Shiyon made the literall copy of the death_outfits.ltx file and just copy pasted peregrine_player_outfit into it, changing only some Ecos wearnig NBC suits
Is that not an easier way? And how did that work but the "correct" dltx doesn't?
If you wanna make sure everything is properly set up the archive's here
i'll be honest i've spent like four hours on and off and I want a break from this
Fair. Wanna continue tomorrow?
Okay. I'll see what I can do with it
and i generally spend less time on this server on the weekends anyway
or at least i'm trying to
eh it's friday still
Oh. Saturday here already
Didn't realize it's so late...
Fuck.
Okay. Goodnight. Sorry for taking up so much time
gn, come back with fresh eyes
Welp shit. Gonna go to sleep...
@celest forge You know that adding 3DSS code within your Steyr Scout mod is fucking stupid right ?
just make it optional, just make a 3DSS patch, just require 3DSS to be installed for the patch to work, aka use good modding practices instead of lazyness
Good aftertoon
I hope you're well too
I didn't really want to give the mod more requirements
That's not how modding works, especially when it's about dependencies you don't own at all nor contributed to
Since 3DSS is the new fad that everyone is moving into anyways I figured I'd start converting my guns to it
I wanted to update the Scouts since Meowie did his retexture of it so that seemed like a good first
Just do some patches for it, and if that means you are gonna add the 3DSS code in all your mod, well, it makes NO SENSE
I will convert all my guns to 3DSS, eventually, yeah
because it means you need to maintain the 3DSS code in all the mods, it means people need to check what's the version of 3DSS YOU CHOSE for whatever reason, it becomes a compatibility nightmare
covnerting doesn't mean you need to put the 3DSS code inside the mod
98% of your downloads are due to GAMMA
Or I could have a separate upload with the updated scripts and just tell people to get that and put it at highest priority

How is this relevant
Cause your genius idea causes problems with GAMMA
I didn't make that mod for gamma
I'll handle it on my side anyway

Be like what
You're the one being super hostile to me rn
Calling me names and stuff
Do you want me to ask you permission to update my mods or what is the point of this
If that would have been the case, I would have asked it first
no I'm asking you to mod your stuff properly so that your mod can stay in GAMMA
and doesn't cause issues with the community altogether
I mean I'm sorry the update caused issues
But again, I didn't make the gun for gamma, now, for that I don't mean "I don't give a fuck what happens to GAMMA because of it or not"
Just that I don't I have to cater to making my guns in a certain way because you put them on GAMMA
Also, Meowie and Andtheherois already converted your ported models to 3DSS iirc
Because then I'm in a condition when I can't do what I want with my mods before asking you or making sure it won't cause issues with GAMMA
which seems hardly fair
It's not only for gamma, it's in general: don't put dependencies in your mod, because it becomes a nightmare to manage for everyone not only gamma
on top of you having no fucking right to do so
You literally were throwing around the fact that my downloads are because of you in my face
So don't make it a general issue
Yes, meaning that your mod is a sucess here, meaning, don't fuck with gamma in general
I don't have time for debates
there's no debates to have here
This is not a debate dude
Again, i'm sorry that I caused the pack issues
But it seems hardly fair that I have to make my mods in a certain way or not for a pack that I didn't make them for
I can try and make it an option tomorrow
The problem is if one starts putting dependencies in one mod, others will follow and then you have a bunch of guns mods with shaders code that gets unupdated and cause problems which needs manual patching. I don't mind manual patching, but only when there's a good reason, and putting 3DSS code inside your mod isn't a good reason
again, it's not only for the pack
I literally started to get how 3DSS works this morning when merging Meowie's stuff with mine
Your issue and unprompted attack towards me is

You could've been more civil about it
I get the frustration but you're acting like I wanted to actively cause you harm or something
Sure, it's 8:00, had a bad night and woke up to this, I'm grumpy
sorry about this
meanwhile I'll find a temporary solution
I guess I can just
Delete the scripts and shaders folder
And make the base thing a dependency
Which I really didn't want to do
But whatever
well worst case you can put the scripts in a seperate folder, but then give the actual 3DSS version in the 3DSS folder name, even so I can't really recommend it, this way people know which version of 3DSS you have in your mod and can choose it or not
and if you do, then you need to properly credit the people behind 3DSS
but as I said, better add a dependency, unless you brought 3DSS code some modifications
in which case it's better to contact the original author so that he can bring the modifications to the code directly
Done
3DSS is now a dependency
The main mod doesn't have any shaders or scripts anymore

Very nice, thanks a lot 🙂
Hey Grok, Hi Juan! 
grok went in full force
Yeah
I'm reading now about Lua and there are some interesting things I could use for a script to basically play a roulette, and if the randomized number ends up on the specific one I chose the armor will drop
You know. I wanna make this compatible with Gamma for everyone, not a overwrite
and to be compatible with some of my future armor edits, if I make it
yo man im averaging 80 fps on vanilla gamma
sometimes hit 100
is it good or low
and not going down below 75
Very good
good job
time to mod
Hey everyone 🙂
I know that It’s possible to edit some of the suit stats like burn protection and so on.
I wanted to edit the suit stats from the isg seva suit but every changes I made were not working…
Anyone any idea? 😶
Yeah. I guess I could help
So what exact changes do you want to make to the suit?
Not that simple, because you'd have to patch the entire mechanism of how armor dropping works
Also pop quiz time: variable, function, if/else statements, you got those down?
Trying, but I can't even understand the damn manual for Lua
Reading this shit with no prior experience is like reading in another language
I mean... It quite literally is isn't it?
Yeah don't read the manual, it assumes you already understand how to program - find and do a beginner course on Lua
Fuck. 4 hours again in the dirt...
I bet you you can finish that codecademy tutorial I linked yesterday before its free trial finishes
But you want a free course that teaches you how to set up a Lua interpreter, so that you can instantly start trying snippets of code on your PC. not the kind that's like a reference guide where you're only reading
I mean I have no idea what I even want at this point besides the armor itself
I mean you seemed pretty gung ho about redoing the way armor drops on death, which would require scripting changes to make happen, so...
