#╙🖇mods-making-discussion

1 messages · Page 64 of 1

random fulcrum
#

i don't know really

#

but as general good practice don't do it

regal bolt
simple scaffold
#

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.

regal bolt
#

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?

simple scaffold
#

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.

regal bolt
#

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

simple scaffold
#

that is a modded exe feature. in regular anomaly if you remove the secton name of spawned items the game crashes on load.

regal bolt
#

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!

regal bolt
simple scaffold
simple scaffold
#

mostly that means things in plugins.

regal bolt
#

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?

simple scaffold
#

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

simple scaffold
regal bolt
#

Is that why people make fomod installations and put compatibility patches in there? To install required mod_system_ files?

simple scaffold
#

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.

regal bolt
#

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

simple scaffold
#

also i'm lazy.

regal bolt
#

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

shut bronze
#

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

fair canopy
#

i forgot how much that thing looks likeit's made of legos

random fulcrum
#

yeah okay what about the moonraker laser

shut bronze
#

that's out of my wheelhouse

random fulcrum
#

fuck it i'm doing a full goldeneye port on this bitch

shut bronze
#

I just want a goofy looking saiga that has a high-penetration built in for the laughs

random fulcrum
#

no shooting anims

#

proper goldeneye reload

celest forge
random fulcrum
celest forge
#

That was you??????????????????

random fulcrum
#

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

celest forge
#

One of the first mods I got from here

celest forge
#

I even made some new icons for em

#

Still got em installed

random fulcrum
#

DAMN

celest forge
#

Ye

shut bronze
#

no worky Wahh

#

got past the "crashes game on startup", just can't find it in debug menu

celest forge
#

Did you change the parent section

shut bronze
#

no

celest forge
#

Welp

shut bronze
#

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 clueless

#

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)

celest forge
#

Scope status = 1

#

Replace main hud model with that scope's hud model

#

Replace aim_hud parameters with the scope's

shut bronze
#

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

iron orchid
#

Oh my word, an actual good looking mk14 with a good looking reload/unjam animation, i can't wait! Can i playtest it? 🥲

shut bronze
#

think I’ll mess around and make a finnish mosin variant

#

figure out how to change textures and stuff with it

lilac idol
#

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

rough arch
#

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.

prime pecan
regal bolt
#

Does that M14 have green picatinny rails or am I colorblind?

#

Because they look sick!

regal bolt
#

Damn!

#

Too bad we cannot pul working flashlights or IR illuminators on the guns

naive snow
rough arch
#

Thankee, I just went with the GIMP default options, appreciate it

prime pecan
#

Can someone tell me how to add existing animation to an omf file?

fair canopy
#

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%

prime pecan
fair canopy
#

Yeah

#

Hold on

prime pecan
#

I forgot abt this, thanks

hardy hound
slow bolt
#

i guess

random fulcrum
#

it's already over

slow bolt
#

You already typed out 3 messages, so you already clogged

regal bolt
#

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?

slow bolt
#

otherwise it is gonna use the archive's name

regal bolt
#

BAIN?

#

Or more like:
BAIN wil do or do I need FOMOD

slow bolt
#

idk about bain

#

fomod does apply its name thouhg

regal bolt
#

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

lusty relic
#

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?

edgy salmon
slow bolt
#

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

edgy salmon
#

hol up there's a belt = false in the plate item config

fathom wagon
#

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.

edgy salmon
light geode
#

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

fathom wagon
light geode
regal bolt
light geode
regal bolt
light geode
#

Lol

simple scaffold
# light geode Howdy, where on earth are armor upgrades stored at? I'm trying to edit upgrade ...

Here is example of one armor.

https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata%2Fconfigs%2Fitems%2Foutfits%2Fupgrades%2Fup_berill_1.ltx

I am too tired to explain how to edit them tho. The system is unnecessarily complex in my opinion.

GitHub

This repository contains the unpacked gamedata files of the version 1.5.2 of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata

fathom wagon
#

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. KekStressed

regal bolt
lethal garden
#

Does anyone know which ltx file I can refer to if I want to configure some of the craft recipes for medical items?

light geode
regal bolt
#

Hey guys. What are the standard artifact respawns (Not DAO) controlled by?

random fulcrum
#

emissions

regal bolt
#

Really?

