#╙🖇mods-making-discussion
1 messages · Page 64 of 1
Okay
looks right.
like i said nav's and groks mask read that same information from a differnt file because they predate DLTX and there wasn't a better way. if someone is using those you'd need to dltx their file. I forget what it's name is. should be obvius tho, i was lazy.
And I do it the same way I did here, just with their own [whatever_name_nav&grok_picked_for_this] and stuff?
Make a mod_(filename)_(mymodname).ltx and just refer to it?
yeah. i was really lazy everything should be the same. fromat and section name. I just needed to get the extra masks out of actor_effects.ltx because too many mods were trying to change that file and before DLTX that ment many conflicts.
just the file name was differnt. and it only contained the bits i needed. but the mask hud list was most of that.
and because dltx is a JIT system you can have mod files that don't have valid targets and nothing happens.
so you can just have it be always there. no harm.
Can you explain what a JIT system is?
And I've already encountered that once. When I changed the debug name of the armor from peregrine_player_outfit to geo_military_outfit. Instead of a hard crash I just had the item deleted
just in time. it doesn't look for mod_xxx_y.ltx until it is loading xxx.ltx so extra mod files never get read.
that is a modded exe feature. in regular anomaly if you remove the secton name of spawned items the game crashes on load.
Oooh. So if I left the compatibility patches in my mod for EVERYTHING, they wouldn't fuck anything up, but also wouldn't be active unless the mods I made the patches for are in use? dayum!
Yeah! That's why I was suprised it loaded up
That's handy af
that is not true for mod_system_ files. only true for when the root of the ltx is from a mod.
Oh
mostly that means things in plugins.
So if I have a mod that would require me to make a mod_system_ prefixed file, and it would load without the mod it could create an issue?
or like sortingplus.ltx
mod_sortingplus_foo.ltx would be safe to leave because without sorting plus to read the sortingplus.ltx file DLTX will never try and read mod_sortingplus_foo.ltx
in most cases. there are a few exceptions but they would be rare.
Is that why people make fomod installations and put compatibility patches in there? To install required mod_system_ files?
yeah.
mod_system files are always loaded and in 90+% of the edits something will break if the target mod is missing.
the exceptions i could make up would be very contrived. there might not be a real world example.
Oh. Well then. That's good to know. So next stop on my modding crash couse is to learn fomod I guess.
Or just have the patches as separate drop-ins
Although that wouldn't be foolproof
https://igigog.github.io/anomaly-modding-book/getting-started/addon-installers.html
i typically do BAINs because fomods need too mcuh writing.
Fair point.
also i'm lazy.
You ain't. My code is almost all copy paste and change a value
And pretty much all configs XD
Also you made a ton of amaizing shit, like the busyhands detection tool. You have the right to be lol
It worked! ^^
Another successfull procedure! ^^
going to learn how to make a custom gun so I can have jayne's Vera
which is a prop-ized saiga-12
a saiga-12 "merc" but on steroids
i forgot how much that thing looks likeit's made of legos
yeah okay what about the moonraker laser
that's out of my wheelhouse
fuck it i'm doing a full goldeneye port on this bitch
I just want a goofy looking saiga that has a high-penetration built in for the laughs
Golden Gun
i once deepfried blackgrowl's ppk to be a mock silver/golden pp7
That was you??????????????????
yah lmfao it was a goofy cup of tea "project" that i just decided to post here for a chuckle
and there was people that took it uber seriously
One of the first mods I got from here
DAMN
Ye
still haven't been able to figure out stuff, figured I'd start with just copying a saiga-12 merc and editing the duplicate while keeping the same model and animations, etc... and just changing the gun's stats, recoil and rechambering it to 23x75mm (for fun) 
no worky 
got past the "crashes game on startup", just can't find it in debug menu
Did you change the parent section
no
Welp
alright, should I juse rename the parent section to the same tag as the gun or is it a whole other thing
I did that and it's there, just need to change some files so it has an inventory icon 
interesting
I'm going to try and figure out how to get it so it's got a scope automatically attached like a sig 550 sniper something (but with an acog or aimpro)
Scope status = 1
Replace main hud model with that scope's hud model
Replace aim_hud parameters with the scope's
ok cool
pretty cool
idk why it only says 23x75mm shrapnel

it does take both though
well this was fun and a good learning experience
Oh my word, an actual good looking mk14 with a good looking reload/unjam animation, i can't wait! Can i playtest it? 🥲
think I’ll mess around and make a finnish mosin variant
figure out how to change textures and stuff with it
hi, does anyone know how i can make a gun use its "lowered" position as the running animation? there are some running animation for some guns which i don't like, take for example the saigas 12 or the ak74 venom
i guess that this can be done in the config ltx file for each weapon, but idk how to setup the running animation to be like that
How do you properly compress a .dbs file? Trying to change an icon on the base GAMMA inventory icons made the file go from 20mb to 120mb, and while it still runs I'd rather not have everything I touch be bloated in size. Many thanks.
U can find this m14 in tco pack in UGP channel
Yep it does
You probably saved the dds with mipmaps and some weird compression format.
For ui, most of them are 8.8.8.8 no mipmaps
Thankee, I just went with the GIMP default options, appreciate it
Can someone tell me how to add existing animation to an omf file?
Export your omf from blender with the new animations and use omf editor to merge the new omf with the one you want them in
Alternatively export as an skl and merge them via object viewer
Actually you can also merge them via blender. I just don't trust blender 100%
Firstly i need to import omf file to blender to add anm file, but when i try to import omf file to blender, this happens , or do i need to import ogf hud model?
Yeah
Hold on
The first animation tutorial video for STALKER! I know the title says animation tutorial but this video is more focused on how to start animating for STALKER and how to export them to the game.
This is knowledge that took me a year to accumulate because of how far I had to search for information on animating for STALKER. Hopefully this video m...
I forgot abt this, thanks
.dbs files will get overwritten by loose files
i guess
it's already over
You already typed out 3 messages, so you already clogged
Is there a way for my mod to have a name "Geologists unique armors?" during the installation? Should I name the .7z archive something specific or?
you need an installer for that to happen
otherwise it is gonna use the archive's name
Got it. Now I just need somebody to either do the custom icons, or I'll have to wait a few weeks, at which point I'll be able make 'em myself
does anyone know how to go about making it so i can see spesific rank points for npcs i have talked to nearby in the contact page on my pda?
Can someone help me make the ballistic plates from the original Outfit Attachments Overhaul attach to the belt like regular artis rather than insert into armour please?
Mod link: https://github.com/ahuyn/anomaly-armor-attachments
uh, why? gamma already has plates that attach to belt
you can just copy all that code from those plates and make them be from that mod
I think the code for the plates defines that it attaches to armour rather than belt? I'm awful at reading most STALKER code so might be completely wrong here
hol up there's a belt = false in the plate item config
Even if you do that, you won't get the benefits from the plate. You'd have to patch the ADB to make use of it.
yeah you're right. It attaches to belt now but doesn't do anything
Howdy,
where on earth are armor upgrades stored at? I'm trying to edit upgrade options on some medium suits, feel that attachment slots could be added as some armor sets only have 3 rows up upgrades instead of 4.
I know I can edit it in the debug menu to just make a suit have more slots but trying to keep it balanced by having to find the upgrades or buy them from a trader
Actually, you would need to add protection stats to armor parts themselves. Just realized what you were talking about.
Man, now i just realized the Walther's werent in the game lol
There is Walther P99
I was talking about James Bond's hand cannon of choice.
Oh. Walther PPK. Understood
Lol
Here is example of one armor.
I am too tired to explain how to edit them tho. The system is unnecessarily complex in my opinion.
If I had time to explain how the upgrade system worked (at least how to modify certain upgrade nodes), I would. But I got my final project to worry about. 
If you ever do please ping me. Would love to listen in on the lecture
Does anyone know which ltx file I can refer to if I want to configure some of the craft recipes for medical items?
I honestly figured it was complex but appreciate any help lol. I'll take a gander when I'm more alive as well. God speed!
Hey guys. What are the standard artifact respawns (Not DAO) controlled by?
emissions
Hey, so now suddenly weapon huds that I edited via. Draggable Hud Editor, are acting funny. Whenever I open the HUD Editor, they resume the custom positioning Ive set for them, but upon resuming the game, they snap back to the bugged position.
Ive made sure there isnt any conflicting entries.
Yeah. They keep track of when they last respawned their artifacts and when you load into the level of that is further into the past than the most recent emissions they do a respawn.
One thing that can cause problems for some zones is that artifacts can slip under the map and since they still exist they won't be eligible for respawn.
Someone was working on a fix for that at one point.
where are quest/dialogue files stored at?