If this doesn't interest you that is also fine, don't force yourself to make a mod you don't care about
That I know, but I already have an idea how to, due to having Momo's example
JUst the question if it'll work tbh
Can you link me to this example
I have no idea where it was in the dc, but I can send over the .zip with it
And before you say anything let me explain
local tyraels_odds = 208
local templars_odds = 26
local play_identify = true
local can_disassemble_tyraels = false
local identified_woodlands = {}
local function loot_the_thing(obj)
if not obj then return end
if obj:section() ~= "exo_merc_wood_outfit" then return end
if identified_woodlands[obj:id()] and identified_woodlands[obj:id()] == true then return end
identified_woodlands[obj:id()] = true
local cond = obj:condition()
local tyr_odds = math.random(1, tyraels_odds)
local tem_odds = math.random(1, templars_odds)
if tyraels_odds > 0 and tyr_odds == 1 then
alife_release(obj)
alife_create_item("tyraels_might_outfit", db.actor)
if play_identify == true then
play_sound("tyraels\\identify_item", 1.0, db.actor, true, 1.0)
end
return
end
if templars_odds > 0 and tem_odds == 1 then
alife_release(obj)
local templar = alife_create_item("templars_might_outfit", db.actor)
if templar then
local cobj = level.object_by_id(templar.id)
if cobj then
cobj:set_condition(cond)
end
if play_identify == true then
play_sound("tyraels\\identify_item", 1.0, db.actor, true, 1.0)
end
end
end
end```
This part of the code looks like it would just make the drop of `exo_merc_wood_outfit` have a chance of removing the `exo_merc_wood_outfit` and replace it with `tyraels_might_outfit` / `templars_might_outfit`, with a very low chance of 1 to 208 for Tyrales and 1 to 26 for Templars
Question is if I can just cut out the templars_might_outfit part out of it, and replace tyraels_might_outfit with peregrine_player_outfit
yes you could
obviously you could also change out exo_merc_wood_outfit for something else
which i would encourage, since there's only one model that drops that
Yeah. That would be changed for military_outfit
would suggest, for testing, making the target armor type something very very common
I mean Skats are pretty common on military
so that would even make for a perfect test example
i also assume you are not also lifting the discovery sound files? in that case just delete the if statements
Yeah. That would be deleted becuase that armor is not supposed to make sound on drop lol
i mean that only plays if the variable play_identify is set to true
which it shouldn't for your purpose
but for cleanliness, if there is a variable you are never going to use, don't keep it
Yep. The least amount of lines possible
Also one more thing
If I make multiple mods using these scripts will they work with themselves, even if they overwrite the same armor?
i also belatedly realize there's something else your armor needs which this mod demonstrates: parts
Wait. It doesn't inherit these already from the skat-9?
no. only ONE version of a script file can run at any given time. if you make Armor A that has version A of armor_might.script, and Armor B with version B of armor_might.script, only one of those scripts will run, so you'd only get one of those armors appearing
So if two armors with the same script for the same armor are running only one of them will be utilized?
yes.
you would have to rewrite the script above to factor in multiple targets/multiple potential armors
i am uncertain of this
Understandable. Will check during the next testing
Okay. brb. Will go to the bathroom real quick and get to rewriting this code once I get back
Also what is this for?
ask momo not me
And is the line 8 even neccessary if there is only one armor in this specific script?
Okay. So it looks like this now
Oh crap, error on line13
what's the error
here's the fixed one
There was tyraels_odds instead of geo_odds. No biggie
Do you think this will work
?
don't ask me lmao just try it
Okay
fyi. to test this i would set the chance of you getting your special outfit to "certain", because then you can see if the script actually works, without having to go "hmm is it not dropping because i'm unlucky or becuase it's broken"
you can always change the number later
as an exercise in understanding lua... i will leave it up to you to figure out how to make the chance of dropping your outfit 100%
Just change the local geo_odds from 208 to 1?
I set it to 10 for testing and I still regret it. around 50 soldiers with 9 skat-9s XD
yes
Would changing the value now to 1 and refreshing the game through F7 > F5 work?
Sure
i mean for these little things.. .just try it
Yeah. I guess I should stop with the "Will this work" and just start to experiment with shit on my own
Will ask Momo about line 8 later I guess tho. Wanna know what it did
And no. The script failed
well, what's the error
probably because your script only includes the function but never actually tells the game to use the function
Gimmie a sec
so, going back to why i kept saying "do you know what a function is": think of a function as a reusable snippet of code. on its own, it won't do anything. you have to tell the computer "hey, actually use my function (optionally, with these inputs)" before anything happens
And how do I tell it to use that function?
if obj:section () ~= "military_outfit" then ?
look at the bottom block in tyraels_might.script
no - an if/else statement merely tells the computer, "if X condition is met, then do Y thing". that is used to check the condition of a variable, that does not tell the computer to run things automatically
RegisterScriptCallBack ones?
specifically the one inside function on_game_start()
which you must keep because of the way Anomaly works.
this fyi is the documentation for script callbacks and how to make the game run one of your functions when some in-game event occurs https://igigog.github.io/anomaly-modding-book/scripting/callbacks.html
i provide it as a reference for you to figure out which parts of the function on_game_start() ... end block to keep
That'll come in handy!
Okay. Give me a few minutes then please ^^
not as handy as learning functions, variables and if/else statements 
I want to make it pretty much the Same as the Merc ACE Suit with a slight better BR Class and better Rapture Resistance
Do u know which ltx. File I need to edit? Or how does it work? 😱
Thx for your help :)!
Will be back to you once I finish with this
Is there a tool anyone has been made to position ui elements visually?
or do i have to write my own
need to make a dltx override, instead of directly modifying an ltx file
Okay
I've read about the callbacks and from what I've gathered I only need those since the rest is deleted
Gday. So after looking through many post through the discusion logs in relation to my question im still stuck at figuring out how to change a weapons toolkit requirement succesfully. First tried going to a mod I knew contained all the vanilla weapon ltx files; EFT reposition; and selected the one I wanted to change. Booted it up but no dice, I then figured it might be part of a dltx ![wp_] file and tried searching for my directory to find it. no dice finding anything like it. Maybe i missed a step but im still scratching my head to figure out what mod is preventing the ltx change I tried.