#

The normal anomalous zones are still influenced by emissions?

lethal garden
#

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.

fair canopy
#

you need to put in an dltx

#

it doesnt save the position by itself

simple scaffold
# regal bolt The normal anomalous zones are still influenced by emissions?

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.

fluid vigil
#

where are quest/dialogue files stored at?

summer girder
fluid vigil
#

how can i force my character to get a main task on spawn? can't see any ways in anomaly book

steady venture
#

Which folder or mod containts ambient music? Not just occasional howls or something, but music that plays in the background

fluid vigil
summer girder
fluid vigil
#

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

summer stream
#

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 oldge

fair canopy
#

Ogf

summer stream
#

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

regal bolt
#

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

spring mango
quasi narwhal
#

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

hardy hound
#

u need to export it as omf i think

quasi narwhal
#

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

summer stream
fair canopy
quasi narwhal
#

now it worked, thank u guys!!

pseudo saffron
#

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.

sacred token
#

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 doublefacepalm

simple scaffold
simple scaffold
#

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.

lusty relic
#

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?

restive mango
#

zone reality 0.4 and zone reality remade 1.3 are the same mod but diferent version?

simple scaffold
lusty relic
pseudo saffron
# simple scaffold alternitive mcm documentation here: https://github.com/RAX-Anomaly/Anomaly-Mod-C...

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.

fathom wagon
#

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

pseudo saffron
#

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.

fathom wagon
#

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.

pseudo saffron
#

Yes, please! I might get it all wrong and escalated script further so it might look like a mess. But thank you very much!

fathom wagon
#

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.

pseudo saffron
#

Sorry, I was trying everything.

fathom wagon
#

No worries, just trying to help you understand.

pseudo saffron
#

So which mean, I cannot use local xxxxx = x because it's not going to draw any number from MCM script, right?

fathom wagon
#

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.

pseudo saffron
#

If I'm going to have get_config(...) which needs to be in the same as function script not separate MCM, right?

fathom wagon
#

No, you'd do best to keep it with the MCM settings.

pseudo saffron
#

As it should be now. Thanks.

fathom wagon
#

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.

pseudo saffron
#

Thank you very much your kind sir.

fathom wagon
#

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.

pseudo saffron
#

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?

#
  1. 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.
  2. I see that in MCM script on local defaults you 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
#
  1. 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.
random fulcrum
#

try printing hte limb_health_regen variable to see what's going on since the script thinks it's a boolean

#

mayhaps tonumber(var)

pseudo saffron
#
  1. 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?

  1. 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.

pseudo saffron
#

But it's no longer persist in sme build I made.

#
  1. 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)
regal bolt
#

how do i get started with making mods

vernal epoch
#

the pins

fathom wagon
fathom wagon
# pseudo saffron 4. this line of yours ```lua local get_config = auto_health_regen_mcm.get_config...

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.

fathom wagon
bronze harness
#

added interior detail. need some attachable folding sights and going to highpoly

simple scaffold
# pseudo saffron Hmm, you might be right. But somehow my MCM even though it looks like I set it r...

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

lilac idol
#

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

lilac idol
#

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

pseudo saffron
lilac idol
pseudo saffron
lilac idol
pseudo saffron
lilac idol
#

oh and make the change the bakelite rpk mag for the black one

pseudo saffron
prime pecan
#

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

pseudo saffron
# prime pecan Hi folks, can somebody explain me how weapon model use path to hud “hand” animat...

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.

prime pecan
#

Thanks for that stuff! the issue has already been resolved

pseudo saffron
#

Oh, glad to hear, sir.

simple scaffold
#

it is entierly dependant on how you set up your options table and what id's you used.

lilac idol
fair canopy
#

You have to redirect the icon

lilac idol
#

how do i do that?

#

will cut+paste like this help at all?

fathom wagon
#

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.

lilac idol
#

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

celest forge
#

For a mesh? Or what texture

lilac idol
#

idk, i want to make the mags use other textures

lilac idol
celest forge
#

Oh the icons

#

You want to change the icons of the mags

lilac idol
#

yeah

#

i don't really know how to do that since i don't really understand the information provided in the mags files

celest forge
#

Do you happen to own photoshop

lilac idol
#

nope only gimp

celest forge
#

Zamn

#

I don't use gimp so idk how it works there

#

Can you set up a grid overlay in gimp

lilac idol
#

by grid you mean something like this right?