Various .xml files, some in st_quest type, others like LL stuff is in ll_, oa_, ms_
A bunch more. Start by typing quest or task into MO2 data filter
how can i force my character to get a main task on spawn? can't see any ways in anomaly book
Which folder or mod containts ambient music? Not just occasional howls or something, but music that plays in the background
nevermind, looks like i wont be able to deal with coding on my own and i need experienced modder in order to understand at least basics

i dont even know if it's enough to put files into rar package and load it as a mod or i need some tools to make it an actual mod
Anyone know the reason why the hand models could crash game?
Since in here it looks fine to me, when ever i try to get the outfit on me it just crashes without any particular reason
NVM, now it's the model fucked up 
Try exporting as an object in blender and opening via object editor. The export as omf
Ogf
The entire problem of this model is on forearm twist
The hand sometimes goes through the model
And i want to figure out why is it like this

the model of gloves
Not sure if this is the right channel to ask this, but does anyone know if removing these lines is enough to remove all buffs other than psy regen, speed and carry weight buff from lucifer?
Well and the corresponding ones for lower condition of course
Hm. Understood. Thanks
yo guys, is there a way to use a .skl file directly in-game? like, providing that in a .ltx file and use from there
no, why?
u need to export it as omf i think
i've got this .omf file which i'm changing animations from, and apparently Blender will only allow me to re-export them as .skl? The omf export throws an error related to Armature object has no bone groups

You need to group the bones of your armature and assign them all to that group
now it worked, thank u guys!!
Hi, may I know the setting file of this page? I presumably it was game_difficulties.script but it's not. I would like to know how is this page got coded and scripted.
I tried modding to incorporate with MCM but it's quite annoying that even reading documentation I still got it wrong.
ui_options.script
And I wouldn't recommend you looking at ui_options.script if you want to create a MCM menu. Rather look at the code of some smaller addon
Wait MCM menu doesn't make any sense 
i have bad news for you my friend. that options page is drawn by the exact same system that MCM uses. MCM just cribbed the ui_options.script system. MCM has expanded slightly.
alternitive mcm documentation here: https://github.com/RAX-Anomaly/Anomaly-Mod-Configuration-Menu/issues/15#issuecomment-2009919846
mcm builder utility that might be easier to use: https://www.moddb.com/mods/stalker-anomaly/addons/mcm-builder
unless you need to edit that page. that can be done via a patching method that ppl found so hard it was easier for me to create MCM than keep trying to explain it.
hi, does anyone have any resources i could visit (forums, sites, yt channels etc.) that you recommend me to start off with in my journey to learning lua and making mods for stalker?
zone reality 0.4 and zone reality remade 1.3 are the same mod but diferent version?
Anomaly modding book. Should be a link around here somewhere
thank you, will look for it
-founc it instantly lesgoo
Hi, I'm making a mod for natural health regen like we regen our health normally without the need of medicine. My code testing was good so far but then I try using MCM menu for customization, it drawned very bad things like it doesn't recognize any of MCM and I tried using other's MCM menu script and how they got called in but it's like a waste of time and sometimes it crashes so I was like if I see the code of the setting and incorporate it in setting instead would it be better or some sort. But I'll see your alternative MCM documentation. Thank you very much for your reply.
It crashing just means you didn't set things up properly to interact with your MCM settings/your settings are not set up properly.
Putting that in the regular options menu will not solve the problem
Hmm, you might be right. But somehow my MCM even though it looks like I set it right (according to looking at other mods), the MCM seems like just show up for decoration only and doesn't send number to main script at all. And I kind of think that I might also get it wrong at main script in get[key] too.
If you can package it and send it here, I can take a look at it.
I'll try to see if I can fix it + help you understand how to make it work if you make another mod that you'd like MCM options for.
Yes, please! I might get it all wrong and escalated script further so it might look like a mess. But thank you very much!
First lesson, unless you TRULY know what you are doing, never mess with _G/the _g.script. That can have severe issues. Plus, this won't do anything for you.
Second, when a variable is local, you CANNOT grab it from anotherr script. They are tied to that function they are in or, if outside of a function, they will only be able to be called in the script they are in.
Sorry, I was trying everything.
No worries, just trying to help you understand.
So which mean, I cannot use local xxxxx = x because it's not going to draw any number from MCM script, right?
Yes, but there is more to it. The way you are trying to set it up is not correct. If you want to call variables that change via MCM, you get them using that get_config(...) function while inside the function that is actually doing the work.
Some people do all their work in one script file, but I like splitting up the MCM settings in one script and the work in another script.
If I'm going to have get_config(...) which needs to be in the same as function script not separate MCM, right?
No, you'd do best to keep it with the MCM settings.
As it should be now. Thanks.
I am going to try to fix this first, then you can take a look at it and ask questions about whatever you want regarding it.
Thank you very much your kind sir.
Give this a shot. I can't test it right now, but this should work at first glance.
First way to check is ofc if your MCM settings show up.
Then, next way to check is to crank our MCM settings for time/interval super low so you can see it happen fast.
If you get a crash or it doesn't appear to work, post the your log (xray_nameHere.log) so I can take a look at what could be wrong.
I will test it in a jif and find what's going to happen.
It's definitely a magic!!!
Thank you very much.
I encountered so much obstacles and problems previously. Mind if I asked some more question, please?
- I just manage to get this works a couple of days ago. I would like to know why sometimes MCM doesn't show up on MCM menu. I see that
function on_mcm_load() return { id = "auto_health_regen", sh = true,
controls how MCM id is and should be showed on MCM but it just doesn't sometimes. Are there anything more than this because I looked through many mods but does the same but mine isn't functional as intended. - I see that in MCM script on
local defaultsyou are using["xxx"], I also use this in some builds but somehow it crashed and returned like it's checking with boolean but there are no boolean at all. I wonder if I did it wrong somehow.
-- If you don't use MCM, change your defaults from here.
local defaults = {
["main_health_regen"] = 1,
["limb_health_regen"] = 1,
["limb_heal_interval"] = 30
}
function get_config(key)
if ui_mcm then
return ui_mcm.get("auto_health_regen/"..key)
else
return defaults[key]
end
end
function on_mcm_load()
op = {
id = "auto_health_regen",
sh = true,
gr = {
{id = "main_health_regen", type = "input", val = 1, min = 0.1, max = 10, def = 1, str = "ui_mcm_auto_health_regen_main_health"},
{id = "limb_health_regen", type = "input", val = 1, min = 0.1, max = 10, def = 1, str = "ui_mcm_auto_health_regen_limb_health"},
{id = "limb_heal_interval", type = "input", val = 30, min = 2, max = 100, def = 30, str = "ui_mcm_auto_health_regen_limb_interval"}
}
}
return op
end
and this as in crash log
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C ] __add
! [LUA] 1 : [Lua] ...r anomaly\gamedata\scripts\auto_health_regen_main.script(30) : func_or_userdata
! [LUA] 2 : [Lua] d:/stalker anomaly\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] d:/stalker anomaly\gamedata\scripts\_g.script(118) : SendScriptCallback
! [LUA] 4 : [Lua] d:/stalker anomaly\gamedata\scripts\bind_stalker_ext.script(104) : actor_on_update
! [LUA] 5 : [Lua] d:/stalker anomaly\gamedata\scripts\bind_stalker.script(310) :
! [LUA] ...r anomaly\gamedata\scripts\auto_health_regen_main.script:30: attempt to perform arithmetic on upvalue 'limb_health_regen' (a boolean value)
! [LUA] 0 : [C ] __add
! [LUA] 1 : [Lua] ...r anomaly\gamedata\scripts\auto_health_regen_main.script(30) : func_or_userdata
! [LUA] 2 : [Lua] d:/stalker anomaly\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] d:/stalker anomaly\gamedata\scripts\_g.script(118) : SendScriptCallback
! [LUA] 4 : [Lua] d:/stalker anomaly\gamedata\scripts\bind_stalker_ext.script(104) : actor_on_update
! [LUA] 5 : [Lua] d:/stalker anomaly\gamedata\scripts\bind_stalker.script(310) :
! [SCRIPT ERROR]: ...r anomaly\gamedata\scripts\auto_health_regen_main.script:30: attempt to perform arithmetic on upvalue 'limb_health_regen' (a boolean value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...r anomaly\gamedata\scripts\auto_health_regen_main.script(30) : func_or_userdata
LUA error: ...r anomaly\gamedata\scripts\auto_health_regen_main.script:30: attempt to perform arithmetic on upvalue 'limb_health_regen' (a boolean value)
Check log for details
- How does
if ui_mcm then return ui_mcm.get("auto_health_regen/" .. key) else return defaults[key] end
end```
in MCM works and with correlation in main script? I somehow read MCM docs and other mods and use them like this but not too sure if this line is going to draw from MCM itself or other scripts.
try printing hte limb_health_regen variable to see what's going on since the script thinks it's a boolean
mayhaps tonumber(var)
- this line of yours
local get_config = auto_health_regen_mcm.get_config
can replace xxx_mcm.script.get_config is this also doable as in standard lua script? Or just typical C#/C++ script?