Aaaaand it doesn't work
I just realized geo_odds was set to 10 instead of 1. I'm stupid...
there's definitely a bunch of dltx files overwriting repair types for weapons
so make your own dltx that loads last, put the changes you want in there. what is your current dltx override file?
And somehow that wasn't it...
How?
Oh
The whole line or just the end?
is there anything else in line 18
So the whole thing Yeet!
fyi the issue here is that the script gets there and that single end tells it to expect the end of a new block that doesn't exist
so the game goes "this script is bullshit" and stops working.
Hmmmm
"stalker lua" ~ it dont bite
it's good
It should spawn the Geo variant for every Skat-9 it spawns
it's 1 to 1
For testing
Also what do ~= and == do?
comparison, one makes sure it isn't and the other one makes sure it is
research
the homework
bro this is why i keep telling you to pls find and do a beginner course in lua so you know some basic programming concepts
like what a function is, what if/else statements (and other loops) are, what's a variable, what are basic operators
this is so that you can fix your own problems instead of having to ask someone all the time
because this piecemeal way you're doing it, you're not learning why things are broken necessarily, only that they are broken. and repeating the magic text snippet only goes so far
and like, i for one will be afk all of next week, i cannot be your personal code mentor
and you can't convince me of being one either
Okay
so i'm washing my hands
Fair
Let me look up some lua guides on yt
Maybe I'll find something of use there
wouldnt a comparison be !=
holy christ just don't comment on it
-= is the opposite of +=
not in lua
lua fuckedxc
in lua "not equals" is ~=
i hate it

Are these the things?
sure, but try to follow along, don't just read
programming is one of those things where it helps immensely to practice everything you are reading
does it teach you how to get lua snippets working on your own computer
I have no lua interpreter tho. Any idea how to set it up?
google one
i think there's even some web based ones, which will work just for tutorials and learning
I think I've found one
yeah that will work for now. use that, follow along your video, if it gives you coding exercises or "homework", do them
Just use chat gpt for example
It can tell you what something does or how it works
Don't use it to code for you
it can't even really do that
but that aside
Nah. I'mma just follow along the video for now
Also parentheses are not neccessary it seems in this one
use the parenthesis.
It very much can
Don't forget to close them tho. That shit will undoubtedly make you sad at least twice
Dont use the dumb models
no, i mean that LLMs are categorically incapable of knowing what truth versus lies are
this includes chatgpt. it is a fundamental feature of that type of model
Yes, but that doesnt mean it cant tell you what the function does in detail
it can regurgitate plausible sounding paragraphs, confidently
it cannot know if it is "correct" about the sentence it just spat out
it's been fed enough stackexchange answers that it can guess these things, via the function of "these words usually follow these other words"
that is not the same as it "explaining" how something works
idk like to be dead honest
it's the same speed and total keystrokes
to get a human answer from stack exchange
maybe even less keystrokes
so you're even optimizing THAT
and you don't have to constantly double check if it was a hallucination
That aint the problem
Unless you are going obscure things like stalker-specific stuff - it wont know so it will bullshit
For lua itself it works very well
it's been fed enough stackexchange answers that it can guess these things, via the function of "these words usually follow these other words"
you may as well go to the source
it doesn't "know" anything. llms are incapable of "knowing".
i grant you that it can be a fun little "generate a snippet of something i can't be bothered to create" tool
veer, dont go to semantics
this is a factual description of how large language models work
4o is surprisingly good, and code llms based on 3.5 are also pretty good, though not as much
It is. However adding an asterisk to every message grows annoying very fast
in a convo with someone who doesn't know what a function is and is asking us to explain every little thing? i think it's a worthy asterisk
I treat llm as a person, as it makes much more sense that way. Except a person who will always answer with something, even if they dont know shit
For me it works and "knows" very well, as i practically completed a course in Haskell just using LLMs
It can hallucinate. But that becomes obvious when compiler says it literally does not exist - had couple of those
sure. i don't doubt it. i would never recommend using chatgpt as an "explainer" for someone so new to the concept of programming, they wouldn't be able to figure out why the compiler is throwing an error
that's my issue here
sometimes they can
But if the error is to the code LLM provided - it very likely will go in circles
fixing an error ->making a new error - > fixing it - > back to the first error
we're never going to agree so i'm just gonna walk away from this one.
I do
Being a dyslexic ass it's going to be much harder than it seems
I forgot a single , and broke the code I wrote XD
real
to be fair. Im still stuck on figuring out on how to create my own dltx overide file. I have the right click to dlxtify tool so I think im in the correct path but im still scratching my head on where to head next
ah, it's actually simpler than that, you can accomplish dltx with nothing but a text editor and careful naming of files
You just can't make this shit up xD
let's start from the changes you want to make - make an empty text file, and copy paste only the lines you want to change about your target armor in there
very normal. i once spent three hours hunting down two commas that broke my script
I wouldn't believe you if I never heard shit about coding. Now I feel that pain as I was looking for that for 5 minutes
But 3 hours? Holy crap
more really since i wound up going to sleep in the middle
but i had a lot more code to look through
but yes, very important to be precise with the punctuation
Yeah... Shit can break not only itself but also the entire code
fun fact: Lua is syntax not code 🤓 ☝️
alright, something like this?
Do I look like I care about such semantics?
._.
ecks dee moment
sure - so to break it down
![exact item ID of the weapon you want to modify]
repair_type = item_id_of_the_repair_kit
are you trying to make the SVT-40 use the Type D repair kit? because that's what the screenshot is saying right now
surely man wants it to be shotgun 

Actually... Veer. How do I find specific variables? is it all just debug names in game?
And the rest can be done locally?
Just asking to make sure
aye sir, thats just the base file I copied. I understand I need to change it to shotgun to get it to historic kit. Once I change the file to such what would the next step be?
save the file, enable the mod and run the game
I made a script for a number guessing game with the tutorial paused halfway. It works but spews an error XD
I feel like I should stop posting these here
save the file with specific file name format:
mod_system_items_repair_zz_whateverthefuckyouwantinthispart.ltx
inside your modding folder, create the following filepath:
gamedata/configs
drop your DLTX file in that configs folder
this is like asking me "how do you find every word in a book"
you could but why
Fair response. Just asking if there is no singular file which refers to the functions and stuff, like a code library within the game so if somebody needs to pull out a specific thing (Lets say BR calculator function) they'd find that there
no.
