#╙🖇mods-making-discussion

1 messages · Page 63 of 1

misty mulch
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oh also this message wasn't for you, check the reply target

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i was confused why you were showing the tooltip lol. thought you were just proving the mod worked

regal bolt
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Also the changes to the armor itself are done, but the injection failed

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None spawned the armor

misty mulch
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are you sure they spawned the right visual

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dux adds like... 3500 visual variants

regal bolt
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That is peregrine tho

misty mulch
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oh lmao

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rip you ig. are you playing on easy

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actually

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hmm

regal bolt
misty mulch
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no no

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i'm thinking, what if peregrine doesn't use the visual model stalker_ecolog_peregrine

regal bolt
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No fucking way lol

misty mulch
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can't assume

regal bolt
misty mulch
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oh hmm, guess he does

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so that's good

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are you playing on easy?

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progression mode off for drops?

regal bolt
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Yeah, and outfit drop is on full, not progressive

misty mulch
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otherwise you've got shit kicking in that reduces the chance of you getting the outfit

regal bolt
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Easy-Tourist and outfit drops to full

misty mulch
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then shrug either you are exceedingly unlucky or it's broken

regal bolt
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Shit

misty mulch
# regal bolt Shit

!mo2search // use the file searcher, make sure your death manager override file is loaded

queen pineBOT
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@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

regal bolt
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Wonder how the previous version worked

misty mulch
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may have to click "refresh" if you just enabled your mod

regal bolt
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refresh?

misty mulch
regal bolt
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What?

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How?

misty mulch
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mod_death_generic_geo_skat-9.ltx
NOT

mod_death_outfits_generic_geo_skat-9.ltx

regal bolt
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Wait what?

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But the file it relates to is called death_outfits

misty mulch
regal bolt
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Okay

misty mulch
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it's the chain of "how are the files fed into the engine", NOT "what's the filename i'm targeting"

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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

regal bolt
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Like that?

misty mulch
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should be, yes

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no idea if that newgame loadout injector works

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if it does, then you're lucky

regal bolt
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Mo2

misty mulch
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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)

regal bolt
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Soo should I change that to g_geo instead of just geo so it would be in alphabetic order...?

misty mulch
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that would work

regal bolt
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Okay. Got the file structure revised so I don't have old-unedited files in there

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Shit

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I was suppposed to rename it

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Yeah no. After renaming the file it still does not work

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Tested out ecologists as well just to make sure it doesn't not spawn due to fixed loadout or something

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I'mma go grab a bite

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Okay. Back

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Also

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Are you sure I don't need any specific tools to make this work?

regal bolt
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Hmmm

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You sure I shouldn't use @ instead of !?

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Also there was a way I was able to get it in the game

misty mulch
regal bolt
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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

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Is that not an easier way? And how did that work but the "correct" dltx doesn't?

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If you wanna make sure everything is properly set up the archive's here

misty mulch
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i'll be honest i've spent like four hours on and off and I want a break from this

regal bolt
misty mulch
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no man

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i have given you a lot to start already

regal bolt
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Okay. I'll see what I can do with it

misty mulch
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and i generally spend less time on this server on the weekends anyway

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or at least i'm trying to

regal bolt
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Welp. I guess I took some of that

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sorry

misty mulch
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eh it's friday still

regal bolt
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Oh. Saturday here already

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Didn't realize it's so late...

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Fuck.

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Okay. Goodnight. Sorry for taking up so much time

misty mulch
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gn, come back with fresh eyes

regal bolt
undone lily
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@celest forge You know that adding 3DSS code within your Steyr Scout mod is fucking stupid right ?