- Am I missing this block
-- ilrathCXV: This will allow your values to grab your MCM values whenever settings are changed (including whenever any MCM values are changed)
function on_mcm_option_change()
if ui_mcm and auto_health_regen_mcm then
-- ilrathCXV: These get your MCM values OR uses a default value (or ...) if a specific MCM value can't be found
main_health_regen = get_config("main_health_regen") or 1
limb_health_regen = get_config("limb_health_regen") or 0.5
main_health_regen_interval = get_config("main_health_regen_interval") or 1000
limb_health_regen_interval = get_config("limb_health_regen_interval") or 1000
end
end
So that it doesn't work somehow.
I tried printf() to see it but it's not throwing anything. But when regen in effect just crashes.
But it's no longer persist in sme build I made.
- This block you said
-- ilrathCXV: This doesn't need a "RegisterScriptCallback" since it is a base game function (will get called always)
function on_game_start()
-- ilrathCXV: These allow your functions to get called whenever the engine calls "actor_on_update" (which is every frame)
RegisterScriptCallback("actor_on_update", regenerate_health)
RegisterScriptCallback("actor_on_update", regenerate_limb_health)
-- ilrathCXV: This allows the "on_mcm_option_change" function to get called whenever the engine calls "on_option_change" (which is whenever any game setting or MCM option gets changed)
RegisterScriptCallback("on_option_change", on_mcm_option_change)
-- ilrathCXV: This is just a safeguard to grab the most recent MCM values on game start (not necessary but doesn't hurt)
on_mcm_option_change()
end
So I misunderstand that it should be like
function on_game_start()
RegisterScriptCallback("actor_on_update", actor_on_update)
end
Because you need variables from the script not on how they take an effect on a character. Am I right?
And no need for this either as you said it's going to be called anyway.
RegisterScriptCallback("actor_on_first_update", on_game_start)
how do i get started with making mods
the pins
So, the val = 1 line tells MCM that the variable you are trying to make is a boolean (True or False). That val variable tells MCM what type of value you are trying to make for the menu. val = 2 tells the MCM that this value is a number. So that was the problem for pretty much all of your values in on_mcm_load().
That is just a general way to assign a function to a "variable", thus letting you use that to call the function through that instead of typing the whole thing.
Not sure if this is strictly an Lua thing or a STALKER Modding thing though.
Here is the syntax for it:
funcVariable = script_file_name.script_function_name
You also have to make sure that the function from the script is not marked as "local". If it is, then that function is strictly tied to the script file it is located in and can't be called directly by any other script file.
So the way you had it technically would've worked (having the function both be called in actor_on_update(), then binding that to the callback), but I wanted to separate them in the off chance that having them in two different bindings might make performance better than trying to do all the healing logic in one bind.
added interior detail. need some attachable folding sights and going to highpoly
Ahhh. MCM doesn't "send numbers". It stores them. You have to ask for them.
MCM sends 2 callbacks. One is MCM specific and only works on anomaly 1.5.2
The other is the same one as the base game options and works in 1.5.1 and 1.5.2 but gets sent extra often.
Basically you can either call ui_mcm.get(path) every time you want to use one of your setting values or update a settings table in your script when that call back is sent. The second is popular for ppl that want their mods to have some ability to work without MCM.
Search the mods you are looking at for ui_mcm.get to see how they read settings
how can i make so that the latest mags redux textures change?
honestly i have no idea how this works so i'm seeking for help in an attemp of not fucking it up
cause before i redownloaded gamma i was using the correct icons but apparently that isn't the case anymore and i'm using the broken icons
1- This is the M4 fast-loading mag (or should be), but for some reason it is the ak103 fast-loading mag, i want to make this one the m4 one and the ak one circled in blue the fast loadin ak103
So there are 3 values 0 = false, 1 = true and 2 = all numbers?
2- Make the one with the 2 the 40 rnd mag instead of being the fast loading and delete the tan one
But the pretty much var in that is local xxx?
3- Swap the 60 round mag with the drum mag
I see. Thank you very much.
does anyone know how to do that?
oh and make the change the bakelite rpk mag for the black one
The ui_mcm.get(path) you said it looks like ui_mcm.get(config\\xxx.ltx), right?
Hi folks, can somebody explain me how weapon model use path to hud “hand” animation, can i change it in any way? Cuz i know that u can change path to hud animation
All I know is it's in wpn_weaponname.ltx in config folder, look for anything about hud that match for your hand that might look like
use_alt_aim_hud = true
[wpn_l86_lsw_susatov_hud]:wpn_l86_lsw_hud
item_visual = anomaly_weapons\wpn_l86_lsw\wpn_l86_lsw_susatov_hud.ogf
aim_hud_offset_alt_pos = -0.069386, -0.016216, -0.064993
aim_hud_offset_alt_pos_16x9 = -0.069386, -0.016216, -0.064993
aim_hud_offset_alt_rot = 0.020339, 0.01824, 0
aim_hud_offset_alt_rot_16x9 = 0.020339, 0.01824, 0
aim_hud_offset_pos = -0.069688, -0.006414, -0.121333
aim_hud_offset_pos_16x9 = -0.069688, -0.006414, -0.121333
aim_hud_offset_rot = -0.004, -0, 0
aim_hud_offset_rot_16x9 = -0.004, -0, 0
or
[wpn_l86_lsw_hud]:hud_base
item_visual = anomaly_weapons\wpn_l86_lsw\wpn_l86_lsw_hud.ogf
attach_place_idx = 0
zoom_hide_crosshair = true
aim_hud_offset_pos = -0.070011, -0.018715, -0.087196
aim_hud_offset_pos_16x9 = -0.070011, -0.018715, -0.087196
aim_hud_offset_rot = -0.025405, 0.019736, 0
aim_hud_offset_rot_16x9 = -0.025405, 0.019736, 0
hands_orientation = 1.030425, 1.054393, 0
hands_orientation_16x9 = 1.030425, 1.054393, 0
hands_position = -0.011158, -0.002045, -0.136444
hands_position_16x9 = -0.011158, -0.002045, -0.136444
item_orientation = 0.0002, 0, 0
item_position = 0, 7.1e-05, 0
lowered_hud_offset_pos = 0.099629, -0.00697, 0
lowered_hud_offset_pos_16x9 = 0.099629, -0.00697, 0
lowered_hud_offset_rot = 0.098649, -0.839414, 0.1
lowered_hud_offset_rot_16x9 = 0.098649, -0.839414, 0.1
Sorry, but this is all I know.
Thanks for that stuff! the issue has already been resolved
Oh, glad to hear, sir.
no. path is the setting path. so in your picture it would be "gameplay/gamediff/detectorsound" or something like that. the path comes from the nested id's in the options table. the MCM docs explain that.
it is entierly dependant on how you set up your options table and what id's you used.
do i have to change something in the ltx maybe?
You have to redirect the icon
You can do that by editing the LTX (preferably using DLTX to avoid file conflicts) so that it points to a different location on the UI texture.
That way, you don't have to edit the texture itself.
how do i know the location of each texture?
i'm sorry but this is like the 3rd time i try to fix something on my own
literally an skill issue
For a mesh? Or what texture
idk, i want to make the mags use other textures
basically a comparison between this one and the other one like 3 messages above this
yeah
i don't really know how to do that since i don't really understand the information provided in the mags files
Do you happen to own photoshop
nope only gimp
Zamn
I don't use gimp so idk how it works there
Can you set up a grid overlay in gimp
Yeah
or like this?
50x50 pixes for each square
Like this but making the squares 50x50 pixels
Ok so each of those squares it's like an "unit" in the STALKER icon system
So if you go to your mags files in mags redux
Which are in gamedata>configs>items>weapons>magazines2
Then open the file of whatever mag you want to edit
In the file you will find these values under each mag section
inv_grid_x = 6
inv_grid_y = 16
yeah i was trying to figure out how to change those
The coords work like this
So find the section of the mag that's messed up and put the correct coords on the mag
but what's the difference between the two "inv grid"? inv_grid_x = 6
inv_grid_y = 16
max_mag_size = 30
mag_size = medium
inv_grid_x = 0
inv_grid_y = 2
inv_weight = 0.19
wdym the difference
this is the whole config for that mag
Def seems like an oversight
The value that's lower on the LTX file file it's always the override
So if you the delete the lower values, the ones on top should be what's doing the edit
anyone know about frame gen LS
so my max refresh hz rate is 75 right, so i cap my STALKER GAMMA at like 38 so I can play with scaling to 60 fps?
ig thats what its for
so theoritcally i should be able to use any intensive settings as long as they keep my fps above 38, then I can play any settings at 60 fps
so wack it says 40/60 when x2 of 40 SHOULD be 80 right
so its rly like 1.5x
Cap means maximum. So the game won't render more than X
it worked perfectly fine thank you
if anyone here wants to run basically any settings/reshade at 60 FPS they can do so as long as they can hit at least 38~ minumum stable is what i think LS for gamma is good for
only downside i see so far is
very ignorable "input delay" (it honestly, it feels smoother)
slight artifacting at highspeeds (the zone is weird anyways, ignorable imo)
also if anyone here knows how to use LS can they tell me why my generated frames seem to be max at 60 despite option saying "2x" or "3x"?
like 2x of 38 should be 76
YO HOLD UP
MY WINDOWS SETTINGS HZ IS STUCK AT 60
I think thats why lemme change it
I see.