Okay
and more to the point, that would be very bad coding practice
Why keeping a single text file in a game that explains functions other people made and makes sure none overwrites and stuff is a bad practice?
because it closes off the scope of what other people can do to your software. imagine if EVERY single variable you made for a throwaway script or whatever required you to dig all the way into the core of the engine to define a new variable? and that every single variable in the history of development needed to always be documented? you'd never get anything done
Okay
and it would become so easy to break
you think finding the missing comma is bad, imagine if you had to trawl through tens of thousands of variable names to desperately figure out which typo where needed fixing, in every single place that would reference it
Holy shit
there's another concept in programming called scoping which exists precisely because you don't actually want every variable in every script ever to cross-communicate
but finish up your course first, this is more like... 201 level
fix your "error: trying to compare string to nil"
I don't think I can. I have literally copied the code in the tutorial and it still spews it

Or maybe I'm just missing something
Nope. The code is looking like it was copied and pasted
actually your error might be a scoping issue lmao
BRUH
well. the general rule of programming languages is that you have to compare like with like - you want to compare a string to a string, you want to compare a number to a number. for some reason, the interpreter believes that you are trying to compare a string (your answer variable) to a nil (something that doesn't exist)
did your tutorial go over what local does?
sets the variables and functions to be referenced only from the file it's in?
only from the block it is in
OH
now look at which block your guess variable belongs to
and where your if statement is
can you see why your code thinks guess doesn't exist (i.e. is nil)?
That's not the same block?
i mean idk, i'm telling you what the interpreter says
i write python, my brain works in indents
Question. How do I make the stuff instead of local something else ?
Just leave the space blank or are there other scopes that can be used?
I'mma just keep on watching. Maybe I'll figure it out
oh wait i think i know. the clue is in the output
your code does not stop to receive input. it only reads the input, once. that's why it only works on the first loop and breaks immediately on the second.
Ohhh
it'd be more obvious if e.g. you had another print() line that spat out the input
by making your program reflect back the inputs, it helps in debugging because then you can pinpoint where it breaks
because you told it to on line 17?
keep watching the vid, i would be surprised if this doesn't get addressed soon
hey veerserif it all works now. Thanks for being patient and helping me figure it all out. Your the man. Have a nice day
I mean. the guy codes in VSC and makes it a CMD game, while I use the online interpreter.
same outcomes, different layout
How did I do that?
what does if guess < answer mean
yeah so in order to check if thing A is smaller than thing B, you have to compare thing A with thing B
in addition: does it make sense to ask if guess is less than a line of text?
And there is no thing A in the script when it's run
I mean
local answer = 60 is there
no, you wrote local answer = "60", that's not a number, that's a string (of text)
because of the quote marks
Oh
that's how you say "the thing in these quote marks should be treated as text"
i know, because the fundamental issue is that "guess" is nil
i am just fixing another bug you were going to encounter after you fixed that one
But the value is there in the box. 57
Should I type "57"?
Oh wait
I'm a fucking dumbbell
It's repeating without a value after I input the first one, so the code is working correctly, it's just that the second guess is nonexistent
there you go.
ffs
like i said, keep watching the tutorial, if the tutorial is setting up an example of a repeat loop that takes input, i would be VERY surprised if it's not going to tell you how to fix that.
It didn't
(that's because it's not good practice to use a repeat loop to take inputs lmao)
different types of loops are good for different circumstances
Can you give me an example of a loop used in Gamma?
(Just curiosity. No need if you don't want to)
i found the video you're looking at and he isn't using a repeat loop?
just a set of if/then blocks
Learn LUA
Episode 2
Guessing Game
Course Level: 🟢 Beginner
Pre Knowledge Requirements:
- Printing
- Variables
- Functions
- Inputs
- If this, then
-- Links --
GitHub: https://github.com/bigboy11111RBLX/Video_Tutorials_LUA
Please like and subscribe for more tutorials!
Timestamps:
0:00 Showcase
0:22 Variables
0:54 Repeat
1:18 Question Collect...
And yes XD
but the repeat is at the start of the block
then it's possible that this is a difference between the terminal, and that online interpreter
well yeah because you want to make sure your program reads the input as a number
as opposed to e.g. a string
No. It's still fucked because the loop doesn't stop. Forgot about that
i do actually think this is an issue with the online interpreter
time to buckle up and install lua on vscode
Yeah. I'mma do that. Got VSC already downloaded XD
Also yeah. It doesn't stop the loop until the proper answer is given, where it displays the proper message without the error
Which is the ending of the loop
Also I already spent another whole day on this. Time consuming to say the least
i, uh, i don't think this is a good series.
no error handling, no input sanitization
hint should probably only 84k views
Got any better ones tho?
find one with at least 100ks of viewcount? i already sent you a bunch of resources...
and remembering, i don't know lua. i know python.
- The compiler is always right
- if the compiler is wrong see rule #1 XDDDD
That cracked me up XD
i mean i have found a text version of "make a guessing number game with lua" and managed to do that just fine, but that used a while loop (which i think makes way more sense than a repeat loop), but sure
So is the code, or it's execution (Compiler) wrong?
compiler, i think
i just rewrote it to use repeat and it works. also this is probably no longer stalker related
so time to fuck off and find a more general "learn to program" discussion place
Fair
I kinda wonder how did the DLTXifying the death_outfits.ltx failed tho
The file had priority namewise with it being mod_death_zzz_geo_skat-9, having a proper DLTX prefix for overwriting ! and referred to proper target section with [outfits_by_visual]
It just makes no sense for it to not work...
try mod system
you're probably being overwritten by a higher order dltx file
if mod system doesnt work add more Zs until it does
_
Oh. Thanks
That might have been it due to the file I'm trying to overwrite being also a mod_system_ file
Time to test this out once more .-.