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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

celest forge
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Good aftertoon

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I hope you're well too

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I didn't really want to give the mod more requirements

undone lily
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That's not how modding works, especially when it's about dependencies you don't own at all nor contributed to

celest forge
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Since 3DSS is the new fad that everyone is moving into anyways I figured I'd start converting my guns to it

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I wanted to update the Scouts since Meowie did his retexture of it so that seemed like a good first

undone lily
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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

celest forge
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I will convert all my guns to 3DSS, eventually, yeah

undone lily
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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

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covnerting doesn't mean you need to put the 3DSS code inside the mod

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98% of your downloads are due to GAMMA

celest forge
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Or I could have a separate upload with the updated scripts and just tell people to get that and put it at highest priority

celest forge
undone lily
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Cause your genius idea causes problems with GAMMA

celest forge
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I didn't make that mod for gamma

undone lily
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I'll handle it on my side anyway

celest forge
undone lily
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ok ok

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if you want it to be like this. So be it.

celest forge
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Be like what

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You're the one being super hostile to me rn

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Calling me names and stuff

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Do you want me to ask you permission to update my mods or what is the point of this

undone lily
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If that would have been the case, I would have asked it first

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no I'm asking you to mod your stuff properly so that your mod can stay in GAMMA

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and doesn't cause issues with the community altogether

celest forge
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I mean I'm sorry the update caused issues

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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"

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Just that I don't I have to cater to making my guns in a certain way because you put them on GAMMA

undone lily
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Also, Meowie and Andtheherois already converted your ported models to 3DSS iirc

celest forge
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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

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which seems hardly fair

undone lily
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on top of you having no fucking right to do so

celest forge
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You literally were throwing around the fact that my downloads are because of you in my face

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So don't make it a general issue

undone lily
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Yes, meaning that your mod is a sucess here, meaning, don't fuck with gamma in general

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I don't have time for debates

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there's no debates to have here

celest forge
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This is not a debate dude

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Again, i'm sorry that I caused the pack issues

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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

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I can try and make it an option tomorrow

undone lily
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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

undone lily
celest forge
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I literally started to get how 3DSS works this morning when merging Meowie's stuff with mine

celest forge
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You could've been more civil about it

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I get the frustration but you're acting like I wanted to actively cause you harm or something

undone lily
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Sure, it's 8:00, had a bad night and woke up to this, I'm grumpy

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sorry about this

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meanwhile I'll find a temporary solution

celest forge
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I guess I can just

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Delete the scripts and shaders folder

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And make the base thing a dependency

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Which I really didn't want to do

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But whatever

undone lily
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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

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and if you do, then you need to properly credit the people behind 3DSS

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but as I said, better add a dependency, unless you brought 3DSS code some modifications

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in which case it's better to contact the original author so that he can bring the modifications to the code directly

celest forge
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Done

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3DSS is now a dependency

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The main mod doesn't have any shaders or scripts anymore

sour salmon
undone lily
regal bolt
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Hey Grok, Hi Juan! N_Wave

open oasis
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grok went in full force

regal bolt
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Yeah

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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

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You know. I wanna make this compatible with Gamma for everyone, not a overwrite

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and to be compatible with some of my future armor edits, if I make it

sour prawn
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sometimes hit 100

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is it good or low

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and not going down below 75

regal bolt
sour prawn
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cus i was averaging 30 fps on modded bro

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crazy stuff

open oasis
sour prawn
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time to mod

delicate orchid
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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? 😶

regal bolt
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Yeah. I guess I could help

regal bolt
misty mulch
misty mulch
regal bolt
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Reading this shit with no prior experience is like reading in another language

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I mean... It quite literally is isn't it?

misty mulch
regal bolt
misty mulch
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I bet you you can finish that codecademy tutorial I linked yesterday before its free trial finishes

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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

regal bolt
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I mean I have no idea what I even want at this point besides the armor itself

misty mulch
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I mean you seemed pretty gung ho about redoing the way armor drops on death, which would require scripting changes to make happen, so...