YO LS IS THE GOAT
Might want to report that over in the mags redux thread in efp
It's one of the better modern engines, but I dunno about all time.
(what the fuck is LS in this context?)
Ahh
ive joined the horde i hope the band wagon takes off tbh
best thing ive found from browsing youtube last night
Glad it is making your stalker experience better
thxs sdalger
zamn so i just drop it in there
i hope its that easy but idk
just gonna plop it in /bin
@regal bolt if you're interested in reading more about setting up LS optimally for GAMMA you can check out this little guide: #╙🖇mods-making-discussion message
i read it
it helped me alot
thanks
👍
@quaint ingot if u want to see my results from it
it wont let me screenshot actual fps
but yeah
may as well disable the reshade counter since it reports incorrect framerates
yeah i will
u can use my results for anything if u want
lemme see how it'd run if i wasnt using
it's okay i don't need specifics anymore this is not going to be added into the guide
although it's a very useful tool
ok I went from 45 FPS > 75 FPS (almost zero glitching, only noticeable with crosshairs)
i dont notice input delay either because it feels just as a result of smoother fps
settings i used
if anyone out there finds it
ill actually be able to play stalker 2 with a 1660 ti without buying a new pc this is w
anyone know how to turn off weapon reticle snap back?
What do you mean?
i mean, stop the crosshair from returning to the place you shot, shoot 1 bullet and the crosshair, stays there, go full auto and it dosent try and return it to the place you aimed
manual recoil control
do you have a gun for example? anytime i shoot a gun it just rises and doesnt go back
Any way to manually advance in-game time for testing purposes?
time_factor and some insanely high number
Thanks, where is that variable?
Or, where/how can I modify it?
it's a console command, open the console with the tilde key (~)
probably has a limit
just type time_factor 10 and try going to 20 if it allows
and add more till you reach what you wnat
Let's see then. Thanks @hardy hound
default is time_Factor 1
Too much time factor can break things. You could just sleep
I'm testing out Vintar0's Warfare Alife Overhaul mod, with the dynamic relations mod that is by default deactivated in the base GAMMA load order
Inb4 GAMMA is not warfare friendly, I have heard it before. Working on it regardless because it's fun
Last game I had Duty and Clear Sky overrun the map a little too fast is all, so I'm trying to test out diff settings for balance
The weird part is is that I'm looking for the specific names or files that details armor upgrades and they just aren't present anywhere. I can find all the weapons but only suit descriptions are available within the Gamma or Anomaly folder. Blood weird...
Hey yall im trying to start with more than 30 rounds for whatever gun i pick in the starting loadouts when u first start a game.
would love to script into the starting loadouts ltx something where it forces u to have more than 30 for whatever gun you pick
It’s at the bottom of the ltx file
Does anyone here know what arms the Merc Ace Suit uses, or if it’s unique to that armor set only?
Hello. I am having a problem with a mod I have. The mod in question is this: https://www.moddb.com/mods/stalker-anomaly/addons/npc-friendly-fire-response-and-actor-surrender
The mod basically allows you to activate a ''forgiving'' script if you shoot allies or friendly factions by mistake, you crouch and holster your weapon, then a bar goes down where they slowly forgive you.
The problem I have is: It doesn't work. It doesn't even appear in my game at all.
Procedural oak trees with AN4 branch/leaf textures.
Oak variants specifically have 10 leaf variants (default, green, autumn, aurora, dry, red, dead, rotten, dead aurora and dry aurora)
Bark textures are from vanilla CoP, might use different ones.
Anyone knows which mod adds stash selling to traders in Gamma?
I have a question. How did it become an issue that artifacts started to spawn under the maps? In OGs artifacts never did that, did they?
Not sure if it is the proper channel to ask for it, so feedback on either the question or if it's the proper channel would be appreciated
youd probably be better off asking in the anomaly discord
Okay. Will do ^^
Back
radiation_protection = 0.0372```
Would making this and just sticking it in the `gamedata\configs` as
`mod_items_generic_HelmBattleRadResImprovement.ltx`
work to change the standard value of this specific helmets rad res?
Welp not exactly. Just tried it out. Took me a few tries but once I renamed the file to mod_system_items_zzz_HelmBattleRebalance.ltx it worked
Yo?
Gotta look through THAP I believe
THAP? I can look through it ^^
They are in the packed anomaly files. Hence the link to the unpacked files that someone uploaded to git hub. You could un pack them your self or download them from that giyhub
Found it
But I'm unsure which one is the one
@tender linden
Wait. I know now
Force installing notepad++ on your PC rn
How do I do that?
Aah, cool. Doesn’t really matter though, I looked through THAP Rework to see what the arms would look like for the Merc Ace Suit, and it looks way better
Just wanted to know about this though, just in case
Sure. Have fun
Neato
Oh, appreciate it. Thought I was going insane or it was some sort of code witchcraft.
notepad++ is a miracle machine if there ever was such a thing
Well said lol
Anyone knows person responsible for BaS upgrade for gamma? i want ask about something
@fair canopy
Does anyone know where to find the Faction Icons used in the New Game screen
i just use regular notepad, i don't see the point of using ++
it gets the job done
One reason;
Search
Search within fikes
*select gamma location
"proceeds to search all of the extensions recognized by notepad++ for whatever you needed to edit"
meh, idgaf
i have been using it ever since i was editing .ltx files for levels and other stuff
works for me
Just offering a useful feature that many don't know about. No reason to be brutish about it. Take it or leave it, carry on soldier.
i wasn't being offensive at all, that's just my opinion
it works for me, and i haven't had any problems with regular notepad
There are rumours that it can damage decompile all.spawn file structure. Bruh.
I use basic notepad now for ages, for all.spawn editing, and it never failed. Could be in the future tho, who knows.
Maybe it was just true in older OSs
So, I use Draggable Hud Editor. Lately, Ive been having some issues with weapon HUDs not displaying correctly, but upon opening the hud editor, they snap to the correct hud position.
Ive made sure to not have conflicting entries, made sure they're DLTX correctly
I even moved all HUD repos out of the config folder, effectively removing all edits to the HUD positionings, and this STILL occurs.
Resolved. UGP DLTX Fixes was causing this.
Although, now that the code stuff starts to grow in my project, probably it's time to switch. At least because of this (this folder tree-view is very useful):
morning, stalkers! i'm here to learn about modding!
what i want to learn and add to the zone is more buildings to spice up the combat.
lotta open fields and hiding behind trees get very old
so, what would be the 101 of stalker modding?
*i am experienced with blender. i can model and texture!
Firstly you would check pins of this channel

You can't really modify the existing maps without breaking everything
engine that unstable or?
Not unstability. The source files required to add and then rebuild the maps for Anomaly have been lost to the ages, even the devs don't have them anymore (or at least they won't release them)
So unless you're also doing a full makeover of every single map and rebuilding everything from scratch almost, there's no modification that can be made to the maps. That's the reason why there's so very little mods that touch maps
safe to assume thats a very ambitious project to rebuild the whole world
but that IS possible if i'm insane enough. no wait, by 'everything' you mean ABSOLUTELY everything? ooof.
hash functions?
channel lore
@random fulcrum Would it be possible to make a "Fix all" button in the cleaning kits pop up like with the dissasamble all option mod
idk i don't do ui
maybe xcvb would know
or catspaw
ah didn't read it all
idk maybe
like an iterate_inventory thing
sounds plausible
I don't use WPO so for me fixing guns is getting one that's above the range of the universal cleaning kit
and then fixing it up to condition
But like, doing it 3-4 times per gun
Per like dozens of guns

There's a mod that disassembled all your items in the inventory by adding a menu button that does it. Maybe try seeing if you can use that as a base
does anyone have the old five seven ?
you're going to have to narrow down what you mean by "the old five seven"
weapon ID would be a start
mayhaps he's talking about the bas fiveseven?