Oh wait no
z stacking is the single cringiest fucking thing ever
It's not. I mistook it for the -
don't ever do that unless it's a life or death situation
I couldn't agree more. 9 z's on a single file looks like the modder was just:
I mean. It's not, but if I want to make this mod compatible with GAMMA and other Anomaly instances that want custom armor sets that might be neccessary
So far it looks like this, and I have no clue which is actually used XD
Definetly ain't mine due to me testing peregrine kills, but I can inject that armor into the GAMMA one for now and test it
FOR FUCKS SAKE
Changed death_outfits.ltx to spawn it, and it worked
on the first damn kill
people have been telling you about death outfits
I know. I tried to DLTX overwrite into that file
But it didn't work no matter what Veer proposed and I came up with
Is DLTX integrated into Gamma or is it like a thing I should install separately, or did I just fuck it all up?
I feel confused af
If I make a separate copy of death_outfits.ltx in my mod I will render the original death_outfits.ltx useless and anyone who would use my mods would need to disable them in case that was changed until I would push an update to it
You know what? Fuck it. I'mma roll with it
In any case I'll just get the "new" death_outfits off of somebody and push it in there as an update
Now just to figure how to make it drop somewhat consistently, with loners having the ability to use both it or ACE, Giving that ability to mercs as well, but what about military and ecos?
Maybe make it drop from some loner models?
With Eco's being able to trade a skat-9 of any faction for it?
That all can wait. I need to figure out how to display the proper player model for legs now lol
This shit displays the typical sweater XD
It is, otherwise half the mods wouldn't work
Veer. Take a break man. I don't want to waste your weekend. You said that you wanna take time off for now
I double checked yesterday, for death_outfits the root file is definitely mod_death_generic
Eh I'm doing other coding shit.
ah, then then i think the mod of that is mod_death_generic_zzz_whatever
Welp. Can you tell me then if lua will recognize a line of code with a ; at the front?
Or is that just a comment line?
Okay. Then that's not it
if you do
``[item_section]
variableA
;[item_section]
variableA``
it'll ignore the secion line and overwrite your line
that's not a lua comment, that's an ltx config comment
Uh huh
explains why Lua uses --
but there was a semicolon at the end of ... = io.read();. What is it for?
idk
signifies a new line idk
Oh
Good to know
I heard that some language required ; at the end of all lines to indicate their ends. Is that a myth or is it true for a specific language?
true for a bunch of programming languages that aren't lua
That must be tedious
You know what? I'll just play the game for a few days while thinking on this
Maybe I'll come up with a way for it to be properly acquireable for all factions
Hey @vernal epoch mind if I ask you something?
shoot
Why did you make overwrite files for the death_outfits instead of dltxing that? It didn't work or was it just easier to do?
Easier to do
Okay
Also thank you for "showing me the ropes" of armor modding ^^
Same goes to you Veer and Momo for your countless hours spent on assisting me with learning
Can anyone tell me what this section of a weapon ltx does? The $spawn section.
That's an option for the level editor
It's used to spawn that object in the level editor
Ah i see!
So i was modding the pda for a bit of fun and i noticed something interesting, I had extended the geometry to the side of the pda screen and mirrored it so the geometry goes under the thumb and you can see my reshades clock being projected onto the surface of it in game haha
Gonna leave this for later, since im falling asleep.
So the problem in here is shown on screen, but if I look at blender everything is good, nothing is wrong or something, I have a feeling that i fucked up with bones or something else 
I'm working on a mod that lets you smoke cigarettes by a campfire without using a match. My current approach (tried a few) is to unhook the itms_manager.actor_on_item_before_use and put my own callback function in place. This function first checks if you're trying to use a smokeable item, and if you're standing near a lit campfire, and if so, it adds 1 match to your inventory. Then it calls the original itms_manager.actor_on_item_before_use function (which should handle the check for matches and then do the things for actually smoking the cigarette)
Problem here is:
If you have no matches and are near a fire, the game gives you 1 match as expected but still says Matchbox is required, and doesn't smoke
If you have exactly 1 match and are near a fire, it works as expected - you are given one match, cigarette is smoked, you're left with 1 match
If you have more than 1 match and are near a fire, you are given the match as expected but the total count still goes down by 1, so it's like it's using 2 matches for some reason
code :
It seems that actor_on_item_before_use is the thing that checks if you have the appropriate tool and handles all that logic, so I thought that having my code run before it would work, but I must be missing something
hi, where can I get the standard gamma files? thought they were all in folder "mods", but I looked for detectors .ltx and couldn't find them. are some files packed into .db archives, like an anomaly? where are they then?
Gotta unpack Anomaly, this will roughly double the Anomaly install size
hey Momo. Quick question about your Tyrael mod. You made these files for the leg display and some other stuff, but do I need a separate LTX to display the legs if I already have an LTX in the same folder, just different name if I DLTX it?
Oh wait. Nevermind
Also you have comments in cyryllic...?
Why can't you- Wait. Does DLTX not work on specific files or sum shit?
Are you not supposed to have a ! in front of [ for DLTX stuff
<- has not read a word of the modding book
! is for overwriting. Momo there tried to create something that would need a prefix of @
Dont need @ to create
Question is why didn't it work (Like with my @[outfits_by_visual])
?
@ is to create if it doesnt exist, and overwrite if it does
Yeah
you dont need anything if section doesnt exist in the first place
tldr dont use @
What about the ![outfits_by_visual] fuckery?
It overwrites if it existed before
throws error into console(non-critical) if it didnt
I mean. Take a glance at this and tell me why doesn't it work. I think I followed the modding book to the letter in case of DLTXing, named the file correctly, even added the z spam to let it have priority
?
try mod_system first
Tried. Also said fuck all
i am not sure what prefix it should have
What's the original ltx name
the one you are dltxing
death_outfits.ltx
Tried. Also said fuck all
i'd just go to anomaly server and ask there for help with this
Okay. Will do
idk why you added ;death_outfits.ltx
I added it to know which file I'm overwriting. Just a comment in case I ever need to look there for something
Also anyone knows what is this line for?
Wait.
There is another file DLTXing the death_outfits.ltx, being mod_death_generic_g_a_m_m_a_no_integrated_helmets_in_armors.ltx . What if I just try to make my file DLTX to that instead of DLTXing directly to death_outfits.ltx?