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If this doesn't interest you that is also fine, don't force yourself to make a mod you don't care about

regal bolt
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JUst the question if it'll work tbh

misty mulch
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Can you link me to this example

regal bolt
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I have no idea where it was in the dc, but I can send over the .zip with it

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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
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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

misty mulch
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yes you could

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obviously you could also change out exo_merc_wood_outfit for something else

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which i would encourage, since there's only one model that drops that

regal bolt
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Yeah. That would be changed for military_outfit

misty mulch
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would suggest, for testing, making the target armor type something very very common

regal bolt
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I mean Skats are pretty common on military

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so that would even make for a perfect test example

misty mulch
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i also assume you are not also lifting the discovery sound files? in that case just delete the if statements

regal bolt
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Yeah. That would be deleted becuase that armor is not supposed to make sound on drop lol

misty mulch
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i mean that only plays if the variable play_identify is set to true

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which it shouldn't for your purpose

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but for cleanliness, if there is a variable you are never going to use, don't keep it

regal bolt
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Also one more thing

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If I make multiple mods using these scripts will they work with themselves, even if they overwrite the same armor?

misty mulch
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i also belatedly realize there's something else your armor needs which this mod demonstrates: parts

regal bolt
misty mulch
regal bolt
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So if two armors with the same script for the same armor are running only one of them will be utilized?

misty mulch
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yes.

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you would have to rewrite the script above to factor in multiple targets/multiple potential armors

misty mulch
regal bolt
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Okay. brb. Will go to the bathroom real quick and get to rewriting this code once I get back

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Also what is this for?

misty mulch
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ask momo not me

regal bolt
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And is the line 8 even neccessary if there is only one armor in this specific script?

regal bolt
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Oh crap, error on line13

misty mulch
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what's the error

regal bolt
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here's the fixed one

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There was tyraels_odds instead of geo_odds. No biggie

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Do you think this will work

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?

misty mulch
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don't ask me lmao just try it

regal bolt
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Okay

misty mulch
# regal bolt

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"

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you can always change the number later

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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%

regal bolt
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I set it to 10 for testing and I still regret it. around 50 soldiers with 9 skat-9s XD

regal bolt
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Would changing the value now to 1 and refreshing the game through F7 > F5 work?

misty mulch
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idr

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try

regal bolt
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Sure

misty mulch
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i mean for these little things.. .just try it

regal bolt
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Yeah. I guess I should stop with the "Will this work" and just start to experiment with shit on my own

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Will ask Momo about line 8 later I guess tho. Wanna know what it did

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And no. The script failed

misty mulch
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well, what's the error

regal bolt
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I have no clue, but it doesn't spawn

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Got 3 skats and 0 were the "geo" variant

misty mulch
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probably because your script only includes the function but never actually tells the game to use the function

regal bolt
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Gimmie a sec

misty mulch
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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

regal bolt
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And how do I tell it to use that function?

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if obj:section () ~= "military_outfit" then ?

misty mulch
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look at the bottom block in tyraels_might.script

misty mulch
regal bolt
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RegisterScriptCallBack ones?

misty mulch
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specifically the one inside function on_game_start()

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which you must keep because of the way Anomaly works.

regal bolt
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Oh

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Okay. Let me read those and cut off the not usable ones

misty mulch
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i provide it as a reference for you to figure out which parts of the function on_game_start() ... end block to keep

regal bolt
misty mulch
delicate orchid
regal bolt
slow nexus
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Is there a tool anyone has been made to position ui elements visually?

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or do i have to write my own

misty mulch
regal bolt
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Okay

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I've read about the callbacks and from what I've gathered I only need those since the rest is deleted

neon kite
#

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.

regal bolt
#

Aaaaand it doesn't work

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I just realized geo_odds was set to 10 instead of 1. I'm stupid...

misty mulch
misty mulch
regal bolt
random fulcrum
#

remove the end at line 18

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you can spot errors by running scripts ingame

random fulcrum
#

run_script script name

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in console

regal bolt
#

Oh

regal bolt
random fulcrum
#

is there anything else in line 18

regal bolt
#

So the whole thing Yeet!

misty mulch
#

so the game goes "this script is bullshit" and stops working.