#

but more sofisticated obviously

celest forge
#

Yeah

lilac idol
#

or like this?

celest forge
#

50x50 pixes for each square

celest forge
lilac idol
#

yeah i think so wait a sec

celest forge
#

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

lilac idol
#

yeah i was trying to figure out how to change those

celest forge
#

The coords work like this

#

So find the section of the mag that's messed up and put the correct coords on the mag

lilac idol
#

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

celest forge
#

wdym the difference

lilac idol
#

like there are two values for inv_grid_x

#

on different paragraphs

celest forge
#

For what mag

#

send me a screenshot

lilac idol
#

this is the whole config for that mag

celest forge
#

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

lilac idol
#

ok then ill try and fix it with that information

#

thank you so much man🙏

regal bolt
#

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

tawny stream
#

Cap means maximum. So the game won't render more than X

lilac idol
celest forge
regal bolt
#

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)

regal bolt
#

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

regal bolt
#

YO LS IS THE GOAT

fair canopy
tawny stream
#

(what the fuck is LS in this context?)

regal bolt
#

lmao

#

lossless scaling

tawny stream
#

Ahh

regal bolt
#

ive joined the horde i hope the band wagon takes off tbh

#

best thing ive found from browsing youtube last night

tawny stream
#

Glad it is making your stalker experience better

regal bolt
#

thxs sdalger

#

zamn so i just drop it in there

#

i hope its that easy but idk

#

just gonna plop it in /bin

open oasis
regal bolt
#

it helped me alot

#

thanks

open oasis
#

👍

regal bolt
#

this shit is running at a SOLID smooth 75 fps for me using LS

#

my GOD

#

lets GO

regal bolt
#

it wont let me screenshot actual fps

#

but yeah

open oasis
#

may as well disable the reshade counter since it reports incorrect framerates

regal bolt
#

yeah i will

#

u can use my results for anything if u want

#

lemme see how it'd run if i wasnt using

open oasis
#

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

regal bolt
#

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

hearty plinth
#

anyone know how to turn off weapon reticle snap back?

fair canopy
hearty plinth
# fair canopy 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

fair canopy
#

do you have a gun for example? anytime i shoot a gun it just rises and doesnt go back

hearty plinth
#

SA-58

#

etc

dull dust
#

Any way to manually advance in-game time for testing purposes?

random fulcrum
#

time_factor and some insanely high number

dull dust
#

Or, where/how can I modify it?

open oasis
#

it's a console command, open the console with the tilde key (~)

dull dust
#

Thanks, so:

#

$ time_factor 1000

#

Does that work

#

?

hardy hound
#

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

dull dust
#

Let's see then. Thanks @hardy hound

hardy hound
#

default is time_Factor 1

simple scaffold
dull dust
#

Inb4 GAMMA is not warfare friendly, I have heard it before. Working on it regardless because it's fun

dull dust
light geode
lunar lintel
#

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

undone lily
tender linden
#

Does anyone here know what arms the Merc Ace Suit uses, or if it’s unique to that armor set only?

granite hemlock
#

Anyone knows how driveable uaz cars are spawned in Darkspace?

#

found it

honest lodge
#

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

ModDB

In short this addon forces a proper friendly fire response from NPCs whenever the player attacks them, regardless of goodwill towards the faction. It will also allow the player to surrender to squads from neutral factions if they were aggravated by accident...

#

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.

surreal gust
#

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.

granite hemlock
#

Anyone knows which mod adds stash selling to traders in Gamma?

regal bolt
#

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

fair canopy
regal bolt
regal bolt
#

Anyone knowing the work with configs here?

#

Brb

regal bolt
#

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?
regal bolt
#

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

summer girder
regal bolt
simple scaffold
regal bolt
#

But I'm unsure which one is the one

summer girder
regal bolt
#

Wait. I know now

summer girder
#

Force installing notepad++ on your PC rn

regal bolt
summer girder
#

Literally Google notepad++

tender linden
#

Just wanted to know about this though, just in case

regal bolt
#

Sure. Have fun

summer girder
#

Neato

light geode
light geode
dim gale
#

Anyone knows person responsible for BaS upgrade for gamma? i want ask about something

celest forge
#

@fair canopy

restive forge
#

Does anyone know where to find the Faction Icons used in the New Game screen

surreal gust
#

it gets the job done

light geode
surreal gust
#

i have been using it ever since i was editing .ltx files for levels and other stuff