Can anyone upgrade half of the weapons for gamma?
this mode
this is not a mod request channel
Does anyone have the legacy version of RWAP? I'm looking for his two weapons with 40 magazines
hi, any ideas what mod can cause that problem? i was installing some mods and now it shows up when i press tab.
well , ive tried disabling some mods and none had effect. also i dont want reinstall gamma completely so i had hope that maybe someone know what is it

How do I make it so the IWP MP9 can be fitted into the vision and melee slots? Just that, nothing else
ok, ive found cause , its radial menu makes this problem for me
Yo?
prob late to the party but anyone tried patching this for gamma yet ? https://www.moddb.com/mods/stalker-anomaly/addons/complete-gunslinger-pack-152-dltxfddamodified-exes
just curious
ah yes, mods-requesting-discussion
no, and never will
its a low quality soup
ahh i see
Question for gun modders
Can you copy a model of a gun, and use it as a base for another model, instead of making a new one, and if yes, then can you copy paste different models and make them one?
Let's say I have a model of an AK, a model of a picatinny rail handguard with a laser and a model of a scope. If I have all of these can I basically copy paste them onto the base AK model making an AK with the laser and a scope?
Or do I have to make a new scope every time?
I don't understand what you mean by making a new scope every time. You can absolutely just rip out a scope model from another weapon or even the laser module. People have been reusing the same BaS scope for ages.
Then I kinda miss something about gun modding I suppose
Just transfer the new models to your gun, make sure it's all under the same object root, bind the vertex weight to the right bones. You can edit the bone shapes to fit too
People made it seem like there are limitations to what you can make
Such as?
Not being able to make a gun becuase it would be too much hassle, even tho the model is already out there?
You still have to find animations, sounds, make a whole ass ltx file, balance it out
It's a fucking pain alright
Specifically I'm talking about ripping the TOZ-34 outta Gunslinger and adding it to Anomaly with all the stats of a typical Toz, but being able to put a damn 1,5x scope on the damn thing
Oh that I think I get.
Finding specific shit to fit with the config can be excruciating
And take days
If you want to be able to add a scope to it, unlike making it drop as is, then you have to do a bit more work, create the scope item, injecting everything into loadouts, etc
There's probably also an issue of the hand rig of Gunslinger vs Anomaly, so retargeting the animations is another pain
If you're lucky the animations can be used as is
Can't the animations be copied over from the TOZ model we have now?
Are they the same model?
So that's a "No". Why? Would the scope just stay midair?
Not really. The hands would be all over the place, the reload not synched, etc.
Plus if you want to use the same animations, you have to use the same "skeleton" or bones for the gun
Otherwise you get an engine crash for the mismatch of bones ids and structure
If you just want to slap on a scope and make that gun a permanent scoped model unique, that's easy enough if the gun already exists in-game
It's the creation of a new item to represent the scope, adding the scope to trader inventories, etc. If as part of Gunslinger you already have a model/item icon, that simplifies things quite a bit somewhat
@fathom wagonHi, sorry for the mention. I'm Health regen mod that you helped out a while ago. After I review the code and study for a bit, I'm quite confident publishing it and know how to about it. And I'd like to give you a credit for that. I don't wanna change your comment in .script files as part of your comments, fixes and contributions. Is it alright to have your name in it, mister?
I'm okay with it. Thanks for that.
It's me to truly thank you very much my kind sir. If it's not you, I would have stucked with it until now.
not sure if this is the right place to ask, but how would one go about commissioning a mod? if at all
If this is not the correct place pls direct me
Heya, I went down the rabbit hole looking for answers to see why this happens and originally I thought it was related to new ammo types but I just found out it can also happen in base gamma, could anyone ever figure out why this happens? Wondered if it was maybe some kind of double input or a possible animation cancel although I could only replicate it on pistols which confused me even more. XD just managed to trigger it with two ARs. Last night I couldn't.
I do know you need to set bad / very bad ammo types but from what I understand that was only for introducing new ammo types.
No scripts or configs modifications allowed for the console version of stalker trilogy games
so what your saying is our console brethren are SoL for gamma at least for now?
GAMMA cannot be something on console anyway
Simply because it's made for Anomaly
and Anomaly is not on console
lol can we get misery working for them?
but even ZRP and the usual trilogy balance mods won't be available on consoles
would be uh nice of us LMAO
only textures and sound edits (and animations etc)
oh wow thats really limiting
the good news is stalker will just about run on a shoebox, so if people like the game on console its not like they need to buy a supercomputer to mod the trilogy or get anomaly or any of the large modpacks like gamma
i mean it kinda makes sense to not allow console tinkering in console due to the very real possibility of exploits being found
yes it sucks but it's a necessary evil
tbh, scripts I understand, but config edits I really don't
for configs tho it doesn't make sense yeah
Did gamma uses different mag redux?
the version GAMMA uses is outdated and it also differs in functionality slightly where it takes ammo out of the mags and puts them into the victim's inventory rather than having you unload each mag manually
this is also not the right channel to ask about this
Sorry
This is not correct. No ammo spawns in mags in gamma. You still get the normal ammo you would have otherwise. Mags original function spawns ammo in mags along with the ammo you'd normally get

Ok , so i can just install normal mag redux without modifcations?
that's what i'm saying - the ammo does not spawn in the mags
Well there's no extra ammo in the inventory that would have been in the mags
i see, so by using the original mod you're just getting more ammo
that's useful to know, thanks
i thought the ammo in the mags is simply converted to loose ammo in the inventory
TeX works? jesus
Are you opening a file from an archive?
Yeah, you are
Unpack first or save it somewhere not in the temp folder
not sure if this is the right place to ask, but how would one go about commissioning a mod? if at all
If this is not the correct place pls direct me
mainly just want a particular weapon
it's his service rifle
there are many like it
I do gun commissions, if you want you can DM me
done with hp model. finally baking time
Damn that's cool
this model polycout up to 70k. anomaly can handle this?
Maybe? You'd probably want to decimate the model for the world model
Ah.. world model i never thought that
What dis
It's iwi carmel appearance on last stalker 2 trailer
Hi , what are gamma Weapons packs depended? I want port some guns from gamma and some guns are problematic like saiga23 because moving it to slot causes block of animation.
Not default gamma pack but it was created for gamma
Also what is athi?maybe i will find solutions from pack maker
Where are mission sounds located, I wanna replace em with sounds from tarkov
That is the weapon pack it is from
Its only in that pack
Ok , but still there are some others guns that refuses to work with same issues. Equiping animation is stuck that's why im asking
Also comparing mod tree of efp and gamma and cant see what causes problem at first view, ive tried also disabling animation mods
Wdym
Some BaS and Retrogue weapons are more than that
That's good? News i can put this in anomaly
You could yea
it's a goofy name
the name "carmel" actually originates from the bible and is an alias for a place that has lush fields and parks, it's also the name of a local northern mountain
t. IWI are an israeli company and i'm israeli lol
Nerd
Isn't it IMI?
What's iwi then
IMI galil
Etc
IMI used to manufacture weapons and were acquired by Elbit
Elbit are also a company that partakes in the arms manufacturing and defense systems field
Uwu caramel
if you want to see another wacky israeli weapon you can look into the Gilboa Snake
double barrel baby 😎
damn now it actually goes hard
despite being close to caramel
Juan did this
Saw on forgotten weapons
Me adjusting the ltx to have a 4000 rpm with 700 bullets per mags
Feels like a hand held flak gun from borderlands
Speaking of it does anyone here plans to create some borderlands inspired weapon into the zone?
Hey guys, I need some advice. I need a list of every gamma weapon and what it looks like. I've got the list of all the guns, and I've got all the images. But I don't have any way to pair them up. So the question is there any existing resource that does this? Or is there a possible way I could simply marry them up and make my own resource somehow?
It surely can. At one moment we had world models of guns having the unedited 30-70k poly models. Imagine almost each NPC running with such a model. Thankfully it has been resolved
Would the debug menu not be useful for this?
Will show you the gun with a reference to what it is inside the game itself
@tawny stream I've not tried. I'm guessing to spawn all the items ingame?
Ahh it does? Interesting
Good tip, I'll try thankyou.
Hope it does what you need it to!
debug won't tell you what is and is not normally found in gamma tho
@misty mulchThat's ok, I'm not making distinctions 🙂
most of the guns found in debug, do not spawn normally in gamma (they are not in trader/npc loadouts/stashes)
ok then yeah just scroll through debug
hi. Saw that you asked for this mod. While looking for it in the channels to find a mags for it, I came across your comment. Unfortunately I haven't found what I'm looking for yet 🙂
There's any mod that adds an 9mm ar? Something like a colt 9mm/ ar9
Hello I would really like some help with a mod that I uploaded to modb
I would really appreciate it
Anybody here got the knowledge on how to create a fresh recipe for an ammo type? Just... like, a mock-up setup for an .ltx to fill in ala Madlib would be super helpful.