regal bolt
#

Hmmmm

slow nexus
#

"stalker lua" ~ it dont bite

regal bolt
random fulcrum
#

it's good

regal bolt
#

But it doesn't work

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For one reason or another

random fulcrum
#

how does it not work

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are you not getting rng

regal bolt
#

It should spawn the Geo variant for every Skat-9 it spawns

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it's 1 to 1

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For testing

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Also what do ~= and == do?

random fulcrum
#

comparison, one makes sure it isn't and the other one makes sure it is

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research

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the homework

misty mulch
#

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

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this is so that you can fix your own problems instead of having to ask someone all the time

random fulcrum
#

see, research

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and for the love of god not chatgpt

misty mulch
#

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

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and like, i for one will be afk all of next week, i cannot be your personal code mentor

random fulcrum
#

and you can't convince me of being one either

regal bolt
#

Okay

random fulcrum
#

so i'm washing my hands

regal bolt
#

Let me look up some lua guides on yt

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Maybe I'll find something of use there

slow nexus
#

wouldnt a comparison be !=

random fulcrum
#

holy christ just don't comment on it

slow nexus
#

-= is the opposite of +=

misty mulch
slow nexus
#

lua fuckedxc

misty mulch
#

in lua "not equals" is ~=

slow nexus
#

i hate it

misty mulch
open oasis
#

hey so i was using chatgpt to help me build a script and i ran into an error...

regal bolt
#

Are these the things?

misty mulch
#

sure, but try to follow along, don't just read

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programming is one of those things where it helps immensely to practice everything you are reading

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does it teach you how to get lua snippets working on your own computer

regal bolt
#

I have no lua interpreter tho. Any idea how to set it up?

misty mulch
#

google one

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i think there's even some web based ones, which will work just for tutorials and learning

regal bolt
#

I think I've found one

misty mulch
#

yeah that will work for now. use that, follow along your video, if it gives you coding exercises or "homework", do them

slow bolt
#

It can tell you what something does or how it works

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Don't use it to code for you

misty mulch
#

but that aside

regal bolt
#

Nah. I'mma just follow along the video for now

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Also parentheses are not neccessary it seems in this one

misty mulch
#

use the parenthesis.

slow bolt
tawny stream
slow bolt
#

Dont use the dumb models

misty mulch
#

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

slow bolt
misty mulch
#

it can regurgitate plausible sounding paragraphs, confidently

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it cannot know if it is "correct" about the sentence it just spat out

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it's been fed enough stackexchange answers that it can guess these things, via the function of "these words usually follow these other words"

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that is not the same as it "explaining" how something works

random fulcrum
#

idk like to be dead honest

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it's the same speed and total keystrokes

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to get a human answer from stack exchange

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maybe even less keystrokes

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so you're even optimizing THAT

misty mulch
#

and you don't have to constantly double check if it was a hallucination

slow bolt
#

Unless you are going obscure things like stalker-specific stuff - it wont know so it will bullshit

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For lua itself it works very well

misty mulch
#

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

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it doesn't "know" anything. llms are incapable of "knowing".

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i grant you that it can be a fun little "generate a snippet of something i can't be bothered to create" tool

slow bolt
misty mulch
#

this is a factual description of how large language models work

slow bolt
#

4o is surprisingly good, and code llms based on 3.5 are also pretty good, though not as much

slow bolt
misty mulch
#

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

slow bolt
#

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

slow bolt
#

It can hallucinate. But that becomes obvious when compiler says it literally does not exist - had couple of those

misty mulch
#

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

slow bolt
#

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

misty mulch
#

we're never going to agree so i'm just gonna walk away from this one.

regal bolt
regal bolt
#

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

open oasis
#

real

neon kite
misty mulch
regal bolt
misty mulch
misty mulch
regal bolt
#

But 3 hours? Holy crap

misty mulch
#

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

regal bolt
open oasis
#

fun fact: Lua is syntax not code 🤓 ☝️

regal bolt
#

._.