#

works for me

light geode
# surreal gust meh, idgaf

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.

surreal gust
#

it works for me, and i haven't had any problems with regular notepad

surreal gust
#

more progress

granite hemlock
lethal garden
#

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.

lethal garden
#

Resolved. UGP DLTX Fixes was causing this.

granite hemlock
wintry flax
#

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!

slow bolt
wintry flax
naive snow
wintry flax
naive snow
# wintry flax 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

wintry flax
#

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.

slow bolt
#

Oh no

#

hash functions all over again

wintry flax
#

hash functions?

random fulcrum
celest forge
#

@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

random fulcrum
#

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

celest forge
#

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

fair canopy
blissful tartan
#

does anyone have the old five seven ?

misty mulch
#

you're going to have to narrow down what you mean by "the old five seven"

#

weapon ID would be a start

random fulcrum
#

mayhaps he's talking about the bas fiveseven?

feral pecan
#

Can anyone upgrade half of the weapons for gamma?

#

this mode

open oasis
hidden rain
#

Does anyone have the legacy version of RWAP? I'm looking for his two weapons with 40 magazines

dim gale
#

hi, any ideas what mod can cause that problem? i was installing some mods and now it shows up when i press tab.

random fulcrum
#

this is some unprecedented levels of retardation

#

it's just unreal

dim gale
#

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

sacred token
tender linden
#

How do I make it so the IWP MP9 can be fitted into the vision and melee slots? Just that, nothing else

dim gale
#

ok, ive found cause , its radial menu makes this problem for me

blissful tartan
#

just curious

random fulcrum
#

ah yes, mods-requesting-discussion

slow bolt
#

its a low quality soup

blissful tartan
#

ahh i see

regal bolt
#

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?

naive snow
regal bolt
#

Then I kinda miss something about gun modding I suppose

naive snow
#

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

regal bolt
#

People made it seem like there are limitations to what you can make

naive snow
#

Such as?

regal bolt
#

Not being able to make a gun becuase it would be too much hassle, even tho the model is already out there?

naive snow
#

You still have to find animations, sounds, make a whole ass ltx file, balance it out

#

It's a fucking pain alright

regal bolt
#

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

regal bolt
#

Finding specific shit to fit with the config can be excruciating

#

And take days

naive snow
#

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

regal bolt
#

Can't the animations be copied over from the TOZ model we have now?

naive snow
#

Are they the same model?

regal bolt
#

So that's a "No". Why? Would the scope just stay midair?

naive snow
#

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

regal bolt
#

I think I'll stay with modifying the configs. Thank you for the info tho qwp

pseudo saffron
#

@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?

fathom wagon
pseudo saffron
warped compass
#

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

shrewd night
#

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.

undone lily
#

No scripts or configs modifications allowed for the console version of stalker trilogy games

raven lichen
#

so what your saying is our console brethren are SoL for gamma at least for now?

undone lily
#

GAMMA cannot be something on console anyway

#

Simply because it's made for Anomaly

#

and Anomaly is not on console

raven lichen
#

lol can we get misery working for them?

undone lily
#

but even ZRP and the usual trilogy balance mods won't be available on consoles

raven lichen
#

would be uh nice of us LMAO

undone lily
#

only textures and sound edits (and animations etc)

raven lichen
#

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

random fulcrum
#

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

undone lily
#

tbh, scripts I understand, but config edits I really don't

random fulcrum
#

for configs tho it doesn't make sense yeah

dim gale
#

Did gamma uses different mag redux?

open oasis
# dim gale 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

fair canopy
dim gale
open oasis
fair canopy
#

Well there's no extra ammo in the inventory that would have been in the mags

open oasis
#

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

slow bolt
#

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

surreal gust
#

bugatti pro max

warped compass
#

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

celest forge
#

Depends on what mod you want

#

Not all modders specialize in the same type of mod

warped compass
random fulcrum
#

it's his service rifle

hardy hound
#

there are many like it

celest forge
bronze harness
#

done with hp model. finally baking time

fair canopy
#

Damn that's cool

bronze harness
fair canopy
#

Maybe? You'd probably want to decimate the model for the world model

bronze harness
#

Ah.. world model i never thought that

slow bolt
bronze harness
slow bolt
#

Wuh

#

The what

#

Fake gun?

dim gale
#

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.