Or rename it to mod_death_generic_zzz_geo_skat9.ltx...
brb. Gotta try this out. Not sure if I did
Oh crap
Whoopsie. Forgot I was in the middle of working this out XD
You cant dltx the dltx
But you can copy and rename to make sure you are right
Nah. It doesn't work after the rename either
sadge
Guess I gotta copy death_outfits.ltx and just paste in my personal changes
Throws compatibility out of the window
In any case I'm not going anywhere so I can update the files with the "recent" GAMMA ones if need be
Also I must say that MO2 is undoubtedly a very handy tool at locating specific files within the game structure
Also to make a helmet I follow the same steps?
You know. Making a new item with the @ dltx and stuff?
And one more question. To lower the durability of the suit I just lower the immunity values?
Or are they for the item on the ground only?
mod_death_generic, checked with LTXDiff
If you check death_generic it's also the file that has #include death_outfits
And yeah I can't DLTX death_outfits either, except for models that are not already included in it. So no overwrites work in my experience
I wonder why is that the case...
I have a hunch about csvs but we will see when I have time to test
Okay ^^
I made parts and speed to my armor, now how do I couple it to the suit? (or rather in which file do I look so I know how to reference these. Will the game recognize them itself? it's somewhere I have no idea about or...?)
Nevermind! The game recognized some of it, but uhhh... This happened XD
Did I make a typo...? Gotta look into it
Yes I did lol
Welp. Off to the races now that it's fixed. Another test run
Also suprisingly renaming the suit (Debug name) didn't fuck up the game, just removed the item
neat
(Along with my artifacts on the belt)

Hell yeah it worked!
And the custom description is in place as well
Just gotta fix the damn weight, 'cuz for some reason I keep forgetting about it
Also for suit upgrades. I want the last branch of the skat-9 upgrades (life support etc.) to be like doubled. How do I make that last branch copy itself?
Just do it this way?
That didn't work
Hmmm. Okay. Nevermind. Time to make the death_outfits.ltx and the drops
Or no
Time to make a helmet that will be used in tandem with it'
Battle_helm edit time!
i may have got the death_outfit dltx working
maybe
i was definitely getting loner novices dropping m50 gas masks
This specific ltx worked?
Nevermind. I'll test it myself after I get thhe helmet done
Also isn't deletion handled by !!?
Again. Nevermind. Will test
that is for sections, not specific fields
read the comments in it before you ask
I've read them. That's actually why I asked
Disregard it anyway. I'll run some tests when able
Also one more thing. Why helmets have no fire_wound_protection specified in their LTX?
Is it replaced by hit_fraction_actor only?
Hey guys, the question is about voice actor, what is the name of the file responsible for the moment when a new gun is pulled out and merc says for example "not bad" and the russian voice says chiki briki or laughs etc, couldn't find the file, maybe somebody knows the root?
Doom like inspection is the mod that does that first pull out inspect animation and probably the voice lines
I see, thanks, would lurk there
yo, in gamma is there separate mod that force the number of artefact slots for outfits? i cant find any way (including making separate mods for armors on top of load order) to change number of slots, but any other changes like weight or resistances are working just fine. im really confused and my autistic brain made me stuck with this shit for like 2 hours xD
Some outfits might have a DLTX that changes the number of artifact slots.
If you've made a mod system to change that just add some ZZZ in the name so it loads first
A lot of armors have their artefact_count changed in either the BR_class_rework mod or in the no_integrated_helmets_in_armors mod
grok's doom like weapon inspections
check its files
well, doing changes in both do just nothing, that's why i was thinking about something else hidden in some really weird place
Just look for the outfit name via Notepad++ search in all file, you'll see where any DLTX are writting to that section and overriding the value
you can't just change the .ltx, you need to make your own DLTX patch that overrides it
you could edit the existing DLTX patches but your changes would get undone every time you update GAMMA
yea i know all that
actually i have found source of my problem and it was another mod where i just didnt expect these changes, so case closed
like Burn said - make sure your DLTX patch loads last, the game loads DLTX patches in alphabetical order
I'mma die when I finally find it lol
did you filter by file extension type
example
I just realized it looks through .ogg files even XD
Thanks ^^
That's a lot faster
Weird
Helmets have no set br_class
Or that's just wrapped around somehow terribly hard to find
Neither in o_helmets, mod_system_items_armors_br_class_rework nor mod_system_items_helmets_psy_boost
You know what? Let me just try and make a helmet without specifying the br_class. Maybe it's the hit_fraction_factor...
That actually would make sense considering that hit_fraction_factor would be it now that I compare the file stats and ingame stats I've written down...
Gotta look for fire_wound_protection tho if hit_fraction_factor is the BR qwp
That makes no sense. No helmet has fire_wound_protection or br_class. Where tf do they pull the ballistic resistance stat ingame from then... Ouuta their asses?
Fuck it. We roll without it.
Worst case scenario it will have battle_helm br stats, which is more than fine
nothing in the game uses br_class so it doesn't matter
it is based on hit_fraction
all of it is hit_fraction_actor
you can see how i edit some values of armor #1244709304431284294
ball res is based on bone_protection_koeff as i remember it basically means that armor's ball res is based on an armor value of the bone that is defined in damages.ltx
yep. adb only uses bone_koeff_protection values for bone armor and hit_fraction_actor for AP res
So to leave it this just like a typical Sphere M12 helmet would I have to set
hit_fraction_actor = 0.7
bones_koeff_protection = actor_helm_battle
and that's it?
No fucking around with calculating BR class for it and stuff?
Because rn I'm calculating this exact shit for radiation. I came to a conclusion that
radiation_protection = 1
in the armors .ltx file would equal to ~3875 mSv rad res ingame
Compared helm_battle and exo_helm and they both have similar values in the end for x, where "stat in file * x = stat ingame"
there is how br class is determined
we keep telling you, stop trying to design armors based on what the stat card output will be, just make it similar to armors of the class you want
stick to the actual values that matter, don't bother trying to figure out what the stat card output should be
Thing is there is nothing even close to that, so I'm making my own XD
then start reading it as "if the shot doesn't penetrate this helmet, it does x0.7 times damage"
WAY more useful than br shit
Oh. I don't really care about BR at the moment. As long as that can be tied to the bones_koeff_protection it's out of my mind. I was talking about the rad res rn. Sorry for misunderstanding ^^'
But I was quite suprised to see no stats for it. Just saying
it would be good it was like that
coz 1 additional point of br class can make huge sense
anyway dont worry about it too much
it's frustrating because we collectively spent like 4 hrs on friday with you going over all of this shit with you for armors
it is exactly the same for helmets
bone armor value * 0.8
it is how it will be displayed
and how it will work
Okay. Seems fair
adjuster is 0.8
the same for helmets
Sorry. I guess I was on a chase after something that shouldn't be there in the first place
Hm. Okay. That's interesting
do you use momo's accurate stats mod?
just wanted to know you prevent incorrect displayed stats or not
Fair. Thanks for the consideration ^^
Okay. Does this look fine? Am I missing anything?