open oasis
#

ecks dee moment

misty mulch
misty mulch
random fulcrum
#

surely man wants it to be shotgun clueless

regal bolt
#

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

neon kite
random fulcrum
#

save the file, enable the mod and run the game

regal bolt
#

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

misty mulch
misty mulch
#

you could but why

regal bolt
# misty mulch 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

regal bolt
misty mulch
#

and more to the point, that would be very bad coding practice

regal bolt
misty mulch
#

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

regal bolt
#

Okay

misty mulch
#

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

regal bolt
#

Holy shit

misty mulch
#

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"

regal bolt
#

I don't think I can. I have literally copied the code in the tutorial and it still spews it

summer girder
regal bolt
#

Or maybe I'm just missing something

#

Nope. The code is looking like it was copied and pasted

misty mulch
#

actually your error might be a scoping issue lmao

misty mulch
# regal bolt Nope. The code is looking like it was copied and pasted

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)

misty mulch
regal bolt
#

sets the variables and functions to be referenced only from the file it's in?

misty mulch
#

only from the block it is in

regal bolt
misty mulch
#

now look at which block your guess variable belongs to

#

and where your if statement is

regal bolt
#

XD

#

Wait

misty mulch
#

can you see why your code thinks guess doesn't exist (i.e. is nil)?

regal bolt
#

That's not the same block?

misty mulch
#

i mean idk, i'm telling you what the interpreter says

#

i write python, my brain works in indents

regal bolt
#

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

misty mulch
#

oh wait i think i know. the clue is in the output

regal bolt
#

Line 17 is literally a copy paste of the code the guy wrote

#

I changed it

misty mulch
regal bolt
misty mulch
# regal bolt

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.

regal bolt
#

Ohhh

misty mulch
#

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

regal bolt
#

Added it 2 times, printed once

#

Why does it try to compare them anyway?

misty mulch
misty mulch
neon kite
#

hey veerserif it all works now. Thanks for being patient and helping me figure it all out. Your the man. Have a nice day

regal bolt
misty mulch
#

same outcomes, different layout

regal bolt
misty mulch
regal bolt
#

if guess, which is the input (nil?) is smaller than answer, which is a string?

#

Okay

misty mulch
#

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?

regal bolt
#

And there is no thing A in the script when it's run

regal bolt
misty mulch
#

because of the quote marks

regal bolt
#

Oh

misty mulch
#

that's how you say "the thing in these quote marks should be treated as text"

regal bolt
#

But that doesn't work either

misty mulch
#

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

regal bolt
#

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

misty mulch
#

there you go.

regal bolt
#

ffs

misty mulch
#

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.

misty mulch
#

(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

regal bolt
#

Can you give me an example of a loop used in Gamma?

#

(Just curiosity. No need if you don't want to)

misty mulch
#

i found the video you're looking at and he isn't using a repeat loop?

#

just a set of if/then blocks

regal bolt
regal bolt
regal bolt
misty mulch
#

then it's possible that this is a difference between the terminal, and that online interpreter

regal bolt
#

No fucking way. Comments

#

tonumber()

#

Bruh

#

let me test that

misty mulch
#

well yeah because you want to make sure your program reads the input as a number

#

as opposed to e.g. a string

regal bolt
#

No. It's still fucked because the loop doesn't stop. Forgot about that

misty mulch
#

i do actually think this is an issue with the online interpreter

#

time to buckle up and install lua on vscode

regal bolt
#

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

misty mulch
#

i, uh, i don't think this is a good series.

#

no error handling, no input sanitization

#

hint should probably only 84k views

regal bolt
#

Got any better ones tho?

misty mulch
#

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.

regal bolt
#
  1. The compiler is always right
  2. if the compiler is wrong see rule #1 XDDDD
#

That cracked me up XD

misty mulch
#

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

regal bolt
#

So is the code, or it's execution (Compiler) wrong?

misty mulch
#

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

regal bolt
#

Fair

regal bolt
#

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...

fair canopy
#

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

regal bolt
#

Okay. I'mma try that

#

Wait

#

mod_system_death... or mod system_death...?