slow bolt
#

Saiga23 is not a gamma weapon

#

Its from athi weapon pack

dim gale
#

Also what is athi?maybe i will find solutions from pack maker

long niche
#

Where are mission sounds located, I wanna replace em with sounds from tarkov

slow bolt
#

Its only in that pack

dim gale
#

Also comparing mod tree of efp and gamma and cant see what causes problem at first view, ive tried also disabling animation mods

bronze harness
celest forge
bronze harness
celest forge
#

You could yea

slow bolt
#

Doesn't sound real

random fulcrum
#

it's a goofy name

open oasis
# random fulcrum 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

slow bolt
#

What's iwi then

#

IMI galil

#

Etc

open oasis
#

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

fair canopy
#

Uwu caramel

open oasis
#

if you want to see another wacky israeli weapon you can look into the Gilboa Snake

#

double barrel baby 😎

random fulcrum
#

despite being close to caramel

rotund lotus
#

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?

glad shuttle
#

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?

regal bolt
tawny stream
#

Will show you the gun with a reference to what it is inside the game itself

glad shuttle
#

@tawny stream I've not tried. I'm guessing to spawn all the items ingame?

#

Ahh it does? Interesting

tawny stream
#

You wouldn't need to spawn them, fortunately

#

But yeah

glad shuttle
#

Good tip, I'll try thankyou.

tawny stream
#

Hope it does what you need it to!

misty mulch
#

debug won't tell you what is and is not normally found in gamma tho

glad shuttle
#

@misty mulchThat's ok, I'm not making distinctions 🙂

misty mulch
#

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

lofty folio
#

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 🙂

plucky cosmos
#

There's any mod that adds an 9mm ar? Something like a colt 9mm/ ar9

cunning wigeon
#

Hello I would really like some help with a mod that I uploaded to modb

#

I would really appreciate it

potent delta
#

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.

fair canopy
#

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

open oasis
#

i think i misunderstood the issue because it sounds like it's working as it should

fair canopy
#

I could have sworn it was different. Cause even in windowed it stretches

tribal acorn
#

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 ?

regal bolt
#

Guys. I need help understanding why doesn't this work.

#

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?

potent delta
misty mulch
#

good

potent delta
#

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).

misty mulch
prime quail
#

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...

potent delta
prime quail
#

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

misty mulch
#

turns out gamma/ammo maker system uses a bespoke script + injection system UltraCryLaugh the vanilla Anomaly crafting dltx will work too, this just solves a mystery

#

actually wait let me also demo the ammo system

#

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

vernal epoch
#

ah thonk that'd do it

#

ty

misty mulch
#

ironically it's simpler, but there's the answer

slow nexus
#

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?

slow bolt
#

It's all different textures for different layers

#

Thm file controls what is what

dull crest
#

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

misty mulch
dull crest
#

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?

misty mulch
#

oh wait you did

#

hmm

misty mulch
#

instead of the screenshot

misty mulch
#

(mutant_mod?)

dull crest
#

it's part of the ballistics overhaul in the Special Ammo mod, I was overwriting pretty much all of the values for his ammo

misty mulch
dull crest
#

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

misty mulch
misty mulch
#

next logical q is "make sure the xml file is in the right location" then

misty mulch
#

(again, unless there's some script attached to it)

dull crest
#

just in the text (eng) folder right?

misty mulch
#

gamedata/configs/text/eng

dull crest
#

yes it is

#

oh wait i may be dumb, i fixed it

#

thanks

misty mulch
#

what was it?

dull crest
#

i forgot to add "_new" to the newly made rounds i made in the string id

misty mulch
#

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?

dull crest
#

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

misty mulch
#

lol yeah if it's mispelled in the original, leave it mispelled

regal bolt
#

Does DLTX prefixes like !! or ! work for scripts in LUA?

random fulcrum
#

no

hushed tangle
#

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..

surreal gust
#

You need to recompile the engine to change the splash screen

hushed tangle
surreal gust
#

ask others to do it for you, i don't have VS at home

hushed tangle
surreal gust
hushed tangle
surreal gust
#

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

karmic magnet
#

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?

slow bolt
#

Maids icons are not used by default. Or you want to replace just icons for devices?

fair canopy
#

anyone know what might be happening here? In the inventory the tooltip doesn't work but it does in the debug menu

spiral stone
#

does anyone know if there is a callback or function to check and see if an emission or a psi storm is active?