Not off the top of my head but just steal my ltxs from the spear
@open oasis do you know anything about screen resolutions getting stuck or automatically scaling? I'm in 1920x1080 and I usually upscale to native but I must have messes with something because now when I'm at 1080 boarderless it stretches to fit the screen as if it was getting upscaled but Im pretty sure I don't have anything acting on it
you're saying that you're on a 1080p resolution and that when switching to Borderless your window stretches to fit the screen, that is all normal behavior, that's how i also play Borderless
i think i misunderstood the issue because it sounds like it's working as it should
I could have sworn it was different. Cause even in windowed it stretches
Hey guys, i want to retrieve the original gauss rifle model 3d of stalker anomaly. Do you know what file i need to delete or modify ? And what mod modify the model of the gauss ?
Guys. I need help understanding why doesn't this work.
Here's the playtesting showcase
Supposedly it works for some odd reason on DX11 granting around 8 to 15 FPS boost during shooting, but I have no idea if the testing was thorough. Can anyone assist?
yes. this is for juan right?
It was yes, but someone already did it. 
good
Malak Saesmus posted an .ltx for crafting 950 JDJ, since there's no natural way to get it outside of body loot (or traders, but I regularly delete all of the trader folders from Juan's gun mods so the guns don't show up in trader inventories so it's likely removing the ammo from them as well, whoops).
I can do one better, a proper annotated example
Hello, everyone!
I am looking for someone who worked with grass texture. All I need to know is about an app you used and format chosed during saving...
I wouldn't turn down an annotated example, so I can potentially make custom ammo in the future, or help someone who does.
Particularly, I am insterested to know what DDS format options where chosen during Aydins Grass addon.
Since all the possible options leaded to extremely dark grass with cropped alpha channel
turns out gamma/ammo maker system uses a bespoke script + injection system
the vanilla Anomaly crafting dltx will work too, this just solves a mystery
actually wait let me also demo the ammo system
@potent delta and @celest forge ammo/any crafting DLTX example
13 Jul 2024 edit: use this link https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=sharing
includes example that works with arti's Ammo Maker system, which is used in GAMMA
@vernal epoch hey you remember when we were trying to figure out ammo crafting recipes forrrrr... some kind of UGP ammo? and couldn't make the DLTX work? Yeah that's because GAMMA uses arti's Ammo Maker mod with the BAS patch, not just a straight mod_craft DLTX
ironically it's simpler, but there's the answer
Hey so i noticed that some items have a bump.dds but also a bump#.dds which is just black white transparent
is this an extra texture input for the screen space reflections provided by SSS?
can anyone explain why when I add xml strings to the table for ammunition (the names, descriptions, and short descriptions all match), it just spits out the string id instead of the text??
For context I'm doing some modifications to the ArtiGrok Ballistic Overhaul
the string id is incorrect in either the ammo config or xml file probably, if the string text can't be loaded it defaults to displaying the string id instead of the text contents
hmm, just fixed that silly issue, but it only fixed the description.
Is there something else I could check? Or hopefully I just messed up something simple?
change the inv_name parameter, not just inv_name_short
oh wait you did
hmm
can you just upload the two files
instead of the screenshot
(mutant_mod?)
it's part of the ballistics overhaul in the Special Ammo mod, I was overwriting pretty much all of the values for his ammo
there is no xml string id ammo_new_5.45x39_7n6
i sent the wrong file for that one sec
but when the xml string id matches it still only displays the string id from the ammo config. I'm going to do some tinkering and if i can't figure it out tonight ill ask here again
ok because if the intent was to give each bullet a special mutant mod, unless it's got some special script hooking into grok's ballistic overhaul, it won't do anything because the mutant damage multipliers are hardcoded and local to the grok_bo.script file
oh that makes more sense
next logical q is "make sure the xml file is in the right location" then
yeah. same with gigant_mod, it won't do anything
(again, unless there's some script attached to it)
just in the text (eng) folder right?
gamedata/configs/text/eng
what was it?
i forgot to add "_new" to the newly made rounds i made in the string id
lol
that'd do it yes
also - i don't use 300 blackout weapons mods, but is it really 300blackout_fjm and not 300blackout_fmj?
yes it is, i was going to fix the typo in rwap but im fairly new to modding in general, so i left his alone
lol yeah if it's mispelled in the original, leave it mispelled
Does DLTX prefixes like !! or ! work for scripts in LUA?
no
Hi Guys,
Anybody know how to change this starting image or logo or the actual file location or file name ?
I would like to replace it with a custom gamma logo or splash screen or whatever we call this starting image..
You need to recompile the engine to change the splash screen
aah maan ..ok i taught we could just do it by replacing some image...is this recompile thing complicated ? do you have any links or reference how it is done....
lmao, i ain't gonna do it
ask others to do it for you, i don't have VS at home
thanks man for your info...
but the process is simple. You only need to change the texture.
I am ready to do it myself - you have any tutorial reference links for this ?
is this good enough?
https://www.reddit.com/r/stalker/comments/8p9eaz/workaround_for_inserting_different_splash_screen/
You can compile the vanilla exes if you want, or modded exes
Modded exes is what advanced mods require in order to work
You can find the source code for modded exes at its github page
There's a section on how to build your own exes
wasnt sure where i should ask this....but i really dislike the maids icon packs armor icons (due to the shoe thingy), and their version of the electronic devices you carry (taking 2x1 space and applicable for pda, Geiger counter, the anomaly identifier, and the artifact device too)....is there any way to overwrite these particular icons and replaece them with better alternatives?
Maids icons are not used by default. Or you want to replace just icons for devices?
anyone know what might be happening here? In the inventory the tooltip doesn't work but it does in the debug menu
does anyone know if there is a callback or function to check and see if an emission or a psi storm is active?
Has to be. To activate the NPCs running for cover and the radio messages. (I have no actual idea, but logically)
nvm found some code that checks
Hey guys, is there a place where I can check a list of the file names for each Anomaly map?
I have this list byt its a bit confusing.
that list has all of the maps
if you want the list of names to level ids, check st_levels.xml
Yeah, but I meant I didn't know what ID was related to what map's mainstream name. In any case, I was able to find them in the wiki.
Ok, earlier I asked about how to get at armor upgrades and modifying them. I managed to get assistance but wanted to provide what I learned so that maybe someone else can pick up the mantle if they wish to go even further down this rabbit hole. I wanted to add more equipment slots on an armor piece but wanted to do so in game without modifying just the values of the armor. I learned you can add extra tiers of upgrades from existing armors far easier than creating new tiers or otherwise, below is an example from the unpacked o_berill.ltx
inv_name = svoboda_heavy_outfit_name
inv_name_short = svoboda_heavy_outfit_name
description = svoboda_heavy_outfit_description
inv_grid_x = 96
inv_grid_y = 17
upgr_icon_x = 316
upgr_icon_y = 306
upgr_icon_width = 305
upgr_icon_height = 132
upgrades = up_gr_firstab_berill_3, up_gr_seconab_berill_3, up_gr_thirdab_seva_2, up_gr_fourtab_seva_1
installed_upgrades =
upgrade_scheme = up_scheme_berill_1
in the upgrades slot you can actually substitute different suits upgrade paths by just changing the line to match the row you wanted. You can even add additional layers as well (Guardian of Freedom only has 3 rows, I added a 4th here). Just be sure to put the modified LTX into the anomaly configs in the right path and it'll work just fine. Just remember, with great power comes great responsibility.
what about things like modifying specific upgrades
For armors it's akin to witchcraft as far as I can tell. I tried creating a 4th upgrade slot pulling data from other ltx files and it was crashing my game due to "parent" armor being incorrect. Strange that you can add whatever but creating causes issues. Wish I had more time to figure it out but at least there is a work around.
Question: do lines like this serve the purpose of ensuring items are recognized by the mod to avoid conflicts? Or is it just the list of the items the mod modifies?
Does anyone know if its possible to edit the lowered weapon, lowered weapon walk and lowered weapon run animations? And if yes where are they located?
I had experience with modifying weapon upgrades before
Creating new ones tend to cause issues
The best you can do is prob modifying existing upgrade slots and trees
And i dont think you can just change the type of upgrade easily without causing issues
Try changing something like a handling upgrade to an upgrade for caliber conversion would cause issues
I would like to learn how to edit the dynamic news manager. What'd be the easiest way to learn this? Would it be compicated?