#

Nah. Jk XD

fair canopy
#

_

regal bolt
#

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

random fulcrum
#

z stacking is the single cringiest fucking thing ever

regal bolt
#

It's not. I mistook it for the -

random fulcrum
#

don't ever do that unless it's a life or death situation

regal bolt
regal bolt
#

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

random fulcrum
#

people have been telling you about death outfits

regal bolt
#

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

misty mulch
regal bolt
#

Veer. Take a break man. I don't want to waste your weekend. You said that you wanna take time off for now

misty mulch
misty mulch
fair canopy
#

ah, then then i think the mod of that is mod_death_generic_zzz_whatever

regal bolt
#

Or is that just a comment line?

fair canopy
#

comment out

#

it'll ignore a line that starts with ;

regal bolt
#

Okay. Then that's not it

fair canopy
#

if you do
``[item_section]
variableA

;[item_section]
variableA``

it'll ignore the secion line and overwrite your line

misty mulch
regal bolt
#

explains why Lua uses --

#

but there was a semicolon at the end of ... = io.read();. What is it for?

misty mulch
#

idk

random fulcrum
#

signifies a new line idk

misty mulch
#

goes back to why i think that video tutorial was not good

#

that ; was unnecessary

regal bolt
#

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?

misty mulch
#

true for a bunch of programming languages that aren't lua

regal bolt
#

That must be tedious

regal bolt
#

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

regal bolt
#

Hey @vernal epoch mind if I ask you something?

vernal epoch
#

shoot

regal bolt
#

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?

vernal epoch
#

Easier to do

regal bolt
#

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

lethal garden
#

Can anyone tell me what this section of a weapon ltx does? The $spawn section.

surreal gust
#

It's used to spawn that object in the level editor

lethal garden
slow nexus
#

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

summer stream
#

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 oldge

ocean harbor
#

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

#

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

torpid magnet
#

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?

summer girder
regal bolt
#

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?

summer girder
#

Are you not supposed to have a ! in front of [ for DLTX stuff
<- has not read a word of the modding book

regal bolt
#

! is for overwriting. Momo there tried to create something that would need a prefix of @

regal bolt
#

Question is why didn't it work (Like with my @[outfits_by_visual])

regal bolt
slow bolt
#

@ is to create if it doesnt exist, and overwrite if it does

regal bolt
#

Yeah

slow bolt
#

you dont need anything if section doesnt exist in the first place

regal bolt
#

Oh

#

Interesting

slow bolt
#

tldr dont use @

regal bolt
#

What about the ![outfits_by_visual] fuckery?

slow bolt
#

It overwrites if it existed before

#

throws error into console(non-critical) if it didnt

regal bolt
#

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

slow bolt
#

mod_death

#

ehh

regal bolt
#

?

slow bolt
#

try mod_system first

regal bolt
slow bolt
#

i am not sure what prefix it should have

slow bolt
#

the one you are dltxing

regal bolt
#

death_outfits.ltx

slow bolt
#

mod_death_outfits then

#

try that

regal bolt
slow bolt
#

i'd just go to anomaly server and ask there for help with this

regal bolt
#

Okay. Will do

slow bolt
#

idk why you added ;death_outfits.ltx

regal bolt
#

What was I supposed to add- wait. I have an idea

#

No... That's not going to work

regal bolt
#

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

slow bolt
#

But you can copy and rename to make sure you are right

regal bolt
#

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

regal bolt
#

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?

misty mulch
#

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

regal bolt
#

I wonder why is that the case...

misty mulch
#

I have a hunch about csvs but we will see when I have time to test

regal bolt
#

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!

misty mulch
#

i may have got the death_outfit dltx working

#

maybe

#

i was definitely getting loner novices dropping m50 gas masks

regal bolt
#

Nevermind. I'll test it myself after I get thhe helmet done

#

Also isn't deletion handled by !!?