tawny stream
spiral stone
honest lodge
#

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.

random fulcrum
#

that list has all of the maps

misty mulch
honest lodge
light geode
#

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.

glad mirage
#

what about things like modifying specific upgrades

light geode
#

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.

honest lodge
#

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?

unreal leaf
#

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?

glad mirage
#

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

honest lodge
#

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?

light geode
glad mirage
#

you do need to borrow an upgrade from somewhere else

light geode
#

makes sense, its basically what I did lol

glad mirage
#

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?!?

light geode
#

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

glad mirage
#

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

gray marlin
#

Are there any extensions for XML in VS Code for stalker? I didn't find anything about it in the modding book.

sacred token
#

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

gray marlin
gray marlin
slow bolt
#

You really want to go to anomaly discord with this

sacred token
#

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.

gray marlin
sacred token
#

The Modded Exes with Unlocalizers, DXML, DLTX or the modding book... also in english, making it accessible for so many more people

gray marlin
#

(i also know about stalker modding, of course. I mean, I don't fucking know)

gray marlin
#

And for sure talented devs.

sacred token
#

Anyway, maybe its possible to use the ltx-support extension as a base for a xml-support extension

gray marlin
sacred token
sacred token
#

Thank you PepeHappy

gray marlin
#

Done bro.

sacred token
#

Thank you very much peepoLove

slow nexus
#

is there a third party tool for positioning hud objects?

#

like visual

heavy tinsel
#

How can i enable field stripping barrels via modifying WPO?

ruby dust
#

where can i find the related code for the toz 106?

barren crown
#

where do you find the items_devices.ltx? i need to edit the file to fix a mod i installed

distant thistle
#

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?

sacred token
misty mulch
queen pineBOT
#

@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

barren crown
lethal garden
#

Ive noticed some OGF walther files are named "walter"

fair canopy
#

the bones dont match in the animations

lethal garden
misty mulch
bronze harness
#

basic material is done. It's time to paint the damage

velvet wind
#

Hey, everybody!
Are there any specialists in creating interfaces in Stalker? KekStressed

honest lodge
#

Does anyone know know where I can find the script for the radiation levels of each area of the zone?

toxic anvil
#

Is anyone aware of how to make more SMG's one handed? I'd love a 45. to be one handed.

restive sigil
honest lodge
#

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.

gilded nest
#

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?

sacred token
gilded nest
#

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?

misty mulch
#

always change the gamma file that wins conflicts in MO2

misty mulch
queen pineBOT
#

@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

sacred token
#

Idk tho if GAMMA does that

#

Therefore its better to just search the contents of the mo2 mods folder

misty mulch
#

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"

slow bolt
#

Agent ransack or other indexers should find the section fast

#

Then you just have to figure out what file is used last

obsidian void
obsidian void
# gilded nest I found file items_cooking.ltx under GAMMA RC3\mods\G.A.M.M.A. UI\gamedata\confi...

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.

gilded nest
#

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
?

obsidian void
#

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

misty mulch
#

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

gilded nest
#

Damn, okay guys, you convinced me, I will just increase the max uses

gentle peak
#

[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

celest forge
#

Vanilla files

misty mulch
barren crown
#

where do you configure the character skills menu bind?

misty mulch
#

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

rough arch
#

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?

misty mulch
#

never directly edit the anomaly configs when dealing with gamma (or frankly any MO2-managed modded game)

rough arch
#

alright, thankee

regal bolt
random fulcrum
#

ah well the "pattern" is clearly working as intended yeah

regal bolt
#

Yup

#

The mod seems to drop the framerate significantly

random fulcrum
#

from 30 to 12 without doing anything? gahdaym

regal bolt
#

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

random fulcrum
#

i can imagine

#

well there's a lot of room for improvement on the current code

#

and optimization

#

kind of a lot, actually

regal bolt
#

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?

fair inlet
regal bolt
#

Been in the middle of looking through "move" finds in notepad ++ with over 6k hits

#

Correction. 7,3k

lyric stag
#

can someone point me to where i can edit the mag size for weapons, specifically for the coonan

slow nexus
#

Has anyone got a tool that converts a stalker bump back into a standard normal map for use in substance painter

bronze harness
open oasis
barren crown
misty mulch
#

so just check mcm

#

i automatically assume qs in the mod making channel are only achievable by changing the mod

opal void
#

Does this channel give xp?

sinful imp
#

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 Kappa 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)

wispy ferry
#

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.

slow bolt
opal void
frail violet
#

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?

regal bolt
#

There is a notes tab in it

#

Anyone knows what file governs the mutant speed?