As of right now its working but I do understand what you mean, X-ray can be dangerous to mess around with. I think it'll be fine so long as I use existing paths versus trying to create new or modify em.
well.. i did kinda find a way
you do need to borrow an upgrade from somewhere else
makes sense, its basically what I did lol
like for example
changing handling to a caliber conversion upgrade would cause bugs like this
but if you actually borrow a caliber conversion upgrade from another weapon like the ak12 5.56 conversion and use it instead
it works?!?
exactly, its weird. I took the 4th tier upgrade from a Seva suit and told the ltx to recognize it as a 4th tier in the Guardian of Freedom and now it accepts having that as an upgrade option
worse is that theres barely any documentation on tweaking or modifiying upgrades
so its basically a "fuck around and find out" fest
though i think creating new upgrades tree is Possible
Kinda
custom upgrade tree is honestly a gamble
its just recommended to just use an exsiting upgrade tree, renaming it and then modifying it to your liking
custom upgrade trees sounds fun but god its not worth the effort and pain
now i wish somebody makes a weapon weight rework but for armor now
Are there any extensions for XML in VS Code for stalker? I didn't find anything about it in the modding book.
I mean you dont really need one for stalker. Just get a regular XML extension
Or do you mean keyword suggestions for character files for example? Yeah, would be useful for that, but there are none as far as I know
Yeah, that's exactly what I meant. It's a shame there isn't one. Thank you for your reply.
Yeah, I installed it first thing. But it was probably silly to expect support for attributes that are in the stalker engine, if that's how it's implemented of course.
You really want to go to anomaly discord with this
Very silly indeed. Idk why but people especially here on the GAMMA server think stalker modding is as easy as minecraft or GTA with all these fancy docs, tutorials and tools.
Yeah, we dont have that. The tools are still in development or they just dont exist yet. But its cool to see how much easier stalker modding got just in the last 2 years.
I don't think the people who come here know how modding works at all. And such thoughts arise, as I think, because of the endless number of mods on this very stalker.
The Modded Exes with Unlocalizers, DXML, DLTX or the modding book... also in english, making it accessible for so many more people
Yeah, most probably
(i also know about stalker modding, of course. I mean, I don't fucking know)
Lucky stalker modding with the popularity of Anomaly, nothing to say.
And for sure talented devs.
Anyway, maybe its possible to use the ltx-support extension as a base for a xml-support extension
Yes, more than possible. And it's done entirely on the same principle. It's just that it's a rather hemorrhoidal process, where you can go up to two ways of realization. And one, unfortunately, can be said to be unavailable.
Do you have a GitHub account? I want to publish my first VS Code extension which makes modding just a little bit more convenient, but I need the vscode team to finally merge this pr. Would appreciate it if you could react with emojis to this pr as a fellow vscode user https://github.com/microsoft/vscode/pull/177434 
done
Thank you 
Yes, of course there's an account. But it's just for show) We have our own version control system at work, provided by SAP
Done bro.
Thank you very much 

How can i enable field stripping barrels via modifying WPO?
where can i find the related code for the toz 106?
where do you find the items_devices.ltx? i need to edit the file to fix a mod i installed
Is there any mod where you can spawn your own build base guard? Or something like when you spawn npc's they dont move when you spawn them?
Is this the pda reanimation mod?
I guess so. You can just install this https://www.moddb.com/mods/stalker-anomaly/addons/dltx-better-hands-position-for-pda-reanimation
!mo2search // use the file searcher
@barren crown 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
i installed, thanks
oh nonono i already did that, there was no items_devices 😭
Ive been getting this crash when equipping the Walther P99, something to do with "motion size" any fix?
Ive noticed some OGF walther files are named "walter"
the bones dont match in the animations
Ah! Is it possible that you could clarify a fix? Or what may the cause might be?
this is on default GAMMA, so idk how you can't find a copy
you have conflicting mods
Hey, everybody!
Are there any specialists in creating interfaces in Stalker? 
Does anyone know know where I can find the script for the radiation levels of each area of the zone?
Is anyone aware of how to make more SMG's one handed? I'd love a 45. to be one handed.
https://www.moddb.com/mods/stalker-anomaly/addons/machine-pistols-in-sidearm-slot I've added quite a few weapons to this.
Is there a way to remove radiation off of levels or disable the irradiated air in some? I assume not since I was told radiation is placed the way anomalies are, but still curious since I'm trying some specofic balancing stuff for testing.
Where can I find file with properties of Portable Cooking Kit? I want to change the number of possible uses. Can someone give me a hint?
Change max_uses for the item you want
I found file items_cooking.ltx under GAMMA RC3\mods\G.A.M.M.A. UI\gamedata\configs\items\items and there was max_uses, but it was 3, while in game there was more from what I noticed, would changing that do the trick?
Or should I amke edits to the anomaly files instead of GAMMA?
always change the gamma file that wins conflicts in MO2
!mo2search // use the file searcher to quickly see which mod provides the "winning" version of a file, and edit that
@gilded nest 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
It also could be that the attribute is changed with dltx
Idk tho if GAMMA does that
Therefore its better to just search the contents of the mo2 mods folder
yeah, always
and I'm not sure either if there's a DLTX file changing the cooking kits, although given the size + complexity of GAMMA, the answer is "probably"
Agent ransack or other indexers should find the section fast
Then you just have to figure out what file is used last
There is a DLTX file that changes it
All you need to do is create a new empty mod in MO2. Inside your mod folder create the folders gamedata/config. Inside config folder create an .ltx file named mod_system_z_(your mod name).ltx
Inside this ltx create a section for the cooking kit like so ![cooking]
This establishes a section override for DLTX to replace the values you want to change.
Underneath that add a line called max_uses = (your number here) put the number of uses you want here, no parentheses.
Save the file.
Congratulations, you have created your first DLTX mod.
if I want it to not have max uses at all, but be usable indefinitely, should I put this:
![cooking]:booster_multi
use_condition = false
?
`![cooking]:booster, !booster_multi
!empty_weight
!use_condition
!max_uses
remove_after_use = false
cooking_tool = true
cooking_limited = false
`
You'll probably need to do something like this. This is what I had to do to remove the uses from the army kettle.
Keep in mind this will be pretty unbalanced with the current loot drop settings. You'll either just have to ignore them as loot or you'll be stacking tons of these cooking kits in your inventory
wonder how that'll interact with disassembly too, since in GAMMA vanilla, cooking kits are the only logical source of plastic film
and you get one film per remaining charge actually i should not say shit i'm very uncertain about
Damn, okay guys, you convinced me, I will just increase the max uses
[wpn_bcm_rwap]:identity_immunities,weapon_probability,default_weapon_params,wpn_m4_sounds
Where do i find "wpn_m4" theres no ltx with that name
Vanilla files
the configs are usually w_weaponname.ltx, not wpn_weaponname
where do you configure the character skills menu bind?
line 4 3 of this file
change DIK_keys.DIK_K to the DIK key code for the key you want
exposing the key in MCM is also possible but takes more work
If I were to edit the energy drink that appears in gamma, would I need to edit the base anomaly .ltx for the energy drink or would the non-stop energy drink have its own ltx?
check gamma for any dltx overwrites
never directly edit the anomaly configs when dealing with gamma (or frankly any MO2-managed modded game)
alright, thankee
@random fulcrum
Sending here due to the filesize limit
ah well the "pattern" is clearly working as intended yeah
Yup
Test #2
@random fulcrum
The mod seems to drop the framerate significantly
Comparison to without the mod
from 30 to 12 without doing anything? gahdaym
Yeah. Kinda heavy on the CPU
I like the recoil being recoil without any unrelated accuracy decreasing, but the framerate killing is kinda off putting
i can imagine
well there's a lot of room for improvement on the current code
and optimization
kind of a lot, actually
Well then. I'll leave you to it. I am not usable on scripting end
Not yet at least
Anyone knows the name of the stat responsible for movement speed in specific suits?
there's a dedicated file outfit_speed.ltx
Thank you
Been in the middle of looking through "move" finds in notepad ++ with over 6k hits
Correction. 7,3k
can someone point me to where i can edit the mag size for weapons, specifically for the coonan
Has anyone got a tool that converts a stalker bump back into a standard normal map for use in substance painter
holy shit
doesn't seem to work, i changed it to ralt and it still is binded to K
my bad, looked again, it already has an mcm keybind setting
so just check mcm
i automatically assume qs in the mod making channel are only achievable by changing the mod
Developing system for optimization and customization of the colors for any costume in the game, like nowdays almost every game doing, using SRGB mask with 3 color channels + Alpha as color ID coordinates and just simple image with color palette, also patches applied by second material with alpha channel, so using just one Merc costume, albedo of it made almost grey, but keeping dirt on it, and blending colors of any type of faction, also possible to make any amount of alternative colors for any faction, now just 1 set of textures, albedo, norm, rough and spec and SRBG mask + Palette = unlimited customization possibilities + gpu and vram usage optimization also possible to apply any kind of camo on it, camo tiles is 256x256, mask same as original textures 1024x1024(could be reduced in twice at least i think) palette is 1x24(Or needed amount of pixels with colors)
To apply color it's just using X coordinate for each channel of the mask, so for example if on location will spawn 4 different stalkers in the same armor but from different factions then game have no need to load separate diffuse/albedo texture for each of them, but just to pick needed pixel from palette and load patch texture on and that's it.