Also do I need a separate file for the helmet or leaving it in the same file as the armor will do the trick?
(Excluding the xml text of course)
Fuuuuuuuuck
Worst thing? I don't even know what it means lol. I guess something with the XML file ending
I forgot a / at the </string_table> to close it. Time to test if that was it
IT WORKS! HAHA!
LET'S. FUCKING. GOOOOOOOOOOOOOOOOOO 
Now I gotta fix the category and repair kits
it just needs to have a deepfried icon to make it properly stand out
?
Ngl I kinda just want the same icon, or the same helmet as icon, but with the ecolog written in the place of SOP
But I can't do that right now as my phone is dead
And by dead I mean dead-dead. Not battery discharged
And I gotta make it compatible with headgear animations
I love that mod
but it recognized this as an M40 gas mask XD
Hey guys! How do I remove the particles that artefacts emit?
Seeing shit like this in code makes me giggle. I fucking love it
I leave those all the time
I know and I love you for it XD
Just makes me chuckle to look through and see that I'm not alone in not understanding/ worrying about half of the code XD
Time to fire up the game and see if my custom armor pieces are recognized by the other stuff now.
Wish me luck lol
Another success, and another failure
Helmet is recognized as "Heavy" category, and I calculated the stats properly.
Yes. The Psy and Rad res are supposed to be that high. That's the whole gimmick of this armor
The rest is thrown out the window
Oh and ballistic res
Also the parts are in place. I did not screenshot that. dammit
I gotta figure out how to actually make it work for the animated headgears now
That may be hard, due to no info on thebattle_helmet in the files besides this
item_visual = dynamics\weapons\wpn_headgear\battle_hud.ogf```
But I'll manage. I can't give up now. Too deep in this shit to give tf up
Can anyone reccomend any software to open up an .anm file to watch it?
Blender
Welp. Nevermind. Not going that far
I'll just guess lol
Or try all of them
I guess that... should... work
Eh. We'll see
bro is documenting every single step of the journey and i'm invested
Glad you like it 
Tbh I'm just bored and I don't wanna feel alone
Also typing here about it all works well as a "rubber duck" technique. The more you talk about the coding the more ideas and fixes come to mind
If it was called like that. I think it was
Anyways! Back to the code. Time to test this bitch once again
Fuck. Still defaults to m40 for some reason
Wait up. Right. How would it even recognize the damn mask
Gotta figure it out
Holy fuck, So the pinned messages are a little overwealming. Is there any way to quickly edit damage values of guns? If not I just wont worry about it. I just found some overtuned weapons mods that seems to be mirrored in damage value.
change hit_power
each value is the damage the gun will use on a given gameplay difficulty
easy through master
And where can I change that? Do I NEED some program or can I literally find it in a text file?
Oh wait. Cant you do it in game? Or does that not work?
no
OKay so the f7 weapon stats thing doesn't do the thing
Thanks a bunch 🙂
I found a 5.56 that hits at 42 per shot which is 7 more than every other 5.56 There is a 6.8 that hits at 23 in a rifle caliber I wanna edit those and a couple revolvers. got a 357 caliber one doing 102 per shot where the 50 caliber version hits for 68. Weird shit
poor guy
oh its absolutely needed too. that 357 is VERY prevalent in my game and I consistantly get one banged by it.
what happened to that default discord profile picture guy that did some kaze emanuar shit to the engine
@summer girder
Aaaaand I'm stuck. I have no idea how to make the headgear mod recognize my geo_battle_helm...
I could ask the creator I guess
But first a damn break. I've been on it for far too long in a single sitting
@crisp oxide Hey man. Are you the one who made Headgear animations mod?
Ye
-
I love your mod. Sorry. Just had to say it. Makes the game 100x more immersive to take of the helmet to smoke a cig
-
Could you help me with making a compatibility patch for new helmets? I made one on the base of Sphere M12 as you can see above, but I had no luck implementing it into your mod
Instead I just get the M40 animation
Ye
I made it so that if there are no dedicated animation for a helmet it defaults to m40
What is your helmet section name in config files?
Noice
I'm kinda busy rn
But I can write quick explanation later
Sure! Just ping me once you get it and I'll try to implement it. Thanks for your time ^^
Np
Always happy to help 
Got a question cause I am dumb.
If I have a gun added through a pack and then download the same gun fromt he same mod author in just a single yet more updooted version of the gun does it make a second gun? Or by putting the single mod at the bottom of the list does it overwrite the gun in the pack of other guns?
ANOTHER HELL YEAH!
@misty mulch Thanks for revising the mod_death_generic thingy! Now I can make poor Peregrine drop the armor! ^^
Probably, I'm not exactly sure how that works
Just gotta now implements the parts for the helmet properly
Also I am very confused by this. SO I am trying to edit the damage values of a weapon I think 6.8x50 cal should hit harder than 5.56x45 I change the hit impulse to the same as another weapon whos damage I want to immulate and it gives me a COMPLETELy different value.
Do I need to edit the ammo?
Probably, I'm not exactly sure how that works
Hit_impulse is "how hard should this ragdoll NPCs", k_hit is the actual damage multiplier for ammos
Becoming the next tomygd
Done and done. I forgot to add ![con_parts_list] at the beginning of the file XD
Damage is, roughly, gun hit_power * ammo k_hit
Whichever mod has the higher priority number in MO2, overwrites all other files with the same name
Where do I find K hit? 😮
ammo config file
in the ammo file
Hmmmmmm
See my second msg though
![ammo_vanilla]
ammo_6.8x51_ap = 5, recipe_ammo_0, casing_r5,3,powder_3,4,bullet_r5_ap,3
It dunny have K_hit
Wrong config file
o.o
You're looking at recipes
Not this?