#

Kinda wanna lower it for snorks and fractures

frail violet
frail violet
slow bolt
#

not asking for links to mods

frail violet
torpid badge
edgy salmon
#

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?

celest forge
#

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

edgy salmon
#

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

celest forge
#

How did you make this variant btw

#

Just curious

edgy salmon
#

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

celest forge
#

Oh but you didn't change the model or anything

#

It's just a name and stats variant

edgy salmon
#

nah it's super basic. Yeah. It's "rechambered" in .300 blk

#

points to all the same hud visuals etc

celest forge
#

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

edgy salmon
#

ah sick — thanks man. Let me try that!

edgy salmon
#

Love your Honey Badger mod btw. Also dltx'd that to take RWAP's .300 blk which is fun.

naive snow
regal bolt
#

Recoil patterns with the mod

random fulcrum
#

it's SOMETHING i guess lmfao from 9 to 12

regal bolt
#

Even turned my pretty demanding ReShade off

random fulcrum
#

but i don't think it can be optimized that much more really

regal bolt
random fulcrum
#

i can think of some things to do here and there but i don't think it's ever reaching over 15 stable

regal bolt
#

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 ^^

limpid rose
random fulcrum
#

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

limpid rose
slow nexus
slow bolt
regal bolt
slow bolt
#

Playing on dx8 because you have a weak PC and then using reshade is counter-peoductive

#

Better bump to higher dx

surreal gust
#

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

regal bolt
#

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

worthy fiber
#

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

slow nexus
#

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

cunning wigeon
#

Hey @visual carbon you wanted to know about my mod?

visual carbon
#

enlight me

misty mulch
#

compare against unmodified anomaly configs in the same place (just in _unpacked)

regal bolt
#

But I realized it's not speed but attack pattern

cunning wigeon
#

it’s already updated so you can download it now it’s called Elias weapons mod

visual carbon
misty mulch
cunning wigeon
#

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

regal bolt
random fulcrum
#

did bro mog me on the recoil mod

misty mulch
random fulcrum
#

of course it's tazdj on the case

#

i'm skipping reading this one

misty mulch
#

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

visual carbon
#

to what extent you tested this new recoil? did you notice the battle getting to easy?

#

the fights

visual carbon
#

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

misty mulch
#

sir this is the gamma server and your mod is for vanilla anomaly

visual carbon
#

i ain't modding anything wtf?

pallid stump
#

hello does anyone know where the helmets file is in the config

#

i can only find the lower outfits

hybrid plume
#

Is there a mod/way to change how often Lukash Barrier quest happens? Like, more often than only once a week.

rotund lotus
#

Its story mode so only once?

misty mulch
#

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

pallid stump
#

no problem

misty mulch
#

Anomaly/tools/unpacker.bat

pallid stump
#

thanks man

cunning wigeon
twin island
#

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

glad mirage
#

Is there really a rule for not discussing mods that are not made for gamma?

twin island
#

?

#

HELP

misty mulch
#

and it's not going to behave in the expected manner, because gamma already has a different recoil system in place

twin island
#

crash when crossing into a red forest

misty mulch
#

so getting feedback from gamma players, is probably not going to help your mod

cunning wigeon
#

ummm you wanna test it out?

misty mulch
#

nah gunplay in anomaly does not interest me

#

and i'm happy with the gamma system so

cunning wigeon
#

Oh uh okay that’s fine

#

Though was I a bit rude in the comments on my mod?

misty mulch
#

idk about rude, just extremely hard to read because you don't use punctuation, line breaks, or sentences

cunning wigeon
#

I usually forget about it

misty mulch
#

besides anomaly has its own discord

#

and also has its own modding channels inside that discord

cunning wigeon
#

yeah I uploaded a beta of my mod on it and was asking for feedback but I didn’t get any

misty mulch
cunning wigeon
visual carbon
#

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.

misty mulch
#

yeah no shit, but i'm saying, in the gamma mods making discussion channel, that if you simply change cam_dispersion values in weapon configs, it won't do shit for gamma recoil

#

because gamma recoil does not work using that