Also this is Fem shape of that armor
can make it for every armor, so if anybody who have experience of working with models of the anomaly/gamma + blender import/export full pipeline please help with it, I will be grateful, you will save me a lot of time parsing game archives and building up whole pipeline from scratch
This also opens up opportunities for the player to customize armor style, like it will be possible to find cans of paint in various abandoned factories and paint individual parts of the armor in these colors. And this, in turn, can further develop the disguise mod; let’s say you can paint any armor of the faction you need to infiltrate like repaint Freedom in to Duty color scheme and etc.
This will also open up the possibility of customizing weapon colors. For example, each faction will have a corresponding color of weapons, mercenaries will have black and blue color tones applied to their weapons, but duty will have black and red shades, and so on, like almost every faction have Adar, but with this feature every Adar could be unique from visual point of view and etc.
P.s. In the end this thing can be applied to any mutant in the game also, so everything will have variety of colors and tones, like original controller will have red pants insted of blue, or just white or whatever, you get it)
I've seen that kind of recoloring and camo applying done via layers in some games, and it is a neat thing to see...
But I've no idea if the engine has any support for such as-is. Which I assume is the system you're developing.
Would be neat to see happen in any way, though! Though DICK does have some bonkers variety already, it's always nice to have more.
You aint gonna spam here
Yesn't
Hi folks, sorry if this is the wrong channel to post this in, but is there any mod out there that lets you make an in-game diary? Like keeping notes and role playing and such?
There is a notes tab in it
Anyone knows what file governs the mutant speed?
Kinda wanna lower it for snorks and fractures
Awesome, thank you!
I posted there but no response, which is fair enough, but thought I might get better answers here :3
This is for making mods
not asking for links to mods
Noted, thanks 🙂
There are a few different files depending on what mutant you're looking at
GAMMA mutants overhaul has a few and so does 291- Configurable balanced mutants
there is also this mod incase you want to just use it https://discord.com/channels/912320241713958912/1111575798302900266
I made an SG552 (w_sig552) variant but it's missing an icon. Looking at the original ltx for the weapon, there isn't an icons_texture telling it where the icon is but obviously it has one. Can someone help me add an icon to my variant please?
That's because in vanilla all items share a single icon file
So the texture path is defined in the default values of items
And only the coordinates are specified in each gun's section
Thanks Juan. Makes total sense. How would I point my variant to the correct icon please? It already has the coords copied from the original ltx
inv_grid_x = 40 inv_grid_y = 46
funnily enough I made it a dltx because I looked at your Honey Badger file structure. Copied over all the info from w_sig552.ltx and renamed all the sections to my variant.
and edited stuff like inv_name and stats
nah it's super basic. Yeah. It's "rechambered" in .300 blk
points to all the same hud visuals etc
You could also just pull the BaS icon for their SG552 which is pretty cool
icons_texture = ui\ui_icon_bas
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 3
inv_grid_y = 34
ah sick — thanks man. Let me try that!
It works!!! Thanks again dude
Love your Honey Badger mod btw. Also dltx'd that to take RWAP's .300 blk which is fun.
I guess I can use that
Best you'll get is a photoshop action which you can do yourself quite easily
it's SOMETHING i guess lmfao from 9 to 12
Even turned my pretty demanding ReShade off
but i don't think it can be optimized that much more really
True that
i can think of some things to do here and there but i don't think it's ever reaching over 15 stable
Well then. I guess it has to go in the Optional category for the beefier machines XD
My poor laptop can't keep up with the pace, but sometime soon I'll get a Good PC so no worries
I will be able to use your addons ^^
Pardon my ignorance but where can I find a link to the mod/if at all? Wouldn’t mind putting it through its paces to see what the higher end systems could squeeze out with it.
give me a couple of days for it to go golden (in this server)
i'm trying to get it feature complete first and maybe get profiles fine tuned to a degree
Sure thing! No rush of course, my curiosity gets the better of me sometimes.
Or gimp or krita or pdn, I guess I'll just write a powershell script for nvdxt that flips the channels around
you play on dx8 with reshade?
Yeah. Why?
Playing on dx8 because you have a weak PC and then using reshade is counter-peoductive
Better bump to higher dx
dx8 is dx9 static lighting
basic dx9 is objects dynamic lighting
normal dx9 is full dynamic lighting
enhanced dx9 is enhanced full dynamic lighting
dx8 was in stalker, but they removed it in 2004 iirc
I can't say really because I don't think I've paid attention to the renderer when I was 10, playing CS and CoP
And I play with DX8 because with DX9 basic I get 40 fps in an area where I usually get 60 on DX8
I don't even wanna know about the areas like Rostok or Army Warehouses
weapon's hit_power and ammo's k_hit are always in sinergy?
want to make damage based on bullet's damage instead of weapon's
currently gamma 5.45 someak has 0.49 hit_power and 1.14 k_hit
so the idea is replacing it to something like 1.14 hit_power and 0.49 k_hit (total damage is the same)
it will not make sense but rechambered guns will work fine
does anyone know what scripts govern the AI's chance to stagger from a hit?
i would have assumed it was in m_stalker.ltx but im thinking its governed by script behaviour and the critical_wound section of m_stalker.ltx
Hey @visual carbon you wanted to know about my mod?
oh yes, why not? what's the mod about?
enlight me
gamedata/config/creatures/m_mutantname.ltx, check the section starting with the comment ; speed factors
compare against unmodified anomaly configs in the same place (just in _unpacked)
Thank you Veer ^^
But I realized it's not speed but attack pattern
Well basically it overhauls the weapons mainly the recoil some fire rate of the semi auto guns some full auto mostly it’s on the recoil
it’s already updated so you can download it now it’s called Elias weapons mod
what's wrong with the recoil in ur opnion? it isn't of your liking? or some specific guns urged you to make a mod?
same config file
Well mostly the recoil isn’t to my liking if you want realistic recoil that is fun you go with battlefield, if you want fun recoil you go with cod and far cry, I took inspiration to those recoil systems and I decided to change them to be more like those games
and please don’t call it skill issue
Ooh! I wonder if I can make snorks stop spasming around left and right as they kick you
So yeah
did bro mog me on the recoil mod
no, read his comments on moddb
tl;dr is "well irl you'd control recoil so it's ok if all recoil values for everything get nuked to nothing"
quite the opposite of yours
oh yeah i get it. i'm not big at the ultra realistic gun simulation i do like the pseudo-realistic gun stats on gamma but i think a more fun recoil would go well maybe
to what extent you tested this new recoil? did you notice the battle getting to easy?
the fights
but is it recoil turnt to none or is just easier?
some people might play the game more for the survival aspect of it or just because they're fans of the series, i think there's space to this
sir this is the gamma server and your mod is for vanilla anomaly
i ain't modding anything wtf?
hello does anyone know where the helmets file is in the config
i can only find the lower outfits
Is there a mod/way to change how often Lukash Barrier quest happens? Like, more often than only once a week.
Its story mode so only once?
you'll need to unpack the game files and then it's in o_helmets.ltx
strongly suggest you learn to make a DLTX mod if you want to make config edits, don't edit the file directly
busy irl so can't walk you through how sadly
alrighty thanks, well i guess first would be how can i unpack the game files (assuming thats something else besides looking in MO2)
no problem
Anomaly/tools/unpacker.bat
thanks man
Yeah sorry
Sorry if I was rude
DLTX ERROR Attemped to override section 'mag_g36_5.56x45_default', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: c:/games/anomaly gamma/anomaly-1.5.1.2\gamedata\configs\system.ltx, mod file mod_system_mag_556x45_phant0m.ltx
Is there really a rule for not discussing mods that are not made for gamma?
not that. you're just going for something very counter to how gamma already handles recoil
and it's not going to behave in the expected manner, because gamma already has a different recoil system in place
crash when crossing into a red forest
so getting feedback from gamma players, is probably not going to help your mod
#🔨modded-gamma-support wrong place?
Well any good feedback is appreciated but thank you anyways
ummm you wanna test it out?
idk about rude, just extremely hard to read because you don't use punctuation, line breaks, or sentences
Sorry it’s a bit of a habit of mine when I write so long texts hehehe
I usually forget about it
besides anomaly has its own discord
and also has its own modding channels inside that discord
yeah I uploaded a beta of my mod on it and was asking for feedback but I didn’t get any
to be honest with you:
- plenty of the mod added guns already have recoil values set ridiculously low
- see above re: gamma has a separate recoil system in place
If I am being honest early mods don’t have recoil low they have it a bit high and I think that gamma recoil system is ok I guess
for me it's alright, i don't mind. everyone have likes and dislikes
it's important to always remember this is a set of mods over Anomaly, if we want to change something we can.
and no-one makes mods to gamma, they make mods to Anomaly that are compatible with gamma.

that'd do it