#

Again. Nevermind. Will test

misty mulch
misty mulch
regal bolt
#

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?

calm epoch
#

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?

naive snow
calm epoch
lone thorn
#

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

naive snow
#

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

misty mulch
#

check its files

lone thorn
naive snow
#

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

misty mulch
lone thorn
misty mulch
#

like Burn said - make sure your DLTX patch loads last, the game loads DLTX patches in alphabetical order

regal bolt
#

I'mma die when I finally find it lol

hardy hound
regal bolt
#

._.

#

Fuck...

hardy hound
#

example

regal bolt
#

I just realized it looks through .ogg files even XD

regal bolt
#

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

misty mulch
worthy fiber
misty mulch
#

all of it is hit_fraction_actor

worthy fiber
#

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

misty mulch
#

yep. adb only uses bone_koeff_protection values for bone armor and hit_fraction_actor for AP res

regal bolt
#

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"

worthy fiber
#

there is how br class is determined

misty mulch
#

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

regal bolt
misty mulch
#

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

regal bolt
# misty mulch 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

worthy fiber
#

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

misty mulch
#

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

worthy fiber
#

it is how it will be displayed

#

and how it will work

regal bolt
worthy fiber
#

adjuster is 0.8
the same for helmets

regal bolt
regal bolt
worthy fiber
#

do you use momo's accurate stats mod?

regal bolt
#

Yeah

#

Why?

worthy fiber
#

just wanted to know you prevent incorrect displayed stats or not

regal bolt
#

Okay. Does this look fine? Am I missing anything?

regal bolt
#

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)

regal bolt
#

Fuuuuuuuuck

#

Worst thing? I don't even know what it means lol. I guess something with the XML file ending

regal bolt
#

I forgot a / at the </string_table> to close it. Time to test if that was it

#

IT WORKS! HAHA!

open oasis
#

LET'S. FUCKING. GOOOOOOOOOOOOOOOOOO letsgooo

regal bolt
#

Now I gotta fix the category and repair kits

random fulcrum
#

it just needs to have a deepfried icon to make it properly stand out

regal bolt
#

?

#

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

lethal garden
#

Hey guys! How do I remove the particles that artefacts emit?

regal bolt
#

Seeing shit like this in code makes me giggle. I fucking love it

slow bolt
regal bolt
#

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?

celest forge
#

Blender

regal bolt
#

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

open oasis
#

bro is documenting every single step of the journey and i'm invested

regal bolt
#

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

ember herald
#

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.

random fulcrum
#

change hit_power

#

each value is the damage the gun will use on a given gameplay difficulty

#

easy through master

ember herald
random fulcrum
#

open the gun's ltx

#

in any text editor ever

ember herald
#

Oh wait. Cant you do it in game? Or does that not work?

random fulcrum
#

no

ember herald
#

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

random fulcrum
#

poor guy

ember herald
#

oh its absolutely needed too. that 357 is VERY prevalent in my game and I consistantly get one banged by it.

random fulcrum
#

what happened to that default discord profile picture guy that did some kaze emanuar shit to the engine

#

@summer girder

summer girder
#

Gah damn

#

I hope he cooks more

regal bolt
#

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?

regal bolt
# crisp oxide Ye
  1. 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

  2. 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

crisp oxide
#

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?

regal bolt
#

You mean the debug name?

#

geo_helm_battle

#

or [geo_helm_battle]

crisp oxide
#

Noice

I'm kinda busy rn
But I can write quick explanation later

regal bolt
#

Sure! Just ping me once you get it and I'll try to implement it. Thanks for your time ^^

crisp oxide
#

Np
Always happy to help PepeHappy

regal bolt
#

Okay. Now that this is postponed I guess I'll get to making the DLTX for drops.

ember herald
#

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?

regal bolt
#

ANOTHER HELL YEAH!
@misty mulch Thanks for revising the mod_death_generic thingy! Now I can make poor Peregrine drop the armor! ^^

obsidian void
regal bolt
#

Just gotta now implements the parts for the helmet properly

ember herald
#

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?

obsidian void
#

Probably, I'm not exactly sure how that works

misty mulch
surreal gust
#

Becoming the next tomygd

regal bolt
misty mulch
misty mulch
misty mulch
random fulcrum
#

in the ammo file

ember herald
#

Hmmmmmm

misty mulch
#

See my second msg though

ember herald
#

![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

misty mulch
#

Wrong config file

ember herald
#

o.o

misty mulch
#

You're looking at recipes

ember herald
#

Not this?

misty mulch
#

I don't know, I don't use that mod. Keep looking

ember herald
#

OOPA!