I don't know, I don't use that mod. Keep looking
OOPA!
I fount it
Yeah idk man the 6.8 dealing 28 damage needs to change
Thanks for all the assistance!
Ignore whatever the fuck is on the stat card, balance it by calculating gun hit_power * ammo k_hit
and dividing by 1.5
Got ya. I wanna make it round about the same power as a 7.62x51 Just a little less. Maybe like 6 damage or so less.
Yeah close enough
because otherwise the weapon's shown damage will be still off
OOh nearly perfect. 47 for the cqb version and 54 for the sniper. Thats not terribad
got a stupid HUD modding question - how would I go about moving these messages to another position on screen? using an unholy amalgam of zver for main hud, aydin's tweaks for inventory/dialogs/etc, cold system, bhsro and dynahud so i have to sorta throw together my own patch, everything's in place how i want it except those infernal messages if i can somehow figure out what xml tag or mcm setting i need to move them
is anyone making a mod for the SR-25 animations?
or in general gun animations? i noticed that most guns dont have ammo checking animations, and am pretty sure all dont have jam animations
There's a lot with unjam
i dont doubt it lol, was just curious
in short
(u probably know how dltx work, but just in case will make more detailed explanation)
you can create file in the configs folder with name mod_system_mymod.ltx
and add there a section with your helmet name and _headgear_hud at the end like so:
[geo_helm_battle_headgear_hud]:helmet_headgear_hud
helmet_headgear_hud at the end shows that your section inherits from helmet_headgear_hud with all it's params
helmet_headgear_hud section is inside gamedata/configs/items/items/item_headgear.ltx file in Headgear Animations mod. You can find all other animation descriptions there
I kinda wish it was better structured than this, but It was my first mod so I was just figuring out how to do things through trial and error
Hello guys
Where is the mesh for this house on Kordon village located? Its the one which spawned merc armor in vanilla.
I am missing a a texture and I want to know which one is it.
Will try this in a few minutes. Thanks for explanation ^^
That's compiled into the level
You can't locate it
You have to decompile the level and get its sources from.
So jank.
Is there any guides on X-ray 3d import-export? Especially for blender and stuff.
Or atleast specs, what they have to be, etc
I said you need to decompile the level, blender x-ray tools cannot do that.
Unfortunately these are positioned only by the engine, no way to move them without editing the engine itself
I'm wondering how hard it would be to display an image of the armor + an image of the helmet on a 3D model next to the inventory. Basically matching the equipped gear
It would have no purpose though xD
I guess the hardest part is taking blender pictures of all armors + all helmets in a pose that allows to super impose the helmet over the body image (basically hide head of the character when doing blender renders of the armor, hide the whole body when doing blender render of the helmet, display an image at the right of the inventory base on the armor, same for the helmet and a naked face if no helmet is equipped)
Immersion: 100
Like Minecraft 

How difficult would it be to adjust npc stalker movement speeds? I'd like them to match the player (from what I understand the npc ones were increased at some point).
Wish I could do that
Is it currently possible to have an armor with more than 5 slots using basic gamma? Or will the inventory UI need a rework to support that?
There's a mod on moddb thst let's you see more slots
good to know, thanks - i was able to fix my problem with Dynamic Aspect Ratio Tweaks, just using it to set the offset of the messages list, so i guess my problem is solved for now 🤣
Yeah it was unrelated, I just went on substituting the textures until it worked, without decompilong. Blender import export I need to create new decor .ogf files, unrelated. They have to have some physics
Hey. So I just finished doing this as I forgor, but now that it's done I'll go and test it, and dw. I have probably way less experience than you, and you did an amaizing mod, while I really just copied an armor and changed it's parameters. Keep up the gods work brother
Okay. So now it works, but displays an ACH-7 animation. I think I can take it from there tho ^^
Just gotta change the Item visual probably ^^'
Hell yeah! We got it to work! Thanks man ^^
Now to incorporate a mask overlay...
Hmmm
There is nothing in the mod I use, but there may be something in the anomaly configs I can use to make the helmet tap into it
or the very similar file that groks/nav's masks uses instead of that one.
or both, that should be fine too.
Thanks for the tip-off, but I still have no clue what am I looking for besides maybe something referring to "HUD", "Overlay" or "Mask" (in the overlay sense). You sure it's these?
These maybe?
Also I have to set up the DLTXing tool
you dont need a tool
You sure?
You already did a DLTX file, and without a tool
you really dont need it
i dont even know what it does
How will I know how to name a patch for some other mod besides the mod_system_namehere deal?
Dont think a tool shows you that
Isn't it made for this purpose?
Wait. Hold up. I can stick anything in the DLTX'ed file? Even if it refers to multiple mods?
other that dltx-ifying conventional mods
yeah
Its all combined into one file in the end
that is how the game always did it
Faster to read configs off of a single compiled file than to look through over 500 directories in all the mods I suppose
imo it does symbolic links, which is effectively the same thing
Ngl whatever it does it's an efficient and useful way ^^
Does that look correct, should I remove the ! or...?
the highlited bits, those are texture names that match up to the mask overlay. the red bits are the section names of the helmets.
and discord did the not scrolling thing again.
looks ok.
that file is it's own root.
So far for compatibility I made this
do not try and use mod_system this file doesn't ahv system as a root.
Oh
damn that empty inheritance won't make the engine throw a fit?
it's extremely uncomfortable to look at
Momo is uncomfortable
keep it up
IDK about the engine but i also don't like it.
mod_actor_generic_geobattlehelm.ltx will work then?
actor_effects
Clearly doesn't with this for example
mod_actor_effects_thing.ltx and it needs to be in the same folder as actor_effects.ltx
you dont have : with nothing
Got it boss
in the pic momo replied to - you do
yeah the : signals you're inheriting from something
OH SHIT! I did that intuitevly XD
that may or may not make the engine trip
My bad. Fixed already ^^'
well the top part goes in system, the overlay part doesn't.
Nothing in configs/plugins is part of system. 90% of the files are thier own root.
So if no inheritance the semicolon is not a welcome sign. Got it