#

I fount it

#

Yeah idk man the 6.8 dealing 28 damage needs to change

#

Thanks for all the assistance!

misty mulch
#

Remember that everything in the game has a base health of 1

#

More or less.

ember herald
#

Oh. Cause I was about to tripple it to try and "Fix" The number

#

Almost

misty mulch
#

Ignore whatever the fuck is on the stat card, balance it by calculating gun hit_power * ammo k_hit

random fulcrum
#

and dividing by 1.5

ember herald
#

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.

misty mulch
#

Yeah close enough

random fulcrum
#

because otherwise the weapon's shown damage will be still off

ember herald
#

OOh nearly perfect. 47 for the cqb version and 54 for the sniper. Thats not terribad

deep sentinel
#

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

tropic stratus
#

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

celest forge
#

There's a lot with unjam

tropic stratus
#

i dont doubt it lol, was just curious

crisp oxide
# regal bolt `geo_helm_battle`

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

next iris
#

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.

regal bolt
surreal gust
#

You can't locate it

#

You have to decompile the level and get its sources from.

next iris
#

Is there any guides on X-ray 3d import-export? Especially for blender and stuff.

Or atleast specs, what they have to be, etc

surreal gust
vale knot
undone lily
#

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

summer girder
#

Like Minecraft Chadge

fair canopy
noble coyote
#

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).

regal bolt
#

Wish I could do that

torpid badge
#

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?

fair canopy
#

There's a mod on moddb thst let's you see more slots

deep sentinel
next iris
regal bolt
#

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

simple scaffold
regal bolt
#

These maybe?

#

Also I have to set up the DLTXing tool

slow bolt
regal bolt
slow bolt
#

You already did a DLTX file, and without a tool

#

you really dont need it

#

i dont even know what it does

regal bolt
#

How will I know how to name a patch for some other mod besides the mod_system_namehere deal?

slow bolt
regal bolt
slow bolt
#

by asking

#

eh i guess this is the only legitimate use it has

regal bolt
#

Wait. Hold up. I can stick anything in the DLTX'ed file? Even if it refers to multiple mods?

slow bolt
#

other that dltx-ifying conventional mods

slow bolt
#

Its all combined into one file in the end

regal bolt
#

Convenience

slow bolt
#

that is how the game always did it

regal bolt
slow bolt
regal bolt
#

Does that look correct, should I remove the ! or...?

simple scaffold
# regal bolt These maybe?

the highlited bits, those are texture names that match up to the mask overlay. the red bits are the section names of the helmets.

simple scaffold
# regal bolt

and discord did the not scrolling thing again.

looks ok.

that file is it's own root.

regal bolt
#

So far for compatibility I made this

simple scaffold
#

do not try and use mod_system this file doesn't ahv system as a root.

regal bolt
#

Oh

random fulcrum
#

damn that empty inheritance won't make the engine throw a fit?

#

it's extremely uncomfortable to look at

slow bolt
#

keep it up

simple scaffold
regal bolt
#

mod_actor_generic_geobattlehelm.ltx will work then?

random fulcrum
#

actor_effects

regal bolt
simple scaffold
slow bolt
slow bolt
#

in the pic momo replied to - you do

random fulcrum
#

yeah the : signals you're inheriting from something

regal bolt
random fulcrum
#

that may or may not make the engine trip

regal bolt
#

My bad. Fixed already ^^'

simple scaffold
regal bolt
#

Folder path is in the green if you want to make sure

regal bolt